Madness in Kintargo (Inactive)

Game Master Profession Smith 6 ranks

As the new Lord-Mayor Barzillai Thrune brutally imposes his will upon the city of Kintargo, his actions stir the embers of rebellion and a nearly-forgotten organization called the Silver Ravens rises from the ashes.


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Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

I'm fine with it. I mean that's the point of rolling right? Luck of the draw.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Arani Thorindal wrote:
I'm fine with it. I mean that's the point of rolling right? Luck of the draw.

True. If I couldn't live with whatever I rolled, I shouldn't have rolled in the first place.

Going forward, though, I think I'll drop the boons. Too much extra effort.

Scarab Sages

It's fine with me. I got an extra feat so I'm not complaining.


Male Human Commoner

For some unknown reason PcGen won't let me make an Arcane Trickster?

I have all the requirements but it just says I don't qualify? Seems to be a bug.

While playing around with PcGen I did make this guy, who got a little strange.

Jaxon Brand:

JAXON BRAND

Male Tiefling (Daemon-Spawn) investigator 4 / universalist 3

NG medium outsider (native)

Init +4; Senses Darkvision (60 ft.), Perception +11,

Languages Abyssal, Common, Draconic, Dwarven, Halfling, Infernal, Shadowtongue, Strix

AC 14, touch 14, flat-footed 11, hp 42 (7HD)

Fort +3, Ref +8, Will +8, +2 vs. poison, +1 Reflex to avoid traps

Defensive Abilities Trap Sense +1,

Resistances Cold 5, Electricity 5, Fire 5,

Speed 40 ft. (8 squares)

Ranged +1 revolver +8 (1d8+2/x4), within 30 ft. +9 (1d8+2)
Melee masterwork silver dagger +6 (1d4/19-20)
Ranged masterwork silver dagger (thrown) +8 (1d4+1/19-20), within 30 ft. +9 (1d4+1)
Ranged masterwork hand crossbow +8 (1d4/19-20), within 30 ft. +9 (1d4+1)
Melee cold iron/+1 sword cane +6 (1d6+2)

Base Atk +4; CMB +5; CMD 19

Special Actions Hand of the Apprentice,

Prepared Spells Prepared Spell List
Investigator (CL 4th):
2nd - cure moderate wounds (2) (DC 16)
1st - comprehend languages (DC ) , cure light wounds (DC 15) , longshot (DC )

Wizard (CL 3rd):
2nd - glitterdust (DC 16) , scorching ray
1st - ears of the city (DC 15) , mage armor (DC 15) , ray of sickening (DC 15)
0th - detect magic , mage hand , message , prestidigitation (DC 14)

Racial Spell-Like Abilities: death knell ( DC 13, 1/Day)

Abilities Str 12, Dex 17, Con 12, Int 18, Wis 12, Cha 12

Special Qualities Alchemy, Arcane Bond, Arcane School, Blind Shot, Arcane Bond (Object), Cantrips, Expanded Inspiration, Fiendish Resistance, Fiendish Sorcery, Inspiration, Investigator Talents, Keen Recollection, Packing Heat, Poison Resistance, Shot in the Dark, Skilled, Spell-Like Ability, Spells, Studied Combat, Studied Strike, Trapfinding, Universal School, Weapon and Armor Proficiency, Weapon and Armor Proficiency,

Feats Amateur Gunslinger (Deadeye), Gunsmithing, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Revolver), Scribe Scroll

Skills
Acrobatics +8, Acrobatics (When Jumping) +17,
Appraise +8,
Bluff +6,
Climb +5,
Craft (Alchemy) +14,
Craft (Paintings) +9,
Diplomacy +7,
Disable Device +18,
Disguise +5,
Escape Artist +3,
Fly +3,
Heal +5,
Intimidate +5,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +8,
Knowledge (Engineering) +8,
Knowledge (Geography) +8,
Knowledge (History) +8,
Knowledge (Local) +12,
Knowledge (Nature) +8,
Knowledge (Nobility) +8,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Linguistics(Shadowtongue, Strix) +9,
Perception +11, Perception (Trapfinding) +13,
Profession (Barrister) +9, (Clerk) + 9, (cook) +8,
Sense Motive +10,
Sleight of Hand +10,
Spellcraft +13,
Stealth +8,

