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Organized Play Member. 41 posts (1,829 including aliases). 1 review. No lists. No wishlists. 4 Organized Play characters. 10 aliases.


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OK thanks! I'll switch it out when I get home tonight


I'm back for my travels and still interested in playing a cleric of Cayden Cailean. I like the unchained skills additions, I love having more skills for my characters! I'm working on my character in more detail now. If it's okay, I would rather my character be from Kintargo even though I rolled a boon for anywhere on Golarion. Should I reroll or just not use that boon?

Boons: 3d30 ⇒ (27, 11, 28) = 66
rerolling the 28: 1d30 ⇒ 6

boon descriptions:

6: An extra non-combat feat of your choice
11: -2 to one stat, +2 to another. (No stat may be below 6 or above 20 after racial adjustments)
27: You can be from anywhere on Golarion


Milo here from the Kingmaker game.

I'm considering playing an inquisitor or cleric of Cayden Cailean. She enjoys having a good time, but all of the laws are making it impossible for the average citizen to have fun without breaking some rule or another. And now that Lord Mayor Thrune is on the scene, his absurd laws do nothing but make it more likely that someone will be arrested for no good reason. She's looking to find others who want a freer Kintargo, and if I go the inquisitor route, to destroy those who are making everyone's lives more difficult.

Is the "fed-up citizen" trait on p10 necessary for a divine spellcaster who worships a prohibited deity so that they aren't caught? Since my character would likely be chaotic good, the "law-abiding" part doesn't really fit with the character concept. Instead, I'd prefer to go with star-struck or historian of the rebellion to focus on her interest in finding other like-minded individuals.

That being said, the guide makes it clear that certain faiths are prohibited by law in Kintargo. If hiding religion is super important, I'd rather take the infiltrator archetype or the hidden priest archetype. They would also be fun from a flavor perspective.

some thoughts on boons:

I'm all for boons that help flesh out your character, like a bonus skill rank every level for a knowledge, profession, or craft skill that someone might not want to spend a point on otherwise.

You could also consider allowing the players to take a story feat.

Red also did some interesting stuff in Kingmaker when a character completed a cool roleplaying experience, he might give a bonus to certain skills (like free ranks in knowledge: nobility from listening to a lecture), or a unique feat that the character could take.

Another route I've seen is a mechanic in another game system where there are no skills. Instead, you come up with a short sentence to describe your character, called a background. In that system, you can have three backgrounds and assign eight ranks among the three of them. For example, I might put two ranks in the background describing my character as a "member of the Wild Mountain Tribe." I could use this background as a bonus to checks to track, find food in the wild, survive harsh outdoor conditions, deal with wild animals, and have some bonuses to interactions with my tribe. It counts as a range of skills in specific circumstances (survival, fortitude checks in extreme weather, knowledge nature, handle animal, and diplomacy) if the player can justify why that particular background would fit a situation. The GM then decides which ability score is most relevant, and the character adds the background bonus to the ability score bonus when making their d20 roll. I hope this makes sense, I can share more info or give some examples if you are interested.


Lots going on today. I will post tomorrow evening.

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Before going through the illusory wall, there is a door. After going through the illusory wall and down a flight of steps, there is another door at the bottom.

I'll make sure the encounter map is clear when I get home tonight, having trouble looking at it on my phone.

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Whatever process you guys would like is fine. I've also seen groups designate someone as the "leader" during dungeon crawls who will choose where the party goes.

If you guys don't decide by tomorrow evening, I will randomly choose a door by dice roll.

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We are in combat. The skeletons went first in initiative and their action was to grow larger and float closer, but they have a very slow movement speed.

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I broke my finger today and just got back from the hospital. I won't be posting today or tomorrow but should be back in the loop on Wednesday.

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I wasn't feeling well last night and went to bed early. I'll post when I get home this evening.

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Yep, real life is most important. Do what you need to do. We will be here when you are ready. I can DMPC Trey as needed.

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Yep, Ty is the only original player left. I was just thinking about that too... I'm glad we are able to continue, though!

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Hi guys, sorry for the silence. Looks like the paizo site was down for awhile.

While we might have moved on from a time line perspective, I'm OK with going back to answer questions. Although the events occur one after another, it's OK if we jump back and forth as we aren't really affecting the story by asking more questions or getting details or role playing. I like this especially during downtime when people might be doing a variety of different activities apart from each other as we can have several threads going on at once.

