Dark's Curse of the Crimson Throne: Team Ragtag

Game Master Darkmeer


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M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

He will want to keep the children moving. If somebody else is in a better spot to intercept the problem, he'll try to keep the children moving. If the problem will stop the children moving, then he has to step in. Otherwise, if he's in the best spot to intercept, he'll tell someone else to keep them moving as he goes to protect their path.

There's an assumption of competence of the other PCs right now. He's assuming they'll focus on the goal he's set until proven otherwise.


Gotcha. Much appreciated. If it's needed, that is how things will go.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

Okay. Big stuff is moved. Probably 11 or 12 trips of loose "things" from our storage garage to get, yet, plus whatever's still in the apartment.

Have my bed set up, the entertainment center set up and configured, my computer set up (and a wireless NIC added because it is too far from the router to wire !), and I've found my clean underwear!

So, now I can type on a keyboard instead of trying to cram my fingers on the fake keyboard on my phone. Time to try to catch up, after I share the post across my games.


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

Are we on to round 2?


Yes. This means Enlarge person is in effect


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

That means we in the other room can start reacting? So it'll be round 3 when we arrive? Or did we start moving in round 1 and arrive in round 2?


You can move to the central hall this round, then to the combat hall round 3. Been down with migraine. This is day 3. Trying to get posts up, but t short bursts of screen time really hurt


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Ugh. As a fellow sufferer, I get that.


(Abandoned Game/Character)

Migraines are not fun. I have only had a few, but they are no fun. Feel better! Don't force yourself to look at the screen if it will hurt or delay you feeling better.


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

Leave it till you recover. I have suffered migraines and as heroic as suffering short bursts to post makes you, we can wait.
Also, I find migraleave is pretty effective

Grand Lodge

F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2

Ouch. Take care, GM!


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

My migraine experience has been limited to being a witness.

Seeing the effects is more than enough for me.

We'll be here.


I lost my job yesterday and another major family emergency came up at the same time. I will not be posting again until Tuesday. My apologies for the delays to everyone.

This is a very bad time for me and my family.


(Abandoned Game/Character)

Please, take your time. Good luck with everything.


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Wow, very sorry to hear that. Family comes first.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

I'm sorry to hear this, DM. Sending some positivity your way.

Grand Lodge

F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2

Take care, GM. Hope everything turns out well for you.


Full disclosure time. My grandmother got test results back showing bone marrow cancer. We received confirmation that this is terminal.

It's going to be a bit rough. I am still going to run, but I am going to be helping with care and looking for work. My apologies for any delays.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

You have to take care of you and yours first. Anything else is irresponsible.


(Abandoned Game/Character)

Yes, Take care man.


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Absolutely agree with what they said.


It is much appreciated. All of you. I have been hit hard. I can get back up. I have dealt with far worse, even chronicling the frustrations here. For the longest time, I posted on Paizo's boards for my eldest son, who ended his Leukemia treatment in 2009 (spoiler: he won).

So, really, the difficulty is simply making sure I am online and at home. Outside of an additional day of anxiety attack, which caused my delay here (I have an anxiety disorder. I have paralytic anxiety if things get too overwhelming once I have time to think about the thing.
Meds help, gaming helps). I am great during the emergency. Horrible the next day or two.


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

Have we had enough rest overnight to refresh spells and such?


Yes


Hi everyone. Lovely week for migraines, isn't it. Heads up, Tuesday/Wednesday I will be incognito. Driving my grandmother to her second opinion and spending the night. Unemployment has at least one benefith, right?

Now, onto the big two announcements of rewards: EVERYONE may gain ONE Feat from any of the approved sources. This is completely open. You have done more than expected. In addition, you have completed the mission of the children and began becoming part of the city. To that end, you are also all gaining a level.

As to the actual intent here, Harrow Points (in addition to your hero points!). Each adventure has active harrow point effects. As each Harrow Reading (up to three times per adventure) occurs, you can gain harrow points based on the theme of the adventure. I seed in stuff from the current adventure (cryptically), your character's past, or stuff later in the AP.
For the current adventure, you are using the Dexterity cards. This means each Dex card pulled gives you a harrow point, plus the Harrow reading itself giving a Harrow point.
Dexterity Rolls:. You may spend a harrow point to reroll initiative, a reflex save, an attack roll modified by dexterity, or a dexterity-based check. You must abide by the new check results, even if worse.

