The Clockwork Tower (Inactive)

Game Master DajellyMan

Clockwork contraptions and monsters, mysterious wizards, treacherous forests, evil fey, airships, a secret steam punk themed city... What's not to like?

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Game Master

Ok everyone post their characters in here when they are done (as we are not doing a recruitment thread because... Well you are already recruited)

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

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Game Master

Just to reiterate:

- starting at level 3

- 3000 starting gold.

- two traits (or three traits and a drawback or ultimate campaign!)

- 25 point buy

- all races and classes (even third party)


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Still waiting on others to decide what they are playing, dont wanna step on toes when it comes to party roles.


I have a melee alchemist/barbarian, there is a goblin gunslinger, and I believe you said synthesist?

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

same i wait to see what everyone wants to play and i'll fill in ...


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

My only hurdle so far is that I think someone mentioned wanting to be a trap handler, which was part of my intended build (A level or 2 of Ranger with trapper archetype for Trapfinding)

Hes supposed to be an alternate take on the Ninja, using "shadow tecniques" to wear his own shadow (Eidolon). Ive mentioned before he was loosely based on Zed from League of Legends, but as for the visual aspect of the Eidolon suit, think Venom from Spiderman, a hazy musclebound biped with a "liquidish" sheen to it, who morphs claws and a vicious set of teeth in combat.

Im taking a few liberties here, but ideally he would also be able to show his face, just like the spawn in the third Spiderman movie. There isnt much in the way of guidelines as to what you can actually do with the Eidolon suit, but since everything including 3rd party (ugh) is allowed, im thinking you would be cool with this?


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Hmm, if someone else does the Trap duty, I could take levels of actual Ninja instead. That gives me all the nice Social skills without having to use Traits to get them.

So a level 2 Ninja, level 1 Summoner Synthesist. A novice initiate of the Shadow Discipline.


Sounds like a winner!

Hey Jellyman- what level are we expecting to get to? I'm working on tweaking a few things and am wondering if I should aim for a certain point.


Game Master

Thalrik, you gained so many kudo points for making a character based on zed, because league is awesome... But did we have to mention the 3rd spider man xp


Game Master

Hmm... I'm not so exactly certain, my best guess would be to aim for at least 10, but I mean it's set up to keep going as long as we want


Awesome. Almost done tweaking, I'll post it up in an alias soon. Had to modify some background elements, but I think it should fit, and it gives you a nice mad scientist antagonist hook.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Huehuehuehahahahahaaah!!


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Heres what im thinking so far. Went with Ranger after all, figuring someone else who can do traps, albeit poorly, should be ok. Hes build rather heavily as a party face and infiltrator, with some decent melee potential. Think court intrigue with some supernatural badassery for fun. The Witch Guard Archetype is purely there for the Sense Motive class skill, so ignore the fluff aspect of it.

Im inclined not to work too hard on any kind of background. Id rather just have his personality emerge on its own, since I have the luxury of already being chosen.

I chose Neutral Evil, because hes a selfish person, in it for himself and not above some really dirty or downright nasty tricks to get what he wants. Call it Neutral Evil, leaning towards True Neutral (instead of the other way around which is "safer" but wouldnt fit)

Without Eidolon Suit:
Male Human Ranger 2 (Infiltrator, Trapper, Witch Guard) / Summoner 1 (Synthesist)

NE Medium Humanoid

Init +3; Senses: Perception +8

Languages: Common, Draconic, Dwarven, Elven, ???

--------------------
Defense
--------------------

AC 11, Touch 11, Flat-footed 10 (+1 dex)

HP 24 (2d10 + 1d8, +3 Con, +0 Favoured Class)

Fort[3] +4, Ref[3] +4, Will[2] +4

--------------------
Offense
--------------------

Speed 30 ft.

Unarmed strike +2 (1d3)

Dagger +2 (1d4)

--------------------
Statistics
--------------------

Str 10, Dex 12, Con 13, Int 14, Wis 14, Cha 18

BAB: +2; CMB: +2; CMD: 13

--------------------
Feats
--------------------

- Cosmopolitan (Learn two languages, Diplomacy and Disguise are class skills)

- Eldritch Heritage (Rakshasa)

- Skill Focus (Disguise)

--------------------
Traits
--------------------

- Deceitful (+1 Bluff, always a class skill)

- Magical Knack (Summoner caster level +2 up to max of HD)

- Reactionary (+2 Initiative)

--------------------------------------
Skills (23 ranks, 1 Favoured class)
--------------------------------------

