Aldern Foxglove

Digger Chandler's page

758 posts. Alias of joerice.


RSS

1 to 50 of 758 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Seems a perfect time to play a kung fu monk!


Perfect. Thanks! Dandy Ranger in the works.


A question ...since "actual" nobility have mostly been run out or killed, would a Galt character with Knowledge Nobility translate to knowing about the current players?


Haha, I wouldn't sweat it. This Guide is great! Really full of info and usable jumping points. Almost done with my vigilante already.


Can't find anything in the Player's Guide about starting hit points.


Hot damn, I've been looking forward to this!


Absolutely, hell, I'd enjoy making two characters.


Would a Mwangi character be appropriate?


Are NPC's accompanying us ok? Thinking my guy is a widower with a daughter.


Oh, I'm so much more into this new character...


Gonna go with a barbarian idea I've been itching to try!


I'm not married to my sorc, I could resubmit.


Ohhhhhh, Lawdy Lawd, this sounds awesome! Been dying to do an intrigue-based game ...slaying monsters is fun and all, but social manipulation and intrigue are so perfectly suited for a two-GM game.


Awesome. That gives a little freedom to let this fella coalesce as a whole.


Question: you say we need a profession (which I like), but could that be a Craft, Perform, or Artistry as well?


Statting up my character now. No longer gonna be a Stormborn sorcerer. Rakshasa-blooded. (He has no idea, just thinks he's a very lucky con artist.)


Stormborn sorcerer for me.


Woohoo! I'd love to play this! You know I'm a steady poster (Charles here). Now, to choose a character...


M Human (multi-ethnic) Rogue Charlatan 6

"More false gods for Him to end."


Starting money: 5d6 ⇒ (4, 5, 4, 6, 4) = 23

Woohoo! Hot dice, hot dice!


I went from "rogue" to "maybe bard" and now a couple other things look good ...when the guide comes out I'll use that to decide which one I'm going with.


I'm trying to figure out what kind of Rogue I'll roll up ...or bard, actually. Been a long time since I've played one.


Arknight wrote:

Dotting for definite interest!

Any idea when the players guide will be available?

Soon? They've decided not to say exactly when so that nobody freaks if it doesn't show up immediately on that date.


And how are we doing equipment for 4th level?


Excellent, thank you.


How are you handling hit points? Trying to decide whether to go Arcane, Rogue, or a mix ...I'm not super familiar with kineticists, but looking at Eilyne, she seems sort of sorcerer/blaster-ish, so I'm leaning towards a rogue.


DM Brainiac wrote:

HOW THE CAMPAIGN BEGINS:

Your PCs begin as undercover agents of the Lady Martella Lotheed, the illegitimate daughter of the prestigious Lotheed noble family and a burgeoning spymaster. She has hired you to perform various missions during a large ball to celebrate the Grand Day of Exaltation. On this prestigious day, the Grand Prince is empowered to elevate a commoner to the ranks of nobility. What makes the day truly special is that the preceding week is a holiday throughout the empire.

This year's Grand Day of Exaltation is poised to mark a historic shift in the governance of the empire. Princess Eutropia has forged a powerful coalition of reformers and senators to vote down the ancient law of primogeniture. The law states that royal power can pass only to a male heir--a succession that cannot be enacted due to Eutropia's status as the Grand Prince's sole heir. Lotheed supports Eutropia, and needs your help to ensure the vote goes off without a hitch.

The campaign traits will dictate why Lotheed hires you. I have the names of them but not details, but they might help start get the idea mill going:

  • Athletic Champion
  • Disgraced Noble
  • Rising Star
  • Senatorial Hopeful
  • Taldan Patriot
  • Young Reformer
  • MOST intriguing ...


    I'm definitely interested! Hope the guide comes out soon, that's always a great way to narrow down all the ideas I have.


    Think I'm going to go with an Archivist Bard. Never respected at his previous teaching positions, he wants to found a school the "right way" (his way).


    Oh, this sounds cool. Want to roll someone up that would want to found a business or guild...hmmm, or school...


    M Human (multi-ethnic) Rogue Charlatan 6

    Cool! Thank you. If you (or anyone else) wants to have any ties to my character I'm always game.


