Villamar Koth

Vanulf Wulfson's page

Goblin Squad Member. Organized Play Member. 590 posts (7,215 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 38 aliases.


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Influence:

Jockeying for position and favor is natural part of human social dynamics, as common in the armies of high-minded crusaders as in the courts of wicked nobles. The resulting web of allegiances lies at the heart of any intrigue-focused campaign, with individuals scheming to gain allies while undermining their enemies’ support. To represent these machinations, this section introduces two influence systems: one for individual influence and one for organizational influence. The first system provides a dynamic framework for social encounters in which the PCs gain or lose the favor of key NPCs, as well as a mechanic for calling in debts. The second system models the way the PCs’ actions affect their clout within allied organizations, and how far organizations at cross-purposes with the PCs will go to undermine them.

Individual Influence
The most common model for social encounters involves a single exchange involving a Bluff, Diplomacy, or Intimidate check. The following influence system serves as a more robust replacement for that basic system. It also encourages the entire party to participate in a social encounter, and can be used in encounters with multiple NPCs. In the individual influence system, participants try to change the targets’ opinions or court favor by succeeding at a variety of checks unique to each individual target. Known as influence checks, these are usually skill checks, though other types of checks may suffice, as an NPC may be especially impressed by other qualities, such as drinking ability or martial prowess.

In this system, a social encounter is divided into one or more phases. The length of a phase is flexible, and typically lasts 15 minutes to 1 hour—long enough for each PC to perform several minutes’ worth of actions per phase that are unrelated to influence checks (such as investigating a murder scene or surreptitiously defeating an assassin) without forgoing their chances to participate in the social encounter. GMs should determine beforehand how many phases a social encounter will last, thus determining how many chances the PCs will have to influence or learn about their targets—generally two to six. The GM should also determine whether the PCs’ actions can win them additional phases. For example, seducing a baroness or forestalling her carriage may both earn the PCs an extra phase in which to win her favor.
At the beginning of a phase, each PC selects an NPC.

During each phase, a PC can either try to directly influence the NPC via an influence check, or attempt to learn more about that NPC with a discovery check—a check to learn about an NPC that can help with future influence checks during the same social encounter. The kinds of checks required for an influence check or a discovery check, known as influence skills, are unique to each individual. The PCs can learn an NPC’s influence skills through successful discovery checks (see Discovery Checks); otherwise, they must guess.

Discovery Checks:

Discovery and Influence Check DCs
The appropriate DC for an influence check depends upon several factors. The table of standard influence DCs listed below provides a baseline for DCs for each average party level (APL). These DCs should be relatively easy for the PCs as a group (particularly those with access to aid another and the benefits from discovery), and they are generally appropriate for the skill that is most effective at influencing an NPC. To generate a typical influence check DC, add 5 to the base DC; add 10 to generate a difficult influence check DC. The DCs for skills in which many PCs have extremely high bonuses, such as Diplomacy and Perception, should be increased further to compensate. An NPC who is hard to influence might use the typical and difficult DCs for her influence skills, or possibly even higher DCs.

If a major event takes place during the social encounter, consider whether any of the NPCs’ influence DCs should change in response to the event. For example, if someone breaks into a sealed vault containing priceless treasures during the social encounter, law-abiding NPCs who suspect the PCs committed that crime become harder to influence.

Each PC who attempts a discovery check rolls separately, even if multiple PCs attempt to discover information about the same NPC during the same phase. This represents the PCs forming their own separate opinions and analyses.

At the beginning of the social encounter, each PC can attempt a relevant Knowledge check to recognize particularly prominent NPCs (see the sidebar for DCs). If any PC succeeds at this check for an NPC, then all PCs gain a +4 bonus on their discovery checks involving that NPC. Before attempting a discovery check, a PC chooses whether to try to learn the NPC’s strengths, the NPC’s weaknesses, or the skills that can be used to influence him. Each type of discovery check has its own requisite skill and DC. Sense Motive often works as a discovery skill, but it may not be the best choice because it’s so general. When a PC chooses to attempt a discovery check, the GM should tell the player the possible types of skill checks for each kind of discovery check (though not the DCs), and let her pick which to attempt. If a discovery check relies on a Knowledge skill, it requires observation in the current moment, not static knowledge.

A PC who succeeds at a discovery check learns one of the skills that can influence the NPC (starting with the skill with the lowest DC), one of his strengths, or one of his weaknesses.

For every 5 by which the PC exceeds the DC, she learns an additional influence skill, strength, or weakness. Thus, a withdrawn but observant character can provide allies with a significant bonus (or help them avoid significant penalties) on future influence checks, making her as important to the group’s success as PCs who prefer the spotlight.

