DM Crispy's Curse of the Crimson Throne (Inactive)

Game Master Bill Dunn

A group of heroes seeking revenge discover themselves in a quest to save Korvosa.

Maps
Slides
Korvosa
Loot Sheet

Current Adventuring Location Map
Vencarlo's Home
Pilts's Palace

Older Maps
Blood Pig Playing Field
Lavender Perfume Shop
Wererat Sewers
Rat Hunt in the Sewer

Harrowings
Chapter 3: Escape from Old Korvosa
Chapter 3 Harrowing
Chapter 3 Harrowing Roles
Chapter 3 Harrow Reading

Chapter 2: Seven Days to the Grave
Chapter 2 Harrow Reading

Chapter 1: Edge of Anarchy
Chapter 1 Harrow Reading


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HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

The Vigilante class is awesome!

I gets pounce.


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Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Looks good to me.....Lawbreaker.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11
Cassandra Wagner wrote:
... Now I sort of want to do a fantasy Justice League or Avengers game.

That being said our Hell's Rebels group is basically this. You could probably ask them if you could swap with me.


Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

Nah. I'd want it to be more fantastical than the standard fantasy world.


Wednesday Daud wrote:
Haven't had a chance to read it yet, some jackass distracted me ;p

Whistles innocently.

Also the Vigilante class is one of the few classes I started hating but ended up loving in the end.

@Amira Former law breaker, and why so serious?


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

lol


I used to run a lot of Villains and Vigilantes back when I was a kid. We played a lot of supers games - always our own characters though.


Assuming there are no objections to the character, how much gold should I be looking to spend GM? I think the amount presented in the book would allow my character to have way too much magical items when compared to the rest of the party.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

You having WBL doesn't bother me, especially since I'm running around with two +2 weapons.

Don't know what all Tolenn has though.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

I think some of us might be a bit lower eitehr due to RP choices (Tolenn won't wear evil armor) or class/rp restrictions (Amira can't wear metal) but I'm sure it'll balance out at some point.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

I'm okay with WBL as well.

By the way are pausing gameplay while we get everything with the character chang sorted?


Partly. I'm also not so reliably online this week. I'm at one of the Disney resorts this week and not near my iPad as often. It's harder to post via iPhone.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Bless your heart :3


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Nice


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Well, at least that sounds more fun than catching the flu. ;)

Hope you have fun. :D


Finally, I am done. Apologies for the delay, here is a link to the complete profile if anyone is interested.

If it's okay with everyone, I can pull off the switch right now.

On an unrelated topic, I finally got my copy of Ultimate Intrigue. I didn't have the time to look through it in detail but a couple of things caught my eye as I was skimming through it.

Oh and is it just me or do a lot of the feats in that book only tailored to extremely specific purposes or just flat out bad?! Again, this might be the result of me skimming through the book, but the few feats I did notice seemed pretty damn useless.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Haven't actually looked at the feats, been caught up with the Vigilante and all the archetypes :3

(Trying to decide whether Sentinel would work well with Wednesday)

Edit: ... say that 5x fast...


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Hmm, did find this though.

Acrobatic Spellcaster (Combat)
Your skillful movements prevent foes from disrupting your spells.
Prerequisites: Combat Casting, Skill Focus (Acrobatics).
Benefit: When you succeed at an Acrobatics check to move through a threatened square without provoking attacks of opportunity or to move through an enemy’s space, creatures denied attacks of opportunity by your Acrobatics check also cannot make attacks of opportunity against you when you cast spells for the remainder of your turn.
Normal: Casting a spell within an enemy’s reach provokes attacks of opportunity even after you succeed at an Acrobatics check to move through a threatened square.


1 person marked this as a favorite.
HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Cat’s Fall
Much like a cat, you can instantly shift your balance when you fall and roll with the impact, avoiding serious injury and landing on your feet.
Prerequisites: Dex 13, Acrobatics 1 rank.
Benefit: When you succeed at a DC 15 Acrobatics skill check to soften a fall, you ignore the first 20 feet of that fall and convert the damage from the next 10 feet of the fall to nonlethal damage. You land on your feet as long as you take less than 20 points of damage from the fall.
Normal: A successful DC 15 Acrobatics check allows you to ignore the first 10 feet fallen, and you fall prone if you take any falling damage.

City Sprinter
You are skilled at moving quickly through forbidding parts of cities.
Prerequisite: Street Smarts†.
Benefit: You do not treat crowds as difficult terrain. You also gain an additional +2 bonus on Acrobatics checks to move along rooftops and on slippery sections of city streets and sewers.


Acrobatic Spellcaster: This is a useful feat, I usually like to have acrobatics on most my characters anyway so I'd probably pick this up for my spell casters.

Cat's Fall: I don't know, maybe it's just me but I wouldn't take it.

City Sprinttet: This one in my opinion is worse than Cat's Fall...I mean how often do we have to fight in places with crowds? And the +2 to very specific acrobatic's checks too just hurts. The only character I can see making use of this is a brawler or any other archetype with access to martial flexibility, cause if they find themselves in that situation they could use martial flexibility to gain an advantage.

