GM Peachbottom's War for the Crown

Game Master Peachbottom

Campaign Folder
Treasure
Persona
County of Meratt Map

Book 2 Maps
Tanager Jubilee (Dramatis Personae)

Hero Points:
Icabhod: 3 | Henrika: 1 | Liraela: 3 | Trevor: 1 | Tychus: 0 | Xallis: 2

Joust
Henrika: 2 points
Trevor: 1 point

Trucco
Liraela: 1 win
Tychus: 1 win
Xallis: 0 wins


601 to 650 of 693 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

1 person marked this as a favorite.

I added the County of Meratt to your Maps.

Map Link: Here

You can see Meratt is north of Oppara and east of Cassomir.

In addition, I put the settlement information for Stachys and Lotheedar.

As you can see, they are much smaller than the metropolis of Oppara that you are used to.

Purchase limits are a lot smaller.

In Stachys:
It has a base value of 100 gp, which means magic items of 100 gp or less have a 75% chance of being available.
And a purchase limit of 500 gp, which means they cannot purchase any item from you that has a sell value higher than 500 gp.

Lotheedar has a slightly higher limit:
With a base value of 1,100 gp for magic items available to you.
And a purchase limit of 5,000 gp to purchase items from you.

Also, instead of rolling random magic items available to you, I would like to make it slightly easier for you to purchase what you are looking for.

Each town has a number of minor, medium, or major magic items available. Instead of rolling random items, I'll let you get a number of magic items of your choice.

For example, Lotheedar says it has 3d4 minor items available. You or I could roll the 3d4.
Minor Items: 3d4 ⇒ (3, 3, 1) = 7
So in this example, I rolled a 7. The first 7 minor items you want to purchase will be 100% available (rather than 75% available).

Minor Items will be between 0 and 7,999 gp.
Medium Items will be between 8,000 to 29,999 gp.
Major Items will be 30,000 gp and up.

The cost of the items can exceed the town's base value. So if you purchased a minor item from Lotheedar, it could be up to 7,999 gp even though the base value is only 1,100 gp. But if you wanted to purchase beyond the first 7 items available, any other items would only be up to 1,100 gp and only have a 75% chance of being available.

Item availability will reset each in game week.

There are also other settlements in Meratt to visit and I will update the maps with their information as you travel to them.


AC 11, T 11, FF 10 | CMB 1, CMD 12 | HP 35/35 | Fort +3, Ref +2, Will +4 | Init +1 | Perception +0 | Conditions: none
Eidolon stats:
AC 15, T 11, FF 14 | CMB +6, CMD 16 |HP 19/19 | Fort +4, Ref +3, Will +3 | Init +1-1 | Perception +14 , scent 30 ft | Conditions: none

Been having issues posting on the paizo site lfrom home as of late. Super annoying.

Got a reply pre written and saved on my home PC. Hopefully I'll have it up tonight.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

Yeah, the site has been up and down all morning. I don't know what's going on, but I wish Paizo would put some kind of announcement on the site so people know to save their posts elsewhere.


1 person marked this as a favorite.
AC 11, T 11, FF 10 | CMB 1, CMD 12 | HP 35/35 | Fort +3, Ref +2, Will +4 | Init +1 | Perception +0 | Conditions: none
Eidolon stats:
AC 15, T 11, FF 14 | CMB +6, CMD 16 |HP 19/19 | Fort +4, Ref +3, Will +3 | Init +1-1 | Perception +14 , scent 30 ft | Conditions: none

What if the site was down every time they tried to post about it on the site lmao


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2
GM Peachbottom wrote:

Tychus, I found a picture of an Abadaran crosbow user. I remember you mentioning looking for one a while back. Any interest?

I temporarily put it on the Persona picture so you can see it. Let me know.

Link

Looks good to me.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

I wonder I can direct my agents to do things like increase security during say a dance or big meeting. Make sure doors are locked, invitations are checked, people don't wander were they shouldn't.


Icabhod wrote:
I wonder I can direct my agents to do things like increase security during say a dance or big meeting. Make sure doors are locked, invitations are checked, people don't wander were they shouldn't.

There is an Advanced Operation that does something like that. You need to get your Sacrifice facet up to 6 first though.

You know what, I wasn't going to include the Advanced Operations until you got 6 ranks, as to not overwhelm you. But now I'm thinking I should include them, so you can decide if you want to work towards any particular ones.

I've updated the Persona page with the Advanced Operations.

