[Name Redacted] (Inactive)

Game Master Shadowtail24

Pharast 6, 4707 A.R.
Ranks (WaW): Thrune->Charthagnion->Henderthane->Jeggare->Narikopolus->Ler oung->Sarini

Fight Map


1 to 50 of 156 << first < prev | 1 | 2 | 3 | 4 | next > last >>

1 person marked this as a favorite.

[Name Redacted] is a quest set in the heart of Cheliax; Egorian. As the houses wage political battles to overtake House Thrune, and the Hell Knights try to maintain order, a third group is starting to make waves. Taishan, an anti-government organization, has been quietly and deliberately working in the shadows to bring down Thrune and many of the other political houses.

This quest is focused on discovery. Information is at the center of it, and the gathering and distribution of that information. You’ll have to figure out the what, and also the how and why. And then you’ll have to determine how much you want to share with the rest of your group. All of this is made more complicated by a very important wrinkle; you’ll start the quest without any of your recent memories (see background for details). This quest will feature obstacles that have to be completed by the party, but there is also a large part of this that can be done individually, or with just part of the group. I'll note, the key to information gathering is digging deeper. The more you put into this quest, the more you get out of it.

Setting:

This quest is primarily set in Egorian, in Cheliax. I’ve adapted Cheliax slightly for the quest, but for the most part it follows the details in the Wikia. The year is 4707 AR, 67 years after House Thrune has taken over the ruling of Cheliax.
Pathfinder Wikia: Cheliax

Queen Abrogail II and General Gorthoklek are not involved, though the houses detailed in the Wikia play an important part in the quest.

PBP Notes and Expectations:

I saw these guides posted in another recruitment post, and they are awesome.

Doomed Hero’s Guide to PBP Gaming

Building a Better Doomed Hero: Painlord's Advanced Play-by-Post Play

-I’m in the EST. I work 8-5, but can post before that, at lunch or at night.

-I’ll be posting every day on week days, and I expect you to follow the same pattern.

-I usually bot for trivial RP situations, as well as rolling initiative and saves for players. I’ll be more specific when the game starts.

Characters: For this quest, you can either submit your own 5th level character, or play one of the pre-made characters for this quest. Details for either are spoilered below. I don’t believe I’ll have a strong preference in choosing either way, but I will note that obviously, there can only be one submission picked for any pre-made character.

Basic Character Rules:

Level and wealth: Level 5, standard character wealth (10,500 GP). All magical items are available.

Attributes: Roll 4d6 drop the lowest die (roll 2 sets of 6 and choose) or point buy with 20 + 1d6. You can roll all 3 and then choose. (update: for the sake of others in the thread please spoiler your rolls if possible)

Races: Core races, plus Aasimar (minus the spell like ability), Dhampir and Tiefling (minus fiendish sorcery) (Samsaran and Dragonborn are also available as pre-made characters, see below)

Classes: Any Paizo. No Synthesist. I’m not well versed in the Occult classes, though I am not ruling them out. Firearms are emerging.

Skills: We will be using background skills.. You also get free skill rank at level 1 to put into a profession or craft skill. This profession or craft can be legitimate, but could also just be a cover for your true work in Taishan.

Traits: 2 traits, and a 3rd if you take a drawback

Alignment: Any alignment. This quest can support evil characters, and there should be enough motivation to keep them tied to the party.

HP: 1st Level Max, Half + 1 for all other levels

Progression: Technically I use fast progression, though most of the time I use milestones for level ups.

Party balance: You’ll have quite a few non-player characters in your group with a range of skill sets (see pre-made characters for specifics), so party balance isn’t critically necessary.

Pre-made Character Submissions:

I’ve run this quest several times and refined it with each running. The characters below were all played before, and I liked them enough that I’ve folded them into the story line. You’ll find spoilered background and statblock data below in a second post. You can also see post histories in the Tadloton quests where some of these characters were used.

To submit an application as a pre-made character:

1-Write a scene, monologue, interaction, etc with the character. It doesn’t have to be long; I’m mainly looking for how well you portray the character.

2- Gear up your character! (if you want, you can also wait for selection to finalize gear) I have the Hero Lab portfolios that I can send you. I can also send you the BBcode formatted stat blocks, but not until my desktop computer finishes its endless windows update cycle.

-Some characters have “Specific Included Gear.” This gear is included with your character; it does not count against the wealth assigned to your character. You can include equipment and gear, though for your submission having that included is not necessary. If you are selected, you can fill in your gear ahead of the quest starting.

-Because of the nature of this quest, some of the character information has been redacted. If you are going to apply as a premade character, I will PM you the redacted information.

Player made Character Submissions:

-Submit a stat block for your character. You can include equipment and gear, though for your submission having that included is not necessary. If you are selected, you can fill in your gear ahead of the quest starting.

Important: You will begin this quest as a member of the anti-government agency Taishan. You will also not have any memories from the past two years, this includes your entire time with Taishan. This will also include time spent in the Tadloton Mercenary Guild. Therefore, your backstory will need to have 2 specific elements:

1- Your last action should be heading to Tadloton, a small town on the Andoran/Cheliax border that is starting up a mercenary guild. You would be level 1 at this point.

2- You’ll need to have a reason to want to overthrow the House Thrune. It could be simple (you belong to a rival house and want to take over) or complicated (this guy once told you thing that means this other thing will cause this untold destruction and suffering unless Taishan is overthrown)

For the background itself, I’m not overly concerned with the format; I just want to get a sense of what the character is like, how they act, and what their motivations are. That means short summaries, personality descriptions, or sweeping epics are all fine for submissions. If you submit it I will read it (within reason).

PBP History: Optionally, you can submit up to 3 posts or even former PBP characters as examples of your play style.

Recruitment: Recruitment ends November 1st, at 11:59 PM EST. You must have completed submitted character by that time. Good luck everyone!


Dotting because this looks great! Since the campaign seems pretty intriguey, would Vigilante be a good class to play?


Payk:

• Male Half-elf Slayer (Sniper)

Personality: Brash, witty, clever, over the top, silly, divisive

Motivation: Seeks attention and acceptance, personality is mostly self-contrived

Combat Style/Role: Ranged

Adventuring Role: Ranger/Rogue abilities

Specific Included Gear: N/A

Quick background: [redacted]

Payk Stablock:

Payk
Half-elf slayer (sniper) 5 (Pathfinder RPG Advanced Class Guide 53, 120)
N Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +9

Defense

AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 34 (5d10)
Fort +4, Ref +9, Will +1; +2 vs. enchantments
Immune sleep

Offense

Speed 30 ft.
Special Attacks sneak attack +1d6, studied target +2 (2nd, move action)

