Twilight of the Heroic Age (Inactive)

Game Master Simeon


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Looking at the build online as well, I'll explain it a little. Zorin will focus on natural attacks at the front line while supporting the rest of the party with extracts and potions. He will also assist with knowledge skills, spell craft, and alchemy. Finally, he will be built well to craft potions to anyone looking for potions to compliment their character can take advantage of that to.


Any Paizo class is an automatic yes from me! If you make a medium I will kindly ask you to explain how the hell they work, but I’ve got a solid grasp on the rest of them generally.

Zorin: Not a huge fan of pre-game crafting, I’ll do some thinking to figure out a fair solution, maybe something like purchasing them for half the cost of normal? Hit dice are half+1.


That works fine! I don't mind either way. I'll probably pick up a couple of emergency potions that would be handy but won't purchase to many. I will load up on alchemical stuff during the course of the game. Also works well cause I can save money in case something specific comes up. And ok, I got some extra hit points then.


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Any child labor laws, or can we work them 16 hours a day for a few copper a week?


That's...not something I intend to explore.


If one of them accidently falls into the sausage maker, we'll try and keep it quiet when we sell it.


Perhaps the dice will speak...

Roll 'dem Bones:

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

This be not the game, Sire.


I did read the setting document... Very nice!


Alright, I'll probably close up recruitment in a week or so.


GM Coyote wrote:

...The party plays as operatives of a shadowy mercantile syndicate in an industrial-era Golarion...

...of the Tetrad of Cyrune, their mysterious employers.

Shadowy & Syndicate typically connote evil? I'd rather not be working for an evil faction? Can there be clarity on that?


Sure! The Tetrad isn't evil, but they definitely aren't good either. They draw the line at slavery and contract killing, but are willing to do business in most other fields.


Evil is sometimes a point of view. (Says the character who was once associated with criminal gangs.) :)


Elsa Swiftfoot wrote:
Evil is sometimes a point of view. (Says the character who was once associated with criminal gangs.) :)

Erm... not making me feel any better, not that it was your intent.

I'm not a prude and usually don't play the Lawful Stupid Paladin, I'm all about the anti-hero. And, adult or dark themes are fine... just rather be one of the good gals/guys.

I see NG, NG & LN in party... so it shouldn't be an issue.


I will also add that the main enemies of the Tetrad are decidedly evil. Your employers aren’t necessarily good, but your opponents are evil.


GM Coyote wrote:
I will also add that the main enemies of the Tetrad are decidedly evil. Your employers aren’t necessarily good, but your opponents are evil.

Thanks.

What's the state of brandishing/wearing weapons openly? Bows and Elven Curved Blades are rather large.

What about a repeating crossbow, greatsword or pole-arm?

Grand Lodge

Sorry, been a bit busy! I should have something for you to look at within the next 24 hours!


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


Alessandro Khadaji wrote:
Elsa Swiftfoot wrote:
Evil is sometimes a point of view. (Says the character who was once associated with criminal gangs.) :)

Erm... not making me feel any better, not that it was your intent.

I'm not a prude and usually don't play the Lawful Stupid Paladin, I'm all about the anti-hero. And, adult or dark themes are fine... just rather be one of the good gals/guys.

I see NG, NG & LN in party... so it shouldn't be an issue.

Elsa is more interested in helping her companions and making money. The deeper thoughts on good and evil are not on her agenda.

Having said that, she wouldn't be party to a massacre, and she really doesn't like drug dealers. She distrusts those in authority and the law in general as it seems to favour the rich over the poor


Alessandro Khadaji wrote:


What's the state of brandishing/wearing weapons openly? Bows and Elven Curved Blades are rather large.

What about a repeating crossbow, greatsword or pole-arm?

Well the party are essentially mercenaries to anyone who's not in the know, so they can definitely get away with having weapons on them. That said, there may be circumstances where carrying weapons isn't appropriate or allowed.


Here is my kineticist! Just need to do a bit more shopping and I'll be good to go! Nothing like a follower of Desna with some skills in picking locks and pockets, because he needed to eat on the streets!


