DM Fang Dragon's: War for the Crown

Game Master FangDragon

Drammatis Personnae | Maps | Map of the Palace of Birdsong


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Female Tiefling Vigilante | HP: 45/45| AC: 20 | CMB: 5 CMD: 20 | F: +3, R: +10, W: +9 | Init: +5 | Ling +4, KnEn +5, KnNo +9, Per +12, Blf +13[17], Dip +13, Dsg +15 [35+], Sth +17, SM +13[17] |Koriana's Blade +11, d?+5+3d4/8 |Active conditions:
DM Fang Dragon wrote:
@All, I'm going to update my hero lab versions of your character sheets tonight. There's a few archetypes / traits / feats from the villain codex I can't figure out how to get. They consolidated a lot of the packages and it's not obvious which one is needed now. This isn't a big deal but it does help me understand your characters. Level 1 characters are simple, but by level 10 that'll no longer be the case. I'm hoping that future me will be glad I did this.

Sorry boss, planning to make a couple of build changes (mostly re. weapon). Hopefully won't be a huge deal.


Palace of Birdsong| War for the crown maps

@Cyrene no worries, now's the time to get things sorted.

@All sorry I'm doing a lot of nit picking here, apologies if I've made any mistakes!

Cyrene:

Currently got you down as wielding a dagger, can revise later :)

Generally looks like your numbers match mine. I'm not including the +20 circumstance bonus on disguise here.

Cyrene
Rakshasa-spawn tiefling vigilante 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Intrigue 9)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+1/19-20)
Special Attacks hidden strike +1d8/+1d4
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 10, Wis 10, Cha 17
Base Atk +0; CMB +3; CMD 15
Feats Agile Maneuvers, Dodge
Traits athletic champion, indomitable faith
Skills Bluff +7, Diplomacy +8, Disguise +9 (+29 to appear as part of polite society while in your social identity), Knowledge (nobility) +4, Linguistics +1, Perception +5, Sense Motive +6, Stealth +7; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Common
SQ dual identity, finesse weapon attack attribute, pass for human, prehensile tail[ARG], social talent (obscurity), vigilante specialization (stalker[UI])
Other Gear mwk studded leather, dagger
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Obscurity (area of obscurity) (Ex) Your social identity is not famous, but obscure.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

Julia:
Re wielding a weapon, the common assumption on the rules forum is wielding a weapon means having it drawn. That could be inconvenient, although maybe you'll be able to pass concentration checks.

On a positive note, your build matches mine.

Julia Aubigni
Human bard (arcane duelist) 1 (Pathfinder RPG Advanced Player's Guide 80)
CG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +2; +2 trait bonus vs. charm or compulsion effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . rapier +3 (1d6/18-20)
Special Attacks bardic performance 10 rounds/day (distraction, fascinate [DC 13], inspire courage +1, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +4)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 13
Feats Agile Maneuvers, Arcane Strike, Lingering Performance[APG], Noble Scion of the Arts[ISWG]
Traits child of oppara, unswaying love
Skills Acrobatics +7, Appraise +2, Bluff +7, Diplomacy +7, Knowledge (local) +5, Knowledge (nobility) +8, Perception +4, Perform (act) +8, Perform (sing) +8, Sense Motive +4, Stealth +7
Languages Common, Kelish
SQ finesse weapon attack attribute
Other Gear leather armor, dagger, rapier
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Noble Scion of the Arts You are a member of a proud noble family.

Lope:
Re Disgraced Noble, it's +2 to conceal your identity not a flat +2 :(
You need to buy thieve's tools or there's a -2 penalty on disable device.
Re linguistics I think you can't use this untrained and the trait bonus is +2 to spot or produce forgeries not a flat +2 :(
Kensai gives you canny defense so your AC with mage armor is actually 19. DM audit ain't all bad! :)

Lope de Vega
Human magus (kensai) 1 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +2
Defensive Abilities canny defense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +5 (1d8+4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Kensai) Spells Prepared (CL 1st; concentration +4)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +4; CMD 14
Feats Agile Maneuvers, Slashing Grace[ACG], Weapon Focus
Traits disgraced noble, savant
Skills Bluff +4 (+6 to conceal your identity), Disable Device +5, Intimidate +4, Knowledge (arcana) +7, Knowledge (nobility) +4, Perform (oratory) +6, Spellcraft +7, Use Magic Device +4
Languages Azlanti, Celestial, Common, Draconic
SQ chosen weapon, finesse weapon attack attribute
Other Gear aldori dueling sword[ISWG], light crossbow, thieves' tools
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Aldori dueling sword) Kensai abilities only function when wielding a weapon of this type.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Pelligrina:

I think my numbers match yours.

