Ascension - Thieves Guild - Reboot (Inactive)

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Ascension – Thieves Guild Reboot


This is one of three groups of a large open world campaign. This is a restart of the thieves group after the original group had some player churn and fizzled out (after two years of playing). The other groups are the Mageocracy and the Merchant's Guild.

Players wishing to participate in this game should be able to post once per day (Mon-Fri). More is certainly allowed, but if you cannot meet this posting requirement please don't sign up for this game. I will generally post updates between 10-11 PM MST. I will sometimes post small updates during the day as well dependent on me having some down time at work. Maps will be posted to my photo bucket account for viewing by the players. For example

Despite the campaign name, this game is not using the mythic play test rules, and there is no mythic ascension point in the campaign.

I already have 3 players slotted for this game, and possibly a fourth. I'm looking for 1 or 2 more players (to get to 5).

I'm expecting to leave the recruitment thread open till Friday. After which I will select one or two players.

You grew up as a child of the streets, or maybe you found gainful employment as a fence or information broker. Maybe you are merely a bouncer from a rough part of town that has gained a bit of reputation. Regardless you've caught the attention of organized crime in Coran and the benefits of associating with them was to good an opportunity to pass up.
Allowed Alignments: N, CN, LE, NE, CE
Allowed classes: Any as allowed by the above alignments (thieves, ninjas, and assassins are a natural fit, but the party should be well rounded).
Races Allowed: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Haflings, Humans, Tieflings, Drow. If you choose Drow be aware that general reactions to to Drow are going to present problems of mistrust to outright hostility – don't go anywhere without a good disguise.
Based on alignment restrictions this is the only faction allowed to have anti-paladins. My recommendation is that you don't play one. The following applies to an CE character, but especially to anti paladins. The general flavor of the anti-paladin would lead them to not associate with others on any kind of long term basis. That being said if you can come up with a compelling back story about why you are associating with your fellow party members on a long term basis and won't simply betray them on a whim I'd be happy to see it played out.

It should be noted that LE alignments in this group is more of a honor among thieves ideal than an interest in adhering to the laws of the land.

When creating your back story feel free to talk with other players wishing to join this faction and create ties between your back stories.

Feel free to to ask questions if you are looking for additional details to flesh out your back story.

The spoilers below contain various pieces of background information.

General Information:

This campaign is mostly an urban campaign, though some wilderness travel and ocean travel will also occur.

The factions will give their teams various goals or objectives to meet, it is up to the players to determine how to achieve those goals. While I've got a number of missions for each faction to give to players, this campaign is intended to be fairly sandbox. If players come up with things they'd like to try to further the overall goals of their faction I will try to incorporate those ideas into the campaign. Be aware though that there are some places in the world that will prove death to the players if they wander about haphazardly.

Character Back Story:

I'm not currently interested in character stat blocks, I want to see first and foremost a back story for your character. As part of this back story all characters are required to include one (though more is allowed) individuals living in Coran, Gumlat, or Issust Hold (see geography below) whom they hold dear. When your character is in the neighborhood it is expected your character will take some time (stealthily or openly) to visit with this person. This could be a spouse, sibling, parent, aunt, uncle, cousin, etc. But it must be someone the character would take great pains (or even be willing to die for) to prevent harm to them. This NPC will be a commoner and is not capable of defending themselves from more powerful PC's or NPC's.

It is expected your character has friends and acquaintances from this region of the world, feel free to include a couple such friends in part of your back story.

All players are from this region of the world and should select one of the areas from the geography section as a birth place.

I'd like to know what motivates your character and what your character is afraid of. Anything that I can hook some side plots into will make for a much more interesting play experience.

Please also include a physical description of your character including such things as skin color, hair color, eye color, and style and color of clothing.

Character stat blocks:

Your posted stat block for your character should use this format or something very similar to it. Feel free to copy and paste this into your profile then change it up to match your own character.

Characters will be created using a 20 point buy.

Characters will start at 7th level. You may choose no more than 2 classes (or 3 if the 3rd is a prestige class) to create your character. This also applies when leveling up.

Each character starts with 23,500gp, of which no more than 50% may be spent on a single item. Basic mundane adventuring gear can be claimed without paying a cost for them (e.g, a standard back pack, couple of pouches, rations, water flask, and other low cost items).

As you accumulate wealth you can assume anything costing 4000gp or less (assuming it is not an illegal item) are readily available. Anything costing more than 4000gp will require crafting time to have made for you, though anything up to 15000gp can be obtained. Anything above that price may or may not be available. Characters may not start with custom made magic items. You may request to have a custom magic item made – though I'm likely to add a flat cost on top of whatever costs might normally be associated with said items – or may just flat out disallow it.

Slotless magic items that mimic the ability of an existing magic item that normally requires a equipment slot are not allowed.

