Ross's CotCT PbP (Inactive)

Game Master Ross Byers


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RPG Superstar 2008 Top 32

I will be running a CotCT campaign here on the Paizo boards. I would like a party of 4-5 members, depending on composition. In order to be fair to those who work or live in odd timezones, I am going to give potential players until Wednesday night at midnight eastern daylight time to post character concepts and partial backstory. I will then select the party from the pool using a fair dieroll. The selected players would then have until the weekend to stat up their characters. With any luck, the game could get going on Monday. In short:
Monday-Wednesday: Accepting Characters
Thursday-Saturday: Selected Characters statted
Sunday: Character check-over
Monday: Game starts

Pathfinder subscribers and readers are still welcome. If you trust yourself to keep player and character knowledge separate, I'm happy to have you.

SRD + Pathfinder Only. If there is a non-core prestige class you really want, you can ask and I may allow it if I own the book.

Character creation rules:

Stats are 32 Point buy

I would really prefer no half-elf or half-orc characters, but I'll allow it if you can make it interesting. Likewise, Psionics are not my favorite thing, but if you can make it interesting...

Everyone must take one trait from the Curse of the Crimson Throne Player's guide.

Everyone may take one of the feats following feats from the RotRL or CotCT Player's Guides for free (You must still meet any prerequisites):
City Born
Country Born
Harrowed
Lone Wolf
Shingle Runner
Totem Spirit

Varisian humans get Varisian as a known language.
Shoanti humans get Shoanti as a known language.
Chelish humans get Old Chelish as a known language.

Add Old Chelish and Varisian to the Halfling's and Gnome's list of racial bonus languages.

Add Shoanti to the Dwarf's list of racial bonus languages.

Add Varisian to the Elf's list of racial bonus languages.

Add Ancient Thassilonian to the Wizard's list of class bonus languages.

Starting Gold is as follows:
Barbarian, Bard: 160 gp
Cleric, Rogue: 200 gp
Druid: 80 gp
Fighter, Paladin, Ranger: 240 gp
Monk: 20 gp
Sorcerer, Wizard: 120 gp
This is the same as max gold according to the PHB.

As per the PHB, a wizard's starting spellbook is free.

Wizards and Sorcerers may summon a familiar for free at character creation.

The following variant rules will be used:

Zelazny Spellcasting (Rules here. Discussion here.) Psionic characters, if any, use standard psionics rules.

Cleric spontaneous domains - Clerics do not automatically gain the ability to spontaneous cast cure or inflict spells. Instead, they may cast spells from either of their domains spontaneously. (The Healing and Destruction domains allow emulation of the old ability).

Variant turning - Clerics may replace the standard ability to turn or rebuke undead with the ability to turn creatures based on alignment. Using this option, the cleric may turn creatures with the alignment subtypes for the opposing three alignments of their god, and rebuke creatures with the neighboring three alignments. For instance, a cleric of Abadar (LN) who selects this option may turn creatures with the Chaotic subtype, and rebuke creatures with the Lawful subtype. A cleric of Desna (CG), however, would turn creature with alignment subtypes that sum to LN, LE, or NE, and could rebuke creatures with subtypes that sum to NG, CG, or CN.
If a cleric selects only one alignment domain, then they are choosing to emphasize that value over all others, and the ability to turn based on alignment changes appropriately. For instance, a cleric of Erastil (LG) who takes the Good (but not Law) domains has decided that the Good/Evil divide is much more relevant than the Law/Chaos divide, and turns creatures as if Erastil was NG.
A cleric of true neutral deity who selects this option may turn creatures with the 'extremist' alignment subtypes (that is, LE, LG, CE, or CG), but they take a -2 on their turning check. They may also turn creatures with one alignment subtype, but take a -4 on their turning check.
Paladins may also choose to turn based on alignment rather than turning undead. However, Paladins always turn as if their deity was NG, unless they are multiclass clerics, in which case they turn according to their cleric ability.
If a deity offers elemental domains, their clerics may instead replace the standard turning ability with the ability to turn elemental creatures as described in the granted power of those domains.
Due to this option, the granted powers of the elemental domains are being changed. Instead of granting elemental turning, they now allow the cleric to cast spells with the relevant descriptor at +1 caster level (in the same manner that the alignment domains currently do).

