Torchwood 1879

Game Master Nimon

Take on the role of a founding member of the Torchwood Institute. Alternate Victorian(steam-punk) based on the Dr Who spin off.


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Dark Archive

This will be an alternative Victorian(steam-punk) campaign using the Pathfinder rules based on the starting years of Torchwood. It will take place in 1879. Players will take on roles of the founding torchwood team. Sherlock Holmes will act as the team's liason to Scottland Yard and provide them with strange happenings to investigate.

Only Humans will be allowed as PCs.
25 point buy.
3 Traits, One Campaign, two other.
I may allow non-pazio material if you can provide me a link to it. Homebrewed archetypes might also be considered on case by case.

Full hitpoints on progression. 300 starting gold across the board. Certain things will be provided for, alchemist labs,smithy, ect. Even furnished with the latest tech from America.

Campaign Traits- To allow some variation in races with out going non-human. These traits will allow a bit more customization of a character.

Noctornal- Gain Darkvision 30', -2 save vs flash effects

Supernatural- +1 to any statistic,-1cha(you have oddness about you)

Scientist- Gain skill focus-Knowledge Engineering with a free rank(is considered class skill),-2 knowledge(arcana, planes, religion)you believe everything can be solved with science.

Midget- you are a small human, +1 AC, +4 stealth, 20 move speed.

Giant- you are large human -1AC, +1 CMB/CMD, 35 move speed.

Mystic- Gain skill focus spellcraft with a free rank(is a class skill) -4 Knowledge Engineering. Your beliefs come between you and scientific theory.

Royalty- +1,000 starting gold, +2 Diplomacy,Knowledge Nobility, Knowlege Religion,Knowledge History. -4 Handle Animal, Knowledge Dungeoneering, Survival. you have a connection to the throne, but have lived a pampered life.


I'd like to join this - it will be the fifth campaign in a row I've played set in an alternate Earth history in the 1800's.

How often will you be posting? I am able to make post every day.

When do you plan to start?

Are spellcasters permitted? I'm thinking of Wizard or Cleric or Fighter. I'm pretty flexible, might wait to see what others want to play.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Sounds quite interesting. I might be interested in playing a Bard-Scientist. Similar questions to OberonViking.

Dark Archive

Hi, thanks for your intrest. I plan to post at least once a day, some days more. I have a strange schedul, I am a nursing student, so I never know for sure to be honest. We will start once we get 6 players. Spellcasters are permited, you will be rare and want to be as subtle as possible.


I would be interested too, my thoughts are towards a pretty fighter boy with far too much money and time on his hands.


I will tentatively express some interest in this - most probably an Alchemist :-)

Dark Archive

Great. I want to get six players if I can. Submit your characters when ready.


Midget- you are a small human, +1 AC, +4 stealth, 20 move speed.

Does this mean capital S Small, as in, Small size weapon damage?

Small can ride a pony?

Small for CMB etc?

I hope yes for these...

Sczarni

OberonViking wrote:

Midget- you are a small human, +1 AC, +4 stealth, 20 move speed.

Does this mean capital S Small, as in, Small size weapon damage?

Good question, no you are still medium, same with giant, you are medium for game mechanics, you are just a small human or large human.


You ninja'ed my edit :)

Can I go 4' tall and ride a pony?

Dark Archive

OberonViking wrote:

You ninja'ed my edit :)

Can I go 4' tall and ride a pony?

Sure, thats acceptable. Dwarfs are about that size on the low end and still medium.


Greetings... I would like to express my interest, if there is still room?

Character considerations... Inquisitor or Cleric. Unless something else is needed. I usually consider a character to any needed roles.

I have to head to bed here soon, as I work in the very early AM. But I can put something together come the morning/ late afternoon depends how work goes.

Will have to brush up on my Victorian history... :)

Silver Crusade

This has piqued my interest. I'd be interested in playing either a rogue or some type of spellcaster, depending on the group's needs.

Edit: Reading others' ideas, how about a shady nocturnal rogue? That might complement the others well.


Submitting for GM approval (OberonViking)

Nimue the Archeress.
Born the second and youngest daughter of Uther (who claimed some royal lineage) and Anne, Nimue was always in the shadow of her older siblings, and she took to using it to her advantage. As her older brother, Alfred, learned to shoot a bow, Nimue was watching, hidden from view in a nearby tree. When the horses were being sold as part of the families income, the runt was kept for Nimue, as “she’s never going to be tall enough for real horse. Besides, it is better than hearing another one of her tantrums.”
Nimue grew strong from doing most of the household chores, and from her training on the bow. “She might as well,” her father would say, “perhaps she can catch herself some dinner with it. I rather doubt she’ll ever catch a husband.”
Nimue kept her skill with the bow quiet. Secreting her bow with her on her solo trips to town, she would earn a modest income selling freshly shot pheasant, rabbit, and occasionally deer, to the market’s butchers.
She saved her coin for a bespoke bow, and having recently purchased this, Nimue is keen to live an adventuring life to carve her own destiny.
Nimue is only 4’ tall, and keeps her pale yellow hair tied back. She tends to wear men’s clothing, and is often mistaken for a young teenage boy. With a quiver on each hip, a dagger in her belt and her bow in her hands, Nimue is always ready to take a shot at some game for dinner. She keeps more arrows in her backpack.
Her pony, Camden, has been her companion since she was 12, and with the help of her brothers, he is used to the din and spectacle of combat. He bears most of her gear, and looks impressive with his matching studded leather barding.