Influence Checks:

Without a successful discovery check, a PC attempting an influence check must guess what an NPC’s influence skills are. A PC generally gains no benefit or hindrance when using a skill that cannot influence the NPC, though the GM may rule that multiple fumblings annoy the target and impose penalties on future rolls. Guidelines for setting influence check DCs appear in the sidebar.

The PCs usually must succeed at more than one influence check to sway an NPC. No matter how many PCs speak to the same NPC, only one check to influence that NPC can be attempted during that phase. Additional checks serve as aid another attempts tied to the principal check. Succeeding at an influence check by a substantial margin provides additional benefits. Succeeding at an influence check by 5 or more counts as succeeding at an influence check and a discovery check (the PC chooses whether to learn one of the skills that influences the NPC, one of the NPC’s strengths, or one of the NPC’s weaknesses after the check is rolled instead of before the check, but the check otherwise functions as a successful discovery check). Succeeding at an influence check by 10 or more allows the PC to choose between gaining the benefit of succeeding at two influence checks or the benefits of an influence check and a discovery check (as if she had succeeded by only 5 or more).

Failing an influence check by a substantial margin makes it harder to influence the target in the future. If a PC fails an influence check by 5 or more, she cannot attempt to influence that NPC using the same skill for the remainder of that social encounter. A PC who fails an influence check by 10 or more cannot influence that NPC for the rest of the social encounter at all. For example, if the NPC’s influence skills are Diplomacy and Knowledge (arcana), a PC who fails a Diplomacy check against that NPC by 5 or more can still attempt to influence the NPC with Knowledge (arcana).

These restrictions also apply to aiding another—a PC who fails by 10 or more irritates the NPC to the point that the party can no longer take advantage of her assistance.

A PC doesn’t necessarily realize whether or not she has succeeded at an influence check unless she succeeds by at least 5, but a character always knows when she has achieved the maximum possible influence over an NPC. Some NPCs might act as if they were being influenced even if they have no intention of listening to the PCs.
The GM may wish to limit the number of PCs who can interact with a single NPC during a phase. After all, the NPC can hold a conversation with only so many people at once, and if six characters cluster around, the interaction may seem more ominous than intended. Limiting the number of PCs who can simultaneously interact with an NPC to two or three (with the other PCs attempting discovery checks or focusing on other NPCs), helps the encounter flow briskly and prevents a single PC from taking too much of the spotlight.

Once the PCs succeed at a certain number of influence checks, they gain sway over that NPC, changing his opinion on an issue, earning a favor, or otherwise gaining some benefit or removing an obstacle.

Influence and Magic:

PCs can also use magic to assist in gaining influence over key NPCs. In most cases, casting mind-affecting or other intrusive spells is socially unacceptable or even criminal, so PCs who wish to use such magic should use discretion.

Whenever a PC (or NPC) casts a spell, NPCs with the Spellcraft skill attempt to identify that spell. Even NPCs unfamiliar with magic are likely to assume that spells are intended for mischief, unnatural control, or other selfish ends. The most common schools of magic used in social situations are divination, enchantment, and illusion.

Divination spells can assist the PCs in similar ways to a discovery check. Spells such as detect magic and identify reveal active spells and magic items. Spells and items far beyond the reasonable means of an NPC may indicate that NPC is hiding something, or is more than she seems. Alignment-detecting spells reveal whether someone has an unusually strong or unexpected aura. Other divination spells, such as detect thoughts, pry directly into a target’s mind, and can provide valuable clues at the GM’s discretion, most commonly replicating a successful discovery check.

Enchantment spells and effects are extremely effective tools for increasing influence, but their use is dangerous.

When cast during a social encounter, spells such as charm person grant a +5 circumstance bonus on influence checks in place of their normal spell effects, as long as the target fails the saving throw and remains unaware that she is under an enchantment effect. More powerful enchantments such as suggestion are unhelpful for gaining influence, since they compel limited actions for a time and then stop. Spells such as geas/quest or dominate person might obviate the need to sway an NPC, but the magical influence is obvious to many people interacting with the NPC. People typically react poorly to realizing that enchantment magic has been used on them. The consequences of getting caught range from the offending PC being unable to attempt further influence checks against that NPC at that social event, to the whole party being unable to attempt further influence checks against that NPC during that event, up to the party being kicked out of the event entirely or charged with a crime.

From innocuous glamers—such as magic that sustains illusory finery—to spells disguising an individual as a different person, illusion spells are versatile tools of deception. Many illusions that allow a saving throw require the viewers to study the illusion carefully or interact with it before they attempt a saving throw. In the context of the influence system, the first time a PC interacts with an NPC during a phase, the PC and the NPC each receive a saving throw against the other’s relevant illusions, as they are assumed to be studying each other carefully at some point during the first exchange. After that, participants generally become more complacent in the way they examine each other, so they receive saving throws against only illusions dealing with particularly specific aspects of their interaction. For example, a glamer to make a dress look nicer would grant a saving throw during the first phase of interaction, but it usually wouldn’t recur in later phases unless the topic of the dress came up in conversation.


