GM Dak - Curse of the Crimson Throne

Game Master karlprosek

Chapter 2: Seven Days to the Grave
Part 2: Outbreak

Korvosa (OLD Korvosa) | Combat Map | Loot & Notes

Starting Day: Wealday, 6th of Pharast 4708 AR
Current Day: Starday, 20th of Gozren 4708 AR


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Cleric of Erastil 9 (HP 53/66 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+9 | Will:+10 | Init:+7 (+9 Surprise) | Perc +16) Whisper - Large Wolf (HP 59/76 | AC:23 (27 v AoO)| T:13 | FF:19 | Fort: +11 | Ref:+9 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, CE, LR, PFE:C, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW), 5:(BoL, D:BE), Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Mirela steps out trying to draw all eyes to her.
why do that be? It’s do be a perfectly good shelter and you All patrol here more often so it should be safer!

Not sure if you want me to roll something to distract so others can do what the want unnoticed… I’ll guess bluff to aid another on stealth?
Bluff (aid another)to distract: 1d20 ⇒ 11


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

@GM - have we been able to get the Arcane Eye into the building to map out the interior?
Can you update the map?


Sure, map updated.


1d20 ⇒ 3

Haha, ok well sure then.

The guard looks confused. "Well, yeah, but we can't let people squat here. You don't know who might be out to get the Emperor. You're, uh..." he looks back at the rest of his patrol. "Just get out of here before the next patrol comes through. If we see you again we'll give you a beating and run out out of here."


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Did the Arcane Eye see any creatures or is that entire large building to the SW just as empty as the map shows?
Is Pilt still hanging around overlooking the Blood Pig field, with 9 guards and the executioner near him?


Male Dwarf Barbarian (Invulnerable Rager) 9 Init +5 HP 122/122 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+4 Will +5 Per +10 Spd 30 RAGE! Used 0/29

*bumps*


Sorry, had a response ready but then the board wasn't working then I forgot. Yes, there are people present in all the adjacent buildings. If it's late at night Pilt is behind a closed door so you don't know where he is.

Also if it's late at night the patrols are getting kind of sloppy and are only walking around every half hour or so.


Male Dwarf Barbarian (Invulnerable Rager) 9 Init +5 HP 122/122 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+4 Will +5 Per +10 Spd 30 RAGE! Used 0/29

So what do we do know? Did you already used your magic tricks to spy on the Emperor? Do we know where to go, and whether there are guards on our way?


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None
karlprosek wrote:

Sorry, had a response ready but then the board wasn't working then I forgot. Yes, there are people present in all the adjacent buildings. If it's late at night Pilt is behind a closed door so you don't know where he is.

Also if it's late at night the patrols are getting kind of sloppy and are only walking around every half hour or so.

It shouldn't be late at night. It was early in the day when we left the Arkona palace (we spent the night there and had a morning meeting with Lord Arkona). Then maybe an hour to get to Pilt's neighborhood being reasonably stealthy, and an hour observing. Maybe noon now?


Sorry my mistake. Pilt's in the throne room in that case. Also in that case, there are guards/members of the mob everywhere and patrols are very regular. It's not possible to plan out a stealthy way in for the whole group during the day, there are too many people moving around doing things.


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

The arcane eye can fit through small openings, so unless the doors are sealed tightly Cynara may still be able to find Pilt.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None
Cynara wrote:
The arcane eye can fit through small openings, so unless the doors are sealed tightly Cynara may still be able to find Pilt.

Yes. We know where Pilt is. As the GM wrote just above:

karlprosek wrote:
Sorry my mistake. Pilt's in the throne room in that case. Also in that case, there are guards/members of the mob everywhere and patrols are very regular. It's not possible to plan out a stealthy way in for the whole group during the day, there are too many people moving around doing things.

The throne room is open to the air and therefore open to the Arcane Eye. We were there over a year ago IRL, before you joined. It is described here.

karlprosek wrote:
This open-air balcony is shielded from rain and sun by a brightly colored canvas roof that extends up over the area like a half-dome, held in place by a wooden framework. The inside of the canvas has been decorated with scenes of gruesome debauchery; battlefields, executions, torture chambers, and human-eating monsters all vie for space. The balcony contains two major features of note. The first is a high-backed throne that looks like a poor man’s version of the Crimson Throne, a thing of blood-red cushions and silks and spikes. Directly west of the throne stands an intimidating device: a tall guillotine of carved wood and bone, its base depicting grasping demonic feet and the housing of its glittering blade a leering demonic face.

We might try to go through the SW corner of the large building, depending on what guards/creatures the Arcane Eye saw in there. It looks like from the room we would enter there is a corridor that leads to the throne room. This would be my first choice.

We could try disguises or trickery, but Pilt's guards know us.

Or, we could try to come from the air. We can't make everyone fly, but Cynara and Mirela could maybe handle this. If they could fly into a position with line of sight to the balcony (like in the air over the Blood Pig field, or directly above if we take down the awning), they could probably take down Pilt and many of his guards with spells and arrows. It's not very sporting, and it would leave Nargun and Artegall with little to do, but if the guards don't have bows then it's probably the safest plan (and even if they do have bows, they would be unable to use them once grappled by Black Tentacles).

Or we could ask Pilt to fake his death somehow, since I know Mirela doesn't like the idea of killing him. Artegall however is pretty poor at Bluff, so I don't know how we would convince the Arkonas that we truly believe Pilt is dead.

Or we could wait for night, when Pilt would be in his bedroom instead of the throne room.


Cleric of Erastil 9 (HP 53/66 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+9 | Will:+10 | Init:+7 (+9 Surprise) | Perc +16) Whisper - Large Wolf (HP 59/76 | AC:23 (27 v AoO)| T:13 | FF:19 | Fort: +11 | Ref:+9 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, CE, LR, PFE:C, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW), 5:(BoL, D:BE), Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

If we come in from the air, we would need to be able to keep Pilt in place so he doesn’t run under cover.
It also would be nice to have some sort of disguise so everyone doesn’t know it’s us doing it. They may not know Cynata, but given how we played blood pig yesterday (in game) they would know it was Mirela.
Other option. We do have all the blackjack items. That could make one of us really sneaky.


Male Dwarf Barbarian (Invulnerable Rager) 9 Init +5 HP 122/122 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+4 Will +5 Per +10 Spd 30 RAGE! Used 0/29

So, making a plan is good, but when do we strike? I'm growing quite restless...


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None
Mirela Wintrish wrote:
If we come in from the air, we would need to be able to keep Pilt in place so he doesn’t run under cover.

That's why I mentioned Black Tentacles. If that is the plan you wanted to do, that would be one of the spells to use.

Mirela Wintrish wrote:
It also would be nice to have some sort of disguise so everyone doesn’t know it’s us doing it.

I think we're past that point. We have to do some messy things to get Seneschal Kalepopolis back into power, and we can hope for a pardon after that. The Emperor's mob I hope will cease to be a concern once we defeat him.

I was holding back on posting because I don't like feeling that I am pushing this game along but it has been just glacial. Let's pick a plan and go with it. And have everybody posting at a decent clip. I want to have some chance of completing this AP and my few successful ones have gone at a pace of about 1 year IRL per book. We have done basically nothing in the past year. We talked to Glorio Arkona and that's it. Who knows how long it will take to complete our mission here depending on the approach we use? But we need to pick up the pace I think.

I too am growing restless.


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

"I don't like the idea of anyone with a Final Blade, especially someone as...erratic as the Emperor. Plans where you divide your forces in the face of an enemy are generally not desirable, let's say, but in this case I think that pinning down the guards in the courtyard from the air with black tentacles and stinking cloud would let Mirela do significant damage. Everyone in the place is going to respond to the attack, too, which would give the rest of you a chance to get in...wait a minute. You've all been there before. Is there any reason the rest of you would be stopped if you came back and asked to see Pilt again? That would get you closer to the action when the time came.

