Kesperex: King's Land Scoundrels

Game Master Nathanael Love

King's Land Scoundrels


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Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Howdy! Working on profile now, but I thought it might be nice to dot in!


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

And I've got a profile up and running! Love to hear some comments on it, and super excited to be here!


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Welcome aboard

You have an extra language as common=draconic


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Thank you very much! Fixed that


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Nice build. Plenty of damage between the natural attacks, sneak attack and VMC Barbarian, but also also the support of an alchemist.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Let me know when you want me to hop in, I think I'm good to go~


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Hop in whenever here is fine!


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

I think that I might have made a mistake by creating a minor noble as a character. I should have realized how anti-country the party is. I don’t want to be the person who comes into an existing campaign and changes party for film all of the sudden. Could I get some more information on the east and west kingdoms...? And my apologies if I scrap Karak before we even get out of town.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

It doesn't have to be a bad thing... maybe the commander here will respect you, unlike us. It might offer some interesting choices... but yeah, hard to be in the middle of two armies if you take sides... err, well, even if you don't, but harder if we have to play them off of each other.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The East and West Kingdoms- both officially Trintz have been at war for hundreds of years now, hence being referred to mostly by their geographic location- neither would consider relinquishing the name.

The area is supposed to comprise the kind of western europe of the campaign world-- high France.

Barrowdar is on the border- and while some nobles with estates firmly in one Kingdom or the other are themselves firmly in those camps, nobles with old enough lineages to before the split in the hazy in between regions, sometimes known as the Border Dukes, have a reputation for switching sides, shiftiness, and general mercurial nature.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Ah, I see. That makes sense. Especially with Barrowdarians not having much in the way of loyalty as to any one side.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Another inspiration touch point for this game is the career of El Cid if you're familiar with him-- a Spanish mercenary general who alternately fought with the Spanish and with the Caliphate switching sides several times during the Reconquest in Hispaniola.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Okay, so we have ambush, sabotage, burn, and block thrown out there... did I miss anything, or does anyone have other ideas before we vote/proceed?


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

How common are guns in this world? I know we're going up against a cannon, but 1, it's gnomish, and 2, that doesn't always mean that smaller firearms are easily available. I only ask because if they're super common, my Stamford Bridge strategy won't work very well, because they'll just target my touch AC with their guns.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

A very good question. If they are really common, then I should really have Karak wear Fortress Plate. Armor that is in every way inferior to plate (-2 AC!) but which works against guns.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

They are common enough that PCs and named/"boss" type NPCs will likely use them, but not common enough that you are ever likely to run into a group of NPCs where the "common"/soldier/"goon" NPCs are using them if that makes sense.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

In that case, using the bridge as a chokepoint sounds like it might work well for us, especially if we get an ambush off. Does anyone have silent image? We could create the illusion of breaking the bridge without actually doing so if that's a concern of ours.


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

I don't, no.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

No illusion spells here either.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

I can cast hammer.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I'm hearing that ambush is the plan- so if you guys can place yourselves where you want on the map on slide 4-- they will be coming from the North to the South.

Then stealth checks and perception checks once you're set.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Stealth: -4 and -3 on foot (dwarf and mount) or -8 mounted.
Perception: +1

Yes...Karak is good at ambushes. :p


Male Human Seeker of Enlightenment 2| HP: 15/15| AC: 14 (T12, F12)| CMB: +1, CMD 12: | F: +4, R: +3, W: +8| Init: +2| Perc: +11 | Speed 30'|

"An honorable fighter never ambushes his quarry! or something like that

also no silent image here


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

So we don't wanna lay any traps first?


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

I'm not thrilled about an ambush either, but I think the decision has been made.


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Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

So I read the stats on bear traps, and it turns out they are both terrifying and affordable, for future reference. Not the most subtle, but neither is a bag of caltrops, and that's a classic.


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Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Heads Up -- I will be traveling/visiting with family starting November 18th through December 2.

Traveling days I won't be able to post (driving cross-country), and I am not sure whether I will have time while visiting with family, so please feel free to either bot my character or put her on ice in the meantime.

Apologies for the extended absence. I'll be on mostly normally till Wednesday, so if you have questions/requests before I go, let me know.


