Curse of the Crimson Throne - Foxy Quickpaw

Game Master Foxy Quickpaw

Bad things are going to happen in Korvosa.
Maps, etc.
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Kitsune Game Master

Discussion goes here.


Well, let's put this in a useful spot:

Foxy Quickpaw wrote:

Ok, character creation rules:

- 25 point buy. No 20 in a stat at start. No dump stats (<10).
- BG Skills.
- Only Paizo Stuff.
- CRB, APG, UC, UM as a given, everything else needs approval.
- 200gp starting wealth for everyone.
- Two traits, doesn't have to be from this AP, but please none from other APs

Also a hint: I'm really bad at trackin debuffs on the monsters. So if you go that route the main spell you'll be casting will be the cantrip Remind GM.

Did I forget something?

Also, no drawbacks...

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

Thinking of swapping Toughness for another Trait -possibly Persuasive. Anyone wants to be party face?


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

I have a feeling we can split the talking role if you don't want to do it.
If you want to be the face then by all means have at it.


M Dwarf Fighter2HP26/26,AC20T13FF17,F7R2W2,Init+2,Per+6

Base stuff set up. Private Briggi Plannten reporting for duty!


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Briggi, I thought we couldn't have dump stats below 10.


@Briggi, Smithenwesson isn't a valid choice for Diety unless you have firearms proficiency...


M Dwarf Fighter2HP26/26,AC20T13FF17,F7R2W2,Init+2,Per+6

Charisma hit due to being a dwarf

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2
Tisha Nerifaren wrote:

I have a feeling we can split the talking role if you don't want to do it.

If you want to be the face then by all means have at it.

If that's what we're going for, I can replace Toughness with Cosmopolitan and add Bluff and Intimidate to Ernhild's class skills to make her a more Face-oriented build. Everyone approves?


M Dwarf Fighter2HP26/26,AC20T13FF17,F7R2W2,Init+2,Per+6

Sure


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Do you have the skills points to cover all of those skills?
If not I can cover bluff and intimidate for you.

Good cop - bad cop sort of thing.

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

Not with 3 skill points at lvl 1, no! :')


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Ok then I’ll cover bluff and intimidate

Personality is starting to come in focus. Tisha is going to be somewhat darker than most of my characters.
She is becoming more Merisiel and less Desna’s dreaming Flower Child the more I think of her.


Kitsune Game Master

Red Mantis for profile pic doesn't give off Desna vibes, yes.


Kitsune Game Master
Ernhild Jaggvir wrote:
Tisha Nerifaren wrote:

I have a feeling we can split the talking role if you don't want to do it.

If you want to be the face then by all means have at it.
If that's what we're going for, I can replace Toughness with Cosmopolitan and add Bluff and Intimidate to Ernhild's class skills to make her a more Face-oriented build. Everyone approves?

I find these kind of answers not helpful. To me it sounds like you're trying to give an answer to not step on someone's feet. And when I read it, I don't actually know what YOU want.

- You wanted to be the party face and now compromise for sharing?
- You didn't want to be the party face and now compromise for sharing?
- You didn't think of sharing and actually find it a great idea to be half of the party face?

I really don't know which one it is for you with your answer, and as it is about us all having fun, and I got the feeling that everyone here would try to accommodate the others to maximise their fun, I think it would be in your best interest to be clear about it.

Just my 2c worth.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2
Foxy Quickpaw wrote:
Red Mantis for profile pic doesn't give off Desna vibes, yes.

There is a distinct lack of good elven profile pictures. That’s a surprise given the number out there.

But this one I think fits what I’m thinking a bit better.

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2
Foxy Quickpaw wrote:
Ernhild Jaggvir wrote:
Tisha Nerifaren wrote:

I have a feeling we can split the talking role if you don't want to do it.

If you want to be the face then by all means have at it.
If that's what we're going for, I can replace Toughness with Cosmopolitan and add Bluff and Intimidate to Ernhild's class skills to make her a more Face-oriented build. Everyone approves?

I find these kind of answers not helpful. To me it sounds like you're trying to give an answer to not step on someone's feet. And when I read it, I don't actually know what YOU want.

- You wanted to be the party face and now compromise for sharing?
- You didn't want to be the party face and now compromise for sharing?
- You didn't think of sharing and actually find it a great idea to be half of the party face?