Female human Fighter 1
CG Medium humanoid
Init : +5 ; Senses: Perception +2
------------------DEFENSE------------------
AC: 19, touch 15, flat-footed 13 (+3 studded leather armor, +5 dex, +1 size)
hp: 10 (1d10)
Fort: +2, Ref: +5, Will: +3
------------------OFFENSE------------------
Spd: 20 ft./x4
Melee: Dagger, melee +4, 1d4+3, 19-20/x2
Ranged: Mwk Shortbow, composite +3 Str, +7, 1d6+3, 20/x3
------------------STATISTICS------------------
Str: 16, Dex: 20, Con: 11, Int: 7, Wis: 14, Cha: 7
Base Atk: +1, CMB: +4, CMD: +19 (+1 vs Grapple and Overrun) [Alternate Favoured Class Option]

Feats:
Point Blank Shot (PFCR 131),
Precise Shot (PFCR 131),
Rapid Shot (PFCR 132)

Skills: 2 skill points (Ftr 2, Int -2, min 1, Human +1)
Ride +8 (includes ACP)
Stealth +9 (includes ACP & size modifier)

Languages: Common
Combat Gear: Mwk Shortbow, Dagger, Studded leather armour.
Class Abilities: • FIGHTER BONUS FEATS - At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55).
• FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).
Traits:
• Indomitable Faith (Faith) - +1 on Will saves. (PFCT 5)
• Rich Parents (Social) 900 gp starting cash. (PFCT 6)

Alternate Favoured Class Option: Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice (APG) – Grapple and Overrun.

Gear: gp
Composite (+3 Str) Shortbow:675
dagger:2
combat trained pony (named Camden):45
military saddle:20
saddlebags:4
pony feed (2 days):0.02
explorer's outfit:10
Noble's Outfit:0
studded leather barding:50
arrows (40):2
silvered arrows (20):3
blunt arrows (20):2
cold iron arrows (20):2
Winter Blanket:0.5
Backpack:2
Common Lantern:0.1
Pint of oil (9):0.9
Flint and Steel:1
Trail Rations (4):2
Hemp Rope (50'):1
Waterskin (4):4
Alchemist Fire (1):20
Piece of Chalk (10):0.1
Tanglefoot Bag (1):50
Horse care stuff:3
Coins: 3sp, 8cp.


I will be submitting a Cavalier in a few hours when i have finished working him all out.

Dark Archive

To Nimue- Looks good dont forget to add campaign trait, even though it is apparent.

to everyone else- the first six to have characters ready is who I am taking, so far we have one that is Nimue the Archeress.


Seems to be screaming out for an alchemist -- was thinking of making a Chirugeon or Preservationist -- who's been touched by the Supernatural (per campaign traits). Will try to build it this afternoon.


For your approval (I'll make an alias if it passes inspection) - I used real-world languages to fill in for his int bonus.

Full description (physical) to follow...

Alaisdair is the son of Hamish Cinaed, a priest of the Church of England, and the only child with his new, young wife Ailsa. His four siblings were much older and out of the house when he was born, making him the only child in his household, often left alone with his mother while his father was out traveling the countryside and bringing the Word to people. A somewhat awkward child, Alaisdair had few friends growing up, preferring to spend his time at home, listening to his mother's fantastic tales and reading some of the books she only brought out when Father was away, or out playing in the hills with her. [Trait: Highlander]

One night when the boy was 9, his mother woke him to say goodbye. She told him that the pact had ended, and that she would have to leave, but that she would love him forever. She vanished that night, never to be seen again. His wife gone, and having no patience for a young child, Hamish sent the child to be educated by the church. Alaisdair never felt that he quite fit in there [Trait: Scholar of the Great Beyond], or really anywhere other than his mother's side, always daydreaming of the tales she told. He was delighted to discover that the school had some books like hers, but crushed to learn that they were forbidden. He became very good at sneaking into the library, and it was years before he was caught with those books and expelled.

His father sent him a letter telling him not to bother coming home, and so, instead, he went to Edinburgh, to live with his youngest sister Kirstin (who was a mere 12 years older than he) and her husband and children. In order to pay rent, he started working at this hospital, first as an orderly, but from a few chance meetings and conversations, he caught the eye of Dr. Mackenzie, the apothecary, who took him on as an apprentice. In his years there, he learned his skills and studied much of the human form, while seeing evidence of things beyond the "normal"... and reminding him of his mother.

