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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Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

I would take a potion of cure light wounds. And the 125 + 7 gold. That’s all for me.


Kitsune Game Master
Narciso the Sorcerer wrote:

Don't forget the gear off of Vancaskerkin:

potion of cure light wounds (3), mwk chainmail, mwk composite longbow (+3 Str) with 20 +1 arrows, mwk spear, 28 gp

(Ernhild grabbed a potion...)

So you'd return Vancaskerkin in his underwear and his city guard armor that he for sure didn't buy himself stuffed into your backpack to sell later?


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 Quickpaw wrote:


So you'd return Vancaskerkin in his underwear and his city guard armor that he for sure didn't buy himself stuffed into your backpack to sell later?

Pretty much yes to "in his underwear"; you don't let someone you've arrested keep his kevlar vest and AR-15 when you're hauling him in. Those at a minimum go in the trunk of the patrol car.

WRT "his city guard armor", I have been assuming that's his personally paid for kit (and our fair loot, according to Kroft's proposal "Don't make things more complicated than they need to be."); Korvosa hasn't handed Briggi MWK armor, 2 MWK weapons and a 20 pack of magic arrows...


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

I will take a CLW potion


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1
Briggi Plannten wrote:
I will take a CLW potion

Why not the bow and arrows? They would work for you and are better than your crossbow when you need a ranged weapon.


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 travelling until Aug 14th. I should be able to post, but things may be sporadic...


Kitsune Game Master

Level up to 3 please.

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Lvl 3:

HP: +7
BAB +2
Reflex Save: +1

Channel Energy: 2d6

Skills: (3)
Diplomacy +1
Knowledge (religion) +1
Bluff +1

Background Skills:

Profession (barrister) +1
Knowledge (nobility) +1

Spells per day:

Orisons: 0/4
Lvl 1: 0/3 (+0/1 Domain Spell)
Lvl 2: 0/2 (+0/1 Domain Spell)


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Lvl 3

HP +5+4= +9
Bab +1
Ref/Will +1
Feat: Iron Will (+2 Will save)

Skills (3)
Perception +1
Know Local +1
Ride +1

Background skills
Handle Animal +1
Know-Dungeoneering +1

Special Ability- Armor Training
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ah yeah, forgot about the feat

Will do that tomorrow


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

I am planning on going for Stalwart Defender


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'll get to it when I get home...


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

Ok Treasure that we can split
928 gp = 232 gp each

Here's the other stuff we took. Briggi do you want any of this or do we sell it?
mwk chainmail (300 gp)
mwk composite longbow (+3 Str) (400gp)
20 +1 arrows (920.8 gp)
mwk spear (302 gp)

Level 3:
HP 5 + 2 = 7
Fort + 1
Will + 1
BAB + 1
Skills: +1 Acrobatics, Bluff, Disable Device, Escape Artist, Intimidate, Know: Local, Perception, Sleight of Hand, Stealth, Use Magic Device
+4 Craft Lock,
+ 6 Sense Motive
Danger Sense: +1 to Reflex and AC vs Traps and +1 to Perception vs Suprise
Feat: Dodge
Sneak Attack + 1d6


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Selling sounds good

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Feat:

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

I'll keep the masterwork chainmail if Briggi doesn't want it.


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Help your self.


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

A partial 3ed level

Stats:

Narciso
CG Male 1/2 Elf
Sorcerer 3 (Wildblooded. Tattooed Sorcerer)
Deity: Calistria
Init +6 = +2 (Dex) +4 familiar
Speed 30 ft
Low Light Vision

Defense
AC: 13 = 10+2 (dex) + 1 (armor)
HP: 23 = 6 +(2d6=>8)+3*2 Con+3*1 FCB
Fort +3 = +1 Sorcerer 3+2(Con)
Ref +3 = +1 Sorcerer 3+2(Dex)
Will +7 = +3 Sorcerer 3 +2(wis) +2 racial
+2 vs enchantments

CMD : 13=10 +1 (bab)+0 (str) + 2 (dex)

Offense

BAB : +1
Melee: +1 Longspear (1d8), +1 Cestus (1d4)
Ranged: +3Light Crossbow (1d8)
CMB : +1 = +1 (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, Silent Image, Identify (Bloodline) Ear Piercing Scream, 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 (retrain to dimensional anchor later), Emergency Force Sphere, Shadow Conjuration, Wall of Brine, Obsidian Flow
L5 (Overland Flight), Icy Prison, Suffocation, Lesser Planar Binding (to be replaced by ???) 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, Planar Binding (to be replaced later by ???)
L7 (Greater Teleport), Limited Wish, ***, ***, ***, ***
L8 (Power Word Stun), Polymorph any Object,, Moment of Prescience, Greater Planar Binding, Trap the Soul, Mind Blank
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: Spell Focus (***) (1st) Varisian Tattoo (???) (Tattooed Sorcerer 1), Alertness (Familiar when available), *** (3ed)

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

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

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

Background Skills (3*2 = 6 ranks)
Craft (Alchemy) 1 rank +3 trained +4 int
K History 2 rank +4 int +1 trait
K Nobility 1 rank +4 int
Linguistics 1 ranks + 4 int
Artistry (Illusion) 1 rank +3 trained +4 int

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

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.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.


