Curse of the Crimson Throne (Inactive)

Game Master StephNyan

Map of Korvosa
Map of the Dead Warrens (Secret Lair)


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Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

I just gained my level-3 spells just now, because we double-leveled. I should have gained them last level, and so I would have at least had 1 spell already prepared that I could use the extra slots for. As it stands now, I'm still two levels behind in everything except hit points and my low-level spells.

Not meaning to complain, I'm fine with this situation, but that's why I think it's important that we spend the time. I basically didn't level, and we're a person down, and we're stretched.

If we get attacked, I won't have any buffs up, so keep that in mind.


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

I'll be away on a work trip till Monday and won't be able to post. Please bot me when needed!


@Quorthos: I get your point. You and the others with prepared spell slots may fill the spell slots you'd have gained at level 8 retroactively, because you would actually have gained those before entering the mansion.

@Tural: Thanks for letting us know!


Thanks - now I might not die!


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Holy hell, that guy has 30 AC?

No way am i going to land a hit, other than a 19 or 20 base.


LN Ifrit Fire Sorcerer 10
Vitals:
HP:50/50| AC: 17 (T:17|FF:14)|Saves (F+4|R+6|W+4)|Perc +12|Initiative: +7|Fire Resist 20
Resources:
Fire Ray 10/day 1d6+5 fire| Lv 1 spells: 8/8|Lv2 Spells: 8/8|Lv3 spells: 7/7|Lv4 6/6|Lv5 4/4| Spell-Like: Burninghands 1/day 5d4+10|

Oh, Holy f---!


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

How does one deflect a spell like fireball?
We're not in Dragonball-Z territory here?

It'd explode on hitting something.


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

He has (Improved) Evasion of course


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Mavor's correct. I was struggling on how to describe it flavor-wise, considering common sense says you can't avoid damage from a fireball that explodes right next to you, but kicking the sphere away was just the flavor description I came up with.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

With 30+ regular AC, i have no chance of hitting other than nat 20.
My nigh irresistable strike assumes i hit him with a weapon....

Pity i can't give Mavor fly. Imoya, can you?


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

I have one more fly.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

(Thinks of what backup PC to make)

Those lightning bolts hurt. I think we have static hair now.


LN Ifrit Fire Sorcerer 10
Vitals:
HP:50/50| AC: 17 (T:17|FF:14)|Saves (F+4|R+6|W+4)|Perc +12|Initiative: +7|Fire Resist 20
Resources:
Fire Ray 10/day 1d6+5 fire| Lv 1 spells: 8/8|Lv2 Spells: 8/8|Lv3 spells: 7/7|Lv4 6/6|Lv5 4/4| Spell-Like: Burninghands 1/day 5d4+10|

I have fly! I can make things happen!


Mavor Asku wrote:
Oh, btw, if Mavor rolls low on a save, say below 15 on a Will save. I'll use the Fortune that Tural is keeping up on me.

You kind of jinxed it there, but luckily Tural's hex saved you!


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

Well it's better to be safe than sorry. Luckily Tural keeps Fortune up on me. Maybe it's best to reroll all my saves as long as I don't use up Fortune during my own turn.


Tural will first have to use his wand of hex vulnerability on you:

"Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours."


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

True that, but Tural has been keeping chant up on me since he started, so that Fortune round is continuing on and on so long as he chants.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Couldn't he use his fortune hex on us, and keep chanting for us all?

I'd love CL checks to be high. :P


LN Ifrit Fire Sorcerer 10
Vitals:
HP:50/50| AC: 17 (T:17|FF:14)|Saves (F+4|R+6|W+4)|Perc +12|Initiative: +7|Fire Resist 20
Resources:
Fire Ray 10/day 1d6+5 fire| Lv 1 spells: 8/8|Lv2 Spells: 8/8|Lv3 spells: 7/7|Lv4 6/6|Lv5 4/4| Spell-Like: Burninghands 1/day 5d4+10|

>.> Wouldn't we all?


