GM Kirsdrake's Eberron Case Files (closed recruitment) (Inactive)

Game Master Kirsdrake

Map of Khorvaire ** Party Pool * * Character status * * Combat map *


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Just setting up the discussion thread


Hello! Excited to be here.


male

Me too!


male

Nice set up! Pretty bleak but it goes with the territory.

Besides I have yet to read a PC background that did not involve some sort of tragedy. :)

OK, here are some ideas for my PC off the top of my head:

1) grizzled war veteran, bruiser, probably human or maybe shifter although shifter traits in PF seem sort of blah..., probably brawler class

2) naive young person, very smart, probably too smart for own good, elf or maybe human, mastermind, probably investigator with some archetype to rid myself of 'poisons'

There's five of us, right?

We will definitely need a rogue and a grifter and an artificer. I'm getting Leverage' vibes but much darker.

Game on!


Hello!


Hmm... now that I think of it, there really wasn't any reason to activate the recruitment thread at all... oh well, live and learn. But as promised, a bit more food for thought to fuel character creation:

- the game is set in Sharn, beginning around the default time for Eberron campaigns, so the War ended only a couple of years ago. There will be some travel involved, but the majority of the action will happen in and around the City of Towers.

- while the majority of people do prefer peace, the fact that no-one actually won the war is an issue for many - it was, after all, more of the case of everyone being too scared to play, fearing the Mourning might happen again, and this time in their country... plenty of armchair generals are certain that, had only they been in power to make decisions, they'd have used the fact that everyone else was shaking in their pants and skirts to call for a few more decisive attacks to, if not secure the ultimate victory, then at least force the other countries to make sizable concessions in terms of land, war reparations, trading privileges or some such.

- also, many are more than little unsure how to live in a world without war - whole human generations have known no peace previously, and suddenly a Thrane and a Karrnathi are expected to shake hands and get along with their lives, completely forgetting all the blood that has been shed over the last century, all the lives that have been lost to blades and spells of the enemy? Just because of some ink on a piece of parchment, signed by the world leaders? Thus, trust is still hard to come by and will likely remain so, until the first generation to be born during peacetime comes of an age and take their place at the reins.

- the campaign will revolve around an Inquisitive company set up by you. For one reason or another, all of you really want to be part of the company - if you didn't, you would likely have already given up, after half a year of lean times.

- one of you has to be the nominal leader of the company - his or her name is the one that will end up in the papers if you succeed or fail in your cases in a sufficiently spectacular manner. Also, that lucky individual is the one who actually got the money needed to start things up from the loan shark, and thus the one who's in most danger if interest payments come too late. The others can either be co-owners or employees, that's up to you, but the last of you to join should have been with the company for at least a few weeks, so you have got time to know each others. Not that I expect you to have told everyone everything about yourselves - always nice if some skeleton in a closet ends up rattling its bones at a later date.

- most of the money you lent went into purchasing an apartment in Tavick's Market and furnishing it - money calls money, you thought, and no Inquisitive sitting on a sack of potatoes on some dark alley would ever be taken seriously, nor attract the kind of customers and cases you wanted. Feel free to spend some thought designing your dream offices - I'll give you 3 to 4 rooms to play with, so you can fit in a small bedroom, perhaps, or a laboratory for the party's resident mad scientist (depending on what kind of characters you end up rolling with, of course)

- Sharn is not a cheap place to live in... there's taxes for owning property, permits to carry weapons or cast spells, lodging, food and drink, the occasional bribes to get rid of corrupt Sharn Watchmen, protection money to keep the Boromar Clan off your backs if you manage to get their attention... not to forget the loan interest. You shouldn't be starving nor wearing rags, but I'm trying to limit party's access to ever greater levels of magical and mundane gear... I share Fabian's worry that in some games, many games, you eventually get more major magic items than you can shake a stick at, and they start to lose their value. In this campaign, you should consider Masterwork-quality gear as you do +1/+2 items in more "wealthy" campaigns, and while you will eventually come across some magical items you get to keep, I generally hand those out for a reason, so it might be worth hanging onto them and not immediately selling them to pay off your dept *hint, hint*.

