Ascension - Thieves Guild - Reboot (Inactive)

Game Master bbangerter


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GM Ascension, do you have any response to my post about the unchained rogue?


Took a long time to fully put together but here is my submission Jidhuun my tiefling inquisitor specialized in stealth and Zon Kuthon worshipper.

Silver Crusade

GM Ascension wrote:
Rojosama wrote:
Psionic's open for use?
No psionics.

Well that is a shame spent 2 days working on a Psion Telepath.


So… I wound up going in a different direction after all. Thieves are *supposed* to play dirty, so my writer’s block was solved by a character who did that to its fullest, focusing on ranged poisoning. And thus...

Rex Trickshot, the Faceless Assassin

(Crossbow poisoner, mage slayer, divine assassin, and effectively a Green Arrow villain)

(Deity is one of the Demon Lords from Inner Sea gods; I wanted something that would fit a general "assassin cult vibe." Can change to a more mainstream NE/LE deity condoning assassination if that matters)

The Code:

Rex Trickshot rarely kills without cause. The deadly poisons are the trickiest to use properly; paralysis and unconsciousness work just as well against guards and nosy observers. He takes pride in a job well done, and a kill cleanly made—there is no sadness or shame in an unworthy or accidental kill, simply a lack of substance. Assassination is a work of skill, and admiration, and any fighting that happens outside his work or intention is merely another boring bit of rote housekeeping, not worthy of the same attention to deadliness. When the bolts he uses disappear seconds after firing, leaving no trace but small wounds and poison-tainted blood (and when he changes his face for each job), there is little danger in the threat of witnesses to his crime.

The Demon Lord Hshurha revels in stopped breath, and the Faceless Killer prays to her when he can, doing his best to watch his enemies breathe their last, wearing a different face each time. He does not leave a signature or parting line behind with his victims, but he tries to smile at each, if he can, before their end.

Naturally a tall, wiry creature with a darting red tail, Rex prefers to keep his features indistinct, average, and always slightly different. His greatest treasures are his poisons, carefully collected over decades of work. Many are exotic, or foreign, traded or killed for from distant merchants; he still mourns, sometimes, over those he has lost through a careless application or bungled spell. Rex is no alchemist, but a curator and priest, keeping his poisons fresh and replenished with magic, taking care to give each of his poisoned arrows a turn serving his god of death.

The Job:

Rex rarely wears his own face, and never when he’s on a job. Even to his confederates, he has few features save a general sense of lanky tallness and the low, growling voice he uses when it is not disguised. He is no master of forms, but a tiefling in the wrong city sticks out like a guilty thumb, and the magic disguises he carries let him show a highly unmemorable face to the world. Sometimes he is a silent woodcutter, or a tired coach driver; at buxom serving wench, or an orphaned child shivering in the gutter at night when the right man walks by. Always, he prefers being one of the smallfolk, the sort his targets would pass over with a single glance; he does his best to carry no trophies or signature flourishes that might give him away to a clever eye.

Rex Trickshot has killed from a distance—the blessings of his god helping his arrows fly true over hundreds of feet—but he prefers up close and personal. More accurately, he prefers to get just close enough to his targets to watch and ensure their end. With a faint click, his spring-loaded crossbows slide silently out of the sleeves of whatever coat he wears; after a split-second blessing, he catches victims in a torrent of arrows that vanish on impact, leaving behind half a dozen magically-copied doses of as many foreign and deadly poisons.

And that’s all he is—a few flashes of silent silver, a burst of magical darkness that obscures the room, and then the Faceless Killer is gone, leaving behind an old man choking to death on the floor as the poison stops his heart.

There are few tradesmen willing to take out mages in Coran; though he doesn’t advertise it, Rex takes jobs of this sort with pleasure. He’s learned where to buy arrows of silence and darkness that block spell casting, he’s got a fair bit of talent at shrugging off spells, and it takes fewer shots to take down a wizard than a soldier.

* * *

And perhaps this helped him catch the attention of the Thieves’ guild. He’s worked with some of their members before, but as turmoil rocks the surroundings, it’s become a bit more practical to recruit a full-time member capable of sniping out a skilled wizard from two hundred feet away in cold blood. The god of stopped breath will have his tribute in time, but his is patient and understanding, and Rex knows that danger and death lies on the path ahead, one way or another.