When Dr. Mackenzie was found murdered, shredded as if by a wild bear in the middle of town, Alaisdair stopped lying to himself and admitted that there was more to this world than people cared to ever admit - especially people like his father. When he heard rumours about the founding of Torchwood, he set out immediately -- wanting help to find answers to all of his questions about the great beyond, the things that go bump in the night, his mother -- and by extension, his heritage [Trait: Supernatural].

Alaisdair Cinaed Human (Scottish) Alchemist (Chirurgeon) 1

Hit Points: 10
Experience: 0 / 2000
Alignment: Neutral Good
Vision: Normal
Speed: Walk 30 ft.

Languages: Common, Scottish, Welsh, Irish, Latin

Stat Score Mod
STR 13 (+1)
DEX 16 (+3)
CON 14 (+2)
INT 18 (+4)
WIS 10 (+0)
CHA 8 (-1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise [+8] 1.0 4 3
Craft (Alchemy) [+8] 1.0 4 3
Heal [+4] 1.0 0 3
Knowledge (Arcana) [+8] 1.0 4 3
Knowledge (Planes) [+9] 1.0 4 4
Perception [+4] 1.0 0 3
Sleight of Hand [+5] 1.0 3 1
Spellcraft [+8] 1.0 4 3
Stealth [+6] 1.0 3 2
Survival [+4] 1.0 0 3

untrained:

Acrobatics 1 0.0 3 -2
Bluff -1 0.0 -1 0
Climb -1 0.0 1 -2
Craft (Untrained) 4 0.0 4 0
Diplomacy -1 0.0 -1 0
Disguise -1 0.0 -1 0
Escape Artist 1 0.0 3 -2
Fly 1 0.0 3 -2
Intimidate -1 0.0 -1 0
Perform (Untrained) -1 0.0 -1 0
Ride 1 0.0 3 -2
Sense Motive 0 0.0 0 0
Swim -1 0.0 1 -2

-------------------------- Feats ---------------------------
Point-Blank Shot, Precise Shot, Brew Potion [Class Bonus], Throw Anything [Class Bonus]
-------------------- Traits ---------------------
Highlander: +1 Trait bonus to Stealth; Stealth as Class Skill
Scholar of the Great Beyond: +1 Trait bonus to Knowledge (Planes) [becomes class skill]
Supernatural: +1 to an ability (int), -1 to Cha
-------------------------- Combat --------------------------
AC: Total: 17 Touch: 13 Flatfooted: 14

Initiative: +3; BAB: +0

Fortitude: +4 Reflex: +5 Will: +0

Melee:
--------
Quarterstaff: +1 (1d6+1) [B]
Sickle: +1 (1d6+1) [S, trip]
Dagger: +1 (1d4+1) (19-20/x2) [S]
Unarmed attack: +1 (1d3+1) [B, nonlethal]

Ranged:
--------
Crossbow, Light: +3 (1d8) (19-20/x2) [P] {80' increment}
Dagger, Thrown: +2 (1d4+1) (19-20/x2) [S] {10' increment}

Special:
--------
Bomb (ranged): +4 [vs. touch] (1d6+4 direct/5 splash) [Splash DC: 14] {2' increment}

--------------------- Special Abilities --------------------
Bombs (5/day)
------------------------- Equipment ------------------------

Barbed Vest (4lbs); 20 x Crossbow Bolt (2lbs); Chain Shirt (25lbs);
Lantern (Hooded) (2lbs); Outfit (Explorer's) (8lbs); Crossbow (Light) (4lbs); 2 x Dagger (2lbs); 2 x Sickle (4lbs).

Backpack (Masterwork) (6lbs) Contains: { Oil (1 Pint Flask) (1lbs), Whetstone (1lbs), 2 x Vial (0 lbs) }

Case (Map or Scroll) (0.5lbs) Contains: { 5 x Parchment (Sheet) }

Pouch (Belt) (2.5 lbs.)
Caltrops 1 2lbs

Pouch (Belt) (1 lbs.)
Mirror (Small/Steel) 1 0lbs
Chalk (1 Piece) 10 0lbs
Signal Whistle 1 0lbs

Mule (0 lbs.)
Rations (Trail/Per Day) 7 7lbs
Saddlebags 1 8lbs
Waterskin (Filled) 2 8lbs
Grappling Hook 1 4lbs
Rope (Silk/50 ft) 1 5lbs
Piton 5 2lbs
Oil (1 Pint Flask) 4 4lbs
Bedroll 1 5lbs
Blanket (Winter) 1 3lbs
Formula Book 1 3lbs