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Sorry, everyone. Things have been crazy busy st work this past week but I have been following the by-play just waiting for a chance to move things along and I think Dax just gave me an opening.
I'll get a post up tomorrow morning and get things going.


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Tonight's the night!

Restov has been abuzz ever since Lady Jamandi Aldori issued her "Call for Heroes" to tame the Stolen Lands, and you have answered her call. So it is that you find yourselves making your way up the cobblestone path to Lady Aldori's manor, an impressive three story structure set on top of a hill overlooking the Free City of Restov. The path itself, bordered by majestic oaks and well manicured hedges, winds around the hill for nearly a mile past a barrack, the stables, and over a dozen thatched roofed cottages of the manor's servants and retainers. Once you reach the manor proper you pass through a hedge lined rose garden to the great hall itself where crowds of people wait to be called and escorted inside. Ominous grey clouds scudder overhead and distant thunder portends the storm to come. Finally you are the last group to be called and you enter the great hall just as the rain begins to fall.

This spacious hall has been prepared for a great feast. Servants hustle and bustle about, while several armed soldiers—Lady Jamandi’s house guards—watch over the hall from their positions against the east and west walls. To the north, a fire crackles away in a large fireplace. An iron lever secured by a lock adorns the fireplace’s eastern face. The faint scent of cinnamon wafts from two massive oil burning crystal chandeliers hanging from the ceiling twenty feet above. The walls are decorated with painted murals of idyllic woodland scenes: nymphs frolicking amid waterfalls, satyrs dancing with fawns in wooded glades, and various winged fairy creatures flitting through the trees. Nine long tables are arranged around the central portion of the room, each holding plates, utensils, mugs, goblets, and full, ready to be poured pitchers of ale, wine, mead, and water. The smell of roasted meat and other delicious scents fill the room, yet no food has yet been served.

You escorted to a table near the back of the hall where five other people are already seated. First is a human female dressed in hide armor, which bares her scarred midriff, who seems to be impatiently waiting for the feast to begin. Across from her sits another human female wearing scale mail, whose blonde hair has been chopped into a bob as if she did it herself. Next to her is a human male who, incongruously, isn't wearing any armor. His black hair, pulled back into a ponytail, frames his face which bares a few faint white scars. He seems to be chatting up the blonde next to him, much to her irritation. Across from them is a female halfling, her fingers stained with ink, who seems to be trying to take in and memorize everything happening everywhere, perhaps for a later entry into her journal. Next to her sits a male gnome, with shockingly purple hair who is dressed in purple robes. He watches your approach with something akin to disdain. The human male greets you each with a hand shake "Welcome," he says with a smile "I'm Maegar Varn, of House Varn, won't you please be seated". It's a tight fit but you manage to get seated comfortably "And who might you all be?" Maegar asks.

Knowledge (nobility) DC:15:

You know Maegar Varn is the eldest son of House Varn but, do to his family's peculiar tradition of the head of house selecting his heir, he is not the next in line for succession. That honor instead goes to his youngest brother, Paulun.

Once you are seated a striking half-elf woman enters the hall, followed by an aristocratic, middle-aged human man. The man wears finely tailored clothing, fit for a noble, while the woman appears dressed for battle. She wears a fine leather coat over a sparkling mail shirt, and at her waist hangs an Aldori dueling sword with a bright silver pommel. The two make their way to the head table, where they remain standing.

The man speaks first. “Greetings, heroes! I am Ioseph Sellemius, lord mayor of Restov. And this,” he gestures to the woman beside him, “is Lady Jamandi Aldori. We both thank you for answering her call for heroes. You may be few, but we need only the best for this great task.”

Knowledge (local or nobility) DC:10:

You recognize Lady Jamandi as one of the Aldori swordlords—former rulers of Rostland before it's forced merger, along with the nation of Issia, into the Kingdom of Brevoy by Choral the Conqueror. She is a wealthy and influential woman, who is recognized as one of Restov’s greatest warriors.

Knowledge (local or nobility) DC:15:

You recall that Lady Jamandi’s Aldori dueling sword trails magical fire when it strikes, and while she used to take jobs as a mercenary, she now focuses on tending to the needs of her manor, troops, and duties to Restov.

Knowledge (local or nobility) DC:20:

You know that Lady Jamandi has recently been at odds with the ruling house of Brevoy, and even her wealth and influence in Restov may not offer long term protection from the Regent of the Dragonscale Throne to the north.