Magic items that provide +x enhancement bonuses such as cloaks of resistance, rings of protection, belts of physical stats, headbands of mental stats, etc can always be upgraded to a higher level for the cost difference. Also, these items may always be combined with another effect that uses that item slot using the standard rules. For example a cloak of resistance +1, cost 1000gp, could be combined with a catching cape, normal cost of 200gp (plus 50% for a cost of 300gp), for a total of 1300gp. Or a ring of protection +1, cost 2000gp, combined with a ring of counterspells, normally 4000gp, for a total of 7000gp.

Players should select 2 traits using the standard rules.

Because of the nature of this campaign there will be PvP between factions. Players should plan for escape mechanisms from a battle turned against them. (We've had 3 PvP battles in 2.5 years of running, and they have all proven deadly to one or more characters).

Inter-party PvP will be strongly discouraged. If you wish to engage in PvP with those who should be your allies you must talk to me about it first, and your reasons must be compelling in story character reasons (like your allies endangered your NPC dependent – not something petty or trivial).

All players will get one free true resurrection during the course of the campaign should they die (you may choose to use this to raise a fallen ally). Unless the player's gear can be recovered though, resurrected players will start with one-half their WBL based on their current level. For arcane casters you will get a new spell book with only those spells you would have for your current level, any additional spells will need to be purchased again. If your body can be recovered then normal uses of spells like raise dead are available.

Players get max HP at every level.

Players will level up when I say they do, but this will be roughly following the fast experience track.

I do enforce encumbrance rules, keep this in mind when equipping your character. In general I will not be keeping track of food or normal ammunition (things like arrows made out of special materials will be tracked). If you somehow get yourself trapped in an area though where you could not readily restock these items then these items will be tracked until you can escape the situation. You must still buy 1 quiver (or 2) full of arrows, bolts, sling stones, what have you. At such time as you may become trapped you will have the amount listed on your character and those items will be tracked at that time.

Rule books allowed are Core Rule Book, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Ultimate Equipment, Advanced Class Guide, and some portions of the Advanced Race Guide (alternate racial features and archetypes are allowed, as are racial spells and feats, see faction specific areas for races allowed). Other source books are not allowed.

I recommend all characters train the stealth and disguise skills, but this is not required.

House Rules:

Leadership feat is not allowed, I've got enough to keep track of without worrying about cohorts.

Antagonize feat is not allowed. It is especially problematic for a PvP type game.

You may take item creation feats, but these feats will not be applied to your starting wealth to reduce the cost of magic items. You will be able to get use out of item creation feats though if you select them.

Diplomacy and intimidate skills don't exist. They are all rolled into the bluff skill. If your chosen class has diplomacy or intimidate as a class skill you instead have bluff as a class skill. Feats and traits that would increase diplomacy or intimidate instead affect your bluff skill, however these do not stack with other feats or traits that would increase one of these skills.

In game when you are using your bluff skill please specify what you are actually trying to accomplish. i.e., still state you are trying to intimidate someone, or calm someone with diplomacy, etc, but your bluff skill will be used to modify the d20 roll to determine the effectiveness.

Because of the potential PvP encounters realize that using the bluff skill to get someone to act more friendly towards you (because of good diplomacy or fearsome intimidation) in a social situation may or may not work, though role-playing in this area is certainly encouraged. Combat uses of bluff skill can also be used to apply the shaken condition (as per intimidate) or apply class specific abilities that rely on one of these skills.

Game Play:

Note that many d20 rolls will be done by the GM. Skills that have an obvious success or failure such as climbing, swimming, crafting, attacking, should be made by the players. Skills which have more hidden results will be made by the GM such as Bluff, Sense Motive, Knowledge, Spellcraft, Stealth, Perception, etc.

When your character speaks, unless you specify otherwise, it will be assumed you are speaking in common. This means any listeners, known or hidden, will be able to understand you. Speak in another language and you may be able to foil spies if they don't have a means of understanding the given language.

Because this game is taking place in different threads simultaneously I ask that you refrain from reading the other factions threads. Doing so will only reduce your own and other players enjoyment.

Also because of the three threads game time will not always be consistent between the different groups. This could also result in a given thread being put on hold for a day or two if an encounter is about to occur between two groups but one group needs to finish something up.

Geography:

The campaign takes place in the city of Coran, capital of the Ondian empire. Coran lies on the eastern coast of the continent and in the southern foothills of the Chaggath Spine, a large mountain range that runs northwest from the city. Coran is home to the great library, which draws scholars from across the continent to it for study and research. The city is a good sized metropolis with a large transient population. The given population at any given time is around 15,000 people. Many magical wonders and exotic goods are available in the city, as are illicit substances and other secrets for those who know where to look. Coran is also home to the current ruling Mageocracy, who rule from the Tower of the Heavens. What happens inside the walls of the tower is a secret to all but those allowed inside. From the tower come the laws of the land as enacted by the Council of Seven. Coran is primarily human though it is not uncommon to see all the varied races of the lands walking its streets.