I really don't know which one it is for you with your answer, and as it is about us all having fun, and I got the feeling that everyone here would try to accommodate the others to maximise their fun, I think it would be in your best interest to be clear about it.

Just my 2c worth.

This is mostly an answer from someone trying to find a middle-ground between how they picture their character in their head (i.e somewhat used to dealing with difficult people)_and the constraints of the game mechanisms (cleric isn't the best class for a social-oriented build with so few skill points and no training in Bluff or Intimidate).

What I think I will do is share the Face role with Tisha -better two players who are decent at it than one!

I think I'll settle for the Stone-Faced feat, which fits well with what I have in mind for who Ernhild is- and gives her a +4 bonus to Bluff even if she isn't formally trained in it.


Kitsune Game Master
Ernhild Jaggvir wrote:


This is mostly an answer from someone trying to find a middle-ground between how they picture their character in their head (i.e somewhat used to dealing with difficult people)_and the constraints of the game mechanisms (cleric isn't the best class for a social-oriented build with so few skill points and no training in Bluff or Intimidate).

What I think I will do is share the Face role with Tisha -better two players who are decent at it than one!

I think I'll settle for the Stone-Faced feat, which fits well with what I have in mind for who Ernhild is- and gives her a +4 bonus to Bluff even if she isn't formally trained in it.

Thanks for explaining it to me.


Kitsune Game Master

By the way, gameplay is started, and it is for all of you to react to the invitation.

I hopefully wrote it generic enough that you can adapt 'your room' to whatever place you are at the start of the game. Be it a rented room in a tavern, some abandoned shack on the outskirts of town, or whatever you come up with.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Why yes I noticed.....
I'll let others respond before continuing.

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

Background updated in Ernhild's profile.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Background added...

Are you all planning to scout out the location or something? It specifies to meet at sunset, and you all have pushed it to early morning.
Or are you all just filling time while we wait for our fourth character?

I assumed Tisha got the message the same day and she had to be there at sunset a few hours later. But I guess we could have gotten messages at different points in the last 24 hours.

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

Filling time -I assumed Ernhild got the message early in the morning to meet up the same day at sunset :)


Apparently we are getting started immediately, so here is a partial sorcerer. Lots of stuff still needs filling out, but I can start posting.

Things to ask Foxy about before creating an alias
1)Tattoed Sorcerer Archetype (Inner Sea World Guide)
2) Fey thoughts racial substitution (Heroes of the Wild)

Narciso

Description:

5’11”, 168 lbs. Black hair, green eyes. No facial hair. Sharp features. His nose has definitely been broken years ago (Gaedren that bastard).

Background:

Narciso is a half-elven bastard, a byproduct of the licentious behaviour of the Mierani embassy under Perishial Kalissreavil. Fathered on Zeldana Cucuteni, he is somewhat of an embarrasment to the Cucuteni family. He ended up on the streets as one of Lamm’s lambs, where he spent several years. His natural sorcerous talents were just making themselves known (and thus, Narciso useful), when he ended up with an illustrated version of The Book of Joy (Calistrian holy text). Just entering puberty, the boy was intrigued... He joined the faith, and Gaedren dissapproved, beating him within an inch of his life. Narciso fled to the Calistrians. In a stroke of good fortune, this brought him back into the orbit of his father (???), who arranged a stipend to care for his bastard. That money was spent putting Narciso into the Theumanexus College, where his quick mind was fully put to work... Now, it is almost graduation day.

Stats:

Narciso
CG Male 1/2 Elf
Sorcerer 1 (Wildblooded. Tattooed Sorcerer)
Deity: Calistria
Init +2 = +2 (Dex)
Speed 30 ft
Low Light Vision

Defense
AC: 13 = 10+2 (dex) + 1 (armor)
HP: 9 = 6+2 Con+1 FCB
Fort +2 = +0 Sorcerer 1+2(Con)
Ref +2 = +0 Sorcerer 1+2(Dex)
Will +6 = +2 Sorcerer 1 +2(wis) +2 racial
+2 vs enchantments

CMD : 12=10 +0 (bab)+0 (str) + 2 (dex)

Offense

BAB : +0
Melee: Longspear (1d8), Cestus (1d4)
Ranged: +2 Light Crossbow (1d8)
CMB : +0 = +0 (Bab)