I’m terms of motivation Zorin is looking to not only make some money, but also train in medicine. Both by providing care to the poor to spread his name but to also collect and dissect various rare creatures. His main goal is to develop a proper system of scientific medicine that does not rely on divine magic or godly intervention.


Working on a...

CN Female Human Dual Rapier wielding Unchained Rogue turned Cleric Herald Caller of Desna... face.

Rogue 3/Cleric 2... progress as Cleric.

Non-Trapfinding.
High Diplomacy.

I wouldn't call her optimized, but pretty solid and full of RP opportunity.


In trying to keep some campaign and current character themes...

Child of a Gunslinger maverick and humble Priestess, she finds herself with one foot in the present and the other in the past.

She's far from home now, hoping to channel the knowledge, faith and courage instilled in her by her parents.

Rebellious leanings, but her heart is in the right place.

Desdemona:

Desdemona
Female Human (Varisian)

Unchained Rogue (Investigator, Scroll Scoundrel) 3
Cleric (Herald Caller) of Desna 2

CN Medium humanoid (human)

Init +6; Senses Perception +10 (+8 when further than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 35 (5d8+7)

Fort +6, Ref +8, Will +7; +1 vs. effects you've saved against in the last minute

Defensive Abilities evasion
--------------------

Offense
--------------------
Speed 40 ft.
Melee keen mithral rapier +7 (1d6+4/15-20) or
. . mwk cold iron rapier +7 (1d6+2/18-20)

Special Attacks channel positive energy 5/day (DC 13, 1d6), sneak attack (unchained) +2d6

Cleric (Herald Caller) Spells Prepared (CL 4th; concentration +6)
. . 1st—bless, expeditious retreat*, protection from evil, stone shield
. . 0 (at will)—enhanced diplomacy, light, mending, purify food and drink (DC 12)
. . Domain Travel (Exploration subdomain)
--------------------

Statistics
--------------------
Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 14

Base Atk +3; CMB +3; CMD 18

Feats Exotic Weapon Proficiency (firearms), Skill Focus (Diplomacy), Two-weapon Fighting, Weapon Finesse, Weapon Focus (rapier)

Traits honest, magical knack, reactionary

Skills
Acrobatics +12
Appraise +4
Bluff +6
Climb +4
Craft (clothing) +3
Diplomacy +14 (+17 to change the starting attitude of a creature)
Disguise +2
Escape Artist +4
Fly +4
Heal +6
Intimidate +2
Knowledge (arcana) +4
Knowledge (planes) +5
Knowledge (religion) +5
Linguistics +6
Perception +10
Profession (baker) +7
Profession (teacher) +7
Ride +4
Sense Motive +10
Spellcraft +5
Stealth +12
Survival +2
Swim +4
Use Magic Device +6

Racial Modifiers
Languages Common, Gnome, Orc, Sylvan, Varisian

SQ adaptive learning, call heralds, divine heralds, door sight, fast talker, overprotective

Other Gear
mwk darkleaf cloth lamellar (leather) armor
keen mithral rapier
mwk cold iron rapier
effortless lace
5,830 gp
--------------------

Special Abilities
--------------------
Adaptive Learning +1 (Ex) Bonus to save vs. any effect successfully saved against in last minute.
Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Exploration)
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Heralds (Su) Summon creatures appropriate to deity.
Door Sight (5/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Talker (Ex) -5 to Bluff penalty for unlikely lies & +3 to Diplomacy to adjust start attitude.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

*will be progressing as Cleric is the current thought.

**haven't spent all funds yet, just on armor and main weapons.


@Desdemona - we are using Automatic Bonus Progression, so your total WBL for 5th level is halved to 5,250.


Lanatir wrote:
@Desdemona - we are using Automatic Bonus Progression, so your total WBL for 5th level is halved to 5,250.

Thanks! Missed that... got rid of Keen.

Just under 5,000 gp spent including gear, potions, etc...

Anything else?


Okay! Items have been bought and inventory has been updated.