Pelligrina Revay
Human witch (mirror witch, seducer) 1 (Pathfinder Player Companion: Legacy of the First World 16, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Villain Codex 152)
Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Special Attacks fey charm
Witch (Mirror Witch, Seducer) Spells Prepared (CL 1st; concentration +5)
. . Patron Deception
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD 11
Feats Agile Maneuvers, Cunning, Extra Hex[APG]
Traits fast-talker, senatorial hopeful
Skills Bluff +9, Diplomacy +11, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nobility) +3, Spellcraft +6
Languages Common
SQ finesse weapon attack attribute, otherworldly allure, patron mirror
Combat Gear alchemist's kindness[APG] (2), calistria's kindness (3); Other Gear haramaki[UC], dagger, belt pouch, belt pouch, tindertwig (4)
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Charm +1 (4 rounds, DC 15) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Fey Charm (Su) Gain charm hex with DC increased by your relation to target.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Otherworldly Allure User Cha instead of Int for witch class features.
Patron Mirror (hardness 5, 6 HP, Int 12, Steel mirror) (Su) At 1st level, a mirror witch creates a direct link to the power of her patron. She chooses a patron as normal, but instead of gaining a familiar that serves as the conduit to her patron, she uses a mirror (worth at least 10 gp) to speak to a fragment

Triphylla:

In addition to Taldane (common) and Halfling, you're granted two starting languages. Which ones will you choose?
It looks like you have two skill points left to spend (I'm assuming you're putting your FCB into skills given the 8 hp on your sheet), you should have 8 in total including your 2 bonus background skills.

Triphylla Achlys
Halfling alchemist (vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
NG Small humanoid (halfling)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +2, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee sickle +4 (1d4+1)
Special Attacks sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2 (+4 dirty trick, +4 disarm, +4 reposition, +4 steal, +4 trip); CMD 13 (15 vs. dirty trick, 15 vs. disarm, 15 vs. reposition, 15 vs. steal, 15 vs. trip)
Feats Agile Maneuvers, Brew Potion, Deft Maneuvers, Throw Anything
Traits fast-talker, young reformer
Skills Acrobatics +3 (+8 to move through spaces of larger foes, -1 to jump), Appraise +6, Bluff +8, Craft (alchemy) +2 (+3 to create alchemical items), Disable Device +8, Knowledge (local) +7, Perception +4, Perform (oratory) +4, Sleight of Hand +7 (+9 when within 30' of a human), Stealth +7 (+9 when within 30' of a human)
Languages Common, Halfling
SQ adaptable luck[ARG], alchemy (alchemy crafting +1), finesse weapon attack attribute, human shadow, mutagen (+4/-2, +2 natural armor, 10 minutes), underfoot dodger
Other Gear leather armor, sickle, alchemy crafting kit[APG], thieves' tools
--------------------
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
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Human Shadow Hide behind creatures at least one size larger; +2 Stealth/sleight of hand when within 30' of a human.
Mutagen (DC 12) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Underfoot Dodger Crowd squares do not count as difficult terrain, Acrobatics +5 to mv. through occupied spaces.