Armor as DR

HD-threshold Massive Damage

Reserve HP

Death and Dying

Weapon Groups - However, Exotic Weapon proficiency must be taken for each group individually.
Elves get Heavy Blades with str 11 or higher. They get Light Blades with str 10 or lower. (All Elves still get Bows, as normal.)
Dwarves get Exotic Weapon Group Proficiency(Axes). Gnomes get Exotic Weapon Group Proficiency(Picks and Hammers). They must still meet any other prerequisites to gain the benefits of these feats. For instance, a Dwarf must also have Weapon Group (Axes) and str 13+ to use a Dwarven Waraxe one handed. He must have Weapon Group (Axes) and Weapon Group (Spears) to use a Urgosh.

You cannot take Exotic Weapon Groups with class proficiencies.
If you multiclass, combine the class proficiencies. Numbered groups overlap, but named groups stack. For instance, a multiclass Fighter/Rogue has Basic Weapons plus 4 groups. However, a Cleric/Druid has basic weapons, 2 other groups, and either Druid Weapons or Spears. Whenever a character adds a new class, if they do not gain any weapon proficiencies from the new class, they may exchange one of their generic weapon groups for a new group. This represent a refocus in training for the new class. For instance, a fighter who chose Axes, Heavy Blades, Picks and Hammers, and Bows at first level decides to become a monk. He want to use Monk Weapons with his new skills, so he loses Heavy Blades. Please note that you cannot give up named proficiency groups or weapon groups gained using feats in this manner.

Add the following weapons to the existing groups:
Axes - Throwing Axe
Claw - Klar, Starknife, Ogre Hook
Flails and Chains - Bladed Scarf (Exotic)
Heavy Blades - Sawtooth Sabre (Exotic)
Light Blades - Dogslicer, Throwing Knife*, War Razor
Monk Weapons - Sling
Picks and Hammers - Earthbreaker
Thrown Weapons - Throwing Axe, Throwing Knife*, Light Hammer, Starknife, Shoanti Bola (Exotic)

New Groups:
Varisian - Starknife, War Razor, Bladed Scarf(Exotic)
Shoanti - Earthbreaker, Klar, Warhammer, Shoanti Bola (Exotic)
Shields - Shield Bash, Shield Spikes, Klar

Daggers no longer have a range increment. However Throwing Knives exist:
Throwing Knife - 1d4 Slashing (melee) or piercing (thrown) (x2) - 1 lb. - 2 gp. - 15 ft.

Vorpal does not exist.

If you multiclass, use the full fraction, rounded down, for your base attack bonus.

Please use Paizo's stat block format for character sheets. A blank sheet, with formatting tags, can be found here. I would appreciate 'shown work'.

I will be tracking encumbrance, so please list the weight of each item in your inventory.

I will using MapTool to generate tactical maps.

And, of course, this game is dedicated to that greatest of DMs, the one and only, irreplaceable, Gary Gygax.

Sovereign Court

I'm off to work now, but I'll throw my hat in to the ring. I'll read through all the house rules and try to get a full concept and backstory up tomorrow.

I'm thinking now of a ranger, with the goal of joining the Sable Company in the future.

The Exchange

Ross, I have a great interest in playing in this. Clearly I have subscriptions to this stuff. I will try to avoid reading the CotCT adventures if I get in. I assume you don't mind me reading the Guide to Korvosa? I'm thinking sorcerer. Want to try that Zelazny casting for myself. :)

Will put together a concept this evening.