Alessandro Khadaji wrote:
Lanatir wrote:
@Desdemona - we are using Automatic Bonus Progression, so your total WBL for 5th level is halved to 5,250.

Thanks! Missed that... got rid of Keen.

Just under 5,000 gp spent including gear, potions, etc...

Anything else?

Actually, the Keen special ability costs the +1 attunement and is for 0 gp, per ABP RAW.

The weapon doesn't get the +1 enhancement bonus, just the ability.

HeroLab is doing something funky with the money... Hmm.


Alessandro Khadaji wrote:

Actually, the Keen special ability costs the +1 attunement and is for 0 gp, per ABP RAW.

The weapon doesn't get the +1 enhancement bonus, just the ability.

I don't know if the GM is doing something different, but by RAW ABP only gives an enhancement bonus.

Enhancement bonuses are added by Attunement. Special abilities are part of the item (and so are paid for with coin).

So Keen costs 2,000 GP as shown in the table.

And yes, up until Level 8 you would have only Keen and not the +1, since you would deduct its +1 equivalent value from your Attunement enhancement bonus. Makes special abilities not a great deal until level 8, except maybe Furious for barbarians or Merciful for Enforcer builds.


Lanatir wrote:
Alessandro Khadaji wrote:

Actually, the Keen special ability costs the +1 attunement and is for 0 gp, per ABP RAW.

The weapon doesn't get the +1 enhancement bonus, just the ability.

...And yes, up until Level 8 you would have only Keen and not the +1, since you would deduct its +1 equivalent value from your Attunement enhancement bonus. Makes special abilities not a great deal until level 8, except maybe Furious for barbarians or Merciful for Enforcer builds.

But, for +1 attunement, you're only really giving up +1 damage (mostly) if you started with a masterwork weapon.


@ DM Coyote & current Players

I'm open to questions, comments & suggestions regarding the character build as far as how it might or might not gel.

How you think they'd work or not work with the current group. I'm not easily offended.

I do like personality/role niches and don't like stepping on toes.


With ABP, my interpretation is that you can sacrifice enhancements to get weapon abilities, but they follow the same rules as enchanted weapons. You couldn't have a weapon with just keen on it, you'd need to have an overall bonus of +2 to be able to sacrifice one of your +1s.


I believe you'd still have to purchase a keen weapon, which would cost as much as a +1 weapon, and then would have to sacrifice a +1 bonus from your ABP in order to activate the magic of the weapon.


GM Coyote wrote:
With ABP, my interpretation is that you can sacrifice enhancements to get weapon abilities, but they follow the same rules as enchanted weapons. You couldn't have a weapon with just keen on it, you'd need to have an overall bonus of +2 to be able to sacrifice one of your +1s.

Not totally sure I agree (HeroLab kinda let's you do it).

But, your game your rules, Boss.

The character can easily lose the "keen" ability and remain viable.

Anything else?


Ultimately, doesn’t matter all too much at this stage. We can sort it out if you’re selected.

For everyone, I’d like to see some background ideas as to how you came to work for a shadowy merchant group.


Copy on that, I'll have something finished by tomorrow evening.


What dreams may come...:

Desdemona was in a pinch of her own making, which was nothing new.

Today, the Crimson Wren were to raid a small gypsy caravan... she didn't like it, but they wouldn't listen. And, among the team they sent was a particularly brutal mix of gang members. It they weren't already murderers, it didn't look like they would mind becoming ones.

In her dream the Crimson Wren were all killed by a barb tailed lion creature, save for her... a tiny dragon came to rest on her shoulder and the barbs never struck her. It was a nice dream, but she didn't believe in tidy happy endings.

As the Wren surrounded the caravan, not too far from town... wagon flaps flew open and multiple arrows streaked to hit each and every member of the raiding force... dropping them, from horseback or where they stood.

It was so quick.

A woman came from a wagon, her eyes covered. Yet still Desdemona felt she was being watched... seen by her.

I saw their intent and yours. You can imagine, there was a difference. Her voice was like a warm breeze.

