The Dying City: DM Norv's "Curse of the Crimson Throne"

Game Master The Norv

The classic story of intrigue, magic, and strife in Korvosa, and of five figures caught in the balance of greater forces than they know.

Current Date: Starday, 10th of Lamashan, 4708

Current Map | Flex Time | Loot Tracker | Floorplan for the Rosa in Fiore

Harrow Points and Uses:

Current Harrow Points:
Callie: 3
Korriban: 2
Lantressa: 4
Matoska: 2
Teodor: 3

Flash of Insight: You can spend a Harrow point to attempt a skill check that normally requires training for a skill in which you have no ranks. You gain a one-time +5 bonus to that skill check.

Intelligence Rerolls: You can spend a Harrow point to reroll any one Intelligence-based check. You must abide by the new result, even if it's lower (but you can spend more Harrow points to reroll again if you want to).

Focused Thought: You can reattempt a Knowledge check that you have previously failed. On this attempt, you gain a +10 bonus on the check.


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female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

Crap, lost track of that. I'll have to work on it tonight/tomorrow as I've gotta head for work. Welcome to the game Matoska.


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

Callie assessed the stats pretty much exactly, and yeah I can dial back the gear. If the belt is too much I can ditch it and bet a Ring of Protection +1 after wall, which would put me just under 25k in treasure.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Well, I'm not really sure how much I have in terms of wealth in gear. A lot of the stuff I have can be negligible in weight and just miscellaneous stuff. There is also the fact that I have some stuff in the Rosa.

I also have the toymaker's lockbox that I have marked down on my sheet (and assume that I've been just carrying around). I have no idea what to do with it.


Male

I don't think the lockbox has much intrinsic value...it's unlocked, isn't it? You got the safe-deposit key out of it, as I recall, and have already gotten stuff from the safe-deposit box.

Matoska, if you could dial it down to just under 25,000 gp that'd be good. Now we just need to figure out how to work you in...


Male

WOOF. Those downtime posts are huge. But at last we're nearly ready to start book 3! Things should move faster now.


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

Okay, I am home again and will try to get Matoska's profile in working order.

And I haven't the foggiest notion how to work him into the party.


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Teodor would just ADORE a Hat of Disguise!


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

The Norv, I'm calculating the value of Callie's current gear (to be sure I told you right) in PC Gen and I'm wondering how you count the value of wands with less than full charges. If she had purchased the wands herself I wouldn't worry (because then it would have come out of my wealth to begin with), but these were items found with fewer than 50 charges.

Callie has a wand of cure serious wounds with 37 charges left. A fully charged wand is 11,250 gp (which I definitely did not take into account when I was thinking about how much my gear was worth). That alone would actually push her to about the right "gear level" if not beyond it, but it's not fully charged.

She also has a wand of cat's grace with 8 charges left (I think when we found it there were around 12 charges in it). A fully charged wand would be worth 4,500 gp.

I realize this is largely academic but I also don't want to have misled you.

Presuming I am on track and can get a gear upgrade.... how do you feel about upgrades rather than new purchases? I'd love to make my existing +1 sword mithral (so it will count as silver without the damage penalty). A mithral longsword costs 2000 gp though of course that doesn't include the cost of the +1/mw weapon. Obviously I'd like to have just the upgrade because it's cheaper--I won't lie. But at 8th level most monsters are designed presuming characters are starting to get +2 or equivalent weapons (e.g., +1 plus other properties or special materials). Alternately, could I just take the 2500 as a gold bonus, sell the existing +1 sword, and use the 2500 plus existing funds I have to buy a +1 mithral sword?


Male

I'm ok with the upgrade, Callie. Maybe you swapped Cressida, not wanting to leave her short a blade...or maybe the Guard has a talented smith to help out. :)

As for the wands, I suppose technically you'd calculate them as spell level x CL x [no. of charges x 15], since a normal wand is SLxCLx750 (15x50=750). But honestly I'm not too worried about it...we're talking about relatively small changes in the value of your loot.

Hat of Disguise is great!

As for Matoska...really we just need a way to get him A) working with the party and B) into Old Korvosa. Not necessarily in that order. Could Matoska have an interest in any of the following (spoilered to avoid revealing too much to the other party members, but they're still written broadly)?

