The Dark Ones (an evil homebrew experience) (Inactive)

Game Master Bane88

Will you rise through the Shadows? Or die in the gutters.


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Well that's good, and bad... I was hoping you would ban them, and hoping you wouldn't, because they can be so freakishly awesome, and more diverse and unique than just about anything else. However, it kind of sucks because if one person is playing one, pretty much everyone has to, or no one else will be able to keep up, and you end up with an one person show. That's not much fun for anybody.


Here is the basic crunch for Rileng Sulfach, better known as Mr. Sulfach. A businessman and owner of Bubbles and Tonics, an alchemy shop in the market district. He is known to be a gentleman and reliable source for the goods he deals in. His prices are average while his services and products are good. Among certain circles he is known as a discreet confidant, skilled in matters of information gathering. In much darker circles he is not known at all, at least not by his true name. His persona Mask Oris is an assassin. Best known for his secrecy, skill, and habit of being selective of targets.

Mr. Sulfach:

Rileng Sulfach
Male Tiefling Slayer / Investigator (Mastermind) 3
LE Medium outsider (native)
Init +4; Senses Darkvision 60 ft.; Perception +7
________________________________________________________________________
AC 16, touch 14, flat-footed 12
(+4 Dex, +2 AC)
hp 33 (3 HD)
Resist cold 5, electricity 5, fire 5
Fort +4, Ref +7, Will +4
________________________________________________________________________
Speed 30 ft.
Melee: Cutlass +8 (1d6+4, 18-20/x2) or
Dagger +7 (1d4+4, 19-20/x2) or
Sap +7 (1d6/x2)
Ranged: Light Crossbow +7 (1d8, 19-20/x2) or
Dagger +7 (1d4, 19-20/x2)
Atk Options:
Spell-Like Abilities:
SR
________________________________________________________________________
Abilities: Str 10, Dex 18, Con 12, Int 20, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats: Weapon Focus (Cutlass), Weapon Finesse, Slashing Grace
Traits: Student of Philosophy, 1
Skills:
Acrobatics +10*
Bluff +13*
Craft (alchemy) +14*
Diplomacy +11*^
Disable Device +10*
Knowledge (Local) +10**^
Knowledge (Nature) +9**^
Linguistics +11*^
Perception +7*^
Sense Motive +7*^
Stealth +12*
Survival +7*
Use Magic Device +5*
Languages: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Elven, 3
SQ: Prehensile Tail, Studied Target (+1), Track (+1), Slayer Talent (Combat Trick), Sneak Attack (1d6), Alchemy, Mastermind's Inspiration (6/day, 1d6), A Quiet Word (2/day), Poison Lore, Poison Resistance (+2), Investigator Talent (Expanded Inspiration), Keen Recollection,
Combat Gear: Acid (3), Smokestick
Possessions: Combat gear plus Scholar's Outfit, Formula Book, Leather Armor, Cutlass, Dagger, Sap, Light Crossbow, Bolts (20), Spring Loaded Wrist Sheath (2), Bandolier (2), Top Hat, Grinning White Mask, Plain Black Mask, Drunkard Mask, Reversible Cloak, Investigator's Kit,

Money: 38 gp

--------------------
EXTRACTS (CL 3rd)
--------------------
Investigator Extracts:
1st- Disguise Self, Expeditious Retreat, True Strike, Cure Light Wounds (2)

--------------------
FORMULA BOOK
--------------------
1st- Cure Light Wounds, Disguise Self, Expeditious Retreat, Shield, True Strike, Blurred Movement, Vocal Alteration

He is still a bit rough and I need to build on his fluff more as I get more information.

Shadow Lodge

Is pet hit point also maximized?


Are you looking for submissions at this point, or just interest? Omni has given you an entry, but I wanted to make sure I'm not jumping the gun if I start working on mine...


DM Malleus wrote:

Everyone starts only with class average gold and whatever items from your class ie spellbooks etc.

You also all start with this item Welcome Initiate

seems strange to have LvL1 wealth at LvL3, maybe you could boost it (say 1000 GP, LvL2 for WbL) with some restrictions in place.


Excellent. I am working on story and should have a submission for when you do start the recruiting. Will be an Oracle(heavens)/Sorcerer(arcane) and use eldritch heritage for rakshasa instead. If we can get templates as you mentioned before then becoming a Vetala Vampire is a goal.