Dodge bonus:. You can spend a harrow point to gain a +1 Dodge bonus to AC for one encounter, up to three points may be spent to increase the AC in this manner per encounter (totaling a +3dodge bonus!)

Speed bonus:. Spend a harrow point to increase your speed for one encounter.


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M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

I have assumed the half+1 HP for leveling? IF you had other intent, please note so I can adjust.

I have also assumed that by "completely open" you mean for ones you meet the pre-requisites to take. <grin> Now I'll have to figure out what to take at Level 3 instead.

Glad you are doing well enough.


Half+1 is correct. Don't forget your CON and any bonuses from Favored Class.


(Abandoned Game/Character)

Awesome! Assumeing, like Tawni said, I need to meet the prerequisites for the feat. I am going to go with Power Attack. Seems to fit.

This level I also get access to Fervor, so expect some fun uses of that. I will update my sheet.

Also, good luck with everything. Take whatever time you need for family!


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Yay level! And yay bonus feat!

Quick question: will we be urged the retraining rules in this campaign? Trying to figure out if I should take a short-term helpful feat or not.


Retraining will happen once in the campaign, when the Vigilante is unlocked. That is a bit away. Plan accordingly.


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Was debating fencing grace, only to lose it later when I can afford an agile rapier. (I didn't want to be one of the cookie-cutter dervish dancing magi, hence the Callistrian tattoo -- but with the "clarification" that Fencing/Slashing Grace don't work with Spell Combat, it's not a good long-term strategy)

[Side note: Given you can charisma to damage now, I really don't get why the grace feats got the beat down]


LN Human Female | Wizard (conjuror 2) ||HP 15/15 | AC 12 (16) Touch 12 Flat 10 CMD 11| Fort 2 Ref 2 Will 3 | Init 6 Per 1 (4 in bright light) |Speed 30 | Acid dart 8/8 (touch +3, 30ft, 1d6) | Smokestick, Alchemist fire, Acid Flask | 41gp |
skills:
Perception 1, Spellcraft 10, Craft 9, Knowledge (arcana) 10, Knowledge (Planes) 10, Knowledge (Religion) 10, Knowledge (Dungeoneering) 9, Knowledge (nobility) 10, Use Magic Device +4, Knowledge (History) +9
Spells Memorised:
L0 (3+1): Detect Magic, Prestidigitation , Mage Hand, Read Magic | L1: Mage Armour (+4AC), Summon Monster I , Enlarge Person, Summon Monster I, Grease

Might not be able to sort out my new level till monday (pretty hectic right now). Is that feat extra to whatever we get from leveling?


It is an extra reward from me. It is because of the trait from Lamm being important, but also not being a super strong tie to the rest of the AP. They did a good job of bringing it together in the hardcover, but it is still a weak link overall.

You may use the feat for whatever you wish. It is open source for the books allowed in the campaign, so it breaks the two book rule of character creation.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |
Dennvyn Fealthan wrote:
[Side note: Given you can charisma to damage now, I really don't get why the grace feats got the beat down]

Dex to initiaitive.

Dex to defense.

Dex to ability to hit.

Dex to damage.

They are hard on it because using it for everything on both offense and defense breaks the part of the system balance that makes even fighters want 2 or 3 attributes instead of 1.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060
Tawni wrote:


They are hard on it because using it for everything on both offense and defense breaks the part of the system balance that makes even fighters want 2 or 3 attributes instead of 1.

I'd buy that, except it's not an issue if you follow Saranrae, use a scimitar and take 2 ranks in dance... And you can literally make an Oracle who gets Charisma as a primary casting stat, uses it for AC, attack and Damage.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

That's a pretty specific, narrow opportunity.

Versus every rogue/ninja, many fighters (two-weapon, especially), every swashbuckler, every duelist-type, and many of a whole bunch of other builds.

Grand Lodge

F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2

Do we take max HP?


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

... many of which are MAD as heck.

But the narrow build I just decided described can literally dump every stat except Cha and Con.

Plus, that style also helps all bards, dex-clerics (who want charisma for channels) - basically, you can use the same stat to cast as fight. Suddenly, it's not as narrow as you might think - could make quite the nice sorcerous EK. (In fact, it's as bad as the pre-fix Witch Doctor)

Now, getting back to Dex, I might agree that it was totally about game balance, except, you know, Dervish Dance -- which did not get nerfed. So magi and can do it as long as they love the Dawnflower. (Oh, and unchained rogues, too). Plus, the game already balances Dex effects on AC by Max dex for armour (celestial armour notwithstanding) - and Str already does hit and damage on its own, plus carrying capacity, which matters for the first few levels (and beyond if you want heavy armor).