Possessions ring of protection +1; gloves of reconnaissance; boots of striding and springing; thieves' tools (masterwork); cold iron/+1 sword cane; formula book; +1 Revolver ; Beneficial Bandolier ; Handy Haversack [ Gunslinger's Kit; Alchemist's Kit; Disguise Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Survival Kit (Masterwork); Traveler's Any-Tool; Coffee Pot; Grappling Hook, Common; Waterproof Bag; Paper; Silk Rope (50 ft.); Shovel, Folding; Wire Saw (Common); Chocolate (Bar); Coffee (Cup); Oldlaw Whiskey (Bottle); Powdered Milk; Trail Ration; ]; Waterproof Bag [ Inkpen; Ink; ]; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; Masterwork Dart; Drow Poison (x2); ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); ]; Canteen ;
Formula Book

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 4 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with an object.)

Arcane School

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Blind Shot (Su) A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.

Arcane Bond (Object)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Daemon-Spawn (Grimspawn) Enthralled by death and appearing ill and malnourished even if healthy, these tieflings are tied to the daemons of Abaddon.

Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Firearm Proficiency Choice (Revolver)

Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 7 times per day.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 6. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Investigator Talents The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.

Keen Recollection You can attempt all knowledge checks untrained

Packing Heat (Ex) At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison lore.

Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.

Shot in the Dark (Ex) At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.

Skilled Grimspawn have a +2 racial bonus on Disable Device and Sleight of Hand checks.

Spell-Like Ability Grimspawn gain death knell as a spell-like ability.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 4 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 1d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Trapfinding An investigator adds 2 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Universal School You have chosen not to specialize in a single school of spells.

Urban Sleuth (Professor Mangvhune: Knowledge (local) or Knowledge (planes).) Much of Kintargo's history is lost or hidden. You know because you've made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you-who knows what amazing truths about Kintargo's past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city's most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil's Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war's resolution? So many mysteries, and who better than you to find the answers? Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell's Rebels, but don't expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result. Devil's Bells: Knowledge (arcana) or Knowledge (planes). Local Dragons: Knowledge (arcana) or Knowledge (history). Professor Mangvhune: Knowledge (local) or Knowledge (planes). Silver Ravens: Knowledge (local) or Knowledge (history).

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Weapon and Armor Proficiency Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiencies.

He will be going all Wizard from here on. Very much a skill monkey as well.

Thoughts?


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

A high skill gunslinging wizard, nice!


Male Human Commoner
Arani Thorindal wrote:
A high skill gunslinging wizard, nice!

I almost made the Wizard a Spellslinger as well, but School of the gun makes 4 schools of magic opposition schools. That's a bit too much.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

That is a lot!

Scarab Sages

@DBH: Hm! If you'd be bringing in a character like Jaxon that would really take care of the knowledge skill checks problem. I'd probably switch over to playing the Halfling Time Oracle instead, which is just fine with me! A halfling with time and Chaldira hijinks sounds like a hoot to play!


Male Human Commoner
rdknight wrote:
@DBH: Hm! If you'd be bringing in a character like Jaxon that would really take care of the knowledge skill checks problem. I'd probably switch over to playing the Halfling Time Oracle instead, which is just fine with me! A halfling with time and Chaldira hijinks sounds like a hoot to play!

Sounds like fun. I do like Oracles and have tried a few in my live games'. An Oracle of Dark tapestry was a lot of fun in a not-all-there kind of way.

I have a love of characters with all the Knowledge skills. He's also great at Alchemy of course. With some painting to sketch suspects. :)

I took the Professions Barrister & Clerk to show his background of being able to go through the paperwork for a case.

A touch of cooking for those lonely nights in his tiny apartment as he works to become known as the man to call if you have a case that needs solving. :)

Personality wise he's quiet & easygoing. Letting people underestimate him and convict themselves by blabbing away while he listens and watches.

