The Detectives (Inactive)

Game Master Johnny_Panic

The Detectives
Is a game for gestolt investor class pcs.


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This is an Interest Check Gestalt L3 Game [The Detectives]

NOTE: THIS IS AN INTEREST CHECK ONLY FOR NOW
I want to see how this goes before I commit the time to GMing.

The Game idea is simple, [You start in]
A Detective agency ["The Agency"] in the world of Golarion.
In the city of Absalom in an old manner house, Is "The Agency", an origination steeped in tradition, it sits outside of stats and such things as temporal power. "The Agency" is an organisation dedicated to the detective arts. Kings, queens, angels and demon lords have called in its services over the years. If you have the price to hire them, then they are at your service.

It is unknown who started the Agency, or in fact when. The halls and rooms of "The Agency" are packed with images and paintings going back millennia. Agents who have uncovered plots and crimes the world over.
Many a student has stood looking at such images wondering if one day they will be a well know in the ranks of "The Agency"

Head Agent Falice Alsop Wilkins is the current head of the
"The Agency" with the council of 12 under Her. An old Elf she is said to have been the Head agent for over 800 years.

The old manner house is much larger on the inside than out and it is said has doors that lead to every continent in the world and very plane. Today is the last class for this years graduating recruits. They came to join the "The Agency" in different ways, passing the tests needed to stay over the 8 years it has taken them to become junior detectives. No is thire final exam. A real investigation for a real client.

=========================================================

Gestalt L3 Game [The Detectives]

I am Thinking of 5 to 6 players and I want a range of PC ideas,
If your new here don't worry I am just as likely to pick you if I like the idea if I go full recruitment

I was thinking of this for PC build

Building your PC:

starting Level: 3ed level

Stats
21 point Buy OR Roll 6x[7+2d6] Ex: 2d6 + 7 ⇒ (1, 3) + 7 = 11
NOTE: If you roll, do it here and, that's it, you go with what you roll.

Starting class
This is Gestalt, So PCs will have two classes, one class as to be Prime class - Investigator, with each player being core or one of its acre types.
Second class: A single Paizo published class+acre type if you want.
The Only 3pp - Psionics unleashed [ races no classes only]

[note: summoner must be unchained, Gun Slinger. yes, in fact look to steal hound]

Background Skills
Yes so you get 6 points to spend on Background skills at 3ed level.

Race:
core, other and Uncommon Races.
NOTE: ALL races will get +2/+2/-2 to, stats, This changes the normal build. As Investigators are INT based, and your going for a 2ed class as well. This should widen the field for playable races. Rule here is of the RP price in race builder for you PC is more than 13 its to high/But its a case by case thing out side of core, other and Uncommon Races.

1 Free GM feat
[Pick one]
-: Eschew materials
-: Blind Fight
-: Weapon fineness
-: Weapon Proficiency

Traits
5 + 1 drawback
Note: you can take more than one trait from the SAME list.
This changes the normal rules on traits.

Aliment
LG/LN/LE/NG/N/NE
No Chaotic sorry.

Starting gold: 500gp + Items.

Starting Items:

All PCs start with
1x Detectives uniform
1x MW weapon [Normal martial, unless you pay]
1x Ring of sustenance
1x mithral-shirt +1 [AC5]
1x Pathfinder Pouch
1x Note book and pen in pouch.
1x Wayfinder [+2 Survival rolls]
Slotted Ioun Stones
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price:
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.

10 Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

[Example: Martin Tenbones]
1) He is a former pirate and retired adventurer and now owns a tavern in the city of St. Clarice.
2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is power.
3) He and his former adventuring band fought against the forces of the pirate captain Craven, who was a major lieutenant for the current Dread Pirate Hellbeard. He used the wealth that he acquired to build his tavern, but he sometimes worries that the pirates may one day decide to find him and extract revenge.
4) Though he is still friends with most of his former adventuring mates, some of them parted the group on bad terms. His girlfriend went back to the sea to fight pirates once more, but he received word that her vessel was taken by Hellbeard and believes she was killed. He mourns her death.
5) Although he is retired, he can be convinced to adventure again if he hears that Sasha (his lost love) may still be alive, or if he is contacted by the White Foxes during a crisis (see secrets).

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[Example]
1) I would like to see Martin reunited with his lost love and perhaps able to mend fences with some of his former adventuring buddies over the course of this campaign.
2) It would be cool to have Martin face and possibly defeat the Dread Pirate Hellbeard once and for all.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

[Example]
1) Martin is a member of the White Fox Society, a secret society dedicated to keeping Coralton free of tyranny and evil, as well as keeping local governments honest. He provides information and rumors to them, but can be convinced to take a more active roll if pressed.
2) Sasha LeBell, Marin's lost love, is still alive. She was captured by the Dread Pirate Hellbeard and has been kept as his captive for all these years.
3) (Example of a secret I might make up about your character): Not only is Sasha alive, but also she has escaped captivity and killed Hellbeard. She has taken over his ship and crew, and has turned to piracy out of bitterness. She now IS the new Dread Pirate Hellbeard!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