A weeks travel to the west is a small village known as Gumlat (population of around 600). This village lies at the edge of a large expanse of forest. Rumors and stories of were-creatures surround the rise of this small village. It is said many years ago, Aroale Nulil, priestess of Erastil, defended what was then a settlement against a large number of lycanthropes through the strength of her god, though she perished in the effort. The tales of beast men continue to float about the area, though no one has since that time brought forth clear proof that any such creatures continue to exist in the area. Many believe the forests west of Gumlat are haunted though, and more than one soul has disappeared into those forests to never return. The land between Gumlat and Coran is mostly farmlands with small thinly wooded areas near the base of the Chaggath Spine. Gumlat is primarily human though a good number of gnomes and haflings also inhabit the area.

North across the Chaggath Spine, two and a half weeks of travel over the high mountain roads, lies the city of Akleta with a population of around 3,000. This population is not centralized though, perhaps 1500 live in the city proper, with the other 1500 inhabitants within two days travel of the city. The area consists mostly of shepherds, cattle ranchers, and miners. The mountains separating Akleta from Coran have given the people of Akleta a sense of independence from the rest of the empire, though they are still dependent on Coran for trade goods from across the sea and rely on them for aid in times of war and to influence the surrounding tribes of hillmen. Akleta consists almost entirely of humans in population. Other races visiting this area are frequently given a cold shoulder.

South of Coran lies a large expanse of desert known as The Endless Desert. At the northern edge of the desert, nine days travel south of Coran (or 3 days by ship), lies a mining town known as Issust Hold. The population is actually scattered between a small walled port that services Issust Hold (population of roughly 100 people) and a more heavily fortified settlement that was built on top of a natural oasis (population of around 500). Issust Hold primarily produces iron, but also mines some precious metals and gems. The place seems to attract the unsavory sorts of characters, perhaps in part due to a recent war against pirates from the southern seas which occurred nearly 30 years ago. No doubt some of those pirates make up part of the holds population. Issust hold is the home of a large number of dwarves, half-orcs, tieflings, and ifrit, though other races are also commonly seen.

Seven days voyage by sea, to the east of Coran, lie the islands of Ioso, considered a tropical paradise by many. A relatively simple people inhabit the islands, which export fish, spices, and exotic goods from other lands. Outside of the villages the islands are the home of wild animals, dinosaurs, and a few other dangerous creatures. The islands are primarily inhabited by humans and undine.

The Chaggath Spine is home to several goblin clans, but these are probably the least dangerous of the the creatures that roam the mountain cliffs and dens.

The Endless Desert is home to desert nomads and various dangerous creatures, both natural and magical.

West of the empire are various smaller kingdoms who trade with the Ondian people.

South of the islands are pirate infested waters, and east of the islands lies a great ocean.

North of Akleta live tribes of savage hills men. These disparate groups are usually not a concern for the inhabitants of Akleta though there was a time in the past when they banded together under one tribal leader and threatened the area.

Laws, political upheaval, and conflict:

Laws are about what might be expected of any medieval society, with punishments fitting the crime. Pick pockets will lose their hand after a 3rd offense. Murder is punishable by death. Creating undead is illegal (this doesn't mean you can't select spells/abilities to do so, just don't get caught). Slavery is illegal.

The Tower of the Heavens is home to the current ruling mageocracy. While it primarily consists of wizards, they also have among their ranks magus, witch's, sorcerers, and all other forms of arcane magic users. The Council of Seven makes up the ruling body and currently consists of masters Veray, Isul, Akeli, Torenest, Danroth, Banock, and Liam.

In recent times the roads have become a bit dangerous for individuals or small groups. Bandits and highwaymen, and in the mountain and desert roads more dangerous creatures are becoming a growing problem. This has been a cause of contention between the Mageocracy and the Merchants Guild. Tariffs have been raised to help pay for the costs of patrolling the roads but the added protection seems to be of limited effectiveness.

At the same time a group dissatisfied with the mages rule is starting to become more than a mere nuisance. The Mageocracy would like to put an end to this discontentment, if only they could figure out who is behind it and where they are hiding out.

With the current turmoil and politics the thieves guild is looking to expand their operations while the mages are distracted with other matters. Crime in Coran is on the rise, from petty thefts to rumors of a new underground slave trade.

Pantheon:
While this isn't Golarian, I am using the Golarian pantheon of deities. Paladin PC's or NPC's all belong to the Order of the Mithral Rose. This order doesn't follow a specific deity (though individual paladins do), but is a organization of knights following the various good and lawful aligned deities who work together for the greater good. Likewise any anti-paladins would have once belonged to this organization.

Squick factor:

Because this campaign allows for evil characters there are some things that are likely to come up that could make other players uncomfortable discussing.

Sexual content should be limited to a PG-13 range. Rape or other sexual crimes are not allowed in the campaign.

Violence against children is not allowed, though you may run into street rats and such at times – bringing them to the authorities if the situation merits is a real possibility. You may burn down an orphanage if you like, but slaughtering its inhabitants is not allowed.