In other news the Shadow Caller archetype for the Spiritualist has convinced me to play the class at some point in the future.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Or it might appeal to parkour enthusiasts :3


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3
Victor Rivilon wrote:

Finally, I am done. Apologies for the delay, here is a link to the complete profile if anyone is interested.

If it's okay with everyone, I can pull off the switch right now.

On an unrelated topic, I finally got my copy of Ultimate Intrigue. I didn't have the time to look through it in detail but a couple of things caught my eye as I was skimming through it.

Oh and is it just me or do a lot of the feats in that book only tailored to extremely specific purposes or just flat out bad?! Again, this might be the result of me skimming through the book, but the few feats I did notice seemed pretty damn useless.

Look good to me.

You forgot theives tools though.

Dm have fun!


Tolenn wrote:
Victor Rivilon wrote:

Finally, I am done. Apologies for the delay, here is a link to the complete profile if anyone is interested.

If it's okay with everyone, I can pull off the switch right now.

On an unrelated topic, I finally got my copy of Ultimate Intrigue. I didn't have the time to look through it in detail but a couple of things caught my eye as I was skimming through it.

Oh and is it just me or do a lot of the feats in that book only tailored to extremely specific purposes or just flat out bad?! Again, this might be the result of me skimming through the book, but the few feats I did notice seemed pretty damn useless.

Look good to me.

You forgot theives tools though.

Dm have fun!

Thanks, I didn't put in thieves tools or take the disable device skill since Amira seems to have a handle on it, also the Rake archetype replaces trapfinding with a nifty free intimidate with every sneak attack ability, so Landis wouldn't be that great at it anyway. I'll just be there being a neutral lying snake ;D


2 people marked this as a favorite.
Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

My goodness, someone wrote this book with Cass in mind, didn't they?


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

That's what I was thinking...


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Studied Spell (Metamagic)
You use your knowledge about the target to bypass its resistances and damage reduction.
Benefit: When casting a studied spell, designate one target affected by the spell. Attempt an appropriate Knowledge check based on that target’s creature type as you cast the spell. The DC for this check is equal to 20 + the creature’s CR based on its race and not including any class levels or template (a creature that is defined by class levels has an effective CR of 0 for this ability). If you succeed, your studied spell ignores any energy resistance or damage reduction the target has because of its race as well as any bonuses on saving throws against the spell granted by the target’s race (such as the bonus from a dwarf ’s hardy ability or a halfling’s halfling luck ability). Your studied spell doesn’t ignore energy resistance, damage reduction, or saving throw bonuses granted by other spells and effects. If you fail the Knowledge check, the spell still has its normal effects. A studied spell uses up a spell slot 2 levels higher than the spell’s actual level.

Stylized Spell (Metamagic)
You cast a spell in a distinctive manner.
Prerequisites: Bluff 5 ranks, Spellcraft 5 ranks.
Benefit: A stylized spell has slightly different verbal and somatic components than normal, and the spell effect appears noticeably different. The Spellcraft DC to identify a stylized spell as it is being cast is 10 higher than normal. The Knowledge (arcana) DC to identify a stylized spell, its effects, or the materials it creates is 10 higher than normal, as is the DC to recognize your magical signature with greater detect magic†.
When you apply this feat to a spell, you can attempt to disguise your stylized spell as another spell of the same school and subschool with the same descriptors. The other spell must be either the same spell level as the stylized spell (before applying the metamagic adjustment) or 1 spell level higher. If you do so, the stylized spell gains the ruse descriptor (see page 192) and takes on some superficial aspects of the other spell. As usual for a spell with the ruse descriptor, identification attempts that fail by 10 or less mistakenly identify it as the chosen spell (those that fail by more can’t identify it at all). A stylized spell uses up a spell slot 1 level higher than the spell’s actual level.


Harrowing: The Survivor, 2/2 Tolenn Human Paladin of Sarenae 8
Vital Stats/Skills:
HP 48/67 NL:56/67 AC:25 T: 14 /FF: 22 Perception +8 Initative +6 F:+10/ R:+9/ W:+10 CMB:+11 CMD:25/22FF Speed:30 Harrow:2/2 LoH:9/9 (4d6) SE:3/3 Channel:4/4, 4d6, DC 17
Other Skills:
Acrobatics -3, Bluff +3 , Climb -,3 Diplomacy +13, Disguise +3,Fly -3, Handle Animal -, Heal:+6,Ride -3, Sense Motive +12, Stealth -3, Survival +1, Swim -3
Victor Rivilon wrote:

Thanks, I didn't put in thieves tools or take the disable device skill since Amira seems to have a handle on it, also the Rake archetype replaces trapfinding with a nifty free intimidate with every sneak attack ability, so Landis wouldn't be that great at it anyway. I'll just be there being a neutral lying snake ;D

Of course! Doh.