Scarab Sages

Yeah, I love skills too, more than I really should. It's very hard for me to choose a class that doesn't get enough of them to be well, rounded. It's the reason I don't play fighters or clerics, 4/class skills by level is about as low as I can tolerate, though wizards get a pass because they can make up the deficit in bonus INT points.

But in this kind of campaign even more than usual, skills are bread and butter for getting by.


Male Tiefling (Daemon spawn) Investigator (Steel Hound) 4/ Wizard 3. AC 14/18*. HP 42. Fort 3. Reflex 8. Will 8. Init +4. Perception 11/13.

Ok, Jaxon is all sorted. Maybe one or two minor items to buy, but he now ready to rumble.


Female Halfling Oracle 6 Monk 1

I worked up the Halfling Time mystery Oracle to replace the Lore Oracle.

Clover here turned out to be tankier than the first version I did. I dipped one level of Scaled Fist Unchained Monk because I decided it was just too good to pass up despite the delay in casting.

She's at AC 22 without any armor at all. It also gave an extra feat and short sword proficiency I wanted because Chaldira. The Monk dip provided the class skills needed to make Clover as much of a Rogue as possible.

I'm very pleased with the results.


Male Tiefling (Daemon spawn) Investigator (Steel Hound) 4/ Wizard 3. AC 14/18*. HP 42. Fort 3. Reflex 8. Will 8. Init +4. Perception 11/13.

So I can both hide behind you and shoot over your head. Nice!


Female Halfling Oracle 6 Monk 1

If you can get her to stand still long enough.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

I'll be taking a closer look at Jaxon and Clover over the next few days.

@Grumbaki: Please let me know when you're back from China and ready to continue the campaign.

Scarab Sages

Ach! I need to finish Clover's background. I'll do that over the two or three days.


Male Tiefling (Daemon spawn) Investigator (Steel Hound) 4/ Wizard 3. AC 14/18*. HP 42. Fort 3. Reflex 8. Will 8. Init +4. Perception 11/13.

What is the atmosphere in Kintargo at the moment? How have the events of the completed books effected things?

As I said Jaxon is a quiet guy who prefers to sit back and observe. Up until now he's had a quiet life, making a living by investigating minor crimes and embezzellement mostly.

No big dramas in his life. :)


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Sorry for the silence--ridiculous weeks-long string of humidity (and some above-average heat to go with it) has sucked the life out of me, plus real-life issues are eating up my time as well. It looks like the humidity's around for another week, but I'll try to get in the occasional post at least.

Still haven't looked at Jaxon or Clover; maybe on Wednesday?

I did some investigation this morning and discovered that Grumbaki's dealing with a dead computer, so it might be a few more days before we restart for real.

As for the atmosphere in Kintargo.... If I had to choose one word, it would be uncertainty. The loyalists to House Thrune are still fairly vocal, but there have been some bumps in the road (most caused by the upstart rebels, both the Silver Ravens and other lingering factions). A lot of citizens are unhappy but unwilling to take a stand. There are whispers that the new lord-mayor is being resisted in places, but no overthrow seems imminent.

As for Hell's Rebels 'canon,' there are a few changes so far in this campaign. First, the halfling Laria Longroad, owner of the Long Roads Coffeehouse and rebel sympathizer, has been forced to flee Kintargo. This is mainly due to being ratted out by the imp, Blosodriette, who is still at large in the city.

Another unresolved issue is that the new Silver Ravens are apparently being investigated by a woman of Tian descent. Her motives are still unclear.


Female Halfling Oracle 6 Monk 1

Fine with me. I've been slacking and still haven't finished up Clover's background.


Male Tiefling (Daemon spawn) Investigator (Steel Hound) 4/ Wizard 3. AC 14/18*. HP 42. Fort 3. Reflex 8. Will 8. Init +4. Perception 11/13.

Out of interest who are the current prospective players?

Possibles are Jaxon & Clover, pending GM approval.

Arani seems to be in.

What is the status of Caldariel, Falina, Jessibel & T'Chazzar?


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

I'm still here.


