Darkest Corners volume 2

Game Master Harakani


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DM

This is a thread to discuss the formation of a game.
It is inspired by many sources; Simon R Green's Nightside and Haven, Noir detective stories, and of course Spooky's Darkest Corners thread.

I would like a city with enough people to start to run into metropolis problems.

I would like a large class of poor, and a small class of very rich, and Tammany Hall politics.

I would like the death of pretty much any individual to be something that gets investigated. For pretty much everyone to have rights. But I would like there to be an oppressed subclass.

I would like it to be primarily human and human-like races.

I would like it to be in the early stages of an "industrial revolution" using alchemy and magic.

I would like the PCs to be elite members of the "Guards", which are a police type force. The guards also do military and crowd control, PCs unit would be responsible for investigating unusual crimes.


DM

Closest match in Golarion that I can see is Nex.
Fortunately there is not much information on Nex, so it might fit.

inner sea magic wrote:

magic in Nex is seen as an amoral force, to be

studied and wielded with scientific detachment
inner sea magic wrote:
This focus on the arcane does make clerics and oracles scarce within the walls of Quantium and her sister cities
inner sea guide wrote:
...and vastly enriched his private nation through his adventures and the judicious application of wish level magics...
inner sea guide wrote:
The city attracts a wide assortment of inhabitants, from ambitious wizards seeking to perfect their craft in one of Quantium’s vaunted arcane universities, to outsiders summoned to Golarion by long dead mystics, to merchants...
inner sea guide wrote:

[Valkus Island]an inescapable prison colony for the worst killers, monsters, political prisoners, villains, and would-be

conquerors to threaten the nation.

Qantium has 60,000 people.

Ecanus has 23,400
Oenopion has 8,900

They are ruled by beauracracy and the council of 3 and 9


DM

Problems:

Nex is incredibly open minded, which makes a subclass difficult to have.

60,000 is not a lot of people, all things considered, though it is three times larger than Korvosa.

Seems to match the population of about 1400 London.


DM

Given Nex was established a looooong time ago, and Nex vanished 4000 years ago - basically during middle kingdom egypt in our world - I'm proposing this.

These are not in a book. I don't think they're countered by anything in a book though.

Citizenship, residency and property.
Nex is proud of not discriminating. Pretty much anything can be made a citizen, which has allowed their kingdom to incorporate significantly powerful 'monsters'.

citizens have rights. Use of magic on a citizen against their will is a crime, and is investigated by the Guard (those poor bastards). Citizens have access to some elementary assistance regarding food and shelter. Citizens have legal rights and very few obligations. Each citizen has one vote.

the descendants of the heroes who helped Nex found his city have all been granted eternal citizenship.Many of these families have fallen into Poverty over FOUR THOUSAND years, but still reside in the city because terrible as their life may be they have access to the necessities to survive. These poor live in slum-like quarters, but the murder of any of them is the murder of a Citizen, and is investigated by the Guard.

Those who come to Nex may apply for Citizenship. Usually this requires paying an exorbitant fee or working for the government for some time. This is significantly easier for magically gifted people and creatures.

There is a residency status for visitors who do not seek to become citizens; usually traders and sometimes students. Such residents are treated much as citizens legally but fewer rights (no vote, for example).

There are also 'informal residents' - also known colloquially as strays. These creatures have few rights at all. They are not counted in the 60,000.

There are 'property'. These are slaves, or sometimes bound creatures, or those working off prison sentences etc. It is a very bad thing to be property in Nex. Also not counted in the 60,000.

Magic, especially constructs, do a lot of the work in Nex. There is probably 2-3 constructs for every citizen/resident. Much manufacturing, repair and other simple work is done by constructs. Recent advances (especially the Soulbound concepts) have managed to create constructs with near-sentient or sentient minds. At the moment a construct is considered property, though it could be granted Citizenship. There is a significant prejudice against constructs in the city, especially in the poorer sections where citizens cannot get jobs.


Male (5'8", 130 lbs) Samsaran Alchemist 3 [HP 23/24 |AC: 18, T: 13, FF: 15 | Fort +3 Ref +7 Will +3 | Perception +11, Init +8 | Dex Mutagen, Careful Teamwork]

Sounds promising. I'd be willing to go along with that.