In this case, Ty, Yrsa, and Trey went to the Academae. Events happened and we are still hashing out some of them. Chronologically, other things happen afterwards, which are also playing out. I hope that makes sense. If not, let me know and I'll wait until something is complete before moving on.

Now that the site is back up, I will get caught up on in game posting this evening.

-Posted with Wayfinder


Please welcome Cephalo and Latressa to the game! Thanks to all for your patience during the recruitment process. Regular posting will resume tomorrow when I get back home, fingers are crossed that all my flights are on schedule.

-Posted with Wayfinder


First off, thank you all for applying. You guys made some excellent characters and made it very difficult for me to choose.

I'd like to welcome Lantressa and Cephalo to the game. You both had great characters that I feel will fit well with the rest of the group.

Marcum, it was really hard to pass on your application, but the party would be awfully melee heavy if I has chosen both Marcum and Cephalo.

Marcum and Tina, I will contact you first if anything opens up in the game.

Again, thanks to all of you for applying. I don't think I'll have internet access the rest of the evening while I'm on the road so I'm sorry you won't be able to jump in today. If you have any other suggestions or thoughts on how your character will fit in the campaign, or want to make any final adjustments to your character, now is a good time.

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I haven't heard anything from Bosch after sending him a pm last week. We have a couple options, please let me know what you prefer or if you have other ideas.

1. Continue as is with Typhon, Trey, Yrsa, and Tessa, when she is able to post. I would tune the content to better fit the small group and the skills and abilities you have.

2. Recruit some more people to fill in. I will make sure any new players would have a reason to join up with you in saving Korvosa. If you have any preferences on what type of character joins, let me know. I'd be looking for one or two additional players.

3. End the game. I'd be sad to see the game go, but I understand it can be tricky or not fun to keep bringing in new people or only have a few people in the party.

-Posted with Wayfinder


Glad to hear it! I will send a PM to Bosch to make sure all is okay and he is still with us.

By the way, the person playing as Tessa is extremely busy with work and school this semester, so he has not been posting much.

-Posted with Wayfinder


Don't know why this app on my phone won't let me post under my default alias but you know it's me.

The Seneschal's Apartment
Typhon finds several interesting things in his search.

In the closet, you find a well crafted longbow and quiver tucked under one of the cloaks. The wear on the handgrip of the bow indicate it was well used but also well cared for.

Among the papers in the desk are many receipts from Neolandus's personal transactions. Most are for groceries, ink, paper, and other mundane items. But three in particular catch your eye. They are all from a shop called "Exemplary Excrables" and signed by a proprietor by the name of Pilts Swastel. The address indicated that the shop is in Old Korvosa.

During further examination of the painting in the bedroom, Typhon finds the artist's signature: Salvador Scream.

Also in the bedroom, Typhon notices a book on the bedside table called The Travels and Adventures of Shanara Dosana. At a glance, the stories of the epic deeds of the beautiful elven protagonist seem highly unlikely and fanciful, yet the book is dog eared and worn. He also finds that the hair brush next to the wash basin is engraved with the message To NK. Love, SK. It contains several short brown and gray hairs.

As Typhon suspected, there are few personal items, as if the Seneschal did not spend much time at his apartment.

-Posted with Wayfinder


I hope she is doing better!

-Posted with Wayfinder


Although we aren't really in chronological order, jump in as needed. You are all welcome to attend any of the events

The Academae
"Yes, that harrowing did not exactly answer your question of the Seneschal's location. Hmm... perhaps if you had an item of his, my colleagues in the House of Seeing might be able to use their abilities to scry or otherwise detect his location. " Corwin offers.

Citadel Volshynek
When you visit Citadel Volshynek later, it is much busier than your visit in the middle of the night. Officers bark orders to their squads in the courtyard. A few guards are sparring near the training dummies. You are ushered inside to Cressida's office where two guards are assisting the field marshall remove the ceremonial armor she wore to the execution.

After dismissing the two, Cressida shuts the door and addresses you. "I'm pleased with all that happened today. Everything went off without a hitch. I have several things for you. First, Queen Ileosa was upset that our heroic guardsmen did not wish to be publicly recognized, but she have me a reward nonetheless. " Cressida produces a heavy bag filled with 5000 gold pieces.

