Trouble on Ravnica?

Game Master bigrig107


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Welcome! So my last Magic-inspired campaign didn't do all that well, and I'm ready to try my hand at redemption.

So! The important parts:

Campaign Intro:
"To whom it may concern,

It is with utmost regret that I must report the death, and most likely murder, of Senator Platicar IV. There is currently an investigation into his untimely death, and it has been recommended to me on the basis of your talents that I trust you with part of the investigation into the events surrounding his death.

Therefore, it is with the highest of honors and expectations that I hereby offer you the position of Investigator, as well as all of the benefits and responsibilities of said position.

Normally the Azorius Senate would not simply promote someone like this, but desperate times call for desperate measures.
Should you accept the burden of this new mantle, report to Arrester Lavinia at the break of dawn tomorrow morning. She will start you along the path of investigation.

For the Senate,
Supreme Judge Isperia"

And with that, the fun begins! Onto the details. Looking to run an investigation campaign, starting with a murder plot and twisting down into a dark plot which threatens to destroy Ravnica, as always!

Themes: crime, murder, horror, investigation, and a few more.

While there will be a healthy amount of combat, I want to primarily focus on telling the best story we can together. And, as such, each character needs to have at least a partly fleshed out background, complete with connections to the world of Ravnica. If you're looking for the campaign to try out that overpowered one shot unbeatable build, this is not it.

To help you, I've gotten together a list of questions I think may point you in the right direction.

Character building questions:
1. To what guild does your character belong? Do they like the guild they're in? Are they the stereotypical member of said guild, or do their ideas differ slightly from the rest of your guild members? How much of an impact does their guild have on their personality and actions?

2. What is your characters' history? Where did they come from? Who are their parents? What guild do their parents belong to? Are they still alive? What friends do you have? Enemies? Rivals? What do your Guildmates think of you? Do they admire you or hate you? Any other connections to the other members of the plane of Ravnica?

3. What does your character look like? Is there some identifying feature they have? Wounds from previous fights/altercations, anything? This extends to clothing as well. In some guilds, clothing is everything. How does your character tend to dress?

4. Where does your character live? A person's house says a lot about them, and that is no truer anywhere than on Ravnica. Do you live with your guildmembers? Have your own house with your family, or perhaps you're married and have children? Are any of them in guilds? All of these are important details to know.

5. Why did your character get recommended for the investigation team? Your talents obviously demonstrated you were prepared for this assignment. Why? What have you accomplished already? What do you aim to accomplish?

Character creation rules:
Level: 5th. Want you to have

Ability scores: 20 point buy, none above an 18 to begin with.

Guild choices: You will be required to one of the guilds to originate from, although you do not have to be the perfect member of said guild. The choices are Azorius, Boros, Orzhov, Izzet, Simic, and Selesnya. Golgari, Rakdos, Gruul, and Dimir are tentatively off limits, unless you can convince me with otherwise a wonderful story.

Races: from Pathfinder: dwarves, humans, half-elves, elves, dhampir, goblin, nagaji (flavored as Viashino), aasimars and tieflings. Specific to Ravnica: see Races below. Any other Pathfinder races on a case by case basis, on flavor alone.

Alignment: any but CE. I don't need any in-party fighting, thanks.

Wealth: 10,500. No one item above 5,250 gp.

Classes: all but Antipaladin. They have to fit inside of the world as it relates to your character however.

I'll be keeping this recruitment open for two weeks, up until May 13th, or possibly before if I find the PCs I think would be perfect. If I do decide to cut it short, I'll let everyone know before I do.

I think I managed to cover everything I needed to cover. Feel free to ask any questions you have!


Oops! Forgot the extra Ravnica races converted to Pathfinder. Editing now!


I'm a dot this, because I love me some Ravnica.


I will also dot. I'm curious as to your disallowal of Dimir, as House Dimir is absolutely my favorite, and would of course be a perfect fit for a rogue-ish character of investigation.

Evidence:

Spoiler:
Bane Alley Broker

Deathcult Rogue

Keymaster Rogue

As well, Lazav is a master of secrets, who better to aid in an investigation than the house that has all the knowledge?

In fact, even Isperia might not be able to see through the guild's numerous levels of subterfuge to know that the character in question is actually loyal to House Dimir rather than being guildless.

I agree Rakdos and Gruul tend to not be so much in the aspects you're looking for, especially Rakdos with Azorius, but House Dimir fits your themes perfectly.