RPG Superstar 2008 Top 32

janxious wrote:
Ross, I have a great interest in playing in this. Clearly I have subscriptions to this stuff. I will try to avoid reading the CotCT adventures if I get in. I assume you don't mind me reading the Guide to Korvosa?

Read whatever you like. If you can trust yourself, I can trust you.


Thanks for doing this Ross! I'll translate Ingot Irontoe over asap. FYI - will be avoiding DM only COTCT info - can you advise me if "Harrowed" in PF7 is safe, as well as the contents of Guide to Korvosa, other than "Secrets" section?

Thanks again!


Hmm... Bonus backgrounds don't seem to work too well with Ingot... going with Lone Wolf for the moment, but questions:

I'm assuming you deliberately eliminated Varisian Tattoo, and Academie Graduate. How about:

City Born (Janderhoff): +1 Reflex, +2 Sense Motive (trade city and all).

UA/SRD Traits okay?

Death and Dying - I likey :)

Russ?

Spoiler:
Two quick Q's:
Is Domain Wizard (Conjuration) close enough to Specialist wizard to qualify for Academie Graduate?
Is Planar Binding an okay substitute for Planar Ally as a prereq for Thaumaturgist?

The Exchange

Here's the 10K ft view.
Ross, please let me know if this is less detail than you want or needs to be revised in some way.
.
.
.
Jam Burkel
Gnome Sorcerer 1
Trait Framed

Spoiler:
Jam and his parents migrated from Brastlewark in Cheliax to Korvosa when Jam was only 6yo. He soon was suspected to be a natural at wizardry and taken into the Acadamae. It turned out Jam was actually calling upon inborn power and he was flunked out by his professors for a "lack of initiative" during after his first semester.

Unfortunately, Jam's parents Kittel and Marge were never rich and took out a large loan from Gaedren Lamm to pay Jam's way into the Acadamae. Lamm learned about Jam's failure and decided he needed to squeeze a little more out of the family to make some money off the unexpectedly short loan. The dock manager under whom Kittel and flunk-out Jam worked was found dead and the Sable Company arrested Kittel for murder based on the testimony of a local fisherman.

Jam needed to clear his father's name and he did so by tricking the fisherman Rolf Land into revealing his lies for what they were. Land was killed before he recanted to the Sable Company, but there was no evidence without the witness and Kittel was released.

After that, Jam found work as a scribe (he always had a neat hand) and has tried to stay out of trouble and off the radar since there's still a stigma attached to his father's name. No one will hire Kittel and Jam who can find work now.

Sovereign Court

Hi Ross,

I have a couple of questions:

I was thinking of taking the Urban Ranger variant (for a city-based campaign), but urban rangers cannot have an animal companion larger than Medium size. Which is a problem later on if one wants to join the Sable Company and have a hippogriff as an animal companion. Any chance of a house rule eliminating this dichotomy?

Also, where do morningstars fit in the Weapon Groups? I would think Maces & Clubs, but they don't seem to be listed at all.

RPG Superstar 2008 Top 32

Majuba wrote:

I'm assuming you deliberately eliminated Varisian Tattoo, and Academie Graduate. How about:

I deliberately cut Varisian Tattoo and Big Game Hunter because I see them as being considerably better than the other bonus feats. (Well, Varisian Tattoo(Evocation) is considerably better.) You may still take those feats normally, however.

Acadamae Graduate should be on the list.

Domain wizards would not qualify for Acadamae Graduate: In flavor terms, the Acadamae teaches Specialists exclusively. (I don't really like domain wizards anyway, as there is literally no drawback to being a domain wizard instead of a normal wizard.)

City Born (Janderhoff) is an Appraise Bonus. :-)

Planar Binding should sub fine for Planar Ally. Just make sure to have payment ready.

Just the trait from the Player's Guide, if you please. You are free to roleplay whatever other traits you like, though.