- level advancement will be slower than usual, also to try to fight the power creep - if the players get stronger, enemies will have to too, to keep things challenging, and soon enough you'll start killing dragons before breakfast. But keep player levels lower, while not breaking their backs with an arsenal of enchanted weapons, and a less earth-shattering threat will still seem like a threat worth taking seriously.

- retraining is a thing, whenever you gain a level or there's just a longer downtime, between missions, for example. You can swap skill points and/or feats, spontaneous casters can swap spells. This makes life a bit easier for gear-dependent builds, since you might never get a magical weapon of the type you originally built your character to use, so it might be easier to move feats over to accommodate loot you actually did get your hands on than to hope you'll get that greatmaul or spiked chain or some other exotic weapon that'd be just perfect for the group's brawler in the next adventure.

- word of warning... I do occasionally present players with encounters I never expect them to be able to win (in a straight fight, at least). Sometimes, running is the better part of valor, and bashing your head against a wall until something gives is not always the intended way of solving a problem.

- that being said, I dislike killing off players, since I'd much rather try to incorporate their stories into the campaign, and that generally takes time. So, it is somewhat difficult to truly die in my campaigns. If the party ends up winning an encounter, generally any character who "died" can be brought back from the brink, but any such character ends up staggered until they are both brought back over 50% health AND have had a good, nice night's sleep. Of course, sometimes a character manages to end his or her life in a spectacular enough a fashion where survival really isn't an option (falling off an airship midflight, getting pushed into a vat of acid, having a dragon's breath reduce them to -4x max health in one go...).


I like the flavour already. I'm still pondering a character. All I know for sure is I don't want to play another Eberron rogue.


male
Angie H wrote:
I like the flavour already. I'm still pondering a character. All I know for sure is I don't want to play another Eberron rogue.

I would rather not be the rogue which is very much needed BTW. :)

Jussi's talk about having a little shop in the office reminded me that I could also do an artificer, not sure what type of personality but could fill in the role of fantasy techie getting the right tool for the job.

Game on!


I’d be willing to go rogue if no one else wants it. Although I’d also be the muscle.

Still have to read through some things...


Ah! I posted in Recruitment!


male
Harakani wrote:
Ah! I posted in Recruitment!

Here's where we stand right now:

Harakani: muscle;
Shari: rogue;
Fabian: artificer techie or investigator

What else would be appropriate?

- charmer/grifter?
- more muscle?
- a straight up university professor? (Jussi: do you expect us to get 'supernatural' cases or will the cases just be typical corruption-crimes?
- ???

Thoughts?


Fabian Benavente wrote:
- a straight up university professor? (Jussi: do you expect us to get 'supernatural' cases or will the cases just be typical corruption-crimes?

What is Eberron without magic?

And remember, one main storyline of the original version of the campaign revolved around the dagger Angie decided to call Ice... since you have seen that thing already, this time threat of an everlasting white Christmas won't be on the menu, but...


I really liked Arodric :)

I have a couple characters that I would like to resurrect that I didn't get to play much but I don't think this campaign is the place.

Anyways, I guess I'm the rogue unless Tom really, really, really wanted to play one. I know you said that only one dragonmarked so I'm throwing my hat in the ring for that. She would fall into the orphan/foundling vein in that she was kicked out of her home before her dragonmark manifested and now she hides the fact that she has a dragonmark - luckily its placement makes this somewhat easy. She's not really an orphan because her parents are still around but want nothing to do with her - foundling in that if anyone found out she has a dragonmark then they'd probably recruit her. She developed rogue skills fending for herself on the streets of Sharn. She's an elf and has the mark of Shadow.

That's kind of where I am at the moment but can change the character concept if that doesn't work.

Thoughts?


Ah, a dragonmark wielder unknown to the House might be interesting... after all, once the word got out, the House would definitely want to get you, at least for the following reasons:

- any bad reputation earned by a Heir will splash on their House, and nobles do not enjoy embarrassments
- they'd want you for the genes you can pass on - after all, the children of two 'marked Heirs is a lot more likely to manifest a Mark of his or her own, and the more Marks a House controls, the greater its power
- they'd also want to make sure you don't get along too well with people bearing the blood of other 'marked Houses (if you get my meaning...), as mixed blood gives birth to Aberrants, and all of the Houses agree one War of the Mark is enough - genocide is a lot to swallow even for the most powerful people on Khorvaire, and erasing that much history from the books is *such* a drag...