Torture is allowed, but highly detailed descriptions of such are not. Cutting of a limb or breaking some bones is fine. Descriptive details of what you do with a carving knife, or hot poker, etc, are not.

Highlights to Date (from the last several years of game play) – players from other factions in this game should stay out:

The campaign started with the thieves black mailing a glass merchant, one Mr Jumai. (Mr Jumai and his family have since been placed in protective hiding by the Merchant's Guild.)

Upon returning from that a coup rose up between Ilvaria, a drow priestess, against Mistress Diguri, current head of the thieves guild – and also drow. Ilvaria was killed along with several henchmen, one of her henchmen, Maklo, escaped – but was captured by the city guard, and is being held a prisoner at the western gate. Maklo has been marked for death, but currently other more pressing issues need to be taken care of.

The splinter in the guild left Mistress Diguri and her allies (the players and some NPC's) trying to out manuever Firyin (an ally of Ilvaria, and former lieutenant to the Mistress) and retake control of the entire guild. Most of the focus has been on engaging with Firyin's underlings and in a more recent struggle killing his lover.

Strong rumor is that Firyin is looking for ways to bring more drow into the city.

The death of his lover destabilized Firyin and he revealed the location of Diguri's hold out to the Mageocracy, a valuable and well secured location that offered protection from scrying and multiple ways in/and out. Previously Firyin had hoped to claim the location for his own uses. The place was immediately raided by the mages and another lieutenant of Diguri's, Tasem, was taken. Tasem has been loyal to the Mistress.

Other events going on:
Master Torenest of the Council of Seven is believed to be dead, assassinated just north of the great library after a public meeting.

Gumlat has been invaded by a neighboring kingdom, aided by a demonic horde.

A killer known as Radgar the Butcher, has returned to Coran after 10 years absence. Mistress Diguri revealed him to have once been a paladin of the Mithril Rose. His wife was slain by the guild for his breaking up the slave trade in Coran. While Radgar has no respect for life, he has a particular hatred for drow.

War across the sea has resulted in a increase in piracy.


Expressing interest due to Movin's talking up of this game.

I'm a reliable poster if game is moving.


Yo.


Might be interesting. I've got some new character concepts i'm interested in trying out that might fit into such a setting.

Any advice on the party balance? Aside from the obvious "everyone's a thief," would a purely martial character fit in okay (and if so, would a tank or sniper be more appreciated), or should I look for ways to incorporate magic.

Also, a few questions related to character concepts:

-How well would a non-thief character fit into the thieves' guild; could someone willing to work for pay, with few scruples and a grudge against mageocracy work as a sort of bodyguard/strong-man for the party? (Thinking thematically for something like a Shield Champion)

-Would a Bolt Ace, replacing deeds with crossbow deeds, be able to use Gun Twirling with crossbows? (Kind of a stretch, but thought I'd ask)

-Similarly, would you allow an Arcane Archer to use crossbows? Also a stretch but an interesting thought tied to the same concept.


I'm looking at a harrow card throwing witch with some "voodoo scoundrel" fluff. Just so everyone is aware.

Also, DAMNIT T-BEARD! You're involved with all the cool stuff! Lol. I would love to play along-side you instead of running for you this time. I want to see your crossbow-fu!


thunderbeard wrote:

...

Any advice on the party balance? Aside from the obvious "everyone's a thief," would a purely martial character fit in okay (and if so, would a tank or sniper be more appreciated), or should I look for ways to incorporate magic...

Dotting and also interested to hear what the existing members of the group are already.


Sounds incredibly fascinating!

Probably not, but it would changing my plans somewhat if yes. Are you using the hero point system?

What about the Mantis Assassin PrC for a character?

Silver Crusade

Dotting


Psionic's open for use?


Jastheriga has always used his magical talents to his own advantage. While not necessarily going out of his way to harm others for no reason, he also puts no real effort into helping others for no reason. He generally uses his ability to magically change appearance or form more than any other abilities. Changing into something that belongs, can usually get him into or out of most places. It has even allowed him to hold his own in a fight on occasion. He does have a reputation of keeping his word. Not because it some silly holy calling, but because it is good for business. He can charge more for his services since, those in the know, are aware he has kept his word at severe risk of his life on several occasions. Enemies and competitors point out that he is just biding his time to break his word on a really big score. He just grins when they say that.
He’s done a little of everything for the guild. Rumor even says he’s taken some bone breaking and killing jobs, but that isn’t really his specialty. Recently, he is usually hired as an add-on to a team for his special skills. Either to get some specific info or cause a distraction. Things like that.