"Do you know if there are any spellcasters of note in the court? The only thing I'd worry about would be having someone there with a prepared dispel magic when Mirela and I start the attack."


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

"You do raise a good point that you and Mirela would be in a lot of trouble if you were attacking from the air and your magic was dispelled. You'd be surrounded and killed. We don't know enough about Pilt's forces to say if that is a risk, other than the fact that he claimed to have 'enough magic', whatever that meant.
So let's bump that plan lower down the list. As I said, we could go in together through the broken wall on the southwest corner of the larger building."

I have made reference to that obvious gap several times. It sounds like the Arcane Eye was able to go in that way but the GM hasn't said if the Eye saw any guards in that room.

Aroden thinks a minute.
"Or, we found a Scroll of Teleport. Would that be useful?"
Cynara can use it with a DC10 caster level check, and can bring along three others. Unfortunately Whisper counts as 2. So Cynara brings the melee to the Throne Room while Mirela and Whisper fly in? And we time it so we arrive more or less together?

My first choice is the Teleport scroll since that gets us all into the action quickly.
My second choice is the gap in the wall.


Artegall wrote:
I have made reference to that obvious gap several times. It sounds like the Arcane Eye was able to go in that way but the GM hasn't said if the Eye saw any guards in that room.

Nope, no guards are stationed in that room.

Of note, the mod says that room is 25' off the ground, implying there's a couple of floors beneath the one shown in the map but there's no map of the ground floor. Maybe it's ruined or somehow closed to entry.


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

"If I can make this scroll work, do you want to try to teleport directly into the throne room, or into an unoccupied area so we can form up before we attack?"


Cleric of Erastil 9 (HP 53/66 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+9 | Will:+10 | Init:+7 (+9 Surprise) | Perc +16) Whisper - Large Wolf (HP 59/76 | AC:23 (27 v AoO)| T:13 | FF:19 | Fort: +11 | Ref:+9 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, CE, LR, PFE:C, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW), 5:(BoL, D:BE), Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

If we do be doing this, I would rather do this as quietly as possible. Ambush not all out assult. Less bystanders ‘urt that way.

So I vote we form up and attack then get out.
Dropping into the throne room leaves us to be asking ‘ow do we be getting out?


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

Cynara takes the scroll and studies it carefully.

Can she take 10 on the Spellcraft check to decipher it?


Yeah, you can always Take 10 on a skill check as long as you're not distracted or in danger.


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

OK, so it's a DC 25 Spellcraft check to translate without read magic, but Cynara has +17 Spellcraft.

The witch finishes her perusal and looks around at the others. "Whenever you're ready."

Once the word is given, she invokes a hex to give herself good fortune before reading the scroll aloud.

DC 10 caster level check (assuming that the scroll CL is the minimum for a 5th level spell): 1d20 + 7 ⇒ (3) + 7 = 10
Fortune hex reroll, just in case: 1d20 + 7 ⇒ (8) + 7 = 15

Targeting roll: 1d100 ⇒ 24


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Artegall will activate Whispering Spirits before Cynara reads the scroll, giving him +3 insight to AC and saves for 1 minute. (Commune with Spirits ability at 8/9 uses left.)


I'm just gonna say this scroll was crafted at level 15 so everybody can pop in at the same time.

Cynara figures out the scroll and invokes the power held within. One moment the party is in the abandoned townhouse and the next they're standing in the Emperor of Old Korvosa's throne room. It takes a few seconds before anyone notices them (that can be a surprise round if you guys want to attack immediately).


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

I thought we were going to the unoccupied area to form up.


Sorry, I thought it was straight to the Throne Room. Party?


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Mirela did say she wanted to form up first. I'm not sure how that would work - looks to make more sense to form up and then teleport, taking advantage of our knowledge of the layout.

There's a 5' wide corridor to get to the Throne Room, so if we appeared elsewhere, we'd have to be single file at some point, with Whisper squeezing. If we appear as I have it on the map (all of us contiguous, but Mirela and Cynara relatively protected and Whisper not squeezing), then we'd be able to bring our 3 melee types to bear on the enemy immediately and not be bottlenecked. In a surprise round, Nargun can attack and 5' step NE to make room for Artegall, who can then 5' step and attack.

Thoughts?


Cleric of Erastil 9 (HP 53/66 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+9 | Will:+10 | Init:+7 (+9 Surprise) | Perc +16) Whisper - Large Wolf (HP 59/76 | AC:23 (27 v AoO)| T:13 | FF:19 | Fort: +11 | Ref:+9 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, CE, LR, PFE:C, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW), 5:(BoL, D:BE), Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

I say Go. Let’s get this Game moving again. That said, how do we plan to get out a gain if we do this in front of all his loyal followers?


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Once the Emperor is dead, we proclaim Nargun the new Emperor and they all agree. Or else we run out that gap in the wall in the SW corner. I really have no idea what else to do, and slow games make me get reckless just to get stuff done.


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

When we come in, Cynara can drop a stinking cloud on part of the room and take a bunch of people out of the fight. If you know of any spellcasters, they would be good to include in the AoE...we don’t generally have good Fort saves.


Pilt mostly looked to be surrounded by thugs. There's a gnome executioner but you didn't see her do anything so you don't know if she's a spellcaster. So, as I said up above, if you want to come in swinging you get a surprise round.


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Okay, I switched our initial arrival order so that I can take my turn without needing to wait for someone else to post. Nobody has objected so let's go with this.

Artegall pops into existence near some guards, says "Sorry, regime change." and stabs the one in the SW corner.
Surprise round so just an attack and a 5' step.

Attack (vs flat-footed AC), Human-Bane: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 a bad roll, but, again, vs flat-footed AC. So... not going to use Inspiration on that.
Damage: 1d6 + 5 + 2d6 + 2 ⇒ (3) + 5 + (5, 5) + 2 = 20

Hoping that Nargun and Whisper can finish that one off.

Artegall is AC 28 with Whispering Spirits active, and will hopefully get to go again before the enemies.

Initiative with Inspiration: 1d20 + 1 + 1d6 + 1 ⇒ (20) + 1 + (3) + 1 = 25


Cleric of Erastil 9 (HP 53/66 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+9 | Will:+10 | Init:+7 (+9 Surprise) | Perc +16) Whisper - Large Wolf (HP 59/76 | AC:23 (27 v AoO)| T:13 | FF:19 | Fort: +11 | Ref:+9 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, CE, LR, PFE:C, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW), 5:(BoL, D:BE), Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Suprise Round

Mirela commands Whisper to attack the King.
Handle Animal + Link vs DC10: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28

Then she Fires an arrow at the guard standing SE of the stairs up to the guillotine.
Bow + PB (vs FF AC): 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Damage + PB: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Whisper charges over and attacks Pilt
Standard action Charge to move 50' and attack Pilt. I'm assuming I can reach this given that I only moved 30 so even if this is partially difficult terrain so this should be good.
Bite + Charge (vs FF AC): 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Free Trip: 1d20 + 12 ⇒ (1) + 12 = 13
AC 24 for AoO on Whisper if anyone can react on our surprise round

Mirela Initiative: 1d20 + 9 ⇒ (20) + 9 = 29

Sorry I know we aren't focusing fire, but I was hoping to trip Pilt so he couldn't get away, and Mirela can only see that one guard given the walls and that Nargun is in front of her. So this seemed like the best I can do on a suprise round. I assume we are just here to drop Pilt and get out.