DM

The Guard is responsible for maintaining order, and enforcing the will of the council.

Different units within the guard tend to be given different jobs to specialize in.

Higher levels within the Guard are increasingly - and eventually completely - political.

The PCs are a squad put together to investigate special crimes and rumors of rogue monsters. Looking for a good name here! Such squads tend to have a high turnover due to death, but are an excellent place to distinguish oneself. Often membership in such squads is as a way of earning Citizenship.

PCs would have private wealth and draw a salary. They could also take kickbacks etc. Standard Guard equipment is issued to the squad. PCs are elites, and it is expected they may be up against very dangerous monsters so equipment is not skimped on. IE game is not about collecting loot.

---
People still interested?


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Yes. Might have to rework or make a new character, to fit better : )

I'm considering the Investigator - which I might simply swap Ophelia to and then adjust her backstory. However, I'm not sure if a sentient construct would be put in the guard, rather then somewhere to be studied.


This looks quite promising, almost a steampunk flavour to it though not quite that modern. At least that's how it seems to me. I kind of agree with you Ophelia that a sentient construct might be more likely to end up in a lab rather than on the Guard but I will miss the excellent roleplay and characterization you bring to her.

How will religions be handled? I'd like to continue on with Tieszla so will there be a church of Pharasma in Nex? I'm certainly willing to create a different character if needed but it's always disappointing to play one for such a short period, especially one that was based off of an old character that I never did get to play back in the day either.


DM
Ophelia Hale wrote:

Yes. Might have to rework or make a new character, to fit better : )

I'm considering the Investigator - which I might simply swap Ophelia to and then adjust her backstory. However, I'm not sure if a sentient construct would be put in the guard, rather then somewhere to be studied.

This is why I had the "sponsored for citizenship by working in the guard" bit.

Way I figured it based on the backstory you had was that she was property with permission to do what she wants and a missing owner.

Eventually owner will be declared dead. Potentially disputes over his property would be a lot of red tape.

Missing owner would have been investigated and provides a way for her to meet the guard.

Working in the guard gets you sponsored for citizenship, so if she survives long enough she can become a citizen, so long as it happens before the owner is declared dead, and the owner does not dispute it.

Nex has other intelligent constructs - homunculi, soulbound, etc. Your backstory had her as having been studied already.


DM

Religion
Nex does not discriminate against religions.
It does prosecute anyone who breaks the law, even for religious reasons.
You can openly worship Hanspur, Hastur or Urgathoa here. Sacrifice even one unwilling citizen and you're in trouble.

That said, Nethys and Pharasma are the two biggest religions. Nethys because he is the god of magic and Pharasma due to the millenia long war with Geb.

Pharasman Inquisitors have no special legal powers in Nex. It would make sense for them to join the guard though, as they can then arrest or destroy any undead they catch breaking the law, or that are strays.

One of the major threats is going to be rogue Geb agents, escaped lab experiments (some of whom are undead abominations) and accidentally reactivated Geb terrorist monsters from the height of the war.

It does mean, however, that you might know there is a lich abomination raising zombies as slaves, and not be able to do anything about it because it's all legal. I guess the drug war might be a good parallel. "Sure we haven't caught him doing anything illegal, but he's totally going to. All we can do is wait and catch him when he does... and let him know we're watching him."

That any good?


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Hmmh. That would work : )

Another thing I've been thinking of - could I simply have Ophelia emigrate to Nex from Magnimar?

She would have pretty good reason to, considering they let constructs gain citizenship. And since she did help catch the Jack, she could posses a letter of recommendation to the watch.

If so, I'm thinking of either only having the first adventure as 'cannon' or simply pretend that any remade characters wasn't simply present during the second one.

Now, the only thing holding her down in Magnimar was her master/creator. Sure, she had some friends too - but not enough to prevent her from pursuing her own goals and dreams. So perhaps they found Polo during their foray into the cult of the *whatshisname* - either dead or charmed. Both could work. If dead, she would be devestated and have so much more reason to leave, to run away from it all. Or alive, and they go back to their ordinary work after a while. But then she realizes that sitting around in a shop doesn't do it for her, and she leaves anyway - but on better terms.

