GM Peachbottom's War for the Crown

Game Master Peachbottom

Campaign Folder
Treasure
Persona
Inspiration & Suspicion
Zimar Map

Book 4 Maps

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

Inspiration Points:
Henrika: 6 | Icabhod: 6 | Trevor: 4 | Tychus: 8 | Xallis: 5

Inspiration Point Skills:
Henrika: Bluff, K. Local, Sense Motive, Stealth, Melee
Icabhod: Bluff, Disable Device, Perception, Linguistics, Sense Motive
Trevor: Diplomacy, K. Local, Sense Motive, Stealth, Melee
Tychus: K. Religion, P. Oratory,Sense Motive, Stealth, Ranged
Xallis: Diplomacy, Disable Device, K. Nobility, K. Planes, Stealth

Suspicion Points: 5


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F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m

Henrika will set aside 8,000 gp for crafting a headband of alluring charisma +4. She will also commission an upgrade to Jack's +1 full plate mail, making it +2, which with our discount should cost 2,700 gp if I've calculated right. I will probably also buy some minor items but I need to think about what they are.

GM, we've reached the point where the Vexing Daredevil archetype has what is probably a mistake, so I figure I'd better bring it to your attention so you can rule how it should work. Henrika gets the Greater Mesmerizing Feint feat for free, part of her giving up all of her bold stares. Unfortunately, for most mesmerists, bold stares are how you affect mindless creatures like undead-- there's a bold stare (Psychic Inception) that says you can target a mindless creature with your hypnotic stare. But since Vexing Daredevils don't have bold stares, Greater Mesmerizing Feint is useless to Henrika as written, because while it would let her feint against any creature, it says it has to be under her hypnotic stare, and hypnotic stare is a mind-affecting ability.

So, how do we resolve this? Does she just have a useless feat, or can she target mindless creatures with her hypnotic stare (but maybe with some restrictions, like it doesn't affect them for anything but feinting), or can she maybe get a different feat instead (like regular Mesmerizing Feint)? It does seem cool that she could affect mindless creatures, since she is so feint-focused. My instinct is that the archetype was intended to be able to feint anything, and I imagine most players just ignore (or forget) the hypnotic stare requirement.


That's a real head-scratcher. I'm inclined to say just ignore the hypnotic stare requirement, because as you said, without the psychic inception bold stare, your hypnotic stare won't work on undead.

Just make the feat say:

You can feint against mindless creatures at a –4 penalty, and the creature has a 50% chance of ignoring the effects of your feint.

Does that sound good? If not, I'm open to discuss further.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m
GM Peachbottom wrote:
Does that sound good? If not, I'm open to discuss further.

Sure, that sounds great to me!


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin
Trevor Kastner wrote:
Xallis Livara wrote:
"By the way, Trevor." he says between summons, "I'm sure you've noticed that my network of extraplanar allies is growing quite a bit. If you ever need to commune with a friend from beyond, let me know. We can always arrange something."
Trevor gave a peasant smile. "Well, actually, do you know the name of the bralani you summoned recently? I'd appreciated it."

What's the GM's ruling on this? I know summon spells are pretty vague about what they actually call and if its alive/a clone/etc.

I have some headcanon based on Xallis's goopy backstory but I'm curious as to tour take.


For summon monster spells, the summoned creatures are alive but if they are reduced to 0 hp, they aren't killed, just sent back to their home plane. Usually, you'd just summon random no-name creatures. But they certainly can have names if you want to name one. If you know a planar being's name, you can summon the same one each time rather than a random one. It having a name has no other mechanical effect.

I'd imagine, when you cast a summon monster spell, a call is sent to an outer plane and one or more of the creature you are summoning chooses to answer the call. So monsters aren't randomly scooped off the toilet or in the middle of a task. A specific named creature could refuse the call, and you'd get a random version instead, but I'd say it would be highly unlikely that that situation would ever come up. You can assume if you want to summon a named version, you can do so without issue.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

I think Order of the Stick talked about that when Roy was in the afterlife.


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin
GM Peachbottom wrote:
I'd imagine, when you cast a summon monster spell, a call is sent to an outer plane and one or more of the creature you are summoning chooses to answer the call. So monsters aren't randomly scooped off the toilet or in the middle of a task.

Random level 1 wizard: "I cast Summon Monster 1!"

Pookums the Celestial Housecat: "MEO-"


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

Level up!
Xallis and Navia have reached level 10!

