Corsario |
Hmm, what are your thoughts on a summoner? (Since summoners, while often considered op, are a lot less powerful when multi classed).
Summoners are cool!
My thoughts, if I can put something together, would be either a bard, summoner, or inquisitor who focuses on using a combination of Detect Thoughts, Disguise Self and Message to fit into places through impersonation etc. and report back to the party. Summoner would allow deploying tiny summoned animals to scout around further, but an Acting-focused bard could be fun too.
All of them sound like fun ideas. You should get the one you like the most and sell the rest :D
As for bruisers, this would also be a really cool campaign for a proper brawler, because you might be trying to create as little carnage as possible and the martial flexibility would really help with that situationally.
Maybe... but not here, or now... But you can accomplish something similar with a monk or fighter.
Corsario |
One more question...is there a person who gives us our assignments or are we more freelance? I'm typing up my backstory and knowing that detail would be good to know.
The assignments are given to you by the Decemvirate.
You are expected to be ready to tackle the missions you are given immediately, without question or doubt. If you have questions or doubts, or are not available at a moment's notice, you probably will not be called again for other missions.You are, in fact, the elite and private special forces of the Pathfinder's Decemvirate.
Doomed Hero |
The core concept, really. Fantasy world spy adventure.
When you said mission impossible, I imagined a low-magic team using impressive skill and combat abilities to pull off daring missions. A team of rogues with high bluff, disguise and stealth skills sounded amazing. I figured if magic was going to be involved it was going to be the subtle kind like Charm or Silence, or equipment-style items like potions or feather tokens. Essentially, I figured magic would be used to emulate the kinds of gadgets that showed up in Mission Impossible (which were never flashy, and usually had sever time or deployability limitations). I was thinking that the high-magic stuff would be the opposition that we were having to deal with and think our way around, not the stuff at our disposal. I figured my particular concept (a guy who sneaks around putting people to sleep as a means of infiltration) was going to be one of the more high-magic ideas.
When the submissions started coming in I saw mostly full casters and zookeepers. I don't mind those kinds of concepts for most games, but for one like this it didn't seem to fit.
I love your idea, Corsario, but I seem to be in the minority as far as the interpretation of the concept goes. I have no hard feelings toward the other submitters, I just got the feeling that what I wanted out of the game was different than what they wanted.
Corsario |
If you ask me, I am with you. Most of the places you would be asked to enter would be magically warded, with sensors for magic.
It's very hard to pass into a secure zone while "glowing" magic. (not to say apes).
But a "normal" thief? The possibilities.
I have not selected a team yet. Maybe you should wait until I do.
thunderbeard |
Err, yeah, I never meant to propose a caster as much as just someone who could pull a few subtle spells. I definitely support the low-magic idea as well.
My concept (I should actually have time to propose something properly before sunday) is a summoner/rogue con man who casts spells/summons only when necessary to save his life and whose eidolon has functions as a mostly-human partner for two-man deceptions.
Corsario |
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
With something covering the rune, if you don't mind having it "glowing magic" around, and would be difficult to keep the ruse if interacted with, yes, maybe...
To much trouble if you ask me...thunderbeard |
Oh, that's easy, though. "This rune can be hidden through mundane means," and the rune can appear pretty much wherever, such as stretching across the eidolon's back. Since most eidolons don't wear clothes (they'd just drop on the floor every time the eidolon is unsummoned), all this takes is going into the target building with the thing already wearing a shirt and pants, or maybe a cloak to really cover up all the glowing.
And, of course, keeping the eidolon unsummoned when it's not actually useful. I would, of course, play through all the difficulties it entails (for instance, wearing a wide-brimmed hat to cover up the forehead rune, and unsummoning the eidolon when that's not an option), but if it is too much trouble I could pretty much drop the guy—he's not built to do anything but tracking targets by scent, searching crowds, and picking pockets.
Anyway, here's what I have so far, if it's reasonable. I'd actually like the character to wear a Prisoner's Ring (with someone on the Decemvirate wearing the Jailer's Ring), or something else to keep him in line, since he's a reformed thief who may not be as trustworthy as some of the older agents.
Thatch has spent much of his life as your typical Varisian charlatan, selling snake oil and picking pockets, albeit he's always been quite good at it. All this changed when he stole a book of demonology from a Chelish priest, and discovered a natural knack for magic.
Laying out a contract, Thatch decided to summon his own personal abyssal servant. The best cons, it is said, rely on the target's greed, and so Thatch the expert con-man laid out a trap for a simple, greedy demon: he'd sell his soul for a bit of magic talent and nothing else.
The demon he summoned, a small and wretched thing named Blackroot, considered itself a cunning trickster, and seized upon the offer immediately without reading the fine print, only to discover that thanks to the summoner's careful wording it was in fact the demon who sold his soul.
At first, Blackroot was a reluctant minion, trying to undermine his master at every turn. But soon he realized that he could learn quite a bit about trickery and deceit from his laughing master, and became more and more a disciple of Thatch's schemes and philosophy, learning how to adapt his unique demonic talents to picking pockets and scheming over gullible mortals, and realizing that perhaps the life of the simple thief was more productive than the endless wars and treachery of the abyss.
After a few years working as the perfect two-man con artist team, Blackroot & Thatch decided to rob the wrong mark, and found themselves captured by several higher-ups in the Pathfinder Lodge. The summoner was offered a choice between death and redemption, running small missions that required stealth and charm.