Work-In Options:

Perhaps Matoska knows or is friends with a young man named Salvator Scream, who's stopped sending his furtive messages from Old Korvosa in the last few days?

Perhaps he's friends with Vencarlo Orsini, famed teacher of blades, and goes to Cressida Kroft, Field Marshall of the Korvosan Guard, because he knows she knows Orsini and might have info?

Perhaps he has friends or relatives in Old Korvosa that he fears might have fallen under the sway--or been killed by--the mysterious tyrannical figure that's emerged there, known only as the Emperor of Old Korvosa?

Simplest of all, perhaps, he simply knows Cressida Kroft and volunteers to help out with this new mission?

Or maybe he's one of the smugglers who helps guide the group into the city...and then decides to see whether there are further opportunities to be had?


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I'm working on my post. So it may take some time. Also, just as a note, Norv, I was hoping to talk to Jolistina about Rolth's possible hideouts.

For the other PCs, Korriban would have informed you about two things over the downtime so far: the Gray Maiden situation at the bridge to Old Korvosa and the Key-Lock Killer.

EDIT: I forgot that, in terms of equipment, I also have the clothes and mask from the dead Physician.


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

Norv:

I think I like the idea of having a tie to an NPC like Orsini would work well. Perhaps Orsini travelled widely, studying the combat styles of other societies including the Shoanti, and he and Matoska (who I imagine close to middle-aged) sparred together when they were both younger? Not quite friends, but respected fellow students of their craft, and someone who Matoska knows lives (lived?) in Korvosa. He would seek out Marshall Kroft as an authority figure whose business it would be to find the missing Orsini. We can work out the details.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I'm trying to think of what to get for the 2,500 gp magic item. There are so many different options. I do have some ideas. But, I'm interested if any of you have any recommendations.


Male

Matoska, that sounds good to me!

Korriban, for the sake of moving on why don't you either spoiler or PM me a list of questions for Jolistina and then I can address them in that medium. On that note, I don't have any especially cogent ideas for magic items...all depends on what you want to do! Wondrous items will give you the most variety within that price range.

Teo, Lantressa, you still with us? I'd like to move us forward into book 3 shortly!


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Always here! Teodor hasn't needed to adjust his actions or priorities so I'm just waiting to get back into real time.


M Human (Ustalavian) Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5

Though I must say I've just been having a great time coming up with how Teodor is going to use this Hat of Disguise.


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

Still here, had family visiting over the weekend so my time was limited and then work and extra running on Wednesday left me less time to deal with this than I expected.

Thus far I have 14,000gp of items. This doesn't include the 1000 gp one we get as a gift or my two remaining potions of cure light wounds. I think I'll take Boots of the Cat for my gift item. They may or may not turn out to be useful but I think they'll come in handy someday, and they look nice. That brings my total up to 15,000gp of items unless I'm missing something.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I'm sorry for not having my post up yet and holding up the game. I will get it up soon.


Male

Thanks, Korriban! Would love to have that soon. :)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Okay. So I have only a few more things on my post to put down. I should have it up tomorrow and then begin work on my reclassing.


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Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I have my post up. Now, I need to work on my reclassing and stat block.


Male

Ok! Book 3 officially started! Matoska, we'll work you in shortly--but just FYI, I am going to give you Harrow points in this spread, so be aware that you'll be predicted. :)


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

Noted! I'll keep an eye on the posts and await my cue!


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I thought that Callie has met Zellara before with Riceak.


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Yes, I met her when we joined. (I've only met her the once though, we haven't been to the house much which is why I said I wasn't the one to check up on the place.)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I'm working on my new stat block. I just have some questions. First, when I multiclass, any class skills that I already have skill ranks in gain a +3, right? Also, do my traits mean that Diplomacy and Sense Motive are class ranks for all of my class?


Male

Derp. Sorry, Callie. Could've sworn you hadn't met her yet...I'm a dum-dum.

Korriban, any class skills for either class get the +3 bonus! Your traits mean that you always get the +3 bonus to those skills, regardless of what your real CLASS says.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Thanks, Norv!!


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

No worries, Norv. It was awhile ago and it's hard to search the thread for.

To put it another way, once a class skill, always class skill.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I'm still hard at work on my alias. Sorry for not having that up yet.