I think I like the last one more. Then we could have episodes in Magnimar if we want, or simply an exchange of letters. Besides, I prefer to veiw Ophelia as emotionally handicapped, not damaged.

Also, I'm probably going to make a new alias and save this one if Spooky returns one day (since I'm going to change class anyhow!). Besides, I thought about adding Dara's nickname : )

Thoughts ? =)


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Ehm - quick note: Replace Magnimar with Korvosa!

I have another pbp running with a similar theme, and I sort of mixed the cities up^^


DM

I'd like people to have ties to Nex. Korvosa is a long way from Nex.

I'm happy to transplant pretty much the whole first two stories.

I was going to change only that the initial recruitment was by Lt "Spooky" Jack of the Guard. After stopping a Hanspur cult Spooky Jack manages to swing an appointment as guardsman for each of you, but gets promoted out of the field.

If you really want to keep the Korvosan aspect I suppose we can work it through, but if other people want to keep their PCs we'd need a reason why all of them moved to Nex.


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

That works too : )

I was merely looking for a way to to 'save' the previous adventure, but if we are going with the 'it was in Nex all along' that will be taken care of nicely


DM

I'm keen to make Nex a tight city. Outer walls forming a 4800ft circle.
Was designed to hold off magical attack, so walls are a mix of materials, hardened and thick.
Buildings tend to build up rather than out. Most buildings loom over the populace in the street.
Statues of heroes everywhere - many of which are also defences.
Given this is the home of the inventor of the create demiplane spell, I see that a lot of places don't exist solely in this plane.
Stealing from Haven I'd like to have a long, straight Street of the Gods. Temples to the big gods at the near end, with lesser gods - or others - forced to the far end. Street stretches impossibly for miles in a straight line. and Nexian citizens come here for amusement as well as to worship; and they have a tendency to shop around when they need a miracle.
The Street of the gods have their own special guard unit of avowed atheists.


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Isn't there a cathedral with a similar setup here in Golarion? Where the Starstone is = )

Anyhow - this all does seem pretty cool (and I'm a bit hyped to dive into it!). Is there anything we should do now, before we start?

Like switching Ophelias levels - assuming you are okay with the Investigator? I'm probably going to keep one level of Bard for cantrips (important to Ophelia!), but the rest will be Investigator levels.

Have you given any thought on what level we continue from? 3 like we left off ?=)


DM

RE Starstone: Is there? Most of this is from the many, many discussions about high magical warfare I've had over the years.

I was thinking same level. I'm fine with rebuilds.

I plan on knocking up some traits to represent the various citizenry types, but maybe I should just know what people are thinking.

I'm away most of next week (mon-thurs), so I wouldn't want to start before then. Good news is I am then on holiday so should be pretty good to go.

I wouldn't mind starting with 4 or 5 players.

ACG classes fine. Paizo OK. No 3rd party. Sound reasonable?

What are people thinking of playing. I'll try to get a recruitment set up.


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

I was a bit vague, I meant the street of gods setup with temples and dedicated atheists.

Linky

But great minds and all that :P

//

I will play Ophelia, as a Bard (Archevist) 1 / Investigator 2. Probably :P

The Int focus of the Investigator meshes better with her then the Cha focus of the Bard, I feel.


DM

Shang?
Tieszla? Is this religion setup okay? I can imagine she might have turned up to help in the 'war' with Geb, only to discover it is over in all but name.


Male (5'8", 130 lbs) Samsaran Alchemist 3 [HP 23/24 |AC: 18, T: 13, FF: 15 | Fort +3 Ref +7 Will +3 | Perception +11, Init +8 | Dex Mutagen, Careful Teamwork]

I'm good with it! Now to think if I want to adjust anything...


DM

okay, I think we need a fourth, so I have posted in the recruitment thread.

I've deliberately kept it vague.

What from the last game do we want kept?

I'm happy to have Ophelia's awesome imp-contact in Nex as well :)


I would like to create something for this game. Very much so. I love this type of platform for roleplaying.

The concept I would like to use is this character I made a backstory to. Her story is easy to change details so they match the game for the right flavor. I do love large city based urban games.