Would a character with the desire to become a demon be a possibility? Rituals exist in the Book of the Damned Vol 2. I can provide a PDF if necessary.


Are there alignment restrictions or internal code of conduct? The Dark Ones sounds like LE or at best NE organization to me, and these types usually don't like Chaotic characters among them.
Would-be synths seem to miss Tenet One.
I'd like to see information on authorities, weapons and martial disciplines laws (if any), religious fanatics in power (if any), arcane magic laws (if any), public knowledge and opinion on psionics in the recruitment thread.

Shadow Lodge

Virgil Hass:
LN, evil tendencies Human alchemist (vivisectionist, trap breaker, chirchugen)/machinesmith (mechanus greatwork)

St 16
Dex 12
Con12
Int 18
Wis 10
Cha 12

HP 27
AC [17] = 10 +1 [Dex] +4[Armor] +2[Shield]
Touch AC [11] Flat-Footed [16]

BASE ATTACK BONUS
+2
Basic Melee Attack +4
Basic Ranged Attack +2
primary weapon: mace to hit +6 damage 1d8+3

FORTITUDE SAVE
+4 = 3 [base] +1 [Con]
REFLEX SAVE
+4 = 3 [base] +1 [Dex]
WILL SAVE
+1 = 1 [base] +0 [Wis]

CMB
+5 = 2 [BAB] +3 [Str] +0 [size]
CMD
+16 = 10 +2 [BAB] +3 [Str] +1 [Dex] +0 [size]

CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.

Alchemist Extracts Per Day
Level 1 3 + 2 [Int]
standard extracts prepared
1 enlarge person 4 cure light wounds

Machinesmith Prototypes Per Day
Level 1 3 + 2 [Int]
standard daily prototypes built
2 guardian drones, 1 obscuring mist 1 either longstrider, expeditious retreat
Alchemist
Discovery 1:
Preserve Organs (Ex)
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Trapfinding (Ex)

Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison resistance +2.

Infused Curative

At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

This ability replaces poison use.

Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

Torturer’s Eye

At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Cruel Anatomist

At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototype (Su)
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Item Expertise (Ex)
At 2nd level the machinesmiths gains a bonus on Spellcraft and Use Magic Device checks equal to ½ his machinesmithst level (minimum 1).

Greatworks (Su)

In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.

A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.

If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.

(greatwork chosen Mechanus: humanoid)

Humanoid: Dryden

Size Medium; Speed 20 ft ground, 50ft fly ; AC 17 (touch 13 flat footed 15); Attack slam to hit +5 1d10+3 damage; Ability Scores Str 17, Dex 15, Con -, Int -, Wis 12, Cha 7

Dryden's feats: improved natural attack, lightning reflexes

Feats:
Extra traits
throw anything
brew potion
extra discovery/rouge talent: Bleeding attack
Craft wondrous
Extra machinesmith trick: overdrive

Traits

Spark of creation: +1 to craft checks, items crafted are 5% cheeper

Red handed fetish (+2 fire resistance)

Ancestral Weapon
Source People of the River pg. 7
Requirement(s) Numeria
You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be prof icient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Blood of Dragons +1 trait bonus on Perception checks, low-light vision, +2 trait bonus on saving throws against effects that cause sleep or paralysis.
+1 campaign trait

Drawback
Power hungry -2 on saves vs spells if power is offered

Dryden the automaton, Virgil's Greateork, his magnum opus:
Greatwork Mechanus designation: Dryden

Humanoid model

Size Medium; Speed 20 ft ground, 50ft fly (good)

AC 20 (touch 15 flat footed 15);
Armor +3 dex+4 dodge +1 natural armor+2

Attack: slam to hit +7 (1d10+4) bite +7 (1d6+4 x3 crit plus poison)
(Full attack -5 to hit on bite, -2 to hit on slams)

Ability Scores Str 18 Dex 18, Con -, Int 12 Wis 12, Cha 7

Saves will +2 fort +1 reflex + 7

Dryden's feats: improved natural attack, lightning reflexes, dodge,

Languages: common, under common

Poison (Ex)

Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Telepathic Link (Su)

A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Voice: By adding dew of lunary and platinum to the homunculus, a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master's. Price: +500 gp.

