MiniGM's Curse of the Crimson Throne E6 (Inactive)

Game Master Vuvu

I AM THE MAP I AM THE MAP I AM THE MAP I AM THE MAP


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Unnamed

Yea it's def not an additional hex

It can change each day. Just get approval. It always has to be one available to you at level 2


Unnamed

Actually go ahead and aelect a next for EACH of your spirits that will be permanent and the. We always know what is available


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7
MiniGM wrote:

Yea it's def not an additional hex

It can change each day. Just get approval. It always has to be one available to you at level 2

Ok. I'll note it when I prep spells. Something like:

Daily spirit: [spirit]
1st level hex: [hex]
2nd level spirit hex: [hex]
[4th level hex: [hex]]

I can include spoilers with a description of the hexes and spirit ability if that will make your life easier.

ETA: re: the addition, you want a hex for each spirit that auto slots in the 2nd level spot?


Unnamed

I'll put an example down tonight since i can't explain it well without doing more research

Basically in saying

Decide NOW what the options are for each spirit for the level 2 hex. So the spirits may change but the hex each spirit gives does not. At level 4 you will do the same thing again

Does that make sense


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

That makes sense, but I think we might be talking past each other.

I think it's fairly clear from the archetype that the 1 and 4 hexes can be anything you qualify for given the spirit(s) of the day ("granting her access to a shaman or witch hex of her choosing... [a]t 2nd level, she can instead select a hex from one of her wandering spirits selected for that day"). I think that the "at second level" phrase modifies the hex that you initially get at 1st level and indicates that your hex options open up once you get a wandering spirit.

What's unclear (to me) is whether you keep the (static) hex at level 2 that the regular shaman gets. As I said, I'd be fine with you ruling there's no hex there, and I'd even go so far as to say that PFS probably says no hex. Any kind of hex at all is generous and any kind of flexible hex however selected is extremely generous.

I'm happy to roll with however you want the Unsworn Shaman to work, just let me know.


Unnamed

Not totally sure I understand the class well enough...but assuming I do without having my book open-The way I read it it works like I said above. The only hex you get at 2 is the one the changes with your spirits OR your pick the regular. Not both. Once you make the choice I say it stays as either a plain non wandering hex or it shifts. If you go w shifting then I would like you to select what it will be for each spirit. Helps give these spirits an identity.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Here is the complete Bazzle Blast-hazard pumped to level 2.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

I know you are doing equipment which is cool I kinda like it.

Should I assume that Bazzle has an apartment somehow. I pictured him not poorly off before his family moved back to Whistledown. Though with a wisdom of 8 and his taking to helping poor people he might be giving away too much.

Perhaps he is in his former mentor's apartment barely making rent or homesteading.


Unnamed

Yes to the apartment

Make a couple of sentences describing how you envision him in combat. This will allow me to assign you gear


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

He will be either close to the action or in melee. He can throw cards to use spell strike but at the moment they have a 20 foot range. So he won't be a back line shooter. He will move to where he can hit with a card but use the rapier when someone closes in on him. He has a good dex and because positioning and acrobatics are needed to be in the right spot. He would want to stay in light armor and with a 10 STR he is not a pack rat when it comes to gear.

My next feats are likely Weapon Focus Rapier and Fencing Grace so I can get dex to damage with the rapier.


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

Sorry, my modem died yesterday and i couldn't get out to a WiFi cafe last night. I'm on my phone right now. Apt to start work for the day. But I'll put a past up around 10:30 pacific time during my lunch. I'll have Internet back by the time i get home.


Unnamed

I hope you have it a good burial gene

Bazzle i get to work on your gear. Sounds like you will be the third person who leaves stuff in his apartment. Just make a note of what you don't have with you when you leave


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2
MiniGM wrote:

I hope you have it a good burial gene

Bazzle i get to work on your gear. Sounds like you will be the third person who leaves stuff in his apartment. Just make a note of what you don't have with you when you leave

I foresee a burglary subplot. Good stuff, makes living in the city more real, somehow.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

LOL we'll just let one of the bigs carry stuff for us. I mean they won't even notice with all that armor and stuff.

Besides being prepared is a wise thing . . . Bazzle is a little dim with the street smarts.


Unnamed

Bazzle:

Mithril Chain Shirt
3 Harrow Decks
3 Regular decks of cards
Gnomish Hook Hammer (I know there is not use for you to have it, but they are cool! put it above the mantle!)
dagger

Spellbook
backpack,
a bedroll,
a belt pouch,
a flint and steel,
ink, an inkpen,
an iron pot,
a mess kit,
rope,
soap,
a spell component pouch,
torches (10),
trail rations (5 days),
waterskin
2 Jumping Jennie Fireworks
1 Dancing Pony Firework
Scroll of Silent Image
Scroll of Invisibility
3 Scrolls of CLW
2 scroll Cases
Wand of Burning Hands CL 2 6 charges
Pathfinder Chronicle for Local and Arcana
a dozen comic books (research you know)


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

I was somewhat ninja'd by the last posts. LOL.