Statistics

Str 15, Dex 20, Con 10, Int 12, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 22
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits ambitious, elven reflexes, reckless
Skills Acrobatics +11, Appraise +2, Bluff +10, Climb +7, Diplomacy +3 (+7 to influence creatures with 5+ HD more than you), Disguise +6, Escape Artist +6, Handle Animal +4, Intimidate +7, Knowledge (dungeoneering) +8, Knowledge (geography) +10, Knowledge (local) +9, Perception +9, Profession (trapper) +4, Ride +10, Sense Motive +9, Sleight of Hand +7, Spellcraft +2, Stealth +13, Survival +7; Racial Modifiers +1 Bluff, +1 Sense Motive, sociableAPG
Languages Common, Elven, Halfling
SQ accuracy, combat style (archery), deadly sniper, dependent, elf blood, slayer talent (ranger combat styleACG)
Other Gear light horse (combat trained), 10,500 gp

Special Abilities

Accuracy (Ex) Halve range penalties with bows, crossbows, and firearms.
Deadly Sniper +5 (Ex) Ignore 30' limit and bonus damage for sneak attacks vs. unaware targets in first range inc.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sociable If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

---

Alden:

• Male Elf Ranger (Dandy, Skirmisher)

Personality: noble, controlled, cautious, nervous,

Motivation: Seeks to create his own legacy, doesn’t realize that he does enjoy what he rebelled against

Combat Style/Role: TWF

Adventuring role: Information gathering, especially in social situations, presents access to nobility

Specific Included Gear: 2 Masterwork Shorts Swords +1 (any enchantment) (These are blades that are passed down the line in Alden’s family, and contain ornately detailed engravings and designs.)

Quick background: Alden grew up in nobility, but the noble life outlined by his family wasn’t the life he wanted. The hours spent with tutors, lessons, classes, and fanciful dinners, both real and practice, taught him manners, proper decorum, and everything else that was expected of the nobility. But Alden considered them wasted hours, and as soon as he came of age he ran away from home to seek out adventure. He considered it running away, but really he told both his parents that he was leaving and they didn’t take any actions to stop him.

Alden Statblock:

Alden
Elf ranger (dandy, skirmisher) 5 (Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Ultimate Intrigue 41)
NG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +9

Defense

AC 12, touch 11, flat-footed 11 (+1 Dex, +1 shield)
hp 34 (5d10)
Fort +4, Ref +9, Will +2; +2 vs. enchantments
Immune sleep

Offense

Speed 0 ft.
Melee +1 keen short sword +9 (1d6+3/17-20) or
   +1 shock short sword +9 (1d6+3/19-20 plus 1d6 electricity)
Special Attacks combat style (two-weapon combat), favored enemies (andor +2, cheliax +4), hunter's tricks (3/day; cunning pantomime)
Ranger (Dandy, Skirmisher) Spells Known (CL 2nd; concentration +4)
   1st (3/day)—anticipate perilUM (DC 13), charm person (DC 13), magic mouth (DC 13)
   0 (at will)—dancing lights, detect magic, message, read magic, unwitting allyAPG (DC 12)

Statistics

Str 14, Dex 20, Con 10, Int 10, Wis 12, Cha 14
Base Atk +5; CMB +7; CMD 22
Feats Double Slice, Endurance, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Traits mercenary, reactionary
Skills Acrobatics +0, Climb +0, Diplomacy +8 (+10 when negotiating payment for a quest or a service that you provide), Disguise +3, Intimidate +2 (+4 when negotiating payment for a quest or a service that you provide), Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +5, Knowledge (nature) +3, Knowledge (nobility) +5, Knowledge (planes) +1, Linguistics +1, Perception +9, Ride +3, Sense Motive +7 (+9 when negotiating payment for a quest or a service that you provide), Sleight of Hand +0, Spellcraft +5, Stealth +5, Survival +4, Swim +1, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ elf ranger, favored terrain (urban +2), hobnob, hunter's bond (companions), rumor empathy +7, track +2
Other Gear +1 keen short sword, +1 shock short sword, light horse (combat trained), 10,500 gp

Special Abilities

+2 to critical confirmations (Short sword) Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not st
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Nation (Andor +2) (Ex) +2 to rolls vs. courtiers, officials, nobles, and gentry from Andor.
Favored Nation (Cheliax +4) (Ex) +4 to rolls vs. courtiers, officials, nobles, and gentry from Cheliax.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Hobnob (Ex) After 10 min. of socializing, grant allies half his favored nation skill bonus at a social event.
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Hunter's Tricks (3/day) (Ex) Various tricks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rumor Empathy +7 (Ex) Over 8 hr, modify rumor tone one step with a Diplomacy check based on settlement size.
Track +2 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

---

Dante:

• Male Human Fighter

Personality: Reserved, mysterious stranger

Motivation: [redacted]

Combat style: Tank

Adventuring role: Intimidation

Specific Included Gear: [redacted]

Quick background: [redacted]

Dante Statblock:

Dante
Human (Chelaxian) fighter (druman blackjacket) 5 (Pathfinder Campaign Setting: Inner Sea Combat)
CN Medium humanoid (human)
Init +5; Senses Perception +3

Defense

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 49 (5d10+15)
Fort +6, Ref +5, Will +1 (+1 vs. compulsions)
Defensive Abilities well-paid loyalty +1

Offense

Speed 30 ft.
Special Attacks weapon training (axes +1)

Statistics

Str 19, Dex 16, Con 14, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +9; CMD 23
Feats Cleave, Dodge, Great Cleave, OutflankAPG, Power Attack, Weapon Focus (battleaxe)
Traits mercenary, reactionary, veteran of battle
Skills Appraise +2, Diplomacy +0 (-5 to improve other creatures' attitudes towards you, +2 when negotiating payment for a quest or a service that you provide), Intimidate +6 (+1 to improve other creatures' attitudes towards you, +8 when negotiating payment for a quest or a service that you provide), Knowledge (dungeoneering) +4, Knowledge (engineering) +6, Linguistics +1, Perception +3, Profession (Mercenary) +4, Ride +7, Sense Motive +1 (+3 when negotiating payment for a quest or a service that you provide), Sleight of Hand +6, Survival +4
Languages Common, Dwarven
SQ armor training 1, blackjacket tactics, condescending, heart of the streetsAPG
Other Gear 10,500 gp

Special Abilities

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blackjacket Tactics (Ex) After 1 min, gain fellow Blackjacket's teamwork feat for hrs, but only if in 30' of team.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes
Well-Paid Loyalty +1 (Ex) +1 to Will save vs. compulsions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

---

Glifdore:

• Male Dwarf Skald

Personality: Confident, decisive, leads because he feels he has to

Motivation: correct past mistakes

Combat style: combat support/control, frontline

Adventuring role: Leadership, direction, contacts

Specific Included Gear: Masterwork +1 Earthbreaker (Any echantment)

Quick background: [redacted]

Glifdore Statblock:

Glifdore
Dwarf skald (battle scion) 5 (Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Ultimate Intrigue 48)
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)

Defense

AC 10, touch 10, flat-footed 10
hp 43 (5d8+15)
Fort +6, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training, uncanny dodge

Offense

Speed 20 ft.
Special Attacks battle prowess, hatred, rage power (guarded lifeAPG), raging song 13 rounds/day (inspired rage, song of marching), relentlessAPG, spell kenning 1/day
Skald (Battle Scion) Spells Known (CL 5th; concentration +7)
   2nd (3/day)—mirror image, shatter (DC 14), tactical acumenUC
   1st (5/day)—blurred movementACG, cause fear (DC 13), memory lapseAPG (DC 13), touch of gracelessnessAPG (DC 13)
   0 (at will)—dancing lights, detect magic, know direction, message, read magic, sparkAPG (DC 12)