The (Brief) Backstory:

Rex was raised as the altar boy in a rather illegal death cult. Assassins in the service of a Demon Lord of death, the small monastery happily took in the Tiefling orphan, as his brothers bore much respect for any such child born “with a touch of Hell.” The right sort of people would come to the hidden convent, delivering great payments in exchange for the services of his religion—but in truth often things stayed quiet, the order long forgotten other than an occasional peasant kidnapped and sacrificed. And, of course, in time, the Paladins came, and the mages, burning his monastery to the ground and killing the trained assassins who taught him.

The escaped young Tiefling sought revenge, for a time—but as he grew more learned in the teachings of his patron, he understood that the god of stopped breath had no interest in revenge. Her servants had died, as all must; but Rex could serve him best by becoming a truer, swifter agent of death, improving and succeeding where his mentors had failed. He learned subtlety and anonymity first and foremost, cultivating his skill over generations, choosing jobs with care, and gradually making contacts in the Thieves’ guild and other disreputable social circles.

The Combat Role:

-Swift-cast Abundant Ammunition plus poisoned ammo is a neat and powerful combo, the sort sneaky and evil enough to only be appropriate on a team like this

-Ranged DPS, who deals of Con/Str/Dex damage as he attacks, crippling and paralyzing enemies or simply knocking them unconscious with Drow Poison

-Other trick arrows, as well as a bit of Darkness and Silence for shutting down dangerous enemies (combining nicely with his Darkvision)

-Good AC and saves, looking quite a bit hardier than much of the group; can stand on the front lines in a pinch

-High initiative, long-range blessings allow underhanded sniping against mages; skill with stealth, bluff, disguise and perception all aid in sneaky killing

The Crunch:

Rex Trickshot, Gunslinger (Bolt Ace) 5 / Warpriest 2

LE Medium Outsider (Tiefling Male)

(Deity: Hshurha, the Duchess of Winds and Demon Lord of Last Breaths)

Init +9; Senses Perception +16 (Darkvision)

--------------------

DEFENSE

--------------------

AC 22, touch 16, flat-footed 16 (+5 Armor, +1 Kilt, +5 Dex, +1 Dodge)

CMD 21

HP 73 (5d10 + 2d8 + 7 con)

Fort +9, Ref +10, Will +8

Resist Cold 5, Fire 5, Electricity 5

--------------------

OFFENSE

--------------------

Speed 20 ft.

Most Common Attack: Deadly Aim Point-Blank Rapid Drow Poison Double Crossbow +10/+10/+10/+5 (1d6+11/+10) (DC 11 + 2 per hit Fort save or unconscious)

Poisoned Bolts: (All reusable with Abundant Ammo)

1x Wyvern poison (DC 17, 6 rnds, 1d4 Con, 2 saves)

1x Deathblade (DC 20, 6 rnds, 1d3 Con)

1x Purple worm poison (DC 24, 6 rnds, 1d3 Str, 2 saves)

1x Giant wasp poison (DC 18, 6 rnds, 1d2 Dex)

Ranged:

+1 Light Crossbow +15/+10 (or +13/+13/+8 with Rapid Shot, or +11/+11/+11/+6 Dual-Wielding) 1d6+6 (19-20/x4) (use grit to hit vs touch)

Common Modifiers:

Point-Blank Shot (+1/+1)

Deadly Aim (-2/+4)

Grit: 3/3

--------------------

SPELLS

--------------------

1/day Darkness
1x Scroll of Protection from Law
50/50 Wand of Cure Light Wounds

Level 0 (4):
Detect Magic
Guidance
Mending
Stabilize

Level 1 (3/day):
Abundant Ammunition (32)
--------------------

STATISTICS

--------------------

XP ?

