Guildmasters of Golarion (Inactive)

Game Master Waterhammer

Web and cloth

Left of Well

Map

Undercity room 1 & 2

Canyon of the Broken Bridge.


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You know what? I can't believe I hadn't noticed our esteemed Gm's name is one of my favorite weapons.


Who all is looking at some sort of investigator guild?

Perhaps we can all tie ourselves together, make sure we have a suitable array of classes and roles filled?


@ Korak: Is the Korak alias your submission for this game?


Monkeygod wrote:

Who all is looking at some sort of investigator guild?

Perhaps we can all tie ourselves together, make sure we have a suitable array of classes and roles filled?

I think this is a fantastic idea, but probably best left until after selection has happened.

Then, in discussion we can figure out how all the selected characters have ties to each other.

A group of like-minded people who form a trade consortium that no one else knows about is a pretty neat idea for encouraging us all to work together.


No, korak's a character for a wrath of the righteous, though I am leaning towards another dwarf for this game.


Yep having links between Players is a key thing, a mata group working with in one Guild sounds good. I Think Linked groups would be good to keep the core idea of that the GM had in mind.

The aim with my PC is to have an education institution that tests, trains and then Licences the Psionicly Gifted. That means a building, staff and a student body, coming to the city for training. That guild could well have links to others who work in investigation/policing/guarding the city.

May be a cool to have the city council offer contracts to a consortium of guilds. That way a team of player seems like a good idea.

------
Taken the new stat outline into account.


I do want to go over what I have in mind for the opening phase of the game.

It would start out with the characters meeting in an inn. (It's cliche, but it works.)
This would be followed by the first dungeon encounter. After that, the players will vote on whether to adventure some more, or if they want to do some downtime. The first encounter should net the players a decent grub-stake, so it might be wise to spend your starting wealth on equipment that is useful in the dungeon environment.

We'll keep the dice rolling for the down-time, as well the downtime crunch, in the discussion thread.


Are poisons allowed, since this is a semi good game?

Thinking of going Rogue with the Poisoner and Underground Chemist archetypes.

Also when crafting poisons, would I get my full Rogue level as a bonus on Craft(Alchemy) checks?


I'm thinking a half-orc dread. Mob boss, ala Carl Elias (see TV show Person of Interest). I just really like the idea of a true netural mob with a quiet, softspoken leader who absolutely terrifies everyone. Elias was one of the best written characters I have even seen, and I really want to try to make the concept work. I'll try to get a build in by the end of next week, complete with as much backstory as I can come up with. Really looking foreward to this.


I like the potential for conflict between that idea and this one bobo.

Khalil is a half-orc on the straight and narrow seeking to protect the vulnerable while yours would be, well a mob boss.


Khalil Karsod wrote:

I like the potential for conflict between that idea and this one bobo.

Khalil is a half-orc on the straight and narrow seeking to protect the vulnerable while yours would be, well a mob boss.

Ooh, this might be really fun. I'm thinking Carl is going to be "I don't owe the world a damn thing" sort of guy, which combined with high charisma, will lead to some great chances for impassioned speeches on morality, and how he believes that he is the only one really helping people (I have some experience with slam poetry, which might come in handy). Also, I think that in order to make both characters work well in a party together, we need to find a good mix of common ground and conflict. For example, Carl wants to keep the other organized crime syndicates down in order to preserve his power, and assuming that his methods are less extreme than theirs, he could work in concert with Khalil. That would go along the lines of Carl agreeing to not go after the poorest demographics in exchange for your help with the rival gangs, or something like that. This would give good moral dilemmas for both characters, and could be a point that could really help the characters develop. This gonna be fun... back to scheming.


Hmm, this might be perfect for my old cleric from a dead Kingmaker game—a professional tailor/armorer/blacksmith/architect/stonemason who occasionally and reluctantly fights things.


@Bobo D, I like the idea of your PC, nice. but, and its a big one but, The GM talked about this being a good leaning game, Neutral is ok, Evil is bad. A mob boss who uses fear to keep others grime gangs down. That's dos kind of sound evil-ish. I don't mean to rain on your idea, it really dos sound a fun one. But could I offer some feed back to it. [Note if want to do the same to my idea for a PC please feel free, always better to make a pc other are happy to play with.]
Also could I ask is the aim for your PC to the De facto [Mob] Boss of PCs linked guild?, you may want make that clear at the start. Myself, I was more thinking the idea would be a council over one boss/leader PC.

