Thread and Circuses

Game Master ChesterCopperpot

Slides and Maps
Running the Circus
Circus Shows


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Myth-Speaker Prey for Death

There was one other item of note with the librarian.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

BTW, sorry Papillon, I was calling for that burst of + energy when there were 4 foes on the field so it seemed like a great bomb to drop, especially since 1 was already hurt - wasn't expecting the three in melee to all drop so fast!


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Treasure from hermitage to figure out:
Tentative names in parenthesis

- lesser salamander elixir
- silversheen
- healer’s gloves (Papillon)
- monkey pin (Orm?)
- composite shortbow & A finely made arrow wrapped in thin twine. Need to ID [Derrick]

Sell?
- Animal Staff (90 gp sell = 45 gp)

- Book of alchemical formula with lesser elixir of life, moderate cheetah’s elixir, and moderate eagle-eye elixir. (worth?)

- Unidentified cloak from 1st ghoul encounter (keep or sell?)

- Magic Trident? Need to ID

Other
Books to return to Abardarian priest (The Manual of City‑Building and The Order of Numbers) for reward of ???


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Oops, left off:

- scroll of personal rain cloud, a scroll of sea surge, and a scroll of sudden bolt. (sell since all are arcane/primal? 2 2nd lvl and 1 1st level = 28 gp total = 14 gp sold)


Myth-Speaker Prey for Death

The rings you recieved as a reward are relics. They will grow in power with you as the game progresses. So far, the have only revealed some of their powers. A relic always has a level equal to your level.

Gift Saves and Spell Attack Rolls
Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner’s class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic’s counteract modifier is equal to its owner’s counteract modifier.

Howling Wind
Aspects Air and ???
Gifts
Feather Steps While wearing the relic, you do not trigger traps that use weight or pressure plates as a trigger. Also, whenever you fall, you reduce the falling damage by the level of the relic. If this would reduce the falling damage to 0, you land on your feet and are not prone. The relic grants a +1 item bonus to Athletics checks made to Jump, increasing to +2 at 9th level and +3 at 17th level.

Primordial Sea
Aspects Water and ???
Gifts
Tidal Crash Activate: Two Actions (command, envision); Frequency: once per day; Effect: Your relic spews forth a dense sphere of water. Make a spell attack roll against a target within 30 feet. On a success, you deal 2d10 bludgeoning damage plus 2 bludgeoning splash damage. At 3rd level and every 2 levels thereafter, increase the initial damage by 1d10 and the splash damage by 1.


Myth-Speaker Prey for Death

Also, you should all level up!

Welcome to Level 4.

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

sadly, Derrikk already bought himself a composite short bow :-(
ah well.
But i'll take lvl 4!!!

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

woohoo!

The occult spell list is soooo good at 2nd level. I'm having a hard time choosing spells!


Myth-Speaker Prey for Death

Nice! I hope you all are enjoying the pace of advancement. I think we're moving at a pretty good clip!

I don't know if it is this adventure, or if it's 2nd edition, but it feels a bit faster than 1E.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Woohoo! I'm thrilled with the level of advancement. It feels "right" in pbp at least. Love those rings, very flavorful.

I've got a hard decision to make about monk feat this level, but leaning towards stunning fist. Seems like it might land more in this edition.

Everyone ok with the planned sales? Can the abbot help us ID the cloak?

Did we ever say who was carrying the salamander elixir and silversheen? The latter I'm thinking for Derrick.

Papillon and Thelonious can both use all the scrolls, so maybe divvy them up between them?


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

I am loving the pace, but that is also contributed to the group all posting actions once a day at least which is awesome! Love the adventure, seems super interesting!

I just wish this was sanctioned for PFS!

@Orm, Papillon wouldn't be holding onto the Elixir or the Silversheen. As for the scrolls, probably best hand them to @Thelonious, just because I normally walk up into melee range anyway.


Myth-Speaker Prey for Death

I think it's probably the next thing on the docket to be sanctioned for PFS--no insider info, but I'm hoping that now that season 2 has kicked off, they will get to sanctioning it soon.

I wouldn't expect the sanctioning for maybe another month though, because they are updating the guide to organized play.