Str 8, Dex 20, Con 12, Int 14, Wis 16, Cha 8

Base Attack +6/+1; CMB +5; CMD 21

Feats Weapon Focus: Light Crossbow (Warpriest 1), Gunsmith (Bolt Ace 1), Point-Blank Shot (1), Precise Shot (3), Rapid Reload (Bolt Ace 4), Deadly Aim (5), Rapid Shot (7)

Traits Reactionary, Highlander

Armor Check Penalty 0

Favored Class Brawler (+1 level unarmed damage, +3 CMD vs Grapple, Disarm)

Skills Acrobatics +15 (7), Bluff +11 (7), Disguise +14 (5), Heal +7 (1), Kn (engineering) +6 (1), Kn (local) +6 (1), Kn (religion) +6 (1), Perception +16 (7), Sense Motive +7 (1), Stealth +18 (7; +17 in mountains), Survival +7 (1)

Points: 38 (Gunslinger 20, Warpriest 4, Int 14)

Languages Common, Orcish

Weapons

+1 Hand Crossbow
Masterwork Hand Crossbow
“Broken” Pistol

Armor
+1 Mithral Chain Shirt
Armor Kint

Accessories
Hat of Disguise
Belt of Dex +2
Bracers of Falcon’s Aim
Cloak of Reistance +1
2x Spring-loaded Wrist Sheaths

Specialty Ammo (Abundant)
1x Adamantine-Blanched Bolt, Wyvern Poison
1x Adamantine-Blanched Bolt, Purple Worm Poison
1x Adamantine-Blanched Bolt, Deathblade
1x Adamantine-Blanched Bolt, Giant Wasp Poison
4x Silver-Blanched Bolt, Drow Poison
2x Pitted Bullet, Drow Poison
4x Cold Iron Bolt, Ghost Salt Blanched

Consumables
1 Spell Storing Bolt — Darkness (caster level 7)
2 Spell Storing Bolt — Silence (caster level 3)
50/50 Wand of Cure Light Wounds
1x Scroll of Protection from Law

Cash several spare coins

Encumbrance Light

--------------------

SPECIAL ABILITIES

--------------------

Prehensile Tail

Fervor (4/day, cast spell swift)

Blessings (4/day)

Zephyr’s Gift (Standard action, 1 minute, no range penalties)

Storm Strike (Standard action, 1 minute, +1d4 electricity damage)

Crossbow Training: +Dex to damage with Hand Crossbows, +1 Crit Multiplier

Deeds:
Gunslinger’s Dodge
Gunslinger’s Initiative
Pistol-Whip
Sharp Shoot (1 grit to resolve vs. Touch AC)
Vigilant Loading (no AoO for reloading)
Shooter’s Resolve (1 grit to avoid cover/concealment)


So as of now all of the characters presented have significant skill in Disguise thanks to either ranks or item tricks.
*Glances at Disguise modifier.*
I feel I may need to reassess my characters specialty once we get closer to establishing who will or will no be joining up for this.
Also I'm finding the increasing number of tieflings amusing.

@Nyx/ginganinja
Good to see you again, I'll be interested to see your character in action. Though with your focus on disguise I'm a bit confused as to your choice of weapon. If your intent is to choose such a blade might I suggest you purchase a Bladed belt as the base item for your choice. this would mean you have flexibility in type of weapon, an easy means of concealing the weapon and easy access regardless.
It does regretfully mean you are down a belt slot but use of the custom magic item rules are on the table far as I know so that could be changed later on.

@Thunderbeard
That is a clever trick, though I hope GM ascension rules in favor of that interpretation as it seems to be critical to your build.
Alexia has some tricks that let her coerce vermin. I'd been thinking about building a "Poison farm" once the game got to a point where we had a home base in the city. If you happen to be selected I'll have to move up my plans on that.

@Healing
Being a city game much of the impetus to have a healer in the party (n other options for healing*wands*) and no long/short term condition removal (Restoration, lesser restoration, remove X spells) are relaxed significantly. I'd say that this sort of game is going to be one of the places where a genuine healer isn't terrifically necessary.
Not to say a Torture doctor Life oracle of ol' ZK wouldn't be amusing just not as needed in this game as many others.

@Char Op
Just echoing the GM here. While I've not had a solid look at the other team's players out of respect for GM Ascension asking me not to one of our previous players did. The other teams are potent. And there is a very high chance that those other teams will stomp us if we face them on even footing. So doing our best to avoid that will be a good idea.

@Edward/Tabby
So she learns of her heritage, does she then head back into the dark underbelly of the world and prove her skills eventually climbing her way into a position as a trusted hand of one of the mot powerful people in the underworld of the largest metropolis in this setting?
I'm not really sure what the angle on this character is, the story seems like a good start but it has no lead in to why she might be par of all this.