Current load: Light
Encumbrance
Light: 58 Medium: 116 Heavy: 175
------------------------ Formulae --------------------------

Slots: 2/-/-/-/-/-

Level 1: (DC 15)

Ant Haul (Transmutation): Triples carrying capacity of a creature.
Bomber's Eye (Transmutation): Increases thrown weapon range; +1 attack.
Cure Light Wounds (Conjuration): Cures 1d8+1 hit points of damage.
Enlarge Person (Transmutation): Target doubles in size
Expeditious Retreat (Transmutation): Increase base land speed by 30'.
Shield (Abjuration): Creates invisible shield of force

------------------------ Description -----------------------
Height: 6' 3" Weight: 195 lbs. Gender: Male
Eyes: Green Hair: Red, Braided Skin: Pale, Freckled

Dark Archive

Looks good, so we have an alchemist and archer so far.


Jeffrey Gardiner is the son of a con artist. His father was well acquainted with the underground, and often employed his son as a decoy, cutpurse, or, eventually, burglar in his schemes. He never knew his mother, and had only the example of his criminally-inclined father in his childhood.

His father ran afoul of a local band of thieves when he attempted to run his cons on their turf, and was slain in cold blood in a dark alley. Young Jeffrey witnessed the slaying, hidden in the shadows. He learned firsthand that there is no honor among thieves, and turned his talents to the side of the law, hoping one day to see his father's killers punished.

-----------------------------

Jeffrey Gardiner
Human Rogue 1
Neutral Good

Initiative: +4
Senses: Perception +4, Darkvision 30'

Languages: English, Welsh, French
Speed: 30 ft

Defense
AC 16, touch 14, flat-footed 12
CMD 15
HP 9 (Maximum 9)
Fort +1, Ref +6, Will +0

Offense
Base Attack +0, CMB +1
Melee: Rapier +4, 1d6+1 (18-20/x2) or Dagger +4, 1d4+1 (19-20/x2)
Ranged: Dagger +4, 1d4+1 (19-20/x2), range 10'

Favored Class: Rogue
Campaign Trait: Nocturnal (Darkvision 30', -2 save vs flash effects
Traits:
Canter - Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Fencer - You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Acrobatics +8 [1 rank]
Appraise +6 [1 rank]
Bluff +6 [1 rank]
Climb +7 [1 rank]
Diplomacy +2
Disable Device +10 [1 rank]
Disguise +2
Escape Artist +8 [1 rank]
Fly +4
Handle Animal +2
Heal +0
Intimidate +2
Knowledge (Local) +6 [1 rank]
Perception +4 [1 rank]
Ride +4
Sense Motive +0
Sleight of Hand +8 [1 rank]
Stealth +8 [1 rank]
Survival +0
Swim +1
Use Magic Device +6 [1 rank]

Feats:
Weapon Finesse
Combat Expertise

Class Features:
Sneak Attack: +1d6
Trapfinding: +half level to Perception to find traps and Disable Device to disarm.

Equipment:
Rapier
3 daggers
Leather armor
Traveler's outfit
Mwk Thieves' tools
Climber's Kit
Caltrops
Backpack
Flint and Steel
Chalk
Crowbar
50' Hemp Rope

75 gp


Nimon wrote:


To Nimue- Looks good dont forget to add campaign trait, even though it is apparent.

to everyone else- the first six to have characters ready is who I am taking, so far we have one that is Nimue the Archeress.

Thanks! :-)

I've added Campaign Trait, and corrected the Touch and Flat Footed ACs, as they didn't include the Size bonus. The version on Nimue's profile is complete.

Dark Archive

Looks good Jeffery, we have a rogue in the party now.

Silver Crusade

My two pence... Nimue with a revolver (gunslinger) would be a nifty period bit.


Celestial Healer wrote:
My two pence... Nimue with a revolver (gunslinger) would be a nifty period bit.

Yes, I agree, but I've been wanting to make an archer for a while, and I think it works for a spoilt/ignored noble's daughter. It is a bit of sport for them, just as shooting would be, but a bit more... quaint.

Oh, and I just can't quite bring myself to like using guns in fantasy, even though they keep coming up in the campaigns I play or run.


Sorry it took a good part of the afternoon and now evening to get the character together. Considering all the aspects of where she is from and religious views.

Once approved I will create up an alias.