[Example]
1) Martin's friend Audric Cwellen was one of his adventuring mate. Audric, a holy warrior in the service of the Goddess of Love, is the leader of the local cell of the White Fox society, and provides Martin with information and adventure hooks.
2) Another of Martin's old traveling companions, Aubrey LeVaine, is not as helpful as Audric, because they quarreled over the love of Sasha, and Aubrey is still bitter about losing her to Martin. Still, he can provide some magical support if Martin can convince him to let go of his hate.
3) Yebin Thistledown is a strange little creature from the Feywild called a gnome. Martin met the gnome in the Shroudmist Forest and saved him from a pack of Howlers. The Gnome makes all sorts of alchemical items and gadgets, and loves collecting odd souvenirs and items, as well as "recreational herbs." He operates a bizarre patchwork shop in the Rue Angélique district.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[Example]
1) Martin remembers growing up in a tavern as a young boy, helping his mother with the cooking. This started his own interest in the culinary arts.
2) Martin remembers the panic he felt when he discovered that the ship he signed on to was a pirate ship after a brutal attack on a merchantman. He vividly recalls the smell of blood and burning timbers.
3) Martin often recalls the goodbye kiss he gave Sasha when she left him. No kiss he's had since ever compares to that memory.
[design notes for the example character] Martin began life as an atypical barkeep. He was a retired adventurer, but still young and vigorous enough to accompany the party on their adventures. His tavern became the party's base for a while, until the BBEG of the game let off a necromantic bomb that killed most of the townsfolk and turned the town into a Zombie Apocalypse nightmare. Martin survived, and he turned into a secondary character for one of the players as he became more important to the ongoing storyline. Most of his background came from this transition from NPC to part-time PC. After the campaign reboot, Martin returned to his role as the barkeep of the party's favorite hang-out, but the players like him enough that he might return to adventuring status in the future.

About the GM:

So me, GM Panic, been on here a while, leaned a lot, and had some fun.
I have been a roll players from year dot. I think I am good at plots but a bit weak with rules heavy fights

I am Dyslexic, spelling can be hard for me and my grammar can suck some times. IF you a pedant best run now :)

I love fluff and the Rule of cool, Rules are good but if they get in the way of good RP then I will bend em.

NOTE:
Please link here to an alt or sheet of your PC as a response if you want to show your PC build, Please don't past the whole PC build here.

End date for Recruitment, Well as this is just sounding out interest, O will not give one yet. But once I get some feed back on the idea. I will make my mind up on if I will go full recruitment.

I can't wait to see what you come up with!


Interesting. I don't know if I'll have the time for this, but my muse may not let sleep without making something.


Color me interested. I might put together an Investigator (Sleuth)/Swashbuckler (Flying Blade)


2d6 + 7 ⇒ (2, 5) + 7 = 14
2d6 + 7 ⇒ (3, 4) + 7 = 14
2d6 + 7 ⇒ (5, 2) + 7 = 14
2d6 + 7 ⇒ (2, 6) + 7 = 15
2d6 + 7 ⇒ (2, 6) + 7 = 15
2d6 + 7 ⇒ (2, 6) + 7 = 15

Hmmm... interesting. 36 point buy, and moderately good at everything.


2d6 + 7 ⇒ (4, 1) + 7 = 12
2d6 + 7 ⇒ (1, 4) + 7 = 12
2d6 + 7 ⇒ (6, 1) + 7 = 14
2d6 + 7 ⇒ (2, 3) + 7 = 12
2d6 + 7 ⇒ (5, 6) + 7 = 18
2d6 + 7 ⇒ (5, 3) + 7 = 15

Hey! We're within one point of each other, though yours is a little more amusing


2d6+7: 2d6 + 7 ⇒ (6, 1) + 7 = 14
2d6+7: 2d6 + 7 ⇒ (3, 2) + 7 = 12
2d6+7: 2d6 + 7 ⇒ (4, 3) + 7 = 14
2d6+7: 2d6 + 7 ⇒ (5, 2) + 7 = 14
2d6+7: 2d6 + 7 ⇒ (1, 3) + 7 = 11
2d6+7: 2d6 + 7 ⇒ (5, 4) + 7 = 16

I have a rogue charlaton who I think would be fun to play in this setting. I'll roll and work him up for the recruitment.


Interesting concept. I'm not sure if I'll have the time, but I'm thinking of an Investigator(Psychic Detective)/Magus(Bladebound/Hexcrafter) who's an expert on all sorts of esoteric magic!

I'm interested in what direction you might want to take the game. Are you thinking urban intrigue/investigation/social game, urban horror, or something else entirely?

Edit: Also, are you saying that we MUST choose a drawback or that it's optional? Right now I'm reading it as a necessity (and the trait it gives is already included in the 5).


2d6 + 7 ⇒ (2, 3) + 7 = 12
2d6 + 7 ⇒ (6, 5) + 7 = 18
2d6 + 7 ⇒ (3, 2) + 7 = 12
2d6 + 7 ⇒ (2, 5) + 7 = 14
2d6 + 7 ⇒ (1, 5) + 7 = 13
2d6 + 7 ⇒ (4, 5) + 7 = 16

Dotting


Rikash wrote:

Interesting concept. I'm not sure if I'll have the time, but I'm thinking of an Investigator(Psychic Detective)/Magus(Bladebound/Hexcrafter) who's an expert on all sorts of esoteric magic!

I'm interested in what direction you might want to take the game. Are you thinking urban intrigue/investigation/social game, urban horror, or something else entirely?

