Curse of the Crimson Throne (complete) (Inactive)

Game Master Whack-a-Rogue

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Congratulations on defeating the leader of the Red Mantis Assassins. This is a great time to level up. ;-)


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Level 15! <rolls up sleeves>

HP: +6 (base) + 6 (con) = +12 (171 total)
Saves: None from class, +1 from ABP (resistance)
BaB: +1
Skills: +4
Background Feat that I missed from lvl 14: Skill Focus Perception
Lvl 15 Feat: Arcane Strike
FCB Monk: Reduce the hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (hardness now reduced by 15!)

Monk 15:
+1 DR: DR/4 (Adamantine)
Combat Talent (if allowed): Perfect Attunement - As long as you have martial focus, you gain tremorsense with a range of 15 feet. At base attack bonus +11 and every 4 base attack bonus higher, the range of your tremorsense increases by 15 feet.

Sorcerer 15:
Bloodline Power: Aura of Protection (Su) (requires 15th level): You project an aura of power and goodness and that gives strength to you and your allies. While you are conscious, you and allies who can see you gain a +4 morale bonus to all saving throws.

Sphere Talent: Break Enchantment (I think that you mentioned that we will be stopping at lvl 16 or 17? Next lvl he will meet the perquisites for 'Make Whole' which is a great capstone ability)

----------

Mistakes I noticed:

Alteration: " A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times."

I was only using 1 (Dodge for +2 AC). I should have 4! Therefore, will be using spending 2 spell points for reapply permanent, adding these:

* Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative.

* Uncanny Dodge: The target gains extraordinary reactions, granting uncanny dodge as the rogue ability. The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. If the target is granted this trait a second time or already has the uncanny dodge ability from another source, they instead gain improved uncanny dodge as the rogue ability. The target can no longer be flanked. This defense denies a rogue the ability to sneak attack the target by flanking, unless the attacker has at least four more rogue levels than the target has Hit Dice.

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

Main Changes:
* Improved Uncanny Dodge (alteration)
* +4 Initiative (alteration)
* +4 damage (arcane strike)
* +4 morale bonus to saves for Torsten and Usawoti (bloodline), with +1 (resistance) for +5 total
* +1 DR (DR4/adamantine)
* Tremorsense 25ft (open hand talent)

If all of this is kosher, and I didn't make any mistakes, I'll get the profile updated. All in all, a good level!

Grand Lodge

Going after the Kazavon's relics.

wow, done already... about the only thing I know is the fifteenth level feat will be exotic weapon: bastard sword (or that group or whatever) My wife too the day off so I don't know that I'm going to get a lot done today and the weekends are always busy, hopefully I'll get Usawoti updated on Monday.


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

I tend to map most of this out in advance. So when the time comes to level up, there isn't much thought process left.

If you want exotic weapon: bastard sword, then I'd advise taking extra combat talent for the equipment sphere.

Knightly Training (discipline)
You gain proficiency with the greatsword, halberd, heavy flail, heavy pick, light flail, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons. When performing a charge, you only suffer a -1 penalty to your AC rather than -2.
(I think that this would net you bastard sword, estoc, and better charging)

Duelist Training (discipline)
You gain proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, dueling sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.

Gallowglass Training (discipline) [High. HB]
You gain proficiency with the deer horn knife, greatsword, halberd, light shields, longbow, longsword, musket, pistol, shortbow, and shortsword, and may wield the bastard sword as a two-handed martial weapon.

Custom Training (discipline)
Select 5 weapons; you gain proficiency with the selected weapons. Exotic weapons count as two weapons against your total (so you could gain 1 exotic weapon proficiency and proficiency in 3 martial or simple weapons, or proficiency in 2 exotic weapons and 1 martial or simple weapon). You may take this talent multiple times, selecting new weapons each time.

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

With custom training, you could take dwarven shoanti boulder helmet. grants a +2 circumstance bonus to the wearer’s AC against critical hit confirmation rolls.

Another 2 points gets you bastard sword.


@Torsten: Everything looks fine to me. Normally I'm not a huge fan of the talents that permanently grant extraordinary senses, but since you already have lifesense through the Divination sphere, it's fine. Don't forget that the lifesense talent costs 2 spell points, though. ;-)

@Usawoti: Take your time. :-) I'd suggest selecting a different feat, however.