EDIT: I just now finished it. Before I put it up, I would like to get some thoughts on it and make sure the math is right. I should have it up on my alias tomorrow.

Korriban's Balros (Beware, long statblock awaiting):
Korriban Balros
Human (Varisian) Unchained Rogue 4/Fighter (Free-hand Fighter) 1/Evangelist of Milani 3
CN Medium Humanoid (human)
Init: +6; Senses: Perception +12 (+14 to locate traps) (+13 to avoid being surprised by a foe)
Harrow Points: 1
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DEFENSE
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AC 22, touch 17, flat-footed 15; +1 dodge bonus vs traps; +1 dodge bonus while fighting defensively or using total defense in Crane Style; +1 shield bonus while using Swordplay Style, wielding rapier, and fighting defensively or using either the total defense action or the Combat Expertise feat
HP 52
Fortitude: +4 (+6 vs charm, compulsion), Reflex: +7 (+8 vs traps) (+9 vs charm, compulsion). Will: +2 (+4 vs charm, compulsion)
Defensive Abilities danger sense +1, evasion, uncanny dodge
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OFFENSE
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Spd 40 ft (30 natural + 10 from boots)
Melee Il Pungiglione del Bacio (+1 human bane rapier) +11 (+13 vs humans) (1d6+4/18-20) (extra 2d6 vs humans)
+1 silver rapier +11 (1d6+4/18-20)
unarmed strike +7 (1d3+1/x2; can be lethal)
Masterwork Dagger +9 (1d4+1/19-20)
Sharpened Combat Scabbard +6 (1d6+1/x2)
Masterwork Club +8 (1d6+1/x2)
Ranged Masterwork Club +8 (1d6+1/x2; 10 ft range)
Masterwork Dagger +8 (1d4+1/19-20; 10 ft range)
Special Attacks +2d6 (can’t be multiplied by crits), debilitating injury
Evangelist Spell-Like Abilities (CL 8th)
1/day - suggestion
Space 5 ft; Reach 5 ft
======
STATISTICS
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Str 13 (+1), Dex 18 (+4), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 14 (+2)
Base Atk +6; CMB +7 (+8 on disarm checks); CMD +21 (+22 vs disarm)
Feats Combat Expertise, Crane Style, Deific Obedience, Dodge, Extra Traits, Swordplay Style, Weapon Finesse, Weapon Focus (rapier)
Traits Ease of Faith (+1 to Diplomacy; Diplomacy as class skill), Holy Schemer (+1 to Sense Motive; Sense Motive as class skill), Reactionary (+2 trait bonus to initiative checks), Unhappy Childhood: Tortured (+1 to Reflex saves)
Skills Acrobatics +15 (+20 when jumping), Bluff +16 (+17 to feint or create a diversion to hide), climb + 7, Diplomacy +20, Disable Device +12 (+14 using masterwork thieves’ tools), Disguise +7, Knowledge (local) +12, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +5, Perception +12 (+14 to locate traps) (+13 to avoid being surprised by a foe), Sense Motive +16, Stealth +9, Use Magic Device +6
Languages Comman, Elven, Shoanti
SQ aligned class, combat expertise, danger sense, debilitating injury, deceptive strike, deific obedience, divine boon, dodge, elusive, evasion, finesse training, protective grace, rogue talent (combat trick [improved unarmed strike], fast stealth), skilled (bluff & knowledge (local)), trapfinding +2, uncanny dodge
Combat Gear 2 spring loaded wrist sheathes (masterwork dagger left, wand of charm person on right) (2 lbs), smokestick (20 gp, 0.5 lbs) [in right belt pouch], shards of broken glass from two glass potion vials [in left belt pouch], sharpened combat scabbard (1 lb) (on +1 silver rapier), 3 vials of alchemist's fire (3 lbs); Other Gear 2 belt pouches (2 gp, 1 lb), common backpack (2 gp; 2 lbs), 3 masterwork daggers (3 lbs), masterwork thieves’ tools (100 gp, 2 lb), traveler's outfit (free, 5 lbs; currently wearing), elixir of vision, 2 smoke pellets, flask of alchemist's fire (1 lb), boots of striding and springing, Il Pungiglione del Bacio (+1 human bane rapier) (2 lbs), +1 silver rapier (2 lbs), wand of charm person (37 charges remaining), 5 tindertwigs, black lion mask, small padlock, potion of barkskin, masterwork club (3 lbs), potion of cure moderate wounds, eversmoking bottle (1 lb), +1 mithral shirt (10 lbs; currently wearing), a deep black cloak emblazoned with an exquisite rose in the very center (1 lb), a variety of brightly colored Varisian scarves, 3 illustrated books on Varisian folklore (3 lbs), and beautiful jewelry These gifts total a value of 250 gp, scabbard of vigor (3 lbs) (on +1 human bane rapier), whip feather token (1 lb), iron caltrop bead (2 lbs), and 2 cold iron beads (4 lbs) [carrying 34.5 lbs]

