Belial's Bastards by GM SnowHeart (a Hell's Vengeance AP)

Game Master SnowHeart

Handouts
Combat Maps
Loot Sheet

GM Screen:

Initiative Rolls
[dice=Alixus]1d20+1[/dice]
[dice=Alyczandra]1d20+4[/dice]
[dice=Jerax]1d20+1[/dice]
[dice=Slenk]1d20+6[/dice]
Party Average:
--------------
[dice=Enemy1]1d20+2[/dice]
[dice=Enemy2]1d20+2[/dice]
===============
Perception Rolls
[dice=Alixus]1d20+6[/dice]
[dice=Alyczandra]1d20+11[/dice]
[dice=Jerax]1d20+2[/dice]
[dice=Slenk]1d20+4[/dice]


151 to 200 of 378 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Half-human

Desktop seems to be backup without having lost any files or work. *knock on wood*


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Level 2
Hit Dice: 1d10 ⇒ 1 + 2 Con = 3hp. Darn.

+1 BAB +1 Fort +1 Will

[u]Skills[/u]
+1 Intimidate
+1 Diplomacy
+1 Knowledge (planes)

+1 Profession (soldier)'
+1 Profession (gambler)

Unholy Resilience (Su)
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su)
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

Were we rolling for HP or taking average? I would like to take average.


Belial's Maps; Dispater's Maps

Thanks for asking! Yeah, take average. I used to say your roll or average, whichever is higher, but with a group this big I don’t think you’ll need it.


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)
Jerax Hellfire wrote:

Level 2

[dice=Hit Dice]1d10 + 2 Con = 3hp. Darn.

Alright. Thanks .So 5 + 2 = 7hp. Much better.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

All ready to go. Biggest change was uncanny dodge, new skills were intimidate, planes, and history. Otherwise it was numbers going up.


Male Human Cleric (Asmodean Advocate) 3 | HP 19 | AC 16 T 11 FF 15 | CMB 2 CMD 13 | F 3 R 2 W 7 | Init +1 | Perc +7

Level 2
+1 BAB
Fort +1, Will +1

Skills:
Intimidate 1 rank
Know (Religion) 1 rank
Perception 1 rank
Sense Motive 1 rank

Profession (barrister) 1 rank
Linguistics 1 rank

1 more spell slot per day

Think that's it


Female Changeling Alchemist (Vivisectionist / Chirurgeon) 2 | HP: 17/17 | AC: 17 (T: 13, F: 14) | CMB: +1, CMD: 14 | F: +4, R: +7, W: +0 | Init: +3 | Perc: +5, SM: +0 | Speed 30'

Woohoo!

Level 2:

BAB +1
FORT +1
REF +1
HP +7

Skill Points +7 & +2 Background

+1 Disable Device, Intimidate, Perception, K Nature, Spellcraft, Stealth, Swim.

Background: +1 Craft (Alchemy), Sleight of Hand.

Discovery:
Pheromones (Su) The alchemist exudes an imperceptible musk that grants him a permanent +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.

Poison Resistance +2

Formula: Monkey Fish

Chirurgeon:
Infused Curative: At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). This ability replaces poison use.

Vivisectionist:
Torturer’s Eye: At 2nd level, a vivisectionist adds Deathwatch to his formula book as a 1st-level extract.


Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |

Will get to level up today!


Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |

GM Snowheart: Slenk took the cackle hex this level. As a flavor item, I just don't see him cackling. Would it be alright if instead he had to loudly mutter diabolic gibberish to bridge power from his pact bond? No mechanical shift, but fits much better with who he is.

Also, am I correct that our wages have been a total of 250 gold to date?


Female LE Human Psychic 1 | HP: 11/11 | AC: 15, T: 11, FF: 14 | CMB: +0, CMD: 11 | F: +1, R: +1, W: +4 | Init: +1 | Perc: +6 | Speed 30 Ft.| Spells Known: 0—At Will|1st—2/5| Phrenic Pool—2/2 | Active Conditions: Mage Armor

Level up time!

Adjustments up to Level 2.
Hp: Average HD + 1 Con. That's 4 hit points for a new total of 11.
Saves: +1 to Will saves.
BAB: +1.