Overdrive (Ex): The machinesmith outfits the mobius core inside the mechanus to output more power on command, sending the machinesmith's mechanus beyond operational limits. As a swift action the machinesmith commands the core augmentation to activate, granting the mechanus a +6 bonus on strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the mechanus' hit dice. These rounds need not be consecutive. A machinesmith must be at least 3rd level before selecting this trick.


I'm not including skills yet, but it wouldn't take much time to put that together should I be selected.


Explanation of how the money system works in the Shadow Syndicate.

While you only start with class gold. Your rank (initiate) Grants you the ability to rent gear from the Syndicate Quartermasters on a mission by mission basis.

So IRC(Individual Requisition Cap) for initiate is 5000gp per mission. Basically you can rent up to 5000gp worth of gear whenever you go on official missions from your supervisor. The Syndicate holds you responsible for them until returned. If you lose the gear, you are obligated to steal enough to cover the cost of remaking the lost gear, or you can pay for it from your own wealth.

Since the Syndicate has its own group of dedicated crafters, this will allow you to have access to wealth generally a bit higher than WBL. It is a perk of being in the Syndicate. They will make sure you have the tools needed to complete your mission. As you gain ranks, your IRC increases, as do the difficulty of your missions.

How Vig works. In many of your missions, you will be in places that have material wealth ripe for the taking, jewels, art, magic items, what have you. Anything you steal or recover on missions is given to the Quartermasters and they give your squad back a percentage.

Your Vig percentage is 75% as an initiate so lets say for example, you need to steal some documents from a lords manor. While you're inside, one of you notices his wife's diamond necklace and pockets it. When you return with the documents for your supervisor, you would return whatever you requisitioned to the Quartermaster as well as the diamond, the quartermaster appraises it and says this diamond is worth 10,000 gp, he would keep the diamond and pay your squad 2500gp. you split that amongst yourselves and that money is yours. As you build wealth in this way, you can start to custom order gear from the Quartermasters to better outfit yourselves for side missions or bar fights or what have you.

Shadow Lodge

Cool cool,
I don't suppose personally having two crafting feats (later will get two more as bonus feats at level 5&7) would increase that any?
Note I am fine with it not, I actually expect it to not help until later, and in fact am fine with just my mace and my greatwork thpugh he would borrow some armor and a shield too.


So I guess the first item of value we should all get is a bag of holding. xP

By the way, how would us owning businesses and such work. Would we get any profit from them or are they simply fluff backdrop?

Liberty's Edge

Pathfinder Rulebook Subscriber

Ahh finally a evil non-WayoftheWicked Game.

Very interested in this myself, I have a few ideas floating around in my head, I love gestalt.

Should I wait for you to make the official recruitment board?


In regards to your IRC policy, how would disposable items work with the system? Would anything used be considered lost, with you responsible for the cost? If so, it might severely discourage their use. For example, say on a particular mission, my character signed out a potion of Silence, another for Expeditious Retreat, and a Wand of Cure Light Wounds with 50 charges. After the mission, he brings back the wand, with its remaining charges, but the potions were used. Does he have to recoup the cost of the used items, or is using them expected; the cost of doing business, so to speak?


I suppose we could work something out, possibly profession checks as a side mission maybe?

As for the setting. You are all on large island called Monsalbum. It is a sovereign nation(similar to Hong Kong) that is in the Arcadian Ocean off the south coast of Cheliax. It is twenty miles west of the strait that leads to the inner sea. Monsalbum's close proximity to Cheliax has led to the adoption of some of its principles, namely the slave trade.

There is a large mountain range in the middle of the island with rivers leading all the way to the sea, the mountains are called the Silver Fall mountains, and though you may think, oh silver mining, they are actually filled with underground hot springs and cave networks filled with salt deposits. As such, the main export of Monsalbum is salt, and it's imports are mostly everything else but especially slaves from Cheliax and silks from the desert nations to the southeast such as Osirion.

The coastline around the mountains are nearly entirely inhabited, with one city growing into another. The largest being the eastern port, of Monsulla.

The smaller races, are coveted for slave labor in the extensive pits within the mountains, dwarves, gnomes, and halflings, though it is hard to find dwarf slaves.