Lady Jamandi offers the room a broad smile before she speaks. “South of here, beyond Brevoy’s border, lie the Stolen Lands. This disputed territory has been claimed time and again by would-be settlers, but because the area has been a haven for bandits and monsters, it has never been held for long. Restov intends for this to change. If you have enough courage to drive off the dangerous denizens of the Stolen Lands, you can seize territory for yourselves and name yourselves baronesses or barons. Restov intends to recognize the legitimacy of the new rulers of this land, and none of the other neighboring realms care enough to challenge you. We are prepared to provide backing as a trade partner and military ally. If you claim the land, you will have my—indeed, all of Restov’s— support!”

After Lady Jamandi finishes speaking a small bell rings and her servants begin to circle around the room, filling mugs with ale, fruit juice, or water and serving food from heaping platters. The feast itself includes four courses in all: crisp greens lightly flavored with savory oils, spicy seasoned waterfowl, a main course of tender roast boar, and a finishing selection of fine desserts and cheeses. For the duration of the feast, the servants bustle about in their never-ending quest to keep mugs and goblets full and take discarded plates away to the scullery.


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Tank you everyone for making my life sooo much more difficult, but in the end there can be only one, er five. So, will the following chosen players please report to the Discussion page to check in and receive your Kind and Benevolent GM™ reward.

Ironpereti - Brand the Bold
Ridge - Daxiana Gloridia Medvyed
AJM8665 - Aelbourne Silverleaf
Mark Thomas 66 - Iolandra Zamfi
Wandering Wastrel - Allandír Dinúvriel

To those not selected I hope you can find a game for your characters as it literally, almost, came down to a coin toss between some of you.

Lastly, I'd like to wish all of you who celebrate a Happy Easter!

Good luck and good gaming.
Wulf


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Okay, everyone. I'm going to close recruitment now. I'll look over everyone tonight and should have something up tomorrow. Due to the Easter holiday we'll kick things off on Monday.


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Sorry everyone for the radio silence but last week was kind of busy and the weekend is, well...the weekend, but I have been monitoring the thread.


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@Azure_Zero- Sorry no 3p content, that includes 3.5 stuff

@Sensen- Yes, you can retrain by spending the time/gold to do so. I also allow a free retcon between 1st and 2nd level if you find something that's just not working.


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I’m looking for five players to join me as I run the Kingmaker Adventure Path. Recruitment begins today and will stay open until Wednesday, March 27th @ 8:00 P.M. (CDT).

Classes- Anything Paizo has publish is considered fair game although some might have a harder time explaining what they are doing in the River Kingdoms (Eastern type classes, especially. Although a Ninja from Daggermark might be intriguing). Furthermore, I prefer characters that can fill a certain roll. I generally choose along certain lines (Arcane, Divine, Melee (tank), Melee (ranged/striker), & Skilled). Barbarians, Monks, and Rogues may be of either the vanilla flavored or Unchained variety, while Summoners MUST be Unchained only.
Races- While I prefer keeping to the races found in the Core Rulebook. If you think you can convince me why some of the more monstrous races would be interested in exploring and clearing the Greenbelt of bandits, feel free to try.
Abilities- We will be using the Standard Fantasy (15) point buy system.
Hit points- Full hit points at first level. Every level after first you will roll for your hit points. If you roll less than ½ your hit dice, give yourself that minimum (i.e. 3, 4, 5, 6 for D6, D8, D10, or D12 respectively. You can never do less than ½ your HD).
Skills- We will be using the Background skills option.
Feats & Traits- Everyone will start with two traits (one of which MUST be from the Kingmaker Player’s Guide) (If you choose the Pioneer trait your starting horse is a light riding horse and that’s it. No tack, no harness. If you want it to be war-trained I expect you to pay the difference between the two versions. If you have the Handle Animal skill you may train it on your own for 30% of this difference). No Drawbacks. I will be incorporating certain aspects from the second edition AP as well (NPC's especially) so NO LEADERSHIP feat allowed.
Starting Gold & Gear- Maximum starting gold for your class. I want everyone to be well prepared for survival in the wilderness.
House Rules- Character Death- While I don’t go out of my way to kill characters, it might happen. A character is now considered dead at negative his constitution score + his level.

That should pretty much cover everything I can think of. If you have any questions, feel free to ask.


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Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Thanks, Ankha. That's what I was thinking of doing except I was thinking about using the color spray wand instead.


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I'm currently in the Fort Lauderdale airport, waiting on my flight home. I'll get things going again tomorrow or Monday at the latest.


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Ananet, I'd rather not derail this any more than I have to.


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Given that you're riding in a merchant caravan I don't think buying mundane arrows will be a problem.


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We'll pick up from where we left off. I'll bot Falric until/if Lucendar returns. If he doesn't I may need to open a recruitment to find a new player.


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Okay, everyone, the deadline I've given has come and gone, and so in the interest of keeping this game alive, I'm going to take over as GM. In order to keep things simple I'm going to ask everyone who wants to continue to please jump over to the following threads and check in.