It was hard, at first, but Thatch has begun to adapt, learning to put his talents to a greater purpose while still avoiding all the bloodshed that the less subtle Pathfinders tended to get tangled up in. And through the bond they shared, this began to change Blackroot as well, until the smug, scheming demon became more of a smug, honest Pathfinder agent.
He's still not trusted completely, but so far Thatch has done exemplary work for the Pathfinder society, and he's beginning to realize that the pay is just as good as anything he could accomplish on his own, though it comes with the additional satisfaction of actually helping people.
"Blackroot"
HP: 19
AC: 15 (19 with Mage Armor)
Fort +4, Ref +1, Will +3
Evasion
Str 17, Dex 13, Con 13, Int 9, Wis 10, Cha 11
Feats:
Deceitful
Deft Hands
Skills:
(15 points total)
Bluff +6 (1 pt, +2 feat bonus)
Disable Device +7 (1 pt, +2 feat bonus)
Disguise +16 (3 pts, +2 feat bonus, +8 racial bonus)
Perception +14 (3 pts, +8 racial bonus)
Sense Motive +14 (3 pts, +8 racial bonus)
Sleight of Hand +17 (3 pts, +2 feat bonus, +8 racial bonus)
Survival +4 (1 pt)
BAB: +3
Offense: 2 claws +6 (1d4+3)
Evolution Pool: 7
Skilled: Disguise (1 pt)
Skilled: Sense Motive (1 pt)
Skilled: Perception (1 pt)
Skilled: Sleight of Hand (1 pt)
Scent (1 pt)
Ability Increase: Int (2 pts)
Skill Points: 38 (Rogue 16, Int 12, Favored Class 4, Human 6)
*Indicates class skill
*Acrobatics
*Appraise
*Bluff +16 (6 pts, +2 feat)
*Climb
*Craft
*Diplomacy +9 (1 pt)
*Disable Device +13 (4 pt, +2 tools, +2 feat)
*Disguise +17 (6 pts, +2 feat, +1 trait)
*Escape Artist +6 (1 pt)
*Fly
*Handle Animal
*Intimidate +16 (can substitute Bluff)
*Knowledge (arcana) +9 (2 pts, +2 feat)
*Knowledge (dungeoneering) +8 (1 pt, +2 feat)
*Knowledge (engineering) +8 (1 pt, +2 feat)
*Knowledge (geography) +8 (1 pt, +2 feat)
*Knowledge (history) +9 (2 pts, +2 feat)
*Knowledge (local) +9 (2 pts, +2 feat)
*Knowledge (nature)
*Knowledge (nobility) +9 (2 pts, +2 feat)
*Knowledge (planes) +9 (2 pts, +2 feat)
*Knowledge (religion) +8 (1 pt, +2 feat)
*Linguistics +6 (1 pt)
*Perception
*Perform (Oratory) +9 (1 pt)
*Profession
*Ride
*Sense Motive +7 (4 pt)
*Sleight of Hand +8 (1 pt, +2 feat)
*Stealth
*Spellcraft
*Swim
*Use Magic Device
Wishlist:
Profession (sketch artist)
Per Day:
Level 1: 3+2
Level 2: 1+1
Known:
Level 0: 6 (Guidance, Message, Prestidigitation, Acid Splash, Detect Magic)
Level 1: 4 (Mage Armor, Disguise Self, Ventriloquism, Grease)
Level 2: 2 (Detect Thoughts, Alter Self)
• Master of Disguise, able to read minds and shapeshift for purposes of infiltration and info-gathering
• Can summon a similar-statted eidolon to help with two-man cons and picking pockets
Feats:
Deceitful (+2 to Bluff, Disguise)
Deft Hands (+2 to Disable, Sleight)
Dilettante (+2 to Knowledge)
Traits:
Practiced Deception (+1 to Disguise, in half-time)
Practiced Caster (+2 CL)
Rogue Trick: Coax Information (use Bluff instead of Intimidate)
Corsario |
Well basically everyone that made a submission gets in, as there are three of you...
- Thaddeus "Thatch" Kelgar - Thunderbeard
- Caesar and Khong - Matt Adams
- George Kinder - Wondering Monster
Did I miss anyone else?
I am opening the Discussion Thread so you can do the Planning for the mission.
Lets get this show on the road!
Corsario |
Ok, I am stopping the first "test run".
- We got too few characters
- Even with a "simple" mission the characters had issues with the resources needed for the mission
So...
I will change several things.
- I will make a proper recruitment thread, try to get more characters
- Will raise the character level. 12? 15? 16?
- Will add more "impossible" in the mission
The three accepted characters will have "pre-acceptation".
Let me work in the new recruitment thread.
Corsario |
Ok, the new idea base the campaign in and around Korvosa, and make the missions around the place, before and during Curse Throne.
So far I am thinking Level 16 characters, with at least 4 Rogue levels.
Only Base Classes, and with limit in magic weapons and equipment.
Not working for the Pathfinders, but for a mysterious figure with access to a lot divination magic, so it can guide them.
They would be good, and trying to help the city.
How does it sound?
Corsario |
MISSION: IMPOSSIBLE - The Korvosa Files recruitment thread is now open. I'll give preference to the people in this thread.