Also using fear is great and I like the dreads but would you use it on other PCs? just thinking of the PvP thing. The GM dos want us as a team at the start and your 'Gangster No1' would have to work in a group as well.

On a side note: Also My pc wants to run a Psionic training school. would my PC have helped train your? Nice pc link there if so.

:)

GM:

GM this just hit me,

I'm starting to see a shape in the guild ideas.
Whats coming up is a sudo-underground Guild? A mix of neutral thieves/Assassins with detectives and some magic crafters and fighters[body guards] to add to the three already talked about.

There is also talk of a espionage/detecting guild. So I'm thinking on this, every City needs a means of defiance, Fighters, magic weaves, Clerics,thieves, Assassins,spys. In a city like this one, full of add balls and misfits, this would need a deep state force.

A group linked who work to protect there home city. Unseen, undercover, working in the shadows.

I secret service, Magic carft'ers = Q branch. The fighters = Troops. The Assassins its 007's. The Psioics its Interrogates. The thieves its detectives. Its bards its infiltrators.

There would be some overlap but as a team it would make for a very cool City wide secret service with all manner of aliments and mixed disciplines.

This way, picked players could have a "Branch" as their guild build, the GM could start the game as the 'Spy master' [NPC PC] and send a picked team off for a 'mission' as a group and then tell them to start building there "Branch". With the idea that we will be building up an underground defense for the city. You could also have the last one mysteriously falling apart or disappearing. And have the players uncover how and why as the game of on. Plot hook etc.

What ya think? just an idea of how this could be done.


I think the key here to keeping the good lean is going to come from more of deontological ethical perspective than a consequentialist one. In laymen's terms, what matters isnt what he does, its why he does it. Each action he takes is based off of principles that, if everyone followed, would make the world a better place. He simply uses fear in place of diplomacy because as a half-orc trying to get the streets under control, its the only language that gets the message across. Hmm... maybe LN is going to work best in that sort of mindset. Yeah, LN fanatic makes some sense. On the point of possibly being the De facto boss, I could see him doing that, but it would have to be determined by the roleplay. On the subject of PvP, I feel that if I'm consistent at setting up the respect he gives to the PC's as peers and contemporaries from the get-go, he should be able to keep the conflict in the realm of heated argument, not veiled threats and blackmail. I think that instead of thinking of the scenario where he goes to the rival gang boss and says "Yo! This be my town!" he instead divides up the territory, establishes rules of engagement, and then enforces it using his reputation and 'diplomatic skill'. Ultimately, the fanatical nature of the character requires him to grow into a protectorate/arbiter role in order to function in the party, and that transition should provide plenty of tie ins for the plot.


Poison's only a problem in a paladin's hands. And given I'm somewhat working out an actual lesson plan based on craft DCs I would prefer it be available.


Haha Bobo D, That's a very lawyerly way of saying, "Yes my PC will do evil things but for a good personal reasons" well good luck.

I agree its a fine line between a 'god father' like protectorate/arbiter. {who was still a fared killer} and 'scary Psychopath' {fared killer}

I am really getting a Gangs of NY kind of feel from yours and others ideas, I like it but just saying for NPCs it's going to be hard not to fall into the evil 'Scar-face'Mob boss bracket in there minds.

My main Idea for my PC is that she is far more machiavellian as a thinker, moving in the halls of power and the back streets. Playing the 'great game' the nobility play. Far more political in a Great House 'DUNE like way. To her Knowledge is power and protecting the House De Romano is all. She is 100% LN and works to keep her house safe, the city stable, working and under control.

"What is good for the city is good for the Nobel House's"

She would not only know but want to know and have good terms with all the others PCs. :)


Monkeygod wrote:

Are poisons allowed, since this is a semi good game?

Thinking of going Rogue with the Poisoner and Underground Chemist archetypes.

Also when crafting poisons, would I get my full Rogue level as a bonus on Craft(Alchemy) checks?

You can do some amazing things with Abundant Ammunition and Drow Poison (or, really, any of the other nonlethal poisons) that ultimately result in your character taking out enemies in a far more humane, painless, and less-deadly fashion than the typical adventurer. Don't see why that would have to be evil.