There are a handful of other races in Ravnica that are available to be played outside of the core races. Here's their details!

Ravnican Races:
CentaurType: Humanoid (centaur)
Ability Scores: +2 Str, +2 Wis, -2 Dex
Size: Medium
Speed: 40 feet
2 Hooves: natural weapons, 1d4
Equine Build: you count as one size category higher for determining carrying capacity and the amount of weight you can push, pull, and drag. Your four legs, however, make it hard to climb, giving you a -2 on Climb checks.
Centaur wisdom: +2 on Survival checks
Languages: Common, Sylvan

Minotaur:Type:humanoid (minotaur)
Ability Scores: +2 Str, +2 Con, -2 Wis
Size: medium
Speed: 30 feet
Gore: natural attack, 1d6
Powerful Charge: whenever you charge at least 30 feet and hit with a melee weapon, you may make a secondary gore attack against the same target.
Intimidating Prowess: +2 Intimidate
Languages: Common

Simic HybridType: humanoid (simic hybrid)
Ability Scores: +2 to any score
Size: medium
Speed: 30
Sight: Darkvision 60 feet
Animal Adaptation: your body has been mutated or changed in some unnatural way. At 1st level, choose a 1 point evolution from the unchained eidolon evolution list and apply it to your hybrid. At 7th level, you may exchange your 1 point evolution for a 2 point one, or you may add an additional 1 point one.
Languages: Elven and Common

VedalkenType: humanoid (vedalken)
Ability Scores: +2 Int, +2 Wis, -2 Con
Size: Medium
Speed: 30 feet
Vedalken Dispassion: +2 racial bonus on all mind-affecting effects.
Tireless Precision: choose on of the following skills: any Craft, any Knowledge, Linguistics, or any Profession. When you make a roll of the chosen skill, roll a d4 and add the result to the final total.
Languages: Common

ViashnoType: reptilian (viashno)
Ability Scores: +2 Dex, +2 Cha, -2 Str
Size: Medium
Speed: 30 feet
Bite: natural weapon, 1d4
Stable Tail: +2 racial bonus on Acrobatics checks to retain your balance.
Wiry Frame: +2 Acrobatics and +2 Stealth
Languages: Draconic and Common


1 person marked this as a favorite.
ScorchedOne wrote:

I will also dot. I'm curious as to your disallowal of Dimir, as House Dimir is absolutely my favorite, and would of course be a perfect fit for a rogue-ish character of investigation.

Evidence: ** spoiler omitted **

I agree Rakdos and Gruul tend to not be so much in the aspects you're looking for, especially Rakdos with Azorius, but House Dimir fits your themes perfectly.

I am mainly disallowing Dimir because I am aiming at the time period of Ravica in which the Dimir are not widely known within the normal people.

The Azorius would not invite a Dimir agent to a personal investigation.
Of course, there is always the "Dimir agent inside another guild" angle, but can you convince me they wouldn't turn on the party given the chance? I don't want that at all.


1 person marked this as a favorite.

Interested as well, love Ravinca, one of my favorite planes.

Out of sheer curiosity, would you consider gestalt? My brother and I had a discussion about designing 'iconic' guild members for each guild, and we decided gestalt was the best way to handle the intricate and oft times complex members of the guilds.


Unfortunately I think I’ll be saying no to gestalt, if only because I’ve never run a campaign with gestalt, and would like to get a sizable one under my belt before I jumped in the deep end.


I'd be interested in playing this.

Thomus Dhampir magus (bladebound):

Thomus
Dhampir magus (bladebound) 5 (Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 47 (5d8+15)
Fort +6, Ref +6, Will +5; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
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Offense
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Speed 30 ft.
Melee black blade +9 (1d6+6/18-20)
Ranged longbow +7 (1d8/×3)
Special Attacks arcane pool (+2, 4 points), spell combat, spell recall, spellstrike
Magus (Bladebound) Spells Prepared (CL 5th; concentration +8)
2nd—darkness, frigid touch[UM], glitterdust (DC 15)
1st—ray of enfeeblement (DC 14), shield, shocking grasp (3)
0 (at will)—detect magic, mage hand, open/close (DC 13), prestidigitation
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 11, Cha 12
Base Atk +3; CMB +4; CMD 19
Feats Dervish Dance[ISWG], Intensified Spell[APG], Toughness, Weapon Finesse
Traits magical lineage, reactionary
Skills Bluff +4, Climb +4, Diplomacy +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +9, Perform (dance) +3, Sense Motive +4, Spellcraft +10, Stealth +4, Swim +4, Use Magic Device +5; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, resist level drain
Other Gear +1 chain shirt, arrows (20), longbow, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, ring of protection +1, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, 1,721 gp, 2 sp
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Special Abilities
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Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.