Skill Ranks: 7 new ranks.
1 to Bluff
1 to Diplomacy
1 to Intimidate
1 to Knowledge (Planes)
1 to Spellcraft
1 to Perception
1 to Sense Motive

Backgrounds Skills Ranks: 2 new ranks.
1 to Knowledge (Nobility)
1 to Profession (Courtesan)

Spells: 1 more Level 0 Spell Known (Telekinetic Projectile). 1 more Level 1 spell per day.
Class Features: Detect Thoughts (Sp).


Belial's Maps; Dispater's Maps
Slenk wrote:
GM Snowheart: Slenk took the cackle hex this level. As a flavor item, I just don't see him cackling. Would it be alright if instead he had to loudly mutter diabolic gibberish to bridge power from his pact bond? No mechanical shift, but fits much better with who he is.
Absolutely fine.
Quote:
Also, am I correct that our wages have been a total of 250 gold to date?

Hmm, I'd have to check my notes but I think it was:

* 100 for the tannery
* 200 for the church
* 150 for the notices


Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |

Ameliya - in Pathfinder you always round up, so 1d6 average is 4 not 3 so a total of 5 with Con.

Slenk Level 2:

Slenk
Halfling pact witch 2 (Pathfinder RPG Advanced Player's Guide 65, Planar Adventures 16)
LE Small humanoid (halfling)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+6)
Fort +2, Ref +2, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d3-1/19-20) or
. . mwk dagger +5 (1d3-1/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], fortune[APG])
Pact Witch Spells Prepared (CL 2nd; concentration +6)
. . 1st—charm person (DC 15), sleep (DC 15), sleep (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, light, message
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 18, Wis 8, Cha 10
Base Atk +1; CMB +2; CMD 11
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Hex[APG], Power Attack
Traits good slip, outcast's intuition
Skills Bluff +6, Fly +8, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +5, Knowledge (planes) +8, Linguistics +5, Perception +4, Sense Motive +6, Spellcraft +9; Racial Modifiers +2 Perception
Languages Abyssal, Common, Dwarven, Elven, Goblin, Halfling, Infernal
SQ adaptable luck[ARG], finesse weapon attack attribute, witch's familiar (rabbit named Minion)
Other Gear dagger, mwk dagger, backpack, bedroll, belt pouch, chalk (2), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 422 gp, 102 sp, 8 cp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Agile Maneuvers Use DEX instead of STR for CMB
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

GM Snow: Let me know if you like .por files.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

You always round down unless otherwise stated. HP is an exception to this rule.


Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |

Ok, now I am confused. Somehow we have always rounded up when taking average HP... otherwise I would really want to roll rounding that down is a pretty large impact.


Female Changeling Alchemist (Vivisectionist / Chirurgeon) 2 | HP: 17/17 | AC: 17 (T: 13, F: 14) | CMB: +1, CMD: 14 | F: +4, R: +7, W: +0 | Init: +3 | Perc: +5, SM: +0 | Speed 30'

Right, HP is always rounded up. Generally other rolls round down. For example average HP by level for a D6 class would be 3.5 HP, which will become 4.

However using a two handed weapon with a 13 strength yields a damage bonus of 1.5, which will be rounded down to 1 rather than up to 2.


Belial's Maps; Dispater's Maps

It's round up. I think Lily was saying while the general rule is to round down, the exception is HP, which is rounded up. Regardless, definitely round up.

Also, no need for a .por file, but thanks for offering!


2 people marked this as a favorite.
Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |

I found these online we may be able to use as reference:

Description of Chelish Laws

Sample Laws of Cheliax


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

Slenk said you always round up in Pathfinder which is incorrect, you always round down unless otherwise stated. HP is otherwise stated to round up.

For things like damage you would round down. Say a first level wizard casts burning hands and rolls only 1 damage and the target makes its save. You apply half damage and then round down so the target would take no damage.

Thanks for diggoing up the law. I'm sure that will be helpful.


Male Human Cleric (Asmodean Advocate) 3 | HP 19 | AC 16 T 11 FF 15 | CMB 2 CMD 13 | F 3 R 2 W 7 | Init +1 | Perc +7

Neat! My own knowledge of law is far from sufficient from the sort of character Alixus is, so having that resource is useful.


Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |
Alixus Vade wrote:
Neat! My own knowledge of law is far from sufficient from the sort of character Alixus is, so having that resource is useful.

I have been a state and federal prosecutor for most of my career if you need any help in this regard!


Half-human

OMG all the lawyers; the other table is lousy with us, too.

Also, Slenk, thanks for those links. That's hugely helpful to me.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

I'm frequently an obnoxious rules lawyer does that count? ;)


Female Changeling Alchemist (Vivisectionist / Chirurgeon) 2 | HP: 17/17 | AC: 17 (T: 13, F: 14) | CMB: +1, CMD: 14 | F: +4, R: +7, W: +0 | Init: +3 | Perc: +5, SM: +0 | Speed 30'

My brother is an evil lawyer?


Male Human Cleric (Asmodean Advocate) 3 | HP 19 | AC 16 T 11 FF 15 | CMB 2 CMD 13 | F 3 R 2 W 7 | Init +1 | Perc +7

My work experience is split between ski shops and trail crews, so if you need someone to calibrate skis and/or buck trees, I’m your guy. Law...not my thing.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6
GM Snowheart wrote:
Lily Tuvol wrote:
GM do the deputies have names? If not I'll come up with something.

Larry, Darryl and Darryl. =D

I didn't do a good job at keeping track in the fight. Let's call them Saster, Ashel and Ertha.

Oh that shows your age, :D. Thanks. I'm trying to keep track of the people/creatures that Lily has a direct hand in Killing. It looks like these deputies will probably live though.

I'm playing Lily's twin brother in another game, he'll take lesser spirit totem rage power eventually. The spirits he summons will be the people that Lily has murdered.


1 person marked this as a favorite.
Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |
Lily Tuvol wrote:

Slenk said you always round up in Pathfinder which is incorrect, you always round down unless otherwise stated. HP is otherwise stated to round up.

For things like damage you would round down. Say a first level wizard casts burning hands and rolls only 1 damage and the target makes its save. You apply half damage and then round down so the target would take no damage.

Thanks for diggoing up the law. I'm sure that will be helpful.

So I was wrong, but right about rounding up hitpoints. So at least we will all live longer!


2 people marked this as a favorite.
Belial's Maps; Dispater's Maps
Slenk wrote:
So at least we will all live longer!

I’ll try to fix that. ;-)


Belial's Maps; Dispater's Maps
Jerax Hellfire wrote:
Jerax tries to comfort the human rogue, knowing she had as rough as a day as he did.

LOL! At the other table, Cimri was caught in a variant channel blast of madness; she was confused, inflicted harm on herself, and proceeded to slice her arm open with max damage on the roll plus the damage from the channel. Compared to that, her experience at this table has been cupcakes and roses.


Belial's Maps; Dispater's Maps

Hey all. Someone at one of the two tables I'm running reached out with a question via PM that I thought was very fair, so I wanted to touch base with everyone about it.

Simply put, how are you feeling with the campaign so far? Are you frustrated, not really feeling it, and if so what would you like to see more or less of?

I don't want to go into a lot more detail right now for fear of either spoiling something that hasn't been asked to be spoiled or suggesting problems where people don't see any (or steering the conversation to a couple of issues that miss others), but I did want to check in with you.

If you prefer, feel free to reach out via PM.

Thanks!


1 person marked this as a favorite.
LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

Ominous.

But I'm good, to be fair this has been one of the better games I've played in. From a technical standpoint you run a clean game, you're on top of updates as are the players. Combat runs smoothly and I have a clear idea of our place in the campaign and what our general and specific goals are. You've paid some personal attention to our back stories but we haven't gotten too far into it, which is alright some things resolve more slowly than others.

I could nitpick some things but I don't think it is even worth bringing up

One of my personal rules is to not suffer a bad game just to play and I'm still here. If I had a problem I would have reached out already.


1 person marked this as a favorite.
Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Snowheart, I'm pretty sure you asked this already. I'm really enjoying the campaign. I like the characters alot. And I know it's just getting started. Sometimes I worry Jerax is pulling too much attention away from other players, but that's cause I can post often at home and at work. Quite frankly, I'm addicted to these forums.