Myth-Speaker Prey for Death

Alex, here are the details for the Fiery Leopard. (Can't remember if I sent them to you.)

FIERY LEOPARD
UNIQUE
Base Animal Companion Cat
Immunities fire; Weaknesses cold 5
Flaming Attacks (fire) The fiery leopard’s natural attacks deal 1 fire damage (in addition to the bonus damage dealt to flat-footed targets). This damage increases to 1d4 when the fiery leopard becomes a nimble or savage animal companion.
Fiery Pelt (fire) Creatures that start their turn grappled by the fiery leopard take 1d4 fire damage. Anyone attempting to grapple the fiery leopard takes 1d4 fire damage for each attempt.
Burning Glow The fiery leopard sheds dim light in a 10-foot radius which gives it a –2 circumstance penalty on Stealth checks made at night or in a dark environment.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Thelonious good with doing the promotion?

I don't know if you want to play it out or not, Matt, but we would go return the books to the priest and visit the mayor as requested.

What are shopping limitations. The thing I'm most concerned about is getting some handwraps of mighty blows +1. Is there a chance to find those? Or have someone in town make them?

And I have a fort save to make, but first I guess Papillon would need to make the treat disease check.

Finally, just need to know the value of the alchemical formula book and if we can sell it in town so I can calculate the gp in everyone's pocket.

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

I'm happy with the promotion. Will post a roll in the Gameplay thread.


Myth-Speaker Prey for Death

The other two rings:

Crafter's Band
Aspects Shadow and ???
Gifts
Shadow Smith Activate Single Action Interact; Effect Your relic pulls at nearby shadows, twisting them into the shape of a simple weapon or a simple tool or item, such as a rope or crowbar. It lasts until it is used for a single activity, until you use shadow smith again, or for 1 minute, whichever comes first, after which it dissipates.

Letter of the Law
Aspects Mind and ???
Gifts
Linguistic Nexus Your relic grants you a powerful neural plasticity, and as a result, you can learn languages more easily. You learn an additional language of your choice for every 2 levels of the relic (minimum 1). You can retrain one of the languages from the relic with only a single week of downtime. Currently, it grants Utopian and Abyssal.

Relics usually unlock a second power at 5th level, so you won't have too long to wait!

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

What a sweet ring!


Myth-Speaker Prey for Death

I was trying for a name that might resonate with Thelonious, but still come from the Abadar temple.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Who speaks Utopian? That crazy eugenics gold dragon?


Myth-Speaker Prey for Death

It's the new language that neutral outsiders speak, like axiomites and inevitables.

Sorry, circus tomorrow. Today got away from me!


Myth-Speaker Prey for Death

Before I put this in gameplay, I just wanted to make sure I"m not missing anything, or any one, that I said would help with the circus.

+1 Anticipation from the Hawfton family.
+5 Anticipation from defeating your rivals
+1 Anticipation from the mayor.

Purchases:
Level 2 Advertising: 2
Safety Netting

Promote the Circus: 8

Starting Anticipation So Far: 17

Here are the steps for running the circus.
The steps for putting on a show, in order, are as follows:
1) Purchase Temporary Upgrades: You purchase temporary upgrades for the show.
2) Choose Non-Performer Roles: You choose which non-performer roles, if any, you will each take during the show. If you select a non-performer role, you can’t perform any tricks during the show.
3) Roll for Random Events: The GM rolls to determine which random event affects the show.
4) Tally Starting Anticipation: The GM marks the starting Anticipation for the show (Anticipation may change throughout the show).
5) Perform Acts and Tricks: You choose which tricks to perform during each act, then follow the rules for performing tricks until all four acts are over.
6) Calculate Payout: The GM calculates the Payout, which depends on the success of the show.

So, if you would choose your non-performer role, I'll roll for the random event.

Running the Circus


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Do I understand the trick rules table right that now we should all have 2 tricks? And does that mean we can do more than one act in the show?

For narrative purposes, Orm will serve as security again and not perform, but I think that will change soon.


