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Curse of the Crimson Throne / Edge of Anarchy (Aardvark DM) (Inactive)
Game Master Troy Malovich

The second Pathfinder AP, set in the city of Korvosa. The city is in turmoil after the death of the king.



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Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

So are we continuing on?


Female; HP: 11/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 11/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Traveling for a couple of days. Should be able to post, but don't wait long on me.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Not sure if my last post was the brightest move to make, but Im sure itll be interesting, lol.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

I like the approach, personally.


Female; HP: 11/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 11/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

I liked it. Let's see if the DM smacks you down!

I also lol'd at Rutter's "Told you she was just a painter." Nicely done.


Yeah, your diplomacy of 6 had made her angry atfirst, and then trying to move the blame to her only didn't work due to her Sense Motive. Otherwise, she would have fallen for it.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps
Aardvark DM wrote:

Also, I have a House rule I put in place back in 3.0 that I prefer to use. I'm not a Tyrant (though some of my players have called me a benevolent dictator), so I ask if you guys wouldn't mind using it.

Since skills are the only area that 1's and 20's tend to not be auto fails or successes, I modified the mechanic. Don't worry, I didn't change it to auto fail/success, just that a roll of 1 or 20 results in a -/+ 10 to the roll (I can be talked down to 5). A nat 20 =30, and a nat 1 = -10.

I did it because I got upset at skill rolls where the player would say "Even on a 1 I can't fail, so there's no point in rolling." or "Oh, I wasted my crit on a Knowledge History" (okay that may still happen).

Mainly, it was just to add weight to 1's and 20's on skill rolls, so they were just as exciting as when it happens in combat.

Thoughts/issues/complaints?

I'm okay with the house rule, though I'd prefer +/- 5 rather than 10. And I'm okay with +/- 4 on aid another checks. So if you roll a 1 and that takes your aid attempt under 10, then you'd impose a -2 on the check?


Yes, a 1 would subtract 5 from your total, and if it wasn't enough to get over the 10 to assist, you would -2 from their total. Kind of a Nat 1 meant that you just got in the way/undid whatever work they had done.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

I am ok with the House Rule. At higher levels, I can see why you would want to do it in increments of 10, but at these levels a fluctuation of 5 is more in line, I think. jumping it to 10 at level 5 seems appropriate.


Female; HP: 11/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 11/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Weather gods continue to frown on me. Without power for several days at least. Will post as I can.

Andoran

Happy Monday everyone :/

Hope everyone had a good weekend. I got to GM a couple sessions of Pathfinder Society (The Dalsine Affair and Shades of Ice 1), so mine wasnt too bad. :P


Female; HP: 11/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 11/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

At godDMit: A convention perhaps?

Our Sunday game narrowly avoided a TPK when 5 of 6 pcs failed saves against some very twisted satyrs. Lost the bard and the fighter.

Hopefully we'll have better luck here in the Gray!

Andoran

No convention, just a regular PFS get together. We meet about twice a month, generally between 12-16 people.

Andoran

Just updated Copper's page. I linked all the spells on his list to the PRD. So if you need to know what they do, just click on them, and theyll take you to it. :)


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

We still moving on with this fight?


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

So how did your finals go?


Meh, okay. I took the last one this morning. I think I only got a low B in two of my classes, and just might eke out an A from the other. I will update the game tomorrow, the maps are on my work computer, and I have a Murder Mystery party tonight.


Okay, I can't find the rule anywhere where it says one way or the other.

If the duration of a spell is 1 round, does that round end at the beginning or end of your next turn? If I daze someone, will I get the benefits of them being dazed for my next turn, or does it end before I go again?

EDIT: nvm, I found it.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

I'll probably be unavailable from Friday through Monday. Some kind of holiday, apparently. Anyways, while I'm gone, Rutter can run around trying to cut up those derro, if his turn comes up again.


For Felgar's damage, as I read each rule, should be +15.

Normal, a two-handed weapon does Str and 1/2. With overhand chop it does Double Str. I think one overrides the other. I do not think it doubes your Str bonus, then adds the 1/2 for two-handing. It changes your two-hand from x1.5 to x2.

SO,
18 str, w/bull's Str = 22 Str (+6 mod)
+6 doubled is +12, then two-handing power attack adds +3
end result +15

Also, for your attack bonus, furious focus removes the penalty for your 1st power attack in a round. So you do not have the -1 penalty, thus the +11 to hit.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Makes sense on the plus 1.5 not stacking with the overhand chop. I have never had both, so I am not sure what the boards have said, but I certainly accept your ruling going forward in this regard. Thanks.

So, normally, without the Bull's Strength, we are talking +11 (+4 times two with the overhand chop and +3 with the Power Attack, right?)


Yes, +11 would be right.

Also, until you get multiple attacks, there's no reason NOT to power attack. You get no penalty on your 1st attack a round, and get +3 damage. I guess the only penalty would be to your 1 AoO a round.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Right - that is what I was thinking.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Disturbed1, I hope you don't mind, but I'm totally going to steal your foreign language magic words idea to add some flavor to my own sorcerer's spell casting in another game.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

It's cool. I'm using Dutch, if it makes a difference to you.


