GM Litejedi's Curse of the Crimson Throne - Anniversary Edition

Game Master Litejedi

The Edge of Anarchy!
Starting Day: 4th of Arastus, 4712 AR
Today: 8th of Arastus, 4712 AR

Current Combat Map
CotCT Loot
Map of Korvosa
Important Places, Lodging, and Shopping in Korvosa

See the campaign tab for the current state of Korvosa.

Korvosa (Unrest) | Corruption: +6, Crime: +0, Economy: +1, Law: +5, Lore: +3, Society: +0, Danger: +10

Corruption: This modifies Bluff checks against city officials and guards, and Stealth checks attempted outside on city streets, alleys, or in the Shingles.
Crime: This modifies Sense Motive checks to avoid being bluffed and Sleight of Hand checks to pick pockets.
Economy: This modifies Craft, Perform, and Profession checks to generate income.
Law:This modifies Intimidate checks to make an opponent friendly and Diplomacy checks against government officials.
Lore: This modifies Diplomacy checks to gather information or rumors, and Knowledge checks using city resources (such as schools or libraries) to research topics.
Society: This modifies Disguise checks and Diplomacy checks to alter the attitude of any citizen of Korvosa who is not a government official.
Danger: This modifies all rolls for random encounters in Korvosa (including the sewers and the Shingles). See page 465.

Base Value: 8,800 (75% Chance of Finding Items Less Than This)

Upgrades to +1 are always available for upgrade costs, no need to roll.

All non-magical "gear" is available.


Harrow Points May Be Spent on the Following:

Dexterity Rerolls: A PC can spend a Harrow Point to reroll an initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based check. The PC must abide by the new result (although if he has additional Harrow Points, he can use them for additional rerolls).
Dodge Bonus: A PC can spend a Harrow Point to gain a +1 dodge bonus to his Armor Class for one encounter. He can spend up to 3 Harrow Points per encounter to increase his Armor Class in this manner.
Speed Increase: A PC can spend a Harrow Point to increase his base speed by 10 feet for one encounter.

Harrow Points Remaining: Asoka 2, Kali 2, Krovax 1, Magpie 1, Marcus 2, Vera 2

+2 bonus on all Dexterity-based checks and a +1 dodge bonus to Armor Class

Krovax: The Cricket
Kali: The Avalanche
Asoka: The Crows
Marcus: The Peacock
Magpie: The Rabbit Prince
Vera: The Dance

Belzer Frip - Gnome Wizard:

Belzer Frip
Gnome transmuter (enhancement[APG]) 3 (Pathfinder RPG Advanced Class Guide 133)
CG Small humanoid (gnome)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 shield, +1 size)
hp 19 (3d6+6)
Fort +3 (+4 vs. disease and poison), Ref +4, Will +4; +2 vs. illusions, +2 bonus vs. fear and despair, +2 racial bonus to resist death effects
Speed 20 ft.
Ranged mwk light crossbow +5 (1d6/19-20)
Special Attacks arcane reservoir (2/6)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—mage hand, open/close (DC 14), prestidigitation, unseen servant
Transmuter (Exploiter Wizard) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—burst of radiance (DC 15), glitterdust (DC 15)
. . 1st—color spray (DC 14), heightened awareness[ACG], snapdragon fireworks[UM] (DC 15)
. . 0 (at will)—acid splash, daze (DC 13), detect magic, mending
Str 8, Dex 14, Con 13, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 11
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Power Attack, Scribe Scroll
Traits excitable, seeker
Skills Acrobatics +2 (-2 to jump), Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Spellcraft +9
Languages Common, Draconic, Giant, Gnome, Orc, Sylvan
SQ augment, eternal hope[APG], fey fortitude, finesse weapon attack attribute, nosophobia, physical enhancement (+1), utilitarian magic
Other Gear mithral buckler, mwk light crossbow, cloak of resistance +1, wizard starting spellbook, 660 gp
Special Abilities
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Reservoir +2 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Armored Mask (CL 3) (Su) As std action & 1 reservoir gain mage armor. +1 reservoir gain shield of faith.
Augment (+2 ability or +1 AC, 1 round, 6/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enhancement Associated School: Transmutation
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fey Fortitude +2 racial bonus to resist death effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Utilitarian Magic +1 DC for transmutation spells.