The old blind half-elf known as Auntie Smathers is the only reason he is alive. She is also the only person he has could be said to have a care for the wellbeing of beyond a mercenary ‘what can you do for me’ type of attitude.
Auntie Smathers was the one that said he should be allowed a chance to make his way in the world. The rest of the town wanted to leave him out in the woods for ‘judgment of the gods’ to die of exposure. Although she wasn’t able to give him much else in life, she did give him food, shelter, and the chance to grow up.
He never actually visits her, because he doesn’t want anyone to know of the connection. (He thinks of it as a sniveling weakness that he can’t seem to purge from himself.) Be does check out her neighborhood from time to time. A few times folks that were causing her problems simply decided to move to another city. Recently one of the two urchins she adopted had an ‘uncle’ stop by an nervously donate some silver for the boy’s expenses. No one has seen the uncle before or since. Twice a year, a deacon stops by on his ‘charity pilgrimage’ to make sure she is healthy. But for some reason the deacon doesn’t check on any of the other poor neighborhoods in the area.

Thinking either a half-elf with the drow blooded traits or some kind of tiefling to match up with the town wanting to throw him out.
Either a urban druid or a brown fur transmuter arcanist for the shape changing magic.


In backstories are things like brothels ok as long as descriptive details are kept at a minimum?

Want to use it for my someone my character cares deeply about.


Hi Ascension! Sorry, I know you didn't mention them, but would Fetchlings work for this game? :) I mean, assuming it's all about stealth and thieves and whatnot.


sounds interesting I may put forth this character (of course modifications may be in order.

as well as some editting of the back story to fit the game world better.

also I apologize for the crappy writing, I am not a writer by trade and this character has been around since AD&D 2nd edition.


How long has the Magocracy been going on?

Are there other Guilds? (Assassins, Hunters/Gatherers, Clerics/Priests/etc, Fighters/Warriors/Mercenaries, "Visionaries"/Gadgeters/Inventors/etc (who probably have Mage Guilds against them)) Other Groups?


I need to clarify: how does the GM feel about

The Cartomancerwitch Archtype

The Knife master rogue Archtype

And the updated unchained Rogue?

I'm looking at a new Orleans style "voodoo" witch doctor/ gambit from Xmen.


Eh, everyone knows Gambit is a Card Caster Staff Magus though... :p


thunderbeard wrote:


Any advice on the party balance? Aside from the obvious "everyone's a thief," would a purely martial character fit in okay (and if so, would a tank or sniper be more appreciated), or should I look for ways to incorporate magic.

Party is currently one arcanist. One player plans to make an investigator. Unsure on the other 2 as yet.

thunderbeard wrote:


-How well would a non-thief character fit into the thieves' guild; could someone willing to work for pay, with few scruples and a grudge against mageocracy work as a sort of bodyguard/strong-man for the party? (Thinking thematically for something like a Shield Champion)

Perfectly acceptable. I'm looking to not have a party of all thieves/ninjas - and am even fine with there being no thieves/ninjas.

No on gun twirling.

Arcane archer with a crossbow I'm tentatively okay with - without knowing the build yet. Is there anything that would reduce the number of feats you'd need for the build as opposed to an archer? Or anything that would drastically increase the concepts raw power over an archer? (I'm not thinking of anything that would, but crossbow builds aren't something I'm familiar with in general).


ElterAgo wrote:

Sounds incredibly fascinating!

Probably not, but it would changing my plans somewhat if yes. Are you using the hero point system?

What about the Mantis Assassin PrC for a character?

No on hero points.

You mean the crimson assassin from ISWG? I'm fine with it.


Rojosama wrote:
Psionic's open for use?

No psionics.


Bode wrote:

In backstories are things like brothels ok as long as descriptive details are kept at a minimum?

Want to use it for my someone my character cares deeply about.

Yes. Part of the cover for the thieves main hold out was a brothel. Any role playing associated with it will be limited to PG-13.


The Archlich wrote:
Hi Ascension! Sorry, I know you didn't mention them, but would Fetchlings work for this game? :) I mean, assuming it's all about stealth and thieves and whatnot.

No on fetchlings. The listed races only.


Gars DarkLover wrote:

How long has the Magocracy been going on?

Are there other Guilds? (Assassins, Hunters/Gatherers, Clerics/Priests/etc, Fighters/Warriors/Mercenaries, "Visionaries"/Gadgeters/Inventors/etc (who probably have Mage Guilds against them)) Other Groups?

Overall the game has been running since later January of 2013.

The third group is the merchant's guild.

All three groups started at that time. All have had some player replacement, but the mages and merchant's are still going strong overall.

There was originally a fourth rebellion group - but that one fizzled fast. I plan for them to still make some sort of appearance in game as an NPC group.


GM Leviathan wrote:

I need to clarify: how does the GM feel about

The Cartomancerwitch Archtype

The Knife master rogue Archtype

And the updated unchained Rogue?

I'm looking at a new Orleans style "voodoo" witch doctor/ gambit from Xmen.

Cartomancer and Knife Master are both fine.

Unchained I don't own, and don't have any expectations of getting up to speed with it in the near future, so not allowed. Much as rogues could use the boost...


GM Ascension wrote:
Gars DarkLover wrote:

How long has the Magocracy been going on?

Are there other Guilds? (Assassins, Hunters/Gatherers, Clerics/Priests/etc, Fighters/Warriors/Mercenaries, "Visionaries"/Gadgeters/Inventors/etc (who probably have Mage Guilds against them)) Other Groups?