And here's Thunderbeard, checking in with Silas Lavein, your friendly neighborhood Clockfather of Brigh. (Apologies if skill-monkey clerics are just too commonplace, but I have a feeling they aren't).

Backstory:

He's built swords, farmhouses, spinning contraptions and brick walls... with his magic, he's helped put back together injured humans, repaired windmills, and lit some of the greatest bellow-fires Avistan have ever seen. But he's never built a permanent home... or a guild... or an entire town... and the very idea fascinates him. Laying out city streets according to mathematical, architectural principles; constructing the politics and diplomacy of a nation, part-by-part and layer-by-layer--it's the sort of project that could keep him consistently excited for quite some time.

So, when he heard there was employment out West, he joined a caravan...

Background
Small shrines to Brigh, the Mother of Invention, can be found all across Avistan... but the goddess is not especially well-known in any of Golarion's pantheons. This is because the followers and priests of Brigh do not proselytize, or worship--they create. Hers is the religion of skilled craftsmen and inventors, her secrets and blessings passed around blacksmiths' guilds the way the Drunk God's might be passed around a lively tavern.

Silas Lavein is one such devotee. Born to poor Elven immigrant parents in the city of River Kingdoms, he demonstrated from an early age both a keen intellect and a short attention span. While he spent his youth learning to defend himself with sword and bow like any wild elf, when he was still quite young (by Elven standards) his parents managed to save up enough money to have him apprenticed to a blacksmith in nearby Restov, where he proved talented enough to quickly earn his keep, to his old master's surprise. By the time he reached young adulthood, he had worked his way through several other apprenticeships, often at the same time, learning fine carpentry, alchemy, and architecture, and each time disappointing his parents a little more when he chose to take on a new profession instead of setting out as a Journeyman to earn his keep (and thereby send a bit of money home as well).

In his furnaces and tools, Silas discovered another talent as well--a talent for the magic of fire and forge. He had received the craft goddess's blessing, his old master told him, which was only fitting for a smart tyke like he was, and the smith had taught young Silas prayers and blessings to work into his steel, rituals and incantations to mend little bits of the world around him.

And finally, upon coming of age, the wanderlust took him, and Silas decided he wished to become a priest, reading scriptures in temples in a far-off land. His parents were worshippers of the old Elven gods, and with their faith in Yuelral saw their son's religious beliefs as irreverant and dangerous. His mother was not there at the docks when he boarded the ship that would take him far to the south, and his father had refused to speak to him for weeks.

Paying his passage through deckside repairs as an amateur shipwright, Silas eventually made his way to the distant city of Absalom, home to all sorts of gods and temples, where the splendor of truly inspired architecture and magic taught him just how small and simple his home city and nation had been. Over time, he found a monastery to his oft-forgotten god, but found himself learning just as much from the priests of a dozen different gods whom he met wandering the streets. And in the end, he learned most about the sheer diversity of people in the world, and a bit of the magic he could use to keep them whole.

By the time Silas decided he ought to head home, the world was changing. Andoran had declared independence from Cheliax, spawning little wars across the continent, and as he rode northwest he found frequent work in small towns healing the sick and wounded and forging new weapons to sell to local militias. Often, Silas would stop and rest for a month or a year in some backwoods village, learning and doing all he could before the time felt right to leave.

And when he finally returned to his old home, some thirty years ago, things had changed. His old master was long since passed, his mostly-human childhood friends faded into the last inches of old age. His parents, who had long since stopped answering his correspondence, had moved on, and he wonders to this day what might have become of them.

Avistan is, of course, a continent riddled with bandits and monsters, and it through an occasional need to defend himself on the road that Silas re-learned, out of necessity, how to use spells and arrows quite effectively to defend himself (and, very luckily for him, he learned quickly).

The new Restov was a different city, more business-oriented and short-tempered but without much of the grand splendor and optimism he had seen a decade past in Absalom. The new city alchemists, with whom he had hoped to find employment as a returning Journeyman, had no love for this uppity elf with his foreigner's tales. It was only by (accidentally) humiliating two of the town's laziest alchemists during a public demonstration that Silas established a reputation, but soon he had customers visiting him in his room above the tavern, asking for spells and potions and armor and advice.

For the last few decades, Silas has done what he can for Brevoy, bringing the knowledge and worldly philosophy of the outside world into the lectures he gives his apprentices and the entreaties he makes on setting up shop in a new town; but the kingdom has grown cold to elves, and once again he has felt the road calling. Plus, he's had a few close calls over the past years--accidents involving poison and explosives that suggest a certain pair of alchemists, with a long-standing grudge, may be out to take some sort of permanent revenge on his innocent self.