The cities themselves are sprawling with cramped tenements and bustling markets, huge ports with ships coming and going night and day. There is no military but the town militias might as well be an army, and were capable of holding off a Chelexian invasion which happened fifty years ago. Now the island has strong trade relations with their former invaders and most other nations that can be reached by ship.

All told there are over 700,000 people on Monsalbum and it is relatively free of spirit, there are many artists and artisans and freedom of religion, so long as nothing gets in the way of business.

There is a king named Garret Wolder and a court of nobles, usually former Chelexian nobles that left to be free of Diabolism or ones who wanted the opportunity to expand their wealth even further. Nobility is not hereditary and anyone with the wealth and influence to justify their place at court can attend.


Rigor Rictus wrote:
In regards to your IRC policy, how would disposable items work with the system? Would anything used be considered lost, with you responsible for the cost? If so, it might severely discourage their use. For example, say on a particular mission, my character signed out a potion of Silence, another for Expeditious Retreat, and a Wand of Cure Light Wounds with 50 charges. After the mission, he brings back the wand, with its remaining charges, but the potions were used. Does he have to recoup the cost of the used items, or is using them expected; the cost of doing business, so to speak?

Disposable items are more the cost of doing business, and you are not required to purchase them per se. However I would also say that it would be discouraged for someone to spend their entire allotment on disposables, and unused items would be returned. I like the idea of being able to be a bit more prepared IE having scrolls for certain scenarios, and not being afraid to use them.

This is a new system that I'm trying to develop for this game and I appreciate your(or anyone's input)

I really subscribe to the collective world building type of gaming so if you have an idea for a character or story that I haven't specifically spelled out as an option, please run it by me and we'll more than likely be able to incorporate it into the story and lore of the world.

Shadow Lodge

How much would a slave cost? I would like an Igor to my Dr. Frankenstine. Not immiedietly but something to work towards.


I think there standard costs for slaves in the books.

Edit: Ok, they come from Adventurer's Armoury, not one of the most common handbooks anymore...

Adventurer's Armory wrote:

Slaves

Type Price Weight Source
Slave, common 75 gp 175 lbs. AA
Slave, hard labor 100 gp 200 lbs. AA
Slave, household 50 gp 130 lbs. AA
Slave, slip (halfling) 100 gp 39 lbs. AA
Slave, specialized 500 gp 160 lbs. AA

Link

Of course how far you can guarantee the loyalty of your slaves varies widely...


Arrathion wrote:
Would a character with the desire to become a demon be a possibility? Rituals exist in the Book of the Damned Vol 2. I can provide a PDF if necessary.

A possibility for sure.

Lord Foul II wrote:
How much would a slave cost? I would like an Igor to my Dr. Frankenstine. Not immiedietly but something to work towards.

No worries, when the squad attains the rank of Darkheart, you will all be given the leadership feat for free. The cohort can be styled however you like, but the followers represent the new initiates that you are in charge of. You will be able to send them on mission, and your supervisor may give you missions you feel better letting your initiates take on. Be aware that they will not be as skilled as you all, with rare exceptions, and them dying on their missions is possible. However, they pay their Vig to you so that's a nice supplement to your income.

Shadow Lodge

What does "slip" (halfling) refer to?

Ah cool, I could afford a household or common slave already, neat
Though the kind I'm wanting would be a hard labor or specialized slave,

Edit: sweet.


Lord Foul II wrote:
What does "slip" (halfling) refer to?

Not sure; probably have to dig out my actual AA to be sure. First guess would be something specific to Cheliax, as "Slave" and "Halfling" are regarded as almost synonymous there.

Edit: Yup.

Pathfinder Wiki wrote:

Halflings

Nearly all halflings who live in Cheliax are slaves. Known pejoratively as slips, they are treated quite poorly by the general population.

Link

Shadow Lodge

Cool, thanks man, would be nice to know the word origins but that's not too important.

Shadow Lodge

OmniChaos wrote:

So I guess the first item of value we should all get is a bag of holding. xP

By the way, how would us owning businesses and such work. Would we get any profit from them or are they simply fluff backdrop?

good idea on the bag, but at least for the first mission my item will be a headband of +2 int,

After that belt of +2 con, then str, then dex, then wis, then cha
(Yay 24 hours=permanent until dispelled,)


Lord Foul II wrote:
OmniChaos wrote:

So I guess the first item of value we should all get is a bag of holding. xP

By the way, how would us owning businesses and such work. Would we get any profit from them or are they simply fluff backdrop?

good idea on the bag, but at least for the first mission my item will be a headband of +2 int,

After that belt of +2 con, then str, then dex, then wis, then cha
(Yay 24 hours=permanent until dispelled,)

Too bad they only count as temporary for the first 24 hours (so no bonus Infusions, or whatever is is Machinists get, unless you can check it out a full day before the mission).