Grand Lodge

Going after the Kazavon's relics.
Your Benevolent Dictator wrote:
@Usawoti: Take your time. :-) I'd suggest selecting a different feat, however.

? curious I was assuming they would leave the sword a bastard sword and he'd need to be able to use it.

I will see if I'd made any previous notes about feats at this level

Grand Lodge

Going after the Kazavon's relics.

so absolutely no idea what to do here. Certainly, puts YBD's recommendation to skip focusing on the sword into a different light.


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Lol I was planning to get a post up Monday (crazy weekend). But yeah this takes a bit of thought.


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Two options. Retreat and come back with the sword, or fight now and see how the dice fall. I'm down for the second and it will be Torsten's default. If you want to go with the former though, I'll gladly go along with that as well.

Grand Lodge

Going after the Kazavon's relics.

I'm happy to fight, curious to see how much damage we can do to her without the sword...

Grand Lodge

Going after the Kazavon's relics.

Hey Torsten, which approach do you think will be better. For Usawoti to channel and damage as many as he can some, or focus on one combatant at a time?


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

It's a good question. I'm actually stuck here myself. We could...

(1) Retreat to the doorway. We are heavily outnumbered and our enemies are large. We can take away their numbers by using the terrain. Sadly, the Queen seems to be a powerful wizard herself, and this gives her plenty of time to blast away at us. But with this, you could AOE the enemies and they couldn't do much.

(2) I could grab charge through and hit the Queen straight away. I'd be surrounded by everyone, but I could get right into the thick of things. At least right now, with the enemies flat footed, they won't be able to get any AOOs against Torsten as he goes past them.

I'm really on the fence between the two. What do you think?

Grand Lodge

Going after the Kazavon's relics.

I like the idea of moving to the doorway, and getting hit less often, but his channel would only hit those within 30 ft. He could use channel ray to hit the queen or the destructive blast. If you charge through to hit the queen, he can move 30 ft to the red carpet and channel from there, protecting Torsten some from the onslaught with his body. I'm good either way, but moving back to a defensive position and wearing them down, hasn't quite been our style yet.

Grand Lodge

Going after the Kazavon's relics.

I started to post Usawoti's actions and realized I'd not gotten him to 15 level, so here we go.

Added @ 15 th lvl
ABP:
Feat: Channel Surge
Resistance +5
Ranger
+ 10 HP
+ 1 BAB,
4th studied target
Skills @ 9: + 1 to Acrobatics, Athletics, Disable Device, Influence, Knowledge (dungeoneering), (nature) Sense motive, Stealth and Survival.
Soul Weaver
Channel energy 8d6
+ 1 base caster level
+ 1 magic talent: Echoing Word

Does the feat Channel surge work with Grand Channel and Simultaneous Channeling? If not, he will take the feat Extra Channeling.


Sounds good. Yes, Channel Surge will work with those class features. It'll just get expensive if you're combining them. ;-)

Grand Lodge

Going after the Kazavon's relics.

yeah, three or four channel's but it may be worth it. The faster we can do the damage the quicker we're done. Since we leveled did our channel energy and spell pool go back to full?

Can't hurt to ask, right?


You haven't rested yet, so any resources are still expended. Good try, though. ;-)

Grand Lodge

Going after the Kazavon's relics.

¯\_(ツ)_/¯

Can't blame a fellow for trying. Curious to see how the 'echoing word' works out.

Grand Lodge

Going after the Kazavon's relics.
Your Benevolent Dictator wrote:
@Usawoti: You need to be visible to an opponent you're trying to feint unless you have the Verbal Feint talent. Two-weapon fighting requires a full-attack action, but the Dual Attack feature from the dual-wielding sphere is an attack (Standard) action. As such, I'll ignore the klar roll this round. On a related note, Fatal Thrust requires an attack action or an AoO, so it can't be used with full-attacking.

Thank you. So blindness is another good reason to have verbal feint. I knew using a full attack action would alter things a bit I just wasn't sure how much. I should have remembered about fatal thrust, but I've gotten lazy knowing you'll correct any errors I make... I'll will try to remember the information. I'm pretty sure if not for Usawoti's benefit at least for Tribim's :)


Fun fact I learned during this combat! A human body contains 1.2-1.5 gallons of blood.