If we don't need muscle I am fine to play something else. Also fine if the concept, rather than the sword itself, stretches to a different class.
Mostly I'd like strong inter-character ties


male
Harakani wrote:

If we don't need muscle I am fine to play something else. Also fine if the concept, rather than the sword itself, stretches to a different class.

Mostly I'd like strong inter-character ties

No, I do think that we need some muscle and you and me are the only who have expressed interest in playing such a PC so far.

I can do other stuff so you can be the muscle.

I'm not sure if we need more muscle in addition to your PC.

Thoughts?

Game on!


I think two meat shields would be nice. From an unbiased third party’s point of view of course


Tom said that he'd be checking out the discussion thread tonight (Hi Tom!). Maybe he's into playing a rogue?

I'm leaning towards magic of some flavour. Divine or arcane, not sure. Any classes seem particularly useful for this game?

I like the idea of playing somebody from Cyre, who's shell-shocked/PTSD, and who has attached herself to another player. I think she'll be seeing/talking to ghosts, though it won't be clear if they're real or not. Anybody want a slightly demented tagalong?


Angie H wrote:
I like the idea of playing somebody from Cyre, who's shell-shocked/PTSD, and who has attached herself to another player. I think she'll be seeing/talking to ghosts, though it won't be clear if they're real or not. Anybody want a slightly demented tagalong?

If you want to play a Cyran, I'd suggest someone who's spent a bit of time in Sharn before the Mourning... the city does have plenty of Cyran refugees who survived the event by being elsewhere, but enough common people blame the survivors for the Mourning or fear harboring them will attract disaster that a whole Sharn district has been turned into what's almost a concentration camp, and the poor wretches living there have almost as little human rights as the goblins living at the root levels of the city. You need a permit to leave (hard to get), a permit to work outside the district (almost impossible to get without bribing the guards) etc.


Now who might you be? I'm sorry, but as the title says, this is a closer recruitment game, if you don't already know you are a chosen player you shouldn't post here.


Hi guys and gals. This is Tom. It's been a very long time since I played Eberron so I'm a bit rusty on the setting. I'll be doing a lot of reading to catch up. Any resources you have to help would be greatly appreciated.

I generally like to play characters that go against type - my last character was a tiefling paladin if that gives you any idea.

My only thoughts for a backstory so far is that the character was a "spoil of war." A foreign fighter found him as a baby in a decimated village as the only survivor and took him home. Not sure of race or class yet.

With the holidays around the corner, I'm going to be pretty busy until after the new year. After that, I should have plenty of time to put toward this.


Hello there, Tom.

One role that someone should fill is the healer's... I won't give hints what kind of classes would be great or horrible for this one (except that a full group of meat-headed bruisers... that might just not work at all), but if there's ever a battle (and there will be, sooner or later), you'll want someone to put all the pieces together afterwards, and you won't soon be able to afford CLW pots, scrolls or wands.


Also, don't get too attached to the private detective thing and create characters only around that theme, for you will end up doing more adventurer-y things down the road. It's not like you are in a position to turn away paying customers, after all ;^)


male
Kirsdrake wrote:
Now who might you be? I'm sorry, but as the title says, this is a closer recruitment game, if you don't already know you are a chosen player you shouldn't post here.

That was either spam or a very unimaginative player because she copied part of my post (#8 above).

Jussi, I would report this to the moderators.

Game on!


Angie H wrote:
Anybody want a slightly demented tagalong?

Once I figure out my character, I'm always down for a demented anything ;)


male
Kirsdrake wrote:

Hello there, Tom.

One role that someone should fill is the healer's... I won't give hints what kind of classes would be great or horrible for this one (except that a full group of meat-headed bruisers... that might just not work at all), but if there's ever a battle (and there will be, sooner or later), you'll want someone to put all the pieces together afterwards, and you won't soon be able to afford CLW pots, scrolls or wands.

ON HEALING

ARTIFICER
Artificers in 5e have the spell cure wounds (cure light wounds) in their spell list. Jussi, would you consider adding this spell to the PF1 artificer spell list?