For Easier Reference

Money: 886 gp (Sail), 38 sp (Shield), 17 cp (Pinch)

Lantressa is currently holding Zellara’s Harrowing Deck

Potions Carried
- Elixir of Vision
- Potion of Barkskin (+4)
- Potion of Cure Moderate Wounds

In the lockbox: 2 gold sails, 6 silver shields, and 2 copper pinches, and 2 silver coins of Chelaxian mintage (these might be diseased). There's also a silver tooth and a gold key in the shape of Abadar's holy symbol, inscribed with the number 261 (used key to open deposit box)

At Rosa in Fiore: Key, Lamm's Keys, very realistic figurine ivory figurine of two entwined succubi (0.5 lbs) (used as decoration for night stand), grooming kit, gatorskin boots, Toystore owner's ring of keys, a sheaf of papers that look like sketches or diagrams of toys, courtier's outfit (6 lbs), jewelry (several gold rings and gold chain necklace), swim fins

Money Put into Pash's search 50 gp for 1st month, 50 gp for 2nd month
======
SPECIAL ABILITIES
======
Aligned Class Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Crane Style You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Danger Sense At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a maximum of -8).

Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a maximum of -8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Deceptive Strike At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.
Deific Obedience Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the god to whom you performed the obedience.

Milani: Spend time meditating among roses you have planted yourself, so you can inhale their sacred scent while offering prayers to Milani. If no such roses are available, you can instead brew tea from herbs and rose petals and share the tea with close friends or neighbors. Preferred topics for conversation during this teatime include hopes for the future and preparations for times of need, but the act of sharing is itself enough. During times of war or conflict, though, you must instead spend time sparring, preferably with friends or neighbors whom you plan to fight alongside during the conflicts to come. If you are imprisoned and unable to spar, you can instead sing any song of hope or resistance in unison with one or more fellow prisoners. You gain a +2 sacred bonus on all saving throws against charm and compulsion effects, and a +2 sacred bonus on all rolls made to dispel or remove such effects from others.
Divine Boon As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. When a divine boon grants a spelllike ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Elusive At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load. This ability replaces armor training 1, 2, 3, and 4.
Evasion At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Eversmoking Bottle This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. a moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Fast Stealth This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Training At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Obedience In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity.
Protective Grace The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Scabbard of Vigor Once per day, as part of the action of drawing forth the weapon held by a scabbard of vigor, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon. +4 = 1 round, +3 = 3 rounds, +2 = 5 rounds, +1 = 10 rounds
Silver Tongued Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, the can shift up to three steps up rather than just two. This racial trait replaces skilled.
Skilled Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.
Sneak AttackIf a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Style Feats As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.
Suggestion You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
Swordplay Style Choose one weapon from the heavy blades or light blades fighter weapon group (rapiers). While using this style, wielding the chosen weapon, and fighting defensively or using either the total defense action or the Combat Expertise feat, you gain a +1 shield bonus to your Armor Class. In addition, you do not take the penalty on melee attacks from Combat Expertise on the first attack roll you make each turn. You still take the penalty on additional attacks, including attacks of opportunity.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Uncanny Dodge At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


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Male

So, Harrow points! Everyone other than Lantressa has 3, and she has 4 (because The Vision popped up in the Harrowing). These Harrow points last until the end of this adventure (Escape from Old Korvosa).

This Harrowing was keyed to the suit of Books, which represent intelligence and the arcane. You can spend a Harrow point as a free action, and there's no limit to how many you can spend in one round. In this book, you can use a Harrow point in the following ways:

Flash of Insight: You can spend a Harrow point to attempt a skill check that normally requires training for a skill in which you have no ranks. You gain a one-time +5 bonus to that skill check.