There will also be location specific operations as the campaign progresses. There are Meratt Operations which I will give you soon. And in later chapters, there are operations for other cities you go to.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

Since Henrika apparently knows that her friend Eduardo is a faerie, would it be all right if she took a rank in Lore (common fey) instead of a second rank in Stealth? I don't know if there's many of the Fair Folk in this adventure path (they aren't mentioned in the Player's Guide) but it seems like appropriate knowledge for her to have, and her costume choice demonstrates that it's been on her mind of late. Might be important to have a basic understanding before attending a masquerade ball, if '80s fantasy movies are any guide.


Henrika wrote:
would it be all right if she took a rank in Lore (common fey) instead of a second rank in Stealth?

Lore is a 2e term. But yes, you can change one of your ranks. Knowledge (nature) would cover information on fey.


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2
GM Peachbottom wrote:
Henrika wrote:
would it be all right if she took a rank in Lore (common fey) instead of a second rank in Stealth?
Lore is a 2e term. But yes, you can change one of your ranks. Knowledge (nature) would cover information on fey.

From Unchained:

Lore


Thanks Tychus. I wasn't aware of that.

But I'm reading it and, maybe someone can tell me, is there any particular benefit to choosing such a narrow topic of knowledge like (fey) rather than the broader Knowledge (nature)? I'm not seeing one.

If Henrika wants to use the lore referenced, I don't see an issue with it. But I'm trying to understand it.


I find the styx oil a comical and extreme response to making a mistake.

"You accidentally say the wrong thing. Instead of resolving it like a normal person, you stab the other person in the neck with a needle full of psychedelic drugs which knocks them unconscious and erases their memory. And if they wake up too soon, they start flailing around violently."

It will be interesting to see how you use it.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none
GM Peachbottom wrote:
If Henrika wants to use the lore referenced, I don't see an issue with it. But I'm trying to understand it.

Lore is always a class skill, and Henrika doesn’t have class proficiency in Knowledge (nature), thus the reason to specialize. Games that use background skills also get free ranks that can only be spent on certain lesser skills, but that’s not applicable here— we all get a free skill every level.

Class skills


1 person marked this as a favorite.

I see now. That makes sense. Then go ahead and take a rank in Lore (common fey).

I appreciate the help understanding. Sometimes there are so many rules, I can’t remember the details on all of them.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

I'm imagining Lady Martella wants us to use that stuff on her family but also wants plausible deniability. ;)

Chloroform scene from "Community"


That's hilarious.


Martella wrote:
I encourage you to carry out any covert actions in some sort of disguise, perhaps using alter egos or masks—the sort of symbols common citizens rally to—while publicly playing the role of aristocrats.

Yes, you can be Batman.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Good news! PC is off medical leave and safe and sound back home. Bad news, internet provider is having an outage (that I discovered while writing posts up for my games). I’ll have a post up tomorrow and we’ll get back into the swing of things.

Thank you so much for being patient with me these past few weeks.


Good to hear Liraela.


While the estate may have an encounter of sorts, it is not a dungeon with enemies. It is unlikely that you will need to roll any initiative and you can move around the estate freely.

The rooms also don't have much description besides the key I wrote on the map. But there are some details I will give once you explore inside.

Once you've claimed the estate, if you want to micromanage the place and rearrange the rooms, you can if you want to, but the rooms in the estate won't have any effect on gameplay.


There will be an additional set of rules for Rebuilding Stachys, which is not really new rules and more like just paying gold (or materials) to rebuild various parts of the town. But you won't start doing this until after the Tanager Jubilee so I will not post the details until afterwards.

However, one of the things that needs to be rebuilt, is the Betony Estate itself. And as long as it remains unrestored, you take a -2 penalty on Bluff and Diplomacy checks when interacting with your aristocrat neighbors. This will be in effect during the Jubilee, as the other nobles will turn their noses up at you and your rundown home.


Henrika wrote:
How long do we have until the Jubilee?

Tomorrow will be Pharast 10 (Starday).

The Tanager Jubilee is a two-day event next weekend (Pharast 17 and 18) (Starday and Sunday) equivalent to Saturday and Sunday.

Once you are settled into the estate, I'll give you one more Persona Phase to cover the week leading up to the Jubilee. You can do something to get to know the people of Stachys or whatever else you might want to do. All your agents travel with you, not necessarily staying in the Betony Estate; probably in Stachys somewhere.

And yes, a two-day event means you'll be staying overnight at the Palace of Birdsong for a night.