Edit: Also, are you saying that we MUST choose a drawback or that it's optional? Right now I'm reading it as a necessity (and the trait it gives is already included in the 5).

Nice idea

As for what your 1st case will be set, well now that would be telling. Such is the nature of detective work. You will not know you graduation case until you on it. But a good range of skills and knowledge is taken as. You where put into a class becouse you had a range of talents and skills.

Yes I want one drawback please linked into you back ground


I'd be interested if it doesn't necessarily require me to be online at a fixed time of day. Probably as a sleuth investigator // aether kineticist.

Anyway, rolling:
2d6 + 7 ⇒ (1, 3) + 7 = 11
2d6 + 7 ⇒ (4, 3) + 7 = 14
2d6 + 7 ⇒ (4, 4) + 7 = 15
2d6 + 7 ⇒ (5, 4) + 7 = 16
2d6 + 7 ⇒ (1, 2) + 7 = 10
2d6 + 7 ⇒ (4, 3) + 7 = 14


I am thinking of using the DR / AC rules for damage, and getting hit.

It means you AC is lower as your Armor, natrial armor, shields etc count as damage reduction on normal damage such as bluganing slicing etc.

What adds to AC is Dex, dodge and other non armor enchantments like force etc.

What this also let's me do is use cover as DR in place of to hot % in some combat situations.

I find this gives players a much better chance of survival in combat.

==========

Someone PMed me a question but I will post the reply here.

Clerics and others that use Devine magic.
You don't have a god but an idea for your source of power.
Law, justice, Knowledge, retribution etc


Interesting.

I have an eye to a Investigator/Fighter.

Stats: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Stats: 2d6 + 7 ⇒ (4, 6) + 7 = 17
Stats: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Stats: 2d6 + 7 ⇒ (3, 6) + 7 = 16
Stats: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Stats: 2d6 + 7 ⇒ (3, 4) + 7 = 14

And with that array he's very possible.

Do I use the +2/+2/-2 as well?


Traits
Take 5 from any list you can take more than one from the same list
[NOTE trait bonus do not stack]
And also you must take a drawback
, linking into you back ground.


DBH wrote:

Interesting.

I have an eye to a Investigator/Fighter.

[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;

And with that array he's very possible.

Do I use the +2/+2/-2 as well?

No matter the race you only get +2/+2/-2 for stats as a race bonus. I wanted it so even humans look good as a race option when you have two full classes as in this game.

If some one rolls 19 it's possible to have a state at 21


GM_Panic wrote:
DBH wrote:

Interesting.

I have an eye to a Investigator/Fighter.

[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;
[dice=Stats] 2d6 + 7;

And with that array he's very possible.

Do I use the +2/+2/-2 as well?

No matter the race you only get +2/+2/-2 for stats as a race bonus. I wanted it so even humans look good as a race option when you have two full classes as in this game.

If some one rolls 19 it's possible to have a state at 21

Excellent, I'm very interested and will have a rough draft up soon.


2d6 + 7 ⇒ (5, 1) + 7 = 13
2d6 + 7 ⇒ (3, 6) + 7 = 16
2d6 + 7 ⇒ (2, 2) + 7 = 11
2d6 + 7 ⇒ (3, 5) + 7 = 15
2d6 + 7 ⇒ (6, 3) + 7 = 16
2d6 + 7 ⇒ (1, 6) + 7 = 14

So how acceptable would Evil be in the game.


NE or LE only


I'm interested, but given my current work schedule I'd like to know how often you want people to post. I don't want to dedicate to playing a game if I don't know what the posting frequency expected is.

That said, let's roll and see what happens.

2d6 + 7 ⇒ (2, 4) + 7 = 13
2d6 + 7 ⇒ (1, 1) + 7 = 9
2d6 + 7 ⇒ (1, 2) + 7 = 10
2d6 + 7 ⇒ (4, 2) + 7 = 13
2d6 + 7 ⇒ (4, 5) + 7 = 16
2d6 + 7 ⇒ (4, 6) + 7 = 17


Interest!

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

Thinking of an Investigator (Empiricist)/Alchemist (Chiurgeon maybe?)
Lab guy or Medical Examiner maybe.
Taking a tiptoe through the Advanced Race Guide...
Hmmm. Dhampir springs to mind! Specializing in blood analysis?
"Mommy! That man is licking those blood stains!"


GM_Panic wrote:

No matter the race you only get +2/+2/-2 for stats as a race bonus. I wanted it so even humans look good as a race option when you have two full classes as in this game.

If some one rolls 19 it's possible to have a state at 21

But humans always look good D:

Its races like Kobolds that this particularly helps ;)

2d6 + 7 ⇒ (1, 6) + 7 = 14
2d6 + 7 ⇒ (1, 2) + 7 = 10
2d6 + 7 ⇒ (6, 5) + 7 = 18
2d6 + 7 ⇒ (3, 4) + 7 = 14
2d6 + 7 ⇒ (6, 3) + 7 = 16
2d6 + 7 ⇒ (1, 6) + 7 = 14
35pb, all even numbers. And there is even an 18 in there. That is about the absolute best I could have hoped for :/
Now to decide on what to do with it.


Are you open to the Cavalier Order of the Black Rose, it's 3rd party but I think it would fit nicely with a dread investigator


Sounds interesting.