I tried to go with what I figured Bazzle would see. Like a friendly Halfling. Not sure about now with Kara and the young man I assume is Donnen. We are likely different times of the day.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9
MiniGM wrote:
** spoiler omitted **

You sir are epic.


Unnamed

have no fear. I will keep the timeline in tact.

Seeing the halfling just puts you there at a certain time. You would not have seen Kara or the young man.

Also in general, a reminder for everyone do not read peoples spoilers.


Unnamed

1d50 ⇒ 23 gold 1d50 ⇒ 30 silver 2d100 ⇒ (25, 75) = 100 copper

That is for you Bazzle


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Great.

I split my equipment between on me in the apartment and a travel kit. Currently I'm at a light load.


Unnamed

So this is where we are. Waiting for donnen to wrap up what happens early morning with kara

Once Kara finishes her morning jaunt, we can move to darry. Once Darry is done we really get started.

If gene has not been able to post, well he will just be a late arrival


Unnamed

So after a long discussion with Aison, I thought that the Unsworn Shamen archetype as written is too powerful. While he was willing to take a bit of a nerf, we reached a sticking point on the ability to swap out hexes. I thought it was too powerful as he wanted to play it, and he did not want to continue in the game without being able to do that particular ability.

So let us all wish him well, and we are now down to 6


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

A shame, good travels.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

You will be missed. Good travels.

I have no one to mooch spells off now.


Unnamed

It was as predicted. Always one or two that quit posting or don't mesh style wise. Better we figure it out now rather than later


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

That does leave me in the awkward position of the only one being able to heal at all. I really didn't create her with that in mind. Oh well, we'll just have to buy a bunch of wands of CLW.


Unnamed

Whelp...guess it will be a short campaign!!

No one else presented a healer of any kind in any event.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

maybe i become a cavalier paladin, no worries we just hit them faster and harder than they hit us * nods*


Unnamed

Darry! Go make your gp post!


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

We will be fine. I will make sure I have UMD maxed and we can get a wand perhaps.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

gold peice or gameplay? im pretty sure you gave me wealth so i assume gameplay?


Unnamed

Yes gameplay!!

:)


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

About to make my post. What time is the game at, right now? Midday?


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

Huzzah! Eugeni is officially in the game!!!


Unnamed

Early morning


Unnamed

poke poke


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

GM, do you want me to respond in spoiler? Or I guess the better question is, when do you want us to use spoilers?


Unnamed

please do in this instance

in general use spoilers whenever EVERYONE is not privy to the information. So once we start the main campaign they wont be used as much but for now, use them liberally


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

Gotcha!


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

I havent been spoilering all that much >.< but the way I figure Darry to be even for a slip subterfuge just isnt his thing at all. I could start I suppose


Male Human Expert 2/Alchemist 1/Warrior 1

Bump :)


Unnamed

yeah....lets get some posts going folks


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Sorry just got home from work and I had felt I was a little on hold before now. I will post in the next few minutes.


Male Human Expert 2/Alchemist 1/Warrior 1

Damn, I had missed that it said at sunset on the card. Oh well, nothing to be done about that now.


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

GM, Gene should be on the scene whenever you want. I set him up to be walking down the street.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

So I realized that I never did a description of Bazzle in his profile. Darry probably rightly guessed flashy.

I picked my Avatar because the classic Gimble the Bard looked to much like Darry. But that is pretty much only a face.

So I wanted to get a better handle for myself and of course for all of you to play off. So I went through all my jpegs of gnomes here the ones I though fit based on 1- Equipment used. 2- Uniqueness (don't want to conflict with Darry). 3- What has already been said in game about Bazzle. 4- And of course sheer awesomeness.

Options:

Bazzle 1

I like this one. Might be too fancy. He is pulling a card out, which fits but frankly its more of a mid to high level look.

Bazzle 2

"Taste the Rainbow!!!" I like the outfit a little closer to the right feel. This might be the 1st level version if Bazzle 1 is the 10th level version.

Bazzle 3

Might be too elfy, might look a little to much like Darry (which I was trying to avoid. To blond short swashbucklers seems like two much . . . What drew me to this one was the cards, the sword which I know is not a rapier but hey.


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

I cheated, your profile said he liked to dress flashy :)


Unnamed

Waiting on a post from Kara then we are pretty close to all met


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I'm still lurking here :) Just waiting for the party to be all back together. ;)


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

Same here.

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