Overall the game has been running since later January of 2013.

The third group is the merchant's guild.

I didn't mean the player group, I meant the Backstory/Background Magocracy.

And I was reffering to "NPC" guilds.

sorry for the confusion.


Ah, I see.

There could be if you want to bring it into your back story - though none are major power contenders. But at present I have not written any such groups into the campaign.

The rule of the Mageocracy has been going on for near 300 years - though that is a bit of a misnomer. The Tower of the Heavens has been around for longer than that, and over time a city has grown up around that. Initially the mages ruled just the city, but over the past ~200 years have expanded.

A lot of the 'content' is me feeding several pieces of storyline into the PC groups, then their actions/reactions to those things drive a lot of content generation surrounding those seeds.


Here's my submission - Erebor :) I hope you like it. Please let me know if you want me to adjust anything :)


GM Ascension wrote:

Ah, I see.

There could be if you want to bring it into your back story - though none are major power contenders. But at present I have not written any such groups into the campaign.

They could be minor power (not really?) contenders and 'sub-guilds'/branches of other guilds/factions.

A Clerics/Priests/Religious guild could be afiliated with The Mages of the Tower of the Heavens, maybe with another Clerics/Priests/Religious guild or 2 being against them.

Could also be a bit of Legal Guilds and Illegal/Dark Guilds.


Heres the Investigator I plan on playing. Still have some touching up to do but otherwise should be coming along nicely.


GM Ascension wrote:
Arcane archer with a crossbow I'm tentatively okay with - without knowing the build yet. Is there anything that would reduce the number of feats you'd need for the build as opposed to an archer? Or anything that would drastically increase the concepts raw power over an archer? (I'm not thinking of anything that would, but crossbow builds aren't something I'm familiar with in general).

In that case, I'll say "no"—crossbows let you do some neat tricks you can't pull off with a bow, and the Bolt Ace's crossbow training adds some massive kick to criticals that an Arcane Archer normally can't hit.

So my thoughts are either Half-Orc Shield Champion (switch-hitter/tank, professional bodyguard), Wis-based Arcane Archer (utility character, Archer or Zen Archer + Empyreal Sorc), or Bolt Ace Warpriest (religious assassin, DPS, possible backup healer?).

Is the number of players you take set by a hard party size limit? I'd be interested in submitting a character with backstory and personality ties to Leviathan's, but aren't sure if four players means you'll automatically only take one.

* * *

Also, do you just want character descriptions, or is crunch optional-but-encouraged?


Here is my submission for a character, just tell me if anything seems off or if I need to clarify anything.

Crunch:

Taleth Vaar - Slayer 7
Chaotic Neutral Medium Humanoid (Elven Male)
Init +6; Senses Perception +15
--------------------
DEFENSE
--------------------

AC 17, touch 14, flat-footed 13
HP 66 (7d10 - 7(Con) + 3(Favored Class))
Fort +4 , Ref +9, Will +2
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Rapier +8 1d6+4 (crit 18-20 x2)
Ranged Longbow Composite +13 1d8+3
--------------------
STATISTICS
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Str 12, Dex 18, Con 8, Int 16, Wis 10, Cha 14
Base Attack +7; CMB +9; CMD 23
Feats Deceitful, Weapon Finesse, Deadly Aim, Point Blank Shot, Precise Shot
Slayer Talents Ranger Combat Style(Level 2), Poison Use, Deadly Range
Traits Reactionary, Criminal
Armor Check Penalty 0
Favored Class Slayer (+4 Skill Points, +3 Health)
Skills Acrobatics +8(1), Bluff +17(10), Climb +5(1), Craft(Alchemy) +12(4), Disable Device +11(2), Disguise +17(10), Heal +4(0), Knowledge(Dungeoneering) +7(1), Knowledge(Geography) +11(5), Knowledge(Local) +11(5), Perception +15(10), Profession +0(0), Ride +8(1), Sense Motive +9(6), Stealth +22(10), Survival (0), Swim +5(1)
Languages Common, Elven, Draconic, Sylvan, Celestial
Equipment Longbow composite(+2) +2, Masterwork Rapier, Masterwork Studded Leather Armor, 40 common arrows, 50 Phantom Arrows, Two Belt Pouches, Waterskin, Alchemist's Lab, Handy Haversack, Ring of Feather Fall, Burglar's Bracers, Cloak of Elvenkind, Hat of Diguise
Cash 310 pp 8gp
Encumbrance 34
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SPECIAL ABILITIES
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Elven Immunities Immune to all magic sleep effects and +2 racial bonus against enchantment spells and effects
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance, and +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Studied Target Free action to make someone my studied target
Sneak Attack 2d6 extra damage

Backstory and Stuff:

Taleth was born to his elven parents who at the time, were in a bit of a predicament. His father, Hirnar, was in debt to a loan shark at the time and with Taleth being born Hirnar wanted to be debt free to keep his newly born child safe. So he left his home in Coran to go and work off his debt to the loan shark by working where he can. He quickly drifted towards becoming a sailer, and over the next few years he was able to earn the money to pay off the loan shark. During the return trip on his last voyage, his ship was attacked by pirates and he was killed. Taleth's mother, Tinua, had to raise Taleth on her own.