Valeria:
Re skills I'm getting different results: Diplomacy is only +8, and perception and sense motive are both +0. They are class skills but you don't get the +3 unless you spend a skill point :(

I don't mind if you really want that buckler, but you'd have better AC for less gold if you went with medium armor instead :)

Valeria Turanor
Human oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 shield)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds
. . Mystery Lunar
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +2; CMD 13
Feats Agile Maneuvers, Dodge, Precise Shot
Traits child of oppara, influence
Skills Acrobatics +6, Appraise +2, Artistry (Charcoal drawing) +5, Bluff +4, Diplomacy +8, Knowledge (local) +2, Knowledge (nobility) +6, Knowledge (planes) +5, Knowledge (religion) +5
Languages Common
SQ finesse weapon attack attribute, revelation (eye of the moon)
Combat Gear crossbow bolts (50); Other Gear darkwood buckler, dagger, dagger, dagger, light crossbow
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Palace of Birdsong| War for the crown maps

Generally looks like we're ready. I may end up posting tomorrow, since I've got some other stuff to attend to now and it's getting late.


HP 59/59 AC 23 TAC 21 FF 14 | CMD 25 | F +6 R +6 W +5 | P 6/7 L1 3+4/5+2 L2 2/3 L3 1/1 | Blackblade 2/2 | Init +9 Senses +2 |
Skills:
Acrobatics+7,Bluff+10/+12,Climb+3,DisableDevice+5,Fly+9,Intimidate+4,K.Arca na+12,K.dungeon+9,K.planes+12,K.local/geo/history/nature+6,K.nobility/relig ion+7,Linguistics+10/+14,Perf.Oratory+14,Spellcraft+14,SenseM+7,UMD+10
Human Magus (Kensai/Bladebound) 7 | -

Thanks DM Fang Dragon!

I have applied the Dual Talent change to Lope. With the +2 Int, he learns Elven, one more free spellbook spell and gains an extra arcane pool point.

Also, I have moved the Disable Device rank to K. dungeoneering.

Bought 3 more scrolls and 1 alchemist fire with the spare money.

I have a rope and a grappling hook, any other equipment we might need to think of?


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

DM Fang Dragon:
I'll go with Osiriani and Vudrani, which she picked up while working with her father around the docks for many years.

Apologies if my Skill list is hard to interpret. I should have spent 9 skill points, including Background; 4 Class, 2 Int, 1 FCB, 2 Background. Allocated points to Appraise, Bluff, Disable Device, Kno Local, Perception, Perform, Sleight of Hand, and Background skills are Craft Alchemy and Kno Nobility.


Female Human Oracle 7 | HP 52/52 AC 19 T 17 FF 14 | CMB +5 CMD 19 | F +5 R +8 W +6 | init +2 | Per +10; darkvision 60 | Spells 1st 3/8, 2nd 7/7, 3rd 2/5 | Additional Effects: staggered
Skills:
Acrobatics +12 Bluff +12 Diplo +16 (-4 l/g) Intimidate +6 Kn: Local +8 Kn: Planes +11 Kn: Rel +11 Sense motive +7; BG Kn:Nobility +11 Artistry: Charcoal Drawings +11, Perform (dance) +7

GM:

I do have ranks in Diplo and Sense Motive. The skills from my profile are done Ability>Rank>ClassS>Other.

A+R+CS
perception +4=+0+1+3
sense motive +4=+0+1+3

Diplomacy gets a +1 from the Influence trait.

As far as teh armor goes I only have a 10 strength so I can't really manage medium armor very well right now.


Palace of Birdsong| War for the crown maps

Lope:
Thanks! I now have this, does it look right to you? I haven't done all the gear.

Lope de Vega
Human magus (kensai) 1 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +2
Defensive Abilities canny defense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +5 (1d8+4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks arcane pool (+1, 5 points), spell combat
Magus (Kensai) Spells Prepared (CL 1st; concentration +5)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +4; CMD 14
Feats Agile Maneuvers, Slashing Grace[ACG], Weapon Focus
Traits disgraced noble, savant
Skills Bluff +4 (+6 to conceal your identity), Intimidate +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nobility) +5, Perform (oratory) +6, Spellcraft +8, Use Magic Device +4
Languages Azlanti, Celestial, Common, Draconic
SQ chosen weapon, finesse weapon attack attribute
Other Gear aldori dueling sword[ISWG], light crossbow
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Aldori dueling sword) Kensai abilities only function when wielding a weapon of this type.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Triphylla:
Thanks, I now have this, does that look right to you?
BTW according to herolab halflings can't normally start with Osiriani and Vudrani, but I'm going to hand wave that.