Female Halfling Oracle 6 Monk 1

Jessibel is a DMPC so I believe she would be out of the game with new characters coming in.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Jaxon Brand wrote:

Out of interest who are the current prospective players?

Possibles are Jaxon & Clover, pending GM approval.

Arani seems to be in.

What is the status of Caldariel, Falina, Jessibel & T'Chazzar?

Arani: IN (but PC was killed in current battle; plan is to have her resurrected.

Falina: IN (playing a tiefling sorcerer).

Caldariel: IN (playing a multiclassed tiefling battler/out-of-combat healer; just back from trip to China and experiencing computer problems).

Jessibel: OUT (my former PC under a different GM; will revert to an NPC role).

T'chazzar: OUT (dropped out of the campaign).

Plan is to look over Jaxon and Clover today and (hopefully) figure out how exactly they'll be introduced into the campaign.


Female Halfling Oracle 6 Monk 1

Well, Clover tripped a Chelish Citizen's Group thug who was chasing a guy when the Aria Park protest was broken up. It was a total blast for her and she's been hot for more action since then.

Besides she'll talk to anybody, no fear. If Clover has heard of the Sliver Ravens, she can find them.


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Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Quick Update: Heard from Caldariel's player and they're still interested in continuing the campaign, though real-life issues have cut dramatically into their time. Same here, though I've at least started looking over Jaxon and Clover.

I think my new game plan is to aim for a campaign restart early next week, Tuesday at the latest, but Monday if RL doesn't pile a lot on my plate that day (and it might).


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Just be aware that I will be gone Wed through Sun next week due to Gencon.


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Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Falina wrote:
Just be aware that I will be gone Wed through Sun next week due to Gencon.

In light of this (not to mention the fact that I'm still running behind where I need to be to get this game restarted), I'm going to delay the game's restart date to Monday, August 7th.

I think I mentioned this previously, but after the current boss fight we'll be transitioning into the AP's next adventure and folks should be ready to level-up to 7th level.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

...and I missed the restart date.

At this point, I'll give a new update. I'm NOT ready to give up on this game. I plan on putting in a few hours of game prep on my schedule for today at the very least.

Would you folks be OK with a fairly hard new goal of a Monday, August 21st restart date? I could try to restart earlier, but I have a medical procedure scheduled for next Wednesday, and between prep beforehand and recovery afterward...next week as a whole will be VERY iffy.

8/21 would be a saner and less stressful goal for me. Sound OK with everyone?


Female Halfling Oracle 6 Monk 1

Don't get stressed out about it and take whatever time you need to get ready. 8/21 is just fine with me. Maybe I can get my character background done by then finally.

I hope everything goes just fine with your medical procedure.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Take the time you need, I'll still be here


Male Tiefling (Daemon spawn) Investigator (Steel Hound) 4/ Wizard 3. AC 14/18*. HP 42. Fort 3. Reflex 8. Will 8. Init +4. Perception 11/13.

Take the time you need.

I'm going through my own health crisis at the moment and know how it can really make it hard to concentrate.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

I'm perfectly fine with that. Good luck with the procedure.


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

Just want to say that I'm here, and hope that all goes well.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Sorry for the lengthy delay. This kind of sunk down on my list on me and I only realized I needed to post today.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Considering that Caladriel's the only other active player whose PC is currently alive, and there have been no posts since Falina's at the beginning of the month, I'm pretty sure this is dead, barring a skip ahead from the current scene.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Sorry for the protracted period of silence. I've come to terms with the fact that I have less time to devote to my games and less interest in them in general. As a result, I'm going to end this campaign. I'll move it to inactive later this week.

It was fun gaming with you all while it lasted, and I hope to see you folks in other games throughout the forum.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

I'm sorry to see it go and to hear things have gotten so busy for you.

I kinda figured this would be ending before too much longer and I'm sorry to see it go.

Take care all and I'll cya around!


Female Halfling Oracle 6 Monk 1

No worries GM Silversong. Thanks for the notification.


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

Indeed it was fun. Thank you for having me here, I had a blast. Happy gaming to everyone.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

It was definitely fun while it lasted. Thanks for running it as long as you did.

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