    M Human (multi-ethnic) Rogue Charlatan 6

    Ah, geez, I forgot Chobo wanted to do an investigator. Were you doing to do one with alchemy? No problem, if so. Lots of other choices out there!


    M Human (multi-ethnic) Rogue Charlatan 6

    I'm actually eyeing alchemist now, ha. There's one I haven't played but have a better handle on. I'm thinking a whiskey brewer who likes to get weird and experimental.


    M Human (multi-ethnic) Rogue Charlatan 6

    Excellent questions. The base idea was that he was a bit heretical ...rather than focusing on fighting the undead he felt he should brig the light of the sun to the underdark. Guess I was thinking about the eventual drow stuff the title implies. Not sold on it entirely myself ...I always have difficulty with divine characters for whatever reason.

    Sometimes I start making a character in a class I've never done before and I realize that the not-doing was purposeful. Never had a super strong Inquisitor concept.


    M Human (multi-ethnic) Rogue Charlatan 6

    Is there an Asia/Tian equivalent in this world? Thinking the inquisitor will be one of Shizuru.


    M Human (multi-ethnic) Rogue Charlatan 6

    Never rolled up an inquisitor. Seems thematically appropriate ...


    That sounds amazing. I'll check out the Quick start. I'm most in love with TOS but can be flexible.


    DM: Er, which questions? The DM questions from character creation are on the post with the submission. The newer questions, he's a local boy, and has been practicing in town for just a bit. New doctor, indentured to the local lord who paid for his schooling.


    GM: I think Carver's a local boy who'd like to get to one of those big cities but hasn't established himself enough to do so. Also probably owes the lord some time for the education.


    I'm thinking a Hangman, but flavored as a masked grappler ala El Santo or Blue Demon.


    Oh many hecks of yes! I'm working on a concept immediately!


    This could definitely be fun.


    Point Blank Shot is eliminated entirely with the Feat Tax stuff.


    This would be incredible.


    This should be easier to read.

    Dr. William Carver crunch:
    Dr. William Carver
    Male Human Investigator (Empiricist/Forensic Physician) 1
    LN Medium humanoid (Human)
    Init +2; Senses Perception +7
    --------------------
    Defense
    --------------------
    AC 15 (13 Flat Footed, 12 Touch)
    hp 8
    Fort +0, Ref +4, Will +4
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
    Ranged: Shortbow +2 (1d6)x3
    Ranged: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
    Investigator Formulae Prepared:
    1st—Cure Light Wounds, Heightened Awareness
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 10
    Base Atk +; CMB +; CMD
    Feats: Skill Focus (Heal), Weapon Finesse
    Traits: Precise Treatment, Seeker
    Skills:
    Disable Device 6 (2+1+3)
    Heal 12 (4+1+3+3+1)
    Intimidate 4 (0+1+3)
    Knowledge Arcana 8 (4+1+3)
    Knowledge Dungeoneering 8 (4+1+3)
    Knowledge Engineering 8 (4+1+3)
    Knowledge Local 8 (4+1+3)
    Knowledge Nature 8 (4+1+3)
    Knowledge Nobility 8 (4+1+3)
    Knowledge Planar 8 (4+1+3)
    Knowlege Religion 8 (4+1+3)
    Perception 7 (2+1+3+1)
    Sense Motive 6 (2+1+3)

    Background Skills:
    Linguistics 8 (4+1+3)
    Sleight of Hand 6 (2+1+3)

    Languages: Common, Elvish, Dwarven, Abyssal, Celestial, Draconic
    --------------------
    Class Abilities
    --------------------
    Weapon and Armor Proficiency
    Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
    Alchemy (Su)
    Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
    When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
    Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
    An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
    When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
    Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
    An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
    An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
    Inspiration (Ex)
    An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
    An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
    Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
    Medical Expertise (Ex)
    At 1st level, a forensic physician can use inspiration on any Heal checks without expending a use, if he is trained in the skill, but not on any Linguistics check.
    If he later takes the expanded inspiration investigator talent, he can use inspiration on Linguistic checks without expending a use, if he is trained in the skill.
    A forensic physician adds half his investigator level (minimum 1) on Heal checks. This bonus doubles on Heal checks to notice tampering with medical evidence, such as those used to defeat dress corpse.
    This ability alters inspiration and replaces trapfinding.