Myth-Speaker Prey for Death

You still only have one trick. You can add a second type of trick check to your trick now. It effectively doesn't make a ton of difference (unless you improved a skill or save beyond so that it higher than the bonus from your original, or you took the Additional Circus Trick feat.)

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

If I'm getting this right, I'll be performing with Celery again (+11 nature but +12 because it's with an animal companion), so that means I won't be doing a non-performing roll. I don't have to choose anything about my downtime or anything do I? If I'm not needed to do anything for the show, I'd just be bonding with the leopard and practicing with Celery


Myth-Speaker Prey for Death

Oh, right. Sorry Alex.

If you are performing, you are all set. I think that everyone except Orm is, so I'll roll for the random circus event and we can get the performance started.

Random Circus Event: 1d12 ⇒ 5
Food Poisoning! Trick checks take a -1 penalty.
Traits: 2d25 ⇒ (6, 9) = 15 Tricks with the water or alchemy trait take a -2

Starting Anticipation: 17


Myth-Speaker Prey for Death

Alex, you could also try to move that rune over now. That only takes a day.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

I was trying to figure out what the DCs are now for the performance but I don't see it in the docs (but as my wife will tell you, I am a terrible looker). Does it scale with our level of the tier of the circus? Do the other acts scale or stay the same? If they don't scale but we do, maybe I should perform? Sorry, having only done this once I just haven't wrapped my head around it. Finally, Orm aside, I guess we should plan on following the same act structure as the 1st go?


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Oh, and Matt I know the start of school has you crazy busy, but 2 questions remain:
1) Value of alchemical formula book
2) Can Orm purchase handwraps of mighty blows (or whatever the name is) in town?


Myth-Speaker Prey for Death

DC is 19 now. It scales with your level, but the excitement you make also scales. The structure of the show is the same:
Act I: The Opener (1 performance)
Act II: The Build (2 performances)
Act III: The Big Number (1 performance)
Act IV: The Finale (3 performances)

People can perform any number of times in the show, but only once per act. 3 actions per act. Once per act, you can use a reaction to Aid another performer in the same act as you.

1) The formula book has 3 level 5 formulas, so it would be worth 24 gp. (Sell at full price.)
2) Yes, you can purchase +1 handwraps in Abberton. I think the town would have any common gear up to 2nd level. You could do a special order for higher-level items, but it would take a little while to get them.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Just realized you have the acts in the slides with the DCs. So this will be the last show Orm sits out since it seems like it'll hurt us in the future. Matt, do you happen to have handy the order we did acts the first go around? I presume we could just keep that unless someone wanted to change. I could look back an try to recreate if we don't have it noted anywhere.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Thanks for that info. So by my calculations, treasure shares once everything is sold come to 46 gold, 8 silver for each of us.

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None
GM MattMorris wrote:
Alex, you could also try to move that rune over now. That only takes a day.

I must have missed or forgotten this somewhere. If there's a rune to transfer over to something, I'd be happy to give it a go. my craft isn't very high, but I am trained in it.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

From a +1 sickle we got. Worth a go.


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Ok, so in addition to the cash reward, here's a summary of other items we got and who I have recorded getting them, plus stuff from earlier that was never claimed, so I made some suggestions of who should take it. Please take note and add to your character sheet :)

Thelonious: wondrous figurine, scroll of mending, scroll of remove paralysis and scroll of restoration.
Derrick: Coyote cloak, climbing arrow, silversheen, +1 rune from sickle to transfer
Papillon: healer’s gloves
Orm: monkey pin, lesser salamander elixir

Unclaimed Magic with suggested carriers/users:
oil of mending (just put in party pool; Orm happy to carry it),
savior spike (needs to attach to armor, so Thelonious or Derrick),
Owlbear claw trinket [Talisman that gives attack weapon specialization effect to an attack, so I’d say Papillon since knife is 1d6 bleed]
feather token (holly bush) [Thelonious since it can give you cover]


Myth-Speaker Prey for Death

Important Note: I am a dumb-dumb. Each trick can only be performed once during the show. Sorry, I forgot.