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

If either of the two guards flanking the door are still up, Cynara focuses her will on the least wounded one. The guard starts to feel drowsy....

Using slumber hex; DC 21 Will save or fall unconscious for 8 rounds.

Cynara's familiar crawls out from under her dress and scuttles past the guards before scaling the wall over the door.


Male Dwarf Barbarian (Invulnerable Rager) 9 Init +5 HP 122/122 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+4 Will +5 Per +10 Spd 30 RAGE! Used 0/29

Nargun is happy.

It's his kind of plan, not too brainy: you get into the foe's face, and you slash and hack at it directly.

So he moves toward the so called King and attacks, fearless of the lesser thugs, too stupid to react

Power attack: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
2H PA dmg: 1d12 + 7 + 6 ⇒ (10) + 7 + 6 = 23

Moves 30 and attack


WTF where did my post go. I posted on Thursday!

Artegall stabs one of the guards and Whisper charges Pilts but doesn't manage to drag the man out of his would-be throne. Even surprised, the mob leader is impressively spry.

Nargun rushes in with a huge overhand chop, taking Pilts in the side as he scrambles to get away from the invaders. "Kill them!" he screams.

Cynara tries to put the guard to sleep and one does slump to the floor but the wounded man resists.

DM rolls:
1d20 ⇒ 19
1d20 ⇒ 7

All PCs are up.

Init order:
Mirela
Whisper
Artegall
Cynara
Nargun
Red berry- moderate dmg (20)
Red- minor dmg (12)
Green
Orange
Yellow
Cyan- unconscious 1/8
Lt Blue
Purple
Magenta
Pilts- moderate dmg (37)
Jabbyr (halfling)


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

"I'll get your backs." Cynara steels herself and steps into the room, slipping past the unconscious guard before casting a spell. The north doorway is suddenly filled with reeking vapors.

Casting stinking cloud in the circle marked on the map; anyone in the cloud needs to make a DC 20 Fort save or become nauseated. Anyone failing their save will be nauseated for 1d4+1 rounds after leaving the cloud. The cloud is also opaque, obscuring sight beyond 5', as fog cloud.


Cleric of Erastil 9 (HP 53/66 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+9 | Will:+10 | Init:+7 (+9 Surprise) | Perc +16) Whisper - Large Wolf (HP 59/76 | AC:23 (27 v AoO)| T:13 | FF:19 | Fort: +11 | Ref:+9 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, CE, LR, PFE:C, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW), 5:(BoL, D:BE), Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Mirela steps forward and rapidly works her bow to take down the guard she can see.
5' step and full attack on Red
Longbow (manyshot) + Point Blank - Rapid Shot vs Flatfooted: 1d20 + 12 + 1 - 2 ⇒ (6) + 12 + 1 - 2 = 17
Damage (2 Arrows) + PB: 2d8 + 6 + 2 ⇒ (8, 8) + 6 + 2 = 24

Longbow + PB - RS vs Flatfooted AC: 1d20 + 7 + 1 - 2 ⇒ (3) + 7 + 1 - 2 = 9
Damage + PB: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Rapid Shot Longbow + PB - RS vs Flatfooted AC: 1d20 + 12 + 1 - 2 ⇒ (7) + 12 + 1 - 2 = 18
Damage + PB: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Meanwhile Whisper tries again to drag Pilt down.
Bite: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Free Trip: 1d20 + 12 ⇒ (12) + 12 = 24

hmmm... the dice gods do not seem to be with me this round, but given they are still flat footed, maybe....


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Artegall takes a step (5') and attacks the nearest thug.

Attack, Bane: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Damage, Bane: 1d6 + 5 + 2d6 + 2 ⇒ (1) + 5 + (3, 1) + 2 = 12

Iterative: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Hmmm... using Inspiration on that (2 uses required).
Inspiration: 1d6 + 1 ⇒ (3) + 1 = 4
So a 16 to hit vs flat-footed AC. Only needed if he is still up after the first hit.
Damage: 1d6 + 5 + 2d6 + 2 ⇒ (4) + 5 + (2, 5) + 2 = 18


Male Dwarf Barbarian (Invulnerable Rager) 9 Init +5 HP 122/122 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+4 Will +5 Per +10 Spd 30 RAGE! Used 0/29

PA on Pilt: 1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26
PA 2H dmg: 1d12 + 7 + 9 ⇒ (11) + 7 + 9 = 27

PA on Pilt: 1d20 + 13 - 3 - 5 ⇒ (3) + 13 - 3 - 5 = 8
PA 2H dmg: 1d12 + 7 + 9 ⇒ (4) + 7 + 9 = 20

Nargun continues his assault on Pilt, hitting once but failing to connect the second time


Mirela takes down the guard in the corner with a pair of arrows.

Whisper tries to bite the Emperor of Old Korvosa but can't quite manage to catch him.

Artegall steps up and chops hard into the nearest guard.

Cynara casts a spell and a cloud of stinking gas blocks off the entrance to the north.

Nargun smashes past Pilts defenses, drawing blood from the would-be Emperor. He nimbly dances a few steps away, muttering a few words to summon a handful of exact duplicates surrounding him in a cackling, capering crowd.

Artegall's opponent feints high and attacks low.

Stumbling out of Cynara's cloud, coughing and eyes streaming with tears, come 2 of the guards from the north, one along the wall and the other staggering in between Nargun and Pilts.

DM rolls:
1d20 ⇒ 1
1d20 ⇒ 18
1d20 ⇒ 2
1d20 ⇒ 16
1d20 ⇒ 10

1d20 ⇒ 3
1d20 ⇒ 7

1d4 + 3 ⇒ (2) + 3 = 5

1d20 ⇒ 10

1d20 ⇒ 19
1d10 ⇒ 4

Surprising everyone, the executioner screams a bloodcurdling cry and throws herself at Cynara with an enormous greataxe in her hands.

All PCs are up.

Nargun can take an AoO vs Yellow or Lt Blue as they leave a threatened square.

Whisper can take an AoO vs Jabbyr as they leave a threatened square.

Cynara takes 12 damage (unless Whisper trips her).

Init order:
Mirela
Whisper
Artegall
Cynara- 12 damage
Nargun
Red berry- moderate dmg (20), successful feint vs Artegall for next atk
DOWN Red- minor dmg (12)
Green
Orange- nauseated
Yellow
Cyan- unconscious 1/8, major dmg (30)
Lt Blue- nauseated
Purple
Magenta- nauseated
Pilts- major dmg (64), Mirror Image 5/5
Jabbyr (executioner)- rage 1/23


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

I had thought I stated that I was attacking Berry Red but I see I did not make that explicit. If I had wanted to attack Cyan I would not have needed to 5' step, and I would simply have CdG'd him. But moving on. My attack last round going against Cyan means that I almost certainly hit on a 12 (-4 AC for Prone and -5 AC for 0 Dex when unconscious), and so would not have used Inspiration.

Artegall studies and strikes at the nearest active foe (Berry Red). Seeing the executioner nearby, he stays on his guard Combat Expertise.
Attack, Bane +2, Studied Combat +3, Combat Expertise -2: 1d20 + 11 + 2 + 3 - 2 ⇒ (20) + 11 + 2 + 3 - 2 = 34
Damage, Bane +2d6+2, Studied Combat +3, Studied Strike +2d6: 1d6 + 5 + 2d6 + 2 + 3 + 2d6 ⇒ (6) + 5 + (3, 3) + 2 + 3 + (3, 6) = 31

Confirm?: 1d20 + 11 + 2 + 3 - 2 ⇒ (11) + 11 + 2 + 3 - 2 = 25
Extra Crit Damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8

His AC is a flat-footed 27 against Red Berry if that one is somehow still up, or a 30 against anybody else (Combat Expertise for +2 dodge bonus to AC). It is a Bluff DC 24 to Feint against Artegall (+14 Sense Motive).