INVESTIGATOR
This PC would have access to cure light wounds as an extract.

CHARMER/GRIFTER
If this PC is a bard, they also have access to cure light wounds.

I would rather have healing spread out in two or three PCs rather than have it concentrated in one PC.


male
Angie H wrote:

Tom said that he'd be checking out the discussion thread tonight (Hi Tom!). Maybe he's into playing a rogue?

I'm leaning towards magic of some flavour. Divine or arcane, not sure. Any classes seem particularly useful for this game?

I like the idea of playing somebody from Cyre, who's shell-shocked/PTSD, and who has attached herself to another player. I think she'll be seeing/talking to ghosts, though it won't be clear if they're real or not. Anybody want a slightly demented tagalong?

Angie,

You may want to take a look at the oracle class with the ancestor mystery.

It's a divine caster, decent warrior, and spooky. :)

BTW, it would also have access to cure light wounds.

I'm also down to having a demented tag along. :)


Fabian Benavente wrote:
Jussi, I would report this to the moderators.

Yeah, made some allowances since it *might* have been Tom's account, but some searching shows the same spammy link being posted by a couple other single-post accounts... so starting by flagging it as spam, if that doesn't do it I'll go read forum guidelines for some more hard-core reporting.


Fabian Benavente wrote:


ARTIFICER
Artificers in 5e have the spell cure wounds (cure light wounds) in their spell list. Jussi, would you consider adding this spell to the PF1 artificer spell list?

I doubt adding in a single spell would ruin class balance, so I'm fine with that.

Also, as you might have figured out by some previous characters, I love Oracles. Haven't really thought how they'd fit in to Eberron, but I'm sure a reasonable place could be found for them. Ancestors path Oracles bring to my mind Aerenal or Valenar elves, so such an Oracle might have history with one of those cultures. Or not. Oracles are born into their power rather than select it, after all.


Okay, leaning towards Oracle, not sure what type yet. A Valenar elf, who was on the fringes of the war as a mercenary/field medic. Was near the border of Cyre when the Mourning happened, and survived. Has been a little addled ever since. Now she sees spirits, and mostly does what they tell her.

I'd like to be attached to another character. Somebody she has attached herself to, probably because they helped/were kind to her, and/or because the spirits told her to. She'll participate to the best of her abilities in the investigation firm, mostly because her friend is interested in doing it, but she's not particularly motivated by the money part of it.

Does that sound like it would fit, Jussi? Or need some tweaking?


male
Kirsdrake wrote:
Fabian Benavente wrote:


ARTIFICER
Artificers in 5e have the spell cure wounds (cure light wounds) in their spell list. Jussi, would you consider adding this spell to the PF1 artificer spell list?

I doubt adding in a single spell would ruin class balance, so I'm fine with that.

Also, as you might have figured out by some previous characters, I love Oracles. Haven't really thought how they'd fit in to Eberron, but I'm sure a reasonable place could be found for them. Ancestors path Oracles bring to my mind Aerenal or Valenar elves, so such an Oracle might have history with one of those cultures. Or not. Oracles are born into their power rather than select it, after all.

Yes, I do remember a PC with some oracle classes. Was it the 'nordic warrior' for Carrion Crown?

In any case, your examples of a good fit for an ancestor worship are very Eberron and pertinent.

However, I was thinking of slightly reskinning and instead of ancestors, Angie's PC could be 'channeling' recent experiences (old comrades/soldiers/Cyran refugees/victims) due to her severe PTSD (Post-Traumatic Stress Disorder) from the Last War.

Just some food for thought.

Game on!


MrNomas wrote:
It's been a very long time since I played Eberron so I'm a bit rusty on the setting. I'll be doing a lot of reading to catch up. Any resources you have to help would be greatly appreciated.

I quite like this site. Some of the stuff there is homebrewn for a certain campaign, apparently, but there's lots of good general stuff for a refresher course.

Angie H wrote:
Does that sound like it would fit, Jussi? Or need some tweaking?

I think that could work, but no actual need to be a Valenar - you might have been influenced by them, their unique form of ancestor worship giving a channel for your Oracle's powers. Not that I mind a Valenar in the party, though word gets around and any elf wearing a veil is given some breathing room on the streets, as they have quite a reputation of taking offense of the most peculiar things and demanding satisfaction in blood. Not that EVERY single individual HAS to fit the common mold.