Mummy's Mask: Death Is Just the Beginning Gameplay Thread

Mummy's Mask: Death Is Just The Beginning Discussion Thread

Mummy's Mask Battlemaps


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If we reboot you can create another character entirely. Play an Alchemist if you'd like or something else if you'd prefer. I'd hate to lose a player over their dissatisfaction of how their character is turning out.


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I just sent a PM to the GM asking if he's still interested in continuing, hopefully he'll be back soon. If not I'm prepared to run this game, but I would like to continue playing Nasir. I hope no one would have an issue with a DMPC in the game.


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Sorry everyone, I thought I had set the preferences but apparently I didn't. The list has been updated to allow everyone to view/edit.


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I've spent the past couple of days going over your adventures in Brinewall to date. As far as I can tell there are a few places left for you to explore. On the main level I show only the 2 T14's and T15 left, as well as the creature in the pond at T16.

On the upper level I show the ruined solarium at U5, the bedroom suites at U14, and U15 left to explore as well the Attic Whisperer in U12.

On the dungeon level I see V3, V5, and the creature Zaiobe called "Nindinzego" in V10 left to deal with.

I also started a new loot list and have been updating it as I went along. Right now I'm still waiting on Paizo to transfer this game over to me (I sent them another email on Monday). Once they do this I'll post the link on the Campaign Info tab, but for now you can access it here:
Jade Regent Loot List

If anyone else has been keeping track and can double check me to make sure I didn't miss anything I would greatly appreciate it.


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I'm waiting for everyone to come to a consensus about staying or going. Right now, I think it's 3 to 1 for heading to the Court of Spears.


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Winsome fires another coin at Zaiobe only to have it sail harmlessly past the harpy as she dives out of the way.

Adrian attempts to emulate Aiko's climb to the top of the tower only to have the crumbling brick and mortar come loose in his hands as soon as he puts weight on them.

Zaiobe's attempt avoid Winsome's coin unfortunately puts her in the direct path of Zaraleva's fire bolt. The smell of burning flesh and feathers permeate the air as the flaming missile strikes Zaiobe directly in the chest.
Zaraleva, you forgot to roll the 20% miss chance, but we'll go with it.

A look of panic begins to creep into Zaiobe's eyes as she realizes she may have made a mistake in attacking the party. The panic gives way to resignation as she continues to press her advantage. Deciding to spread her attacks out hoping to take more than one foe out she splits her attacks between Kelda and Zaraleva.
Attack roll #1 (kelda): 1d20 + 13 ⇒ (15) + 13 = 28
Attack roll #2 (zaraleva): 1d20 + 8 ⇒ (12) + 8 = 20
Damage #1 (kelda): 1d8 + 2 ⇒ (6) + 2 = 8
Damage #2 (zaraleva): 1d8 + 2 ⇒ (2) + 2 = 4

Byron studies Zaiobe's movement hoping to score a hit as she swoops above but he can't seem to find the rhythm as his bolt flies past echoing Winsome's coin.

Lyraesel finally gets the hang of the unfamiliar crossbow as she looses a bolt which manages to score a slight scratch, drawing some blood, on Zaiobe's arm as it flies by.

Zaiobe's eyes widen in surprise as Aiko launches herself through the air at her. So taken aback she is unable to avoid Aiko's naginata as it slices deep into her wing joint, causing both of them to tumble from the air onto the cobblestones of the courtyard below.
Damage (falling): 2d6 ⇒ (5, 3) = 8 (Aiko take 3 points)
Aiko manages to twist the mass of their bodies so that Zaiobe absorbs the brunt of the impact and cushions their fall. Aiko rolls off the body and stands looking down at the lifeless, broken, corpse of the harpy.

Combat over.

Kelda says "I don't feel so good." as she begins to rage crash.

The Exchange

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Male Human (Keleshite) Paladin (Undead Scourge) 2 [HP: 20/20]
Character Information:
[Armor Class: 16; Touch: 11; Flat Footed: 15]; [BAB: +2; CMB: +5; CMD: 16]; [Saves: Fortitude: +7; Reflex: +3; Will: +5]; [Initiative: +1]; [Perception: +2]
Smite Evil: 1/1; Lay on Hands: 1/3

Don't forget, swarms take 1.5x damage from AoE attacks.


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Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

A7 is good with me too

Dakari listens as Ankha lists off the difficulties they encountered while searching the settlement "Seems to me some of these will need to be dealt with sooner rather than later. I can't imagine leaving the village to go searching for what happened to the "old" colonists, while leaving the "new' colonists to be eaten by ankhegs or cockroaches."

Eyeing the swarm suit he says "Does anyone have alchemist's fire? I have some flasks of oil but they won't be nearly as effective"


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Sorry I'm late everyone. I was in a meeting all day yesterday and then on the way home I was rear ended at a stoplight. After dealing with the insurance company for a couple of hours I just didn't feel like posting anything.

