Viscount Inspector Nigel |
Viscount Inspector Nigel |
Sounds good guys. I think I will give everyone another weekend. There is a good amount of reading in the player's guide to digest. On Monday I will compile the applicants and announce the party. If you are not announced I would like to keep in contact with you via PM on these boards in case a spot opens up. After I announce the party I will open up the discussion board and open up a lil RP for the party to mingle and introduce their characters while I set up the game. Game should be up Tuesday. Questions?
Viscount Inspector Nigel |
Someone PMed me about the technologist contraption and if I would allow it to disable devices. I am going to allow that since I believe that is fitting in the concept/flavor. This does not mean disable device is reduced to a standard action, it just means you would have to direct your device to remain disableing the device for several actions, maybe rounds. I figured I would share that with all of you in case anyone else was looking at that theme.
Hugo Sterling |
This is the mostly-complete stat-block for Lazyclownfish's submission. Since you extended the deadline, I plan to read a bit more thoroughly before writing his background up.
He's a half-orc Scavenger Investigator who will eventually take Steamsuit Pilot levels.
The basic idea is that he's a struggling inventor who is a bit beat down by the stigma of his race and build, but who finally finds a way out of his rut by getting into the RHC. Not the ideal way to go in his mind, but one he's committed to since it gets him somewhere, finally (and also because the RHC has resources he couldn't dream of having access to for his inventions). I'll flesh the concept out on Saturday.
TerrorOfDeath |
just finished the extended player's guide and just WOW. I just have to say the whole thing with the 12ft tall bears that fight to death to just determine who becomes an ambassador is just crazy but hilarious. But beyond that. After finishing it, I came to ask whether or not we are allowed to the Magus class for character creation.
Viscount Inspector Nigel |
just finished the extended player's guide and just WOW. I just have to say the whole thing with the 12ft tall bears that fight to death to just determine who becomes an ambassador is just crazy but hilarious. But beyond that. After finishing it, I came to ask whether or not we are allowed to the Magus class for character creation.
Depends on how you justify being a Magus, but I could see that working. They don't really fit into my mind when I think of this AP, but maybe you have an idea for one that makes sense.
Nikolaus de'Shade |
Female Deva Royal Accuser-Sanctified Slayer-Urban Infiltrator Inquisitor 1
TN Medium Humanoid (Deva)
Init +2 (+2 Dex)
Senses: Perception +8, Low-light Vision.
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
HP 10/10 (8 + 1 con + 1 FCB)
Fort +3 (2 base, +1 Con)
Ref +2 (0 base, +2 Dex)
Will +5 (2 base, +3 Wis)
OFFENSE
Sap +3, d6+1, x2. NL
Spd 30 ft.
Space 5 ft.; Reach 5 ft.
SPELLS
Inquisitor
Lvl 0 (∞/day) – Detect Magic, Disrupt Undead, Read Magic, Stabilize
Lvl 1 (1+1/day) – Divine Favour, Shield of Faith
Base Atk +0 (+0 Inquisitor)
CMB 3 (0 BAB, 3 Str)
CMD 15 (10, 0 BAB, 2 Dex, 3 Str)
STATISTICS
Str 16 (+3) (14 base, +2 racial)
Dex 14 (+2)
Con 12 (+1) (14 base, -2 racial)
Int 14 (+2)
Wis 16 (+3) (14 base, +2 racial)
Cha 10 (+0)
FEATS
Unfinished Business [Campaign]: Once per day you may use speak with dead as a spell-like ability with a caster level equal to your character level. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature’s death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection.
Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the ghost touch weapon property.
Breadth of Experience [Level 1]: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
SKILLS
Disable Device +6 (1 rank, +2 Int, +3 class)
Knowledge (Local) +8 (1 rank, +2 Int, +3 class, +2 racial)
Knowledge (Other) +4 (+2 Int, +2 Feat)
Knowledge (Religion) +6 (1 rank, +2 Int, +3 class)
Perception +10 (1 rank, +3 Wis, +3 class, +1 morale, +2 racial)
Spellcraft +6 (1 rank, + 2 Int, +3 class)
Sense Motive +7 (1 rank, +3 Wis, +3 class)
Survival +7 (1 rank, +3 Wis, +3 class)
Total Points: 8 [1x(6 Inquisitor + 2 Int)]
AC penalty is -1
LANGUAGES
Common, Primordial, Abyssal, Celestial
EQUIPMENT
Chain Shirt (100gp) [25lbs]
Sap (1gp) [2lbs]
Inquisitor’s Kit: a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. (30gp) [34lbs]
0 platinum 18 gold 10 silver 0 copper
Weight Carried: 61lbs.
SPECIAL ABILITIES
Deathly Calm: Devas gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, fear effects, negative energy effects, and spells or spell-like abilities of the necromancy school.
Memory of Past Lifetimes: Devas can use guidance three times a day as a swift action, but they can target only themselves. The caster level is equal to the deva’s character level.
Shards of the Past: A deva gains a +2 bonus on any two skills and these become class skills. (Knowledge Local, Perception)
Class Skills: An urban infiltrator adds Disable Device, Knowledge (history), Knowledge (local), and Knowledge (nobility) to her list of class skills in place of Knowledge (dungeoneering) and Knowledge (nature).
This alters the inquisitor’s class skills.
Proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Oblivion Inquisition: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even if your differences come to violence.
Life Anchor (Su): You gain a 10-foot-radius aura that helps dying creatures cling to life. Within this aura, a dying creature (including yourself) adds your Wisdom bonus to its stabilization checks (in addition to any other modifiers to stabilization checks).
Stare of Oblivion (Sp): At 8th level, you can use feeblemind as a gaze attack against one creature (Will negates). This effect lasts 1d4 rounds. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
Studied Target: At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.
Gifted Detective: An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour.
This ability replaces monster lore.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Meticulous Inspection: A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).
This ability replaces stern gaze.
Crunch is here - quick question though. What would Sarasma's favoured weapon be? Hizlari is proficient with it and I'll probably use it, but it wasn't in the players guide that I could find... Elven Curve Blade maybe? Branch Spear?
Also took the feat Breadth of Experience, which requires a character to be an elf/dwarf/gnome and 100+ years old. I thought a deva could reasonably qualify given how long they keep living and all the memory fragments they keep - let me know if you'd like me to change it.\
Viscount Inspector Nigel |
I am finishing up reading all the submissions now. Sarasma's favored weapon is probably the Elven Curve Blade, though she has three forms with six arms and there are some sects that worship her after her defeat that is different than when she was alive so I could see arguments for new "favored weapons", but the Elven Curve Blade is probably traditional.
I am ok with a Deva taking Breadth of Experience.
Viscount Inspector Nigel |
@Snorter, and anyone else interested the recruitment is closed sorry.
The Following Submissions are good as is and chosen for the campaign
Lysander Eladrin Oracle
Declane Thorne Human (Risur) Gunslinger
Viscountess Bas Deva Inquisitor(various archetypes more like investigator)
Jacob DavidCan't tell if you are trolling me with that name, but it beats Teddy Ruxsbin. Kitsune Sorcerer
Hugo Sterling Surprised me with the archetype. Had to read it all. I have a feeling you are about to game the system on me, but I like the flavor so will give you a chanceInvestigator(Scavenger)
Below are submissions I did not choose, but should someone drop I would like to invite you pending some changes.
So I will be opening up the Discussion Tab and you can post in/out of character to introduce yourselves.