The Piazo site is acting weird right now. I'll make an alias once it starts cooperating!

Thomus is part of the Izzet League. He believes that was created by a high ranking member of the League named Parmon List. Parmon told Thomus that he was created as a guard against the people out to get Parmon. (In truth Parmon is suffering from early stage dementia and has created Thomas from his old lab assistant.)

I'll flesh out the background a bit more in the next few days. Let me know if there are any problems!


Oooooh, Dhampir as a reanimated corpse is a nice touch! I like it!


I had an idea for an Azorius or Orzohov enchantment sorcerer, someone that really is feared for how exacting he is from people he's interrogating. Does that sound like something that would fit? That, or I had an idea for a Simic experiment character using the mutation adding spells with Synthesist Summoner, which I'm happy to nerf if you need!


Both of those sound very workable, actually. Although the Azorius sorcerer would fit the campaign the best.

Whichever you’d enjoy most, I suppose.


I may do a psychic for those sick nasty intrigue points. Also because reading thoughts is great.


Dotting. Thinking about a dwarven doctor running a free clinic with Selesnyan or maybe Simic backing.


Here is Thomas' alias (originally posted as Speaker for the Dead). A couple questions, what languages are you using? I've got 3 language slots for Thomas and one for the black blade (it gains a bonus language of the GM’s choice).

Also each black blade has a mission. (From PFSRD), "The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission... each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive."

Do you want to deal with this or would you prefer me figure something out? I would go with something about solving mysteries but whatever works for the campaign is fine with me.


I'm also debating a Boros Paladin of some sort. Combat is rough for psychics and enchantment sorcerers sometimes.


Thomas of Izzet wrote:

Here is Thomas' alias (originally posted as Speaker for the Dead). A couple questions, what languages are you using? I've got 3 language slots for Thomas and one for the black blade (it gains a bonus language of the GM’s choice).

Also each black blade has a mission. (From PFSRD), "The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission... each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive."

Do you want to deal with this or would you prefer me figure something out? I would go with something about solving mysteries but whatever works for the campaign is fine with me.

As for languages, there is obviously Common, and then the four Elemental languages (Ignan, etc), as well as the planar ones (Celestial, etc). And then there are a handful of racial languages, such as Goblin, Giant, and Sylvan. Druidic is restricted to Druids and other fey creatures. If there are any you have questions about, feel free to ask about those specifically.

And for your blackblade’s mission, I definitely want to work together on that, so as to accurately relate it to both your character and the story I want to tell.
Feel free to DM me some of your ideas, and we’ll work from there!


Some general questions about character creation.

This probably won't matter for my character, but may for others: when you say "[no ability] above an 18 to begin with" do you mean before or after racial modifiers?

How should we handle Hit Points: are we doing full at first, half+1 thereafter; full at first, roll thereafter; full at every level; etc?

Are we using the Fractional Base Bonuses system for multiclassing introduced in Pathfinder Unchained, or the original system?

Dwarves have six listed bonus languages they can select for high Intelligence, but three of these (Gnome, Orc, and Undercommon) don't seem applicable to this setting. Can you confirm if all three of these languages are not valid for the setting, and if so, are there any valid languages you'd allow to be learned for high Intelligence by a Dwarf in place of these languages?

Less a question than a request, but would you consider using the Background Skills variant system? It basically makes it a little easier to invest skill points into purely non-combat skills by giving you a couple extra skill points that can only be used as such.


Rotaretilbo wrote:

Some general questions about character creation.

This probably won't matter for my character, but may for others: when you say "[no ability] above an 18 to begin with" do you mean before or after racial modifiers?

How should we handle Hit Points: are we doing full at first, half+1 thereafter; full at first, roll thereafter; full at every level; etc?

Are we using the Fractional Base Bonuses system for multiclassing introduced in Pathfinder Unchained, or the original system?