So maybe, starting over in Varisia, he'll be able to become a part of some newer and more meaningful business. And Silas has heard rumors and stories, wonderful ones, about the histories and treasures buried beneath ancient Thassilon, about the glorious kingdoms that used to stand here and may once again be rebuilt. Maybe he'll get to dig some of those up. (And if not, as an expert craftsman in half a dozen trades, he'll at least get to impart his values from scratch on a new generation of builders and smiths)

Personality:

Silas Lavein is a wise man, but not a mystic. By Elven standards, he is still young, and optimistic to a fault; raised as an immigrant from Elven lands, he is generally more comfortable around humans, who he feels an almost fatherly appreciation for and desire to protect.

He's also very smart, both in book-learning and practical knowledge, though he's no collegiate wizard. He's confident and proud in his ability fix just about anything, from broken bones to shattered armor, but these days he's trying to find tasks of proper skill to set himself against.

Unlike the average cleric, Silas is more likely to tell others to believe in themselves--or at least to believe in him. He is practical and pragmatic and, while he doesn't have a ton of tactical experience in a fight, knows which way to throw a cone of fire and how to stare down a pack of armed bandits without getting too afraid. He's absolutely willing to respect and trust other's advice, but only if they've first given a sign that they know more about the situation than he does.


Yeah I think Bobo's concept can be played LN - I mean there are LN Hellknights (dozens of them in PFS!) - think Don Falcone from Batman Begins.


I mean there are LN Hellknights, but Don Falcone is pretty clearly evil-aligned.


thunderbeard wrote:
Monkeygod wrote:

Are poisons allowed, since this is a semi good game?

Thinking of going Rogue with the Poisoner and Underground Chemist archetypes.

Also when crafting poisons, would I get my full Rogue level as a bonus on Craft(Alchemy) checks?

You can do some amazing things with Abundant Ammunition and Drow Poison (or, really, any of the other nonlethal poisons) that ultimately result in your character taking out enemies in a far more humane, painless, and less-deadly fashion than the typical adventurer. Don't see why that would have to be evil.

I'd really love to see a real poison making subsystem, the unchained poison rules were a step in the right direction by giving poisons actual damage, but I want to craft some true monstrosities whose poisonous effects are useful at high levels and aren't just a damage booster


Monkeygod wrote:

Are poisons allowed, since this is a semi good game?

Thinking of going Rogue with the Poisoner and Underground Chemist archetypes.

Also when crafting poisons, would I get my full Rogue level as a bonus on Craft(Alchemy) checks?

Poisons will be allowed.

Why would you get your full rogue level as a bonus to crafting? I'm not familiar with that rule.

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Let's not make this an alignment discussion thread.

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I assume everyone understands the benefits of leveling up, and so will want to adventure some of the time. Due to how PbP works we will probably end up spending more time adventuring than in guild-building. Of course, timely posting will help move things along, but as I mentioned, my effective posting rate is about 1/day. I don't want people to have the wrong expectations about this.

After the initial mandatory dungeon encounter the players will vote on whether to continue exploring, or do some down-time.

Down-time will generally be in blocks of 1 week, though you can make your rolls on a daily basis. (That way you can work on generating different types of capital if desired.)

After a game week,or less, at the GM's discretion, we'll hold a vote on whether to go adventuring or not. If the majority votes to adventure, then all players will have to participate. It's that time difference thing. If one, or two players remain behind to craft or whatever, then time gets out of sync. So not just initially, but every time, the characters will be expected to cooperate in the adventure environment.

However, the guild-building part is different, I will leave it in the player's hands to decide if, and how much their guilds cooperate, and matters such as leadership.

The guild-building rules aren't like a Monopoly game, the success of one guild doesn't really affect the success of another. That's not to say that in character interaction won't effect the outcome of things, because it will. I'm just noting that the down-time rules don't have PvP conflict built into them.


Sorry, my bad.

Underground Chemist gets:

Chemical Weapons (Ex): At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.

While the Poisoner has:

Master Poisoner (Ex): At 3rd level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist's lab and a Craft (alchemy) skill check with a DC equal to the poison's DC. If successful, the poison's type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her rogue level. This ability replaces trap sense.