- Bluff[3] +11

- Diplomacy[3] +10

- Disable Device[3] +7

- Disguise[3] +13

- Perception[3] +8

- Sense Motive[3] +8

- Spellcraft[1] +6

- Stealth[3] +7

- Use Magic Device[2] +9

--------------------
Racial Abilities
--------------------

- Focused Study (Gain Skill Focus at level 1, 8 and 16)

- Skilled (+1 skill rank pr level)

--------------------
Special Abilities
--------------------

- Cantrips

- Combat Style (Improved Natural Weapon (Claw))

- Favoured Enemy (Human)

- Fused Eidolon

- Fused Link

- Silver Tongue (7/day)

- Summon Monster 1 (7/day)

- Track

- Trapfinding

- Wild Empathy

--------------------
Spells Known
--------------------

LEVEL 0 [Unlimited]:

- Detect Magic

- Light

- Mage Hand

- Message

LEVEL 1 [2 / Day]:

- Enlarge Person

- Mage Armor

With Eidolon Suit:
Male Human Ranger 2 (Infiltrator, Trapper, Witch Guard) / Summoner 1 (Synthesist)

NE Medium Humanoid / Outsider

Init +3; Senses: Darkvision (60 ft), Perception +8

Languages: Common, Draconic, Dwarven, Elven, ???

--------------------
Defense
--------------------

AC 17, Touch 11, Flat-footed 16 (+1 dex, +6 Natural Armor)

HP: 24 (2d10 + 1d8, +3 Con, +0 Favoured Class) +11 Temporary (1d10, + 1 Con)

Fort[3]: +4, Ref[3]: +4, Will[2]: +4

--------------------
Offense
--------------------

Speed: 30 ft

3x Claw +6 (1d8 +3)

--------------------
Statistics
--------------------

Str 16, Dex 12, Con 13, Int 14, Wis 14, Cha 18

BAB: +3; CMB: +6; CMD: 17

--------------------
Feats
--------------------

- Cosmopolitan (Learn two languages, Diplomacy and Disguise are class skills)

- Eldritch Heritage (Rakshasa)

- Skill Focus (Disguise)

--------------------
Traits
--------------------

- Deceitful (+1 Bluff, always a class skill)

- Magical Knack (Summoner caster level +2 up to max of HD)

- Reactionary (+2 Initiative)

--------------------------------------
Skills (23 ranks, 1 Favoured class)
--------------------------------------

- Bluff[3] +11

- Diplomacy[3] +10

- Disable Device[3] +7

- Disguise[3] +13 (+23 with Hat of Disguise)

- Perception[3] +8

- Sense Motive[3] +8

- Spellcraft[1] +6

- Stealth[3] +7

- Use Magic Device[2] +9

--------------------
Racial Abilities
--------------------

- Focused Study (Gain Skill Focus at level 1, 8 and 16)

- Darkvision (60 Ft)

- Skilled (+1 skill rank pr level)

--------------------
Special Abilities
--------------------

- Cantrips

- Combat Style (Improved Natural Weapon (Claw))

- Favoured Enemy (Human)

- Fused Eidolon

- Fused Link

- Silver Tongue (7/day)

- Track

- Trapfinding

- Wild Empathy

--------------------
Spells Known
--------------------

LEVEL 0 [Unlimited]:

- Detect Magic

- Light

- Mage Hand

- Message

LEVEL 1 [2 / Day]:

- Enlarge Person

- Mage Armor

--------------------
Evolutions (3 pts)
--------------------

- Claws (Arms) = 1 Pts

- Claws (Legs) = Free

- Improved Damage (Claw) = 1 Pts

- Improved Natural Armor = 1 Pts

- Limbs (Arms) = Free

- Limbs (Legs) = Free


Male Gnome Bard 2 | HP 17 / 17 | AC 17 | T 13 | FF 15 | CMD 12 | Fort +1 | Ref +5 | Will +4 | Init +2 | Perc +7 | Sense Motive +6

If it's all right, I'd like to make my goblin Neutral Evil as well.


Male Gnome Bard 2 | HP 17 / 17 | AC 17 | T 13 | FF 15 | CMD 12 | Fort +1 | Ref +5 | Will +4 | Init +2 | Perc +7 | Sense Motive +6

Are you allowing advanced firearms?


Game Master

Yes it's all allowed


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Keep in mind, that with advanced firearms, Gunslingers gain Gun Training at level 1, and firearms stop being exotic weapons.