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

Cynara moans at the impact, then grits her teeth and steps back a few feet. "Artegall, take a short step west!"

If he does so, the witch casts another spell, conjuring forth a field of writhing black tentacles that avoids Whisper but includes Jabbyr and the other entrance to the throne room.

If he can't, I'll have to try something else.


Male Dwarf Barbarian (Invulnerable Rager) 9 Init +5 HP 122/122 DR 4/ AC 17 T12 FF 16 Fort+11 Ref+4 Will +5 Per +10 Spd 30 RAGE! Used 0/29

AoO vs Yellow: 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24
PA 2h dmg: 1d12 + 7 + 6 ⇒ (11) + 7 + 6 = 24

The dwarf slashes at the approching thug with reckless abandon, without even noticing his face, as if he was a minor nuisance.

Then he follows Pilts and brings his axe down, only hitting the ground or now, as the fury starts boiling in him

You can't hide too much longer, Lamm. There are many of you now, but I will kill you all, one by one.

PA attack: 1d20 + 13 - 3 ⇒ (1) + 13 - 3 = 11
PA 2H dmg: 1d12 + 7 + 6 ⇒ (4) + 7 + 6 = 17


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Artegall takes a step as Cynara directs.


Cleric of Erastil 9 (HP 53/66 | AC:21 | T:13 | FF:18 | Fort:+9 | Ref:+9 | Will:+10 | Init:+7 (+9 Surprise) | Perc +16) Whisper - Large Wolf (HP 59/76 | AC:23 (27 v AoO)| T:13 | FF:19 | Fort: +11 | Ref:+9 | Will:+3 | Perc +5)
Spells Remaining:
1: (AA, B, D:CA, DE, PFE, SoF) , 2: (D:AW, CE, LR, PFE:C, SW), 3: (DM, D:F, P, RD), 4:(DP, D:HS, GMW), 5:(BoL, D:BE), Channel Energy: 3/3, Touch of Good 5/5, Harrow points: 3/3

Sorry for the delay, first day back at work yesterday was a mess. I'm going to assume Red is down but if not he might get an AoO because I'm moving right past him.

Mirela casts fly on herself and sweeps out of the hallway hovering 15' over the mass of black tentacles.
standard cast fly then move

Meanwhile Whisper first bites the crazy gnome, then continues to try to pull down Pilts.
AoO
Bite: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Free Trip: 1d20 + 12 ⇒ (18) + 12 = 30

Pilts
Bite: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Free Trip: 1d20 + 12 ⇒ (5) + 12 = 17


Female Human Witch (Alley Witch)/8 URogue (Snoop)/1 HP 37/49 AC 18/T 13/FF 16 Init +2/+6 Perc +13/+17 Fort +4 Ref +8 Will +8

Grapple check for spell: 1d20 + 13 ⇒ (13) + 13 = 26

That should keep the riff-raff out, at least.


Mirela Wintrish wrote:

Mirela casts fly on herself and sweeps out of the hallway hovering 15' over the mass of black tentacles.

Meanwhile Whisper first bites the crazy gnome, then continues to try to pull down Pilts.

Whisper turns from dragging Jabbyr to the floor and leaps up on the would-be Emperor of Old Korvosa, trying but again failing to pull him to the ground too. As he dodges around the throne he yells "Why are you doing this!? I gave you what you wanted!"

Artegall wrote:
Artegall studies and strikes at the nearest active foe (Berry Red). Seeing the executioner nearby, he stays on his guard Combat Expertise.

With a moment's study, Artegall finds a hole in the thug's defenses and skewers him through the heart. He topples to the floor like a statue shoved off a plinth.

Cynara wrote:

"Artegall, take a short step west!"

When he does, the witch casts another spell, conjuring forth a field of writhing black tentacles that avoids Whisper but includes Jabbyr and the other entrance to the throne room.

A mass of huge, writhing black tentacles suddenly burst out of the floor all over the southeastern corner of the room, completely smothering the executioner as she lay facedown on the floor.

1d6 + 4 ⇒ (3) + 4 = 7

Nargun Firehelm wrote:

The dwarf slashes at the approching thug with reckless abandon, without even noticing his face, as if he was a minor nuisance.

Then he follows Pilts and brings his axe down, only hitting the ground or now, as the fury starts boiling in him

You can't hide too much longer, Lamm. There are many of you now, but I will kill you all, one by one.

Nargun slashes hard into the guard who had stumbled out of the cloud but doesn't put him down. Pilts continues to duck, dodge, and weave away from the attacks coming his way. "You people are crazy! I helped you! What do you want!? Money? I have money, you can have it!"

DM rolls:
1d20 ⇒ 19
1d20 ⇒ 5
1d20 ⇒ 17
1d20 ⇒ 9
1d8 ⇒ 5
1d20 ⇒ 13

The guards still on their feet rush Nargun, one grabbing and the others chopping with their axes.

Pilts carefully backs away along the wall, saying "Nice doggy, good doggy," to Whisper.

Deep under the pile of tentacles, the halfling screams but can't manage to burst out of the magical effect.

All PCs are up.

Cynara took no damage due to Whisper's intervention.

Nargun takes 4 damage (=8-4 DR)and is Grappled.

Whisper, DC 17 Will save please. No save bonus due to being attacked because Pilts is not attacking.

Init order:
Mirela
Whisper
Artegall
Cynara-
Nargun- Grappled
DOWN Red berry- moderate dmg (20), successful feint vs Artegall for next atk
DOWN Red- minor dmg (12)
Green- Grappled
Orange- nauseated
Yellow
Cyan- unconscious 2/8, major dmg (30)
Lt Blue- nauseated
Purple
Magenta- nauseated
Pilts- major dmg (64), Mirror Image 5/5
Jabbyr (executioner)- minor dmg (22), Grappled, rage 1/23


M Half-Elf Cavalier (Constable) 2 / Investigator (Spiritualist) 7 | AC 25 (T12, FF24, CMD23) | HP 69/69 | F +9 R +8 W +10 | Mv 20' | Init +1 | Per +21/+24 +1d6+1| Insp 5/6 | Spirits 8/10 | Active: None

Artegall moves up and stabs at one of the thugs fighting Nargun.
Attack vs Yellow, Bane +2: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Damage: 1d6 + 5 + 2d6 + 2 ⇒ (5) + 5 + (1, 5) + 2 = 18
Confirm?: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Extra Crit Damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8

And Yellow was at -24 from Nargun's hit before, so -50 now?

"Korvosa needs Orsini, and this is the Arkonas' price. They need to know you are dead and your mob dispersed." Artegall doesn't sound at all happy about this situation.

Bluff DC 15 to send secret message So play dead, Free Inspiration: 1d20 + 6 + 1d6 + 1 ⇒ (8) + 6 + (2) + 1 = 17

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Pathfinder Adventure Path, Maps Subscriber

Korvosa, the Jewel of Varisia, has long sparkled on the shore of Conqueror's Bay. Established just over 300 years ago by Cheliax at the height of that empire's expansion. The city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city. Establishing an infamous seat of power -- the Crimson Throne. Rulers have sat upon the Crimson Throne for more than a century, and the city has flourished; yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won -- it is a curse. No monarch of Korvosa has died of old age, and none has produced an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch. That control remains tenuous, and many secretly count the days until their latest king falls to what they call The Curse of the Crimson Throne.