Statistics

Str 17, Dex 10, Con 15, Int 10, Wis 13, Cha 14
Base Atk +3; CMB +6; CMD 16
Feats Improved Initiative, Scribe Scroll, Skald's VigorACG, Toughness
Traits artisan, reactionary
Skills Acrobatics +0 (-4 to jump), Appraise +4, Craft (carpentry) +5 (+7 on checks related to metal or stone), Diplomacy +9, Handle Animal +10, Intimidate +10, Knowledge (arcana) +5, Knowledge (engineering) +4, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +5 (+7 to notice unusual stonework), Perform (oratory) +8, Perform (percussion instruments) +10, Sense Motive +5, Spellcraft +5, Survival +2, Use Magic Device +6; Racial Modifiers craftsmanAPG, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ bardic knowledge +2, courtly presence, versatile performance (percussion)
Other Gear Drum, 10,500 gp

Special Abilities

Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Battle Prowess (Ex) Selected feats can be shared with inspired allies for 2 rounds of raging song per round shared.
Courtly Presence +2 (Ex) Start verbal duels with extra edge for presence tactics
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Guarded Life (5 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Raging Song (standard action, 13 rounds/day) (Su) Song can inspire allies in a variety of ways.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Performance (Percussion Instruments) +10 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

---

Tarken Jeryl:

• Male Dragonborn Oracle (Life) of Erastil

Personality: subservient, inquisitive, hesitant, reserved

Motivation: make a life for himself, serve those around him

Combat style: Healing, combat support, frontline

Adventuring role: Healing, resources, divine

Specific Included Gear: [redacted]

Quick background: Tarken’s clan was raided before he reached adult hood. The dragonborn were still an unknown entity at the time, and the raiders feared the strength and brutality that they fought with, not knowing that it came only in defense of themselves. They eliminated the entire adult population of the clan, even after the dragonborn had surrendered. They enslaved everyone underage, and Tarken was sold from one master to another. Eventually, he was bought and freed by a priest of Erastil, where he took up the service to the deity. The work in the domains of Good, Law and Community helped heal the scars of his past, and set him on a path of service.

Tarken Jeryl Statblock:

Tarken
Dragonborn oracle (dual-cursed oracle) 5 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +1 (-1 when furthen than 10 feet from a fallen ally)

Defense

AC 11, touch 10, flat-footed 11 (+1 natural)
hp 48 (5d8+20)
Fort +4, Ref +1, Will +4
Defensive Abilities cornered fury; Immune fatigue; Resist fire 5

Offense

Speed 0 ft.
Special Attacks channel positive energy 8/day (DC 19, 3d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 5th; concentration +10)
   2nd (5/day)—cure moderate wounds, holy ice weaponACG, oracle's burdenAPG (DC 17), lesser restoration
   1st (8/day)—bless, cure light wounds, ill omenAPG, magic weapon, sanctuary (DC 16), shield of faith
   0 (at will)—detect magic, guidance, light, mending, resistance, stabilize
   Mystery Life

Statistics

Str 14, Dex 10, Con 16, Int 10, Wis 11, Cha 20
Base Atk +3; CMB +5; CMD 15
Feats Extra Channel, Extra RevelationAPG, Improved Channel
Traits natural-born leader, prophesied, reactionary
Skills Acrobatics -6 (-8 when furthen than 10 feet from a fallen ally), Appraise +0 (-2 when furthen than 10 feet from a fallen ally), Bluff +5 (+3 when furthen than 10 feet from a fallen ally), Climb -4 (-6 when furthen than 10 feet from a fallen ally), Diplomacy +11 (+9 when furthen than 10 feet from a fallen ally, +12 vs. anyone who know your reputation), Disguise +5 (+3 when furthen than 10 feet from a fallen ally), Escape Artist -6 (-8 when furthen than 10 feet from a fallen ally), Fly -6 (-8 when furthen than 10 feet from a fallen ally), Handle Animal +7 (+5 when furthen than 10 feet from a fallen ally), Heal +8 (+6 when furthen than 10 feet from a fallen ally), Intimidate +5 (+3 when furthen than 10 feet from a fallen ally, +6 vs. anyone who know your reputation), Knowledge (geography) +3 (+1 when furthen than 10 feet from a fallen ally), Knowledge (history) +7 (+5 when furthen than 10 feet from a fallen ally), Knowledge (planes) +4 (+2 when furthen than 10 feet from a fallen ally), Knowledge (religion) +6 (+4 when furthen than 10 feet from a fallen ally), Linguistics +1 (-1 when furthen than 10 feet from a fallen ally), Perception +1 (-1 when furthen than 10 feet from a fallen ally), Ride -6 (-8 when furthen than 10 feet from a fallen ally), Sense Motive +5 (+3 when furthen than 10 feet from a fallen ally), Spellcraft +6 (+4 when furthen than 10 feet from a fallen ally), Stealth -6 (-8 when furthen than 10 feet from a fallen ally), Survival +1 (-1 when furthen than 10 feet from a fallen ally), Swim -4 (-6 when furthen than 10 feet from a fallen ally), Use Magic Device +6 (+4 when furthen than 10 feet from a fallen ally)
Languages Celestial, Common, Draconic, Goblin, Ignan
SQ breath weapon, oracle's curses (lame, tongues [ignan]), overprotective, revelations (enhanced cures, life link, channel, safe curing)
Other Gear 10,500 gp

Special Abilities

Breath Weapon (1d6 Fire, 15 ft Cone, Ref neg, 1/day, DC 13) (Su) As a standard action deal elemental damage to an area.
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enhanced Cures (+5 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th 
Life Link (5 max bonds, 150 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle Channel Positive Energy 3d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Tongues (-Choose-, Ignan) You can only understand and speak two languages in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

---

Sydney White:

• Female Samsaran Witch (Hedge)

Personality: paranoid, investigative, intrusive, reserved

Motivation: [redacted]

Combat style: Combat control/support, Healing

Adventuring role: Information gathering, surveillance, infiltration

Specific Included Gear: None

Quick background: [redacted]

Sydney White Statblock:

Sydney White
Samsaran witch (hedge witch) 5 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 4 230, Pathfinder RPG Ultimate Magic 84)
N Medium humanoid (samsaran)
Init +0; Senses low-light vision; Perception +1

Defense

AC 10, touch 10, flat-footed 10
hp 27 (5d6+5)
Fort +1, Ref +1, Will +4; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound

Offense

Speed 30 ft.
Special Attacks hexes (charmAPG, flightAPG, healingAPG, slumberAPG)
Spell-Like Abilities (CL 5th; concentration +8)
   1/day—comprehend languages, deathwatch, stabilize
Witch Spell-Like Abilities (CL 5th; concentration +10)
   At will—feather fall (self only), fly (self only)
   1/day—levitate (self only)
Witch (Hedge Witch) Spells Prepared (CL 5th; concentration +10)
   Patron Healing