Anyway, can Giuliano Gracchus, aka The Shrike, report to the Discussion thread to check in. I'll get him written in to the story soon.


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Okay, it's Friday now and I haven't heard anything from Amala's player, so I'm going to post for a replacement today.


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I think I can take this over. Just give me a couple of days to get up to speed.


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Hey everybody,
As I was prepping this module for Roll20 I created some battlemaps for the encounters that were missing them. So far I've created ones for the settlement of Talmandor's Bounty and will get around to making others for the rest of the module/AP.

I tried to do my best translating the written description into a visual representation of each building. I hope everyone will enjoy these as much as I did making them. Again, these are just my interpretation and your 'mind's eye' may have a different idea for what each should look like.

If you think I missed the mark on something, please feel free to let me know.

Part One:The Vanished


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Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari steps up to the group when Anbkha calls out to him. He nods to Ankha "Yes, I remember you. It's a small ship and the fish ate well...at least for a few weeks before you got your sea legs underneath you." he smiles at the young girl to take any, unintended, sting out of his words.

He listens as she rattles off their findings examining the lost colony's outpost. His pointed ears perk up as she mentions the splitting of the expedition into two, possibly more, factions "Are you sure this Rayland murdered Silas Weatherby? Sometimes people will crack under the strain of being in a new, unknown, situation but you think the Bountiful Venture's recruiters would have tested for that in some way."

Dakari's eyes widen as Ankha mentions the clockwork spy "I've had some experience with clockwork devices from some of the expeditions I've been on." he looks to Dolgrin "May I see it, please?"

Assuming Dolgrin hands it over
Dakari turns the device around within his hands as he tries to remember anything about this particular type of construct. Satisfied, he pulls a set of tools from his pouch and, before he begins to tinker with it, he casts a spell and draws a deep breath and sets to see if he can get it to replay it's last recorded messages
Dakari will cast guidance and activate his archaeologist's luck before he begins to attempt to "crack it open"
Knowledge (arcana): 1d20 + 9 ⇒ (4) + 9 = 13
Disable Device (archaeologist's luck, guidance): 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30


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Dragoncat wrote:
@GM Whiterose: May I take the Deadly Courtesan rogue archetype for my half-elf rogue?

Yes, go ahead. I don't see anything Vishkanya specific in the archetype so it should be good.


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Apologies everyone, I thought I had linked the blog post with the updated Player's Guide in my original post but it looks like I didn't. So here's the link:
Curse of the Crimson Throne Player's Guide


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Randall hops nervously from one foot to the other in anticipation of the action to come.

He's got nothing to buff himself with so he'll wait until we board to begin his Inspire Courage.


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Hit Points: 1d8 ⇒ 7+1=8


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

I've updated the tokens on Roll20. Blue is Helpful to at least one of us, Green is Friendly, Red is Hostile, and Black is a ship's officer (Uninfluenceable). Currently there is no one Indifferent or Unfriendly.


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Begging the Captains pardon, Sir.' Randall says with a tug of his forelock in salute {b]"But what she says is the truth. Before I was sent to the bilges this morning Mr. Plugg stripped me of my weapons which I thought awfully peculiar given the size of the rats that live down below. He told me not to worry as he was sending someone to help, fortunately he missed my holdout dagger."[/b] He flicks his wrist just so and the dagger falls back into his palm, he offers the blade to the Captain hilt first.

"When Fipps and Japes arrived I could feel something was just not right, the tension was so high you could feel it even over the oppressive heat of the bilge. Anyway, Fipps soon began to pick a fight and drew his blade to strike at me. I incapacitated Japes with a spell while Fipps and I fought. He struck two teribble blows and I was soon unconscious. When I awoke both Fipps and Japes were sprawled on the deck next to me. I assisted Chisomo in placing them in the manacles, although stripping them naked first was my idea." his face twists into a wry smile.

Yeah, I'm good but even I can't save that roll.


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Aid Another (Charisma): 1d20 + 4 ⇒ (13) + 4 = 17


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Bilge Water Runs Deep:

Randall finishes his shift in the bilges as the pair of naked men slowly regain consciousness. Before going topside he walks over to the pair of shackled prisoners "Listen, gentlemen, and listen good." to make sure he has their attention he draws one of their daggers from his belt and lets the torchlight play along it's blade before continuing "A storms coming and you can feel the wind beginning to shift before it arrives. You two owe me your lives, my companions were quite content to kill you while you were unconscious but I, reluctantly, talked them out of it. He looks both men deep into the eyes "Now you have to ask yourself will you stand windward and join the storm, or will you stand alee and be swept away when it arrives?"
Diplomacy: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Randall makes one, last ditch, attempt to get Fipps and Japes to switch sides knowing my all be for naught

Randall drops both Fipps and Japes' daggers at Plugg's feet "With my regards, Mister Plugg" he sneers in contempt. As he walks back to join the rest of the crew he says over his shoulder "They decided to stay in the bilges for a little alone time."