As you may be able to tell, I will be opening recruitment for a group of 4-5 adventurers of 1st level for the extended edition of CotCT AP. Several items below will lead to successful application for this AP. Will keep recruitment open until 7/15, unless overwhelmed with good responses before that. Good luck!

Character Build Rules

1) Characters should be first level. Core races only (no exceptions). Any class indicated in Paizo-published material is acceptable.

2) 20 pt buy. No obvious min-maxing please. Should not be above 18 after racial bonuses, nor under 8 (without a good reason). Please consider how you will role-play your character when making stats. An 8 CHA will need to be played that way.

3) HP should be full HD at first level and then will be PFS-style (1/2 HD +1) for subsequent levels.

4) Character's should be considered heroes, and as such, will not be of evil alignment. Others are acceptable, but be prepared to role-play the alignment you choose.

5) As stated above any Paizo-published items will be considered. No 3PP will be allowed.

6) Starting wealth will be 150gp.

Tips for Successful Submissions (These are preferences, so follow them at your own peril)

1) Characters traits, feats, alignment, gear, stats etc should be part of a cohesive whole that fits the character. It's obvious when a PC is built for optimization only, and I'll be looking past those. Instead, the submissions that get my focus, have a backstory and history that ties the whole build together.

2) Be Role-Play friendly. A silent thuggish type, or a schizophrenic paranoid may be fun to build, but the opportunities to interact with others are limited. I am looking for a team that works well together and can communicate.

3) Remember your character starts at first level. An incredibly complicated backstory where your hero has survived many trial and tribulations probably doesn't fit well into a first level character background. Choice selections will have a story that fits their experience, which is limited.

4) Party balance is important to me. Typically will need a front line hitter, an arcane type, a divine type, a skill monkey, and a wild-card to make it work. Consider who else has applied if you want a good chance of making the game.

5) This is an urban adventure based in Korvosa, which is the leading city of Varisia. Characters who are built and fit this area will have preference. The Players Guide for this adventure may give some important tips.

I will be checking the thread and commenting on submissions throughout the week. Feel free to ask questions or send IM's as needed. Best of luck. I look forward to seeing some great work from all of you!


Dotting! Thinking of maybe a Magus, but I'm not 100% on that.


Pathfinder Adventure Path, Maps Subscriber

Forgot to mention above, will use two traits, one of which must be a Campaign Trait from the list below.

Betrayed:
You were hardly a model citizen as a child or young adult. Your reasons for turning to a life of crime may be varied, but what matters is that you eventually fell in with a certain well-connected and notorious crime lord named Gaedren Lamm. His reputation as a snake and a treacherous scoundrel was known to you, but for reasons of your own, you chose not to turn down when he offered you a chance to work for him. You may have assumed you were an exception, or that you'd be able to handle him, or perhaps even planned to betray him. As it worked out, though, Gaedren got the upper hand and took you down first. You may have served time in jail, may have been beaten by his thugs and left for dead, or could simply have had your profits stolen out from under you. Whatever the cause, Gaedren wronged you, and you are eager for the chance to get revenge. Choose one of the following benefits:

Hungry for Revenge: You've never forgiven Lamm for his betrayal, and have vowed to make him pay for what he did. Whether that's seeing him rot in jail or a shallow grave, you hope to taste vengeance someday. Whenever you deal damage with a melee weapon on a creature that is flat-footed, you gain a +1 trait bonus on the damage roll.

Reformed Criminal: You've given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You've told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Drug Addict:
Someone you know has become addicted to a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of the drug as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you.

Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +2 bonus on Knowledge (local) checks or Diplomacy checks to Gather Information (choose one when selecting this trait).

Personal Addiction: You were the addict. You blame the crimelord for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.

Framed:
Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord. His thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find the crimelord, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name.

Family Honor: The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue, and thus gain a +2 bonus on Bluff checks.

Dropout: You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks.

Love Lost:
Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him.

Orphaned: The murder victim was your only surviving parent. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on one of the following skills: Craft, Perform, or Profession.

Widowed: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 bonus on Intimidate checks.

Missing Child:
You suspect that a child you know has been abducted.

Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives out there. Your constant search for the missing sibling has developed into great skill at rumor mongering and finding information from others. Diplomacy and Sense Motive are always class skills for you.

Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.

Unhappy Childhood:
You spent a period of time enslaved by a crimelord.

Tortured: The crimelord tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 bonus on Reflex saves.

Religious: You found a holy symbol of the god you worship today while on a job for the crimelord and, intrigued by it, you snuck off to attend services. When he found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks.


1) is this PFS? (guessing no)

2) Ability scores change by age categories, CRB or PFS like?

3) Young Characters?

Edit: 4) Dockside Avanger and Varisian Immunity traits?


So this was the character I made for another CotCT game that never got off the ground. Obviously I'll have to tweak some things as that game allowed any paizo race and 25 point buy, but the overall concept should still be good. I'll get to reworking him to fit your requirements.


HEavy dot. I remember fondly playing under DM DocterEvil.


Dotting. Thinking and archer/divine caster, maybe a ranger or inquisitor.


Quick question as I rework this character. I'm trying to have the character wield a daisho (katana and wakizashi at the same time.) Is there any chance you would consider allowing a katana to be a finesse weapon?


I'll try my luck with this character (must maybe redo the Equipment)

Can propose a human Cleric or Spanish.. errr, Tiefling Inquisitor instead

Sczarni

Quick question. There is a feat called Call Out from This Paizo Book

It reads like this "A well-crafted insult forces an opponent to duel you.

"Benefit(s) As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC."

Would you allow this feat?


Pathfinder Adventure Path, Maps Subscriber
Guy St-Amant wrote:

1) is this PFS? (guessing no)

2) Ability scores change by age categories, CRB or PFS like?

3) Young Characters?

Edit: 4) Dockside Avanger and Varisian Immunity traits?

1) I didn't really realize there were Chronicle sheets available for this AP, but since there are, I will offer them to anyone who wants upon completion of each part of the AP.

2&3) You can select to be a young adventurer if you like, but I don't see the benefit of it If it suits your story, then fine. There will be no stat-based bonus/penalties based on the starting age of the character.

4)These are quasi-campaign traits and should not be used. The list I added to initial post are the only campaign traits that are available for use.


Pathfinder Adventure Path, Maps Subscriber
Helikon wrote:
HEavy dot. I remember fondly playing under DM DocterEvil.

Thanks for the vote of confidence. Glad to see some old faces still haunting this place!


Pathfinder Adventure Path, Maps Subscriber
Kyoden Goju wrote:
Quick question as I rework this character. I'm trying to have the character wield a daisho (katana and wakizashi at the same time.) Is there any chance you would consider allowing a katana to be a finesse weapon?

Far as I can tell, katana falls in the Heavy Blades category of weapon and is therefore not finesse-able. An Asian-themed character in Korvosa probably has a lot of explaining to do...just saying.


Pathfinder Adventure Path, Maps Subscriber
Jing the Bandit wrote:

Quick question. There is a feat called Call Out from This Paizo Book

It reads like this "A well-crafted insult forces an opponent to duel you.

"Benefit(s) As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC."

Would you allow this feat?

I think I am okay with this feat, provided we understand what a duel is. (Ultimate Combat has a section on this). This feat is probably not really useful in most existing melee combat, for example, which doesn't meet duel conditions. If your character is a bravo who goes around insulting gentlemen and getting in dust-ups, perhaps it suits.

Sczarni

Then I suppose a follow up question would be, could my character use it in the flow of a battle to "tank" a melee wielding fighter and keep them from murdering a squishy.