RPG Superstar 2008 Top 32

SargonX wrote:

Hi Ross,

I have a couple of questions:

I was thinking of taking the Urban Ranger variant (for a city-based campaign), but urban rangers cannot have an animal companion larger than Medium size. Which is a problem later on if one wants to join the Sable Company and have a hippogriff as an animal companion. Any chance of a house rule eliminating this dichotomy?

Also, where do morningstars fit in the Weapon Groups? I would think Maces & Clubs, but they don't seem to be listed at all.

I would just rule that the Sable Company Marine feat overrides the size limitation. However, keep in mind that the actual Marines are normal rangers.

Morningstar should be under Maces and Clubs.

RPG Superstar 2008 Top 32

janxious wrote:
** spoiler omitted **

There are two issues here, but I think they can be made to solve each other. The Acadamae doesn't charge tuition, but they also use failed atudents are practice material for Necromancy classes. So make the loan necessary to bribe his way back OUT of the Acadamae.

The Exchange

Ross Byers wrote:
janxious wrote:
** spoiler omitted **
There are two issues here, but I think they can be made to solve each other. The Acadamae doesn't charge tuition, but they also use failed atudents are practice material for Necromancy classes. So make the loan necessary to bribe his way back OUT of the Acadamae.

Stolen from the section on the Acadamae:

Guide To Korvosa wrote:

The only people allowed to live within the Acadamae either teach at or attend the college. Instructors live in apartment suites within the walls for free, while the rent for students’

tenement flats and studios are included in their already
expensive tuition.

That said, I like your idea better. :D

RPG Superstar 2008 Top 32

janxious wrote:
That said, I like your idea better. :D

I must have been confusing their open admission with tuition or something. In either case, you would have had to bribe your way out.


Haedrik, likely to be a sword and board fighter, throwing his name in.


Haedrik wrote:
Haedrik, likely to be a sword and board fighter, throwing his name in.

Ok, Haedrik is less sword and board and more roguish rake . . .he will be a fighter variant thug, who may class into rogue at times. Should have him posted within the hour.

RPG Superstar 2008 Top 32

Ross Byers wrote:

I deliberately cut Varisian Tattoo and Big Game Hunter because I see them as being considerably better than the other bonus feats. (Well, Varisian Tattoo(Evocation) is considerably better.) You may still take those feats normally, however.

Acadamae Graduate should be on the list.

You know what? Put Varisian Tattoo back on the bonus list. I crunched some math and it's not as powerful as I thought it was.

RPG Superstar 2008 Top 32

Ross Byers wrote:
Domain wizards would not qualify for Acadamae Graduate: In flavor terms, the Acadamae teaches Specialists exclusively. (I don't really like domain wizards anyway, as there is literally no drawback to being a domain wizard instead of a normal wizard.)

I took a moment to think about how Domain Wizards would work under Zelazny casting, and the answer is poorly.

There are two ways to reconcile them:
1) Just add the domain spells to their spells known, as if by the Spell Mastery feat. This option is just better than the normal wizard, just like the normal Domain Wizard, but doesn't add much power, just versatility. Spells come cheaply to the wizard.
2) Take away Arcane Blast and give them Spontaneous domain casting instead. This is tricky. It makes the Abjurer and Conjurer class abilities look lame, but at least you're giving something up in exchange. I suppose I'd use this option if someone wished to use a domain wizard.


Haedrik is ready for a critical eye.

Sovereign Court

Now I'm thinking of going cleric instead, but I've got some question about the Zelazny-style spellcasting.

So, assuming a 1st-level cleric with Wis 16, I'd have 3 spell points. Wis 16 also means I can prepare up to 3 1st-level spells per day. But here's where I want to make sure I'm understanding this correctly.