Spoiler:
Rohara Acharya

Ethnicity: Indian
Class: Cleric (Aura: Chaotic - Faint)
Level: 1
Experience: 0 / 1300
Alignment: Chaotic Good
Languages: Languages: Common, Hindi, Abyssal
Deity: Durga

Ability Score
STR 10 (+0) 0 points
DEX 14 (+2) 5 points
CON 10 (+0) 0 points
INT 14 (+2) 5 points
WIS 18 (+4) 10 points +2 racial
CHA 14 (+2) 5 points

-------------------------Combat Stats -------------------------

HP: 8

AC: 17 = 10 +2 dex +4 armor + 1 shield
AC Touch: 12 = +10 +2 dex
AC Flatfooted: 19 = +10 +4 armor +1 shield

INIT: +02 = +2 dex

BAB: +0 = +0 class
CMB: +0 = +0 BAB +0 str
CMD: 12 = 10 +0 BAB +0 str +2

Fortitude: +2 = +2 class +2 con
Reflex: +2 = +0 class +2 dex
Will: +6 = +2 class +4 wis

Damage Reduction: none
Spell Resistance: none

-------------------------- Skills --------------------------
Skill points 5 = +2 class +2 int +1 favored class

Skills Total Rank CS Ability ACP Misc

Acrobatics
Appraise +2 = +0 rank +2 ability
Bluff +2 = +0 rank +2 ability
Climb +0 = +0 rank +0 ability
Diplomacy +8 = +0 rank +1 rank +3 cs +2 ability +2 trait
Disguise +2 = +0 rank +2 ability
Escape Artist +0 = +0 rank +0 ability
Fly +2 = +0 rank +2 ability
Heal +4 = +0 rank +4 ability
Intimidate +2 = +0 rank +2 ability
Knowledge (Dngnrng) -2 = +0 rank +2 ability -4 trait
Knowledge (History) +8 = +0 rank +1 rank +3 cs +2 ability +2 trait
Knowledge (Nobility) +4 = +0 rank +2 ability +2 trait
Knowledge (Religion) +8 = +1 rank +3 cs +2 ability +2 trait
Linguistics +2 = +0 rank +2 ability
Perception +9 = +1 rank +3 cs +4 ability +1 trait
Ride +2 = +0 rank+2 ability
Sense Motive +8 = +1 rank +3 cs +4 ability
Spellcraft +2 = +0 rank +2 ability
Stealth +2 = +0 rank +2 ability
Survival +4 = +0 rank +4 ability -4 trait
Swim +0 = +0 rank +0 ability

--------------------------- Class abilities ---------------------------

• Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor,
and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura
corresponding to the deity's alignment (see the detect evil spell for details). (Good: Faint)

• Spells 3 0-level (DC 14)/ 2+1 1st-level (DC 15)

• Channel Energy (Su): 1d6 (DC 12) Channeling energy causes a burst that affects all creatures of one
type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day)

• Domains:

~ Nobility Domain: You are a great leader, an inspiration to all who follow the teachings of your faith.

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet.
That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving
throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a
number of times per day equal to 3 + your Wisdom modifier.

Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus
on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not
venerate a deity).

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command,
6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of

~ Knowledge: You are a scholar and a sage of legends. In addition, you treat all
Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful
touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal
to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like
ability using your cleric level as the caster level. You can use this ability for a number of rounds per
day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination,
5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

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

• Selective Channeling : When you channel energy, you can choose a number of targets in the area up to your
Charisma modifier. These targets are not affected by your channeled energy.

• Alignment Channel: Instead of its normal effect, you can choose to have your ability to channel energy heal
or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy.
If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect
on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

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

• Royalty- +1,000 starting gold, +2 Diplomacy,Knowledge Nobility, Knowledge Religion, Knowledge History.
-4 Handle Animal, Knowledge Dungeoneering, Survival. you have a connection to the throne, but have lived
a pampered life.

• Religion: Eyes and Ears of the City (LN): Your religious training involved serving in the city watch of a
large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on
Perception checks, and Perception is always a class skill for you.

• Religion" Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born
under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action,
you may automatically stabilize a dying creature merely by touching it.

------------------------- Equipment ------------------------
Starting gold 1300 (300 + 1000gp trait)

masterwork chain shirt 25 250 gp
darkwood light wooden shield 2.5 l 203 gp

masterwork cold iron sickle 2 312 gp
light mace (silver) 4 25 gp
chaukrum (cold iron) 1 2 gp
chaukrum (silver) 1 21 gp

silver holy symbol 1 25 gp
spell component pouch 2 5 gp

masterwork backpack 4 50 gp
Pouch, belt (x2) 1 2 gp
holy water (x3) 3 75 gp
stake
Waterskin 4 1
rope (silk) 5 10 gp
hooded lantern 2 7 gp

Traveler's Outfit -- --
Noble's Outfit (with jewelry) 10 175 gp

Coins 37 gp
10 gems worth 10gp each

Current load: Light
Encumbrance
33 lbs. or less 34–66 lbs. 67–100 lbs.
With MW backpack
(38 lbs. or less 39–76 lbs. 77–115 lbs.)

------------------------ Description -----------------------

Gender: Female
Age: 21
Height: 5'5"
Weight: 111 lbs
Hair Color: long black hair, pulled back as needed
Eye Color: light grey
Skin Color: slightly dark Complexion (Indian)


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I was excited about this game, but my job is being transferred to a new company and I need to spend the next month or so making sure I keep my current job.