Triphylla Achlys
Halfling alchemist (vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
NG Small humanoid (halfling)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +2, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee sickle +4 (1d4+1)
Special Attacks sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2 (+4 dirty trick, +4 disarm, +4 reposition, +4 steal, +4 trip); CMD 13 (15 vs. dirty trick, 15 vs. disarm, 15 vs. reposition, 15 vs. steal, 15 vs. trip)
Feats Agile Maneuvers, Brew Potion, Deft Maneuvers, Throw Anything
Traits fast-talker, young reformer
Skills Acrobatics +3 (+8 to move through spaces of larger foes, -1 to jump), Appraise +6, Bluff +8, Craft (alchemy) +6 (+7 to create alchemical items), Disable Device +8, Knowledge (local) +7, Knowledge (nobility) +3, Perception +4, Perform (oratory) +4, Sleight of Hand +7 (+9 when within 30' of a human), Stealth +7 (+9 when within 30' of a human)
Languages Common, Halfling, Osiriani and Vudrani
SQ adaptable luck[ARG], alchemy (alchemy crafting +1), finesse weapon attack attribute, human shadow, mutagen (+4/-2, +2 natural armor, 10 minutes), underfoot dodger
Other Gear leather armor, sickle, alchemy crafting kit[APG], thieves' tools
--------------------
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
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Human Shadow Hide behind creatures at least one size larger; +2 Stealth/sleight of hand when within 30' of a human.
Mutagen (DC 12) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Underfoot Dodger Crowd squares do not count as difficult terrain, Acrobatics +5 to mv. through occupied spaces.

Valeeria:
Thanks, I've now got this which looks like a better match:

Valeria Turanor
Human oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 shield)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds
. . Mystery Lunar
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +2; CMD 13
Feats Agile Maneuvers, Dodge, Precise Shot
Traits child of oppara, influence
Skills Acrobatics +6, Appraise +2, Artistry (Charcoal drawing) +5, Diplomacy +8, Knowledge (local) +2, Knowledge (nobility) +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception +4, Sense Motive +4
Languages Celestial, Common
SQ finesse weapon attack attribute, revelation (eye of the moon)
Combat Gear crossbow bolts (50); Other Gear darkwood buckler, dagger, dagger, dagger, light crossbow
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Female CG Human Bard (Arcane Duelist) 4 | HP: 17/28 | AC: 15, T: 13, FF: 12 | CMB: +6, CMD: 16 | F: +2, R: +7, W: +4 | Init: +3 | Perc: +7| Bardic Performance: 22/22 | Spells Per Day 1/4
Skills:
Acrobatics +12, Bluff +10, Diplomacy +10, Disguise +8, Knowledge (local) +7, Knowledge (nobility) +10, Perception +7, Perform (act) +8, Perform (sing) +11, Sense Motive +7, Stealth +8, Use Magic Device +9
Pelligrina Revay wrote:
@Julia: Do you want to go with that idea then? Both Julia and Pelligrina have seen each other around at meetings or events for Princess Eutropia supporters or other reformist causes and are familiar? It works for me.

Yes we can definitely go for that.


HP 59/59 AC 23 TAC 21 FF 14 | CMD 25 | F +6 R +6 W +5 | P 6/7 L1 3+4/5+2 L2 2/3 L3 1/1 | Blackblade 2/2 | Init +9 Senses +2 |
Skills:
Acrobatics+7,Bluff+10/+12,Climb+3,DisableDevice+5,Fly+9,Intimidate+4,K.Arca na+12,K.dungeon+9,K.planes+12,K.local/geo/history/nature+6,K.nobility/relig ion+7,Linguistics+10/+14,Perf.Oratory+14,Spellcraft+14,SenseM+7,UMD+10
Human Magus (Kensai/Bladebound) 7 | -

With the extra Int, Lope learns also Elven :)

The Agile Maneuvers, I do not know if it comes from the Elephant, but in principle he has Weapon Focus as Kensai bonus feat, and Slashing Grace as 1st level feat (as Weapon Finesse is free).

His AC without mage armor should be 16/15/11 (due to silk ceremonial armor).