Taleth was able to live a rather easy childhood. His mother was able to get a job at an inn that was able to pay for their living expenses. As Taleth got older he began to learn how to use a bow from his only other living relative, his uncle Haphor. His uncle lived outside the city and Taleth spent many years out there, learning many things from his uncle. His uncle taught Taleth how to hide and be able to sneak around. He always bragged about the things he did years ago, before Taleth was born, and how he was uncatchable and unseeable. He could get himself out of anything, whether it be a chase, or talking himself out of a fight. Those years were valuable to Taleth, because the things his uncle taught him were very useful in the big city.

Eventually Taleth stopped to live with his mother and began to live on his own and make his own living. He lived day to day for awhile looking for small jobs here and there. Things changed however when he started to hang out with some members of a group of thieves. One day they coerced Taleth into it and they saw he had a real knack for it. Over the course of a year or so Taleth with a few others stole from various houses and shops to make a living. The real turning point in this little escapade was when they were finally caught. They were breaking into a rather large house, and were spotted by a patrol. The group of thieves began to search the house for goodies, as the patrol got more guards and surrounded them in the house. Taleth, was on the roof spotting for everyone as the guards came to the house. A fight broke out and Taleth atop the roof picked off guard after guard with his bow. They were able to escape, but not without paying the price. Most of the thieves were dead, only three of the original eight thieves survived. The two surviving members became like brothers to him after that and they stayed with each other. Both of the surviving members were human, one of them was Lee, and the other was Lance.

After a couple of months of laying low, the three of them joined a small organized crime ring that smuggled goods into the city. Each of them played a different part in the group, but Taleth was hired to protect shipments, and at times eliminate the competition. One day Taleth overheard his uncle's name and inquired about it. It turned out, that his uncle used to run a small organized crime group and the he was still in the business. His uncle would help shipments through the city and would use his various connections in the city and out in the country to keep people and goods safe. Taleth approached his uncle about it and he told Taleth everything. His uncle became a new source of information for Taleth, and he told Taleth that if he ever needed any help, that he would do what he can. Taleth continued to work for this group for about 10 years before the group joined up with the thieves guild.

Taleth cares for his mother deeply and will do whatever it takes to not get her involved with what he is doing. He tried to visit her when he has no obligations, and when he knows he isn't being followed. If he thinks someone knows where he has gone, he will go to any length to protect her.

Losing his mother is one of Taleth's greatest fears. Since she raised him on her own, Taleth won't let anything happen to her. Taleth is also afraid of losing anyone he gets close to, whether it be a friend or something more. Ever since he lost many of his friend during the robbery gone wrong, he doesn't want to lose anyone again and will do as much as he can to protect his friends. Taleth does what he does because he enjoys the thrill of what can happen during a job. During his time with the small organized crime group, he learned how to brew various poisons, and it has become quite the hobby and passion for him.

Taleth is 5'11" with a rather lean build. His dark brown hair is almost always pushed back into a ponytail that hangs at his shoulder blades. His skin is a slightly tanned and he has brown eyes. Taleth normally wears his studded leather armor over his off-white shirt and his dark brown breeches. His bow is always at his back and his rapier always at his side.


5 players is a hard limit so that each of the different factions has the same number of players.

I will choose the fifth characters based off of back story and role they are filling (e.g, I wouldn't take a group of all one class). But if building crunch helps you think about your characters back story and fill in details, then that is fine.


One question. I noticed you left LN off of allowed alignments. I have a character that I've ran at the table before who became a pirate captain that's LN and I'd like to play him again sometime. Any particular reason LN isn't allowed?


Child Looking, Sounding and Sized character?


Going to work up a tiefling inquitor


Arcanist chiming in here.
I had build as a Brown-fur transmuter but will be reserving the right to change that up depending on how the party ends up this time.
With how small the Arcanist spells/day selection is it makes little sense for the class to specialize unless the other players int eh party benefit significantly.
The previous group had effectively no one who would find such an ability useful.

My estimates of the game are based in the limited time I played with the group. Here they are however

We ran with a group that approximated a Mob hit squad for the most part. The previous party was a Ninja, an Inquisitor, a Synth Summoner and Ranger along with myself.
Pretty much everyone had a decent stealth check and several of them were social butterflies that was about it for "rogue-like"

The party was built of mostly dark tones, the ninja having lost a hand from a betrayal and the inquisitor being a stalwart worshiper of Father Skinsaw.
The Summoner murdered a fellow guild mate and bartered his way back in by being a better option.
The Inquisitor coerced a young female human into killing someone in cold blood as a first step down the path he himself followed. the rest of the party made sure he didn't get away.