Of note, I intended this character to be a Bard Archaeologist. She studies all things draconic due to a bloodline link from the Blood of Dragons trait. I never did put the crunch in her profile after I made both the story and the build.


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Welcome aboard : )


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Or, well maybe I got ahead of myself. I thought the recruitment was already complete, not merely started. I'll downgrade to a 'Hello, pleased to meet you!' to not scare away other applicants if that is okay : )

Also, I'd like to keep most of the cast. But we need to figure out some things about how the last adventure ended. Was poor Dara really dead ? And what happened to our first ranger ?


But of course! I don't expect to be accepted, just considered for the running.


DM

Okay: is Level 3 the right level to be doing this at?
Given there's been an adventure at 3rd, I'm tempted to say 4th.

In terms of equipment I'm thinking standard as WBL.
That said, underlying this would be:
(A) the cost of magic & items is cheaper in Nex than just about anywhere. Given the game is set within Nex we ignore this and just accept the magic mart presented by the default pathfinder rules.
(B) YOU CANNOT LOOT THE BAD GUYS. You can confiscate stolen items etc, but these go to central stores.
(C) some bribery, extortion and patronage is expected - don't get caught, don't get greedy.
(D) guards maintain their own equipment
(E) particular items can be issued to the group for particular missions. These items can be requested if sufficient reasoning is shown (eg if you are going up against a were, and can prove it is a were, you could request silver weapons or silver weapon blanch.
(F) expendable items used in the course of duty can be replaced, but this requires going through red tape and proving the use was necessary.
(G) particularly impressive performance (*cough* levelling *cough*) is likely to result in being 'permanently lent' items from central stores.
(H) you can absolutely run a business on the side. Bear in mind you might need someone to run it for you if you get sent on a week long mission to s a slow demi-plane.


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Those rules are reasonable.

And 4th level sound very tempting indeed :)

I'm just thinking - Shang, are you okay with Ophelia switching to investigator? There might be some overlap on the Extract mechanic then : ) (She would, however, be more likely to use contraptions and small devices instead of liquid containers since ... well she cant drink :P)


DM

@Ophelia; How is Ophelia's race built?


DM

Shang and Ophelia: good point.
Shang's an internal vivisectionist; sneak attack and melee. There does seem to be more overlap than I expected.
Shang - you want to weigh in?


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

This template on a standard human. And the bonus health constructs normally enjoy were moved as a 'unconscious' threshold.


DM

@Ophelia: 3rd party template? Nice template, but I'm trying to avoid 3rd party. Why was it chosen? Your idea or Spooky's?


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Honestly, I cant remember - but I will look it up.

It was chosen since I wanted to play a clockwork, and that template contained the most sensible rules. It was CR 0, and contained a mix of both strengths and weaknesses and no pile of bonus feats/stats : )

The Paizo template only deals with the conversion of construct -> clockwork and tacks on a number of other things.

Edit: Looks like it was I : )

Another thing that was considered was the Android race, with some refluffing. And perhaps switching Nanite Surge to something more ... clockworky.

But honestly, I'm quite fond of all those quirky interactions with certain spells and effects from the template. I hope it is not them that bothers you^^


DM

No.
I had thought she was more a soulbound construct.

The template actually is not bad.

It has a lot of pros and cons, quite big ones. EG: Vulnerability to acid and electricity is a bit harsh, but then resistance to cold, fire, slashing and piercing is pretty good.

Big thing is that I'm not a big fan of infernal healing - I think it breaks some of the conventions (wizards & sorcerers do not heal), is badly worded and even if it did work should not work on constructs.

The template says

template wrote:
A clockwork automaton can only be repaired by spells that affect the construct type such as rapid repair

which I read as denying infernal healing.

That makes Make Whole or a Clockwork Servant the easiest ways to get healing. Happy to say Central has a Clockwork Servant. Make Whole is only a second level spell and heals a LOT of damage (CLxd6 capped at 5d6, rather than 2d8+CL)... but has a long casting time - enough it is not likely to be used in combat.