He also has Bladebound archetype, not only Kensai, but it only kicks in on level 3, so no differences there.

For the rest it seems equivalent to my sheet, yes! :D


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

Triphylla looks good DM. That must have been a lot of work! The only thing that could yet be added is her list of known extract formulae, but I have included that on the Resources document.


Palace of Birdsong| War for the crown maps

D'oh I had mixed Kensai and bladebound up ><


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

A couple of small things I've noticed:

1. Pelligrina has a 14 INT so she should have a total of 3 languages, Taldane and Elven are on my sheet, and I forgot to pick the 3rd one. I'll figure that out later this evening.

2. I have Pelligrina with a +2 bonus for Perception and Sense Motive due to having a familiar. The section on mirrors in the Mirror Witch writeup doesn't say a mirror familiar doesn't impart the benefits of the Alertness feat, but it also doesn't say it does. I went with a 'yes' on the subject because that's better, but I suppose it's not a given.


Palace of Birdsong| War for the crown maps

Thanks. I need to research whether mirror witch can get alertness or not.

@All a quick note to say I have a post from Martella incoming.


Female Human Oracle 7 | HP 52/52 AC 19 T 17 FF 14 | CMB +5 CMD 19 | F +5 R +8 W +6 | init +2 | Per +10; darkvision 60 | Spells 1st 3/8, 2nd 7/7, 3rd 2/5 | Additional Effects: staggered
Skills:
Acrobatics +12 Bluff +12 Diplo +16 (-4 l/g) Intimidate +6 Kn: Local +8 Kn: Planes +11 Kn: Rel +11 Sense motive +7; BG Kn:Nobility +11 Artistry: Charcoal Drawings +11, Perform (dance) +7

I realized I had the guidance cantrip taken twice. I have corrected this and replaced it with light instead.


Palace of Birdsong| War for the crown maps

Looks like y'all doing introductory posts, I'll hold off for now.


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

Still thinking about that 3rd language. Can lip reading be taken as a language?


Palace of Birdsong| War for the crown maps

Apparently PFS has this rule:

Lip reading:
Any PC may learn to read lips with a rank in Linguistics as if they had learned a new language. When reading the lips of a speaking creature within 10 feet in normal lighting conditions, the reader need not make any skill checks. In situations of dim lighting, extreme distances, or to read the lips of someone trying to hide their words from the reader, the reader must make Perception checks (DC determined by the GM based on the situation). A lip reader may only understand spoken words in a language it knows.

Thoughts? Should we adopt that?


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

Seems very cool. Good idea in this setting. Let's say she does not know the language - can she still attempt to read lips and then repeat the words aloud for others in the party who do know the language? And then, hijinks!


Palace of Birdsong| War for the crown maps

That wouldn't be allowed by the PFS rules above. Still it doesn't seem like a big deal to allow it.


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

Technically, the rule does not state that if the language is unknown it cannot be read, only that it cannot be understood by the reader. I think there would be certain practical limitations; the subject must be humanoid, for example. You are given unlimited discretion on DC, which seems smart. Like if the language were tonal, guttural, or a series of clicks, that would be almost impossible even if the language was known to the reader.


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

I'm fine with it. Thinking about switching a point out of spellcraft to put into linguistics...


HP 59/59 AC 23 TAC 21 FF 14 | CMD 25 | F +6 R +6 W +5 | P 6/7 L1 3+4/5+2 L2 2/3 L3 1/1 | Blackblade 2/2 | Init +9 Senses +2 |
Skills:
Acrobatics+7,Bluff+10/+12,Climb+3,DisableDevice+5,Fly+9,Intimidate+4,K.Arca na+12,K.dungeon+9,K.planes+12,K.local/geo/history/nature+6,K.nobility/relig ion+7,Linguistics+10/+14,Perf.Oratory+14,Spellcraft+14,SenseM+7,UMD+10
Human Magus (Kensai/Bladebound) 7 | -

That seems a use case for the Linguistics skill, like, if you know the language, a good check should let you read the lips in my opinion.