Normally I would choose the point buy, but as everybody rolled and they seemed to get quite nice rolls, I'm pressed to roll as well since a 21 point buy would be a poor alternative). Wish me luck!

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

Superb, for once in my life :P Now let's see what I can do with that...


ElbowtotheFace wrote:
Are you open to the Cavalier Order of the Black Rose, it's 3rd party but I think it would fit nicely with a dread investigator

Not really, wanted to keep the 3PP down to a min sorry, If I let one I will get others asking, and well you know.

Sorry


GM_Panic wrote:


As for what your 1st case will be set, well now that would be telling. Such is the nature of detective work. You will not know you graduation case until you on it. But a good range of skills and knowledge is taken as. You where put into a class becouse you had a range of talents and skills.

Fair enough! :) I was trying to get a feel for the overall campaign theme. I'm still thinking about my concept and wanted to ask what you though about allowing Spell Combat to work with Investigator extracts (after taking the Broad Study arcana). It seems pretty neat thematically (chug a potion while fighting in a Witcher-esque way).

Also, stats before I forget again:

2d6 + 7 ⇒ (3, 6) + 7 = 16
2d6 + 7 ⇒ (6, 2) + 7 = 15
2d6 + 7 ⇒ (3, 3) + 7 = 13
2d6 + 7 ⇒ (1, 6) + 7 = 14
2d6 + 7 ⇒ (6, 2) + 7 = 15
2d6 + 7 ⇒ (4, 4) + 7 = 15


Here are the links for my character.

Still need to add the equipment to his sheet, and fill in a lot more of the background detail. I thought I'd let you look it over and make any comments you thought were needed.

Nestor

Background


You allowing any 3rd party stuff? Psionics? Path of War?

Edit: Oh, oops I guess you answered this a couple post above looking back now. Have to think. So one side of the gestalt is investigator right?


Okay, you can paint me truly interested. Steel Hound is one of my favourite archetypes and I am thinking the tough Detective might be in order.

Anyway, rolling stats because I like it.

Stats: 2d6 + 7 ⇒ (2, 1) + 7 = 10
Stats: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Stats: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Stats: 2d6 + 7 ⇒ (4, 3) + 7 = 14
Stats: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Stats: 2d6 + 7 ⇒ (6, 1) + 7 = 14

Well, that will be actually nice. As this is an Interest Check, I shall return soon with a more solid concept but I will refrain from doing a complete build yet. Or not, I have some free time today.


I think I'll actually take a bow and step out - y'all have fun; this game looks like it has a TON of potential, but I'm just not confident I'll play a detective properly.


Question regarding Gunslingers, Steel Hounds and everything firearm related: I suppose early firearms will be, at least, the starting point.

Will we be seeing advanced firearms later on? Even if I am asking mostly out od curiosity, I must confess that revolvers are cool.


EmissaryOfTheNorth wrote:

Question regarding Gunslingers, Steel Hounds and everything firearm related: I suppose early firearms will be, at least, the starting point.

Will we be seeing advanced firearms later on? Even if I am asking mostly out od curiosity, I must confess that revolvers are cool.

The world setting will be

Emerging Guns:
Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

BUT As Agents you have
Commonplace Guns:
While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

And revolvers


Let's see what the dice say..
7+2d6: 7 + 2d6 ⇒ 7 + (4, 5) = 16
7+2d6: 7 + 2d6 ⇒ 7 + (1, 4) = 12
7+2d6: 7 + 2d6 ⇒ 7 + (2, 6) = 15
7+2d6: 7 + 2d6 ⇒ 7 + (2, 2) = 11
7+2d6: 7 + 2d6 ⇒ 7 + (1, 6) = 14
7+2d6: 7 + 2d6 ⇒ 7 + (4, 1) = 12
26pts. Was hoping for more.
I'm thinking human diviner, adherent to Magda.


Can we take campaign traits if we work them into our background? Having a bit of a tough time with selecting 5.

Scarab Sages

7 + 2d6 ⇒ 7 + (1, 1) = 9
7 + 2d6 ⇒ 7 + (1, 3) = 11
7 + 2d6 ⇒ 7 + (1, 1) = 9
7 + 2d6 ⇒ 7 + (4, 2) = 13
7 + 2d6 ⇒ 7 + (6, 6) = 19
7 + 2d6 ⇒ 7 + (5, 1) = 13

not...ideal...but 19..!?

My goal is to make an Investigator(Profiler)/Psychic(Lore) that can hopefully turn into a sleepless detective. I'm very new to both online play and gestalt. Please correct me if something cannot be done.


GM_Panic wrote:

Race:

core, other and Uncommon Races.
NOTE: ALL races will get +2/+2/-2 to, stats, This changes the normal build. As Investigators are INT based, and your going for a 2ed class as well. This should widen the field for playable races. Rule here is of the RP price in race builder for you PC is more than 13 its to high/But its a case by case thing out side of core, other and Uncommon Races.

Do you mean Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score?


Does the Favored Class Bonus need to be taken in the Investigator Class, or can it be taken in the secondary one? If we choose HP or Skills there is nothing to think about, but someone might want to choose the class specific one (which, for humans, is alchemy related).


Also, I can't find this, but I guess Max HP every level? (since you are handing out a lot of shenanigans).