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Yes we would.


Denario Vasquez wrote:

Couldn't he use his fortune hex on us, and keep chanting for us all?

I'd love CL checks to be high. :P

Tural described using Fortune on just Mavor, but that's indeed possible. Maybe he didn't realize it.

Considering it makes sense to keep Fortune up on everyone, let's say Tural gave it to all of you pre-combat! ;)


LN Ifrit Fire Sorcerer 10
Vitals:
HP:50/50| AC: 17 (T:17|FF:14)|Saves (F+4|R+6|W+4)|Perc +12|Initiative: +7|Fire Resist 20
Resources:
Fire Ray 10/day 1d6+5 fire| Lv 1 spells: 8/8|Lv2 Spells: 8/8|Lv3 spells: 7/7|Lv4 6/6|Lv5 4/4| Spell-Like: Burninghands 1/day 5d4+10|

Wait...would that have made some of my spells pen his anti-imoya shield?


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Hitting this guy is insane.... :P


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

Yes it is possible but overpowered in my opinion. I could have fortune on everyone during every battle, during the whole day if I'd wanted. But that seems a bit too much for me... Normally I wouldn't even prepare fortune before a battle, made an exception this time.


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Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

I have a PFS witch with the Fortune hex, I saved it for almost everyone for the boss battle. About the only thing I did then was using Fortune and cackling, but it worked. I think that, unless you're a powergamer, you know when you're abusing your powers.
Saving it for a boss battle? That's just good sense.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

What will the verdict be, then.

Still going by Tural's words, only fortune on Mavor, or GM's words of everone as a pre-combat buff?


Tural controls his character's actions, not I.

What I wrote was written based on the idea Tural might not have known about the possibility. It seems he did know.


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

Denario, why are you trying to overrule my decision? I seriously would have quit, mid combat, if this would have gone through... If you or the GM want to play Tural, go ahead... But I'm gone if I can't make decisions for my own character.

Everyone has their own character they play and can comment on others if they don't like what they are doing. But trying to overrule someone's decision through the GM? That's low...


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Wait, what?

If this is regarding fortune, i asked for what it was the situation was going to be, quite some time ago. That is by far not trying to press anything through the GM, don't be so hasty in drawing conclusions.

I am not trying anything here, chill man.


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min
Denario wrote:
Still going by Tural's words, only fortune on Mavor, or GM's words of everone as a pre-combat buff?

This after I told that I think it is overpowered to use as a pre-combat buff on everyone. This literally asks if it will be my decision or the GM's on what my character has done. It should have been out of the question after I said that I did not do that on purpose.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

If that is how you wish to explain that part, a pity.

Lets just end the thing here, ok?
We've an evil rakshasa to worry about.


LN Ifrit Fire Sorcerer 10
Vitals:
HP:50/50| AC: 17 (T:17|FF:14)|Saves (F+4|R+6|W+4)|Perc +12|Initiative: +7|Fire Resist 20
Resources:
Fire Ray 10/day 1d6+5 fire| Lv 1 spells: 8/8|Lv2 Spells: 8/8|Lv3 spells: 7/7|Lv4 6/6|Lv5 4/4| Spell-Like: Burninghands 1/day 5d4+10|

Did our GM explode?


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

He may be busy with paperwork. He's a teacher (graduated yet?).


Ah, end of term... yep. No rush, although I'm really keen to see if Mavor's crit confirmed!


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

+1 to that.


Fret not, I did not explode (yet).

I graduated a couple of months ago, but it wasn't paperwork that distracted me this past week. There were some other things I was tending to.

I'll jump right into the campaign thread after finishing this post! :)


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Grats on the graduation.


Thanks!


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

GM, a question.

With the publishing of the book Ultimate Wilderness, the usefulness of snowball has been significantly downsized.

Snowball at present

What's your approach on this?
Would snowball function as before its publishing, or work as per the new version?