"Secondly, I present you with these official badges in case anyone questions your position as official auxiliary guardsmen." She presents each of you with a silver badges engraved with Korvosa's seal- a hippogriff and trout on either side of a shield. After passing out the five emblems, Cressida explains that they are also enchanted to protect you and assist you in your duties.
Badge of the Korvosan Guard - this magical emblem can be used to cast one of the following spells once per day at caster level 4, using DC 16 for any saves required: protection from evil, sanctuary, calm emotions, or honeyed tongue.

"And finally, you requested access to the Seneschal's office and home. Your badges should answer anyone's questions about your presence. I spoke with the Gray Maidens and told them I am sending a team in a few days. They are aware that someone is coming, but I did not provide any names or descriptions. " Cressida also provides you with Neolandus's address at an apartment near the Castle.

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I think because COTC was written for 3.5 it does not qualify unfortunately. I've been converting the NPCs to pathfinder for this group.

Also I know the advanced class guide is out now. Not sure if it is in the online PRD yet, but you are welcome to take a look for new feats and such there.

For some reason I can't post on my usual alias from my phone. Weird.

-Posted with Wayfinder


Were you planning to sneak the prisoners out or be obvious about you exit? Let me know, and if you don't want to play it out, I will summarize what happens tomorrow. That way we can move things along more quickly.

-Posted with Wayfinder


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Very nice! Thank you for the suggestions.

My PCs have just started the Free Captain's Regatta. How did you determine timing during the race? For example, how long does it take to get from one obstacle to the next? How long did the race take, overall? Did your PCs decide to rest or sleep?

Overall, my PCs built characters that were pretty focused around sailing, so they already have over 10 race points and have just reached the Iris Splinters. The druid is about out of weather and water control spells though, so she is considering resting. Should be interesting to see what happens while she is asleep.

I let the group roll Knowledge(Geography) checks to estimate how long it would take to get to the next obstacle based on the map that the Master of Gales provided and their current speed. Of course, the map doesn't tell the complete story since some events (like Harrigan's attack) aren't marked on it. Results being:
Less than 20: off by 25% (if it will actually take 8 hours, it could actually take as little as 6 or as many as 10 hours)
20-25: Estimate is off by 10%
25+: They know exactly how long it will take to reach the next obstacle

I estimated the following based on the map and assuming a ship was going about 5 mph, the race would take about 31 hours. Of course, I didn't take into account time spent at each obstacle. If you assume one hour per obstacle, that's an additional 10 hours, for a total of 41 hours). I'll probably tweak it more as we get through the race
-D to E - 5 miles (1 hour)
-E to F - 20 miles (4 hours)
-F to G - 20 miles (4 hours)
-G to H - 10 miles (2 hours)
-H to I - 25 miles (5 hours)
-I to J - 25 miles (5 hours)
-J to K - 25 miles (5 hours)
-K to L - 20 miles (4 hours)
-L to M - 5 miles (1 hour)


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I converted some of the ship upgrades and magical ship-enhancing items to better fit with Fire as She Bears. Haven't had a chance to try them all out yet, but here's what I've come up with so far. I know it's not much but will do more as we use the rules more and I get a better feel for them

Jalhazar's Wheel: (fluff is the same)
For 90 degree turns, the speed used is reduced from 3 to 2
For 180 degree turns, the speed used is reduced from 4 to 2
Three times per day, the ship can make a 90 or 180 degree turn without using up any speed

Silk sails Overland speed increased by 10%; gain +1 to rolls to gain the weather gauge

Overall, many of the items in the Player's Guide and in the AP are still applicable. In most other cases, FaSB items directly replace things from the Player's Guide, such as the hull plating.


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My players just fought Zarskia. For RP and character backstory reasons, they decided to capture her and sell her into slavery. Any suggestions on her being a recurring villain? Couple of my very basic ideas are below.

1. Would Zarskia join Harrigan's crew? Would she somehow connect with him for her desire to get revenge on the PCs? Would they see her in the Regatta, or hold out until a later encounter with Harrigan?

2. Being a powerful alchemist, would she captain her own ship (probably not, she doesn't seem like a great leader), or build some awesome/crazy siege weapons and ammo for someone else's ship? This could also be included with #1.