Dwarves have six listed bonus languages they can select for high Intelligence, but three of these (Gnome, Orc, and Undercommon) don't seem applicable to this setting. Can you confirm if all three of these languages are not valid for the setting, and if so, are there any valid languages you'd allow to be learned for high Intelligence by a Dwarf in place of these languages?

Less a question than a request, but would you consider using the Background Skills variant system? It basically makes it a little easier to invest skill points into purely non-combat skills by giving you a couple extra skill points that can only be used as such.

To answer your questions in order:

1. Full HP at each level. You're tough enough to have gotten the attention of high ranking Azorius, and have the health to show that.

2. Hadn't checked any extra systems we would be using actually. For this one specifically, I'd prefer to keep the base systems.

3. Undercommon is applicable, actually, as the language of the things that live below the surface. Mainly Golgari related stuff, but some other Guildless or monsters use it. Orc and Gnome are unfortunately not relevant, but I think it's best if we just ignore the race limits on languages. You may select from any language in the setting except Druidic.

4. Ah! That's actually something I missed. Yeah, go ahead and use the background skill alternate ruleset. Just be sure to let me know which skills have background ranks, to get an idea of who your character is.


New question.

Can we perform crafting during character creation? Craft (Alchemy) stands to save me a fair bit, if permissible. And if so, what DCs are permissible? I assume anything Take 10 or lower would be, but I don't know about higher DCs.

In the same vein, could a Wizard buy scrolls and roll Spellcraft to copy them into his spellbook? Thinking of taking at least one level of Alchemist, and it'd be nice if I could expand my Formula Book.


https://www.myth-weavers.com/sheet.html#id=1898323

Okay! Sheet done! Backstory is in there too.

I didn't even fully read the background for the campaign, but I gave it a once-over and was pleased to find everything I wrote was surprisingly relevant!


Rotaretilbo wrote:

New question.

Can we perform crafting during character creation? Craft (Alchemy) stands to save me a fair bit, if permissible. And if so, what DCs are permissible? I assume anything Take 10 or lower would be, but I don't know about higher DCs.

In the same vein, could a Wizard buy scrolls and roll Spellcraft to copy them into his spellbook? Thinking of taking at least one level of Alchemist, and it'd be nice if I could expand my Formula Book.

I think both crafting and the spellbook thing are perfectly fine, for sure.

I just want your crafting skills reflected in your background and character, is all.


Alright, so submissions. I'm going to disclaim here that this is a rather unconventional build, mechanically, but not so much I think as to harm the balance of the game or anything. Just, you know, keep an open mind, reading it.

Summary:
I've built the character to be a healer. But not a magic healer. Just an ordinary doctor, for the most part. Taking a level dip in Alchemist for the utility, might grab another later down the line, but otherwise going pure Expert from here on out. I'll be healing through a combination of two feats. The long and short of it is that I can make Heal checks as a Full-Round Action to heal the target for my Heal check result. And I'm investing heavily in Heal and a few other skills that make sense for a doctor. Throw in high INT for skill investment, and the utility from Alchemist, and I think it's a workable build. Certainly wouldn't hurt to have a secondary off-healer, but I think this could work as the only healer.