    --------------
    Formulae Book
    --------------
    1st: Blend, Heightened Awareness, Comprehend Languages, Shield, Cure Light Wounds, Expeditious Retreat
    Equipment:

    studded leather
    Investigator's Kit
    Shortbow
    20 arrows
    alchemical silver dagger
    spring-loaded wrist sheath

    Dr. Carver’s background, appearance, and personality:
    Ever since he was a small child, William was ...different. He didn’t play, really, so much as examine and experiment. He preferred the company of adults to other children, but preferred no company over either. His parents were proud of his academic achievements, if a bit concerned over his over-early seriousness, and encouraged him to learn all he could. He read and reads voraciously, on virtually any topic. His favorite subject has always been the humanoid body. Although nominally a worshipper of the Three Maidens like anyone else, he has never been comfortable with relying on distant divinity for healing. What can be given can be taken back, after all.

    Now a long, lean (wiry, really) adult, he has a small practice in the city that has begun to bore him to distraction. Common colds, “romantic diseases,” and the odd amputation just don’t have the “oomph” he desires. He has been following the local murders with extreme interest. Though most books he adores are non-fiction, he has a secret love of detective stories, believing himself able to perform like his fictional heroes.

    Dr. Carver is pale, stiff, and serious. He can be abrupt, blunt, and even rude. Social niceties have never been his forte. He wears his white doctor’s coat with pride, tsk-ing whenever it gets dirtied.

    Getting to Know Me …:
    Who are you and how are you doing?

    My name is Joe and I teach public school in Brooklyn. It’s a rainy day today, but I’ve already finished getting ready for a pub trivia I run on Tuesdays, so all’s pretty well.

    -How often do you tend to post?

    Multiple times a day. My schedule is pretty regular and filled with little breaks, and I’m done with work at 3:20, leaving much of the day for whatever I want to do.

    -What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)

    Dark is good. Every game has its own feel, depending on the organic development and synergy of the DM and players.

    -What do you expect out of your fellow players?

    Interesting storytelling and taking my character places I wouldn’t think of alone.

    -What do you expect out of me (the GM)?

    Same as the players.

    -What is your comfort zone? Where's the line for you in RP terms?

    Overly-flowery dialogue sticks in my craw. I try to write naturalistically, as much as can be done in a world of elves and orcs. Real-world misogny and racism are no-goes for me, but I’ve almost never seen that in a pbp.

    -How do you see your character progressing as a character?

    Crunch-wise, probably a straight investigator, though I’m tempted to throw in some rogue/knife master levels to make his dagger/scalpel a formidable weapon. Character-wise, I’d like to challenge this gruff curmudgeon to be more emotional, at least make a friend or two.


    I can't edit that post but I'll repost tomorrow when I'm not just on my phone.


    Dr. William Carver crunch:
    Dr. William Carver
    Male Human Investigator (Empiricist/Forensic Physician) 1
    LN Medium humanoid (Human)
    Init +2; Senses Perception +7
    --------------------
    Defense
    --------------------
    AC 15 (13 Flat Footed, 12 Touch)
    hp 8
    Fort +0, Ref +4, Will +4
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
    Ranged: Shortbow +2 (1d6)x3
    Ranged: Dagger, Alchemically Silvered +2 (1d4)19-20, s,p
    Investigator Formulae Prepared:
    1st—Cure Light Wounds, Heightened Awareness
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 10
    Base Atk +; CMB +; CMD
    Feats: Skill Focus (Heal), Weapon Finesse
    Traits: Precise Treatment, Seeker
    Skills:
    Disable Device 6 (2+1+3)
    Heal 12 (4+1+3+3+1)
    Intimidate 4 (0+1+3)
    Knowledge Arcana 8 (4+1+3)
    Knowledge Dungeoneering 8 (4+1+3)
    Knowledge Engineering 8 (4+1+3)
    Knowledge Local 8 (4+1+3)
    Knowledge Nature 8 (4+1+3)
    Knowledge Nobility 8 (4+1+3)
    Knowledge Planar 8 (4+1+3)
    Knowlege Religion 8 (4+1+3)
    Perception 7 (2+1+3+1)
    Sense Motive 6 (2+1+3)