The reason the game doesn't have lawful neutral as an alignment is that we are decidedly villainous and the guilds actions reflect that. Everybody in the group was out for their own interests, those interests just happened to align with the guild.


Wow, this game looks utterly amazing. The devotion and attention to detail from you is fantastic, and the setting and story looks enthralling. I'm going to bring my A-game to this recruitment, I love a great subterfuge game. And since I've never gotten a chance to play a real assassin character, I'm going to go that route. I already have a really good background and character concept in mind.

GM Ascension wrote:
Unchained I don't own, and don't have any expectations of getting up to speed with it in the near future, so not allowed. Much as rogues could use the boost...

I realize you have given a no to the unchained rogue, but I see you side with most of the community on the fact that rogues need a power boost. I would highly recommend checking it out yourself. The differences are very easy to pick up, much more so than the differences made to the summoner or monk.

Unchained Rogue wrote:
While much of the unchained rogue will be familiar to those who have played the original rogue, there are a number of new class features that greatly enhance the power and flexibility of the rogue. Chief among these is the debilitating injury class feature. A rogue with this ability can severely hamper her foes, giving her a much-needed boost to her offense or defense, depending on the situation. In addition, with finesse training, the rogue now gains Weapon Finesse for free at 1st level. This ability also lets her add her Dexterity to damage rolls with one weapon starting at 3rd level. Finally, the rogue's edge ability ties into a new system called skill unlocks. With this feature, the unchained rogue can master a small set of chosen skills, outperforming all those characters without access to such talents.

Link. I know that I personally was very excited about the unchained rogue, because it kept the class from being made obsolete by superior choices like ninja and investigator. Of course the ultimate decision is up to you, but I implore you at least take a brief glance before giving a hard no.


Hmm, is healing going to be a serious issue in this party? It looks like neither of the two statted characters have any of the archetypes/discoveries that allow them to heal people. (Although Infusions have many uses beyond healing)


I'll be looking at heals... For a price... Muahahaha!


Ehh, I'm always loath to suggest "healing" because then people jump in with "I'll play a Cleric or a Life Oracle" and I kinda don't like pigeon holing that. If someone actually wants to make a dedicated healer, then full credit to them, but worse case scenario you could potentially get away with UMD and a wand if we were really desperate.


Hmm... my Bolt Ace just died of feat starvation (life's hard when you can't triple MC into fighter!). I guess I'll work on my other idea.


@GM: Can I use traits from Ultimate Campaign? It's not on your mentioned book list, but it includes every trait mentioned by any of the characters in this thread that doesn't come from an even more obscure book.


I sent you a PM.


I think I can fit well in the "thieves" group. My character is a monk/synth that acts more as an infiltrator, and fights from afar shooting arrows. I have buff spells for the party too (most of my spells are either buffing or crowd control, I believe). On the damage dealing department, I believe my friends here are much better. I come with more survivability and party tools.

Scarab Sages

My character, Karlo Graevs, might be a good fit for this campaign.

He's a stealthy brute of a Brawler from outside Gumlat with a habit of choking people out.

He'd be good at dealing damage with his added grapple damage, and while he wont lose his defenses in a grapple, he can leave opponents open to easy damage from allies.


Gars DarkLover wrote:
Child Looking, Sounding and Sized character?

To be a bit more precise, a character with a little bit of Dwarfism, but mainly with a Growth/Aging Disorder, thus looking like a child of the species/race, with the voice of one as well, the childish speech pattern and language being more an act.


Gars DarkLover wrote:
Child Looking, Sounding and Sized character?

No problem with that.


thunderbeard wrote:
Hmm, is healing going to be a serious issue in this party? It looks like neither of the two statted characters have any of the archetypes/discoveries that allow them to heal people. (Although Infusions have many uses beyond healing)

It may or may not be. A lot of encounters are one per day, rather than several per day - its typically very easy to go in to hiding after a big encounter as most of the time is spent in the city itself- allowing players to nova on encounters. Of course those times when you get more than one it will get rougher as a result...


thunderbeard wrote:
@GM: Can I use traits from Ultimate Campaign? It's not on your mentioned book list, but it includes every trait mentioned by any of the characters in this thread that doesn't come from an even more obscure book.

Traits from UC would be fine. I'm not to strict on traits outside of the listed books, although Finding Haleen is not allowed (if you want that, there is this feat called toughness... :)


Just some additional notes. I plan on looking over characters in detail this weekend - but if you have questions about tie ins for story background, don't hesitate to ask.

Also a note, when building your characters, build what you want, just be aware that PvP aspects are very deadly - since it is basically an APL + 4 for both sides. Either build the character to survive in that environment, or able to escape that environment (or be willing to surrender and hope for mercy). PvP won't come up frequently, but it will come up eventually.


Wondering if Tabby has what you are looking for, and what changes are needed.

I didn't notice any comment about her when I posted her the first time.

Will need some assistance to fit her into the game world.

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