Fabian's concept is equally valid, I think, and if you were close enough to the border to get hit with the mind-addling effect of the Mourning (but not so close to the epicenter as to drop dead on the spot or be mutated into some unnatural thing), it just might be that some of the Cyre's dead actually did attach themselves to you. Not that any medic would believe that for a moment, so you might be diagnosed as a PTSD-case instead.


Well, unless Jussi is prepared to open the box of worms that is Mythic, I think the only way to pull this off is Bladebound Magus.
I have spent a *long* time looking for other ways of getting a magic sword.

Technically an Arcane Bond might allow it, and means the 2K enchanting cost is halved to 1K. There's the ability to get a 5% discount on that, which means 950. There's a trait that lets you start with 900gp. If I really, really keep looking I might be able to pull it off and end with a dedicated item crafter... or I can just get a Black Blade.

Jussi: are you okay with the blade 'awakening' when we hit 3rd? or can I spend a Feat on +1 with blade, and retrain it at 3rd?


Hmm... in a campaign that seeks to limit access to magical items, classes that get fairly powerful magic items as part of their level-ups sounds slightly questionable to be honest.

If you wanted the flavor, I'd rather prefer an item familiar via Arcane Bond (if you get some nice magical items later you could always shift the bond to said item), or take make a Magus and take a bonded item via Familiar Bond feat.

But if your character concept requires the item to be sentient, if I understood correctly... that's a bit trickier. I wouldn't mind giving a bit of sentience to a bonded item if that'd do it for you? Bonded item's stats, but some mental stats and ego to go with it.

By the way, please don't all roll for borderline basket-case character. We already have Angie's possibly PTSD-esque spirit-talker and Tom had an interesting idea of a Warforged caster-type. Quirky is fine, but I'd rather not end the campaign after a couple adventures by the whole party getting locked up in a medieval asylum ;^)


male
Kirsdrake wrote:
By the way, please don't all roll for borderline basket-case character. We already have Angie's possibly PTSD-esque spirit-talker and Tom had an interesting idea of a Warforged caster-type. Quirky is fine, but I'd rather not end the campaign after a couple adventures by the whole party getting locked up in a medieval asylum ;^)

I hear you. :)

I didn't see anyone raising their hand to be the 'inquisitive' who originally had the dream of the 'agency' and is the anchor for everyone else or the glue that keeps them together.

I will play that role of a pessimistic, down-to-earth, sarcastic investigator who got himself into a lot of trouble by borrowing money. He will be from a family that has fallen from grace so he yearns for the good old days when his family was invited to the Tain Gala.

Class-wise, he will be an investigator with the questioner archetype.

I think a techie (artificer) would be useful but we can RP about getting the gear we need.

So far...

Shari, thief (rogue);
Fabian, detective (investigator);
Angie, bruiser (oracle);
Harakani, bruiser (magus?); and
Tom ??? (warforged caster).

Game on!


Yes, I'm still fleshing out my character concept over email. Once I have something more concrete, I'll share it here. Definitely a Warforged though. That much I'm pretty sold on.


Having read more about the elves, it doesn't fit my character concept. I'm leaning to human now, still caught at the edges of the blast zone. Still considering other options.


Fabian, I'm shocked - is Thrym not burned into your brain? That was another great collection of characters - I'd gladly revisit Lyr if you ever want to finish Carrion Crown.

Jussi - I'm considering oracle with the Life mystery. I really like the additional revelations of the Dual-Cursed archetype, but I'm not crazy about the spells that get swapped out. Is it possible to keep some/all of the bonus life spells instead of having to trade for the archetype spells?

For curses, I'm thinking haunted for sure, and possibly merciful - is a third party curse acceptable? I feel it would go really well with my character concept.

New idea is that she was young and idealistic and joined the war effort with some friends, then got caught up near the border at the Mourning, and got hit with Oracle powers as she recovered. I'm hoping either Fabian or Tom (or anybody) will "adopt" her and bring her back to Sharn. This can either be out of kindness or selfishness - after all, she's a heal-bot, and is very generous with her healing. Almost to a fault. Any takers?