Since I'm mentioning it, I might as well give this to you now. There are three additional operations that you can send your agents on in Meratt.

Meratt Operations

Ask Around (Genius, Heroism): Your agents subtly ply your reputation to learn what needs fixing and win resources. With a successful DC 15 operation check, you gain either gain a lead on a possible mission or reroll one randomly available magic item in a town before the start of the next persona phase (your choice).

The way I'm doing magic items, if you use this for a magic item in town, this operation will let you get one additional magic item of your choice (rather than rolling a random one) within what could be available at the town.

Community Organization (Charm, Sacrifice): Your agents stir up hometown pride, encouraging citizens of Stachys to chip in. You attempt an operation check and generate a number of gold pieces equal to 10 × your check result in capital that can be spent only on town improvements.

As I previously mentioned and will go into more detail later, you can make improvements to Stachys. This operation is in reference to that.

Infiltration (Sagacity, Subterfuge): Agents inserted into a noble’s staff report back on that aristocrat’s attitude and habits. You can attempt an operation check in place of a skill check as part of a discovery check against the targeted noble.

If any of you want to use this operation before the Jubilee, let me know and I can tell you who you can investigate and the options you can learn.

As with any operation, you need at least two ranks in the facet associated with the operation you want to perform. So if you want to do "Ask Around", you need at least two ranks in either Genius or Heroism.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

I’d like to perform the Subterfuge operation, on Sir Gul Gusairne or Bartelby Lotheed if Sir Gul isn’t an option.

Will have a post up shortly in our brand new house.


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

Trevor would like to stage a Community Organization, likely based out of The Wolf's Whisker. The pub seems to be the only one around, and will likely be the place Trevor practices his Caydenism. The Kastner noble hopes to meet with and make friends with the local folk there, all the while performing caydenite clerical duties.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Perhaps we can get the magical equivalent to cat cameras. Youtube has these vids of people attaching go pro cameras to cats to watch them wander around.


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2

When do you want us rolling for the Operations for the coming week?


In addition to weaknesses from the Exaltation Gala (which grant a +4 bonus on future influence checks if a specific topic is referenced), the Tanager Jubilee introduces two more elements: strengths and biases.

Strengths are the opposite of weaknesses. Strengths represent topics or approaches they are particularly resistant to, imposing a –4 penalty on a PC’s influence check when using this tactic.

Biases represent a character’s inclinations toward or distrust of others, and a PC who meets one of these conditions applies the modifier listed.

The 5 guests who you can influence at the Tanager Jubilee are going to be:
Count Bartelby Lotheed (who you've been told about)
Baron Nicolaus Okerra (who you've met at the Exaltation Gala)
Dame Parthena Crabbe (a neighbor you haven't met yet)
Her Grace Baroness Legate Adella Voinum (a neighbor you haven't met yet)
Honorary Tribune Onora Piscum (tribune of Stachys who you just met)

Sir Gul Gusairne will be at the Tanager Jubilee but he is not someone who can be influenced (at least not using the influence rules).

So Bartelby would someone Liraela could investigate. You can choose to discover one of four things: Bartelby's strength, weakness, bias, or a skill needed to influence him.

Don't make any rolls yet though. Wait until I tell you that you are having the next persona phase.

If anyone else is thinking of also doing an Infiltration, you can pick Bartelby Lotheed, Nicolaus Okerra, or Onora Piscum. I don't think it would make sense for your character to pick Parthena Crabbe or Adella Voinum as you haven't met or heard much about them yet. And you don't have a list of guests. I'm just telling you this in the Discussion.

Tychus wrote:
When do you want us rolling for the Operations for the coming week?

I'll tell you. Not yet.


Trevor wrote:
Lore (untrained), with Circumstance bonus: 1d20 + 1 + 10 ⇒ (14) + 1 + 10 = 25

I'm pretty sure you can't use Lore untrained.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

Three good quality locks (DC 30) for the front and back doors (240 gp)
10 Daggers (20 gp)
10 Shuriken (2 gp)
20 Crossbow bolts (2 gp)
20 Repeating Crossbow bolts (2 gp)

Will think on things for later, like a fence with sharp spikes around the manor.


Trevor wrote:
Trevor pleads his case, that he wants to work at The Wolf's Whisker and serve the Stachys community.

I'm not doing a full post now but I'll give you feedback for your post, Trevor.

I'll consider your diplomacy a success.

Onora Piscum is the owner of the Wolf's Whisker and has been forced into a mayoral roll because no one else wants it. She wants nothing more than to be able to just return to bartending. She will allow Trevor to work this week as a trial run and see how he does.