Yeah... Emerging firearms is usually standard. If your doing advanced firearms (other than giving dexter's character a revolver or something) that really changes the game a lot. I'd say allowing s revolver or something to ease reloading a bit, but not make advanced firearms standard.


Game Master

Well it is steam punk influence... I would say the world you begin in isn't really advance firearms, but the city you end up in is... If anyone has played golden sun, think lumeria. Steam punk lumeria.

I guess my point is technology, especially firearms, is fairly common in this place...

But I digress. Weapons will stay as exotic. But they will be around. So if we wanna call it... Quasi-advanced firearms


Male Tiefling Barbarian 1/ Alchemist 1/ Monk 1 HP: 28/28, AC20, Saves (8F /5R /2W), Initiative +1, Perception +5, Darkvision 60ft.

Hey guys this is Ashern's character, working on the backstory and will fill in that and tweak equipment soon.


Male Goblin Gunslinger 3

Works for me.


Female Sylph Witch (Wordcaster) 3 | HP: 17/20 | AC: 13/13/10 (+2 vs NMR) | Init: +3 | Perc: +5/+8 | Fort: +3 | Ref: +6 | Will: +6

And thus the Witch makes her appearance.

A pleasure to meet you all.


Game Master

This is my friend who shall be joining us on our adventure! He plays regularly in my IRL campaign, and is a swell guy

His character was enraptured by a rapter, and became a wicked wordcasting witch.


Game Master

I also just want to touch on the advanced firearms thing again since everyone seemed so opposed to it... Really I guess just don't worry about all that so much. This is my first time really running the campaign, and as I have designed it myself it is still constantly in flux and changes are / will be made I'm sure. All criticism is very helpful so please let me know your thoughts. For example... Beside guns becoming marshal weapons, why are you all so avid about it?


Can the constant word of power chanting qualify as the "1 hour of communion with familiar" for the purposes of memorizing spells? It would just be a flavor kind of thing. I still wouldn't refresh the spells until after an 8 hour rest.


Game Master

Sure, that is fine.

So, like I said, this is my first time running the campaign so I am really open to all sorts if things, in that I am able to better get a feel for everything and how it is working out if it is actively on the verge if being broken ;p (or at least cracked)

That being said, I've put a lot if work into it so far and I think this is going to be a blast!


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Im not so much opposed to it as pointing out the changes that come along with the advanced firearms (which often gets overlooked). My primary concern with advanced firearms is, ive seen The Last Samurai, and its hard to imagine a world, fantasy or otherwise, where conventional fantasy warfare hasnt fallen completely out of favour in the face of such advanced firearms.

My own solution to it when I ran a world with mixed advanced and regular firearms, was to have a Gnome vs Dwarves trench war taking place (they used to live together, but a dispute over what race their shared god was, spiraled out of control) The Gnomes and Dwarves used advanced firearms, with everyone else using the old stuff. Even with their secrecy about their weapons tech, some of it still got out to the rest of the world in small doses, just noone but them actually knew how to make it proporly. So they were present, but not rampantly available with every barkeep owning a rifle.

Not sure why I felt the need to write all that...oh well.


Game Master

I agree thalrik. I don't plan in my world being like that, I agree it wouldn't make sense, as logically, everyone would want/have a gun so they could be equal force etc.

The main world has pretty uncommon firearms here. It's just mostly the city the campaign takes us to... Very very advanced. Anywho....

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

so far if i recap we have:
a witch
a gun man
a barb/alchemist

did i miss anyone?


Algar Lysandris wrote:

so far if i recap we have:

a witch
a gun man
a barb/alchemist

did i miss anyone?

Not as far as I can tell.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

who needs to make a character still besides myself?


Male Goblin Gunslinger 3

I do

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

any idea on what you want to play dexter?


Male Goblin Gunslinger 3

I'm playing a goblin gunslinger.


Zobble wrote:
I'm playing a goblin gunslinger.

Are you going to take the feat that lets you use oversized firearms? That would be totally sweet.


Male Goblin Gunslinger 3

I can't find the feat anywhere. What's the name of it? Also, I just looked, and I can't afford a double hackbutt even with the 3,000 starting gold. I may just end up with a masterwork pistol.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Was telling a friend about different classes because he was having a hard time deciding on something to play, and in the process I told him about Inquisitor and realized, id probably enjoy playing one myself.

So gonna write up an Inquisitor for the merry band.