Statistics

Str 10, Dex 10, Con 10, Int 20, Wis 11, Cha 16
Base Atk +2; CMB +2; CMD 12
Feats Accursed HexUM, Extra HexAPG, Extra HexAPG
Traits extremely fashionable, fast-talker
Skills Appraise +6, Bluff +14, Craft (alchemy) +11, Diplomacy +4, Disable Device -1, Disguise +13, Handle Animal +4, Heal +5, Intimidate +7, Knowledge (arcana) +9, Knowledge (history) +11, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +9, Linguistics +7, Perception +1, Sense Motive +5, Sleight of Hand +1, Spellcraft +9, Stealth +2, Swim +4, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Disguise
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Samsaran
SQ shards of the past (Disguise, Bluff), spontaneous healing, witch's familiar (scarlet spider named Arcane Familiar)
Other Gear 10,500 gp

Special Abilities

Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Charm +1 (5 rounds, DC 17) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shards of the Past (Disguise, Bluff) (Ex) A samsaran’s past lives grant her bonuses on two skills. The samsaran chooses two skills—she gains a +2 racial bonus on both, and they are always class skills for her. Once made, this choice can’t be altered.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

---

Adrien Tansar:

• Male Elf Slayer/Hunter/Ranger/Rogue (Any melee)

Personality: cold, spiteful, twisted, vengeful

Motivation: Vengeance on the ruling class that

Combat style: DPS

Adventuring role: Interrogation, infiltration

Specific Included Gear: Masterwork +1 melee weapon (any enchantment), Signet rings

Quick background: A childhood as the constant victim has hardened into an assassin that almost wants to kill as much as he is contracted to kill. His preferred targets include the ruling class and anyone involved in the Chelish government that condones and even encourages such practices. He knows he is slowly becoming the like the people he despises, but he is driven to continue anyway.

Adrien Tansar Statblock:

Adrien Tansar
Dhampir slayer (bounty hunter) 5 (Pathfinder RPG Advanced Class Guide 53, 118, Pathfinder RPG Bestiary 2 89)
NE Medium humanoid (dhampir)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13

Defense

AC 16, touch 16, flat-footed 10 (+5 Dex, +1 dodge)
hp 39 (5d10+5)
Fort +4, Ref +9, Will +1; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance

Offense

Speed 30 ft.
Special Attacks sneak attack +1d6 plus 1 bleed, studied target +2 (2nd, move action)

Statistics

Str 16, Dex 20, Con 10, Int 10, Wis 11, Cha 12
Base Atk +5; CMB +8; CMD 24
Feats Dodge, Mobility, Skill Focus (Perception)
Traits mercenary, reactionary
Skills Acrobatics +9, Appraise +1, Bluff +9, Climb +7, Diplomacy +2 (+4 when negotiating payment for a quest or a service that you provide), Disable Device +4, Escape Artist +6, Intimidate +7 (+9 when negotiating payment for a quest or a service that you provide), Knowledge (geography) +4, Knowledge (history) +1, Knowledge (nobility) +2, Linguistics +1, Perception +13, Profession (Assassin) +4, Sense Motive +0 (+2 when negotiating payment for a quest or a service that you provide), Sleight of Hand +8; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Elven
SQ dirty trick, resist level drain, slayer talent (bleeding attack +1), track +2
Other Gear 10,500 gp

Special Abilities

Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Trick (Ex) As a free act on sneak att vs. studied target, no extra dam but dirty trick at +1 per extra dice lost.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


PixelsAreGod wrote:
Dotting because this looks great! Since the campaign seems pretty intriguey, would Vigilante be a good class to play?

Yes it would! You'll have plenty of opportunity to utilize it well.


Couple of questions before I start making the character:

What are the methods for rolling stats? I'm guessing 4d6 drop one is rolling 4d6 for every stat twice and picking the ones you want, but what does 20 +1d6 mean? Getting a 20 in every stat and then adding 1d6 felt a little out of place. Is it referring to point buy?

For the skills portion, are you referring to using background skills and then getting an additional rank to add to profession or craft, for a total of 3 extra skill ranks? (I might be reading this wrong)

Lastly, are we allowed to take drawbacks?

Thanks in advance.


Rolling for stats:

Good Rolls no Whammies: 4d6 ⇒ (6, 3, 3, 3) = 15 = 13
Good Rolls no Whammies: 4d6 ⇒ (2, 3, 6, 5) = 16 = 14
Good Rolls no Whammies: 4d6 ⇒ (6, 3, 5, 3) = 17 = 14
Good Rolls no Whammies: 4d6 ⇒ (4, 4, 3, 1) = 12 = 11
Good Rolls no Whammies: 4d6 ⇒ (4, 6, 2, 4) = 16 = 14
Good Rolls no Whammies: 4d6 ⇒ (1, 6, 4, 5) = 16 = 15

Good Rolls no Whammies: 4d6 ⇒ (5, 6, 5, 4) = 20 = 16
Good Rolls no Whammies: 4d6 ⇒ (2, 6, 6, 3) = 17 = 15
Good Rolls no Whammies: 4d6 ⇒ (3, 4, 3, 5) = 15 = 12
Good Rolls no Whammies: 4d6 ⇒ (3, 4, 2, 1) = 10 = 9
Good Rolls no Whammies: 4d6 ⇒ (2, 5, 4, 2) = 13 = 11
Good Rolls no Whammies: 4d6 ⇒ (4, 5, 1, 2) = 12 = 11

1d6 ⇒ 3

I'll see what I can come up with from the first set. :)


PixelsAreGod wrote:

Couple of questions before I start making the character:

What are the methods for rolling stats? I'm guessing 4d6 drop one is rolling 4d6 for every stat twice and picking the ones you want, but what does 20 +1d6 mean? Getting a 20 in every stat and then adding 1d6 felt a little out of place. Is it referring to point buy?

For the skills portion, are you referring to using background skills and then getting an additional rank to add to profession or craft, for a total of 3 extra skill ranks? (I might be reading this wrong)

Lastly, are we allowed to take drawbacks?

Thanks in advance.

I updated the post slightly to clarify the meaning. Roll 4d6 6 times. You drop the lowest die number from each roll of 4 and those are your 6 attribute values. You can do that twice, and choose he better set of 6.

The 20 + 1d6 is a point buy method.

You'll get two background skills at every level. You get one additional rank at level 1 for a profession or craft.

Yes, you can take a drawback and the extra trait that comes with it.


Zanbabe wrote:

Rolling for stats

It's 20 + 1d6, so you'll get between 21-26. You also roll this one only once. So yours would be the top one. That would give you 20 + 3, so a 23 point buy as an option along with either of the two rolled sets.