I have no doubt I missed a few folks on my pass but do know it was not intentional. Best of luck everyone.


Hey Alexia! Yes, all the trickery is cool. My character is definitely focused in disguise, stealth in shadows, etc... I think that's one of the coolest things on thieves games. Not necessarily assassination, but thievery in general: stealing, planting evidence, plotting schemes... This is all very promising :) Anyway, I'm glad to be here with you guys around so many cool, inspired builds.


Hats of disguise are cheap and easy to find (my other character ideas had no reason to disguise, but it just made self here). I've never seen Abundant Ammo ruled any differently, though any poisons the DM rules "magical" in nature wouldn't work with it. I've actually held off on the big poison list, only using ones from the book he mentions, because wow there are a lot of there.

Crossbow users, because of feat starvation and item taxes, get much better around level 9-10... I just figured poison would be a neat edge in a sneaky PvP game. And I did notice that everyone else had *really* low AC and saves, making my character a tank by comparison, but hopefully being ambushy anonymous thieves will help not die.


Alexia "Bishop" Hebert wrote:

So as of now all of the characters presented have significant skill in Disguise thanks to either ranks or item tricks.

*Glances at Disguise modifier.*
I feel I may need to reassess my characters specialty once we get closer to establishing who will or will no be joining up for this.
Also I'm finding the increasing number of tieflings amusing.

@Nyx/ginganinja
Good to see you again, I'll be interested to see your character in action. Though with your focus on disguise I'm a bit confused as to your choice of weapon. If your intent is to choose such a blade might I suggest you purchase a Bladed belt as the base item for your choice. this would mean you have flexibility in type of weapon, an easy means of concealing the weapon and easy access regardless.
It does regretfully mean you are down a belt slot but use of the custom magic item rules are on the table far as I know so that could be changed later on.

@Thunderbeard
That is a clever trick, though I hope GM ascension rules in favor of that interpretation as it seems to be critical to your build.
Alexia has some tricks that let her coerce vermin. I'd been thinking about building a "Poison farm" once the game got to a point where we had a home base in the city. If you happen to be selected I'll have to move up my plans on that.

@Healing
Being a city game much of the impetus to have a healer in the party (n other options for healing*wands*) and no long/short term condition removal (Restoration, lesser restoration, remove X spells) are relaxed significantly. I'd say that this sort of game is going to be one of the places where a genuine healer isn't terrifically necessary.
Not to say a Torture doctor Life oracle of ol' ZK wouldn't be amusing just not as needed in this game as many others.

@Char Op
Just echoing the GM here. While I've not had a solid look at the other team's players out of respect for GM Ascension asking me not to one of our...

I would like to return to this game. I had changed positions at work and was instructed to lead a painful restructuring in my department. Due to this, I had to regrettably stop playing. I have PMed the GM and would like the opportunity to return. I would love to play Drovic again, but would be willing to roll another character to fill any role. Drovic was very effective and I know the flow of the game as a previous player. I really miss the RPing!! His info is in his profile. Thanks for consideration.

I will update him to seventh level.


Well, my AC, Saves and HP are pretty decent when I'm merged (not that great when I'm not), but I'm confessedly not designed to be a "tank"... As I hope for a very ambushy anonymous thieves game, like you said :)

Silver Crusade

Still working on a remake of my PC post soon

I'm thinking a fallen Aasimar, Peri-Blooded (Emberkin)

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.


Kyrani Tabadore wrote:

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.

I'll take a quick look this evening.


CampinCarl9127 wrote:
GM Ascension, do you have any response to my post about the unchained rogue?

If it is indeed fairly short/straightforward I can look it over this weekend - but given that's all the submission deadline you'll have to decide if thats worth the risk. (Note, I'd anticipate very much liking/accepting the changes based on what I've heard about it from the forums).


thunderbeard wrote:


Crossbow users, because of feat starvation and item taxes, get much better around level 9-10... I just figured poison would be a neat edge in a sneaky PvP game. And I did notice that everyone else had *really* low AC and saves, making my character a tank by comparison, but hopefully being ambushy anonymous thieves will help not die.

I'd rule against this. I couldn't find much in the way of guidance in the rules forum, though James Jacobs would not allow in his games - for what thats worth.

For me though, it seems to go against the spirit of wealth levels by allowing unlimited uses of expensive poisons (such as purple worm poison at 700gp a shot).