ElbowtotheFace wrote:
Can we take campaign traits if we work them into our background? Having a bit of a tough time with selecting 5.

Yes you can and that is a very good idea I will not use :)

Thanks

As ElbowtotheFace suggested.


Hi all, all as I have just found out Mythwavers seems to have lost a lot of its members data, V a DB fail. So I am going to say its OK to post PCs build here with a copy and past as long as they are under spoilers so as not to hit everyone with a wall of text.

The Exchange

Interested in this...

2d6 + 7 ⇒ (1, 5) + 7 = 13
2d6 + 7 ⇒ (1, 5) + 7 = 13
2d6 + 7 ⇒ (3, 1) + 7 = 11
2d6 + 7 ⇒ (4, 5) + 7 = 16
2d6 + 7 ⇒ (4, 4) + 7 = 15
2d6 + 7 ⇒ (3, 4) + 7 = 14


TheWaskally wrote:


Do you mean Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score?

No, that limits you to

+2 bonus to one physical ability score,
+2 bonus to one mental ability score,
–2 penalty to any other ability score

What I want players to do is replace the normal race Stat bonus, such as Human +2 any stat with

+2 any ability score
+2 any ability score
-2 any ability score

You can even cancel out the -2 with a +2 in the same stat if you wish.

The idea is to open up races more, when your being made to play a Int based class like Investigator.

So A player can have

Int +2
Wis +2
Cha -2

With All the ability score race mods in mental ability scores if they wish.

In this way you may not think a half-Orc would make a good, Investigator, but this evens out races, so now you can make one, and not lose out.

Grand Lodge

build:
Sevellon
Elf Investigator/Psychic 3
LN
Init +2; Senses ; Perception +8
DEFENSE
AC 17; Touch 12; Flat-Footed 15
HP 19; Wounds —; Non-Lethal —
Fort +0 ; Ref +5 ; Will +4
DR —; Immune —; Resist —; SR —
OFFENSE
Speed 30;
Melee 1 swordcane (1d6+1, ); ;
Spell-Like Abilities
Detect Thoughts 1/1
Spells Known/Prepared
1st—Burst of Insight, Mind Thrust, Comprehend Languages, Petulengro's Validation (1/1), Heightened Awareness (1/1), Psychic Reading
0th—Read Magic, Detect Magic, Detect Poison, Detect Psychic Significance, Know Direction
STATISTICS
Str 9, Dex 13, Con 11, Int 21, Wis 15, Cha 7
Base Atk +2; CMB +1
Feats Eschew Materials, Sense Motive, Street Smarts, Extra Investigator Talent
Skills Appraise +9, Craft: Alchemy +9, Craft: Encyclopedia +9, Diplomacy +5, Disable Device +6, Disguise +2, Escape Artist +6, Heal +9, Intimidate +5, Knowledge Arcana +9, Knowledge Dungeoneering +9, Knowledge Engineering +9, Knowledge Geography +9, Knowledge History +9, Knowledge Local +9 (2), Knowledge Nature +9, Knowledge Nobility +9, Knowledge Planes +9, Knowledge Religion +9, Linguistics +11, Perception +8, Profession: Librarian +6, Profession: Detectective +6, Sense Motive +18 (6), Sleight Of Hand +6, Spellcraft +11, Stealth +6, Use Magic Device +11
Languages Common, Elven, Dwarf, Halfling, Gnome, Ancient Osiriani, Thasselonian, Tekritanin, Jistka, Azlanti
SQ Phrenic Pool (2), PA (Mind Touch), PA (Will of the Dead), IT (Mutagen), IT (Cognatogen)

10 min Background:
Sevellon
About
He was showed up at “The Agency” as a young Elf looking emaciated
He is withdrawn and studious. Always in his own head
He has psychic powers focused in telepathy (divination mostly)
His best friends are the books in the library, his closest aquatance is the librarian
He has ocd about organization and is often condescending

Goals
Sevellon wishes to become a respected member of an “Agency”s team.
It would be cool to have a nemesis emerge for Sevellon

Secrets
Sevellon lived homeless in the Puddles district as long as he can remember.
Sevellon’s parents lost him as part of an experiment

Relations
Jundince Pelgritton “The Agency” head Librarian
I would like to have befriended one of the fellow PCs, preferably only one
Thebin Vandercroft an academic rival in “The Agency”. It started with a simple rivalry but has escalated far. The next step is major injury or death?

Memories
Sevellon remembers a regal home with satin sheets
Sevellon remembers the importance of reading others for survival
Sevellon must construct his own life his way


My first major attempt at a online/PbP, critiques welcome.


For the fun of it, let's see what will show up on the dice-roller...

2d6 + 7 ⇒ (3, 4) + 7 = 14

2d6 + 7 ⇒ (6, 2) + 7 = 15

2d6 + 7 ⇒ (2, 2) + 7 = 11

2d6 + 7 ⇒ (4, 1) + 7 = 12

2d6 + 7 ⇒ (5, 6) + 7 = 18

2d6 + 7 ⇒ (6, 4) + 7 = 17

If it's a good set of rolls, clearly the dice entities are pleased.

If not, then it's all the Year 2016's fault for being such a celebrity death magnet. ;p

Okay, it's not really at fault. The dice entities are keeping all those celebrity deaths at bay, for now. But for how long? That remains to be seen.