Female Changeling Alchemist (Vivisectionist / Chirurgeon) 2 | HP: 17/17 | AC: 17 (T: 13, F: 14) | CMB: +1, CMD: 14 | F: +4, R: +7, W: +0 | Init: +3 | Perc: +5, SM: +0 | Speed 30'

I think things are running very smoothly with this game from your end Snowheart. No complaints or suggestions.

Most of my trouble is my own. Partially it's being overburdened at work, which cuts into time, and sometimes energy for posting.

The bigger thing for me is that I haven't quite gotten inside Veda's head so far. It's early still but posts are a bit difficult because I'm usually pretty quick to figure out how a character will act or what they will say in a situation, but I don't have it yet in this case.

I think the evil part is what's giving me problems. It's harder to work with than good or neutral.


Halfling Pact Witch | AC 13 | hp 23 | init +6 | Perc. +6 | F+3 R+3 W+2 (+2 v fear) | Sense Motive +8 |

I think it is going very well. This is one of the better run games I've been a part of from both a DM and character/roleplay standpoint. Enjoying things very much.

If I were to ask of one thing, the characters likely know more about how the town normally functions than the players do. Things like, are there guards outside of the deputies. How harshly are crimes traditionally punished. Is the jail suitable for a four week incarceration, or would prisoners be sent off to a Hellknight camp. I think a little GM guidance on these sorts of issues might help.


Female LE Human Psychic 1 | HP: 11/11 | AC: 15, T: 11, FF: 14 | CMB: +0, CMD: 11 | F: +1, R: +1, W: +4 | Init: +1 | Perc: +6 | Speed 30 Ft.| Spells Known: 0—At Will|1st—2/5| Phrenic Pool—2/2 | Active Conditions: Mage Armor

I'm also doing just fine with the campaign all things considered. The pacing has been pretty good so far and there's been a nice blend of opportunities for roleplay and combat. I also love the distinctness of the NPC's.

So, yeah, I'm good so far!


Male Human Cleric (Asmodean Advocate) 3 | HP 19 | AC 16 T 11 FF 15 | CMB 2 CMD 13 | F 3 R 2 W 7 | Init +1 | Perc +7

I'd say I'm really enjoying the game so far. The characters have some great dynamics, and I think they fit really well with the story.

As Lily mentioned, this game is running very smoothly which really helps with enjoyment.

Similarly to Veda, I'm realizing how far my general gaming mindset is from an evil one, though playing a character with as much emphasis on restraint and order as Alixus helps to reduce that.


Belial's Maps; Dispater's Maps

Thanks for the feedback, all. Please do let me know if things aren't quite jiving for you. I try to be open to feedback and honest about the direction things may be going, and about what I am able to adjust or not.

I've found no AP is perfect and the inevitable flaws can be more bothersome for some players than others. If there is stuff I can do to accommodate, I will definitely try.

Slenk, good questions and sorry I haven't been more clear on that. The AP itself is a little vague on details and I've been anxious about committing myself only to later stumble across a sentence in the AP I'd missed or forgotten about.

In general...
* There are the baron's house guards and then there has been the sheriff and the deputies. The baron's guards have generally stayed at his manor, while policing of the town and surrounding area has been the responsibility of the sheriff and deputies. This may change as the situation evolves, but historically, I think that's an accurate summary.

* In Cheliax generally, there are so many laws, statutes, edicts and whatnot it's impossible for anyone to keep track of them all. That is quite by design and facilitates arbitrary enforcement against those who offend the ruling elite ("prosecutorial discretion" to an evil extreme). For those who are in favor, violations can be ignored or filed away for later. Those who are not in favor can be slowly taxed and fined to death. As you may have inferred, the ambiguity is also a feature, not a bug.

* The combination of these two things is why the locals liked Rhona. She just decided to not enforce the more arbitrary and "BS" laws.

* On the jail versus prison... probably a judgment call here. You would need the jail for minor offenses, processing of people, etc. If you have a seriously violent offender or someone who truly needs to be locked up for a long time, you're not going to keep them in a two-cell facility. I've purposefully stayed away from criminal law so if anyone has real world guidance/suggestions that would be helpful, feel free to offer them, but my intuition is saying you might keep someone for a couple weeks, maybe even up to a month, but not past that. Plus, I don't want you guys reduced to playing the role of jailors. (Boring!)

