DM Brainiac's War for the Crown: Table 2

Game Master Brainiac

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Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

Two questions.

1) Is Mirror Image still up?
2) Did you add my +4 Initiative from Urban Terrains?

If I'm within +4 I'll break my final Luck after the Roll to take the Initiative against it.


I did not add favored terrain so you may act now before the undead creature.

It's been more than 7 minutes since the pairaka fight so mirror image is no longer active.


Doritan, you made your Reflex save and thus do not have to make the Fortitude save.


I will be on vacation from work from October 12 - October 21. My posting will be sporadic over this time frame, but I will try to check in when I can.


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

I've had a family emergency this week right before Thanksgiving weekend, so I'll catch up but will mostly be gone until Tuesday.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

I think Doritan's precision damage would not apply, unless we have made his weapon Ghost Touch.
Not that I want this fight to go any longer - Katria's Con won't hold out forever.


I have had less feee time than I had hoped. Will likely update on Monday.


Female human occultist 8 HP 59, AC 22, Touch 15, FF 18, F11/R7/W10, CMD 21

Sorry, been busy the last couple days. I'll have time to update this evening!

2d4 ⇒ (2, 2) = 4

Looks like I needed two lesser restorations, Liam.


Amelia, Orvetstikar Manor, where the cavalry allegedly went missing, is to the north of town, whereas the bandits at Tallgrasses are to the east.


So, will you go after the bandits first or stay in the city?


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

My vote is for Banditry. Considering it's a trade city I feel like it might be really important to them.

Truthfully out of character I can go either way though.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

I am fine with either, but think the party as a whole does seem to be leaning towards the bandit camp.


Female human occultist 8 HP 59, AC 22, Touch 15, FF 18, F11/R7/W10, CMD 21

I'd prefer the in-the-city stuff, but three of you expressed preferences for dealing with the bandits first, so that's the majority. Let's go with that.

--

Also, I'm heading out to visit my parents Wednesday through Saturday. Not sure what my posting opportunities will be there. Please bot me as needed.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

I should be able to get a post up later today with RP and also new spell prep.


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

I have to ask, who or what are the Kozan Bravos?

I'm not sure if I missed something prior or if it is supposed to be well known knowledge.

Also at work, I'll post after I see these answers and your reactions. I agree we shouldn't fight first, we should definitely take him down a peg verbally.


They are the adventurers Earl Merkondus hired as "troubleshooters."


I've been short on time the past few days. I hope to have an update for you all tomorrow!


I am off work until next Thursday December 5th, so my posts may be sporadic until I return.


I apologize for the long delay. I had a busy day at work and won't be able to get an update for you guys until tomorrow.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

No worries. We will be here.


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

Did I overkill him with nonlethal?

Oof.


Ah, didn't see it was nonlethal damage! Editing the post.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

Who would like to take first crack at the interrogation?


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

Good cop, bad cop?


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

I took the initiative in dealing with the Kozan Bravos so would like to offer someone other than Liam the chance to do this part, but Liam can be "good cop" if nobody else wants to.

He's not a very good "bad cop."


Male Human Stalker Vigilante 8 HP 43/59; AC 21/16/17; Saves +6/+12/+9; +4 Init; +16 Per, Active Effects: None

Doritan can easily fill the role of Bad Cop. I'll have a post up soon, but thanks to finals, I don't have a ton of time to devote to the boards for the next week.


Halfling Court Bard 8 | HP 59/59 | AC 21, T 16, FF 18 | CMD 18 | F +6, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 21/24 Rounds, Spells - 1st: 5/6, 2nd: 5/6, 3rd: 3/3

Maya can play good cop, but if anyone else wants to, please feel free. Maya normally *tries* to do the smooth talking, so happy for someone else to give it a go.


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

I'll be happy to step on in if you'd like, I'll do so after work when I have a keyboard.


Battling sickness at home. I'll try to post tonight or tomorrow morning.


Sorry for the long delay, folks. Post up.


I will be out of town from 12/21-12/30. Updates will be sporadic until I return.