Lord Foul II wrote:
(Yay 24 hours=permanent until dispelled,)

You have a trick in mind to make the belt's enchantment's semi-permanent for you? Mind demonstrating?

Shadow Lodge

I'm just not going to prepare those, wouldn't be able to because I don't have 2nd level extracts or gadgets except for enlarge person (which is a size bonus so it stacks with the enchantment bonus from the belts and headbands)

As to how to make them simi-permanent, just wear it for 24 hours, if I have to give them back before that, I'll be fine with that


So when are we applying? Got some ideas...


Very soon. I'm just trying to solidify a few ideas and make a few decisions regarding recruitment.


Don't forget those campaign traits, looking forward to seeing them personally. Had class tonight so going to work on my guy's fluff tomorrow now that we got some solid info. ;)


I'm even mroe interested in this now...

I'm thinking Chiurigeon/Vivisectionist Alchemist....and something else...

Shadow Lodge

I'm on the edge of my metaphorical seat
I have pins and needles I am sitting on
@thundar fist: ah a fellow Chiurigeon/vivisectionist, if I might make a suggestion or two,
Barbarian would let you pump your strength even higher, and sneak attack + full BAB= awesome or you could go magus and take advantage of your high int, while also taking advantage of your sneak attack and mutagen
Or you could go for a pet based and have a flanking partner all the time like what I did with it,

Or you could find your own way, it's all fine so long as you have fun.


Interesting; Alchemist seems rather useful and versatile for this kind of game - I was considering it as part of my idea as well. I was going to go either barbarian or Bloodrager as my main focus, with alchemist to help fill in some gaps. I was going to use either Beastmorph or Ragechemist to build up his mutagen, but probably take vivisectionist too, as bombs did not really suit the concept, and sneak attack damage never hurts.

However, we don't want all the applications to look the same, so I might start looking at some other ideas as well.


I have a quick backstory worked out. Waiting on some more information now.


DM Malleus wrote:
The Syndicate holds you responsible for them until returned.
DM Malleus wrote:
this will allow you to have access to wealth generally a bit higher than WBL

How? If we DON'T return items, the pamphlet posted puts characters who completed all the missions at exactly 13th level WBL. With 22 missions, it's 50% faster leveling than PFS. Or there will be four times (considering 75% tax) IRC per person on every mission?

Shadow Lodge

@rigor: if you want I could give some advice,

optional advice:

If you want to keep barbarian or bloodrager you have area good options
First there's rouge or ninja to add sneaky skills, a good@rigor: if you want I could give some advice,
If you want to keep barbarian or bloodrager you have area good options
First there's rouge or ninja to add sneaky skills, a good reflex save and sneak attack to your full attacks, seriously at this level your sneak attack bonus damage is like a great sword on every successful sneak
Second option would be to find another class to help you make your strength go skyrocketing
There's mutagenic fighter, which on top of mutagen gets weapon training and bonus feats
There's Druid, which on top of wild shape get a good will save an animal companion and spellcasting
There's also synthesist, which would give you an extra buffer of HP, more physical stats, and a bit of spellcasting.

Third option I see would be to improve your tank-ishness
That's hard to do to a barbarian, but two classes stand out as possibilities, ageis and armiger
Ageis is a psionic class, (which also opens up the psionic feats as possibilities) that specializes in using special armor, they also get DR, which is nice, espically for a reflex save and sneak attack to your full attacks, seriously at this level your sneak attack bonus damage is like a great sword on every successful sneak
Second option would be to find another class to help you make your strength go skyrocketing
There's mutagenic fighter, which on top of mutagen gets weapon training and bonus feats
There's Druid, which on top of wild shape get a good will save an animal companion and spellcasting
There's also synthesist, which would give you an extra buffer of HP, more physical stats, and a bit of spellcasting.