Xallis
+8 HP
+1 BAB
+1 Will saves
Maker's Call: +1 use per day
+1 Skill Rank to: Bluff, Diplomacy, Fly, Knowledge (Arcana), Knowledge (Nobility), Knowledge (Planes), Spellcraft, Use Magic Device
Spells: +2 4th level spells per day
New 2nd level spell known: Lesser Evolution Surge
New 4th level spells known: Teleport, Overland Flight
New Ability: Aspect
Evolution Gained: Extra Arms

Navia
+1 HD
+7 HP
+1 BAB
Ability Score Increase: Constitution
+2 natural armor bonus
+1 Str/Dex bonus (now +4)
+1 Skill Rank to: Disable Device, Stealth, Sense Motive, Perception, Sleight of Hand, Use Magic Device
+1 Evolution point
Evolutions lost: Ability Score Increase (Strength), Improved Natural Armor, Blindsense, Climb, Skilled (Sense Motive)
Evolutions gained: Large Size, Flight, Improved Natural Attack (Bite)
Retroactive Hit Points: +26


Xallis is going to have 4 arms now? Well that'll make holding the banner easier. =)


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

That's the idea! I was originally going to get Skilled in something, but my knowledges are already sufficient, we have enough people aiding eachother on Diplomacy, and I've been able to take 10 on 90% of my Spellcraft checks.


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Level 10 (Inquisitor 5)

HP 5 (avg.) + 1 Con + 1 FCB = 7 HP

+1 1st-level spell (Heightened Awareness)
+1 2nd-level spell (Litany of Duty)

- Bane
- Discern Lies
- Studied Target Upgrade:
--- 2nd Studied Target
--- +1 to Studied Target Bonus

- Perception: +21


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Lvl 10

HP 4+2+1= +7
+1 Bab
+1 Ref/Will
Studied Strike +1d6
+1 4th level extract (TBD)
Perception +1
Disable Device +1
Heal +1
Sense Motive +1
Stealth +1
Know-Nobility +1
Know-Local +1
Craft-Alchemy +1
Acrobatics +1
Know-History +1

Know-Engineering/Geography +1


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

Didn't mention it yet, but Trevor's little foray into the afterlife was a real treat to read.

Also, Henrika's persona phase reminds me of an old classic and I can't not imagine our characters in that scene.


Trevor, it looks like Malphene may still need to be updated to 8. After that, everyone should be leveled up and good to go.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m

I just want to confirm how the Persona skill bonuses work. I think we get the bonus only once to each applicable skill during each Persona phase, not on all rolls. If I’ve got that wrong, please correct me! :)


Correct. Henrika's +4 bonus on Bluff, Diplomacy, Intimidate, Perform (any) are only during a Persona Phase not during regular adventuring.

Typically, you only get one roll per Persona Phase anyway, but if somehow you got more than one, you only apply a bonus on a single roll per phase.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m
GM Peachbottom wrote:

Correct. Henrika's +4 bonus on Bluff, Diplomacy, Intimidate, Perform (any) are only during a Persona Phase not during regular adventuring.

Typically, you only get one roll per Persona Phase anyway, but if somehow you got more than one, you only apply a bonus on a single roll per phase.

Doesn’t adventuring take place during a persona phase? Like we can send agents on operations, etc, so there are lots of rolls each phase. It looks like I had remembered wrong that we can apply different skill bonuses for different facets; the Personas document says only one bonus once per phase. It also looks like I had wrong how the feats work— we only get one bonus feat per phase even if we are eligible for multiple feats. I don’t think I’ve ever used Dazzling Display, but I certainly have figured Persuasive into all my totals.


The description says:

PCs leverage their influence in periods called persona phases, which are abstract representations of time spent building up their reputations or directing their agents to complete missions on their behalf. These phases take place separately from normal gameplay; a player typically makes all related decisions at the start of each persona phase, and those decisions stay in effect until the start of the next persona phase.

At the beginning of a persona phase, each PC chooses from one of two actions: developing her persona or launching an operation. The phase ends when the PC has chosen her action and made the associated decisions and actions.

As written the skill bonuses are really only going to be used for Developing Persona rolls, since Operations typically don't use specific skills checks.

But if you guys want to petition me for a one-time skill bonus in between Persona Phases, I might consider it. It wouldn't be game-breaking.

As for the feats, you are correct. You can only use one feat at a time. But you can swap between any available feats each time you have a new Persona Phase.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m

Hmm, I've been doing that wrong, then. I will update my sheet. :)


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Level 10

HP Average HP (5) + 2 Con + 1 Favored = +8hp

BAB +1 Fort +1 Will +1

+1 4th-level cleric spell per day
+1 5th-level cleric spell per day

Skills
+1 Diplomacy
+1 Sense Motive
+2 Heal

+1 Knowledge (nobility)
+1 Profession (bartender)


Female
Skills:
Diplo +7|Intim. +24|Kn. History +10|Kn. Nobility +12|Kn. Local +10|Kn. Geo +10
Human Fighter (lore warden)/9th|HP 73/73|AC 16|Fort +9, Ref +2, Will +3| Perception +3|