After carefully considering several names, my alcoholic PCs settled on the "Rum Amok." Now that they've captured another ship (the Truewind), they've decided to ditch the former Man's Promise.

Their second most favorite name will now go to the ship formerly known as the Truewind... The Gay Barge. They are now carefully selecting their crew to find as many women and/or prostitutes as possible.

Other names they considered:

Euroclydon
Woman's Revenge (or similar play on 'Man's Promise')
Briny Banshee
Polar Vortex
Tortilla Ship
The Dead Alewife


Ooh, I like it! Plugg is such a jerk, his spirit would definitely hang around to haunt/ curse his cat.

If you are going for a cursed weapon, I humbly suggest that the cursed cat has the following abilities:
1) The cursed cat gives any wielder proficiency with the whip. The cursed cat also grants +2 to intimidate checks. The wielder must draw blood with the cursed cat at least once per day for these effects to function.
2) Weapon causes the wielderr to lose their hair over 1d6 days (Plugg was bald)
3) If one of the PCs (or perhaps the PC who killed Plugg) picks up the cat, it animates and attacks them, like the broom of animated attack. Or perhaps it becomes a vicious weapon, or the damage is split equally between the wielder and recipient.

As for a haunt: Whenever the wielder of the haunted cat knocks someone unconscious, they have a chance to be possessed by Plugg's spirit. DC 17 Will Save or they begin to attack the PC who killed Plugg, or the PC who Plugg hated the most.


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Humiliating the PCs can work better than lashes alone... some events that happened on our Wormwood:

Spoiler:

-Our magus, whose backstory included some previous pirating, kept asking Scourge to see the ship's papers to make sure he got a fair share of the loot. Eventually, Scourge brought him some papers to sign in front of the crew. They were actually pictures of scantily clad orc maidens... As an unintended consequence, now there are some rumors about him and Grok.

-The magus likes to show off his knowledge about ships and sailing, so Scourge sometimes gives him very specific instructions of how to rig the sails incorrectly, which of course pisses off the magus. To add insult to injury, Plugg comes by later and notices, then tells Scourge to lash the magus for messing up the rigging.

-The barbarian of the group served as the witch's bodyguard prior to joining the Wormwood. When the witch failed at her task for the day and was about to get lashed, the barbarian jumped in front of Scourge to take the lashes for her. Scourge happily whipped him into unconsciousness and sentenced him to the sweat box the following day. The next day, while the barbarian was in the sweat box, Scourge lashed the witch anyway, then broke the barbarian's great axe, threw the axe head overboard, and returned the broken stick to the barbarian after his time in the sweat box.

-Animals keep popping up to cause problems, so Scourge sends the druid PC to scare them off in any violent way he can think of (a flock of seagulls lands on the Wormwood to take shelter from the storm - here's a bucket o rocks to scare them off.)

-Our cleric was interested in playing an undead-type creature, so we created a custom template for him using the rules in the ARG. Anyway, Scourge eventually caught on, but has no way to make this creepy undead guy get off his ship. Instead, he occasionally asks Sandara to say a prayer to Besmara over the daily rum ration (essentially casting bless water), making it also have the properties of holy water. He hasn't figured out what to do about it yet since asking Sandara to stop would probably get her lashed.

As for showing off Harrigan's power level, I'm planning to add a giant enemy crab in a bit of a different way. I'm hoping it's a good way to show off some of the other officers, who I've done a poor job of including in my descriptions so far. I'm also hoping it will deter the crew from trying to explore the officer's and captain's cabins - despite repeated warnings from their friends, they've been saving up to buy some thieves tools from Grok to pick the locks they see around the ship:

Spoiler:

After going crab fishing, several crab swarms, reef claws, and a giant enemy crab follow the PCs back to the Wormwood. At night, they attack! (DC 15 check to notice them climbing on board if you are on the deck. DC 20 if you are belowdecks). A round after the crabs get on the ship, whoever is on night watch rings the bell to summon everyone to the deck.

Harrigan kills the giant enemy crab in a single stroke. Plugg and Scourge take on a reefclaw each and kill them quickly. Peppery casts some chain lightning, which takes out a few... Cue the PCs to take out three more reef claws.