Studied Spell: This seems useful to me at least, but to beat that check you'd best be playing a wizard or an arcanist.

Stylized Spell: Nah, better stuff out there. I guess a DM good pick it up for an enemy spell caster if he wants to mess with the party mages, lol.


1 person marked this as a favorite.
Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Wow that does seem very much designed for Cass, though I can definitely see a benefit from Cat’s Fall and City Sprinter as well. Yay Urban support!


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

:3


Victor, I'm reviewing Landis and I notice that's a lot of gear he's carrying. I'm not much of a stickler for keeping exact track of encumbrance, but he's currently under a medium load by my calculation. How important is it for him to have the silk rope, grappling hook, hooded lantern, and lamp oil? Dropping those cuts the load to light as far as putting together a "standard" kit for this character.

Also, how important is detect magic for the minor magic talent without spellcraft to back it up? Light, while not being very exciting, would free you from having to tote around a light source - not a bad idea if keeping the encumbrance low. Or weapon-like spells like acid splash could benefit from your sneak attack if hitting flat-footed enemies within 30 feet.


And... I just spotted that your CMD should benefit from your deflection bonus. It should be 1 point higher.


I see your points and I am fine with giving up on the items you mentioned.

Not too attached to Detect Magic, and I see how other cantrips would be more useful, I'll probably go with Light.

I'll add the deflection bonus to CMD, thanks for reminding me.

Speaking of items is it ok if I buy a cure light Wounds wand? I had planned on getting it but it slipped my mind.


Changes made as discussed.


A cure light wounds wand would be fine, they're readily available in town.

As far as swapping out PCs, we can assume you've been dogging the party's footsteps over the last couple of days to get to know more about them. They've been pretty mobile - checking in a couple of times at the Citadel, visiting a shady perfume merchant uptown, and now a book shop midtown. Given the rumors that they've been key to uncovering a cult of Urgathoa bent on spreading the blood veil, checking out a possible cure at Lavender made sense - but the book shop? That would be, at this point, an unsolved question...


That works for me. We could have Victor disappear mysteriously and then have it explained through a letter left at where the party at Zellara's home...would be fitting in a way, since he ran from the last group of people who knew him as well.

Just tell me when it is ok to jump in with Landis.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

So, since it seems that the game is more active when I'm at work and can't post, I am beginning to wonder if I can play Terri effectively. I was wondering if it might be alright to make a character that wasn't as chatty and friendly as Terri is. I've been having an itch to play a Gorumite, and I think I've got an idea for an oracle that'd be fun to play off of both Landis and Victor.


Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

Maybe Victor and Terri can run off into the sunset together. (Though I'd miss her!)


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

I'd miss her too, but I can totally see her doing that.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

That could work. If you're gonna retire a character, a happy ending is as good as any.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Still need the GM's okay on it though.

That said, I was thinking of a Gorumite Fighter/Oracle or Barbarian/Oracle with the Tongues curse, or the Blindness curse, but I know my pervy mind and that's asking for trouble with three ladies around.

Personality wise, well, he'd be vicious, gruff, and callous, but loyal to those he allies himself with. He'd help, less to help Korvosa, but more because the fights promise to come thick and fierce. Think of him as a less crass, less talkative Deadpool. He's still crazy though. ;)


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Blindness=Gropy. Good way to get stabbed lol

Think of him as a less crass, less talkative Deadpool. so DEATHSTROKE.


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Female Human Tangled Briar (2/2) // Conjurer (teleportation) 8 | HP: 47/47 | AC: 15 | T: 13 | FF: 12 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +8 | Init: +3 | Perc: +1 (+6)/+3 | Sense Motive: +1/+3. Current Con 13 | Current Cha 6

Deathstroke had a habit of sleeping with teenage girls not quite old enough to drive. I don't think he's less crass.


1 person marked this as a favorite.
Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Damn good point.


Do we need more gruff? Terri, at least, brings a positive outlook. I'm not against you changing your character, I'm just thinking of the group atmosphere. Too many dark characters can be a bit gloomy.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)| Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14

Yeah, I'll just stick with Terri and deal with not being able to post form work.


Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

I was a bit concerned about that too.


Terri Riverrun wrote:
Yeah, I'll just stick with Terri and deal with not being able to post form work.

One thing I may be able to do is ask people to slow down when passages like that come up again so that other people who can't post as often can get a word in.


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2 The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft
Skills:
Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11

Huh, they went and made the Dauds a Boss Battle in Dark Souls 3...


1 person marked this as a favorite.
Spoiler:
Human Female Urban Druid 4/ Slayer 4. AC (current): 18 (Deflection aura/ shield spell) , Touch: 12 [16], FF: 10 (14) [15 (19)].: Fort: +11 Reflex: +8 Will: +11 (+13 fear save each round). Perception +9, Init +2

Only a Paladin could find a diplomatic way to say "Your help would be appreciated, but seriously....cut the bull$#!+"

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