Stat goodness: 4d6 ⇒ (2, 6, 5, 3) = 1614
Stat goodness: 4d6 ⇒ (6, 2, 5, 5) = 1816
Stat goodness: 4d6 ⇒ (6, 3, 6, 1) = 1615
Stat goodness: 4d6 ⇒ (6, 5, 3, 6) = 2017
Stat goodness: 4d6 ⇒ (6, 6, 3, 1) = 1615
Stat goodness: 4d6 ⇒ (3, 1, 2, 3) = 98

Stat goodness: 4d6 ⇒ (1, 3, 1, 5) = 109
Stat goodness: 4d6 ⇒ (2, 3, 4, 5) = 1412
Stat goodness: 4d6 ⇒ (5, 2, 2, 5) = 1412
Stat goodness: 4d6 ⇒ (6, 6, 2, 2) = 1614
Stat goodness: 4d6 ⇒ (1, 1, 4, 3) = 98
Stat goodness: 4d6 ⇒ (3, 3, 5, 5) = 1613

Point Buy?: 1d6 + 20 ⇒ (2) + 20 = 22

That 40 point buy is looking pretty nifty.

Hey Zanbabe...I see this caught your eye as well. :)


Shadowtail wrote:
It's 20 + 1d6, so you'll get between 21-26. You also roll this one only once. So yours would be the top one. That would give you 20 + 3, so a 23 point buy as an option along with either of the two rolled sets.

Yeah, caught that and fixed it, but too late for you not to see my mistake. Oh well, humility is good for you, right? :) I'll see whether that works better than what I rolled. :)

CB wrote:
Hey Zanbabe...I see this caught your eye as well. :)

Indeed. Are you following me? ;)


C B 380 wrote:


14, 16, 15, 17, 15, 8

That 40 point buy is looking pretty nifty.

That's what makes rolling fun! I will say though that with stats like that you are now obligated to be a monk.


Stats:

GoodStatsPlease: 4d6 ⇒ (5, 6, 1, 5) = 17 16
GoodStatsPlease: 4d6 ⇒ (3, 5, 3, 3) = 14 11
GoodStatsPlease: 4d6 ⇒ (2, 2, 5, 4) = 13 11
GoodStatsPlease: 4d6 ⇒ (1, 2, 5, 5) = 13 12
GoodStatsPlease: 4d6 ⇒ (3, 6, 4, 5) = 18 15
GoodStatsPlease: 4d6 ⇒ (6, 4, 1, 4) = 15 14

Second Round
GoodStatsPlease: 4d6 ⇒ (6, 5, 3, 2) = 16 14
GoodStatsPlease: 4d6 ⇒ (1, 3, 3, 5) = 12 11
GoodStatsPlease: 4d6 ⇒ (1, 3, 3, 1) = 8 7
GoodStatsPlease: 4d6 ⇒ (6, 2, 6, 3) = 17 15
GoodStatsPlease: 4d6 ⇒ (3, 6, 6, 6) = 21 18
GoodStatsPlease: 4d6 ⇒ (4, 5, 2, 4) = 15 13

PointBuy: 1d6 + 20 ⇒ (4) + 20 = 24

Decided to do the math, first one is 26 point buy, the second is a whopping 29 point buy. Only thing that stinks is the 7 in a stat, might use a race that can boost that up.

Thinking Warlock Vigilante for my class, focusing on throwing out the energy bolts like a madman.


Rolls:

4d6 ⇒ (2, 6, 2, 6) = 16 - 2 = 14
4d6 ⇒ (2, 6, 2, 1) = 11 - 1 = 10
4d6 ⇒ (2, 5, 5, 4) = 16 - 2 = 14
4d6 ⇒ (4, 2, 5, 2) = 13 - 2 = 11
4d6 ⇒ (1, 2, 2, 5) = 10 - 1 = 9
4d6 ⇒ (1, 1, 4, 6) = 12 - 1 = 11

4d6 ⇒ (2, 5, 3, 6) = 16 - 2 = 14
4d6 ⇒ (3, 4, 6, 3) = 16 - 3 = 13
4d6 ⇒ (1, 6, 4, 3) = 14 - 1 = 13
4d6 ⇒ (2, 6, 6, 5) = 19 - 2 = 17
4d6 ⇒ (5, 1, 1, 4) = 11 - 1 = 10
4d6 ⇒ (1, 6, 5, 4) = 16 - 1 = 15

20 + 1d6 ⇒ 20 + (6) = 26

So either 17, 15, 14, 13, 13, 10 or a 26 point buy.

Now, to explore options...


PixelsAreGod wrote:

** spoiler omitted **

Decided to do the math, first one is 26 point buy, the second is a whopping 29 point buy. Only thing that stinks is the 7 in a stat, might use a race that can boost that up.

Thinking Warlock Vigilante for my class, focusing on throwing out the energy bolts like a madman.

The classic balanced vs unbalanced stat debate. I completely forgot about the Warlock option for vigilantes, that just makes it twice as interesting to see in action.

Dark Archive

1st set
4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (6, 2, 1, 1) = 10 9
4d6 ⇒ (6, 6, 5, 5) = 22 17
4d6 ⇒ (2, 4, 5, 2) = 13 11
4d6 ⇒ (5, 2, 2, 3) = 12 10
4d6 ⇒ (5, 6, 3, 6) = 20 17

2nd set
4d6 ⇒ (6, 4, 3, 2) = 15 13
4d6 ⇒ (4, 4, 2, 5) = 15 13
4d6 ⇒ (4, 1, 1, 3) = 9 8
4d6 ⇒ (6, 1, 3, 3) = 13 12
4d6 ⇒ (6, 2, 5, 3) = 16 14
4d6 ⇒ (3, 2, 5, 4) = 14 12

Point Buy?
20 + 1d6 ⇒ 20 + (4) = 24

17/17/17/11/10/9 it is!


1 person marked this as a favorite.
Sir Longears wrote:

17/17/17/11/10/9 it is!

At this rate, there will be more monks than I can count.


4d6 ⇒ (4, 1, 4, 3) = 12 11
4d6 ⇒ (6, 6, 6, 4) = 22 18
4d6 ⇒ (5, 2, 6, 2) = 15 13
4d6 ⇒ (5, 6, 6, 4) = 21 17
4d6 ⇒ (4, 4, 4, 5) = 17 13
4d6 ⇒ (4, 6, 3, 3) = 16 13

4d6 ⇒ (1, 5, 3, 4) = 13
4d6 ⇒ (5, 4, 5, 5) = 19
4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (1, 5, 1, 2) = 9
4d6 ⇒ (3, 2, 4, 1) = 10
4d6 ⇒ (6, 5, 4, 2) = 17

Dark Archive

GM, can we use stats adjustments due to age? Not looking to break anything, just to round some even numbers. Intending to build a middle-aged investigator.


Sir Longears wrote:
GM, can we use stats adjustments due to age? Not looking to break anything, just to round some even numbers. Intending to build a middle-aged investigator.

Yep, that's perfectly acceptable.