I am playing a Summoner in a Carrion Crown game, and as a native Ustalavan I use Russian. The great part is how you do it. For Detect magic, the english is actually just "Is there magic here" but in Russian it becomes "Yest Li Mag'ia Zdyes" (I also split some of the words up, and modify them slightly so that it doesn't exactly read in Russian).

What language are you using for Copper's spells?

Andoran

Dutch, lol.

I'm half Dutch, and found it different enough from the english translations, opposed to Spanish per se, that it looked foreign and kind of arcane.

I've got the phrases saved in a word doc so I dont have to look it up every time I use one, lol.


I use Russian mainly because I speak the language. For my homebrew world, though, the countries and names are all derived from a warping of words in the language that best represents the culture. So my lands based on Spain (culturally) was like New Valley in English or something, which in Spanish was Nuevo Pezaria(-ish), and became Evo Pezar. So it has a similiar sound in the name, but isn't actually a Spanish word, and also doesn't literally translate into English verbatim.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

I like the sound of Dutch, but I might use Portuguese, Spanish or French. I'm wide open, because the closest I've ever came to bilingual is the Spanish I've mostly forgotten. Google translator will be providing the incantations.

Andoran

That's what I use, too. Works well enough for me.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

I've got a con over the weekend. Likely wont be able to post from this afternoon til Monday morning.

Feel free to bot me if necessary. :)


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

If we survive this, remind me to learn some spells that dont have to deal with Spell Resistence, please.


Female; HP: 11/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 11/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Remind me to scribe a scroll of Remove Paralysis!


I started a discussion in my other PbP thread. I am looking at using the Paizo Crit/Fumble decks, and would like to discuss it first. Please follow the link, so I can have the conversation with both groups in just one thread.

Link to discussion


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

Dont know if I'll be able to post tomorrow at all. Have to work at a different branch. :/

Feel free to bot me.


Female; HP: 11/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 11/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

Hi folks: traveling for a week of uncertain internet starting tomorrow. Please don't wait on me. Neva is blind and out of spells, so not too hard to run. She'll mainly complain about the smell and not being able to see.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

On vacation this week, but internet connection at home has been spotty lately, and I will be leaving for Gencon on Tuesday, so if anything comes up, please bot me, just in case I dont have access/time.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

I will be taking a short vacation from the 16th to the 18th, and I do not know what my status of internet access will be during that time. Feel free to BOT me if necessary.


As we now stand on the precipice that is the end of the first module, I wanted to ask your opinions.

I am ready to continue on with the story, into the second book. I just want to know if you are all still interested in continuing?

I know there have been slow chunks, and times when it has dragged on, and I know that can make an already slow process take even longer.

When I start the second book I will open a new gameplay thread (so it belongs to me this time). Also, from what I've seen of the AP's I've read/played, the second books tend to be more investigative and require more player feedback. In this one it is quite heavily the case, so there will be times where there is less "Here's what is expected." and more "What do you plan on doing?" coming from me.

So, if you have any things you would like to discuss about the game before we continue, please address them now so we can try to see what can be done before we head out into the next chapter.


Female; HP: 11/25 Human Cleric 4 of Pharasma (Blessed, AC: 14 [T: 12 FF: 12] | HP: 11/25 | F+4, R+3, W+7 | Init: +2 |Perc: +3)

I must say, I'm really enjoying this game. I don't mind the pace (as I'm sometimes slow myself). I like the PCs, I like the DM, I like the AP.

So, I'm ready to continue.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

Yeah, I'm good.


Male Dwarf Two-Handed Fighter; AC: 18, T: 12, FF: 16; HP: 40/40; F: +5, R: +3, W: +1; Init: +2, Perc: +3

Ready to proceed. I am enjoying this group. We seemed to have developed a great rapport.


Male Human Arcane-Blooded Sorcerer 4 (AC: 12 [T: 12 FF: 10](+4MA, +4 Sh) | HP: 32/32 | F+2, R+4, W+5 | Init +2 |Perc +1)

As Glorion from Journey-Quest would say, "ONWARD!" :P


Male Halfling Summoner 4 (AC: 13 [T: 11 FF: 13] | CMD: 13 | HP: 20/20 | F+1, R+4, W+5(+2 vs fear) | Init: +2 |Perc: +3)

I'm good. The group does seem to work well and the pace works well for most of us it seems.


Well, I'm glad to hear that. I think the group has a nice dynamic between them, and I enjoy what each one brings to the story.


New Gameplay thread is HERE

New Discussion thread is HERE

It may seem like a minor thing, I just like to have absolute control over the games I run, and it just never felt like my own as long as it 'belonged' to someone else just because of the title.


Male Halfling Rog3 / Ftr1 (AC: 18 [T: 15 FF: 14] | HP: 31/31 (currently 14/21) | F+5, R+8/+9 traps, W+2 | Init: +4 |Perc: +9/+10 traps

+1 Rogue
1d8 ⇒ 5 +1 con +1 toughness
+1 dex
+9 skill points
Acrobatics +3
Disable Device +1
Perception +1
Stealth +1
Know: local +1
Diplomacy +1
Bluff +1

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