BigBenClockTower |
As a player, I feel I must voice a concern, Gatsby.
I find it very irrational and rash (perhaps unfair?) of Dorrigan to lump the group in with Naneko's actions, when they've shown none of her behavior (that he's had liberty to observe on an occasion already, meaning he should know that Naneko and only Naneko was prone to such outbursts).
It's very un-Dorrigan of him to stoop to Naneko's level of behavior without thought placed behind it, even based on what he saw. At least as a man of the law, he's being very off-center with his position that the others are equally guilt when they showed no sign of causing problems.
If anything, justice should have already been done in his eyes seeing the sole perpetrator die before him, with his own eyes observing.
Just a thought, Gatsby.
Additionally, Rednal, did Amy miss the part where Morgan said that no one was paying attention to him because of the festival time and the chaos? Her pointing him to try and find someone at a stall is merely asking him to do what he's already tried to no effect.
Just a thought for you, Rednal. Yes, his Bluff was good, but I think he spoke all the "facts" in his gratuitous lie he fed to Amy.
Amy, Sarcastic Sorcerer |
Her thought was that it was in reference to begging (i.e. everyone was all "I'm having too much fun to care about the beggars, and I left my coin bag at home anyway because the shops are closed"), not to approaching people in other ways and offering to help them when they probably need it most. She's thinking of two distinct actions there.
GM Gatsby |
Wow... two to three days more turned out to be a rather conservative estimate.
Apologies for the whole week away - the end of a Japanese school year is a lot more busy than I was expecting, and I'm looking forward to actually having a day off tomorrow.
However, this does mean that after my extended absence I am actually back and reading / posting again. I won't be able to start posting in the threads until after the afternoon leaving ceremony, but I'll try to give a big, worthwhile update for everybody to set things in motion again.
Sorry for the delay!
Gatsby
Roland G deWulf |
No worries. With Roland's background, it would be easy enough to claim a new character (via any of the players, it doesn't have to be me) as one of The Long Eye's contacts, which would give us an easy tie-in with this crew, assuming we ever need it.
GM Gatsby |
Well, I am still not dead...
I'd be happy running an alternate campaign for a while, something low-intensity as I get back into the swing of posting again, to explore a different part of the continent. The Jungle islands to the south might be an idea... any suggestions as to what kind of environment / experience you're after?
Amy, Sarcastic Sorcerer |
Well, I'm up for pretty much anything as long as it's fun. XD Let's see... jungle islands totally bring to mind Aztec ruins, I suppose it would really depend on what kind of character I ended up using, though. ^^ What sorts of things would you consider low-intensity?
Roland G deWulf |
Yup, I'm still down for anything.
Also, if any of you are in the Jacksonville, NC area at any point next year hit me up. I'll be moving there at the end of this year until mid-2016.
Vrog Skyreaver |
I don't know if it's okay to post here (yet) or not, but I talked with Gatsby and he said if you guys were going forward that I could join, so I figured it would be okay to drop in and introduce myself (I'm in the other Phantom Limbs game, but have been watching this one cause I'm curious about how the other half lives, so to speak). I'm more than happy to fill whatever role you guys think would be needed.
Vrog Skyreaver |
That depends on the type of character I'm playing, although diplomacy *is* my favorite social skill. I usually will try to make a character that fills a niche that is missing from the party (healer, knowledge monkey, trap monkey), so I would be fine with just making something that would compliment they characters that the rest of the group plays. I also like to find interesting character builds and focus on them.
Vrog Skyreaver |
depending on where we're going, I was currently thinking about making a guy who makes robots (machinesmith or tinker), an amnesiac character who won't be leveling so much as regaining his memories of abilities (that one is not class specific), or a maybe the child of a god who is trying to bring the divine back to the world (godling), cause all of those appeal to me for one reason or another, but I can certainly play other things if necessary.
Amy, Sarcastic Sorcerer |
Sounds like we're agreed that we'd like to make characters and -do- something. ^^ I don't really have any opinions on the character types themselves until I know more details about the campaign, though - I do try to make characters that fit the setting. XD
GM Gatsby |
Sounds good.
In that case, build at level 1, 500 starting gold, don't worry too much about weight limits, and for retain imagine jungle with a vaguely Aztec theme (jaguars, ziggurats, all the old tropes). Kit yourselves out to explore, and take it for granted that you're not local (unless one person wants to be a local guide).
I'll create a sperate thread for it and psy the link here this afternoon.
Amy, Sarcastic Sorcerer |
Muwahahahaha! In that case, here's what I came up with. ^^
Female Human Arcanist 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +1, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Arcanist Spells Prepared (CL 1st; concentration +6):
1st—None
0 (at will)—None
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Statistics
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Str 11, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Toughness
Traits deft dodger, starchild
Skills Acrobatics +3, Climb +1, Escape Artist +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Perception +1, Spellcraft +9; Racial Modifiers starchild
Languages Aklo, Auran, Common, Draconic, Dwarven, Elven
SQ arcane reservoir, arcanist exploits (dimensional slide), consume spells
Other Gear dagger, climber's kit, rope, signal whistle, tent, medium, wizard's kit, 380 gp, 2 sp
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Special Abilities
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Arcane Reservoir +1 DC or CL (2/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
Dimensional Slide (10') (Su) The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can only use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
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Myra is a self-proclaimed "Arcane Explorer", with an emphasis on reaching difficult items and treasures. Under most circumstances, she probably would have been some kind of rogue, but fate seemed to have a slightly different plan for her. Born with a small spark of arcane energy, Myra grew up realizing she was at least slightly different - but unlike a true sorcerer, she didn't quite have enough power to manifest at a younger age. Resources were difficult to come by, but she'd never really been the type to give up... and the end result was that she soon obtained access to study materials that let her begin to make the most of what little she had.
As her studies went on, her powers grew - for, among other things, Myra was an extremely intelligent young lady. Even most of the better students around her couldn't keep pace, and all of those smarts were going into making magic work for her. Finally, after far too long, she managed it - and obtained the ability to make small teleports. At her experience level, it wasn't much, but it was a start... and enough to help her occasionally avoid things she didn't want to face with. Soon after, Myra decided that there wasn't much else she could learn in a cloistered environment, and she set about becoming an explorer, hoping to find some magical artifacts to boost her power and help her develop properly. Though still a bit new to these things, she's been practicing hard, and ultimately wound up joining an expedition to a jungle area.
Incidentally, while quite talented overall, Myra is well-aware of the fact that she isn't a true rogue, so she's often looking to partner with someone whose skills at certain things (like, say, disarming traps) would complement her magic and allow them to reach treasures normally too dangerous to get to.