Female human occultist 8 HP 59, AC 22, Touch 15, FF 18, F11/R7/W10, CMD 21

Just wanted to note that I've just changed back to a second shift at my job; if anything, I think it means I'll likely be a little bit more consistent in posting, though my time of posts will probably switch to most often in the late mornings/early afternoons. I'm not sure how often yet I'll be able to post in the evenings with the new job.


Back from vacation, only got an hour and a half of sleep last night before work though. I'll try to get an update done tomorrow after I've (hopefully) gotten some more rest today.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

Sleep is important. Get some.

Liam wants to move on the cult as soon as possible, to free the captive.

Some of the other PCs want to wait until the evening ceremony, which he can agree to (though it isn't his preference).


I'll go ahead and post the description of the theater and its entrances. You can decide whether to go immediately or during the next evening's ceremony.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

So how about timing, everyone?

Going in the evening during the service has the potential to be more effective at breaking the hold on the cultists, and as Maya noted maybe even winning some of them over to our side, but then again we may have to fight them.

Going in the off-hours would be less of a scene.

My vote is morning but I will go along with evening if that is the preference.


Female human occultist 8 HP 59, AC 22, Touch 15, FF 18, F11/R7/W10, CMD 21

I think going in the morning makes sense; we can try to not make a scene (like we're spies!) and perhaps come back in the evening to see what effect there is of not having their prisoner (assuming we don't be too obvious in our rescue, which is probably not a safe assumption) and if we can break the cult's hold.


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

Morning works for me as well. I don't have any strong opinion either way but she would prefer to not fight innocents if possible.


I forgot to mention, you should all be level 8 now! Please level up and apply the changes now before you post your combat actions. :D


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

Oh, didn't see this until now. Cool!
Won't affect Liam's turn, but I will update as soon as I can.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

Liam Level 8:
+1 Wis
+7 HP (1d8+2)
+1 Fort/Will
+1 BAB/CMD
+6 skill points (2 base, 1 racial, 1 Int, 1 Cunning, 1 FCB): Sense Motive, Knowledge (Local), Knowledge (Religion), Heal, Diplomacy, Stealth
+2 Background skill points: Perform (Oratory), Knowledge (Nobility)
+2 rounds/day of Sermonic Performance

Aura of Protection ability: At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. Rather useless for the deflection bonus, but the energy resistance could be helpful.

Spells/day +1 3rd and +1 4th (as well as +1 1st for the Wis increase)


Female human occultist 8 HP 59, AC 22, Touch 15, FF 18, F11/R7/W10, CMD 21

Katria level 8:
+1 Int
+ 7 hp (1d8+2)
+1 BAB, +1 Fort and Will
+ Magic circles, outside contact 1
+1 2nd, 3rd level spells/day
+1 DC for implement powers
FCB: +1/6 focus power
Skill points/level: 9 (4 class +1 human +4 Int) +2 background skills: +2 Fly, +2 Diplomacy, +1 Disable Device, Know (local, planes) Linguistics (Skald), UMD AND +1 appraise, Know (nobility)

New occultist abilities:

Magic Circles (Su): At 8th level, an occultist learns how to draw magic circles. To draw a circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires the occultist to expend 1 point of mental focus (either generic focus or focus from any one of his implements). Once completed, this circle functions as a permanent magic circle against any alignment of the occultist's choosing. The circle can't be against a component of the occultist's alignment (if he is lawful good, for example, it can't be a magic circle against good or law). The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered). Only a living creature can break the circle; environmental effects can't break it. An occultist can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its magic powers. This type of magic circle can't normally be focused inward to bind an outsider.

Outside Contact (Su): At 8th level, the occultist learns the true name of one particular outsider. This outsider can have no more than 3 Hit Dice. Whenever the occultist creates a magic circle, he can expend 1 additional point of mental focus to focus the circle inward and lure that outsider to the circle (similar to using lesser planar binding). The outsider is bound for up to 10 minutes. During this time, the occultist can bargain with the outsider for one piece of information. This requires a payment of at least 20 gp (or items of at least that value that are of interest to the outsider). The bargaining requires the occultist to attempt a Diplomacy or Intimidate check opposed by the outsider's Sense Motive check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the outsider to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes the outsider 1d3 hours to gather the information, at which point it returns of its own accord to deliver the information as promised. The outsider always resents being used in this way, even if the occultist and the outsider share an alignment component. After the occultist bargains with the outsider, the magic circle loses all power and the outsider is sent back to its home plane.