Game Master
Zoggle wrote:
I can't find the feat anywhere. What's the name of it? Also, I just looked, and I can't afford a double hackbutt even with the 3,000 starting gold. I may just end up with a masterwork pistol.

Can't remember the name off the top of my head, but it is a goblins only feat from the advanced race guide.

Also, as a gunslinger, you start with a gun (for free), that had the broken condition, so you would only have to pay to fix it and the enhancement bonuses.


Zoggle wrote:
I can't find the feat anywhere. What's the name of it? Also, I just looked, and I can't afford a double hackbutt even with the 3,000 starting gold. I may just end up with a masterwork pistol.

Feat Delivered!

You should totally do it!


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7
Zobble wrote:
I can't find the feat anywhere. What's the name of it? Also, I just looked, and I can't afford a double hackbutt even with the 3,000 starting gold. I may just end up with a masterwork pistol.

The feat can be found under the Goblin entry in Advanced Race Guide.

A gunslinger gets the Gunsmithing Feat for free at level 1. With DMs permission, you could craft the hackbutt yourself, making it cost only half as much (And might as well mastercraft it in the process)

I was actually surprised to find that it doesnt take any craft rolls at all to craft guns with the Feat, it just takes an amount of days depending on its cost.

Dajelly wrote:
Also, as a gunslinger, you start with a gun (for free), that had the broken condition, so you would only have to pay to fix it and the enhancement bonuses.

Sadly, the choices are limited to Pistol, Musket and Blunderbuss.


Game Master

That is true about the staring gun, having to be a pistol musket or blunderbuss

I would be okay with you crafting the hackbutt for half price... (But I've got to say a goblin with an oversized blunderbuss is just awesome ;p)


Male Goblin Gunslinger 3

By the way, I have +14 stealth with ZERO ranks in it ;)


Zoggle wrote:
By the way, I have +14 stealth with ZERO ranks in it ;)

Now you have to take the Blunderbuss. Imagine the stealthed shotgun carnage.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Zern, you should really consider the Urban Barbarian Archetype for your build. When only dipping Barbarian, the xtra Con from rage isnt really worth the risk of instat death that comes with it. The nice thing about Urban is, you can still use all your skills and drink potions while raging, and you dont lose any AC when doing so.

Urban barbarian also fits with Alchemist better (In general atleast)

Just food for thought.


Thalrik Korun wrote:


Was telling a friend about different classes because he was having a hard time deciding on something to play, and in the process I told him about Inquisitor and realized, id probably enjoy playing one myself.

So gonna write up an Inquisitor for the merry band.

I also think the Inquisitor is very cool. A divine version of the bard in my opinion. Probably one of, if not my favorite class.


Male Tiefling Barbarian 1/ Alchemist 1/ Monk 1 HP: 28/28, AC20, Saves (8F /5R /2W), Initiative +1, Perception +5, Darkvision 60ft.

Thalrik, I appreciate the thought, but I'm planning on taking Raging Vitality down the road, and while urban barbarian is cool, I'm interested in...

Actually I just notîced that you can combine urban barbarian and invulnerable rager! That's perfect since I only planned on taking two levels. I love out on some HP.., but I already have a ton, andI still get the strength boost I wanted.

I actually thought about doing a total Dex build and getting an agile AoMF, but I'm going to be building completely around strength and getting a bunch of natural attacks. I am sorta debating swapping my race, but I would feel bad optimizing this character any further.


Zern Parq wrote:

Thalrik, I appreciate the thought, but I'm planning on taking Raging Vitality down the road, and while urban barbarian is cool, I'm interested in maximal HP, and only pulling out rage as a last resort.

I actually thought about doing a total Dex build and getting an agile AoMF, but I'm going to be building completely around strength and getting a bunch of natural attacks. I am sorta debating swapping my race, but I would feel bad optimizing this character any further.

You are combining barbarian fighting prowess with alchemists mutagen correct? Why are you using rage as a last resort?

Who have not met yet?


Male Tiefling Barbarian 1/ Alchemist 1/ Monk 1 HP: 28/28, AC20, Saves (8F /5R /2W), Initiative +1, Perception +5, Darkvision 60ft.

Because I don't have a huge number of rage rounds, and I almost feel bad, because by level 9 I'm going to have a 30-32ish strength and have 5 natural attacks 4 of which do 2x or 1.5x strength damage.

Actually, speaking of lots of attacks, too bad we don 't have anyone who can buff like a bard or wizard.
(Assuming we get there, but given this group I totally could see that happening)

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