So while the spell would duplicate the ammo itself, be that a normal arrow, adamantine arrow, blunt arrow/whistling/barbed/etc, it would not duplicate anything applied to the arrow (poisons, blanches, or other things that are not part of the crafted item itself).


GM Ascension wrote:
CampinCarl9127 wrote:
GM Ascension, do you have any response to my post about the unchained rogue?
If it is indeed fairly short/straightforward I can look it over this weekend - but given that's all the submission deadline you'll have to decide if thats worth the risk. (Note, I'd anticipate very much liking/accepting the changes based on what I've heard about it from the forums).

Understandable. I'll build him as an unchained rogue for now, and if you decide against the class I'll change him to a ninja. His fluff will stay the same, he'll just change some rogue abilities to ninja abilities. Going to the drawing board now!


OK, so the idea I'm looking at right now is to play a LE drow rogue/assassin. Mechanically speaking he will be competent in many, many skills, but his main focus will be using natural abilities and alchemy to pull of the most difficult assassinations. However in your original post you said you were more interested in backstory first, so I will also focus on that first and foremost. However I do have one question before I start writing: Where do drow typically come from? I'm not sure if they're so rare that they just don't have civilizations or if they're so secret you don't want them commonly mentioned.


Fair enough. Could still run the character with the poisons as a last report for PvPing, as damage output is reasonable and other tricks are neat... but no worries, and fine with someone else getting picked.


Thats a really cool idea Alexia, I was struggling for a way to easily conceal my weapon and thats exactly what I was looking for. Cheers!


Made some changes to the backstory and a few updates to the crunch.
I made my character to be a scout/rogue character. Can get into to a place and get out without being see, and can gather any information people need. In combat he is mostly a ranged character, but can get into melee is he needs to.

Crunch:

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

AC 18, touch 14, flat-footed 14
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
--------------------

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, Fast Stealth
Slayer Talents Ranger Combat Style(Level 2), Rogue Talent (Level 4), Deadly Range
Traits Reactionary, Criminal
Armor Check Penalty -1
Favored Class Slayer (+4 Skill Points, +3 Health)
Skills Acrobatics +8(1), Bluff +17(10), Climb +5(1), Craft(Bow) +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 Chainmail, Two Belt Pouches, Waterskin, Masterwork Artisan Tools, Handy Haversack, Ring of Feather Fall, Burglar's Bracers, Cloak of Elvenkind, Hat of Diguise, Gloves of Reconnaissance
Ammunition40 common arrows, 50 Phantom Arrows, 10 Smoke Arrows
Cash 101 pp 8gp
Encumbrance Light (39)
--------------------
SPECIAL ABILITIES
--------------------

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

Description:

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.

Backstory:

Taleth was born to his elven parents his father, Hirnar, and his mother, Tinua. Unfortunately, Taleth never got the chance to meet his mother because she died giving birth to him. All Taleth had was his father for his early years. His father was able to support Taleth, but after awhile he began to go into debt. Hirnan was an avid gambler and one night he bet a little too much and lost. To pay off his debt, he was forced to work on a ship for a few years, to pay off the money he owed. When he left, Taleth was taken in by his uncle Haphor.

When Taleth first arrived at his uncle's he was overwhelmed with the different lifestyle of his only other relative. Many nights his uncle would leave only to return early in the morning. A few times, Taleth stayed up late, to see his uncle return, and sometimes he had blood on him, other times he was just late. After about a year of living with his uncle, the news of his father came back. He died at the hand of pirates while paying off his debt. Taleth was both angry and sad at the news of his father's untimely death. This gave Taleth a strong hatred for pirates. Haphor saw Taleth's hatred after the death of Hirnar and he decided to bring Taleth into his world. Haphor knew that Taleth was too young however and bided his time to teach Taleth his ways.

After waiting patiently for a long time, Haphor told Taleth about what he did every night. He told Taleth that he was a thief, and a spy. He would be hired to tail people, or to go into their homes and steal items. Those items might be of monetary value, or they might hold information for whoever hired him. Over the course of a few years Haphor taught Taleth how to hide and be able to sneak around. Haphor told Taleth that he could get himself out of anything, whether it be a chase, or talking himself out of a fight, and that Taleth would learn how to do all of those things.