There's a Fetchling Investigator (Questioner, Skeptic) that might be appropriate for this; still have to consider what the secondary class shall end up being...


Sevellon, good but I like to see where numbers come from.

Have a look at some of my PC Alts and you can see the numbers broken down to show how they came about,

Examples:

STATISTICS
20 Points
Str [11][+0][10][01p]
Dex [16][+3][16][05p][+2Race]
Con [10][+0][12][02p][-2Race]
Int [18][+4][16][10p][+2Race]
Wis [12][+1][12][02p]
Cha [10][+0][10][00p]

OFFENSE
Base Atk +1;
RA +4 [+1BAB+3Dex]
MA +1 [+1BAB+0Str]
CMB +1; CMD 14

Weapons
Cod Iron Dagger TH+4 [DMG1d4] x2 R20'

Light Cross bow TH+4 [DNG1d8] 19/20 x2 R80'
Telekinetic Projectile TH+4 [DMG1d6] x2 30'

DEFENSE
AC 15, touch 13 flat-footed 12
(10 +2Armor* +3Dex, +0dodge, +0natural, +0size)
HP 14/14 2x(1d8+con0)
Fort [+0][+0Class+0Con]
Ref [+05][+2Class+3Dex]
Will [+03][+2Class+1Wil]

Defensive Abilities
Immune to magic sleep effects and gain a
+2 racial saving throw bonus against enchantment spells and effects.[Race]
+1 bonus on saves against psychic spells and spell-like abilities. [class]

Feats

Saves
Will [+03][+2Class+1Wil]

Skills
+10 Disable Device (+4int, +1rank +3class +2item)<
< = Class skill


DBH here.

This is my fighter/Investigator.

I still need to put the equipment on him, and add a couple more traits.

Nestor:

NESTOR MENIAS II

Male Human (Taldan) NG Investigator/Fighter 3, HP 33, Init +7; Senses Low-Light Vision, Perception +8,

Languages Common, Draconic, Infernal, Osiriani, Polyglot, Taldane, Varisian

AC 18, touch 13, flat-footed 15

Fort +4, Ref +6, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +2 vs. poison, +1 Reflex to avoid traps, +1 vs fear.

Defensive Abilities Trap Sense +1,

Speed 30 ft. (6 squares)

Base Atk +3; CMB +6; CMD 19, Atk Options Power Attack,

Abilities Str 16, Dex 16, Con 12, Int 19, Wis 14, Cha 12 (+2 Dex, -2 Con, +2 Int. I may swap the Con and Dex to beef him a bit?)

Special Qualities Alchemy, Armor Training, Bonus Feat, Bonus Feats, Bravery, Inspiration, Keen Recollection, Low-Light Vision, Poison Lore, Poison Resistance, Quick Study, Rogue Talent, Skilled, Trapfinding, Trap Spotter.

Feats Combat Casting, Combat Reflexes, Extra Investigator Talent, Improved Initiative,
Point-Blank Shot, Power Attack, Precise Shot, Quick Draw

Skills
Acrobatics +9,
Appraise +8,
Bluff +6,
Climb +8,
Craft (Alchemy) +9,
Craft (Untrained) +4,
Diplomacy +6,
Disable Device +9,
Disguise +5,
Escape Artist +7,
Handle Animal +5,
Heal +7,
Intimidate +6,
Knowledge (Arcana) +8,
Knowledge (Dungeoneering) +9,
Knowledge (Engineering) +9,
Knowledge (History) +9,
Knowledge (Local) +9,
Knowledge (Nobility) +8,
Knowledge (Religion) +8,
Linguistics(Infernal, Varisian) +9,
Perception +8, Perception (Trapfinding) +9,
Profession (Barrister) +7,
Profession (Gambler) +6,
Profession (Barrister) +6,
Profession (Soldier) +8,
Ride +9,
Sense Motive +8,
Sleight of Hand +7,
Stealth +8,
Survival +8,
Swim +9,

Possessions formula book;

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 3 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day 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 investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those 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; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator 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. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator 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 investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 5. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Recollection You can attempt all knowledge checks untrained

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.

Militia Veteran (any town or village) (Profession (Soldier)) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.

Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a move action.

Rogue Talent (Ex) You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use your class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), you must fulfill the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants you a new rogue talent.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Background is still incomplete, up in a day or two.

Grand Lodge

Got it. I'll rework that.


This is Jereru presenting Rick "The Dragon", a Psychich Detective / Knife Master.

There's still gear to be bought and things to be change in the background (probably when more ideas come to my mind), but the frame is here in the alias.