I'm slightly worried about that, as we've seen how resistant Glorio/imposter was against spells.


If snowball's changed, then we'll use the new version. There are still plenty of other options to use versus opponents with SR.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Hmm.... dmg wise nothing pops to mind.


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

Snowball was the best spell in the game by too much anyway... ranged touch shocking grasp that also imposes a condition *and* avoids spell resistance. But yeah, a change mid-stream would mess with your spell load out. I don't know what I'd replace it with as a first-level spell, or as an SR-defeater.


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

:/

Pretty much every other spell i have calls for SR.
And my special arcana requires me to physically hit the enemy, to lower its SR.


Maybe you'll find some comfort in knowing we've just reached the conclusion of this book, and you've all reached level 10. That may open up some good options versus enemies with a high SR!

Reaching the conclusion also means you can each get a chronicle sheet for one of your PFS characters. This sheet will be applicable to characters of level 8-10. (If you decide to give the sheet to a character who's below level 8, you'll have to wait for your character to reach level 8 before the sheet will apply.)


(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)
spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

I don't have a character for that level, so I'll let this one go.

Hurray for level 10!


Just remembered this bit from the PFS guide:

"You can apply credit from a higher-tier adventure to a 1st-level Roleplaying Guild character. When doing so, reduce the gp reward to 500 gp if the adventure grants 1 XP or 1,398 gp if it grants 3 XP. You do not benefit from any boons until your Roleplaying Guild character reaches the minimum level listed on the Chronicle sheet, unless otherwise noted."

So if you want to convert your chronicle sheet to a sheet for a level 1 character, that's also possible. I think I'll do just that myself.


Male Hellspawn Avenger 10 (HP 73/73 | AC:21 | T:14 | FF:18 | CMB: +7 | CMD:21 | Fort:+6| Ref:+9 | Will:+7 | Init:+3| Perc: +13 | Speed: 40 ft.)

Cool! I'll have to think a bit about where to take Quorthos next.


Status Mavor:
HP: 80/80 NL: 0; AC: 19, T: 12, FF: 18; CMB: +13; CMD: 24; Fort: 9, Ref: 10, Will: 5; Init: +1; Perception: +13; Speed: 20 feet
Half-Orc Fighter 1/Rogue (Skulking Slayer/Scout) 9

Mavor level 10 +1 level of Rogue (Skulking Slayer/Sclout)
+1 to Fort and Will Saves
Sneak attack upgrade to 5d6
Gain: Unexpected Charge (Ex)
HP: +7 (d8+2+1)

At 9th level, a skulking slayer can make a Bluff check to feint as a swift action before a charge.

This ability replaces trap sense +3.

Skills: +1 to Bluff, Perception, Acrobatics, Stealth, Knowledge (Local and Dungeoneering) +3 to Linguistics
FCB +1 HP
New languages: Draconic, Celestial, Auran


LN Ifrit Fire Sorcerer 10
Vitals:
HP:50/50| AC: 17 (T:17|FF:14)|Saves (F+4|R+6|W+4)|Perc +12|Initiative: +7|Fire Resist 20
Resources:
Fire Ray 10/day 1d6+5 fire| Lv 1 spells: 8/8|Lv2 Spells: 8/8|Lv3 spells: 7/7|Lv4 6/6|Lv5 4/4| Spell-Like: Burninghands 1/day 5d4+10|

I'll upgrade imoya tonight


Human Magus 10 Hp 82/82, AC 19/15/15, F+8, R+7, W+9, Spd.30ft. CMB+8, CMD22, Perc.+2, Init+8

Lvl 10 gains:

HP +8 (d8 + 1 con +1 feat +1 FCB)
BaB +1
Fort & Will +1

4th lvl spells!!
Lvl 4 spells learned x2
Black tentacles. No SR, awesome!
Phantasmal killer

Class feature: fighter training (not of any use atm, count 1/2 magus lvl as fighter lvl for feat requirements)

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