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Lucille:

The description of the bilges states there are six sets of masterwork manacles bolted to the wall, so no need to tie them up.


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

In the Bilges:

Stabilization check DC:10: 1d20 + 1 - 5 ⇒ (14) + 1 - 5 = 10
The blood from Randall's wounds slows from a torrent to a trickle


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Alexandr Vladimirovich Androv wrote:

Self audit:

--had one skillpoint too many, fixed
--HP were missing, I assume one takes half?
--Added some potions/Arrows from leftover money
GM_Coreyllon wrote:
HPs are Max at first, half +1 after that.


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A lot of drug addicts lying around


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Male Human (Taldan) Wizard (Necromancer [Hallowed Necromancer] [Life]) 4
Character Information:
[HP: 24/24 (+4 Temporary)]; [Armor Class: 12; Touch: 12; Flat Footed: 10 (16/12/14 w Mage Armor)]; [Saves: Fortitude: +2; Reflex: +3; Will: +5]; [Initiative: +4]; [Perception: +5]

Sorry, I know I typed out a post. Must have forgotten to submit it.

Damien spans and loads his crossbow to take another shot at Mictena. He curses again as the bolt goes wide.
Attack roll (ranged): 1d20 + 4 ⇒ (1) + 4 = 5
(Seriously considering turning this crossbow around. It would be faster.)


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Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Exposition time

Randall finds himself standing next Sandara by the railing "My apologies. Things have been so hectic these couple of days I haven't made the time to introduce myself and that's just rude. My name's Randall, Randall McNally, but my friends just call me Rand. Last night you told me a little about yourself and I feel the need to return the favor. I grew up in Riddleport. My father was a fisherman and I was raised listening to the men swapping stories as they mended their nets. The sea always called to me so as soon as I was able I hopped on a ship heading out of town and haven't looked back since. Meantime, I've jumped from ship to ship and risen up, and down, the ranks ever since."

Randall will call out to Rosie "Miss Cusswell, I understand you have a fiddle. If you would be so kind as to play I will sing everyone a song"
Perform (sing): 1d20 + 9 ⇒ (18) + 9 = 27
Randall will use his Sea Shanty ability to remove the fatigue any of his allies are feeling from the days work.

Once he finishes his song, and if Rosie will continue to play, he will extend his hand to Sandara for a dance. During a particular lively reel he will pull Sandara in close and whisper in her ear "Shall we continue this dance below decks?"
Seduce (I mean Influence) Sandara: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33

If she's agreeable, or not, Randall will take the opportunity to dump his rum ration over the rail and into the sea below "Every little bit helps." he thinks to himself as he goes below decks.
Stealth check to dump the rum: 1d20 + 6 ⇒ (9) + 6 = 15


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Elephant in the Room:

By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the creation of every new character: feat taxes.

Many veteran players lament that you need three feats to go to the bathroom in Pathfinder. It’s a cheeky musing, but one rooted in truth. Pathfinder’s feats are arranged in sprawling tiers, often requiring an investment of three or more feats to unlock a single more advanced one. While it’s satisfying to work towards a goal, many rungs on the feat ladder are considered either undesirable or overtly mundane. These are feat taxes.

Below I’ve highlighted a number of revisions to Pathfinder’s feat tree to help ease the situation. I’ve focused mainly on combat feats, arguably the worst offenders. Feel free to incorporate these changes into your own house rules or make your own suggestions in the comments.

Martial Mastery
Gone. Combat feats like Weapon Focus now apply to weapon groups instead of a specific weapon by default.

Weapon Finesse
Gone. The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier).

Agile Maneuvers
Gone. A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise.

Combat Expertise
Gone. Now simple a combat option for any class with at least +1 BAB.

Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal
Gone. Replaced with Deft Maneuvers.

Deft Maneuvers
New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Power Attack
Gone. Now simply a combat option for any class with at least +1 BAB.

Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder
Gone. Replaced with Powerful Maneuvers.

Powerful Maneuvers
New. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Point-Blank Shot
Gone. Precise Shot replaces it as a prerequisite for further archery feats.

Deadly Aim
Gone. Now simple a combat option for any class with at least +1 BAB.

Mobility
Gone. Merged with Dodge.

Dodge
Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Two-Weapon Fighting
Gone. Merged with Greater Two-Weapon Fighting

Greater Two-Weapon Fighting
Revised. Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.


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OK, I'll bite.
I'm thinking of either a mutated mushroom or, because I live in Illinois, a mutated corn stalk.


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Here's a more expanded list.