If you like the template my thought is to just be a bit harsher on the healing spells and run it as written; you can have the bonus HP, and at 0HP are 'broken' as per template. So long as your companions can get you back to Central there are rules in the template for repairing you. Yes 4000gp is expensive, but easier than Raise Dead. Think of the bonus HP as Diehard; once into that level you should really be looking to hang back or abort, but at least you can drag yourself to safety.

I really like Ophelia, but the fact she is a construct is part of that. The major disadvantage of Constructs in PF is repair time.


If I may weigh in here, I'm liking the concepts and ideas I see so far. I do have a question, have you solidified the starting level? Either 3rd or 4th is fine with me, though it eems like you are leaning towards 4th more than 3rd.

Apologies for the next part as it wasn't addressed when I asked in the recruitment thread.

As for bringing in a character, how will the decision be made? Will you, Laznist, be making said decision? Or will the current players be running a vote? Just burning questions I have. I very much want to play this bard. I thought up the concept at the end of last week and am very motivated to begin playing the character.

I tend to do that, make characters that I bond with as a player. My imagination runs wild these days.


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Roger : )

Earlier with Spooky, we let the Craft (Clockwork) to be used as threat deadly wounds from first aid (but with Int instead of Wis) to repair.

For reference: Treat Deadly Wounds*

Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

Time: 1 hour.


DM

@GMV: my decision, but I intend to ask for feedback from the players.
I want to see what grimdog73 has gotten, otherwise I'm happy to start choosing. Not as much interest as I thought there would be, but I'm happy with those who showed up :)


Female Human Inquisitor 3 | HP 22/26 | AC 20 T 13 FF 17 | Fort +5 Ref +4 Will +5 | Perc +9 | Init +4 (Careful Teamwork, Shield of Faith)

Crap! Sorry Laznist, I promised to post something here but it slipped my mind. I had an appliance apocalypse on the weekend so I've been trying to replace a fridge, stove and dishwasher. So much shopping. So much money :(

Anyhow, Tieszla's story is quite mutable. All I need is a town that got wiped out by undead and a church of Pharasma and it sounds like I've got both. If you need me to make any changes, just let me know otherwise I am all set!


Spoiler:
HP 23 | AC 17 | T 13 | FF 14 | CMD 17 | F +1 | R +7 | W +4 | Init +3 | Per +9

Just posting here as my bard. Looking forward to the fun!


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Here I am, thank you for the opportunity.


1 person marked this as a favorite.
DM

Okay.
Level 4 it is.
6000gp each.
No more than 1500gp on any given item.

Group will be issued;
A wand of CLW (arcane) - 20 charges
A wand of CLW (divine) - 20 charges
A wand of Gentle Repose - 50 charges
A scroll of Quench (druid CL 5)
A scroll of Phantom Chariot (CL 7)
A scroll of Whispering Wind (CL 3)
Parchment Messenger

parchment messenger:

This is a piece of paper that can be written on as normal.
It also contains a rough map of Nex.
By speaking the command word and drawing a route on the map (a full round action) the parchment messenger folds itself into a tiny bird-like glider and follows the route. Once there it emits a piercing whistle until it is unfolded and read.
An erase spell removes the writing on the parchment messenger, but the map must be re-scribed.
Parchement Messenger is a tiny construct with cloth, flammable, slow (ground), alternate movement (fly) and faster (fly)x2. It has a fly speed of 35ft, and can fly half a mile in about 4 minutes.

Reasoning being that while these are also able to be used for the team (with paperwork) they are there so your squad can act as impromptu emergency services.
One signal whistle per member (all guards have these; a call on the signal whistle is a call for help and it is expected that nearby guards will respond. Whistle can be heard about a quarter of a mile off without too much difficulty.
All squad members are expected to have a (highly secured) hair clipping with Central.
Your unit will be rostered into one of the sections of Nex, and given an allowance to hire a Guard Station. much like a fire station in our world. Nex learned in the war the folly of putting all your Guards in a single AoE. The default guard station is expected to have living quarters for at least eight Guards and four prisoners. For simplicity the allowance will let the group 'purchase' 3000gp of rooms. Characters may invest their starting money in this if they wish.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

What do you people think? Should I go wizard 4, wizard 3/rogue 1 or wizard 3/fighter 1?