Intelligence Rerolls: You can spend a Harrow point to reroll any one Intelligence-based check. You must abide by the new result, even if it's lower (but you can spend more Harrow points to reroll again if you want to).

Focused Thought: You can reattempt a Knowledge check that you have previously failed. On this attempt, you gain a +10 bonus on the check.

These actions are also listed at the top-of-page header, under the "Harrow Points and Uses" spoiler!


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

That's really cool, a sort of fate/hero point system. Does each book have a different theme?


Male

Yep! Each book kicks off with a Harrowing of a different suit. Book 1 was Keys (Dexterity) and Book 2 was Shields (Constitution--naturally, since a big part of the book is plague).

Matoska, you can actually go ahead and make those Diplomacy checks I listed if you like--gives you an idea of how much you come in knowing when...

Matoska:
...you visit Cressida Kroft, tonight, to ask for help with Orsini's whereabouts? I'm planning to send the PCs there this game-evening.


Male

Korriban, I think everything looks good--just to confirm, your aligned class is fighter?

Also, don't forget (I always do) that name weapons also add +2 damage (on top of the 2d6) against their target, since the enhancement bonus goes up!


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

Norv:

Yes, as soon as I get into the city I go straight to my contact.

As a last-minute build question, could I take a Flaw to get the Friends in Every Town trait? Its not critical, but I'd like to swap some of my Knowledge (Local) for Diplomacy, because the Shundar-Quah are big on themes of unity and cooperation, and a lot of Matoska's motivation comes from his dream of seeing the Shoanti united in a league strong enough to guarantee his people's survival against enemies like Belkzen or the Order of the Nail. I haven't settled on a drawback yet but with your approval I can pick one tonight.


Male

Matoska:
Yeah, I'm fine with most drawbacks! Actually looking back I see I've asked people not to take drawbacks before...my views on them have evolved, but in the interests of keeping everyone playing under the same rules I'm going to say no, sorry!
EDITED


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Thank you for pointing that out, Norv. I have updated it and will update my alias.

EDIT: It is now updated. I am going to need to refer to my alias more often since my class/levels line doesn't cover everything.


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Male

Matoska, I'm about to have a Gameplay post up in which you can make your appearance (sorta)!


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Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

(Waits anxiously just off Stage Left, muttering his lines)


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Lantressa, I think there’s a word missing in response as to where we should go fast.


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

Doh! In my mind it was there, and I could swear I typed it.

Meant to say get to the Rosa.


Male

I had a busier weekend than I expected to, but it looks like we're still debating the way forward...or are we set on going to the Rosa? That seems to have the most people aligned behind it.


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

My intent with Callie's post was to calmly go over priorities, not "rant." She is not angry or upset and I would have described her body language as such if it were the case. If my post was unclear, I apologize.


female | tiefling (pitborn) | sorcerer 8 |HP: 48/50 | AC:14 [17]; T:12; FF:13 [15]| CMB +4, CMD:16 | Fort:+6; Ref:+6; Will:+8 | Init:+2; Perc:+0 Volatile Conduit 1/1 | Beguiling Voice (dc 17) 3/8 | Fascinate (dc 20) 2/2 | Spells: lvl 1 7/8; lvl 2 4/7; lvl 3 3/6; lvl 4 3/4

Don't worry about it, Tressa's just stressin'.


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

For some reason, when it was mentioned that some of the stuff in the Rosa is missing, I thought of this. :)


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Everything OK folks?


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

Alles gut, just waiting. Primaries are coming up so I don't have a lot of time for purely-RP posting right now :(


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Everything’s fine. I was just waiting to continue. I figured that it would have slowed down due to the Easter holiday.


Male

Hi all. I think this is mostly on me--sorry for the lack of posting. I have a play that I'm directing opening in 8 days, and things have definitely crept up on me a bit.

I have a short bit of time now, so I'm going to post here (and let my other games know), but you may notice some slow-down in my posting over the next 10 days or so. I will try to keep things up, but it's going to be a bit wild for a little bit!

My apologies. <3


Witchwolf (Shoanti) Brb1/Brawler8; 95/95hp Ini +3; AC24, T17, FF20; F +13, R +12, W +7

No worries, thanks for the heads up!


Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

It's no problem, Norv!

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