Level 8

HP Average HP (5) + 2 Con + 1 Favored = +8hp

BAB +1 Fort +1

Bonus Feat Weapon Focus (longsword)

Skills
+1 Intimidate
+1 Sense Motive
+1 Knowledge (local)
+1 Climb
+1 Knowledge (geography)

+1 Knowledge (history)
+1 Knowledge (nobility)

8th-level Ability Increase +1 Cha


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Actually Icabhod follows Nethys but uses the Pharasma cleric/follower icon. :)


Icabhod wrote:
Actually Icabhod follows Nethys but uses the Pharasma cleric/follower icon. :)

Oh, that's right.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Need more bald icons!


Henrika wrote:
I think we are allowed to say up to six words during other characters’ turns, so there’s no reason Xallis couldn’t have heard Henrika’s warning, right?

I don't enforce any restrictions on talking. You can talk as much as you want on any turn.

Xallis wrote:
Glitterdust (sadly going off before Henrika's warning) in the area where he last saw Xan, centering it where his square and Red's touched.

Xan went invisible after moving at the end of his turn, so if Xallis targets the area where he last saw him, he'll hit Xan within it.


Trevor wrote:
Trevor holds his holy symbol aoft and cast calm emotions on everyone. (Will DC 15 negates)

Who is Trevor targeting? The area is not big enough to cast on everyone.

Also, the way this spell is being used is borderline PVP because it could put an unwanted effect on players. I don't allow PVP but I'll cautiously let this spell go through because the effect is easily broken, but please be careful with such things.


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Trevor's player cast calm emotions before accessing the map. The cleric is trying to stop the fight, from making a huge mistake.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m

Trevor, calm emotions is really unlikely to affect our foes, because they all have Spell Resistance. So the character your spell is probably going to affect is Jack. Do you really want to negate your best man's attacks against enemies that have already attacked him?

Clerics have lots of really good support spells, like blessing of fervor and contagious zeal. If you feel like you don't have anything useful to do, you might look at your spell list and change what you're preparing each day?


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Clearly, Trevor can't stop the fight. So he'll focus on healing his coterie. But as someone who recently was in Pharasma's Domain, the cleric feels the need to restore the natural order, and uncomplicate Princess Eutropia's ascension.

So let's get on with it.


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Ah shoot, got home later than expected and missed the timing for my post.

I'll have one up tomorrow morning for Round 3.


To clarify a few things:

Trevor didn't actually die and go to Pharasma's Domain. He was just dying (in negative hp). What he saw could have been an out-of-body experience or a hallucination or a vision but he wasn't physically on another plane.

You know Eutropia is not that power hungry that she'd want you to sacrifice her brother so she could take the throne. If this is her brother, she absolutely wants him to stay alive.

These psychopomps are likely rogue agents and they attacked first. You are justified in fighting against them.

The roleplaying is certainly okay and appreciated. Ultimately, just don't feel too bad about beating these guys.


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin
GM Peachbottom wrote:

These psychopomps are likely rogue agents and they attacked first. You are justified in fighting against them.

The roleplaying is certainly okay and appreciated. Ultimately, just don't feel too bad about beating these guys.

Pharasma at her desk, head in one hand, lit cigarette in another.

"You're a great cop, Xan, but you're a loose cannon! TURN IN YOUR BADGE!"


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

He was two days from retirement.


GM Peachbottom wrote:

At max, Koriana's Blade goes up to a +4 defending longsword with the rest of the bonuses being unique abilities related to the gems in the pommel, so there is room for additional improvement.

Like with Dignity's Barb, I would like to encourage to use of the relics, so I'm okay with you making additional enhancements to give it a personal touch. Since it does have a semi-automatic progression, I'll let you add you enhancements off of the base weapon, which was a +2 defending longsword ie. a +3 weapon. So to add deceptive would be going from a +3 to +4 weapon, which would be 14,000 gp. Adding keen afterwards would then be going from a +4 to +5.

So I'm letting you ignore the +1 advancement bump the weapon got from +2 defending to +3 defending. And the same when it eventually goes from a +3 defending to a +4 defending. Does that sound fair?

It's already a powerful weapon. It think it would be too cheap to let you start adding enhancements at 2,000 gp.

I think I'm going to retract my statement on improving the relics for now. I've noticed that Dignity's Barb and Koriana's Blade are currently way more powerful than the rest of the party's weapons, so for the sake of not having them completely outshine everyone else, I'm going to cap them at their current level and give the others a chance to catch up and enhance their own weapons if they wish to do so. If things balance out later, we can revisit.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m

Sure, that's fair. I'm still curious what we end up doing with the Scion's Dagger. If Icabhod is not going to reforge it into a rapier, can we make it into a falchion instead?