Grand Lodge

Going after the Kazavon's relics.

that makes sense

Grand Lodge

Going after the Kazavon's relics.

Did we come through anything that looked like a game room? It looks like checkerboards up on the fourth floor, but I don't remember reading anything calling it a game room.

Your Benevolent Dictator wrote:
The wooden floor, walls, and ceiling of this large hall present a rich and harmonic scheme of decorations. The 25ft-high ceiling is supported by pillars inlaid with ivory and partially hidden by a hanging forest of silk draperies in the colors of autumn. Near the walls, these draperies reach down to the floor in cascades of deep red and yellowish-orange silk. Circular crimson couches sit around the base of the pillars, with matching stuffed stools and low ebony tea tables with stained-glass tops. In the middle of the hall are an empty space that serves as a dance floor and a balustrade opening to the stage hall below.

It sounds more like a 'ball room'.

Just spit balling here.


The game room is located at the northeast corner of the fourth floor.

Grand Lodge

Going after the Kazavon's relics.

just a small question as I resist the urge to try and solve the puzzle. Is it directly related to the cards? I know nothing of them, but I'm willing to learn if it will help Usawoti out.


For anything Harrow-related, extensive knowledge of the card meanings is never necessary. On a related note, this isn't a puzzle - but feel free to turn it into one if you'd like. ;-)

Grand Lodge

Going after the Kazavon's relics.
Your Benevolent Dictator wrote:
The Midwife is the Neutral Good card from the Stars (Wisdom) suit.

So six suits, nine cards each?


That's correct.

Grand Lodge

Going after the Kazavon's relics.

Excellent, now that we've got that sorted, we just need to figure out who's talking to us, where their at and what their relationship is to the card flapping around on the ceiling....

Grand Lodge

Going after the Kazavon's relics.
Your Benevolent Dictator wrote:
@Usawoti: A typical stone wall (or ceiling) has hardness 8 and 540hp. Using average die rolls (and factoring in Focused/Crafted Blast), it'll take 20 rounds to break through. Just checking to make sure you're wanting to take the time. :-)

ummm any better ideas?


Spend 8 spell points, and you can do it in 8 rounds. What you're trying to do is better suited for the Demolition talent. ;-)

Grand Lodge

Going after the Kazavon's relics.

and I'd had the Demolition talent, but got rid of it to kill the skull. Torsten, any opinions?


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

We could go up to the other floor…or is there enough furniture in the room to get to the ceiling?


Most ceilings are 20ft-tall, so it'll be difficult without flight, unfortunately.


Just a quick check-in as I know you're seeing my posts in Mummy's Mask. While I'm in good shape in terms of moving and posting availability, I still need to unpack my CotCT hardcover. The good news is that my weekend project is getting the new bookcases set up, so it should turn up then. :-)

Grand Lodge

Going after the Kazavon's relics.

Thanks for the heads up. Moving is a pain, take whatever time you need we understand.


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Exactly. Moving is a headache and a backache. Wish you the best in it!

Grand Lodge

Going after the Kazavon's relics.

I'd read YBD's post before I had even started drinking coffee, but I was like "What should Usawoti do, Torsten's gonna maul this devil."

So when I went back to read Torsten's post, it was like 'told ya.' I don't know if either of you are football historians, but I feel Usawoti is a little bit like Mike Singletary. I read in an interview with Mike that there were times in games that the '85 bears defense had so dominated opposing teams that Mike actually told the other players they could dial it back....

Not that I'm comparing that defensive line to Torsten, cause he's pretty much doing the work of four of them....


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

And my apologies. It's...something of a balancing act. Went through one round of nerfing and I hoped it would bring him down to a manageable level. But it does seem like I've failed at this.

I saw your post an hour ago, and it's been niggling around in my head. I think that one issue here might be flurry of blows. It gives an extra 2 attacks to Torsten. That is a huge damage spike, especially as Usawoti tends to do a single blast. I think that if Torsten lost those 2 attacks, it would make him no longer be OP.

Idea 1:

(1) Torsten's flurry of blows no longer give extra attacks.
(2) Instead, they allow him to attempt to disarm/sunder/dirty trick.

It is still a useful feature, but it is no longer 'combat over.'

Idea 2:

(1) Torsten loses an arm. With it, he loses his flurry of blows class feature.
(2) To make up for this, he starts using a weapon.