Once he though Taleth was ready, he brought Taleth on one of his jobs. The two of them broke into a home in search of a specific set of documents the employer was looking for. Haphor had Taleth do a lot of the work, to test his skills. Taleth was able to break them into the house and they started to search the house. As they started to rummage through some papers, they heard some noise in the house. Haphor got up to check it out, and quickly ran back to Taleth and told him that they knew they were coming. Haphor taught Taleth how to use a bow, so together they fought their way out of the house. Taleth was still able to find the papers before they left, and from then on Taleth worked with his uncle.


Updated Drovic to L7:

*+13 HP = 91 HP Total (6d7 Witch, 6d7 Con, 7 Favored Class)
*Added 1 1st level spell slot
*Added 2 4th level spells and added 2 slots
-Chose dimension door for quick escape
-Will wait to choose the other (with party input) if I get accepted
*Added Accursed Hex Feat
*Added Healing Hex
*Added 4 skill points

I am working on gear now!

****Crunch and Backstory are in his profile!***


Kyrani Tabadore wrote:

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.

So the back story needs to be updated to reflect a presence in/around Coran. You need a known living NPC that you care for - whether that is updating to know where your brother is, or another is fine.

For a place of work, you could use The Wailing Spirits - a whore house that held the secret entrance to the guild hideout. And just recently raided by the Mageocracy. Names there would be Kleonna, a one time employee, and now owner - taken by the tower during the raid.


Magic Gear:
Belt of Mighty Constitution +2 4k
Handy Haversack 2k
Cloak of Resistance +2 4k
Lesser Metamagic Wand, Extend 3k
+1 Mithral Buckler 2,005
Ring of Protection +1 2k
Scrolls: Alarm, Comprehend Languages x2, Obscuring Mist x2
Wand of Infernal Healing (50/50) 750

Fetish Mask (Crafted Properties):
Hat of Disguise 900
Goz Mask 4k

Mundane:
Witch's Kit 21
Spring Loaded Wrist Sheath (Infernal Healing Wand)
Crowbar
Earplugs
Mug/tankard
Parchment (3)
Scroll Case x3
Sealing wax
Signal whistle
Disguise Kit (10/10) 50

Gold Spent: 22,829

**When I get a chance, I'll highlight the categories on my crunch so it is easier to read.


After I catch up on reading the previous gamethread, I plan to write an extended background to discuss what Drovic has been doing for the past few days/months.


What languages would be good to know?

Scarab Sages

Still working on Karlo Graevs.

So far Story, Description, Fears, and Motivations are done and stat block is almost complete. Still working on equipment and skills. Any suggestions are welcome.


I have returned with Maiyn Dwinanea completely finished except for gear. Any and all feedback is appreciated!

Silver Crusade

fun that this would be I just dont have time sorry, so will not offer up a PC, but it looks great.


Switched wands in gear.


Hey, this is Alfrazar. Just created an alias to keep everything in one place and made a few more changes to the backstory.


I've bought gear for my character Maiyn Dwinanea. Always a challenge to go shopping for a mid/high level skillmonkey.


Drovic Rylin'dar wrote:


**When I get a chance, I'll highlight the categories on my crunch so it is easier to read.

Done!


So if you folks have not already seen it the pre-selected characters have all chimed in.
Seems what we have right now is two investigators a Slayer and myself the Arcanist.

Fluff wise we seem to have:
political fat cat with a gun(Invest1)
street rat turned master of disguise, (Invest2)
street rat turned Muscle (Slayer)
And street rat turned Mage (Acranist, Me.)


Alexia "Bishop" Hebert wrote:

So if you folks have not already seen it the pre-selected characters have all chimed in.

Seems what we have right now is two investigators a Slayer and myself the Arcanist.

Fluff wise we seem to have:
political fat cat with a gun(Invest1)
street rat turned master of disguise, (Invest2)
street rat turned Muscle (Slayer)
And street rat turned Mage (Acranist, Me.)

Thanks for the list, I'm sure GM Ascension and other players will like that too.

I haven't finished my character yet.


Thanks for the list and feedback, Alexia :) Still crossing my fingers here.


Alexia "Bishop" Hebert wrote:

So if you folks have not already seen it the pre-selected characters have all chimed in.

Seems what we have right now is two investigators a Slayer and myself the Arcanist.