  • If I prepare those 3 spells, I cannot change preparation, because I'll lose those spell points.
  • I also will not be able to spontaneously cast any of my domain spells, because I've spent all my spell points.
  • I am also unable to use my Divine Intervention ability, because I've spent all my spell points.
  • So I am unable to cast any other spell (besides the 3 I prepared) unless I want to spend 10 minutes doing so.

Is that correct? Because it seems to kind of screw 1st-level casters. I understand that it would probably work better for high-level casters, because they have more spell points and therefore more options.

But for low level (as in my example), it seems like the only logical choice is to prepare 1 spell, most likely Cure Light Wounds. And I won't get a chance to use any other spell that might be useful in combat.

Alternately, I could prepare a combat spell, in the hopes that that one spell would be useful, but if we need quick healing or something else, again we're screwed.

Whereas with the normal rules, that 1st-level cleric could prepare one combat spell, one general spell, and one domain spell, and still be able to spontaneously cure if needed.

So am I interpreting this right? I'm not saying it's a bad system, but it does require a complete shift in thinking regarding spellcasting.

RPG Superstar 2008 Top 32

SargonX wrote:
  • If I prepare those 3 spells, I cannot change preparation, because I'll lose those spell points.
  • I also will not be able to spontaneously cast any of my domain spells, because I've spent all my spell points.
  • I am also unable to use my Divine Intervention ability, because I've spent all my spell points.
  • So I am unable to cast any other spell (besides the 3 I prepared) unless I want to spend 10 minutes doing so.

*snip*
Whereas with the normal rules, that 1st-level cleric could prepare one combat spell, one general spell, and one domain spell, and still be able to spontaneously cure if needed.

Casting a prepared spell under Zelazny casting consumes it, so at first level, you come out just about the same (3 first-level spells, each of which you can cast once.) You're right that you wouldn't be able to use your domain spells spontaneously with three spells prepared, but don't forget 0-level spells! They make up a large part of a first-level caster's repitoire, and the first 5 or so cost no spell points.

For instance, let's say you're a first level cleric with a 16 Wis and the Fire and Healing domains (I don't know what God would grant those domains, but they're the first ones that come to me off the top of my head.) Edit: Sarenrae does!

You could spend all your spell points right off to prepare 3 1st level spells, and would lose access to spontaneous domain abilities and Divine Intervention. Or, you could prepare 2 first level spells and a 0-level spell and have one spell point remaining that could be spent to cast Cure Light Wounds or Burning Hands spontaneously, or to gain SR 11 against one divine spell.

I don't see how only preparing one spell is the logical choice.

Did this help?

Sovereign Court

Ross Byers wrote:

Casting a prepared spell under Zelazny casting consumes it, so at first level, you come out just about the same (3 first-level spells, each of which you can cast once.) You're right that you wouldn't be able to use your domain spells spontaneously with three spells prepared, but don't forget 0-level spells! They make up a large part of a first-level caster's repitoire, and the first 5 or so cost no spell points.

For instance, let's say you're a first level cleric with a 16 Wis and the Fire and Healing domains (I don't know what God would grant those domains, but they're the first ones that come to me off the top of my head.) Edit: Sarenrae does!

You could spend all your spell points right off to prepare 3 1st level spells, and would lose access to spontaneous domain abilities and Divine Intervention. Or, you could prepare 2 first level spells and a 0-level spell and have one spell point remaining that could be spent to cast Cure Light Wounds or Burning Hands spontaneously, or to gain SR 11 against one divine spell.

I don't see how only preparing one spell is the logical choice.

Did this help?

Maybe I should really be posting all this in the rules discussion thread, but I think the problem I'm having is mixing the Zelazny-style casting with your domain house rules.

Your example takes the Healing domain, so the cleric could prepare 2 spells and use his third spell point for 3 different actions, including healing. Makes perfect sense. And his other domain is Fire, which gives him the option of a combat spell as a spontaneous domain spell.