Spells

L0 (DC 14) : Detect Magic, Message, Prestidigitation, Daze, Mage Hand, Ghost Sound, Dancing Lights, Read Magic, Acid Splash
L1 (DC 15, 3+1): Grease, Color Spray (Identify), Ear Piercing Scream, Silent Image, Glue Seal, Shield, Stone Shield ,Magic Missile (to replace Color Spray)
L2 (Invisibility), Glitterdust, Euphoric Cloud, Mirror Image, Alter Self, Protection From Evil (Communal), Frigid Touch, Pilfering Hand
L3 (Dispel Magic), Haste, Fireball, Major Image, Stinking Cloud, Fly, Paragon Surge
L4 (Dimension Door), Confusion, Black Tentacles, Emergency Force Sphere, Shadow Conjuration, Wall of Brine, Obsidian Flow
L5 (Overland Flight), Icy Prison, Suffocation, Shadow Evocation, Wall of Stone, Teleport (to be replaced later with Telekinesis), Wracking Ray
L6 (True Seeing), Chains of Light, Jatembe’s Ire, Greater Dispel Magic, Greater Shadow Enchantment, ***
L7 (Greater Teleport), Limited Wish, ***, ***, ***, ***
L8 (Power Word Stun), Polymorph any Object, ***, ***, ***, ***, ***
L9 (Wish), Shades, Timestop, Gate,

Stats
Str 12 = 10 (0 pts)
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 18= 16 (10 pts) +2 racial
Wis 14 = 14 (5 pts)
Cha 10 = 10 (0 pts)

Feats: ??? (1st) Varisian Tattoo (School?) (Sorcerer 1), Alertness (Familiar when available)

Traits: Scholar of the Great Beyond (Faith), Unhappy Childhood (Religious, Campaign)

Skills (2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)

Spellcraft 1 rank +3 trained +4 int,
K Arcana 1 rank +3 trained +4 int
K Planes 1 rank +3 trained +4 int +1 trait
K Nature 1 rank +3 trained +4 int
Perception 1 rank +3 trained +2 wis+2 racial
K Religion 1 rank +3 trained +4 int

Background Skills
Craft (Alchemy) 1 rank +3 trained +4 int
K History 1 rank +4 int +1 trait

Languages: Common, Elven, Draconic (int), Sylvan/Fey (int), Thassilonian (int), Shoanti (int)

Class Abilities:

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Wildblooded (Sage)

Class Skill: Knowledge (Religion).

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Possible Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.

Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.

Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

Race Abilities:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, [b]Knowledge (nature), Perception[b], Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Equipment (200 gp):

Weapons (49 gp): Longspear (5 gp), Light Crossbow (35 gp), Cestus (5 gp), Dagger (2 gp), 20 bolts (2 gp)
Armor (3 gp): Haramaki (3 gp)
Equipment (18.56 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Wandermeal 5 days (5 cp), Spell Component Pouch (5 gp)
Leather Familiar Barding 10 gp
119.44 gp

Familiar:

,
???,Tattooed familiar,

Equipment: Leather Familiar Barding


Kitsune Game Master
pad300 wrote:

Things to ask Foxy about before creating an alias

1)Tattoed Sorcerer Archetype (Inner Sea World Guide)
2) Fey thoughts racial substitution (Heroes of the Wild)

1) Yes.

2) Googled it and first entry "Why is it banned from Society play?" with a discussion, if it is overpowered. :D
I didn't expect anything less from you. So, yes, have fun with it.


Kitsune Game Master

Well. the host of the party is waiting for everyone to be in the house before making her big entrance, so Briggi and Tisha are missing.


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

I am on the road again until Jan 30th. Posting should continue but may be spotty... (so bot if needed)


1 person marked this as a favorite.
Kitsune Game Master
Ernhild Jaggvir wrote:
"Sure. Can you pick the lock?" Ernhild inquires, looking at Tisha.

What Ernhild is actually saying between the lines: "You look like a criminal, am I right?" ;)

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

Her Abadaran sense is tingling


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Tisha: I'm shocked! Shocked to find that gambling is going on in here.
Croupier : Your winnings, Miss.

Lets see how good your Abadaran sense is, as that's only a small lie of omission.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Edited the map to reveal room.

How dark is it in this room?


Kitsune Game Master

No light source and all windows boarded shut. So it is dark.


M Dwarf Fighter2HP26/26,AC20T13FF17,F7R2W2,Init+2,Per+6

Good thing us dorfs are there.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Interesting. I would have thought that a threating whisper coming from the dark so nobody knows where it is near, would be far more scary then some drill sergeant yelling threats.
But however you choose.