Pathfinder Adventure Path, Maps Subscriber
Nargun Firehelm wrote:

I'll try my luck with this character (must maybe redo the Equipment)

Can propose a human Cleric or Spanish.. errr, Tiefling Inquisitor instead

First full submission. Dwarf Barbarian- classic!. There are a few issues though, if you want to shine:

1) That 6 CHA is outside the build rules listed above. I realize its after racial penalty, but it needs to end up at an 8.

2) Lamellar armor. It's an eastern item, so not sure how it ends up on a dwarf from Varisia. These are the kind of holistic things I am talking about where even gear plays into the unified story of the character. Again, this is my preference, not an exclusion or bar. Consider as necessary.


Pathfinder Adventure Path, Maps Subscriber
Jing the Bandit wrote:
Then I suppose a follow up question would be, could my character use it in the flow of a battle to "tank" a melee wielding fighter and keep them from murdering a squishy.

The feat in question references the Dueling Section of Ultimate Combat which I think you should read carefully. You cannot enter a duel (and therefore use the feat) during normal combat. Duels must be discussed, and both sides agree to the terms which then must be abided by or it turns to normal combat.

The benefit here, I think, is that certain builds can take advantage in duels. Most cannot.

If you want this to automatically re-purpose an enemy combatant during an all-out melee, it will NOT do that.


I have a concept on my mind.
A young teacher of a minor nobles or merchant´s son, who was responsible for her well being and who lost the entrusted on him pupil.
Either Arcanist, Wizard or Occultist.


Pathfinder Adventure Path, Maps Subscriber

Probably a good time to make another PSA:

I will say no to you on issues from time to time. There are plenty of examples where my ruling is solely based on color or preference, but mostly its drawn from rules (either RAW or RAI depending).

I am happy to discuss my thoughts on controversial items with you, and will review a well-reasoned argument that has links or items brought to my attention that I had not considered. I try to review any relevant Messageboard discussions for items I am not familiar with as well.

In the end, however, my rulings will be final (unless my wife decides otherwise). It just has to be that way to make the game work sometimes.

Sczarni

Would it be allowed to present two characters. Anytime I find a Gm who gets at least one or two repeat players coming in with votes of confidence I know I have found a game I would like to join.

That said, I would like to build a front line fighter but so many post them because they can be a lot of fun to play...that I wouldn't mind making a secondary character like a Bard or Cleric which fewer players enjoy creating and playing.


DM DoctorEvil wrote:
Jing the Bandit wrote:
Then I suppose a follow up question would be, could my character use it in the flow of a battle to "tank" a melee wielding fighter and keep them from murdering a squishy.

The feat in question references the Dueling Section of Ultimate Combat which I think you should read carefully. You cannot enter a duel (and therefore use the feat) during normal combat. Duels must be discussed, and both sides agree to the terms which then must be abided by or it turns to normal combat.

The benefit here, I think, is that certain builds can take advantage in duels. Most cannot.

If you want this to automatically re-purpose an enemy combatant during an all-out melee, it will NOT do that.

I'm not at all invested in this back-and-forth, but I think you're ruling directly contrary to the point of the feat - it's utterly useless if you can't use it to force people to duel you, since that's the only thing it does.

Like I said, I'm not at all invested in it, but I think the above is an important point to consider, hence me putting it forward. Especially since it only works against hostile creatures, and those will almost by definition already be fighting you.

Moving on, I'm quite interested in this. Maybe as a paladin? Or a cavalier or something - the style of cavalier I'd want to do here probably won't work on a 20 point buy, so maybe something else. Hmm.


No problem, I'll do a few adjustments


Dotting for interest. Not sure yet, but I'm considering a caster of some sort. Maybe a sorcerer.


This will be my application, Atticus Fulvios, a human tutor looking for one of his pupils.

A good teacher can inspire hope, ignite the imagination, and instill a love of learning.

Picture

Backstory:

Atticus Fulvios was born into a family of scholars and professors lecturing at the prestigious Acadamae in Korvosa and one of those children who could speak before walk. His parents took great care that their son learned their love of education and while other children would play in the streets or parks, he would sit in the backbench of the classroom, listening to his mother Minerva lecturing sons and daughters of noble blood or mercantile station about the history of their glorious city, or watch his father Severus in his laboratory, teaching young parfumists, alchemists and wizards about the wonders to be done without magic, just with Brimstone, Aqua Regis or Powder of Algaroth. For a while Atticus was a pale boy, who had virtually no friends and rarely saw the sun and was often sick. But then his mother´s sister interfered, Athna, the black sheep of the family, a first blade of the sable company marines, who spoke some choice words to his parents and took upon herself to supplement the boys mental with some physical education. Usually dragging a crying boy from some musty tome towards a park or gymnasium and forcing him to work out, run a few laps, or doing some other trials to build some muscles.
Atticus never learned to love this kind of training, called is a waste of time, but to say his aunt was as stubborn as a mule was a major understatement.
After a while Atticus got healthier and he understood the merits of a healthy body for a healthy mind, so he could learn better.
With his parents help Atticus enrolled at the Acadamea at the very young age of eleven and although younger than almost all of his classmates rarely finished a course with highest honors.
A few weeks after his 16th birthday he got his masters diploma in History, Botanica Alchemy and Theology and Law
But what should a young man do with his diploma at this young age?
Atticus got a position as a scribe working for Zenobia Zenderholm, the hanging judge, but after a few years he couldn't stomach the work anymore and found a position as a tutor in the house of Master Aquila, Trader in wines from cheliax and merchant of all kinds of spirits.
His duties was lecturing the sons of the merchant Marcus and Marcellius and the son of the merchants sister Nikkodemus.
For three years life was very good, Atticus did enjoy the duties and also had a very good relationship with Master Aquila, often testing the qualities of new brands in a small, but well stocked laboratory.
He even had a caring relationship with Ariella, the chambermaid of Mistress Aquila.
But then one fine Erastian day disaster struck.
While visiting the market with the boys and two guards, Nikkodemus simply…. vanished. No matter where they searched, the boy was nowhere to be found.
Mistress Aquila was furious and the two guards were flogged and banished from the home. And while Atticus was not responsible, the former warm relationship turned icy.
It was a horrible blow and Atticus started a drinking habit. His former impeccable appearance got tarnished with unkempt beard and blotted clothing. He was on the fast track to disaster.
Again it was his aunt who saved him and after a severe lecture, fitting to flail paint from the wall Atticus sobered up and confronted his old employer, vowing to find Nikkodemus, and the person responsible for the abduction.
While more a booklearner, together with his Aunt Athna, it took him less then two days to hear from Gaedren Lamm and pierce a few informations about this horrible persons habits. Unfortunately Athna was commandered to a monthlong patrol so Atticus had to look for other allies, to bring this man to justice and finish this menace to society once and for all!

The character is still work in Progress.


Interested


DM DoctorEvil wrote:
In the end, however, my rulings will be final (unless my wife decides otherwise). It just has to be that way to make the game work sometimes.

Important thing: Is your wife playing in the game? ;)

Secondary thing: You said if you have an 8 cha you need to play it, so...

Can you define 'play it?' Most people have a specific thing they attribute to a low cha, be it 'being ugly,' 'being socially awkward,' or 'both at once and to a degree where everyone just hates you on sight,' and it's important to me to know going in where in the spectrum my GM falls. By the same token, if a character takes an 8 con are they going to have some sort of incurable cough that crops up at random, or is the fact that a stiff breeze could kill them considered 'playing it?' What about wisdom and/or intelligence? Will players be stopped from coming up with schemes deemed 'too clever' for one/both mental stats? If so, which mental stat is generally attached to what kind of clever scheme?

Lastly, what are your posting speed expectations?