But a cleric without the Healing or Fire domains (such as Abadar) doesn't have the choice to spontaneously cure or cast a combat spell with the domain house rules. In this case, it would then be logical (to me) to prepare one Cure Light Wounds, and save my other 2 spell points for either a domain spell, divine intervention, or casting an unprepared spell (assuming I have the time).

If (and only if) I knew exactly what I was going to be facing would I spend another spell point to prepare another spell, because if I can't be sure I'll use a prepared spell, it's a waste of a spell point to prepare it. And I don't see that happening too often.


Hi Ross!

I wanted to thank you for considering the different effects on the magic system from Domain Wizard, etc., all quite reasonable.

I got caught by another idea though, and am going with Taemin Swallowtail, Elven Monk.


I've more ideas for background that I just haven't had time to write up yet, but here is most everything else.

Thanks!

Sovereign Court

I've decided to go with a cleric of Abadar, City-Born from Korvosa, possibly with the Love Lost trait. I don't have much else now (and it's bedtime for me here in Europe), but he/she will be a stickler for law and order, especially if the Korvosan Guard hasn't been able to provide justice for my lost love. Depending on how the game develops, this may develop into a Hellknight view of Law (possible multi-classing later on?), but I suppose I could mellow out as well. We'll see.

Hope that's enough for now. I'll have more later when I see how stats and character creation choices influence background thoughts.


Whew - it got a little long, but background should be complete now.


Does this mean we are all in?

RPG Superstar 2008 Top 32

The Last Rogue wrote:
Does this mean we are all in?

Yes.


Ross Byers wrote:
The Last Rogue wrote:
Does this mean we are all in?
Yes.

Sweet!

RPG Superstar 2008 Top 32

SargonX wrote:

Maybe I should really be posting all this in the rules discussion thread, but I think the problem I'm having is mixing the Zelazny-style casting with your domain house rules.

Your example takes the Healing domain, so the cleric could prepare 2 spells and use his third spell point for 3 different actions, including healing. Makes perfect sense. And his other domain is Fire, which gives him the option of a combat spell as a spontaneous domain spell.

But a cleric without the Healing or Fire domains (such as Abadar) doesn't have the choice to spontaneously cure or cast a combat spell with the domain house rules. In this case, it would then be logical (to me) to prepare one Cure Light Wounds, and save my other 2 spell points for either a domain spell, divine intervention, or casting an unprepared spell (assuming I have the time).

If (and only...

The idea behind the spontaneous domain casting is to make clerics of different gods actually feel different. Under the core rules, it feels like all good clerics work for Pelor and all evil clerics work for Nerull.

This does tend to make clerics worse at healing, since most of them actually will have to prepare cure spells. On the other hand, they're still better at healing than druids, and a party can still do quite well with a druid as the primary healer.

As a Law-And-Order cleric of Abadar, let's assume you took Law and Nobility as your domains. You could prepare Cure Light Wounds, Bless, and Guidance, for example, all spells that are useful in many situations, and still be able to cast Divine Favor(a combat spell), or Protection from Chaos(a situationally useful buff that drives home your value of Law). For more versatility, you could prepare Cure Minor Wounds three times to serve the first aid 'nobody die' role, and have lots of power on tap for later when you find out what you need.


Pathfinder Adventure Path, Lost Omens Subscriber

I was about to ask...having just now caught this thread. Are you full-up at this point? Just curious...and wondering if you are keeping a back-up list?

I'm sort of half-finished with a ranger character, and was going for the possibility of playing an Urban Ranger variant (if you'll allow).
I think that was mentioned by someone else as a possible character.

My background was to make him a demoted/disgraced Sable company trainee with possibility of eventually taking the Sable Marine feat...but I think you said something about having to be a regular ranger to take that feat, no?

I'll also admit I know nothing about the spell-casting style mentioned - so I guess I have some reading to do.;-)

Just looking at options; this may be a moot point - but I hope you don't mind my asking.


Hey Alex!