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Sounds nice : )

I'll get an adjusted Ophelia up as soon as Shang weights in on the extracts. Would you mind if I used the previewed version of Studied Strike in that case?

@Castor - That is certainly up to you, but we have plenty of 3/4 bab & 3/4 casting classes. Either you fit right in with multi-class, or you'll get to be the magic-asset with 4 levels of wizard. Either works : )


I'll request holding off on multiclassing until you can cast 3rd level spells, if you are okay with it - unless you're aiming for a prestige class?


Hmm - did Spooky let us have an item up to 2000gp?


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)
Darkest Corners GM wrote:
Hmm - did Spooky let us have an item up to 2000gp?

*Blank stare*

Ehm ... No, I don't think so. Why?

edit:

We got +2000gp from the last reboot, is that what you meant : ) ?

edit2:

I realize now you meant the 'most expensive item you can purchase' cap! I don't think so, he was more 'buy multiple small things and get creative', but I don't know if he actually put up a limit.


Good gravy... Did Spooky really give us 25 point attribute buy?

Also; can I get Tieszla, Ophelia and Shang to post what their special campaign trait awarded by Spooky was? (and mechanics please)


Female Construct (Human Clockwork Automation) Bard (Archivist) 3 | Hp 20/23 | AC 15, Touch 12, FF 13 | CMD 16 | Fort +1, Ref +5, Will +4| Per +9 | Init +2 | Active: Careful Teamwork (bonuses not typed out)

Link

Shang:

Apothecary:Your store might not be the go-to apothecary in Korvosa, but you still do well for yourself, and there's no harm in ordering a surplus for your own use. When using Craft (Alchemy), you pay only 1/4 the cost instead of 1/3. In addition, you can buy alchemical items, herbs, and other substances at 75% the listed price. You've also learned almost entirely forgotten secrets of alchemy, and can make Holy Water using Craft (Alchemy) at Craft DC 20.

The Cycle of Life:You aren't sure exactly how many lives you have lived, but sometimes information creeps through that you didn't realize was there. Once per week, you may add a +5 to any Knowledge check other than Knowledge (Local). You must use this ability after rolling, but before knowing the result.

Ophelia:

Robotic Logic: As a machine, your every thought is one of pure logic, making you excellent at understanding both the spirit and letter of the law. When present, you are able to contribute to the efforts of others to discern lies. When dealing with devils, fey creatures, or others who twist words and manipulate people through craft language, party members in your presence gain +1 to Sense Motive rolls. You also have a +1 bonus to Linguistics rolls to discern forgeries, and may use your Linguistics skill as Sense Motive for any written work. (You only get the one because of the ability clusterf+$! that is your race.)

And yes, we had a 25p buy. The original recruitment was pretty juicy :)

I'm fine with stripping down the point-buy to something less, if that is where we want to go!

Edit:

Link2

Tieszla:

Haunting Images: You fell asleep once, and horrors ensued. But now you're stronger than you used to be, and won't slip off into slumber so easily again. You gain a +2 bonus against exhaustion and fatigue effects, as well as magical sleep.

Survivor: You may well have sat on the edge of madness, but you've grown stronger for it. There is a lingering paranoia in the back of your head that lets you react faster to threats. You gain +1 to Initiative rolls when taken by surprise, and a +1 to Reflex saves.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

No problem, I will stay with wizard for now.

So, is it 20 or 25 point buy?

The limit stays 1500 gp?


My preference is at least 20 point buy. Wait, you're doing 25 points? Pure gravy! :-P


25 POINT BUY!
(GM mentally adjusts the party's CR up by about 0.5)
Yeah - limit is 1500.

"Bonus" trait for Ophelia (so everyone gets two):
Free Willed Construct: Free Willed constructs are a rarity. It complicates your life and requires you to carry papers to prove you are not property. On the other hand when you want to blend in, people in Nex tend to ignore constructs. Make a Bluff vs Sense Motive check to appear as a mindless construct, and you may take 10 on this roll at any point. Does not work on those who know you well unless paired with Disguise.

For the others;
Once characters were statted up, Spooky gave us some bonus traits as well

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