I saw these somewhere, but can't remember the source. Second one doesn't really count, since it isn't exactly on-ship

36. One or several of the pirates frequently trick one of the PCs. "Land ho! Island off the port bow!" But there's nothing there. Alternatively, the island is only visible to one PC and none of the crew. What is actually going on is up to the DM.

X. The PCs spot a ship and approach. When they get close, they find out it is exactly identical to their own, complete with identical crew members wearing the same clothing. If they approach, the crew just wants to talk to them, asking questions and talking, fleeing at the first sign of violence. Investigation, perception checks, diving underwater, etc. reveal that the fake ship is a doppleganger hive thingy, and the fake crew are its young children, practicing their mimicry as they grow up.


I'm working on a cleric of Asmodeus, I should have her finished up tomorrow.

The basics: Jezebel Avenar despises that the hard work of the ambitious is wasted on the lesser people of the world. Her money is squandered by those too poor, weak, and stupid to make their own way in life. With Asmodeus' guidance, she will purify the unworthy with fire, burning away these parasites so that the strong and ambitious may rule in their stead.


Interesting! Let's see how this goes. May Asmodeus guide my fate.
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17


Another overcast day has dawned in Korvosa. It is currently Pharast and rain is always expected this time of year. The rumor mill of the city churns on about King Eodred II's recent illness, Magistrate Gar's plans to rebuild the city's roads, and possible sightings of the legendary hero, Blackjack.

Although the day has just started, you have other matters on your mind.

Tessa Alee:

As Tessa prepared to put out the next streetlamp, something fluttered down from the lamp enclosure and landed at her feet. It was a well-worn Harrow card, smudged with soot. One side showed a unicorn laying in the grass, a pear impaled on its horn. It read “The Unicorn.” The reverse was filled with tiny, cramped writing that read “I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done.”
The Unicorn

Typhon B'Ru:

Readying himself for another day of salvage on Korvosa’s docks, Typhon checked his hidden daggers. Strangely, a playing card was wrapped around the knife tucked into his boot. He knew that he hadn’t put it there. “The Peacock,” it said. It showed a green, bird-like dragon perched on a rock with a violet aura surrounding its head. The back was filled with handwriting. “I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done.”
The Peacock

Bandru:

As he set to his daily cleaning of the temple of Erastil, Bandru noticed a card sitting atop the altar. But this was no prayer left by a worshipper of Erastil, as he sometimes found - it was a harrow card. The card depicted a white serpent with wings of every hue. It was poised to strike at a star in the top corner of the card and said “The Winged Serpent.” The back read “I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done.”
The Winged Serpent

Bosch and Roscoe:

When Bosch awoke, Roscoe was standing next to his bed. The big mastiff nudged Bosch’s hand with his enormous head. In dog’s mouth was a battered harrow card. One side showed a mechanical golem, its body replaced with a castle belching smoke. It towered over an angry mob. The card read, simply, “The Keep.” A message was scrawled on the back, somehow unsmudged after being covered in dog saliva. “I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done.” The Keep

Corwin Avelard:

Corwin flipped open his spellbook. Between the pages was a single harrow card. Corwin knew that he hadn’t put it there. One side showed a man, perhaps a wizard, pointing at a passage from the book lying before him. He used the other hand to light the room with fire. The bottom of the card read “The Hidden Truth.” The back of the card was filled with cramped handwriting. It said “I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him. Come to my home at 3 Lancet Street at sunset. Others like you will be there. Gaedren must face his fate, and justice must be done.”
The Hidden Truth

Pharast is equivalent to March


Tessa, that's up to you. You were the only heal-capable person who posted, unless you count the rangers who applied.

Thank you, I may use Roscoe from time to time to point things out or add flavor.

You guys are free to tweak your character details (gear, feats, etc, or in Tessa's case, possibly a different class) for a bit as it will be at least a few posts until we get to the parts where those details are more important.

Some of your characters may know each other. For example, Tessa and Corwin are both fire-types from the Acadamae. At the end of the day, it's up to you guys if you actually have met before.


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Introductory post to come shortly.


The discussion thread is up here: http://paizo.com/campaigns/medliisCurseOfTheCrimsonThrone/discussion

Sorry Bosch, typo on my part. Fixed.


The Curse of the Crimson Throne

Welcome to the Curse of the Crimson Throne adventure path. This play-by-post game will feature most of the events and story of the Crimson Throne adventure path, with some modifications of encounters and treasure to better suit play-by-post and the party.