The first performance, you did:

Act I: The Opener: Dwarven Throwers
Act II: The Build: Thelonious, Derrick & Celery
Act III: The Big Number: Kenbali Family (aka Feather Fall Five)
Act IV: The Finale: Madame P, Mordaine the Magician, Elizia & Mister Tickles

Here are the actions, for easier reference:
PERFORM A TRICK [one-action]
Traits: CIRCUS
You perform your signature circus trick. Attempt one of the trick checks associated with your trick. The DC for the trick check is determined by your level, as shown on Table 10–5 on page 503 of the Core Rulebook. The result of each trick check determines whether you generate Excitement, generate Excitement and Anticipation, or lose Excitement
Critical Success You generate Excitement equal to the trick’s level; this Excitement is added to the circus’s total Excitement for the show. You also generate Anticipation equal to half the trick’s level (rounded up); this Anticipation is added to the circus’s total Anticipation for the show.
Success You generate Excitement equal to the trick’s level; this Excitement is added to the circus’s total Excitement for the show.
Failure No effect.
Critical Failure The circus’s Excitement value decreases by a value equal to half the trick’s level (rounded up).
You can Perform a Trick multiple times per act, and can choose a different possible trick check for each attempt. If you Perform a Trick twice during the same act, you take a –5 penalty to your second trick check. If you Perform a Trick three times, the penalty for the third check is –10. (This is similar to how the multiple attack penalty works; see page 446 of the Core Rulebook.) The penalties are reduced to –4 and –8, respectively, if your trick has the agile trait. This action always has the circus trait.

SEND IN THE CLOWNS [one-action]
Traits: CIRCUS
Requirements You or another performer has failed or critically failed a trick check during the current act.
You give the signal for the circus’s clown troupe to come onstage and rescue a botched trick. A failed trick becomes a success instead, or if it was a critical failure, it is instead a failure. The clowns can be sent in only once per act, and only one trick check is affected.

If you are performing in the same act as someone, you can also try to Costar with them. (Basically Aid Another, but the DC is easier.)

COSTAR [reaction]
Traits: CIRCUS
Trigger Another performer in the same act as you is about to attempt a trick check.
Requirements The performer is willing to accept your aid.
You help another performer in the act pull off their trick, possibly granting them a bonus to the triggering trick check. Attempt the same check as the trick check you are attempting to aid. The DC to Costar is equal to the DC of the trick check. NPCs cannot Costar. This reaction otherwise acts as the Aid action described on page 470 of the Core Rulebook.


Myth-Speaker Prey for Death

Brian, thanks for handling the treasure.

Alex, transferring the rune is Crafting DC 16 and costs 3.5 gold. If you fail, I can figure out how much it costs to get someone else to tranfer it for you.

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Does anybody remember where I can find the description of the Advanced Circus Trick feat? As I'm trying to wrap my head around the performance rules, I'm trying to remember how it works. Can't find the text of it anywhere. (I thought it was in one of the documents Matt shared with us at the start of the campaign.)


Orm Blueleaf wrote:

Ok, so in addition to the cash reward, here's a summary of other items we got and who I have recorded getting them, plus stuff from earlier that was never claimed, so I made some suggestions of who should take it. Please take note and add to your character sheet :)

Thelonious: wondrous figurine, scroll of mending, scroll of remove paralysis and scroll of restoration.
Derrick: Coyote cloak, climbing arrow, silversheen, +1 rune from sickle to transfer
Papillon: healer’s gloves
Orm: monkey pin, lesser salamander elixir

Unclaimed Magic with suggested carriers/users:
oil of mending (just put in party pool; Orm happy to carry it),
savior spike (needs to attach to armor, so Thelonious or Derrick),
Owlbear claw trinket [Talisman that gives attack weapon specialization effect to an attack, so I’d say Papillon since knife is 1d6 bleed]
feather token (holly bush) [Thelonious since it can give you cover]

sounds good to me. didn't we all get rings too?


Myth-Speaker Prey for Death

Additional Circus Trick Feat 3
General Circus
Prerequisites You must have a signature trick.