Ross said 4-5, depending on composition. At the moment it looks like we have:

SargonX - cleric of Abadar
janxious - Jam Burkel - Gnome Sorcerer
Majuba - Taemin - Elven Monk
Last Rogue - Haedrik - fighter variant thug, who may class into rogue.

I'd say we're amazingly pretty good on composition, but would be nice to have extra - Ross's final decision on that.

On Urban ranger - SagronX was considering it - Ross's ruling on whether Urban rangers can join the Sable Company was Yes, will just be different than the rest of them.

Ross wrote:
"I would just rule that the Sable Company Marine feat overrides the size limitation. However, keep in mind that the actual Marines are normal rangers."

Hmm.. a Monk, a Thug, and a Ranger would make a nice replacement for a straight out rogue, skill wise.

Scarab Sages

Hey Ross, sorry I didn't see this link until today. I'm interested but it looks as though you're full up. I'll get a quick draft of a character together if you've got the space but if you not then no biggie.

Cheers!

Scarab Sages

Concept in brief ...

Spoiler:
...would be a female Shoanti barbarian exiled from her tribe (Tamiir-Quah Wind Clan). She is in Korvosa as a way of punishing herself - penance for her disgrace. She maintains the traditions she was brought up in (shaved head, tattooed, ritually oriented, etc.) despite her change of settings, and though she is often overwhelmed by the spectacle of the city, she has mastered a tough, jaded expression that makes her wonder and at times fear. She is currently employed by a somewhat shady merchant who hired her on initially as muscle, but was pleasantly surprised when she chased down a thief who had a block's head start on her. Now he occasionally sends her as a message bearer for time sensitive matters or when he wants to show off. She makes a point of displaying resentment but sprinting through the crowded city streets reminds her enough of scrabbling through the mountains that she finds herself secretly enjoying it.
I'd probably take the Framed trait Family Honor but with the tweak that she was the one accused but made a break for it and is possibly still wanted. Also, Totem Spirit, which accounts for her nigh inhuman speed.

I think her name is Karista.

Let me know if you have room!

Dark Archive

Adventure Path Charter Subscriber

Just saw this! I have avoided reading anything but the players guide so that I could plat by post as I love Paizo's work and still have RotRL to run before I ever get to CotCT. I am fairly flexible and have a few concepts. Since it looks like the Ranger idea was dropped I could play the crossbow wielding ranger who will eventually aspire to join the Sable Company or a pure blood Varisian harrow deck wielding bladed scarf dancer (probrably a rogue build but fairly flexible as far as class goes. Let me know :)


And Verronax Therellion, cleric of Abadar, is ready to go.

Still getting my head around the spellcasting, so I just want to check: Even though I can cast 5 0-level spells per day, preparing a 0-level spell still takes one of my 3 preparation slots, right?

As it stands now, I have two 0-level and one 1st-level spell prepared, with the plan that I can drop one of the 0-levels if I need to prepare another 1st level. Am I calculating it right?

RPG Superstar 2008 Top 32

Verronax Therellion wrote:

And Verronax Therellion, cleric of Abadar, is ready to go.

Still getting my head around the spellcasting, so I just want to check: Even though I can cast 5 0-level spells per day, preparing a 0-level spell still takes one of my 3 preparation slots, right?

Right.

Verronax Therellion wrote:
As it stands now, I have two 0-level and one 1st-level spell prepared, with the plan that I can drop one of the 0-levels if I need to prepare another 1st level. Am I calculating it right?

Right. If you cast or discard a 0-level spell, you would be able to prepare a new 1st level spell in its slot.

RPG Superstar 2008 Top 32

Since we have received three new candidates with only one spot to fill, and I just received a Pound 'o Dice from Paizo, I rolled a d6 to determine who would get in. 1-2 Alex, 3-4 Jack, 5-6 Arioch. The die came up 4, so JackDaedalus, wecome to Korvosa.