Third option I see would be to improve your tank-ishness
That's hard to do to a barbarian, but two classes stand out as possibilities, ageis and armiger
Ageis is a psionic class, (which also opens up the psionic feats as possibilities) that specializes in using special armor, they also get DR, which is nice, especially for a spell eater blood rager, as they have no DR (though I think the DR stacks anyway)
An ageis can get both evasion and stalwart, so a superstitious barbarian can be pretty much immune to magic

Armiger also specializes in armor usage and being a tank, but they aren't psionic,
They have D12 HD which makes them more attractive to the Bloodrager's D12, and they are just loaded with passive defense buffs
If you go armiger, the Armor Bonded PrC is also a nice choice.


That or you could choose something else from monk to magus to oracle, so long as you have fun :)


Thanks for the tips Lord Foul; I'll check out the suggestions. They were a little hard to read through, as there appears to be a few editing errors. Looks like you were copy/pasting and ended up with multiple versions? And I am guessing that English is not your first language? Either that, or you like to type in a hurry perhaps. It is all good in either event, and pointers are always helpful, particularly in regards to useful 3rd party classes, as I pretty much never use them.

As for my character, I am actually planning to convert a very specific character I have played before in order to make him appropriate for this game, when recruiting opens up. That means that while some classes may work nicely mechanically, what fits him thematically will be just as, if not more important.

Regardless, I'm just waiting for the official recruiting to start!

Shadow Lodge

No English is my first language, I just have mild dyslexia and am posting on a phone because I'm at my grandma's
What is the theme if I might ask, because then I could help more.


Lord Foul II wrote:

No English is my first language, I just have mild dyslexia and am posting on a phone because I'm at my grandma's

What is the theme if I might ask, because then I could help more.

Ah, phone posting makes a big difference! I've been doing a lot of that lately too as my macbook is presently in the shop with toddler related damage. I hate having to post from phone, as particularly on Iphones, all the square brackets are on a sub-subpage that takes multiple clicks to get to, and you need them constantly on these forums.

The theme is for a Lovecraft inspired Berserker I played in a short lived campaign a while back. I didn't get to play him long, but the personality he developed over the short period was so much fun that I've wanted to bring him out again at the soonest opportunity.

Froth

He's an Orc-born Qlippoth-Spawn Tiefling. The alias above has two versions; the original at the bottom, where he was a Jotunkin Barbarian, and it appears a more recent reworking as a Cleric that must have been for a submission I'd forgotten about. He is the son of an Old One, more or less, and so one of the ideas I'd thought of was using a clerical theme (Dark Tapestry or similar) for his second class, or perhaps one of the Godling classes since 3rd part is open, though I'm less familiar with those.

Shadow Lodge

Man, he's got a lot of parts to him, reminds me of a character who was part ice dragon, part fire angle (immune to both energy types), and made of diamond, and yes that's simplifying him

Hmm, between blood rager and barbarian , blood rager seems more appropriate

Though if he's jouton kin, there's a 3rd party class/race for being a descendant of giants, called the Joton Paragon class
Which you can find here
Note you will start the game large size, if you go this route I reccomend not taking ten levels in it, as being huge makes it difficult to hide and fit in, but large is more manageable
Barbarian and blood rager are both fine for swapping into

another class to look at would be the oracle, specifically the dark tapestry, lunar or old gods mysteries, and the feral soul archetype

The mysteries are for theme, feral soul is for mechanics, it gains barbarian rage as a barbarian of your level -4, and a limited wild shape like ability, at the cost of two revealations,

Or you could go with a synthesist, you could spend your evolutions on tentacles

We're I to build him, I would go for a synthest/feral soul oracle.
Alternatively you could gestalt your two versions together (sub optimal, just a warning)


I did see the Jotun Paragon class, and read through it last night. Looks like it would be a lot of fun to play, but it wouldn't really fit this character, or this campaign.

I couldn't find any Clerical domains I though complimented him well, nor any Oracular abilities I thought he would actually use. I am looking at the Aegis now, and it looks interesting; it has potential maybe. Especially with the Aberrant Archetype. Now that would fit in very well with his present appearance. Of course, his first purchase would likely need to be a Hat of Disguise...

Shadow Lodge

With feral soul oracle, lunar mystery
Your first three revealations could be a wild shape equilivant, rage, and an animal companion

That said, aberrant ageis is cool, what would your other class be?