Fluff wise we seem to have:
political fat cat with a gun(Invest1)
street rat turned master of disguise, (Invest2)
street rat turned Muscle (Slayer)
And street rat turned Mage (Acranist, Me.)

Thank you for the list. My guy is focused on control, which I think would add a lot to the group. Clouds can really do a good job of splitting up a group of enemies and he has access to black tentacles and some other good control spells. I also have some summon monster spells I can memorize to add some melee road blocks or provide flanks/aggravate casters. My spell selection could still change if needed to fill any of the group's needs. I can also take care of some divine casting with the "remove" spells (scrolls). Of course, I can add as much in or out of combat healing the group feels we need. Ultimately, he is a guy who provides ultimate support for the team in and out of combat (think air superiority with invisibility/fly). He is also a caster with 91 HPs not including False Life and a 24 AC.

Fluff wise, he is a professional (true LE). He is an ex slave who (through the power and guiding of his mask) uses his arcane power to punish those who would act against his team. He is a scary interrogator who likes to blend in to the crowd while investigating. Avoiding combat through control and his slumber hex will hopefully save the group some messy pvp/guard encounters! I have been in some pvp in this game and the other groups are highly optimized. ;) Thanks again for consideration and let me know if there are spells you think the group could use should I be chosen!

Scarab Sages

Just about done with Karlo. Updated his Stat Block and added a bit to the story that you suggested, Ascension.

All I have left is the rest of the equipment. Any suggestions are welcome.


I'll put my alias up tonight. Sorry for the but if absence, been super busy, and away from my computer for most of the week.

I've got the crunch finished, though. It's all on paper atm.


Starting to go over details now.

First, looking at the unchained rogue, I like it. Pretty straightforward changes - so will allow it. This also means the feat that grants unchained skill unlocks is available to all players.

Second, you may recall there was at one time a rebellion group in this multi group campaign. Given the number of submissions I was asked if I'd consider restarting that group. I will consider it - which would bring in another 5 players - though back stories would need to be tweaked to fit along those lines. I will get back in a couple of days to say whether or not I will do so - I need to decide if my time would allow me to run a 4th game at present - but those who would be interested in such, let me know so I know if I'd need to recruit additional players to fill that group.

So I'm going into the details, will converse with the 4 guaranteed spot holders, then come back with a decision Monday or Tuesday.


Sounds good GM, I'm excited for the decision!


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GM Ascension wrote:
will consider it - which would bring in another 5 players - though back stories would need to be tweaked to fit along those lines. I will get back in a couple of days to say whether or not I will do so - I need to decide if my time would allow me to run a 4th game at present - but those who would be interested in such, let me know so I know if I'd need to recruit additional players to fill that group.

Awesome news!!! I would definitely be willing to build a character for another group (though this group is my first choice due to my history with it). Count me in!


Ok, need to provide some additional feedback here and give time to respond, which definitely means no selection till Tuesday. (Apologies for not providing this level of feedback sooner, but had a busy work schedule last week).

Note that some of these suggestions are merely to fix continuity issues with the game world, and others are to give me some potential plot hooks to bring into the story at feature points (not that all plot hooks would get explored, but I'm looking for options to tie in).

@thunderbeard - need the back story expanded. Couple of things in particular - you need a dependent or other person close to you. And if you could add in something about how you found Mistress Diguri (or she found you) - we can tweak specific details, but give me some kind of basis. Any tie ins to the 4 existing characters is also a plus.

@GM Leviathan - waiting for your back story.

@Jastheriga - what part of the empire would you call home? Coran, Issust Hold, Gumlat, Akleta, the Ioso Islands? I'd assume Auntie Smathers lives in whichever location it is.

@Kyrani Tabadore - still need an update to your back story to tie you into Coran - and your dependent or other close relative/friend.

@Erebor - overall good background, I assume Bastor is your close family you'd do anything for? Also some minor changes to the back story regarding drow and the Ondian empire. There are no known viable routes from the underdark to the surface in this part of the world. So you could have been put as a scout/assassin against other underdark races near the drow cities, but not against human or other surface dwelling settlements. Your escape would have led you through twisting and narrow passages for days before finally finding a way to the surface near Akleta.

@Kios/Karlo Graevs - what have you been doing over the past week during the street/gang war? With news of Gumlat being attacked, what plans are you making to makre sure your sister is safe?