Good luck on the venture. I'll probably read along.

Dark Archive

Ok Songdragon looks good, nice domain choices have not seen those used together befor.

Quick recap of who we have

Nimue-(Fighter/Archer)
Alasidar-(Alchemist/Chirugeon)
Jeffery-(Rogue)
Rohara-(Cleric)

Dark Archive

Kata. the ..... wrote:

I was excited about this game, but my job is being transferred to a new company and I need to spend the next month or so making sure I keep my current job.

Good luck on the venture. I'll probably read along.

Good luck to you, hope it all works out.


Nimon - If allowed, I'd like to submit a concept for the UC wizard variant 'spellslinger.' Basically I'd like to see my prospective PC as an inventor who builds some wild weapons and gadgets for the team, his arcane gun being his most prized work.

I'd just like to hear your stance on firearms and the 'science vs mysticism' thing before I get all excited and write up a backstory and character sheet. Thanks!

Dark Archive

imjohnnyrah wrote:

Nimon - If allowed, I'd like to submit a concept for the UC wizard variant 'spellslinger.' Basically I'd like to see my prospective PC as an inventor who builds some wild weapons and gadgets for the team, his arcane gun being his most prized work.

I'd just like to hear your stance on firearms and the 'science vs mysticism' thing before I get all excited and write up a backstory and character sheet. Thanks!

You can use spellslingers, sure. I have some traits for those who are more one then the other, but you do not have to be that way, you can blend the two. This would be a good addition to the group.


Christof de Castro is of noble birth but far from the line of succession. Instead, he turned himself to noble goals, knowing that the court was never going to be his. He trained with the military, honing himself as a lancer to serve king and country.

-------------------------
Sir Christof De Casto
Human Cavalier 1
Neutral Good

Initiative: +1
Senses: Perception -2

Stats:
Strength: 18 (+4)
Dexterity: 13 (+1)
Constitution: 11 (+0)
Intelligence: 14 (+2)
Wisdom: 7 (-2)
Charisma: 16 (+3)

Languages: English, French, German and Russian
Speed: 30 ft (20ft in my Breastplate)

Defense
AC 17, touch 11, flat-footed 16
CMD 16
HP 10 (Maximum 10)
Fort +2, Ref +1, Will -2

Offense
Base Attack +1, CMB +5
Melee: Masterwork Greatsword +6, 2d6+6 (19-20/x2) or Masterwork Lance +6, 1d8+6(2d8+4 when mounted.)
Ranged: Javelin +2, 1d6+4 (x2), range 30'

Favored Class: Cavalier
Campaign Trait: Royalty
Traits:
Armour Expert: Reduces Check Penalty by -1.
Charming: +1 to Bluff or Diplomacy if they are (or could be) sexually attracted to me.

Acrobatics -1 [no rank]
Appraise 2 [no rank]
Bluff +3 [no rank]
Climb +2 [no rank]
Diplomacy +7 [1 rank]
Handle Animal -1 [no rank]
Heal -2 [no rank]
Intimidate +7 [1 rank]
Knowledge (Local) +6 [1 rank]
Knowledge (Nobility) +8 [1 rank]
Knowledge (Religion) +8 [1 rank]
Knowledge (History) +8 [1 rank]
Perception -2 [no rank]
Ride +3 [1 rank]
Sense Motive +2 [1 rank]
Survival -6 [no rank]
Swim +2

Feats:
Power Attack
Cleave

Class Features:
Challenge: +1 to Damage, -2 to AC vs not challenged, +1 to ac vs challenged
Mount: Warhorse
Order: Lion
Tactician: Bonus Feat: Precise Strike

Equipment:
Masterwork Greatsword
Masterwork Lance
Masterwork Breastplate
4 Javelns
Nobles Outft (with jewellery and signet ring)
Miltary Saddle
Saddlebags

117gp.


Curse you Sir Christof! I was hoping to submit the first melee/tank character.


Sorry, Good Sir. If it helps, I am really going to focus on more of a team-work-style Cavalier. It's always good to have another mighty meat-shield, though.

Dark Archive

Looks good Sir Christof. Know we have a knight, rogue, fighter, alchemist, cleric, and possibly a spellslinger . Recruitment will be closed then if imjohnyrah gets his spellslinger up. I will start the campaign late tonight(about 13 hours from now) if that happens.


Nimon, Question on languages, do we all get Common (English I assume) + native tongue or just native language

Thank you. (comment about domains) I consider Nobility and Protection, but the Knowledge domain power, is just so interesting to know what baddies are and such. Especially considering Torchwood and it's 'monsters'.


I have updated my character's background to give more of a current personality sketch, and swapped out some of his non-campaign traits.

background:
Jeffrey Gardiner is the son of a con artist. Growing up on the crowded streets of London, his father was well acquainted with the underground, and often employed his son as a decoy, cutpurse, or, eventually, burglar in his schemes. He never knew his mother, and had only the example of his criminally-inclined father in his childhood.