Thus when working with poisons would I add my full levels in Rogue, once I hit level 3, to my craft(alchemy) checks?


Monkeygod wrote:

Sorry, my bad.

Thus when working with poisons would I add my full levels in Rogue, once I hit level 3, to my craft(alchemy) checks?

No worries. Now you know, I don't have the entire game committed to memory. :)

To answer the question: Yes, they stack.


Hello submitting Ebonfeather the Black Slayer


Thinking a guild for Bountyhunters and Seekers.


When is the deadline for submitting characters?


Halloween


Oh, right. Silas would be starting a tailors' guild. Or possibly just a "skilled laborers' guild." Because not every guild needs to involve killing things.


Mine doesn't inherently involve killing things. We're not going to be geared towards churning out battle alchemists. Though I will certainly help those who show promise elevate their alchemical aptitude.


I'm thinking about opening up the discussion thread for role-playing while we wait for the Oct 31st deadline to roll around.

This would be for completed characters only, complete with an alias as well.

It would make it easier for me to go through the submissions. The downside is that you players might get invested into a character, then not make make the cut.

Anyway, I'm not sure if it's a good idea or not. Any thoughts?


I hate the idea of being forced to have the character profile ready to do any pre roleplay. I purposely don't make an alias so that characters that aren't accepted don't clutter up my page, and I know of several other players who do that too.


I second that. I like to present a character as a Hero Lab output behind a spoiler, rather than use up an alias that may not get used.

Thinking about whipping up a kayal ninja who is busily forming the Eventide Couriers--a guild of messengers who operate in the shaded parts of town, or at night, or both, using darkvision only. Also available as guides, observers (of a legal nature, of course), and contracting with the Duskwardens at times. Discretion is our watchword! When you need it fast, and you need it this evening, call Eventide Couriers. What you can't see can still help you.


I tend to always make an alt and use it to firm up my idea of a PC, and to let the GM know I I'll commit to their game fully. Not saying others want in their way, just it my way to make one.

My own view is the upside of having a discussion thread running is seeing how pcs interact a little, I have done this myself and it really helped me pick a 'working" group of PC and players for my game. In other words a little before hand roll play, dos little harm and helped my get and idea of how possible sulection players liked to play their offered pcs.

Also vested players with pcs Alta made are often happy to wait for a game drop out slot. You tend to get dropped players with in a few weeks of starting play, with the odd player feeling the games not for them or have their real life get in the way and just can't keep up with game play. In that way a stand by player can take the that slot.

Another thought is that It could be fun to have down side players working on their guild.
If your going to split players into curent adventuring group and down time guild builders.

Just some of my own thoughts on this.


Korak/GM: Another option is IN-character discussions for completed characters only, but players using their regular alias and a spoilered header with a character blurb at the beginning of each RP post.


Fair points both ways, and if that's a requirement, I can make an alias.


Silas Lavein wrote:
Korak/GM: Another option is IN-character discussions for completed characters only, but players using their regular alias and a spoilered header with a character blurb at the beginning of each RP post.

This I'm fully up for. I have nothing against pre roleplay, it's the alias that bugs me.


Completed save deity


I'm having a hell of a time getting started. I can't even decide on race.


@Korak: Would you like suggestions on race/class?


I know what Class, Alchemist, I want to build the Alchemist academy after all. but nothings quite gelling in my head.


If you want something more unusual, Tiefling, Variant Aasimar, Sylph, Wayang, Samsaran, (disguised) Goblin, Hobgoblin, and Grippli are all pretty good options for an Alchemist, though some of them might require some "explaining" (and thus help you think up a backstory).


Eh, unless I actually have an idea I tend to default towards the classic races.


Here's Krin Kusoi, fetchling ninja...I mean, courier.