Kitsune Game Master

Feels free to spend the night at home where ever that is, and go to Eels End with spells and what not prepared to your liking. Just wanted to move it further from standing around in Kroft's office.


Kitsune Game Master

How do I change the current page in Roll20 again?


Kitsune Game Master
Foxy Quickpaw wrote:
How do I change the current page in Roll20 again?

Found it.


Kitsune Game Master
Tisha Nerifaren wrote:

That’s why we went in disguise yesterday…. I doubt anyone will associate us with the elves from last night…. Unless for some reason we are forced to dance.

But I didn’t see any entertainers there, so maybe that’s not the best idea.
If we were to do this it would need to be planned out as I assume he would need something pretty impressive if he was to incorporate that in his area.

There were a lot of guards, We could go offering to be muscle I guess.

You are visiting a bored rich guy whose attitude towards you might improve with some entertainment. You are not trying to get hired. You want to buy black mail material for cash.


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

Ok, I am travelling from 25 Sept to Oct 2. I hope to be able to keep up with posting, but if not, feel free to bot me...


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

Ok, I am travelling from 5 Nov to 12 Nov. I hope to be able to keep up with posting, but if not, feel free to bot me...


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Perhaps time to go all Judge Dredd on fpljs?


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

Narciso. I think you have 3 rounds of actions to do before I start acting again.


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
Tisha Nerifaren wrote:
Narciso. I think you have 3 rounds of actions to do before I start acting again.

Tisha, I don't think that's what's implied. The Hideous Laughter spell will expire in 3 more rounds (it lasts CL rounds), but you get a save each round to end it early...


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

maybe I’m reading this wrong but this seems to imply you can only make two saves. One nwhen it is cast on you and one the next round.

On the creature’s next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2
Tisha Nerifaren wrote:


I don’t know how far she will go to stand against a direct order from the queen. But I do know she will do far more then the order of the Nail will.

If you really only painted a portrait then can you think of any reason the queen would be pointing at you?
The way I understand it the queen is about to publicly announce you are the killer , so there is most likely also a mob coming and they will be out for blood. My team can get you out of here and my guess is if the queen is after you, you are going to need someone in your corner. Let us help you.

Team you hearing this? Anyone find anything to support or refute her story?

Haha, I think Ernhild and Briggi are off to Zellara drinking tea, and cannot hear anything anymore :')

The team is otherwise engaged


M Dwarf Fighter3HP35/35,AC20T13FF17,F7R3W5,Init+2,Per+7

Lol


Female Elf Unchained Rogue (Scout) Lvl 3 (HP 24/24| AC:18 | T: 15 | FF: 13| Fort:+2 | Ref:+7 (Evasion) | Will:+3 (+5 Vs Enchant)| Init + 4 | Perc + 10 (+11 vs Suprise)
Spells:
CL, DM, DP, RM| Harrow Points: 1

Ummm the whole chase took less then 5 min in game time. But if you want to be out, we deal.
Narciso are you also out also or making your way as we talk?

Grand Lodge

F Dwarf Cleric (3)/ HP 24/24, AC 18/ T 18/ FF 10/ Saves: Fort +7, Ref +2, Will +8/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 0/1 /CH 0/4/ Orisons 0/4/ Lvl 1 0/4/ Lvl 2 0/3/ Harrow 0/2

Ah, I thought it took longer than that!

In that case, we can probably still hear you


Kitsune Game Master

It takes Ernhild and Briggi longer to talk to the neighbours and search Trinia's flat than the chase took so far. It's 15 chase cards and with a few rolls that failed you're at max 20x6 seconds -> 2 minutes.

So Tisha can talk this out with Trinia, climb down, walk back and still be at the main entrance of the house before the dwarfs come out.


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
Tisha Nerifaren wrote:

Ummm the whole chase took less then 5 min in game time. But if you want to be out, we deal.

Narciso are you also out also or making your way as we talk?

I think I am still having to climb the sidewalk, and mentally composing my letter to the city council... At this rate, you're going to have to come rescue me from the climb check before I starve to death.

WRT to who can hear you, I am the hub of the message spell, of course, but I will be relaying the gist of your conversation to Ernhild and Briggi.

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