Lord Foul II wrote:

With feral soul oracle, lunar mystery

Your first three revealations could be a wild shape equilivant, rage, and an animal companion

Mechanically sound choice, so long as the GM allowed Feral Soul to be applied to a non-Gnoll, but it doesn't bear much connection to this concept.

Lord Foul II wrote:
That said, aberrant ageis is cool, what would your other class be?

Bloodrager, most likely. Barbarian if not.


This is berenzen with Saif Al-Samad, the Stalker//Soulknife


i am interested. I am thinking the cleaner archetype for slayer would be useful.


Color me very interested. Never played gestalt, but this campaign looks to fun to pass up!

EDIT: Considering either a Magus/Monk combo, or Rogue (Sniper)/Monk combo.

Shadow Lodge

@narcoticsqurl: glad you're looking at gestalt, it's pretty much my favorite way to game
If you go magus/monk, I would suggest kensi or bladed scarf dancer, as you'll already be without armor,
If you go kensi you could select your fists so long as you also take snake style or gamut ulna strike, or some other feat that changes the damage type of your fists,

As an alternative to kensi, a zen archer/myramarich would also be rather potent.
And rogue monk, flurry of sneak attack is also nice

@rigor: oracle has several mysteries that would fit theamatically, I figured lunar could fit as it's relation to darkness, but others fit thematically more directly like void or old gods or apocalypse, that said, I have some bias in that oracle is one of my favorite classes


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This is now officially a recruitment.

The Shadow Syndicate has you. Your former life is now a cover. How will you affect the merchant nation of Monsalbum?
Number of Players, 4-6 maybe more if you all come up with killer stuff. I feel that due to the already time consuming nature of PbP that more player are much easier to handle than at a table.

I also am a believer in crowd source Dming, ie having people help with maps, keep track of loot, quest journals etc. So if you would be willing to help me with that please let me know.
Here is some setting info Campaign Stuff

Character Creation:
25pt Buy.
Gestalt 3rd Level to start.
2 traits, a drawback for a third.
Max hp at first 3 levels for you and your pet and familiars. Roll after or PFS average.
Class gold to start.
Allowed content. Tentatively all including 3pp. I reserve the right to request you to change anything that is too ridiculous, but really this is the fun in this kind of game IMO.

You may take templates by knocking levels off one side of your Gestalt. Please avoid gained templates at creation as I would prefer to roleplay you becoming a vampire or being possessed or what have you. Also nothing over Cr+3 ie Mighty.

Please write an interesting backstory and let me know how your character came to be skilled, what he or she did before becoming inducted into the Shadow Syndicate, your personality and so forth.

Campaign Traits:

Warriors from all lands: The presence of so many cultures bring warriors from all places. You gain exotic weapon proficiency as a bonus feat.

Ex-Militia: You were a member of the massive guard force and have had some experience bullying people: You gain +3 to intimidate and it is always a class skill for you.

Classically trained: You were taught at the Mage Academy and can gain a metamagic feat for free.

Fringe Magic: You are a student in an advanced field and can learn 2 spells or equivalent from spellists other than your own.

Street Urchin: Raised on the dangerous streets of Monsulla you gain +2 to disguise or sleight of hand and one of these is a class skill for you. In addition you gain a +2 to stealth.

From the Mines: You've spent much time in the Salt mines, either as a slave a guard, a cart loader, or foreman. Your eyes have adapted, you gain low light vision. If you have low light vision, you gain darkvision, if you have dark vision, its range is doubled and you gain color spectrum.

Hawker: You sell things, a lot. You gain +3 to appraise and +3 to perception to notice things of value.

Syndicate Aspirant: You have been infatuated with the stories of the Shadow Syndicate and have tried to gain their notice for some time now. Practicing the shadow craft as you perceive it. You gain +2 to initiative and +2 to confirm crit rolls.

Shadow Lodge

From the mines could work for the character, that or fridge magic, or syndicate aspirant.


Lord Foul II wrote:
fridge magic,

Including such spells as Preserve Food, Air Conditioning and the 9th level spell Create Ice Cubes.

Hehe sorry couldn't resist, that was an awesome typo.

Shadow Lodge

Mild dyslexia+phone posting it happens sometimes
Syndicate aspirant seems to be one that that fits his backstory best.


Updated a bit more on Saif's backstory.

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