Posting
Be available to post at least every 24 hours. If you won't be available for whatever reason, just let me know here or via PM. If I do not hear from you, I will take control of your character to keep the game moving in your absence.

Use the [ ooc] tag for out of character speech in the gameplay thread.

If you are making dice rolls, please use the forum's [ dice] function. Please post all bonuses and penalties to your roll and briefly describe them.

Example: The crocodile attempts to bite Tessa!
1d20 + 2 + 5 ⇒ (6) + 2 + 5 = 13
+2 BAB + 5 strength bonus

GM Style
I would rather state things than assume people already know the answer. So if I am overly descriptive, I am doing it since I don't know how experienced you are with Pathfinder and for transparency's sake.

In order to keep the game moving, I will make some rolls for you, especially for knowledge skills. I will then post what your character knows.

I will also roll initiative for the party at the beginning of the fight to speed things up - that way we don't have to wait a day for everyone to post their rolls, then another day to begin the combat.

I try to be as transparent as possible, so I will post all enemy rolls during combat in spoilers.

I am pretty open to trying and exploring new ideas. So if you'd like to try something outside the box, just ask. I will do my best to find some way to say yes.

House Rules

  • Full HP at first level, 3/4 of your class's HP at all other levels.
  • For skills, combine climb and swim into the 'Athletics' skill. If you already have some sort of pregenerated character sheet, you can just put the points under climb and I will know what's up.
  • That's it for now, if I think of more I will let you know.

    Other
    I will let you know when you level up. I will mainly go by how the story is progressing (for example, you should be level 3 by the end of the first book), but will make exceptions if the party deserves better.

    If you think I've ruled something incorrectly or don't like the way I am handling something, let me know.

    The more you let me know about your character and their goals, the more I will be able to help. By that, I mean that I can tailor the story a bit to incorporate relatives or friends of the PC, play around with the treasure to make more items your character will use, etc.

    If you have any questions, please ask!


  • You guys didn't make this easy, that's for sure. After lots of reading and re-reading, as well as trying to make sure you weren't a party full of wizards and rangers, I've chosen:


    • Typhon B'Ru- rogue knifemaster
    • Corwin Avelard - wizard
    • Tessa Alee - wizard/cleric/mystic theurge
    • Bandru - zen archer monk
    • Bosch Glasthane - huntsman cavalier

    I apologize to those of you who didn't make it. I can tell you guys put a lot of work into your characters and came up with some very interesting concepts. If you weren't selected and someone drops out, I will come back to look for a replacement from those of you who have already submitted.

    I will get the OOC thread up shortly and link it here.


    Don't forget, you have until tomorrow evening to submit your characters!

    Loup, go for it. If you or anyone ends up being overpowered (intentionally or not, I'll just have to make tougher enemies!


    This is a game, so most of my rulings are "sure, how can we work in whatever crazy idea so that everyone has fun?"

    Lumiere - with a closer look, those concepts look okay. Pick whatever you feel would best fit in Korvosa!

    Ptolomeus - #3 sounds pretty fun, let's do it! You can't really break the game creating non-magical items. And once you get to magical arms and armor, we can come up with a fun mechanism.

    Spoiler:
    I need to make sure this isn't ridiculous, but I'd go for something along the lines of: If you have the Craft magical arms and armor feat, you may create the item in half the necessary time, but you add a random enchantment bonus. Choose the type of item you are crafting. Roll percentile dice. Check the special abilities table in the magic items section of the core rulebook to see what you get. You may add or subtract your Craft skill bonus to modify your result.

    For example, you say "I'm upgrading my sword from +1 to +2." Okay, you can finish it in half time. You roll percentile dice and get a 45. Looking at the Weapon Special Abilities table for minor items, a 45 gets you a shock enchantment. Let's pretend your Craft skill bonus was +5. Adding or subtracting 5 gives you the choice of an item from 40-50. So you could choose from shock or ghost touch.

    I laughed for a few minutes thinking about your character saying "Okay guys, I have 10 minutes and I'm gonna craft something! I have NO IDEA what it will be." Ten minutes later... "Wow! I made a sword!"