Grand Lodge

reworked build:
Sevellon
Elf Investigator/Psychic 3
LN
Init +1 (+1 Dex)

STATISTICS 26 point
Str 9 [9] [-1 pt]
Dex 13 [13] [3 pts]
Con 11 [11] [1 pt]
Int 21 [19][+2 Race] [21pts]
Wis 15 [13][+2 Race] [3pts]
Cha 7 [9][-2 Race] [-1 pt]

OFFENSE
Speed 30ft
BAB +2
Melee swordcane TH +1 [BAB +2, Str -1] (DMG1d6-1) 19-20x2
CMB +1

DEFENSE
AC 16 (+5 Armor, +1 Dex); Touch 11; Flat-Footed 15
HP 21 (8 , 5, 5, +3 Favored Class Bonuses)
Fort +1 [+0 Con, +1 Base]
Ref +4 [+1 Dex, +3 Base]
Will +5 [+2 Wis, +3 Base]
CMD 12 [+2 BAB, -1 Str, +1 Dex]

Spell-Like Abilities
Detect Thoughts 1/day [Class]
Illuminating Answers (regain 1 pp from divinations) [Class-Discipline-Lore]
Mnemonic Cache (20 pages or 40 min of speech) [Class-Discipline-Lore]

Spells Known (Psychic)
1st—Burst of Insight, Mind Thrust, Comprehend Languages [Discipline], Psychic Reading
0th—Read Magic, Detect Magic, Detect Poison, Detect Psychic Significance, Know Direction

Spells Prepared (Investigator)
1st- Petulengro's Validation x2, Heightened Awareness, Shield, Urban Grace

Feats
Eschew Materials [GM], Skill Focus(Sense Motive) [Race], Street Smarts [1st], Extra Investigator Talent [3rd]

Skills
Appraise +9 [+5 Int][1 Rank][+3 Class]
Craft: Alchemy +9 [+5 Int][1 Rank][+3 Class]
Craft: Encyclopedia +9 [+5 Int][1 Rank][+3 Class]
Diplomacy +7 [+5 Int][+2 Race(to gather info)]
Disable Device +6 [+5 Int]
Disguise +2 [-2 Cha][1 Rank][+3 Class]
Escape Artist +5 [+1 Dex][1 Rank][+3 Class]
Heal +9 [+5 Int][1 Rank][+3 Class]
Intimidate +5 [+5 Int]
Knowledge Arcana +9 [+5 Int][1 Rank][+3 Class]
Knowledge Dungeoneering +9 [+5 Int][1 Rank][+3 Class]
Knowledge Engineering +9 [+5 Int][1 Rank][+3 Class]
Knowledge Geography +9 [+5 Int][1 Rank][+3 Class]
Knowledge History +9 [+5 Int][1 Rank][+3 Class]
Knowledge Local +11 [+5 Int][1 Rank][+3 Class][+ 2 Feat]
Knowledge Nature +9 [+5 Int][1 Rank][+3 Class]
Knowledge Nobility +9 [+5 Int][1 Rank][+3 Class]
Knowledge Planes +9 [+5 Int][1 Rank][+3 Class]
Knowledge Religion +9 [+5 Int][1 Rank][+3 Class]
Linguistics +11 [+5 Int][3 Rank][+3 Class]
Perception +8 [+2 Wis][3 Rank][+3 Class]
Profession: Librarian +6 [+2 Wis][1 Rank][+3 Class]
Profession: Detectective +6 [+2 Wis][1 Rank][+3 Class]
Sense Motive +17 [+2 Wis][3 Rank][+3 Class][+2 Trait(to get a hunch)][+3 Feat][+2 Feat][+2 Race (to get a hunch about social situation)]
Sleight Of Hand +5 [+1 Dex][1 Rank][+3 Class]
Spellcraft +11 [+5 Int][3 Rank][+3 Class]
Stealth +5 [+1 Dex][1 Rank][+3 Class]
Use Magic Device +11 [+5 Int][3 Rank][+3 Class]

Languages
Common, Elven, Dwarf, Halfling, Gnome, Ancient Osiriani, Thasselonian, Tekritanin, Jistka, Azlanti

SQ
Phrenic Pool (pp)(2), PA (Mind Touch), PA (Will of the Dead), IT (Mutagen), IT (Cognatogen)

Traits
Bruising Intellect, Pragmatic Activator, Precise Treatment, Street Wary, Student of Philosophy

Drawback
Headstrong, Meticulous


That rework was helpful. I noticed some math discrepancies


Rikash wrote:
I'm still thinking about my concept and wanted to ask what you though about allowing Spell Combat to work with Investigator extracts (after taking the Broad Study arcana at Level 6). It seems pretty neat thematically (chug a potion while fighting in a Witcher-esque way).

Any thoughts on this question, GM Panic? I didn't realize the Psychic detective archetype traded away ALL the alchemy talents too, which I wanted to play around with so I'm rethinking my concept.


Dot with interest
Stat1: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Stat2: 2d6 + 7 ⇒ (4, 3) + 7 = 14
Stat3: 2d6 + 7 ⇒ (1, 4) + 7 = 12
Stat4: 2d6 + 7 ⇒ (3, 5) + 7 = 15
Stat5: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Stat6: 2d6 + 7 ⇒ (5, 6) + 7 = 18

I am thinking of an arcane investigator of sorts...something like Harry Dresden??maybe


Stats:

Nimruil T'orgh
Male Half-Elf
Stygian Slayer 3|Dread Investigator 3 [Gestalt 3]
LE Medium Humanoid
Init +6; Senses - Low-light, Perception  +9
_____________________
Defense
_____________________
AC 19, touch 14, flat-footed 15 (+5 Armor +4 Dex)
CMD 19 (10 +3 BAB, +2 Str, +4 Dex) 
HP 28 (3d10+6)
Fort +4 (+1 Base, +2 Con, +1 trait), Ref +7 (+3 Base, +4 Dex), Will +4 (+3 Base, +1 Wis)
_____________________
Offense
_____________________
Speed 30ft
Melee Rapier +7 (1d6+2) [19-20x2]
Ranged Longbow, comp (+2) +8 (1d8+2) [x3]
_____________________
Statistics
_____________________
Str 14, Dex 18, Con 15, Int 16, Wis 13, Cha 11
Base Attack +3,  Base Saves +1/+3/+3