I'm good with either one. The first is probably the easiest to do, but it always runs the risk of feeling 'weird' when he suddenly stops exploding things. The second probably makes for a better story. I'm a big believer that stories of struggle work best when there are some set backs. He already had some of his soul eaten in the last castle, losing a limb would add to that. It's also the bigger nerf, as it just takes away a major class feature without any replacement. But, as it is the better story, I'd lean towards that one.

I'm also open to any other suggestions. This is a collaborative game and I want it to be fun for everyone, and not screwed up because of my build.

Grand Lodge

1 person marked this as a favorite.
Going after the Kazavon's relics.
Torsten Runeforger wrote:

And my apologies. It's...something of a balancing act. Went through one round of nerfing and I hoped it would bring him down to a manageable level. But it does seem like I've failed at this.

I'm also open to any other suggestions. This is a collaborative game and I want it to be fun for everyone, and not screwed up because of my build.

Sorry, I think you misunderstand me. I love the fact Torsten is as OP as he is.

When I built Usawoti I wasn't sure what the game needed, so I put him somewhere between a support person, ranged capable, and a frontliner. But playing him with Torsten has been a hoot. I like some of the diverse things Usawoti can do, effecting groups of things, or doing ranged pretty good on flying stuff. But my favorite part of this game is watching Torsten tear stuff apart.

Really, I love when my character gets to warn the bad guys about his friend while my character is still able to be helpful with certain things. I also like the fact that Torsten doesn't see himself as all that much, putting higher value on things other than destruction.

Please don't change him, if you do make him more OP, it won't hurt my feelings at all.

The football reference was sincere, Mike Singletary was by far my favorite player on that team and in the NFL. He wasn't the biggest or strongest, but was the heart and soul of that defense. The front four were intimidating and would try and hurt people. Several times, once the other team was on the ropes, he'd tell them to let up a little.

Fortunately, you'll not need to worry about Usawoti ever telling Torsten to let up on the bad guys :)

Edit: I keep reading this thinking, there are a couple other things. First, with Torsten as good at combat as he is, I'm not worried about Usawoti being 'less powerful' it lets me explore more of the sphere's stuff. In most games I wouldn't do that. Here, I can do what I like to do best as a player, which is open doors and pick a fight without feeling like I need to Max out my character.

Second I love the idea of this Skoan-Quah Bone Caster being all scary and stuff, going, "I'm not the worst thing in the room, you should play nice so you don't have to face him"


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

I'm honestly glad to hear that. The last thing I want to do is step on anyone's toes when it comes to enjoying this all together.


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Yeah, I don't think any nerfs are necessary - especially this close to the end of the campaign. Things basically boil down to Torsten being a specialist whereas Usawoti's a generalist. There's also a bit of a system mastery difference in that Robert Henry doesn't have a lot of experience with mages, and the resultant complexity can be overwhelming. :-)

@Torsten: If you're looking for a challenge, I think there's a good roleplay one. You've essentially spent the entire campaign gradually turning yourself into a machine in search of perfection. At what point do you stop being a Dwarf? ;-)

@Usawoti: If you're ever wanting to do more than channels and destructive blasts, check out the other abilities on your sheet. :-) As a reminder, Usawoti can:
- Inflict massive bleed damage or negative levels
- Steal an enemy's vitality to heal himself
- Create darkness that heals himself and his allies
- Raise the dead
- Bless an ally to heal 150pts damage, cure all ability damage, and remove a massive list of negative conditions
- Curse an enemy to instantly slay it and reanimate it as a zombie under his control


Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere) Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4) Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)
Your Benevolent Dictator wrote:


@Torsten: If you're looking for a challenge, I think there's a good roleplay one. You've essentially spent the entire campaign gradually turning yourself into a machine in search of perfection. At what point do you stop being a Dwarf? ;-)

It's funny that you mention that. I remember that the campaign ends at lvl 16, correct?

I was considering as my lvl 16 talent taking...

Not decided plan(s):

Plan 1

Alteration -> Outsider Body.

By my understanding of Alteration...

"A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times."

Right now Torsten is lvl 15. That means he has 4 traits. Going from that list, he has Dodge (+2 dodge AC), Initiative (+4 initiative), and 2x Uncanny Dodge (improved uncanny dodge). This is all permanent.