His father ran afoul of a local band of thieves when he attempted to run his cons on their turf, and was slain in cold blood in a dark alley. Young Jeffrey witnessed the slaying, hidden in the shadows. He learned firsthand that there is no honor among thieves, and turned his talents to the side of the law, hoping one day to see his father's killers punished.

Jeffrey is generally good-humored, and appreciates the finer things in life. His training in con artistry has helped him be able to blend in with many facets of society. Equally at home among the wealthy elite or among the thieves and prostitutes of Whitechapel, he is a social chameleon whose aloof manner often causes people to underestimate him - which suits him just fine.


History:

Sebastian Feist was born in Versailles France not too long after the Revolution. His father, a lowly jeweler with a special affection of pocket watches, demanded his son to apply himself to his studies above all else so that he didn't have to live through the structured classism that had predominated his own life. Luckily for Sebastian, he turned to be quite the gifted engineer in his own right.

At 16 he and his family moved so that he could attend the University of Paris to study mechanical engineering due to a scholarship. At 19 he moved again so that he may study mathematics and physics at the University of Oxford, this time he left his parents back home in France. When he was 23 he moved again so that he may perform research and development with the great Nikola Tesla in the United States. It was here that he really found his niche in the world. The boy learned much from the brilliant minds he was working with but eventually returned Europe when his two year visa expired.

He had a peculiar knack for research and study and would often be found in the vast catacombs of Oxford's expanding library. Pooling through the literature eventually lead him into studying the occult and the effects that brought with it have been unfathomable at best. Like a few of his contemporaries, Sebastian fancied mind altering or expanding narcotics to assist him while researching. Under the effects of such substances he began toying with a book of incantations he had purchased on a whim from an Austrian street vendor during a holiday in London which resulted in a minor fire and an eviction notice.

Skeptical at first, Sebastian grew to embrace the theorized mysticism and hatched a philosophical union of modern science and ancient arcana. His first major breakthrough was a variation of a clockwork revolver that was gifted to him by a colleague a few years before. With some major alterations he was able to modify the pistol to withstand the pressure and power of the destructive magics he was researching. Though he found the simple spells that helped him see on a broader spectrum or mend shattered machines were far more versatile and deserving of his attention. The pistol is his first triumph but he plans that it just be what opens the door to the possibilities he will be capable of over time.

Character Sheet:

Sebastian Feist
Human Wizard (Spellslinger) 1
Neutral Good

Initiative: +3
Senses: Perception +1

Languages: French, English, German, Russian, Latin, Italian,
Speed: 30 ft

Defense
AC 13, touch 13, flat-footed 10
CMD 13
HP 8
Fort +1, Ref +3, Will +2

Offense
Base Attack +0, CMB +0
Ranged: Battered Revolver +3, 1d8 (x4), range 10'
Special Attacks Mage Bullets, Arcane Strike

Spells
Spells per Day 3/-/-/-/-/-/-/-/-
Spells Known 6/-/-/-/-/-/-/-/-
1st Level – Animate Rope (Transmutation), Burning Hands (Evok), Detect Magic (Div), Read Magic (Div), Detect Secret Doors (Div), Shield (Abj),
Favored Class: Wizard +1HP

Campaign Trait: Supernatural (+1 Int, -1 Cha)
Traits: World Traveler (Sense Motive), Mathematical Prodigy +1 to knowledge Arcane and Engineering

Skills (2+5)+1 Total: 8 Ranks
Appraise* +9 [1 rank]
Escape Artist +4 [1 rank]
Fly*
Knowledge (Arcane) +10 [1 rank]
Knowledge (Engineering) +10 [1 rank]
Knowledge (Planes) +8 [1 rank]
Linguistics*
Perception + 1[1 rank]
Sense Motive* +5 [1 rank]
Spellcraft* +9 [1 rank]

Statistics
Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 9

Feats:
Gunsmithing
Scribe Scroll
Arcane Strike

Class Features:
Arcane Gun
Gunsmith
Mage Bullets
School of the Gun (Conjuration, Enchantment, Illusion, Necromancy)

Equipment:
Courtier’s outfit (+50gp worth of jewelry)
Mwk Backpack 50gp, 4lbs
Gunsmith’s Kit 15g, 2lbs
Flint and Steel 1gp, -
Chalk .01gp, -

Total 183.99gp 300-116.01 = 183.99gp

Dark Archive

Looks good Sebastian, looks like we can proceed. I will start to post in the game play tab. Recruitment is closed.


Right, alias created, character sheet copied over. Didn't do the physical description yet, but I will -- swapped a feat along the way, also.

Dark Archive

Nice, I have started posting in gameplay the initial campaign stuff. Post when you can.