Your signature trick can have one additional trait beyond the number provided in Table 2: Trick Progression on page 63 of Pathfinder #151: The Show Must Go On. If the trick trait has an associated skill (such as Intimidation with the fire trait) and that skill is one of your trick checks, your checks with that skill to Perform a Trick aren’t penalized if you Perform a Trick using a different skill. For example, if your signature trick has Acrobatics and Intimidation as trick checks and you take this feat to add the fire trait, you can Perform a Trick using Acrobatics (at no penalty), then Acrobatics again (at a -5 penalty), and then Intimidation (at no penalty).


”Papillon” | Female CG Halfling Cleric 4 | HP 42/42 | AC 18| F: +8, R: +8, W: +11 | Perc: +10 |Spell DC 20 - 2nd (3/3) - 1st (3/3) - Fon (3/3) | Speed 25ft | Conditions: None

Sorry, i've been super busy rl! Papillon will take the her actions during the finale again! The way we did our first performance was good, so i would just follow that again!


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

Yes, I didn't include rings - you'll have to keep track of your own relics :)

So are we screwed? I can't find it now but I thought Matt said PCs now get 4 excitement on a success but npcs only get 1, so even if everyone succeeds, we only get to 16 (4x3)+(4x1), and we have 17 anticipation. I guess if all are success and 1 or more crits we're ok.


Myth-Speaker Prey for Death

You get the excitement every time you succeed on the Perform a Trick--so you get three chances for success in each act. You can also Send in the Clowns once per act to get a success.

Even if you don't make it to 17 excitement, you will still get a payout--it just won't be as spectacular as your last show.

Vigilant Seal

”Derrik” | Male NG Dwarf Ranger 6 | HP 81/81 | AC 23 | Class DC 22 | F: +12, R: +14, W: +14, | Perc: +14 | | Speed 20ft | Active Conditions: None

sorry for my lack of input here. I like the idea of the performances, somehow the mechanics and choices behind it always seem to overwhelm me a bit. If anyone has thoughts about performance order, I'd love to hear it and follow it sight unseen :-)


Myth-Speaker Prey for Death

Sorry again for the delay folks. I'll write up the performance tomorrow. If you want to say anything in the meantime, go for it.

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

No worries, Matt! You must be swamped with the school year starting.

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

Hey guys, sorry for the delay. I have been (a) reminding myself how the Additional Circus Trick helps us (see below), and (b) trying to write parody lyrics for WAP (cannot be done).

We might want to rethink our plans for the performance depending on how the math works out. With the circus trick feat, Junebug can make up to 3 checks with his trick: one at +13, another at +10, and a 3rd at +9. I think we said his trick had the agile property in the first case, and I'll be adding the Magic trait via the feat. By expending a spell slot, I can add additional Excitement. Is it worth it to swap out one of the NPC acts for a second Junebug performance?


NG Ghoran Monk 6 HP 96/96 | AC 23/25 (MtSt) | F +13 R +12 W +13 | Perc +13 | Stealth +13 | speed 35 (30 in Mt. Stance) | Hero Pts: 1 | focus 2/2| Active Conditions: Thorn Skin 3 dmg; Tough Fiber 2 Rest B&P dmg

I'm all for it but I thought everyone could only perform once.

Also, I laughed out loud at (b) :)


Myth-Speaker Prey for Death

Yeah, you can only perform once. I forgot about that when I was explaining things.

B) How could one improve? :D

Envoy's Alliance

CN Gnome Bard 6 | hp 74/74 | AC 21 |F: +11, R +11 W +12 |Perc: +10 | Speed 25 ft | |Spells: 1st 3/3 | 2nd 2/3 | 3rd 3/3 | Focus Pool 1/2 | Conditions: Hero Points: 1

I'm confused about what this feat does if we can only perform once, unless that will change in the future. It gives an additional trait to my signature trick, but it also allows me to use make more than one roll. Is this in case I fail and have to retry? Or can I try for multiple successes?


Myth-Speaker Prey for Death

You can try for multiple successes each round. With that feat, if you use a different skill roll, you don't take the penalty (usually -5, -4 if the trick is agile.) for attempting more than 1 trick in a round.

So, you could make 2 attempts at your full roll, and 1 at -4. Pretty good chances for multiple successes.

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