By taking Outsider Body, this would open up new options for him. So I'd use 2 spell points to make a new permanent alteration. Now it would be * Dodge * Initiative * Axiomatic Form (lawful subtype, lawful aura, DR 5/chaos) * Inevitable Body (Dwarf and Construct subtype, +5 fort except vs effects that work on objects)

The idea would be that his tattoos had finally gone too far, causing him to be something more than a dwarf. I'd assume that there would be some sort of visual change for this. Perhaps something like this.

Plan 2

The other idea was taking cosmic body. I'd take shadow blend and spirit touch. Torsten would thus end up looking like this

Again, this would be the rune-tattoos going too far, with Torsten slipping into the ethereal plane. I have some rough ideas of what that would be like for him, with him slowly but surely leaving the material plane, and seeing what is beyond.

Plan 3

Or...likewise taking Elemental Transformation. Burn and Elemental Resistance and with Torsten looking like this. With, again, him becoming less and less dwarven until he leaves entirely.

While we aren't going to level 20, I had some ideas bouncing around in my head for Torsten's epilogue, with the assumption that he lives to the end of the campaign. Suffice to say, it wouldn't be quietly opening a shop and living the life he wanted.

Plan 4

And of course because I'm not decided, he might also just take a talent from the life sphere and stay a dwarf.

So yeah. I'm not sure where to go with this. If you have any advice I'd honestly be really happy to have it.

Grand Lodge

Going after the Kazavon's relics.

Hey YBD, should I have said Usawoti delayed? I was waiting to see if Torsten finished it off.

Grand Lodge

Going after the Kazavon's relics.
Your Benevolent Dictator wrote:

@Usawoti: If you're ever wanting to do more than channels and destructive blasts, check out the other abilities on your sheet. :-) As a reminder, Usawoti can:

- Inflict massive bleed damage or negative levels
- Steal an enemy's vitality to heal himself
- Create darkness that heals himself and his allies
- Raise the dead
- Bless an ally to heal 150pts damage, cure all ability damage, and remove a massive list of negative conditions
- Curse an enemy to instantly slay it and reanimate it as a zombie under his control

So, every combat I go look at the list reading through the 'death' and 'Dark' talents, considering them instead of raw damage, I end up choosing raw damage instead. Sadly I'd not spent a lot of time looking at the 'Blight' class talents. Yikes! If consume doesn't kill them it does 15d8 damage.... wow....well, I mean it does cost two channels...

Not that I'm going to spend the afternoon looking at what sort of character you could build with soul weaver for a 'normal' game...


You'll have one more level-up before the campaign ends, yes.

@Torsten: Of the options you've listed, I think Plan 1 makes the most sense thematically. You haven't done much with either fire or shadow during the campaign, so Plans 2 and 3 feel a bit out-of-nowhere. While remaining a Dwarf is also a very viable option, the transformations you're thinking of mesh pretty well with an *optional* bit that's coming up - assuming you go for it, of course. ;-)

Grand Lodge

Going after the Kazavon's relics.
Your Benevolent Dictator wrote:
Before we continue, what's the verdict on the ghost? If you take the deck of many things route, you each can draw up to three cards.

I was under the impression we let the ghost inhabit the cards, but I'm not really familiar with the deck of any things, do we need to select three cards now?


A deck of many things is an extremely powerful magical artifact that has a variety of effects - both positive and negative. The traditional one can do things like permanently change your alignment, grant wishes, give you a castle, or cause a friend to become your mortal enemy. These effects happen instantly when cards are drawn, and once you decide how many cards to draw (if any), there are no "takebacks." The deck you have is unique to this campaign, and I've adjusted the possible outcomes to mitigate the amount of game-derailing effects. ;-)

Due to the nature of this item, drawing cards is entirely optional and doesn't have to happen right now. It can even happen during the campaign epilogue. In my live game, players drew two cards: one was forced to multiclass upon level-up, and the other married a genie princess to prevent a planar war.

Grand Lodge

Going after the Kazavon's relics.

I'm voting we draw the cards once we're done saving the city...I'll post such in game if the topic comes up.


*DING*
It's time for the final level-up of the campaign. :-)

On an unrelated note, Serithtial has been repaired if Torsten wants to have another moment with his kin.

Grand Lodge

Going after the Kazavon's relics.

So should we recover Serithtial and see what sort of weapon it is before Usawoti starts adding feats?

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