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

Level 8 Dandy
+1 Strength
HP +8
BAB +1 (Power Attack, Deadly Aim Up)

+6 Skills
+1 Skill FCB
+2 Background*
Perception, Sense Motive, Stealth, Ride, Bluff, Intimidate, Diplomacy, P: Gambler*, K: Nobility*

+1 Fort, +1 Reflex

+1 2nd Level Spell Known (Reinvigorating Wind)

Favored Terrain (Parties, galas)
-> When at a social event increase Urban bonus by an additional +2

Swift Tracker (as normal)
-> Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

I figure the Wind Spell might be useful, its not something we really have and it spreads out my utility a little more.


Male Human Stalker Vigilante 8 HP 43/59; AC 21/16/17; Saves +6/+12/+9; +4 Init; +16 Per, Active Effects: None

Okay, in additional news, I moved the numbers around Doritan to a Spreadsheet that should help me keep track of numbers a bit better (especially with all the buffs going on).

That said, here are the interesting bits of level 8:

+1 Dexterity
Bonus Skill Focus feat: Intimidate (because Doritan wasn't scary enough)
Vigilante Talent: Hide in Plain Sight.
Skills Chosen: Acrobatics, Disable Device, Disguise, Intimidate, Knowledge (Local, Religion), Perception, Stealth and Sleight of Hand.


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

Don't forget, an iterative attack as well!
In case you didn't do enough already.


Halfling Court Bard 8 | HP 59/59 | AC 21, T 16, FF 18 | CMD 18 | F +6, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 21/24 Rounds, Spells - 1st: 5/6, 2nd: 5/6, 3rd: 3/3

Level 8 Summary

+7 HP
+1 BAB (iterative attack!)
+1 Cha
+2 Rounds of Bardic Performance (+1 more from extra Cha)
+1 2nd & 3rd Level Spell Per day
+1 3rd Level Spells Known: Major Image
1st Level Spell (swap out Deja Vu for Heightened Awareness)

New Bardic Performance: Glorious Epic - A court bard of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.

Adventuring Skills:

+1 Diplomacy
+1 Knowledge (dungeoneering)
+1 Knowledge (nature)
+3 Knowledge (planes)
+1 Knowledge (religion)

Background Skills:

+1 Perform (act)
+1 Perform (oratory)


Dandy 8 - HP 68/68 - AC23 - T15 - F20 - CMD27 (+2 Dis) - Init+3 (+4 Urb) - F+10 (+4 End) - R+11 - W+5 - Perc+12 (+4/+2 Nat, +4 Urb) - SM+13 (+4/+2 Nat) - 1st 1/2 - 2nd 1/2 - Defiant 1/1 - Luck 2/3 - Num 13

Other than a Sap or the Stage Combatant feat are there any ways to gain easily accessible Nonlethal? Preferably two handed? Bludgeoner?

Bleh.


M Half-Elf Cleric 8 | HP 59/59 | AC 20 T 15 FF 17 | F+12 R+9 W+15 (+2 vs enchantment) | Init +3 | Perception +13 | Performance 17/19 | Channel 4/4 | Active: Good Hope

@Amelia, just doing NL damage with a regular weapon isn't too bad - Liam can hand out enough bonuses to overcome the -4 to hit.

@All - is anybody tracking loot? I imagine we will want to sell most of what these dwarves had.


Once you've reached a decision on how to proceed, let me know where you want to go! :)


Female human occultist 8 HP 59, AC 22, Touch 15, FF 18, F11/R7/W10, CMD 21

I think there's consensus to head for the Prince first, so we'll make our way toward the stairs leading down, please.

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