Well I'm all out of options until someone does something to change the light level. I can't see except near the open doorway, so all I can do is head back outside.


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

@foxy, I have added a couple of icons to your library (the 3ed row of them) - one for the urchins and another for the gnome. Please put the assorted enemies on the map; without that it is extremely difficult to assess where to put area effects, and also who's in danger of being flanked (which is presumably the point of the urchins in this encounter: to set up the gnome for flanks, and I suspect sneak attack).


Kitsune Game Master

Basically the whole room will be filled with kids that are in the way. But they are short and non dwarves can shoot over them. Also the gnome is on the stars, which elevates him some.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Well this turned into an Interesting first combat for the characters to figure out how to fight together.

Probably hard if the characters are willing to sacrifice Kids. But fighting with on hand tied behind your back at this level raises the danger of bad things happening quickly.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

I may have just messed up all our tactical positions… but a cornered enemy will fight to the last man. But give them a way out…. You have to hope they take it after 1/4 of them already fell.

Foxy did tell us they were reluctant to fight, so hopefully they aren’t fanatics.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Foxy, am I correct in reading that the door next to Narciso just opened by itself?

Or were you saying that the door was open before and Narciso can now see into the room?


Kitsune Game Master

It opened. But you can't see who opened it.


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

@Foxy, as a Q, do I (recognize/know about/have interacted with) any of the gnome, vial chucking human or half orc? After all, I used to be part of Gaedren's organization...


Kitsune Game Master

How long ago were you part of the crew?


M 1/2 Elf| HP 16/16 | AC: 13, T: 12, FF:11 | Spd: 30ft | Sorcerer (Tattooed, Wildblooded) 2 | Init +6, Low Light Vision; Percept: +9, Sense Motive: +2 | Saves: F: +2, R: +2, W: +7 +2 vs enchantments| CMB +1 / CMD 13

Several years ago; I grew up and got me an education between then and now...


Kitsune Game Master

You know the blonde guy to be Yagrin, the face of Gaedren's operations and his right hand. He is also kind of an alchemist who has produced various kinds of chemicals for the business of Gaedren.

The other two you don't know.


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Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

Foxy before we proceed, can you explain to Ernhild exactly what in your ruling the channel is about to do?

Maybe I'd be playing channel heal wrong, but as far as I understand RAW, what he did would vastly raise the chances that a TPK happens in this fight.

I suspect there is a misunderstanding here on how channels work, and while I'm not huge on retconning in PbP but I think in this case it may just be a case of someone learning their new powers for the first time. I'm guessing what is about to happen is not the intention and a Retcon is in order.

Please feel free to correct me if I'm wrong and your results are what is expected and I'll be quiet and let you all play your characters.

And no Spiritual Support does not impact Channel Energy because this is not a spell that is being cast.

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

I honestly can't recall being in a game where Channel Energy healed enemies as well as allies -either my memory is being fuzzy again, or I just never was a witness to that particular situation. I incorrectly assumed it would only heal my allies.

Since healing the enemies was indeed not my intention, I can retcon my action if needed.


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Kitsune Game Master

Here the rule, there is no question about it (emphasis mine):
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric.

And yes, this stage in this fight is a really bad situation to do that. Feel free to post a different action.

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

Thank you for the heads-up, that was totally my bad.


Female Elf Unchained Rogue (Scout) Lvl 2 (HP 17/17| AC:17 | T: 14 | FF: 13| Fort:+1 | Ref:+7 (Evasion) | Will:+2 (+4 Vs Enchant)| Init + 4 | Perc + 9
Spells:
CL, DM, DP, RM| Harrow Points: 2

And Ernhild don’t worry about not keeping me up.
I have a feeling we missed something with the kids, so we made this way harder than it should have been.. plus I’m a first level rogue who was playing tank and not sneak attacking. I understood exactly what was likely to happen. So I don’t blame you at all for my character being down for the rest of this fight if that is what this turns out to be.

Now I would appreciate if you don’t let me die, but we have 6 more rounds until then.

Grand Lodge

F Dwarf Cleric (2)/ HP 17/17, AC 17/ T 17/ FF 10/ Saves: Fort +7, Ref +1, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CH 0/4/ Orisons 0/3/ Lvl 1 2/3/ Harrow 0/2

Believe me, letting you die is not my intention! The problem is that as long as the gnome is standing, I can't heal you

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