Ahh... the tiny dragon came to you. Herald of Desna. We are sisters of a fashion, but if you are anything like I was... you are wild and need tempering.

Seek out the Tetrad. With your induction, my debt and yours both, are paid.

You will always have choices to make, as I did. As we all do. Trust your own council... but, Desna shall watch over you and you shall never again be or feel alone.

And remember, Sister... Walk by Faith, not by Sight.

But, that day was nearly two years, if not a lifetime ago.


nice


Elsa Swiftfoot wrote:
nice

If that was for me... Thank you! Glad you liked it.


For Zorin he would have joined to provide medical help on the downlow. Temples and hospitals ask questions like “Why were you shot?” Or “Did you have something to do with the robbery in town?” Being able to provide help right in the organization avoids drawing any unwanted attention.

For why Zorin joined, it’s the perfect opportunity to travel and explore different aspects of medicine and to collect rare and exotic samples and subjects. The money is also a great motivator as well, the underworld always the place to make a fortune. Not just that, but a shadowy organization might be interested in subjects like flesh crafting and augmentation to improve their agents.


Background for joining the group:

"Father always said, enjoy what you do when you grow up, and if you are good at it, to never do it for free. So, I figured, I'd help with some of the heavy liftin' while scoutin' about and tapping pockets. Besides, if I'm gettin' paid to travel, would be nice to see Galorion, and all of its glory!" Standing at the reception desk, is a man dressed in dark blues and greens, almost fading into the shadows nearby. The man, doesn't look intimidating, but also seems to bear many scars from various scuffles. Volreg Sundek, a man who had gained a reputation to stand up for whomever he was contracted with, has definitely seen a blade or three while protecting his team. Truth be told, he was gathering money, so he could help out his family, both on the Kortos Isle and in Taldor, and wanted in on something more profitable than small jobs around the city.


Submissions are looking good!

I'll be closing recruitment tomorrow night, with selections up probably the day after that.


Curiously enough, the University frowned upon students conducting unauthorized experiments in primal magic in pursuit of a thesis. Even when Injord presented the eminently rational argument that he had been his own test subject and nobody had been at risk besides himself, the Dean and board of regents still voted to expel him. To be fair, the new being that Injord had become wasn't overly interested in continuing his course studies: a degree was only a title that meant nothing in actually pursuing knowledge. He had learned all he could from this place.

His family was a thornier problem that did not easily offer a solution based on logic. Ties of blood were something that he recalled being significant once, but now just seemed an unnecessary distraction. Both of his parents suggested he find work in their respective businesses, but the offers were emotional, reeking of something akin to pity. And, in the end, they were both closed loops that, much like collegiate studies, had little use to who he was now.

However, after disentangling himself from all aspects of his former life, a conundrum presented itself: finances were still essential to existence. The biological components of hims life manifested themselves in unfortunate ways. While he no longer really registered the taste of food, he still needed nutritional input. Sleep was still something the parts of his brain that weren't inured with brass tubing and gears required, and sleeping without shelter of some kind seemed counterproductive. Clearly he needed to do something to produce a positive influx of gold, something that did not involve working in connection with his former family and the continuous one-sided emotional baggage they would bring. Something that would be a job, not a career, so that he could continue to finance his own further studies and research into all fields of knowledge.

As it happened, he was very, very good with numbers, even more so now than before his transformation- and he had been a math genius then. He used his family one last time to provide an introduction to the local agents of the Tetrad, where he quickly proved his skill as an accountant. Since his arrival, the books have run more smoothly than anyone can recall in recent history. He even ferreted out a few cases of peculation taking place down the organization's rungs. The embezzlers in question disappeared from the syndicate rather quickly, and are speculated to have met with unpleasant ends as an example. This is something he might once have felt badly about, but, as with so much else in his life since the experiment, his sense of ethics is not what it used to be either.


Sorry to keep you folks hanging! Got sidetracked last night, but I’ve made my selections.

Would Desdemona and Volreg Sundek please join us in the discussion thread!

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