Stat rolls:

[spoiler=Set 1]
Rock n' Roll: 4d6 ⇒ (1, 2, 6, 3) = 12 = 11
Rock n' Roll: 4d6 ⇒ (4, 6, 3, 6) = 19 = 16
Rock n' Roll: 4d6 ⇒ (5, 3, 3, 4) = 15 = 12
Rock n' Roll: 4d6 ⇒ (1, 6, 3, 4) = 14 = 13
Rock n' Roll: 4d6 ⇒ (6, 6, 1, 2) = 15 = 14
Rock n' Roll: 4d6 ⇒ (5, 3, 5, 4) = 17 = 14

Set 2:

Rock n' Roll: 4d6 ⇒ (1, 2, 4, 2) = 9 = 8
Rock n' Roll: 4d6 ⇒ (2, 5, 2, 5) = 14 = 12
Rock n' Roll: 4d6 ⇒ (5, 2, 4, 3) = 14 = 12
Rock n' Roll: 4d6 ⇒ (6, 3, 1, 2) = 12 = 11
Rock n' Roll: 4d6 ⇒ (3, 3, 6, 4) = 16 = 13
Rock n' Roll: 4d6 ⇒ (2, 1, 6, 2) = 11 = 10

Well Set 1 looks like a winner. Gonna revamp one of my older characters (who was made for Hell's Rebels but never saw play) for this.


Allow me to try my hand at the wheel of fortune before composing a submission for your clandestine campaign!

Set 1:

Roll 1: 4d6 - 1 ⇒ (1, 2, 1, 2) - 1 = 5
Roll 2: 4d6 - 1 ⇒ (4, 4, 1, 3) - 1 = 11
Roll 3: 4d6 - 2 ⇒ (2, 2, 2, 5) - 2 = 9
Roll 4: 4d6 - 1 ⇒ (2, 1, 5, 3) - 1 = 10
Roll 5: 4d6 - 3 ⇒ (3, 4, 4, 5) - 3 = 13
Roll 6: 4d6 - 1 ⇒ (5, 5, 6, 1) - 1 = 16

Set 2:

Roll 1: 4d6 - 1 ⇒ (3, 1, 6, 6) - 1 = 15
Roll 2: 4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
Roll 3: 4d6 - 2 ⇒ (3, 5, 2, 6) - 2 = 14
Roll 4: 4d6 - 1 ⇒ (4, 6, 1, 6) - 1 = 16
Roll 5: 4d6 - 1 ⇒ (2, 6, 1, 5) - 1 = 13
Roll 6: 4d6 - 2 ⇒ (3, 5, 2, 3) - 2 = 11

Point Buy Bonus: 1d6 ⇒ 5

Nothing amazing, but I'll probably go with set #2.

A few questions, GM:

1. How deep of relationships would you like to form between the NPCs and PCs?

2. Do you expect us to recover our memories through a specific trigger? Might we have lingering feelings "on the tip of our tongues" about strong experiences from our pasts for which the details were forgotten?

3. How dark do you usually write themes to be in games?

4. What are your feelings about platypi?

5. As we are composing our submissions only up to level 1 worth of life experience in our class, will you be connecting the dots for us if our memories are restored, or should we hypothesize what happened in the meantime for you?

6. Without alignment restrictions, could one make a CG paladin of freedom? I'm not sure if you're familiar with unearthed arcana from 3.5, but that's essentially the angle from which I'm asking.

7. How would you see leadership/crafting fitting into your campaign?

Regarding writing samples, my characters Dalton, Harakhty and Gruskorb have a good amount of history under their belts, though only the latter is part of an active game at this time. I just finished an extensive background for Quovex, who was designed in another recruitment for which he was not accepted, yet it was focused on infiltration. Although I'm leaning towards creating something new for this at the moment, if you think his can be modified to segue (mostly towards the end to tie into the mercenaries), I think he could be a nice fit.

Many thanks!


Rolls!:

1d6 ⇒ 5

4d6 ⇒ (6, 1, 4, 5) = 16 15
4d6 ⇒ (5, 5, 2, 4) = 16 14
4d6 ⇒ (1, 6, 4, 3) = 14 13
4d6 ⇒ (6, 3, 5, 5) = 19 16
4d6 ⇒ (2, 5, 6, 4) = 17 15
4d6 ⇒ (1, 4, 5, 2) = 12 11

4d6 ⇒ (5, 5, 6, 3) = 19 16
4d6 ⇒ (3, 4, 4, 2) = 13 11
4d6 ⇒ (4, 6, 3, 2) = 15 13
4d6 ⇒ (1, 1, 6, 5) = 13 12
4d6 ⇒ (1, 2, 4, 3) = 10 9
4d6 ⇒ (5, 1, 5, 1) = 12 11

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Dice rolls:
1: 4d6 ⇒ (5, 4, 5, 2) = 16 14
1: 4d6 ⇒ (3, 2, 5, 5) = 15 13
1: 4d6 ⇒ (4, 4, 5, 3) = 16 13
1: 4d6 ⇒ (6, 5, 1, 4) = 16 15
1: 4d6 ⇒ (2, 2, 6, 3) = 13 11
1: 4d6 ⇒ (2, 6, 3, 2) = 13 11

2: 4d6 ⇒ (6, 4, 4, 2) = 16 14
2: 4d6 ⇒ (1, 6, 6, 4) = 17 16
2: 4d6 ⇒ (4, 4, 4, 5) = 17 13
2: 4d6 ⇒ (6, 5, 4, 2) = 17 15
2: 4d6 ⇒ (5, 6, 6, 6) = 23 18
2: 4d6 ⇒ (2, 5, 5, 6) = 18 16

OR

1d6 ⇒ 6 26 pt buy

Well, set 2 is.....good.

I'll be building a Human investigator (infiltrator) that goes into the master spy prestige class.


@Michelle Williams

1) in most cases, you won’t have an established relationship with the listed NPCs. Especially for characters from Egorian, it is possible to have a strong connection to an NPC in the city.

2) you’ll have specific means to recover your memories that will be laid out in the quest. You might have feelings and familiarities from your forgotten memories.

3) some of the themes are semi-dark, but I usually write them a lot lighter than they are. The areas this quest touches on are theft, assassinations, murder, sabotage, espionage, deception, and some petty crime.

4) I’ll look into it and get back to you.

5)I’ll connect the dots as part of the quest.

6) you will have to use the class alignment restrictions, so a paladin would be LG. I’m not familiar with the arcana you’re referring too. I’ll note that it may be difficult to keep an LG alignment in This quest.

7)leadership works well. Crafting fits, especially since you can have an established presmises and workshop. The in gametimeline for the quest is somewhat compressed though, so extensive questing won’t be too avilable. Having said that, you can craft your gear to save on the cost of it if you have the needed abilities.


@Michelle Williams

Could you expand question 4? Do you mean as like a playable race?


Shadowtail24 wrote:

@Michelle Williams

Could you expand question 4? Do you mean as like a playable race?

No. The monotreme doesn't have a clear geographical "home" in Golarion from what I've read, yet it obviously exists and is included in the beastiary, has a familiar bonus, etc. Given I'm thinking of a character with some naval background (such as Quovex, though I'd have to segue the ending into this story if you find the rest of the background to be acceptable), knowing about potential familiar/spirit choices can help.


GM, would the Dashing Thief archetype be acceptable? I ask because its fluff ties it to the Council of Thieves, though I think it works pretty well on its own. Just wanted to run it by you.