Pathfinder Adventure Path, Lost Omens Subscriber

OK - thanks for the update, Ross.

Alternate list going?

I may hunt around for another Crimson Pbp, if someone else offers to run one - but in the meantime I'll be on standby finishing this character in case.

Good luck folks!

RPG Superstar 2008 Top 32

Alex Martin wrote:

OK - thanks for the update, Ross.

Alternate list going?

I may hunt around for another Crimson Pbp, if someone else offers to run one - but in the meantime I'll be on standby finishing this character in case.

Good luck folks!

I'd be happy to put you and Arioch on an alternate list. The primary players will be able to 'tag out' after a character death or retirement, if they so choose.

RPG Superstar 2008 Top 32

Verronax Therellion wrote:
And Verronax Therellion, cleric of Abadar, is ready to go.

I think you only used 18 of your 20 skill points, unless I missed something.

RPG Superstar 2008 Top 32

Taemin Swallowtail wrote:
Whew - it got a little long, but background should be complete now.

You took Exotic Weapon Group (Heavy Blades) as a class proficiency, but Exotic Weapon Groups require a feat.


Fixed up Haedrik a bit; I had forgot Weapon Groups.


Ross Byers wrote:
You took Exotic Weapon Group (Heavy Blades) as a class proficiency, but Exotic Weapon Groups require a feat.
Ahhh
Ross Byers wrote:
You cannot take Exotic Weapon Groups with class proficiencies.

Forgot about that - I thought the way the racial stuff was stacking up with the class ones was a little funny. Adjusted, thanks.

Sovereign Court

Ross Byers wrote:
Verronax Therellion wrote:
And Verronax Therellion, cleric of Abadar, is ready to go.
I think you only used 18 of your 20 skill points, unless I missed something.

Unfortunately, Knowledge (local) and Intimidate aren't class skills, so those 2 ranks actually cost 4 points.

Of course, if you want to make either of those class skills, I'll be happy to add those point somewhere else. :)

RPG Superstar 2008 Top 32

SargonX wrote:
Unfortunately, Knowledge (local) and Intimidate aren't class skills, so those 2 ranks actually cost 4 points.

Ah. That would be the thing I missed.

I'll go over the completed char sheets in detail later tonight.

Scarab Sages

Sweet! Thanks for the invite! I am on my way to work right now but I will try to polish her off tonight.


Jackdaedalus wrote:
Sweet! Thanks for the invite! I am on my way to work right now but I will try to polish her off tonight.

Welcome in Jack.

Dark Archive

Adventure Path Charter Subscriber

Good adventuring to you all. Thanks for the concideration.


For possible in character pre-game meetings:
I'm an 80 year resident of Korvosa, and haved resided in North Point district for about 30 of the past 40 years. I work at the Bank of Abadar as a Temple guard.

"Party" skills:
Anyone who happens to know me well, knows that I'm a bit self-absorbed with few skills useful to others. However I know a bit about Abadar and the other gods (Knowledge (Religion) +1), pretty good ears (Listen +6), and learned a bit about sailing from my father (Profession (Sailor) +4).

Take care!

P.S. Guide to Korvosa is incredibly awesome! JJ said it's safe for players other than the "Secrets" chapter and "Appendix". From reading it I'd say it has fewer spoilers than the Player's Guide even. And it has a great map of the city! :)

Scarab Sages

So I got a question for you, Ross:

Spoiler:
I'd really like Karista's falchion to be an heirloom blade - something she can keep her whole career. Is there any way for it to be "upgradable" to masterwork later - perhaps the blade is solid but it needs to be set in a more proper hilt, or it is a touch broken which is keeping it from performing at it's best? I'd even be willing to take a penalty for it in the mean time - getting it up to snuff is going to be a high priority for her.
I have the bulk of my stats up but haven't had a chance to set the backstory down - I am working most of tomorrow and Sunday but I will have it all before the game starts on Monday.

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