    Loup - I am curious, how do you plan to not be broken as a synthesist summoner? I'm not saying no, just asking how. With the synthesist summoner combined with the shadow caller, would the eidolon be a separate entity or are you wearing your shadow eidolon as a skin?

    Silver Prince - Lawful Evil is fine unless you start disrupting the party. Use the 20 point buy system in the 'Getting Started' section of the core rulebook (http://paizo.com/pathfinderRPG/prd/gettingStarted.html) (11 costs 1 point, 12 costs 2 points... 15 costs 7 points etc)

    So far we have possible submissions for:


    • Red Ramage - Cleric/Wizard/Mystic Theurge
    • (withdrawn)Alaric - Archaeologist Bard
    • Lumiere - one of everything! (TBD)
    • Kellan Barstow - Trapper ranger
    • Parinaa - Monk
    • Ptolomaeus - Huntsman Cavalier
    • ZetaGilgamesh/Corwin Avelard - Wizard
    • Chakka/Typhon B'ru - Knifemaster Rogue
    • Loup Blank - Synthesist Summoner
    • Dorian Leafthorn - Skirmisher Ranger
    • Silver Prince - to be determined


    Everything looks great so far, guys! Glad to see such a quick response! Tuesday is a busy day for me, but hopefully I can give more insight tomorrow - I've just skimmed everything for now.

    Lumiere, I'm pretty flexible, so without looking up the specifics of each combination, your ideas are probably fine. I'll take a closer look tomorrow and give more feedback.

    True Repentance, any race is fine. The 'featured races' in the ARG are easiest to work with, but if you have your heart set on something crazy, we can make it happen if you are able to role-play it.

    Kellan - for the traits, that's fine. Getting linguistics as a class skill isn't really a game breaker!

    Ptolomaeus - crafting is fine, but I will take a more detailed look at the crafting rules as well as a look at the timeline in the overall campaign. I want to make sure it won't take 3 months of ingame time to craft something awesome, but the campaign takes course over only a few months.


    I will be starting a Curse of the Crimson Throne PBP game and am looking for 4-6 players. I've never run a PBP before, but I've DMed plenty of Pathfinder, and lurked a bit on the PBP games on this site.

    We will be starting with the Edge of Anarchy module. Any Pathfinder class is fine. Races from the Advanced Race Guide are fine as long as you can justify it with your backstory. Your character should have a solid connection to the city of Korvosa and a bone to pick with Gaedren Lamm.

    Assuming enough people post by the evening of Friday March 8, I will review applicants and we will start shortly after that. Please be available to post once per day. I see there are a few other CotC games that have started recently or are recruiting, so I will leave recruitment open longer if necessary.

    Other details - 20 point buy. Full starting wealth for your class. Choose a campaign trait as well as two other traits. Full HP at level 1 and 3/4 HP for each additional level.

    I look forward to your character concepts and questions!

    1/5

    I did have a question about the stat blocks. In the tactics, it is stated that Dhanishta casts fireballs and scorching rays after buffing up. However, according to the Bestiary, spirit naga do not have the spell scorching ray. Fortunately, the party was in fireball formation, so that worked out okay.

    My experience with it:
    I ran this module last week for a group of 4 in the lower level bracket (undead sorcerer, witch, paladin, and sorcerer/barbarian).

    The scenario went smoothly. The party spent a lot of time discussing what they should do. The two Andorans in the group were hoping that going with Dhanishta 'more modern' path would get rid of the slavery/caste system. The others in the group didn't want to disrupt the local village's ways.

    In the end, they ended up bribing the tax collector, but insisted that they escort her to Aishwarya, try and convince Aishwarya to bring more business to the village, and stop the slavery with the nagaji.

    Aishwarya was happy to have the tax collector out of the way, and actually on her side, so she of course promised to do whatever the PCs wanted. Whether she could or would do it was outside the scenario anyway!

    My party had a very easy time with the final fight since they knew it was coming and had time to buff up beforehand. The sorcerer/barbarian had see invisibility up, so he focused on Dhanishta, cornered her in melee range. I rolled badly, so she failed a lot of her concentration checks. The displacement kept her from dying too quickly. The tripper/striker team was pretty ineffective since they are fairly low level. Taicho failed the save on a ray of enfeeblement, then got hit with some other nasty debuffs. The module had the fight well-planned out, but my party was prepared and killed Dhanishta after several rounds.