Michelle Williams wrote:
Shadowtail24 wrote:

@Michelle Williams

Could you expand question 4? Do you mean as like a playable race?

No. The monotreme doesn't have a clear geographical "home" in Golarion from what I've read, yet it obviously exists and is included in the beastiary, has a familiar bonus, etc. Given I'm thinking of a character with some naval background (such as Quovex, though I'd have to segue the ending into this story if you find the rest of the background to be acceptable), knowing about potential familiar/spirit choices can help.

Ok, that makes more sense. You should be fine with anything that’s listed in paizo fanilar options (which platypus is), and I would possibly let you consider other ones as well. Story wise it can fit too since Egorian borders the river adivian that runs straight to the sea.


TerminalArtiste wrote:
GM, would the Dashing Thief archetype be acceptable? I ask because its fluff ties it to the Council of Thieves, though I think it works pretty well on its own. Just wanted to run it by you.

It’s paizo official so it’s fine. It can fit well too, similar to how it’s talked about for council of thieves: the more obvious thief that distracts from the subtle thievery.


Shadowtail24 wrote:
TerminalArtiste wrote:
GM, would the Dashing Thief archetype be acceptable? I ask because its fluff ties it to the Council of Thieves, though I think it works pretty well on its own. Just wanted to run it by you.
It’s paizo official so it’s fine. It can fit well too, similar to how it’s talked about for council of thieves: the more obvious thief that distracts from the subtle thievery.

Oh nice! Will proceed with my character building then.


I like rolling.

Spoiler:

point buy: 20 + 1d6 ⇒ 20 + (5) = 25

4d6 ⇒ (6, 1, 1, 5) = 13 = 12
4d6 ⇒ (3, 5, 1, 5) = 14 = 13
4d6 ⇒ (1, 6, 2, 1) = 10 = 9
4d6 ⇒ (6, 1, 4, 3) = 14 = 13
4d6 ⇒ (2, 6, 4, 3) = 15 = 13
4d6 ⇒ (5, 6, 1, 5) = 17 = 16

4d6 ⇒ (5, 1, 4, 4) = 14 = 13
4d6 ⇒ (4, 1, 4, 3) = 12 = 11
4d6 ⇒ (2, 4, 6, 3) = 15 = 13
4d6 ⇒ (5, 2, 1, 4) = 12 = 11
4d6 ⇒ (3, 1, 2, 1) = 7 = 6
4d6 ⇒ (5, 6, 6, 2) = 19 = 17


As a note, I’m fine with PMs if you want to keep details or questions secret. It’s well within the theme of the quest.


Set 1::

Stat Rolls!: 4d6 ⇒ (6, 2, 1, 1) = 10
Stat Rolls!: 4d6 ⇒ (3, 1, 3, 1) = 8
Stat Rolls!: 4d6 ⇒ (6, 3, 3, 3) = 15
Stat Rolls!: 4d6 ⇒ (6, 1, 2, 6) = 15
Stat Rolls!: 4d6 ⇒ (5, 5, 1, 1) = 12
Stat Rolls!: 4d6 ⇒ (3, 2, 1, 6) = 12

Set 2::

Stat Rolls!: 4d6 ⇒ (6, 1, 4, 4) = 15
Stat Rolls!: 4d6 ⇒ (1, 4, 4, 4) = 13
Stat Rolls!: 4d6 ⇒ (5, 2, 6, 1) = 14
Stat Rolls!: 4d6 ⇒ (1, 5, 2, 5) = 13
Stat Rolls!: 4d6 ⇒ (2, 1, 4, 5) = 12
Stat Rolls!: 4d6 ⇒ (5, 1, 1, 3) = 10

Point Buy Addition: 1d6 ⇒ 3

Well, neither set was especially good so it looks like point buy is is.


I think I will drop this guy back to 5th level. He’s an incredibly intelligent Andoran bookseller who learned magic years ago (along with a pile of other stuff) just by reading his own wares. He would have stayed a bookseller, but his son Kris became a cleric of Cayden Cailean and joined the Bellflower Network. Then Kris went and got himself captured by House Thrune so daddy left his shop, remembered his magic, and joined the mercenary group to try to find him.


Edmund Gwenn wrote:
I think I will drop this guy back to 5th level. He’s an incredibly intelligent Andoran bookseller who learned magic years ago (along with a pile of other stuff) just by reading his own wares. He would have stayed a bookseller, but his son Kris became a cleric of Cayden Cailean and joined the Bellflower Network. Then Kris went and got himself captured by House Thrune so daddy left his shop, remembered his magic, and joined the mercenary group to try to find him.

Looks like a focus on battlefield control magic and evocation magic. Would you skew more towards one when you scale down to level 5?


1 person marked this as a favorite.

I designed this character to be a sorcerer who knew a lot of spells, thanks to Expanded Arcana feats and the human FC bonus.

The build approach was I was picking all my favourite spells, and my favourites are illusion and conjuration schools. I had gone with the lightning bolt focus because I liked the Lingering Spell Feat for battlefield control options. I played him from fifth to ninth level in a Crimson Throne game and never once used the approach, so I will probably try to focus on something else. How do you like to adjudicate illusions? Specifically, what counts as interacting? Do non-intelligent foes automatically ignore illusions?


Tarken Jeryl is of interest to me.

I'll complete the submission (as per rules above) likely tomorrow night.


Edmund Gwenn wrote:


How do you like to adjudicate illusions? Specifically, what counts as interacting? Do non-intelligent foes automatically ignore illusions?

Probably too broad of a question. In general I'll follow Paizo RAI over RAW (although thats probably the first time I've said it that way) but it really varies, and if I can find a good way someone else dealt with the situation I'll do that. For illusion, there are certainly some instances where mind-affecting illusion (phantasm, pattern) spells would not impact, say a zombie, but illusion creating (for lack of a better term off hand) like figments and glamers would. I would call most interactions touch based, though certainly other senses (watching someone fall through a "wall") could be termed interaction as well.


Storyteller Shadow wrote:

Tarken Jeryl is of interest to me.

I'll complete the submission (as per rules above) likely tomorrow night.

Looking forward to it! I PMed you some additional character details.


We have a formal submission, which means it's time to break out the Submission Tracker

--- Recruitment Submission Tracker ---

Martial: Melee

Martial: Ranged

Arcane

Divine

-[redacted] – Gray [redacted] – Inquisitor (Infiltator) [Submitted, pending review]

Support/Adventuring

Pre-Made Characters


Shadowtail24 wrote:
Edmund Gwenn wrote:


How do you like to adjudicate illusions? Specifically, what counts as interacting? Do non-intelligent foes automatically ignore illusions?

Probably too broad of a question. In general I'll follow Paizo RAI over RAW (although thats probably the first time I've said it that way) but it really varies, and if I can find a good way someone else dealt with the situation I'll do that. For illusion, there are certainly some instances where mind-affecting illusion (phantasm, pattern) spells would not impact, say a zombie, but illusion creating (for lack of a better term off hand) like figments and glamers would. I would call most interactions touch based, though certainly other senses (watching someone fall through a "wall") could be termed interaction as well.