If I wasn't a magus I could fix the issue by paying the feat tax and taking two-weapon grace.. but since I don't actually dual wield, instead I fall into the crack where only Sarenrae lives...

Which was my complaint: by nerfing (x) grace relative to spell combat, they didn't make magi unable to dex-damage viably - they just forced them all into the same mold (one I don't find particularly interesting).

Anyhow, not important. As I said, agile is a +1 enchantment.


Ernhild:. How are half hd +1 plus con modifier and any other modifiers such as toughness or favored class.

I.e. d10 is 6 hp plus con.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Level 2:

7 hp (4 base + 1 con + 1 favored class)
+1 reflex
+1 Bab
11 skills (acrobatics, bluff, diplomacy, intimidate, local, perception, act, sing, sense motive x2, swim)
rogue talent: combat training (weapon focus: dueling sword)
bonus feat: power attack (probably)


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Magus 2:
+1 Hero Point
+1 BAB
+7 HP (5+2 con)
+1 Fort, +1 Will
+2 Spells Known: Chill Touch, Vanish
+5 Skills (including FC): Knowledge (Planes), Perception, Stealth, Spellcraft, UMD
+2 Background Skills: Linguistics (Aklo), Sleight of Hand
Spellstrike

Bonus Feat: Still considering, likely Arcane Strike.


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

The break-out report? Okay.

Swashbuckler 2
HP +9: 6+2(Con)+1(Favored Class)
BAB: +1
Ref: +1
Skills: Acrobatics, Diplomacy, Escape Artist, Intimidate, Perception, Profession (Sailor) [background], Sleight of Hand [Background]
Story Feat: Fencing Grace
Hero Point: +1

Grand Lodge

F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2

Cleric 2

HP: +7 (4+2+1 Toughness)
BAB: +1
Fortitude: +1
Will: +1
BAB: +1

Skills: Heal, Sense Motive, Diplomacy
Background skills: Knowledge (nobility), Profession (Clerk)
Story feat: Scribe Scroll

Spells:
0: Read Magic
1: Protection from Evil


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Unless something happened to your hit die from an archetype, Ernhild, your base should be 5.


Dennvyn is correct. Thank you for the catch!


(Abandoned Game/Character)

I already updated my profile. The specific skills I used are now somewhat hard to tell. But here is the rest.

Warpriest 2

HP: +9 (5+2+1 Toughness +1 fav class)
BAB: +1
Fortitude: +1
Will: +1

Story feat: Power Attack
Abilities: Fervor 3 times/day

Prepared Spells:
0: Mending
1: Shield of Faith


M Varisian Human | AoOs 1 /1| Panache 2/2 | Swashbuckler 1 | HP 11/11 | AC15 T13 F12 CMD14 | F+0 R+5 W+1 | 30' | I+3 | P+5 SM+5 |

Uh . . .. Toughness gives you 3 HP when you take it, and then it gives 1 more for every HD you get AFTER 3.

Shouldn't get 1 from Toughness at Level 2.


(Abandoned Game/Character)

AH yes.. That makes sense then. My math (if I included toughness) would have put me at 23 HP, but I have 22 on my profile.

I am using Hero lab for my character. But my ipad with my sheet is in the room with my sleeping child. SO I was going off memory :)

Grand Lodge

F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
Dennvyn Fealthan wrote:
Unless something happened to your hit die from an archetype, Ernhild, your base should be 5.

Well, I did the same mistake as Riren and added +1 From Toughness, so my HP don't change.

Thank you very much for correcting me though! ^^


Skills:
(Acro +1; Climb -2; Diplo: +1; Know(Arcana) +6; Know(Planes) +6;Spellcraft +6; Stealth: +7; Swim: -1; UMD: +6)
Male Halfling Magus (Hexcrafter) 2
Vitals:
(HP: 10/10 AC: 18/14/15; Percep: +4; Init: +3; Fort +6, Ref: +5, Will: +4[+6 v. fear]; CMD: 13; CMB +0; Speed: 30)

Anything I can do to try to keep the cleric alive. ;)

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