1 person marked this as a favorite.

I do think it would be a good weapon for Icabhod. I would encourage him to use it. You have enough time in Meratt to make it into a rapier. The +3 ghost touch mithral weapon is already stronger than Icabhod's +2 rapier and the enhancement bonus will continue to increase.

But if he doesn't, then sure, we can make it into a falchion for Jack or a longsword or Malphene or something.


So regarding Bartelby. Yes, he can be reformed. And Xallis checked with me first.

That said, your characters are rightfully suspicious of him. He was an awful person. And roleplaying being cautious around him could have some interesting interactions.

However, to be clear, I would not give a player a cohort that will turn around and backstab you. A regular NPC, sure, that could happen. But a cohort is an extension of your primary character. Xallis will be fully in control of him.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 5/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, message 11m, remove fear 10m, see invisibility 110m
GM Peachbottom wrote:
However, to be clear, I would not give a player a cohort that will turn around and backstab you. A regular NPC, sure, that could happen. But a cohort is an extension of your primary character. Xallis will be fully in control of him.

I figured that was the case, but since Xallis asked the party about it in character, I decided I should respond in character. If Xallis exchanges Julania for Bartelby, I will treat him like any other cohort, though I might roleplay a lot of distrust depending on how he is portrayed. It is hard to take an existing character that we all have reason to hate and insert him back into the story as an ally without it feeling jarring. :) I think, though, that the more that Xallis can describe the former count's transformation, the better the narrative transition will go. And I guess if he can convince Martella to forgive her brother, then he (or she) can probably convince the rest of us. Jack is already inclined to give Bartelby a chance because of how he himself has benefited from mercy and forgiveness for his crimes.


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

Indeed, this is something I doscussed with the GM. The Baryelby Plan is an alternative path to explore an enemy-turned-ally, but I also know he had a well-earned reputation with the PCs and I wouldn't want to force him in if people weren't willing (in or out of character) to do it.

I'm ultimately fine with either result


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin
Icabhod Tilneros wrote:
Icabhid makes plans to poison Bartelby.

Honestly I respect that


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Would Tychus have enough time to commission an upgrade for his armour (going from +1 to +3 for 9,000 gp).


yes


Icabhod, please confirm if you want to take the Scion's Dagger / Scion's Rapier. If not, we'll figure out who else will use it.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

No thank you


Icahbod wrote:
If you wish to make Bartelby a personal redemption project, fine. But I refuse to be in the same group with him, especially if you plan to have him in combat

Well that certainly complicates things. Because I think Xallis wants to use him in combat.

Icabhod, are you going to be able to be convinced over time or is this a flat refusal? I’m hoping there’s some room for compromise.

I would like to an avoid a situation where players are refusing to play together. Otherwise I will need to figure out a resolution.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Icabhod the character does not want to work with Bart. If I was going with a cleric of Sarenrae then redemption would be in the cards

Also, the playing field is overcrowded. Henrika and Jack are the front line combatents, Xallis and Livia are also there with more combatants and melee, Tychus has ranged Combat handled and Trevor handles buffs and healing and has his wife aiding in combat. Icabhod is melee and gets stuck behind others. His skills are also covered by the other skill heavy members. Bart will be another melee and he also has good skills.


I'm still waiting to hear from a few people about Bartelby before I continue on but in the meantime I'm going to work on some background work to set up Book 4.

I updated the Succession Loyalties map. You can how the loyalties behind Eutropia and Pythareus are really starting to develop.

Succession Loyalties


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Sorry. Home computer not loading Paizo. Using 'potato fingers' on cellphone to post, so please bear with me.

Trevor does not have strong feelings about Bartleby joining the team. Quite frankly, the cleric is preoccupied with last minute wedding arrangements. If Bartleby pulls his weight. Trevor won't have any issues with the man.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

I've agreed to let Bartleby stay.


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Okay. I've talked with various players and I think we've come to a solution.

Bartelby can join as Xallis' cohort. Replacing Julania. You are all allowed to be wary, distrustful, or however else your character might feel about him. Xallis will have to sell his redemption through actions as we go along. You can decide yourselves if he proves himself or not.

As for cohorts in general, I would like players without cohorts to have equal opportunities in combat. In the next chapter, the party will be doing a good amount of infiltration, which would be better suited for a smaller group. At other times, there will be encounters that will be better suited for a larger group.

As long as it is agreeable with everyone, I will give suggestions about when it would be appropriate for cohorts to come along or when it would be appropriate for them to stay off to the side. I will make sure that there is a fairly even mix of both types of encounters. Even if cohorts sit out of a few encounters, with the Coalition Leader feat, cohorts will still be useful aiding in operations and won't need to just idle.

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