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

Glad to have you back! We're still working on getting Viatrix back up and running, but with any luck, and a fully roided out alchemist crit, you should be back on your feet in no time! Evil night-hag add-ons included at no extra charge!


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)

Seconded what Cra'rak said!


Quarterling Trench Fighter 3| 28/28 HP| 18 AC (16FF, 12T)| F +8 R +1 W +1| CMB: +2 CMD: 14| Init: +2| Perc: +9| Speed 20 ft.|

I know that we would likely die if we have to face a Night Hag, but I also am secretly hoping Vargas's first adventure doesn't end here and we must head north to Southport


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

So- raise dead leaves Viatrix at two negative levels. You can get a single restoration here for one of them, and a scroll for the second- but that can’t be cast for ten days (a week).

So for the next week it’s up to you if you want to play Viatrix with a negative level or Vargas and have Vi “recovering” in safety.

And with that, we’ve also hit our hinge point for everyone to level up to 4th level!

By my count total cost on Raise Dead plus two restoration for negative levels is 8170 gold.


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, loot is updated on my sheet with the new Green Witch stuff.

So, we started with 200,000 gold in the magic coin cask, then distributed 20K to each person, with left us with 100,000, and now we are subtracting for a resurrection, so we have 91,830 left in the group fund.

(I think people were talking about getting a Lyre of Building as well, but I don't think we have actually *done* that yet, so haven't subtracted it yet either.)


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

Cool, level 4 is easy for Bard so I'm done.

Also do we have the freedom to spend 20k gold in town?


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)

Level 4 Cavalier:

HP: 31 (previous) +6 (class) +3 (Con) = 40
Saves: +1 Fort
Stats: +1 Cha (12) and 1/day frightful gaze
BaB: +1
Skills: +3 (Diplomacy, Intimidate, Ride)
Expert Trainer (doesn't get it)
Challenge: 2/day

Challenge now gives +2 hit and +6 damage! So during a challenge it is +10 hit and 2d6+18 damage. Not bad for lvl4.

-----------------

Mount:

HP: 26 (previous) + 0...
BaB: +0
Saves: +0
Skills: +0
Stats: +0
Feats: +0

It gets nothing but magic attacks. :P


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

+5 hp, +1 Will save,
Skills:
+1 Sense Motive, DIplomacy, disguise, escape artist, stealth, bluff, disable device, perform percussion, perform strings, Kn (Planes)

New spells:
Heroism, Cacophonous Call
Abundant ammunition (favored class bonus)


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

Level 4 Sorcerer:

+1 BAB
+4 HP
+1 Will Save

+1 cantrip (Open/Close)
+2 second level spells (Commune with Birds, Invisibility)

+1 spell per day 1st level
+3 spells per day 2nd level

+4 skill ranks


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

Ohhh- second level spells means scorching ray which is a big one for Phoenix bloodline arcana!


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

Yeah, that would be a good one, but I also wanted to do something bird-themed for the character.

I also thought about Obscure Object so no one could scry and find out where the magical cask is, but I realized that at 8 hours at a time I would have to be using up all my spells every day forever to conceal it, so I decided to not bother.


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

Level 4 alchemist:
A couple of cool things, increased by int by 1, gained knowledge nature in the proces.

A cool second level spell, I chose ironskin. My int also gets me another first level spell, I went with ant haul. +7 HP, +7(+another 3) skill points, a point of BaB, and a discovery into rogue talent bleeding attack, which is setup for next level where I get flensing strike


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

Oh yeah, I forgot about the level 4 ability score increase. I raised my strength from 13 to 14.


Quarterling Trench Fighter 3| 28/28 HP| 18 AC (16FF, 12T)| F +8 R +1 W +1| CMB: +2 CMD: 14| Init: +2| Perc: +9| Speed 20 ft.|

Been working on V's reintro, it'll be up tomorrow


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

So- in my eternal quest to make interesting and interactive combat scenarios, I’ve decided to incorporate two of the very few good things from 5th edition to those of my games which are still in early stages including this one.

Those are- lair and legendary actions.

For anyone who hasn’t dabbled in fifth Ed, these are special actions that some enemies get in order to counteract the dreadful action economy that makes what should be “challenging” enemies end up missing twice before dying without having to make them so much higher cr than the party that they become unkillable or tpk machines.

Lair actions happen only when you are fighting an enemy in their “lair” or home- hence the name. They happen on initiative 20 always, one per round.

Legendary actions are actions powerful foes can take throughout the round (jumping in to take them after any action)- they usually have several options and 3 actions worth to take per round, with some actions taking two or all three of those.

These are in addition to existing AOOs and reactions that I might craft onto monsters other ways.

I just wanted to let everyone know so whenever I spring this on you in combat the first time you aren’t surprised, confused, and angered.


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

And yes- I have been think about this for a while, but yes that witch going down so easily was the final push for me to decide I need to incorporate this stuff now instead of waiting till I start a new game and can mention it during recruiting.


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

Okay sounds good! Thanks for letting us know.


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

Sounds fair... always hard to find the correct balance. My only concern is making sure that the players aren't completely overwhelmed all the time... which can be fun of course, but we also need time for story stuff. :)

I actually kind of thought you were just going to have the other witch attack us when we got back, extending the threat and making us solve the problem in a different way.


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

Oh no- she falls into that “much too high a cr so that she auto tpks” area- she is definitively a problem for another day and a much higher level.


Quarterling Trench Fighter 3| 28/28 HP| 18 AC (16FF, 12T)| F +8 R +1 W +1| CMB: +2 CMD: 14| Init: +2| Perc: +9| Speed 20 ft.|

I am a big fan of 5e, I like it differently and for different reasons, but those two things, as well as Inspiration and Advantage/Disadvantage are things I try to incorporate to any live tabletop, regardless of the system.

Vargas gains Deadly Aim, levels his Intelligence by 1. If possible, retrains his pistol focus (level 3 trench fighter class feature) to be focused on muskets.

Viatrix increases her Strength to 14 (because what didn't kill her made her stronger) and gains Expert Trainer (meaning she can soon multiclass, tho Vic will be vulnerable until level 7)

Vic gains 1 hit die, 1 skill rank in Survival, +2 STR, +2 CON, and +1 to INT. He a good boy.


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

Yeah- I ran another table of my dwarves of gold peak game in person from 3rd through 15th level and that was in 5th Ed- while I still feel the system is too limited on options and variation, those few things really stand out as being useful, so I’m taking these two and might look at taking advantage-disadvantage in later games.


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

Fine with me, I recognize the sheer absurdity of the hideous pounce-beast I am creating, and am perfectly fine with toning it down if needed! I like to make my characters work with the party, players, and GM, so feel free to just give me a heads up if anything that I'm doing is too extreme.


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

I'm traveling this weekend; I'll get the next part kicked off Sunday night or Monday.


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

I’ve had something unexpected come up; I’m going to be offline for a while entirely not sure how long.

I’ll try to get back when I can.


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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)

Best of luck with RL!


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

Hey GM, hope everything's okay for you. We'll be here when you get back.

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