Stats and Story:

Krin Kusoi
Male fetchling ninja 1 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Ultimate Combat 13)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +0
Defensive Abilities shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +5 (1d6/18-20)
Ranged shuriken +5 (1d2)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—disguise self
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 10, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 15
Feats Weapon Finesse
Traits adaptable flatterer, emissary (kaer maga)
Skills Acrobatics +9, Bluff +5 (+6 on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you), Diplomacy +5, Escape Artist +9, Knowledge (local) +5, Knowledge (nature) +2, Knowledge (nobility) +4, Perception +4, Stealth +11; Racial Modifiers +1 Knowledge (local), +1 Knowledge (nature), +2 Stealth
Languages Common
SQ poison use
Combat Gear potion of cure light wounds, acid; Other Gear leather armor, shuriken (20), wakizashi[UC], bedroll, chalk, silk rope (50 ft.), tindertwig (2), 28 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Emissary (Kaer Maga) +2 on Diplomacy with aberations, mon. humanoids, undead, giants.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
--------------------
Krin was born on the Shadow Plane, as most kayal are, but his particular band migrated to Varisia when he was very young, winding up in Kaer Maga—as many odd creatures and humanoids do. Krin grew up with parents who worked for the noble houses of Bis; kayal are quite capable at servitude and flattery, and his mother and father did well. Krin himself was more rebellious, and spent much of his time running off to leap and caper from cliffhouse to cliffhouse, using a variety of balconies and parapets as his launching points. He found other kayal to run with, and even some wayang and the occasional half-orc, and formed—not a gang, but something akin to it.

After a run-in on one particularly wild evening with an irate oracular troll, who threw viscera at him, and a talking to from a madam from Ankar-Te, who was backed by formidable undead bouncers, Krin returned home with his metaphorical tail between his legs. After a quiet talk with his parents, he realized that he could both serve the houses and enjoy the scampering in the dark. He and a few friends began a messenger service, first of small things, and then of messages of import, and even made a few connections with the Duskwardens.

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Liberty's Edge

doting


thunderbeard wrote:
If you want something more unusual, Tiefling, Variant Aasimar, Sylph, Wayang, Samsaran, (disguised) Goblin, Hobgoblin, and Grippli are all pretty good options for an Alchemist, though some of them might require some "explaining" (and thus help you think up a backstory).

I thought about restricting it to core races only. Then I remembered what fun I'm having playing a suli. Plus, its Kaer Maga.


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Looks interesting:)
For me, I am thinking of a human psion (Nomad) and running him into an explorers guild This is a rehash of an older character (I really like psions) and will probably build him up to be similar :)

I do have a major question tho. We are Lvl 1. We don't own this guild and we are not its grandmaster are we? Normally no one would be interested in being a part of a guild where its leader is no stronger then most every other commoner out there, especially if it's something like a fighters guild. The next thing is funds, normally a Lvl 1 wouldn't have the funds to start up and run an entire guild, even a small one.

Are you thinking along one of these ideas?
1: we are a group of random nobodies who band together for an adventurer, during it we find a mountain of cash and we each decide to pursue our dream, to start a guild, and so we go back and buy a building. It is mall, and only has 1-2 weak but loyal groupies, but it will grow.
2: most of us are actually fairly rich and already have a building of our own. Then we get together and decide to have a grand time together adventuring. Success! And with it we decide to go back to our city and persue our dream, to turn our existing property into a guild.
3: we already have a guild, either because its grandmaster died and passed it to us, or he was our father, or cauz reasons. However we are weak and woefully unprepared and have to prove our worth to the existing guildmates and earn our spot as their leader.
4: we actually only start out as a simple guild member and have to grow and earn for ourselves a higher and higher position until we eventually earn the guildmaster position.
5: something else?

Personally I like number 2 the most (own building, go on adventure, turn it into a guild), but I would like to know where you expect us to begin from, before we even start in the inn :)


GM Waterhammer wrote:
thunderbeard wrote:
If you want something more unusual, Tiefling, Variant Aasimar, Sylph, Wayang, Samsaran, (disguised) Goblin, Hobgoblin, and Grippli are all pretty good options for an Alchemist, though some of them might require some "explaining" (and thus help you think up a backstory).
I thought about restricting it to core races only. Then I remembered what fun I'm having playing a suli. Plus, its Kaer Maga.

Maybe look at the gnome? They have a knack with poison and tend to have obsessive tendencies about seemingly random things (such as being the best poison maker) and can do so with a very neutral outlook (easily can be explained as non-evil). They don't have an Int bonus, but oh well :)

And I personally like a lot of the non-core races ^-^ especially the half-giant, orcs, goblins, and any custom races I get the luxury of building (I have built a Beast of burden, a toxic frog that oozed poison, the Claptrap race from Borderlands and even a mini-quickling race ^-^).


I echo Sir Horde's above questions.


"Sir Horde," Ive never heard that one before. I like it! :)

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