That’s what I mean. I once had a GM who ruled that skeletons automatically disbelieved my silent image wall because they didn’t have an intelligence that could be fooled.


Edmund Gwenn wrote:


That’s what I mean. I once had a GM who ruled that skeletons automatically disbelieved my silent image wall because they didn’t have an intelligence that could be fooled.

Yeah, I thought that example I gave was pretty straight forward but I did see some forum articles where GMs had applied it in a similar way to what you are saying.


Rolling for fun. I'll see of I can get something written between now and the 1st!

abilities:
1d6 + 20 ⇒ (6) + 20 = 26

4d6 - 2 ⇒ (2, 6, 2, 2) - 2 = 10
4d6 - 4 ⇒ (6, 5, 4, 4) - 4 = 15
4d6 - 2 ⇒ (5, 6, 2, 5) - 2 = 16
4d6 - 1 ⇒ (1, 3, 5, 6) - 1 = 14
4d6 - 1 ⇒ (1, 5, 2, 4) - 1 = 11
4d6 - 1 ⇒ (1, 1, 1, 5) - 1 = 7

4d6 - 5 ⇒ (6, 6, 5, 6) - 5 = 18
4d6 - 2 ⇒ (3, 2, 6, 3) - 2 = 12
4d6 - 2 ⇒ (2, 6, 3, 2) - 2 = 11
4d6 - 2 ⇒ (5, 5, 2, 6) - 2 = 16
4d6 - 2 ⇒ (4, 4, 3, 2) - 2 = 11
4d6 - 4 ⇒ (6, 4, 5, 5) - 4 = 16

18,12,11,16,11,16

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Jhaltero Crunch:
Galen Jhaltero
Human Investigator 4 / Inquisitor 1
Init +3;
Senses ;
Perception +7

DEFENSE
AC 19; Touch 14; Flat-Footed 16
HP 38;
Fort +5 ; Ref +7 ; Will +11

OFFENSE
Speed 30ft;

Spells Known/Prepared
2nd—Invisibility
1st—*Ears of the City, Petulengro's Validation, Youthful Appearance, *Disguise Self, Speechreader's Sight, Comprehend Languages, Expeditious Retreat, Negate Aroma, Urban Grace

* = Inquisitor

STATISTICS
Str 13, Dex 16 (+1 lvl 4), Con 14, Int 16, Wis 16, Cha 20 (+2 race)

Base Atk +3; CMB +4

Feats
Noble Scion, Iron Will, Deceitful, Dilettante

Skills (total) = ranks + ability + class + racial + magic + feat + other
Acrobatics +9 = 3 + 3 + 3
Appraise +7 = 1 + 3 + 3
Bluff +23 = 5 + 5 + 3 + 2 + 3 + 2 + 3
Climb +5 = 1 + 1 + 3
Diplomacy +19 = 3 + 5 + 3 + 2 + 3 + 0 + 3
Disable Device +9 = 1 + 3 + 3 + 0 + 0 + 0 + 2
Disguise +18 = 3 + 5 + 3 + 0 + 3 + 2 + 2
Escape Artist +7 = 1 + 3 + 3
Heal +7 = 1 + 3 + 3
Intimidate +12 = 1 + 5 + 3 + 0 + 3
Knowledge Arcana +9 = 1 + 3 + 3 + 0 + 0 + 2
Knowledge Dungeoneering +9 = 1 + 3 + 3 + 0 + 0 + 2
Knowledge Engineering +9 = 1 + 3 + 3 + 0 + 0 + 2
Knowledge Geography +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge History +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge Local +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge Nature +9 = 1 + 3 + 3 + 0 + 0 + 2
Knowledge Nobility +11 = 1 + 3 + 3 + 0 + 0 + 2
Knowledge Planes +10 = 2 + 3 + 3 + 0 + 0 + 2
Knowledge Religion +10 = 2 + 3 + 3 + 0 + 0 + 2
Linguistics +7 = 1 + 3 + 3
Perception +7 = 1 + 3 + 3
Ride +7 = 1 + 3 + 3 + 0 + 0 + 2
Sense Motive +9 = 3 + 3 + 3
Sleight Of Hand +9 = 3 + 3 + 3
Spellcraft +7 = 1 + 3 + 3
Stealth +8 = 2 + 3 + 3
Survival +7 = 1 + 3 + 3
Swim +5 = 1 + 1 + 3
Use Magic Device +12 = 1 + 5 + 3 + 0 + 3

Languages
Common, Verisian, Infernal, Celestial, Elven, Halfling

SQ
Aristocracy Domain, Underworld Inspiration (IT)

Gear
Cloak of Quick Change: , Circlet of Persuasion: 4.5, Mwk Disguise Kit, Mwk Thieves Tools, Ring of Protection +1


I made significant progress on Edmund, with most of the crunch ironed out, except for gear.

Backstory needs a lot of revamping for this game, though the basic premise is the same.


--- Recruitment Submission Tracker ---

Martial: Melee

Martial: Ranged

Arcane

Nazard - Edmund Gwenn – Human Sorcerer (Sage) [Pending full backstory/crunch]

Divine

[redacted] – Gray [redacted] – Inquisitor (Infiltator) [Submitted, pending review]

Support/Adventuring

Saashaa – Jhaltero – Human Investigator 4 / Inquisitor [Pending full backstory/crunch]

Zanbabe – Ziera – Aasimar Bard (Studious Librarian / Negotiator) [Submitted, pending review]

Pre-Made Characters


Quicknote for @Saashaa, @Edmund Gween, Gray:

I see where you may have noted which skills are background skills, but please put them in a separate section. ie

Adventuring Skills
...

Background Skill
...

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I completely forgot about the background skills.


Dice Rolls:

Point Buy: 1d6 + 20 ⇒ (2) + 20 = 22

4d6 ⇒ (5, 5, 4, 3) = 17 14
4d6 ⇒ (6, 2, 3, 3) = 14 12
4d6 ⇒ (6, 2, 5, 2) = 15 12
4d6 ⇒ (5, 1, 2, 5) = 13 12
4d6 ⇒ (6, 4, 1, 3) = 14 14
4d6 ⇒ (5, 1, 4, 3) = 13 12

4d6 ⇒ (3, 5, 2, 6) = 16 13
4d6 ⇒ (1, 4, 1, 2) = 8 7
4d6 ⇒ (2, 4, 5, 1) = 12 11
4d6 ⇒ (1, 6, 4, 5) = 16 15
4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6 ⇒ (2, 6, 2, 2) = 12 10

Geez that's bad! I'll take the 22 point buy I think...

Looking at building an aasimar mesmerist - tweaked version of this characters first incarnation.


Ahreni, Fallen Angel wrote:

** spoiler omitted **

Geez that's bad! I'll take the 22 point buy I think...

Looking at building an aasimar mesmerist - tweaked version of this characters first incarnation.

Most people have been getting pretty lucky on the rolls so that’s unfortunate. Looking forward to the submission!

1 to 50 of 156 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / [Name Redacted] Cheliax House Politics Quest All Messageboards

Want to post a reply? Sign in.