This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Luckily the marker he got a hold of turned out to be one of the ones for the dry erase board. It came off pretty well. He covered quite a bit of wall, about a 5 ft by 5 ft section.
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Is the pace fine for everyone? We tend to run through battle rounds pretty quick. John has less time to post during the day so I DMpc his actions at times.
Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22
I am fine. Just a busy day for me and I don't want to slow it down in case afk.
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
That's what I'm getting. I need to go to sleep. Night shift. But I wanna see the end of this fight
The group should be very short on expendable resources right now. One more good conflict...anybody...anybody? Ha
Welcome to the group Lucrezia and Tweaker. I tried to get you both involved leading up to the rescue, as much as was practical. At least you were able to take out some revenge on your captives.
Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22
It was interesting to say the least. Never expected to start an adventure staked in the bottom of a silenced pit with illusionary floor above.
It was interesting to say the least. Never expected to start an adventure staked in the bottom of a silenced pit with illusionary floor above.
It was yoru brainchild...trapsmith.
I actually had added that to the adventure but in a different location where an ambush was to take place but when the need for two new players arose, I modified the location so you weren't sitting around bored. And did away wiht the ambush. i added a couple more baddies to the Palaveen's room though.
here is a rule question someone can look up. Does channel energy that expands in a 30 foot radius go through solid objects, like stone or windowless brick buildings?
My postion has always been No, but I'm open for anyone that can show a rule that says otherwise? This is issue I'm facing in my table top game right now too.
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
Don't have my CRB on hand, but on pg. 214 it allegedly says that it doesn't affect creatures who benefit from total cover relative to the point of origin.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
I am getting a list together of stuff gotten from the bastards I currently have things from the main church room we busted into, the fight down the steps and the final Bastard fight. Will neaten things up.
Yay, a first successful battle and a new level already. :)
I thought of having you all come in and staying at 3rd level but then I decided agaisn it actually. A pain to track for me and I didn't want you lagging.
Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
From worship room
5 light maces,
8 light crossbows,
91 bolts.
4 daggers
heavy mace
3 sh. swords
3 studded leather armor
8 Diamond chips
Scaggy the wonder dog
First downstairs fight with mummy #1
3 Potions CLW
Potion of Resist Energy:Cold
1178 gp
891 sp
273 cp
Pearl worth 100 gp
Jade chips worth 97 gp totla
700 GP in gems
Final battle room
Breastplate on palaveen
morningstar on palaveen
potion on Pal
wand on Pal
iron unholy sysmbol (Taken by John)
key
Sorcerer:
scroll
Short sword
wand of color spray (Duncan witnessed its use)
2 potions
locked chest(opened and looted)
Note sof Crimes by Bastards
crumbled piece of paper by the desk(Talks about Council of Thieves)
half written note on the desk
MW dagger
MW rapier
MW short sword w/300 gp gem
Clawed beast:
breatplate
potion
And hunters bond. Which option would you say better fits with the campaign, an animal companion or the favored enemy bonus share thing?
hunter's bond:
Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22
I have updated Tweaker. I upped my strength so will be trying to find a good masterwork Str +2 composite shortbow. And I figured I would have most of my money in the bank. Half elf probably should not carry more money than needed around.
And hunters bond. Which option would you say better fits with the campaign, an animal companion or the favored enemy bonus share thing?
** spoiler omitted **
It depends on how you want to play it...favored enemy from a mechanics stand point, the animal from a role standpoint...there is scaggy the dog upstairs he needs a good home.
Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12
Question, when you increase your intelligence enough to increase your modifier, does that give you a new skill point for every level you already gained, like increasing con gives you more hp?
Male Half-Elf Rogue (Trapsmith) 4 Fame 3 HP 28/28 Init +8 AC 19 Touch 14 Flat 15 Fort +1, Ref +8, Will +3 (+2 vs Ench) Perc +14/convo-hidden +18/traps +22
Oh, I have been taking HP with levels for favored class. Don't think I ever stated that.
Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
The wolf is a damn fine trip monkey.
The FE thing is nice but costs you actions. Your call.
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
Since this game is primarily (entirely?) urban, can the "regions" of my Chelish diva famous class feature apply to city districts instead?
Famous:
Famous
At 1st level, a Chelish diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area.
At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the diva grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5.