Lapyd*: Shantanna Lyrs – Female Tiefling (demon-spawn) Antipaladin (blighted myrmidon)/ Barbarian
Pad300: Djir Brentwhisker – Male Ratfolk Unchained Rogue
Ruin Explorer: Myrsko Izuro – Male Human Wizard (spellslinger)
Archae: Adir Silverleaf – Male Halfling Fighter
Odentin*: Mahkah – Male Oread Monk (zen archer)
Delmoth: Mama Mambo – Female Goblin Cleric of Lamashtu
Spazmodeus: Angeus Mourngrym – Female Human Swashbuckler (shackles corsair/inspired blade)
Delightful: Black Bess – Female Human Cleric of Besmara
Hustonj: Bektat – Male Hobgoblin Unchained Barbarian (invulnerable rager)
Hustonj: Ioney Dragi – Male Aasimar (musetouched) Bard (sea singer)
CA Jademan: Tik Tik Scaletail – Male Ratfolk Witch (sea witch)
SqueezeMeNow: Torin Brimfisher – Male Half-elf Barbarian
Galahad0430: Tristian Fortmaine – Male Human Fighter (aldori defender)
Rabscuttle: Beric Pearlsbane – Male Halfling Antipaladin
Trevor86: Neachtuir – Male Elf Alchemist (grenadier)
KingHotTrash: Beket Runetooth – Male Human Fighter
Ouachitonian: Cnut Bjornsson – Male Human (skinwalker [coldborn]) Barbarian (invulnerable rager)
Noral: Nuwa Feng – Female Half-elf Unchained Summoner (soulbound)
Edeldhur: Reknar – Male Half-orc Bard
Jeremy Packer: Draak "Lizard" – Male Tiefling (orc blooded) Alchemist (beastmorph)
Vanulf Wulfson: Kragor Bloodskull – Male Half-orc Ranger (freebooter/trapper)
Eriktd: Jaques Lacrimoisi – Male Human Swashbuckler (inspired blade)


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Kragor's background is done.

hustonj wrote:

So, this is the point somebody usually provides that old Gene Wilder quote:

Willy Wonka wrote:
The suspense is terrible. I hope it lasts.
I don't normally, but I was missing it, so . . ..

Willy Wonka

It's originally a quote from Oscar Wilde from The Importance of Being Earnest.


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Female Changeling Oracle (Life) 4
Character Information:
[HP: 27/27]; [Armor Class: 21; Touch: 12; Flat Footed: 19]; [BAB: +3; CMB: +3; CMD: 15]; [Saves: Fortitude: +4*; Reflex: +4*; Will: +6* (+2 v. death effects)]; [Initiative: +2]; [Perception: +1]

Unfortunately my laptop has taken this opportunity to take a dump. What started out as just a few keys not working correctly progressed to half the keyboard going out and finally to it not working at all.
Best Buy was worse than useless and for what a local shop wants to charge me I might as well buy a new one, which is exactly what I'm going to do.
I should be up and running again this weekend.


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I'm thinking a Human Fighter (Armiger) going into the Hellknight Prestige Class. Probably start him out as Lawful Neutral and eventually shifting to Lawful Evil via Damnation Feats.


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Hey all,

I've seen the various copies of the charters from the books and, I'm sorry to say, I wasn't very impressed by them (no slight to the original creators but they were just not what I was looking for) so I took the liberty of creating my own.

I also included the letters found in books 3-6 in as well.

I hope you enjoy them.

Kingmaker Charters and Missives

P.S. If anyone has skills with Photoshop, alas of which I have none, and would be willing to make and share a wax seal of Pitax, similar to the Brevic one, in Pitax blue it would be greatly appreciated.


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I think I didn't phrase my question correctly. Are the kingdom rules for 1e going to different from those found in the Ultimate Campaign book?


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James Jacobs wrote:
Papa-DRB wrote:

Was anything done with the Kingdom Management sub-system?

I DM'd the original AP with my home group, and have played the Owlcat CRPG. To tell the truth, I am hoping that that the Kingdom Management was "updated" to what is in the CRPG.

If no, I will either do something myself, or hope that one of the 3rd party folks does it.

thanks for any answers.

It's a new game edition, so the Kingdom Management system was rewritten from the ground up from its 1st edition version. It's role remains closer to how it worked in the 1st edition game, since the way it worked for the video game (as a series of narrative encounters with choose-your-own-adventure style choices and a VERY complex series of calculations and time-management steps better handled behind the scenes by a computer than by people playing a tabletop game) isn't really appropriate for the table.

The 2nd edition version of these rules instead presents the kingdom in a similar way to a character, sort of like how the Hell's Rebels rebellion worked, or how a starship works in Pathifnder, but taking full advantage of the new edition's rules.

So it's a completely new sub system and not just a rehash of the Ultimate Campaign rules?