Dark Archive

We had one player drop out, so looking to replace an arcane user, can be something else though. We currenlty have a Cavalier, alchemist, cleric, Fighter/archer, and rogue. I will allow non-pazio products, or possibly homebrewed ideas, submit them in discussion section.

Dark Archive

Can use two more players for this, had a cavalier and mage go awol. Just finishing first bit of combat, so wont be too far behind.

Dark Archive

Still Need one player to round out the ranks, had a Cavalier go AWOL. Need a martial class, I do allow 3rd party material and or homebrewed things, just submit them in the discussion thread so I can have a look at it.


I think I got something for you... I'm not familiar with Torchwood tough, but I do like steampunk. So here's a quick character draw:

Creating a Scottish middle aged Swordsmith who recently had to close his shop due to the poor demand for swords lately (everyone wants guns nowadays). He lost pretty much everything and still has huge debts because the business was a family tradition he didn't want to give up. Wishing to provide an income for his family - his wife and three children - he is looking for a new job. Any job. He would be a Barbarian, taking the Giant campaign trait, and when doing dirty jobs he tends to carry his favourite hammer with him, as well as a Greatsword he inherited from his clan.

Dark Archive

Sounds good, your character and Alasdair talking should be interesting since he is a Scott too.


Aye, lookin' forwerd to it! Wondering if they'll get along tough, with Feahus being a staunch believer. Two questions:

I took "Free Church of Scotland" as his religion, this church being a historical one with many Highlanders (of whom Feahus derives, the greatsword being a clue to that). Is this allright?

He carries a bottle of whisky with him, I took the price of a fine bottle of wine for that (10gp). Ok?

Feel free to check if I've done everything correctly and if I should change anything of the story, his gear, skills, ...

Feahus McDerry
Male Human Barbarian
Neutral
Initiative bonus 0 Perception 5

DEFENSE:

AC 13 Touch 10 Flatfooted 12
HP 15 (1D12+2 CON + 1 fav. Class)
Fort 5 (2+ 2 CON + 1 feat) Ref 1 (1 DEX) Will 2 (1 WIS + 1 feat)
CMD 16

OFFENSE:

Base speed 45 Actual speed 45 (30+5 giant + 10 barbarian)
BAB 1 CMB 5
Melee attacks +4 1D8 (Warhammer) 1D12 (Greatsword)
Ranged attacks +2

STATISTICS:

STR 17 DEX 13 CON 15
INT 10 WIS 13 CHA 10

FEATS & TRAITS :

Feats (Origin [Bonus feat, racial feat, level feat])
Power attack [Lvl 1]
Cleave [Human bonus]

Indomitable Faith
Resilient
Giant

[spoiler=SKILLS]
Craft: weapon (INT) 4
Intimidate (CHA) 4
Survival (WIS) 5
Perception (WIS) 5

GEAR:

Combat gear
Greatsword
Warhammer
Studded Leather

Other gear
Barbed Vest
Masterwork Backpack
Masterwork Artisan's tools
Bedroll
Trail Rations
Artisan's Outfit
Bottle of Whisky
Bullseye Lantarn

PP GP 69 SP 9


OTHER:

Racial features Heart of the Fields Bonus Feat
Class features Fast Movement Rage
Favoured class options 1 HP/level

Deity: Free Church of Scotland

BACKSTORY:

Feahus was a blacksmith, as were his father and grandfather before. The shop in the centre of Glasgow was passed from father to son for generations and had a strong reputation for its excellent swords and knives. However, even with an excellent reputation it became hard selling swords and the knives only could not provide a living. Feahus took big loans to keep the work of his ancestors going, but in the end it was in vain. His shop was closed, his house sold, his wife and three children convicted to poverty. They found refuge with the local minister, but Faehus left soon, vowing he would pay the Church back for their charity.

To pay the debts he had taken, Feahus offered his services to whatever employer he could find. He was not exactly picky when doing this, a first job included the intimidation of a merchant who refused to pay a "protection fee" to the Penny Mobs (historical gang in Glasgow). He refused to join any groups however, and traveled when needed for his employer, the only condition being that the employer paid the travelling costs.

Those who hired him found a calm man, but touchy about his faith, his family and Scotland in general. Those he was hired against found a furious giant, doing whatever it took to get the job done.

Dark Archive

Looks good. You should get a +1 to initative because of your dex, other then that I could not find a fault.

Dark Archive

Feahus:
I wil introduce you very soon, currently the team is investigating an underground lab connected to the sewers along the thames river. I will place you in there as a captive, your gear with be layed out on a table. You got captured by trying to shakedown the local laundry service for protection, but found out the hard way they were already protected, by the Black Scorpions.


Still need two more people? Or just one?


Great, looking forward to it. Been reading the campaign so far, seems like a lot of fun. I'll put the info in my profile and wait for an introduction to start posting.

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