I won't make her totally ditzy and out of it, but she'll certainly have her moments of PTSD, especially when there's danger. Hopefully I can walk the line between interesting roleplaying and totally irritating character choices. :)


Mercy curse seems very usable (I'm not automatically against anything 3rd party, as long as it doesn't come saddled with unique class mechanics or magic systems that I'd have to learn). Also, ignoring the Dual-Cursed Oracle's bonus spell swaps is Ok with me. Nothing wrong with the concept either, having someone literally haunted (or did you still intend to go with that bit?) also sounds like fun times, and it doesn't even require me to bother with all the Occult mechanics (yay).


Kirsdrake wrote:
Hmm... in a campaign that seeks to limit access to magical items, classes that get fairly powerful magic items as part of their level-ups sounds slightly questionable to be honest.

Hmmm - the concept was that the magic item was in place of normal advancement, but I hadn't considered WBL implications. I have heard it works in low magic campaigns, but in retrospect they were campaigns that used the low magic unchained rules.

I will think on it, but that might fundamentally flaw the concept. I was going to start with Arcane bond. Sentience wasn't required for the concept, but behaviour imposition was.


I noticed I almost always do a spellcaster, so I thought I'd try something different.
Thus; I am thinking a Slayer (Vanguard). An ex-sergeant looking for a way to fit in with civilian life.
Ideally I'd like a number of us to have been attached to a military unit, and give him an additional incentive to be protective.

Still not 100% sure; I need to make sure I don't overlap too badly. Also looked at a Fighter or Brawler - but much the same basic idea.


Harakani wrote:

I noticed I almost always do a spellcaster, so I thought I'd try something different.

Thus; I am thinking a Slayer (Vanguard). An ex-sergeant looking for a way to fit in with civilian life.
Ideally I'd like a number of us to have been attached to a military unit, and give him an additional incentive to be protective.

That'd be fine by me (seems you and Arcane characters is a bit like me and Divine ones...). I have been giving the Black Blade a bit more thought, and as you said, it might not be that bad even in a low (player character) magic setting as I thought - I doubt you'll get to a level that would take the blade beyond +2 enchantment bonus. Perhaps it could be made to work.

Unless you already completely ditched the idea, what kind of personality did you intend to have the blade have, in what direction it would try to steer the character?


Kirsdrake wrote:
Harakani wrote:
I noticed I almost always do a spellcaster, so I thought I'd try something different.

If you do, I'd be happy to play a magus. It fits my character concept nicely.


@Jussi: you convinced me pretty well. I had this idea that the magic sword meant he'd managed to kill a couple of tough creatures with a lot of DR/Magic, and got a rep for being dangerous. But if the world is very low magic items, that becomes pretty unrealistic - why would he just be allowed to go back to his life? I tend not to get attached to concepts early on - I've lived long enough to know there'll be another game where the concept is a better fit.

@Tom, Sure; happy to hand it over.

@All: The slayer is much grittier. Still thinking on race. I'm half tempted by a tribeless Orc who ended up adopting his unit, but worried it is too unique. Very keen on pushing group cohesion whatever, though.
I'm trying to channel noir; older character, divorced, never really forged a connection with his kids because he spent so long in the field. Has a lot of friends who died. Possible alcoholism. Also trying not to be a total basket case :)

@All: I'm planning for him to have a serious issues with 'enemy combatants' and possibly warforged - depending on how much @Tom wants to roleplay being the victim of prejudice (which is much easier if someone actually is bigoted, but no so much to be bad for the group cohesion). Basically, I want to try to support the canon Jussi is building up.


Right, so that'd mean the team looks about like this currently:

Shari, thief (rogue, Dragonmarked);
Fabian, detective (investigator);
Angie, bruiser? (oracle);
Harakani, bruiser (slayer);
Tom, gish (warforged magus).

So plenty of high-skill point characters, one healer, 3 with some arcane talents, from 2 to 4 people who can get by in melee (depending on the way Shari and Angie will build their characters, and Shari at least will have plenty of choices since I'm enforcing the Unchained versions of those classes that have them available). A lot of races are still open.