Traits
Pragmatic Activator - Int instead of Cha for UMD.
Hunter's Blood - You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
Elven Reflexes - +2 Initiative.
Forlorn - +1 Fortitude save.
Disillusioned - +2 Will save vs Emotion and Fear effects.
Cruelty - Drawback

Feats:
Weapon Finesse
Point Blank Shot
Precise Shot
Rapid Shot

Skills:
Acrobatics: +8 (+1 Rank, +3 Class, +4 Dex)<
Appraise: +7 (+1 Rank, +3 Class, +3 Int)<
Bluff: +4 (+1 Rank, +3 Class)<
Climb: +6 (+1 Rank, +3 Class, +2 Str)<
Craft (Alchemy): +12 (+3 Rank, +3 Class, +3 Int, +3 Misc)<
Craft (Taxidermy): +9 (+3 Rank, +3 Class, +3 Int)<
Diplomacy: +4 (+1 Rank, +3 Class)<
Disable device: +9 (+1 Rank, +3 Class, +4 Dex, +1 Misc)<
Disguise: +4 (+1 Rank, +3 Class)<
Escape Artist: +8 (+1 Rank, +3 Class, +4 Dex)<
Heal: +5 (+1 Rank, +3 Class, +1 Wis)<
Intimidate: +4 (+1 Rank, +3 Class)<
Knowledge (Arcana): +7 (+1 Rank, +3 Class, +3 Int)<
Knowledge (Religion): +7 (+1 Rank, +3 Class, +3 Int)<
Knowledge (Nature):+7 (+1 Rank, +3 Class, +3 Int)<
Knowledge (Local): +7 (+1 Rank, +3 Class, +3 Int)<
Linguistics: +7 (+1 Rank, +3 Class, +3 Int)
Perception: +9 (+3 Rank, +3 Class, +1 Wis, +2 Racial)<
Ride: +8 (+1 Rank, +3 Class, +4 Dex)<
Sense Motive: +5 (+1 Rank, +3 Class, +1 Wis)<
Sleight of Hand +8 (+1 Rank, +3 Class, +4 Dex)<
Spellcraft: +7 (+1 Rank, +3 Class, +3 Int)<
Stealth: +8 (+1 Rank, +3 Class, +4 Dex)<
Survival: +7 (+1 Rank, +3 Class, +1 Wis, +2 Item)<
Swim: +6 (+1 Rank, +3 Class, +2 Str)<
UMD: +8  (+2 Rank, +3 Class, +3 Int)<

Languages:
Common, Elven, Undercommon, Goblin, Drow sign language.

Gear
Detectives uniform
MW Composite Longbow (+2 Str)
Rapier
Ring of sustenance
Mithral-shirt +1 [AC5]
Pathfinder Pouch
Note book and pen in pouch.
Wayfinder [+2 Survival rolls]
Slotted Ioun Stones
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath.
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure
_______________________
Special Abilities
_______________________
Alchemy
Trapfinding
Embalming Fluid
Negative Energy Resistance
Investigator Talent: Infusion
Keen Recollection
Trap Sense +1
Studied Target
Track
Slayer Talent: Combat Style
Sneak Attack +1d6
_______________________
Racial Abilities 
_______________________

Drow Heritage: Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.

Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf's character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to any effect related to race.

background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1. Child of an escaped half-elf slave from the underdark who fled before she knew she was pregnant with her master's Bastard offspring.
2. His slate colored skin lead many to assume his parentage but his jade eyes and inky black hair keep people from attacking on sight. He wears his chain shirt over his shirt but under a vest and jacket as he doesn't wish to be seen as looking for a fight.
3. Cruelty came naturally to him as a child, but things took a turn when he lost his mother and younger sister to the undead. This lead to an unhealthy obsession with death and undeath.
4. While he may be cruel and calculating, he is not totally without charm or grace. Rarely seen smiling more than a quarter smile, he will return greetings and engage in small talk out of politeness.
5. He joined the Agency to gain access to their libraries and other resources.
6. Overall concept is that of someone who becomes what he hates, in the form first of raising dead for practical reasons, fight fire with fire/waste not want not, and then taking other steps like the mummification discovery down the road.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Hopefully get to do some solid anti-hero shenanigans/lesser of evils stuff.
2. He seeks to pay back who ever caused the death of his family

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises.
1. [Known Secret] Baalzebul speaks to him occasionally through a flying that aways seems to be buzzing around.
2. [Unknown Secret] His father is looking for him.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Fellow investigator Jon Wrought is suspicious of him. Has a goiter on his neck and is mockingly referred to as Jon Rotting.
2. Iandoli female half-elf bartender  who is sympathetic toward him.
3. Bendi is a gnome who frequently speaks with him while Nimruil wanders through libraries seeking forbidden knowledge.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. He grew up in enclave of underdark exiles that was attacked by the undead, during the attack his mother and sister were eaten alive while he looked on unable to look away.
2. When he was first moved to the city he was mugged, beaten, and left for dead.

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