How about Background skills? My character has a background of being a fortune teller, so I took Profession: Fortune teller and Perform: Oratory to flesh that out.
Also, are you going to be running the 3.5 version of this or the hardcover edition? The campaign traits you listed are from the 3.5 version
Example: Love Lost has changed. (orphaned) now gives you a +1 to Survival and makes it a class skill whereas (widowed) is now called (all alone) and gives you a +1 bonus on Intimidate and makes it a class skill.

you can find the updated Pathfinder traits: Here


dot


Dotting, maybe a support oracle or some kind of rogue


I will be applying with this character. I'm pretty sure I need to redo his equipment for your rules, as well as feats. I did apply to DM waz up's CoCT game with him, but he hasn't posted in a while, so I'm not sure if he's still running it.

Some questions with what he's built with:

1) Background Skills?
2) Combat Stamina?
3) Advanced Armor Training/Advanced Weapon Training?


Pathfinder Adventure Path, Maps Subscriber
Jing the Bandit wrote:

Would it be allowed to present two characters. Anytime I find a Gm who gets at least one or two repeat players coming in with votes of confidence I know I have found a game I would like to join.

That said, I would like to build a front line fighter but so many post them because they can be a lot of fun to play...that I wouldn't mind making a secondary character like a Bard or Cleric which fewer players enjoy creating and playing.

I imagine there will be loads of submissions. Sticking to one character is preferred.


Pathfinder Adventure Path, Maps Subscriber
Atticus Fulvios wrote:

This will be my application, Atticus Fulvios, a human tutor looking for one of his pupils.

A good teacher can inspire hope, ignite the imagination, and instill a love of learning.

Picture

** spoiler omitted **...

Thanks for the submission. Investigator fits in the "skill" category so Atticus is the first submission for that role. May have more comments later, but first review looks good.


Pathfinder Adventure Path, Maps Subscriber
Trinam wrote:
DM DoctorEvil wrote:
In the end, however, my rulings will be final (unless my wife decides otherwise). It just has to be that way to make the game work sometimes.

Important thing: Is your wife playing in the game? ;)

Secondary thing: You said if you have an 8 cha you need to play it, so...

Can you define 'play it?' Most people have a specific thing they attribute to a low cha, be it 'being ugly,' 'being socially awkward,' or 'both at once and to a degree where everyone just hates you on sight,' and it's important to me to know going in where in the spectrum my GM falls. By the same token, if a character takes an 8 con are they going to have some sort of incurable cough that crops up at random, or is the fact that a stiff breeze could kill them considered 'playing it?' What about wisdom and/or intelligence? Will players be stopped from coming up with schemes deemed 'too clever' for one/both mental stats? If so, which mental stat is generally attached to what kind of clever scheme?

Lastly, what are your posting speed expectations?

I'd like to say posting expectation is once/day and once/weekend. More if it can be done. That is my expectation, though with my work schedule, it may be just a bit less frequent. Will usually note when I'll be missing for longer than a day. Would ask the same of players.

As far as RPing your stats, it's kind of up to your imagination. What I mean, I guess, is that the low CHA dwarf barbarian shouldn't really take the lead in interrogations, even if the player really wants to. THe low INT fighter shouldn't be solving riddles even if the RL player knows the answer. These are soft skills, so there is no hard and fast definition. Just dont' build a character you can't play. Make sense?

And no my wife isn't gaming, that was an (apparently) lame attempt at humor.


Helikon wrote:
HEavy dot. I remember fondly playing under DM DocterEvil.

Hey Helicon!

Dotting, if Helicon says you know what your doing that's good enough for me. I will be presenting a human bloodrager named Taldo in the near future.


Pathfinder Adventure Path, Maps Subscriber
Vanulf Wulfson wrote:

How about Background skills? My character has a background of being a fortune teller, so I took Profession: Fortune teller and Perform: Oratory to flesh that out.

Also, are you going to be running the 3.5 version of this or the hardcover edition? The campaign traits you listed are from the 3.5 version
Example: Love Lost has changed. (orphaned) now gives you a +1 to Survival and makes it a class skill whereas (widowed) is now called (all alone) and gives you a +1 bonus on Intimidate and makes it a class skill.

you can find the updated Pathfinder traits: Here

So egg all over my face...I meant to find the new skills but somehow missed that i was loading the old 3.5 versions. I am planning on running the hardcover book, and we need to use the campaign traits on the page you linked to. I may cut and paste them here for ease of use. Thanks!

And, I am not using the Background Skill system.


Pathfinder Adventure Path, Maps Subscriber

Since there is an old 3.5 edition of this AP, I tried to link the campaign traits for the new version above, to save confusion,
but as Vanulf points out, I only added to confusion by posting the wrong versions....

Attached here are the actual campaign traits from the page he linked to. Thanks for reviewing and chosing one of these, which may e slightly different than above.

Campaign Traits
Korvosa, like any city, has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled rooftop-scape known as the Shingles. The Korvosan Guard does what it can to keep the city's criminals from causing too much harm, but the cold reality is that crooks will always outnumber the law. And that means some crimes go unpunished and some criminals see great success.

The worst of these, perhaps, are the city's crime lords. Dozens of them operate in Korvosa today, from the scheming leader of the Cerulean Society all the way down to the Varisian Sczarni thugs who preside over a gang of a half-dozen friends and cousins. These minor crime lords are often, ironically, the ones who do the most damage to Korvosa's law-abiding citizens, as larger organizations have little need to bother commoners. One such undesirable is Gaedren Lamm, a despicable wretch who missed his chance at being somebody big in Korvosa's murky underworld. Well past his prime, the decrepit thief abducts orphans and forces them to support his parasitic lifestyle with petty crime. Many members of Korvosa's lower class have had dealings with Lamm, and even a few of the city's middle class and nobility have had their lives complicated by this foul old man. Yet no matter what he does, he always seems to slip away from the guards and avoid answering for his crimes.

Gaedren Lamm's luck is about to change, though. For among those his actions have recently touched are men and women destined to become some of Korvosa's greatest heroes—your player characters!

Before your Curse of the Crimson Throne campaign begins, look through the following Campaign Traits and select one that works well for your character. These traits detail how your PCs has been wronged by Gaedren Lamm, and set up the initial events for the Adventure Path—events that may well allow you and your fellow PCs to see that Gaedren Lamm answers for his terrible crimes, be that in a court of law or at the edge of a vengeful blade.

The campaign traits all tie Gaedren to a PC, and represent historical snippets that explain how this detestable crime lord has affected each PC in the past. Each trait is categorized into one of six unique themes with two separate choices for each campaign trait. In addition to selecting one of these campaign traits, each player should select an additional character trait; see Pathfinder RPG Advanced Player's Guide for more rules on character traits.

BETRAYED:

You were hardly a model citizen as a child or young adult. Your reasons for turning to a life of crime may be varied, but what matters is that you eventually fell in with a certain well-connected and notorious crime lord named Gaedren Lamm. His reputation as a snake and a treacherous scoundrel was known to you, but for reasons of your own, you chose not to turn him down when he offered you a chance to work for him. You may have assumed you were an exception, or that you'd be able to handle him, or perhaps even planned to betray him. As it worked out, though, Gaedren got the upper hand and took you down you first. You may have served time in jail, may have been beaten by his thugs and left for dead, or could simply have had your profits stolen out from under you. Whatever the cause, Gaedren wronged you, and you are eager for the chance to get revenge.
Choose one of the following benefits.

Hungry for Revenge: You've never forgiven Gaedren for his betrayal, and have vowed to make him pay for what he did. Whether that's seeing him rot in jail or a shallow grave, you hope to taste vengeance someday. Whenever you deal damage with a melee weapon on a creature that is flat-footed, you gain a +1 trait bonus on the damage roll.