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Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Vee Level 2 Cavalier, +8 HP, +1 BAB, +1 FORT, FCB Skills

Skills: +1 Intimidate, Ride, Sense Motive
Background Skills: +2 Craft Alchemy.

Class Feature: Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Victor HD 3 Horse, +7 HP, +1 BAB, +1 WILL, +1 Acrobatics, new feat: Hefty Brute.

For purposes of an Acrobatics check, like if someone wanted to use a horse to jump the width of the river (>>), would jumping from bank to bank be acceptable (25 or 30 ft), or would you have to jump from the green to green (35 or 40 ft)?

With speed of 50 and the Run feat, Victor's bonus for a running long jump is +17, so jumping 30 feet isn't infeasible, but 35 or 40 would be too risky.


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I'd say 30 is fine.

I did not even think of attempting something like that.


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Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

I love hearing that as a player. Always glad to be exciting and unpredictable.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Have to admit, that was pretty cool


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Thank you, Karak.

Oxnard, I would like to get your ruling on an aspect of the Spellscar Drifter archetype. It doesn't say it in the text, but the archetype is intended to allow challenges to work with firearms. I believe it even received a PFS clarification but I'm not positive on that.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yes- it makes sense that the challenge should apply to firearms for the archetype.


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Awesome, thank you


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

I know we did not go over who took what from the backpack, but I think it makes sense for V, as a gun-toting cowpoke, to have the pellet grenades. Is that alright to say for this combat?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yeah- that's fine!


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

I realize it opens myself up to another attack (and I'm one good hit from falling), but to be clear the gunshot was aimed at the uninjured soldier. Also, are the oxen yoked together side to side, forward and back or just one or the other?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

With that crit unless you specifically directed Victor to strike the opposite target from you, you'd drop one either way.

Yes- the oxen are yoked together across with those big wooden yokes, and rope connectors from to back.


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

The goal was to have Victor kick the one we were beside, and then shoot the far one, leaving both injured.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Got it- corrected, and he missed so you are now facing down two injured (-18 each) soldiers instead of a single uninjured soldier.


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Awesome thanks. I think these are my last questions for this battle (sorry I've had so many)

First: since both are alchemical weapons, would you allow the Advanced Firework Techniques (specifically being able to shorten the fuse) to apply also to the fuses on the pellet grenades? I feel like rationally they should be allowed, but I understand the argument against it also.

Second: I meant to ask this earlier but is the gnomish gun tower shaped like that on the map to indicate its height and general shape or is its base actually triangular?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The triagularness is to simulate the general shape- the base is more squarish.

Yes- I think that fireworks and pellet grenades are close enough to the same that the same techniques would apply.


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|
Cra'rak "The Vulture" Krawk wrote:
Sorry to butt in again, but my AC with mutagen is 19, so I don't think I got confirmed on. Is there a way I can indicate that for you that'll make this easier in the future?

Obvi I'm not the DM, but I usually put a section for "Active Conditions" at the end of my quickbar, so I and the DM can remember what buffs/debuffs I'm presently under.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Ah yeah- either adjust it in your bar, or else do an OOC with your adjusted/current stats at the end of your posts- I forgot that mutagen affects AC.


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Karak, obviously this is irrelevant now that you've succeeded but you get an additional +4 for every 10 feet of speed you have above 30, so with your mount's speed of 50, you should have +8.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Good to know, thanks!


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Imagine how different this fight would have been if both Vi and me failed our acrobatic checks and fell into the river.


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

It would have been a convenient way for you to roll a new character if you had still wanted to.


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Sorry for instigating conflict again, but also not because drama is exciting and we do need to discuss a plan of what to do with potential survivors.

The options I see for the tower (there are more), should we try and take the whole tower somehow, destroy it beyond repair (could be as easy as pushing it into the river?), or have the gnome help us dismantle it and make it look like we destroyed it, but we get to keep several of the cannons? Or something else, idk


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Heh, it's all good. This is what happens when we play our characters as people and not stat blocks. Kinda hard though to convince a lawful good cavalier to kill wounded soldiers though, which an edict like this: "The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves."

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