The party does not have a full-progression caster of either type, and only one healer. No proper tanks either, but then again, tanking isn't easy unless you are playing 4th edition (although PF1 had that taunt-like feat I have never experienced in-game), and besides, heavy armor is a) expensive and b) draws undue attention from the Sharn Watch.

Quite well balanced in any case, and plenty of interesting personalities ;`) Also, we'll see about that 6th player slot...


male
Kirsdrake wrote:

Right, so that'd mean the team looks about like this currently:

Shari, thief (rogue, Dragonmarked);
Fabian, detective (investigator);
Angie, bruiser? (oracle);
Harakani, bruiser (slayer);
Tom, gish (warforged magus).

So this is just some bullet items (which may (probably will?) change):

- Early 40s
- War veteran
- Front lines and then got hurt (limp?) and transferred to 'interrogation duty'
- Enjoys low-key torturing 'bad' people
- Likes to brand them
- Sarcastic
- Came from a rich family who’s fallen from grace because of parent issue (not sure what: scandal, gambling, etc.)
- Old enough to remember the rich life and misses it (wants that back but won’t admit it)
- Makes fun of rich people and their eccentricities
- Magic in his blood, only good thing from his family
- Magic allows him to get in people’s heads (daze, ghost sounds, dancing lights, unwitting ally, :: charm person, illusions, cause fear, lesser confusion, sleep, cure light wounds, unnatural lust, etc)

-----------
I think I'm ready to start generating stats and then making them coincide with PC concept.

Can we get some guidelines on stats? point buy, traits, background skills, etc.

I just realized I can't make a DEX based 'fighter' unless I take 'every' feat required (weapon focus, weapon finesse, fencing grace, piranha strike). :(

And yes, I will continue to b@@!~ about PF1 until I get it out of my system. :)

Game on!


As an FYI, I'm traveling with my family until after the New Year. I don't have a computer with me so will be unlikely to work on this much until I get back. I have a core concept so I may work a bit on backstory. Have we decided who is the leader of this ragtag group? I remember Fabian saying his character might be the one to start the agency?


Kirsdrake wrote:
from 2 to 4 people who can get by in melee

Slayer is a Full BAB class. I plan on pushing physical stats, and taking combat feats, so should be roughly equivalent to a fighter. If I take Precise Strike as the sharable teamwork feat (instead of shake it off for better saves), then 1/day we should be quite scary if we do melee. I was hoping to pick up Gang Up at 3rd, if we're going to have enough melee attackers.

Do we, or do we primarily do range?

Kirsdrake wrote:
The party does not have a full-progression caster of either type

Oracle?

I mean if we NEED a full Caster, I'm happy to do it. I considered it, but one of the reason I backed off was the number of partial casters we have.

Kirsdrake wrote:
No proper tanks either, but then again, tanking isn't easy unless you are playing 4th edition (although PF1 had that taunt-like feat I have never experienced in-game), and besides, heavy armor is a) expensive and b) draws undue attention from the Sharn Watch.

I assumed Heavy Armor wasn't something you can just wear around. I was going to ask what is allowed. I could go up to Heavy Armor and Shield. Hp are d10. I was looking at Combat Expertise. If I manage to get dex +2, breastplate, large shield and combat expertise I should be able to hit 21 AC when tanking. If the others have a buff or two, or I can get healed up, I should be able to soak a number of hits.

Would combat reflexes be better? Then I could AoO those pushing past to get to the others.
What do we need?


male

I really wanted to walk around with a rapier and be a DEX-based badass but that's not going to happen so I'll probably push STR and get into melee (probably with a shortsword so not great).

I don't have a decent ranged attack unless unless I carry a hand crossbow (lame) or use a shortbow or light crossbow which would be totally against what I envision my city-slick investigator doing.

Can I still b#++@ about how a 5e caster (or semi-caster) has a great ranged attack with a cantrip or is the group already tired with my b@$@~ing? :)

All kidding aside, I think I'll have to go with melee for my PC as the preferred method of violence.

I will also be the one with the original dream of owning the agency so feel free to tie your PCs to me somehow or to another PC who's tied to me.

See a couple of posts above for a preliminary background of where my PC has been and what he's about but let's discuss your ideas because my PC is still very 'flexible'.

Game on!

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