    Background Skills:
    Linguistics 8 (4+1+3)
    Sleight of Hand 6 (2+1+3)

    Languages: Common, Elvish, Dwarven, Abyssal, Celestial, Draconic
    --------------------
    Class Abilities
    --------------------
    Weapon and Armor Proficiency
    Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
    Alchemy (Su)
    Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
    When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
    Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
    An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
    When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
    Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
    An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
    An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
    Inspiration (Ex)
    An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
    An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
    Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
    Medical Expertise (Ex)
    At 1st level, a forensic physician can use inspiration on any Heal checks without expending a use, if he is trained in the skill, but not on any Linguistics check.
    If he later takes the expanded inspiration investigator talent, he can use inspiration on Linguistic checks without expending a use, if he is trained in the skill.
    A forensic physician adds half his investigator level (minimum 1) on Heal checks. This bonus doubles on Heal checks to notice tampering with medical evidence, such as those used to defeat dress corpse.
    This ability alters inspiration and replaces trapfinding.

    --------------
    Formulae Book
    --------------
    1st: Blend, Heightened Awareness, Comprehend Languages, Shield, Cure Light Wounds, Expeditious Retreat
    Equipment:

    studded leather
    Investigator's Kit
    Shortbow
    20 arrows
    alchemical silver dagger
    spring-loaded wrist sheath

    Dr. Carver’s background, appearance, and personality:
    Ever since he was a small child, William was ...different. He didn’t play, really, so much as examine and experiment. He preferred the company of adults to other children, but preferred no company over either. His parents were proud of his academic achievements, if a bit concerned over his over-early seriousness, and encouraged him to learn all he could. He read and reads voraciously, on virtually any topic. His favorite subject has always been the humanoid body. Although nominally a worshipper of the Three Maidens like anyone else, he has never been comfortable with relying on distant divinity for healing. What can be given can be taken back, after all.

    Now a long, lean (wiry, really) adult, he has a small practice in the city that has begun to bore him to distraction. Common colds, “romantic diseases,” and the odd amputation just don’t have the “oomph” he desires. He has been following the local murders with extreme interest. Though most books he adores are non-fiction, he has a secret love of detective stories, believing himself able to perform like his fictional heroes.

    Dr. Carver is pale, stiff, and serious. He can be abrupt, blunt, and even rude. Social niceties have never been his forte. He wears his white doctor’s coat with pride, tsk-ing whenever it gets dirtied.

    Getting to Know Me …:
    Who are you and how are you doing?

    My name is Joe and I teach public school in Brooklyn. It’s a rainy day today, but I’ve already finished getting ready for a pub trivia I run on Tuesdays, so all’s pretty well.

    -How often do you tend to post?

    Multiple times a day. My schedule is pretty regular and filled with little breaks, and I’m done with work at 3:20, leaving much of the day for whatever I want to do.

    -What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)

    Dark is good. Every game has its own feel, depending on the organic development and synergy of the DM and players.

    -What do you expect out of your fellow players?

    Interesting storytelling and taking my character places I wouldn’t think of alone.

    -What do you expect out of me (the GM)?

    Same as the players.

    -What is your comfort zone? Where's the line for you in RP terms?

    Overly-flowery dialogue sticks in my craw. I try to write naturalistically, as much as can be done in a world of elves and orcs. Real-world misogny and racism are no-goes for me, but I’ve almost never seen that in a pbp.

    -How do you see your character progressing as a character?

    Crunch-wise, probably a straight investigator, though I’m tempted to throw in some rogue/knife master levels to make his dagger/scalpel a formidable weapon. Character-wise, I’d like to challenge this gruff curmudgeon to be more emotional, at least make a friend or two.


    Cool, that does help. Mostly done with crunch, now for the fun part.


    Got the skeleton of an Empirist/Forensic Physician Investigator on a bar napkin. Will flesh it out, go all out tomorrow.

    Any input on naming conventions? Ethnicities?


    As for my pbp history, I've been in three decade-long games on a private board, but have long ones here, too. I play and DM in real life, DMing often for amateurs. As a teacher I've run students and as a ...um, appreciater of bars run some newbie bar games. My schedule allows for theoretical multiple-posts per day. I like collective storytelling, crafting arcs (often around alignment evolution), and being surprised by your own character.

    1 to 50 of 758 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>