Icabhod, all those things you want to buy are fine. In addition to purchasing items, you can still take a Persona Phase action.

This goes for anyone; your persona phase might not occupy your entire time for the week. You only get one roll. But if you want to roleplay any additional actions during the week, be my guest.


M Human NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp3/5

So extra ammo for people and if we ever get a home invasion and you are in the tub, you can grab something to defend yourself.


AC 11, T 11, FF 10 | CMB 1, CMD 12 | HP 35/35 | Fort +3, Ref +2, Will +4 | Init +1 | Perception +0 | Conditions: none
Eidolon stats:
AC 15, T 11, FF 14 | CMB +6, CMD 16 |HP 19/19 | Fort +4, Ref +3, Will +3 | Init +1-1 | Perception +14 , scent 30 ft | Conditions: none
Xallis Livara wrote:

Organize Party (Charm) DC 19, Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30

Drive Legislation (Genius) DC 19, Linguistics: 1d20 + 8 ⇒ (19) + 8 = 27

It keeps happening


Don't worry. This will take some time to learn.

Liraela wrote:
Operation: Infiltration, all 6 agents: 1d20 + 6 ⇒ (15) + 6 = 21

You can only send a number of agent up to the total rank in the facet that you currently have. Since Liraela has 2 ranks in subterfuge, the most agents she can send is 2. Her roll would be 1d20+2. The total is 17 which is enough to learn an influence skill, Bartelby's strength, or his weakness. You have to pick which one you want to learn.

Trevor wrote:
Community Organization (Charm, Sacrifice): 1d20 + 12 ⇒ (8) + 12 = 20

Trevor cannot perform an operation yet because he does not have 2 ranks in any facet. He has Charm 1, Sagacity 1, and Sacrifice 1. If he gets his Charm or Sacrifice facet up to 2, he can do Community Organization next time. I'll let Trevor pick another action to try. Organize Party would increase Charm or Perform Charitable Acts would increase Sacrifice. Both seem to fit what Trevor is doing at the Wolf's Whisker.

Then, if you did Community Organization next time, you'd roll 1d20+2, rather than 1d20+12.

Also, keep in mind that the activities listed for increasing Persona facets is not exhaustive. If you want to do something else, you can make up your own activities and associated skill check as long as it makes sense. Run it by me and I'll let you know if it sounds good.


I have a lot to post. It's coming.

Tychus wrote:
Would Onora be open to offloading some of her tasks as Mayor? Either that or helping her directly. I'm looking to increase my Sacrifice Rank, and I figured lending her my time and expertise in legal matters might help?

Yes, you can.

You could use Profession (barrister) to help her with some administrative work but I would think that would more improve Genius or Sagacity.

For Sacrifice, maybe you could use your Survival to help out some of the farmers tend to weeds or fend off predators. Or Knowledge (religion) to clean off the neglected shrines. Or if you have your own skill suggestion, I'll here it.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

Seeing as how Liraela wants to murder this Count Bartelby Lotheed (don’t worry, she won’t unless she has to or the party decides to), she won’t be bribing him. So that’s a bit unfortunate.


You will want to murder Bartelby even more after the Jubilee I'm sure. But you'll have to have some restraint. Don't worry, by the end of the chapter, you'll be able to get him.


LN Female Vishkanya Unchained Rogue (Deadly Courtesan) 3/Bard (Street Performer) 1 | HP 24/27| AC 17 (13 touch/14 FF | Fort +2, Ref +6, Will +-1 | Perception +5

There’s not a whole lot of info on vishkanya biology, so I’m just gonna go with what makes sense. Hope that’s okay!


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2

I should have a post up sometime tonight.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

I've been really sick today, so I'm just now catching up. I'd roll the identification roll for the domovoi, but:

Pathfinder Unchained, page 50 wrote:
Lore skills normally can’t be used to identify monsters the way Knowledge skills can, unless they refer to a specific type of monster (such as owlbears or vampires).

If we want to know more about them, someone needs to invest in Knowledge (nature). ;)


1 person marked this as a favorite.

For Knowledge (nature), Icabhod has +3 or Tychus has +5.
Actually, you know what, since Liraela was telling the domovoi about vishkanya, the fey will reciprocate and tell about domovoi. No need for anyone to roll.