@Alfrazar/Taleth - make up some details on the documents you stole in your last job? What were they? Why were they important?

@Drovic - already like your backstory of course as one of the earlier players in the game, so no changes needed there.

@CampinCarl9127/Maiyn Dwinanea - see my notes to Erebor regarding drow contact with the surface (nothing to change in your background in that regard, but may allow you to detail your leaving the underdark more). Your time on the surface will need some rework though. The guild war is only very recent (a week +), so your introduction to crime in Coran needs a rewrite to not have that as part of the story - you need to be more integrated into the thieves guild prior to that. You note following Firyin, though this group actually follows Diguri - HOWEVER, leave that tie to Firyin. If your selected I've got some things I can do with that.

@Gars DarkLover - need a back story.

If your name isn't in the above list, I did not intentionally overlook you. Just say 'hi' so I can get to your details as well.


GM Ascension wrote:
@Erebor - overall good background, I assume Bastor is your close family you'd do anything for? Also some minor changes to the back story regarding drow and the Ondian empire. There are no known viable routes from the underdark to the surface in this part of the world. So you could have been put as a scout/assassin against other underdark races near the drow cities, but not against human or other surface dwelling settlements. Your escape would have led you through twisting and narrow passages for days before finally finding a way to the surface near Akleta.

Hi Ascension!

It sounds perfectly fine. I like the adjust, my friend :) And yes, Bastor is the closest I have to a family and definitely a strong, loyal tie, plus I guess we could add the other escapees. I think we have some great and fun plot hooks there ;)

Thanks for the feedback.


GM Ascension wrote:
@CampinCarl9127/Maiyn Dwinanea - see my notes to Erebor regarding drow contact with the surface (nothing to change in your background in that regard, but may allow you to detail your leaving the underdark more). Your time on the surface will need some rework though. The guild war is only very recent (a week +), so your introduction to crime in Coran needs a rewrite to not have that as part of the story - you need to be more integrated into the thieves guild prior to that. You note following Firyin, though this group actually follows Diguri - HOWEVER, leave that tie to Firyin. If your selected I've got some things I can do with that.

Oh good, I've been hoping to hear more about drow in your world. That will definitely help.

Ah yes, the time constraint would be a problem. I wasn't sure how long that had been going on for. I'll get that fixed tonight when I get home.

I should have been more specific, I meant her searching to work for Firyin as a ticket to work for Diguri. Who can resist a good double agent?


GM Ascension wrote:
@Alfrazar/Taleth - make up some details on the documents you stole in your last job? What were they? Why were they important?

I will add it into the backstory, and I am up for doing the additional group.


I edited Erebor's backstory to match what was pointed. I hope it looks better now, but I'm open for other improvements if needed. I'm also up for going for other groups, if needed, and will change accordingly if needed (even though I feel Erebor matches the thieves' one much more).


I made some alterations to Maiyn's background to make things more accurate to the world. I'm still going to be working on it to flesh it out more, but it should make more sense with the current timeline.


HI, Jiduun the tiefling heretic inquisitor


Juju Papa checking in! Background in the Profile, Crunch going up shortly.

[Knife master] Unchained Rogue, [Cartomancer] Witch.


Here is a list

Jiduun Tiefling Inquisitor 7

Rex Trick Shot Tiefling Gunslinger (Bolt Ace) 5 / Warpriest 2

GM Leviathan ...?

Jastheriga Nagaji Bloodrager (rageshaper) 1

Kyrani Tabadore Half-elf Bard (Dervish Dancer) 1 Rogue (Acrobat) 2

Erebor Half-elf Monk (Zen Archer) 2, Summoner (Synthesist) 5

Maiyn Drow Rogue 5/Assassin 2

Kios Human Brawler (Strangler) 7

Taleth Elf Slayer 7

"Juju Papa" Couleuvre Crunch incoming


@Jiduun - you need a character in your back story that you hold dear/would try to protect even at risk to your own life.

@Juju - any thoughts on what happened to Petsha afterwords? How did she feel about the deal? (looking for hooks).


GM Ascension wrote:
@Jiduun - you need a character in your back story that you hold dear/would try to protect even at risk to your own life.

I'll make the person the nobleman that originally preached to Jidhuun

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