Palace of Birdsong| War for the crown maps

Once Cyrene has made her grand introduction I'll move us forward a little :)


Palace of Birdsong| War for the crown maps

I decided to push ahead. Probably a good opportunity for one of the serving staff to take of a wig and turn into Cyrene ;)


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

I got my wires crossed when I wrote that bit. Nevermind the part about the death of the Grand Prince.

Yet.


Palace of Birdsong| War for the crown maps

It's now Saturday I'm going to have to move us forwards.


Female CG Human Bard (Arcane Duelist) 4 | HP: 17/28 | AC: 15, T: 13, FF: 12 | CMB: +6, CMD: 16 | F: +2, R: +7, W: +4 | Init: +3 | Perc: +7| Bardic Performance: 22/22 | Spells Per Day 1/4
Skills:
Acrobatics +12, Bluff +10, Diplomacy +10, Disguise +8, Knowledge (local) +7, Knowledge (nobility) +10, Perception +7, Perform (act) +8, Perform (sing) +11, Sense Motive +7, Stealth +8, Use Magic Device +9

Could we use Nobility for the knowledge checks about the succession and Grand Prince Stavian?


Palace of Birdsong| War for the crown maps

Yes.


Palace of Birdsong| War for the crown maps

Looks like Valaria passed most of those checks. Still there's some juicy info about Stavian that's up for grabs. Feel free to make a Kn: Nobles check here or Local (since it's part of the town gossip albeit hush hush gossip).


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

Ground rules: may we assume that when anyone makes a check, all are welcome to read that spoiler? I'm willing to wait for the knowledge to surface in rp but then sometimes that leaves you hanging.


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

Sorry I'm lagging on posts. I depend on being able to post some from work to keep up, and this last week I had to train some new employees on top of everything else.


2 people marked this as a favorite.
Palace of Birdsong| War for the crown maps

I'd prefer information to be shared in character if possible BUT in PbP to keep momentum going let's say you automatically share the contents of spoilers UNLESS it's a combat. There I think folks should say, watch out it's a ghoul!


Female Tiefling Vigilante | HP: 45/45| AC: 20 | CMB: 5 CMD: 20 | F: +3, R: +10, W: +9 | Init: +5 | Ling +4, KnEn +5, KnNo +9, Per +12, Blf +13[17], Dip +13, Dsg +15 [35+], Sth +17, SM +13[17] |Koriana's Blade +11, d?+5+3d4/8 |Active conditions:

Apologies everyone. The first few weeks of school are always hard and now we're selling our house so the next week or so have double the panic! I'm catching up now.


I'm going to give y'all a little time to read your assignments and ask any questions before it's time to hand out some spy gadgets!


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

I've decided I will switch my point in Spellcraft to Linguistics. This will also give Pelligrina an extra language for a total of four.

I'll add Draconic and Sylvan to her current Taldane and Elven.


Palace of Birdsong| War for the crown maps

Sure, I think Linguistics will be pretty useful.


3 people marked this as a favorite.
Palace of Birdsong| War for the crown maps

I'm probably going to move us on pretty quickly from here into the Senate building. I just need a bit more time than I have now to prepare that post :)


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

I didn't see an exact amount that was forwarded to us for clothing. How much is it? Since Pelligrina already has clothing I might pick up a couple of scrolls.


Palace of Birdsong| War for the crown maps

The advance was 150g but you need to buy nobles attire which is close to 100g at the minimum. You'd be expected to dress up to the nines.


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

My character would have know this, I expect. May I have my 30g back for the courtier's outfit I do not need?


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

Ah, gotcha. I'll need to do the same thing and change out the courtier's outfit I'd bought then.

Do we also need to 100 gp of jewelry?


Palace of Birdsong| War for the crown maps

Depends how flash you want to be. You can get away with spending 100g on an outfit + jewellery and having 50g for something else.


Female Tiefling Vigilante | HP: 45/45| AC: 20 | CMB: 5 CMD: 20 | F: +3, R: +10, W: +9 | Init: +5 | Ling +4, KnEn +5, KnNo +9, Per +12, Blf +13[17], Dip +13, Dsg +15 [35+], Sth +17, SM +13[17] |Koriana's Blade +11, d?+5+3d4/8 |Active conditions:

Cyrene will stick with the courtier's outfit she's already got, right now at least. She's trying to go in low key.