Domovoi Lore
•A domovoi’s type is fey.
•These sometimes-helpful fey creatures known as house spirits bind themselves to rural families and live among them. Some bear a resemblance to the family’s ancestors, a similarity that grows more obvious the longer they remain in the family’s service. House spirits use their compression ability and invisibility to stay out of the sight of those among whom they live.
•It is vulnerable to cold iron.
•It can throw objects via telekinesis.
•It can change shape into a cat or dog.
•It has spell resistance.
•Its spell-like abilities include: invisibility, lullaby, mage hand, mending, prestidigitation, reduce person, sleep, and augury.
•Domovoi speak Common and Sylvan.

Sorry to hear you are sick. Hope you feel better soon.


The Tanager Jubilee, much like the Exaltation Gala uses a simplified version of the influence rules. The event is divided into social rounds, during which you can attempt to scrutinize or win favor from your new neighbors. Unlike the gala, where you simply hoped to win NPCs’ favor and leave a good impression, you now hope to win friends and allies. To that end, each NPC’s starting attitude toward you is listed in its stat block, and each time you accumulate the listed number of successes, the NPC’s attitude shifts one step closer to helpful. The amount of time each social round consumes is much longer for this encounter than in the gala, but you will have future opportunities to influence these NPCs—now your neighbors—as well. This extended time frame can also work against you; for every week that passes without interacting with an NPC whose attitude you are trying to change, you lose one accumulated success toward influencing the NPC. This passage of time can’t worsen an NPC’s attitude; once an NPC is made friendly, for example, he won’t revert to indifferent just because he hasn’t seen you in several weeks—though special events might impact these attitudes.

The social stat blocks also include the various NPCs’ biases and strengths in addition to their weaknesses. Biases represent a character’s inclinations toward or distrust of others, and a PC who meets one of these conditions applies the modifier listed in parentheses to her checks to influence that NPC. Strengths represent topics or approaches they are particularly resistant to, imposing a –4 penalty on a PC’s influence check when using this tactic. A PC can uncover a bias with a successful DC 20 Sense Motive check, and she can learn an NPC’s strength with a successful discovery check, just as she would learn a weakness.


GM Peachbottom wrote:
Numerous entertainers—ferret-jugglers, fire-breathers, stilt-walkers, and other amusements—keep guests occupied as they arrive.

Yes, ferret-jugglers...


Oh, when everyone gets a chance, please tell me how much wealth in clothing and jewelry your character is wearing. It matters for how certain characters view you.


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2

30 gp for the Courtier's Outfit.

No jewellery, it's not really Tychus's style.


F NG human mesmerist 4 | HP 33/33 | AC 17 T 11 FF 17 | CMB +6 CMD 17 | F +4 R +5 W +7* (+2 vs illusions) | Init +2 Per +6 SM +6 | hero 1 tricks 4/4 YR 1/1 | spells 1st-3/4 2nd-2/2 | effects/conditions none

Henrika wears her first noble's outfit under her armor, tailored to specifically give her a military look, with a high collar in silver and ruffled sleeves bunched with decorative chain. Her skirts are full and bustled so that they are not constricting. She wears her signet ring on one hand, and her ring of protection +1 on the other. She also wears an amulet of natural armor +1 and a cloak of resistance +1. I think that's 5,075 gp worth of clothing and jewelry, not counting the magical armor (another 1,000 gp).


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

Trevor's description is in his post.


Magic items like rings of protection and cloaks of resistance don't count. Just your non-magical outfit and jewelry.

Trevor, could you help me and calculate an amount so I don't have to search through your character sheet.

Also, don't worry if you have a lot of a little. Some NPCs like characters who flaunt wealth and other NPCs like characters who don't.


I have another question. What are each of your characters' ages?

Another guest has a bias towards a certain age category.


LN Human Bolt Ace 3/Sanctified Slayer 1| HP 35/35 | AC 18, T 15, FF 13 | Fort +6, Ref +8, Will +5 | Perception +9 | Grit: 2/2
GM Peachbottom wrote:

I have another question. What are each of your characters' ages?

Another guest has a bias towards a certain age category.

26

Although he tends to be perceived older due to the premature lines on his face.


Male
Skills:
Diplo +11 (Charming +12)|Heal +11|Kn. Nob +10|Kn. Rel +7|SM +9|Kn. His +6|Appraise +6
Aasimar Cleric/4th|HP 31/31|AC 19|Fort +5, Ref +1, Will +7| Perception +5|Channel Energy 2d6, 7/7x/day

28.

601 to 650 of 693 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Peachbottom's War for the Crown Discussion All Messageboards

Want to post a reply? Sign in.