I also think its important to keep in mind Longacre is not the stereotypical image of a Chelish city. Most of the citizens here fall on the "good" side of the good/evil axis; that's what makes it ripe for rebellion.


Male Human Cleric (Asmodean Advocate) 3 | HP 19 | AC 16 T 11 FF 15 | CMB 2 CMD 13 | F 3 R 2 W 7 | Init +1 | Perc +7

Bit of a life update, the store I work at is reopening, and I've just been called in to help get things back into working order. It shouldn't make much of a difference in posting, as I'll likely only be working a few days a week, but I wanted to let you all know


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Snowheart, I'd like a ruling, please?
What would Jerax have to roll for him to pick someone up by their neck and choke them? Asking for a friend.


Belial's Maps; Dispater's Maps

LOL. I’m lacking coffee so missing the context and/or joke, but...mechanic-wise, wouldn’t it basically be a grapple followed by damage opponent.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

There is even a feat in the grapple chain suggesting that's can be what's going on, strangler.


Half-human
Alixus Vade wrote:
Seeing the brand on his palm, he steps back and does the sign of the Archstar. THough he had affirmed his loyalty to his nation, his loyalty to his god came before all else.

I hope I'm not offending anyone by saying something dreadfully ignorant here, but this has me kind of wondering if the Majestrix is something like the Queen of England, in which she is also the titular head of the church, or the Pope. Just random thoughts popping into my head. I know the church of Asmodeus and the Empire are distinct entities, but I'm still wondering...


Female Changeling Alchemist (Vivisectionist / Chirurgeon) 2 | HP: 17/17 | AC: 17 (T: 13, F: 14) | CMB: +1, CMD: 14 | F: +4, R: +7, W: +0 | Init: +3 | Perc: +5, SM: +0 | Speed 30'

I think Cheliax is "under the protection of" Asmodeus. Each ruler in turn has a contract with Asmodeus, but does not head the church.


Male Human Cleric (Asmodean Advocate) 3 | HP 19 | AC 16 T 11 FF 15 | CMB 2 CMD 13 | F 3 R 2 W 7 | Init +1 | Perc +7

I see it sort of as the role of the Roman emperors and the Pope. The church of Asmodeus has a religious head, but the Emperor of Cheliax is the highest divinely ordained authority, and as such the head of the Asmodean church, the Pontifex Diabolus if you will, is subservient to them.


Belial's Maps; Dispater's Maps

Prepping to kick off a new AP with my "real life" group ("F2F" doesn't really apply anymore) but will aim to have an update up this evening.


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

When the party makes their way to the Last Stand, Jerax would like to be in front of the group, and instead of opening the door, the tiefling wants to kick the door open with his hooves.


LE F Half-Ork | Infernal & Destined Bloodrager 1 | HP 12(11)/12 | AC 13, FF 10, T 13, CMD 17, 18 vs grappled | Fort +3 Ref +3 Will -3, +2 vs fear | Init +3 | Perc -1 | Speed 40ft | Conditions: 1 con damage
Usable/day:
Hellfire Strike 3/3, Bloodrage 6/6

I'm working on a big project for work right now so I'm not feeling posting on my games due to how tired I am. If you need me please bot, hopefully next week is better.


Belial's Maps; Dispater's Maps

Thanks for the heads-up, Lily.

All, but slammed myself (helping pitch our company to a couple of potential clients) but am trying to stay current on the updates.


Belial's Maps; Dispater's Maps

Hey all. Many apologies. I’m feeling rather under the weather today; achy and exhausted. Going to heat to bed early and should have something up in the morning. Thanks for your patience.


Female Changeling Alchemist (Vivisectionist / Chirurgeon) 2 | HP: 17/17 | AC: 17 (T: 13, F: 14) | CMB: +1, CMD: 14 | F: +4, R: +7, W: +0 | Init: +3 | Perc: +5, SM: +0 | Speed 30'

Hi everyone, very sorry for the absence. Work has been very heavy and I really needed the long weekend to do things other than the stuff I usually do.

I'll get caught up and post tomorrow or the next day.

1 to 50 of 378 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Belial's Bastards discussion thread All Messageboards

Want to post a reply? Sign in.