Resources CN Halfling Alchemist 5 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 52 AC21 T16 FF18 | CMB 7 CMD 18 | F10 R9 W3 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+15, 1d6/1d4+5, AC +6 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, Cr Alchemy 12, Diplomacy 10, DD 13/15, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 8/10, Surv 4, UMD 7

I changed my mind - It just feels out of character for Triphylla to own a Noble's Outfit, and she too will be flying under-the-radar at the gala. Instead, she'll plunk down the 50 gp for jewelry to supplement her Courtier's outfit and call it a day.


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

I'm having a wacky busy work day. I'll get a gameplay post up this afternoon if possible, and this evening at the latest.


Female Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2
Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

I had enough cash to buy the nobles outfit and the whole 100 gp shebang for jewelry. Still picked up a couple of scrolls as well.

I've updated Pelligrina's gear.


Palace of Birdsong| War for the crown maps

Every AP has its own mechanics, for the gala you can try to influence an area or an individual NPC during "social rounds".

Social Rounds:
During social rounds (considered to be roughly 15 minutes each), the PCs can attempt various skill checks to influence NPCs or to generally carouse a specific area of the senate. A PC can attempt only one major action each round, including influencing an area, influencing a specific NPC, or attempting mission-related skill checks, but they can travel freely around the senate between rounds to investigate or influence new areas or characters.

Influencing an Area:
A PC can attempt an appropriate skill check with a set DC for one of the areas of the senate, hobnobbing and impressing the general crowd in that area. Each area has two thresholds, which represent levels of influence over that area. Every point by which the PC’s result on one of these skill checks exceeds the DC is added to a pool of points specific to that area. When the number of points earned by the party as a whole exceeds the threshold of an area, then the GM provides the PCs with information.

Influencing an NPC:
A PC can attempt various skill checks to influence certain NPCs. These rules are a simplified version of the rules for influencing an individual presented in Chapter 3 of Pathfinder RPG Ultimate Intrigue. Each social round, a PC can move to any location on the map and select a single NPC in that area as her target to influence. She then attempts either a discovery check or an influence check.
A discovery check allows a PC to learn either one of the skills she can use to influence the target or a weakness that grants her (and any other characters with whom she shares this information) a +4 bonus on future influence checks. The exact skill and DC required for a discovery check varies; learning an influence skill normally requires a successful Sense Motive or Knowledge (nobility) check with the DC listed in parentheses in the Influence entry of the target NPC’s social stat block. Learning a target’s weakness requires a successful skill check using the skills and DCs listed in parentheses in the target’s Weakness entry; the GM can reveal the skills needed to recognize these weaknesses without need for a separate discovery check. An influence check is an attempt to win the target’s favor. PCs must attempt a skill check using one of the skills listed in the target’s Influence entry, though discovering what these skills are requires a successful discovery check. A successful skill check against the listed DC counts as one success, indicating growing affection respect for the PC. Each target lists the total number of successes needed
to gain their favor. At the GM’s discretion, PCs can attempt to use
a skill not listed in an NPC’s stat block, but doing so increases the influence check DC by 5. A PC earns one additional success if her influence check exceeds the listed DC by 5 or more. A failed discovery or influence check can be attempted again in subsequent rounds with no penalty unless otherwise noted.


Female Tiefling Vigilante | HP: 45/45| AC: 20 | CMB: 5 CMD: 20 | F: +3, R: +10, W: +9 | Init: +5 | Ling +4, KnEn +5, KnNo +9, Per +12, Blf +13[17], Dip +13, Dsg +15 [35+], Sth +17, SM +13[17] |Koriana's Blade +11, d?+5+3d4/8 |Active conditions:

Need some clarification (as posted in gameplay) and have no idea how you want to handle this GM. If it goes outside one social round then let me know. :)


Palace of Birdsong| War for the crown maps

Valeria sorry I realized I missed you in my big post, it's late now I'll try to reply tomorrow.


Palace of Birdsong| War for the crown maps

Lope & Tryphylla please note I edited my post to include you.

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