Reformed Criminal: You've given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You've told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

DRUG ADDICT:

Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body shakes and shivers, giving the substance its street name. You've always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You've done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don't have time to devote many resources to what they've called "a bit player in a beggar's problem." It would seem that if Gaedren's operation is to be stopped, it falls to you.
Choose one of the following benefits.

Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you.

Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.

FRAMED:

Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn't immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crime lord named Gaedren Lamm, whose thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage the accused's reputation. If you can find Gaedren, you're sure you can find evidence that ties him to the murder and can clear the accused's name. Choose one of the following benefits.

Dropout: You were the one accused of the murder. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is a class skill for you.

Family Honor: The person who was framed was a family member, perhaps a father or sister. You managed to trick the fisherman into revealing the truth with your skilled tongue. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you.

LOVE LOST:

Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.
Choose one of the following benefits.

All Alone: The murder victim was a lover. With your lover's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Orphaned: The murder victim was your only surviving parent. You had to work hard to make ends meet for yourself and any siblings, and often had to scavenge for food. You gain a +1 trait bonus on Survival checks, and Survival is a class skill for you.

MISSING CHILD:

You suspect that a child you know has been abducted by Gaedren Lamm. Whatever the relationship, you've heard rumors about "Lamm's Lambs," and of how the old man uses children as pickpockets and agents for his crimes. You've even heard rumors that the child you're looking for has been spotted in the marketplaces in the company of known cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, it has its hands full with "more important" matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims—that task falls to you. Yet where could the old scoundrel be hiding?
Choose one of the following benefits.

Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives. Your constant search for the missing sibling has developed into great skill at rumormongering and finding out information from others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.

Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.

UNHAPPY CHILDHOOD:

You spent a period of time as one of Gaedren Lamm's enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of "Lamm's Lambs" before escaping. You've nursed a grudge against the old man ever since.
Choose one of the following benefits.

Religious: One day, while on a job for Gaedren, you found a holy symbol of the god you worship, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.

Tortured: After you made one too many errors, Gaedren tortured you and left you for dead in a garbage heap. Your scars and memories have motivated you to hone your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.

Silver Crusade

dotting. Thinking maybe an unmonk or unrogue.


Pathfinder Adventure Path, Maps Subscriber
Garran Fain wrote:

I will be applying with this character. I'm pretty sure I need to redo his equipment for your rules, as well as feats. I did apply to DM waz up's CoCT game with him, but he hasn't posted in a while, so I'm not sure if he's still running it.

Some questions with what he's built with:

1) Background Skills?
2) Combat Stamina?
3) Advanced Armor Training/Advanced Weapon Training?

1) not using background skills as specified earlier

2) I am not familiar with this system particularly, and as such, will choose not to use it in this campaign
3) This is acceptable, though can't be used until later levels.

Silver Crusade

DM, apologies if I read over it, but I Was wondering if you would allow rich parents or the trait signature weapon? Its mainly for a particularly ornate dagger that goes with my character, and is a key point of symbolism for him.


Here is the rough idea for my character. I haven't redone his crunch yet, Please let me know if you think I added too much experience for a level 1 character. I tried to keep it realistic. Basically his parents were killed by a plot with Lamm at its head, after several years he has managed to uncover just who was paying the assassin that left the dagger Derik now uses and he is looking for revenge.

Dark Archive

Dotting


DM DoctorEvil wrote:
Guy St-Amant wrote:

1) is this PFS? (guessing no)

2) Ability scores change by age categories, CRB or PFS like?

3) Young Characters?

Edit: 4) Dockside Avanger and Varisian Immunity traits?

1) I didn't really realize there were Chronicle sheets available for this AP, but since there are, I will offer them to anyone who wants upon completion of each part of the AP.

2&3) You can select to be a young adventurer if you like, but I don't see the benefit of it If it suits your story, then fine. There will be no stat-based bonus/penalties based on the starting age of the character.

4)These are quasi-campaign traits and should not be used. The list I added to initial post are the only campaign traits that are available for use.

1) Dunno, I don't play PFS, so I wanted to make sure.

2 & 3) Would a young human character be small sized?

4) Would you allow these traits as Regional Traits?

Edit: 5) Drawback for additional Trait? (surprised no one asked this yet)


Hi Doctor Evil :)

I'm certainly interested. I'll see if I can come up with a nice concept. Would it be ok if the characters resembles to an extent the one I had when we last played together? I was quite fond of him. I was thinking the build, but more importantly his way of looking at life and his views regarding the monarchy?


Pathfinder Adventure Path, Maps Subscriber
rorek55 wrote:
DM, apologies if I read over it, but I Was wondering if you would allow rich parents or the trait signature weapon? Its mainly for a particularly ornate dagger that goes with my character, and is a key point of symbolism for him.

If it is truly germain to your backstory, I will allow Rich Parents or similar. I can't find a Paizo-published trait called Signature Weapon, but perhaps you can link it. Taking advantage with such traits will limit your ability to be selected.


Pathfinder Adventure Path, Maps Subscriber
Guy St-Amant wrote:
DM DoctorEvil wrote:
Guy St-Amant wrote:

1) is this PFS? (guessing no)

2) Ability scores change by age categories, CRB or PFS like?

3) Young Characters?

Edit: 4) Dockside Avanger and Varisian Immunity traits?

1) I didn't really realize there were Chronicle sheets available for this AP, but since there are, I will offer them to anyone who wants upon completion of each part of the AP.

2&3) You can select to be a young adventurer if you like, but I don't see the benefit of it If it suits your story, then fine. There will be no stat-based bonus/penalties based on the starting age of the character.

4)These are quasi-campaign traits and should not be used. The list I added to initial post are the only campaign traits that are available for use.

1) Dunno, I don't play PFS, so I wanted to make sure.

2 & 3) Would a young human character be small sized?

4) Would you allow these traits as Regional Traits?

Edit: 5) Drawback for additional Trait? (surprised no one asked this yet)

2&3 - I suppose you could have a small-sized young human if you really want. The more exotic you get the less likely you are to be chosen.

4) I suppose you could pick one as your other trait.

5) I will allow a third trait with a drawback, as long as the drawback is real and part of the character and the RP.


Pathfinder Adventure Path, Maps Subscriber
Dreaming Warforged wrote:

Hi Doctor Evil :)

I'm certainly interested. I'll see if I can come up with a nice concept. Would it be ok if the characters resembles to an extent the one I had when we last played together? I was quite fond of him. I was thinking the build, but more importantly his way of looking at life and his views regarding the monarchy?

Good to see you DW! I am fine with a re-boot of an old character. And hope to see a great submission from you!


Pathfinder Adventure Path, Maps Subscriber

I am off to table-top game (I am player in Book 2 of Kingmaker - my PC is the ruler!) for the rest of the night. Will try to check in when I get back late, but it may be in the morning.


will have gnome prankster bard for consideration


I'm going to leave this here for you to peruse when you get back. Nicolai is a Human (varisian) Wizard (Diviner: foresight sub-school) who will be going for the Harrower prestige class.
Nicolai is currently built for another game recruitment (which included Background skills) but the GM is already 4 days past his recruitment deadline without a word.
If he is not selected, drop the Knowledge (religion) in favor of the Perform (oratory) and forget about the Profession (fortune teller) altogether.


my apologies, the trait is called signature moves, here is the Link for it.

Its the trait I would prefer, just so the item can match its ornate appearance. If you think its too much thats fine though, could just be a fancy non-masterwork dagger, but it would be cool to have it made out of some weird material and be -special- in game.

mostly because I just realized that the material I had intended to use is actually a 3pp, called Umbrite, perhaps a bit too much.

of course I could easily take frost/fire-forged for it instead.

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