Crunch:
Ermengilda Sanz
Female Dwarf Alchemist (Chirurgeon, Vivisectionist) 1 Expert 4
LG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft; Perception +10
--------------------
Defense
--------------------
AC 16, T 11, FF 15 (+4 armor, +1 enhance, +1 DEX)
HP 60 (5d8)
Fort +12, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft
Ranged Club +5 10ft (1d6-2 B|20/x2); Dagger +5 10ft (1d4-2 P|19/x2)
Melee Club +1 10ft (1d6-2 B|20/x2); Dagger +1 10ft (1d4-2 P/S|19/x2); Unarmed (1d3-2 N|20/x2)
Alchemist (CL 1):
1st (2/day) - ant haul, anticipate peril, bouncy body, comprehend languages, crafter's fortune, cure light wounds, endure elements, enlarge person, jump, keen senses, negate aroma, obscure poison, polypurpose panacea, reduce person, tears to wine, touch of the sea, vocal alteration, wizened appearance, youthful appearance
--------------------
Statistics
--------------------
STR 7, DEX 13, CON 18, INT 18, WIS 10, CHA 5
BAB +3; CMB +1; CMD 12
Feats Healer's Hands, Skill Focus (Heal), Incredible Healer
Traits Artisan (Alchemy), Precise Treatment
Adventure Skills Acrobatics +5, Disable Device +9, Escape Artist +5, Heal +16, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Nature) +12, Knowledge (Planes) +9, Perception +10, Sense Motive +2, Spellcraft +12, Stealth +5, Survival +4, Use Magic Device +1
Background Skills Appraise +8, Craft (Alchemy) +14, Profession (Herbalist) +8, Profession (Midwife) +4, Sleight of Hand +9
Languages Common, Dwarven, Giant, Goblin, Terran, Undercommon
Other Gear +1 Mithral Chain Shirt, Masterwork Cane, Masterwork Dagger, Doctor's Outfit, Vest of Surgery, Doctor's Mask, Deathwatch Eyes, Masterwork Backpack, Bandolier, Alchemy Crafting Kit, Multi-Pouch, Belt Pouch, Hip Flask, Traveling Formula Book, Waterskin x2, Scrivener's Kit, Healer's Kit, Antidote Kit, Midwife's Kit, Surgeon's Tools, Tons of Flasks and Vials, Various Alchemical Items, Stupid Spices, Cot, Alchemist's Lab, Masterwork Brewer's Kit, 2 Gallons of Alcohol, More Spices, 13 PP, 31 GP, 15 SP, 14 CP
--------------------
Special Abilities
--------------------
Slow and Steady (Ex) ignore encumbrance from armor and carried weight
Defensive Training (Ex) +4 dodge to AC vs Giants
Hardy (Ex) +2 racial on saves vs Poison, Spells, and SLAs
Stability (Ex) +4 racial to CMD vs Bull Rush and Trip
Greed (Ex) +2 racial on Appraise for nonmagic goods w/ metal or gems
Stonecunning (Ex) +2 on Perception to notice traps and secret doors in stone
Hatred (Ex) +1 racial on attacks vs Orcs and Goblinoids
Weapon Familiarity (Ex) treat weapons with "dwarven" as martial
Artisan (Ex) +2 trait on Craft (Alchemy)
Precise Treatment (Ex) +1 trait on Heal; use INT instead of WIS on Heal
Sneak Attack (Ex) +1d6 Precision vs flanked or flat-footed
Mutagen (Su) 1/day drink for +4 alchemical to STR/DEX/CON, +2 nat armor to AC, -2 INT/WIS/CHA for 10min
Alchemy (Ex) +1 competence to Craft (Alchemy) when crafting alchemical items; identify potions
Brew Potion (Ex) able to brew potions
Throw Anything (Ex) no penalty to improv ranged weapons; +1 to attack and +4 to damage with splash weapons
Healer's Hands (Su) Treat Deadly Wounds 5/day; +5 healing from Treat Deadly Wounds if beat DC by 10
Skill Focus (Ex) +3 to Heal
Incredible Healer (Ex) Treat Deadly Wounds heals for Heal result instead of target HD

Description/Philosophy:
Gil is a female dwarf about 3'10" tall and 143lbs.
She has pale skin and a gaunt physique.
She has a square jaw, deep-set near-black eyes, a flat nose, and thin lips.
She has silver shoulder-length hair that is cut in a bob.

Ethics
Intrinsic vs Instrumental: Intrinsic
Liberty vs Authority: Authority
Duty vs Consequence: Strong Duty
Tradition vs Progress: Neutral
Behavior
Emotion vs Logic: Logic
Altruism vs Sadism: Altruism
Social vs Solitary: Strong Solitary
Critique vs Anxiety: Critique

Philosophy
Sapient life has intrinsic value
Duty not to kill, except in self-defense or defense of someone else
Duty not to harm, except in self-defense or defense of someone else
Duty not to steal, except in self-defense or defense of someone else
Duty not to vandalize, except in self-defense or defense of someone else
Duty not to deceive, except in self-defense or defense of someone else
Duty not to pry, except in self-defense or defense of someone else
Duty not to insult, except in self-defense or defense of someone else
Personality
Quiet; doesn't know how to make small talk
Seeks to maintain an air of professionalism in all things
Generally doesn't ask for help, but quick to offer help
Puts work above all else, including self-care

Dorf Fort Beliefs
Respects the law.
Greatly prizes loyalty.
Values family.
Thinks friendship is important.
Doesn't find power particularly praiseworthy.
Values honesty.
Does not really value cunning and guile.
Deeply respects eloquent speakers.
Has great respect for fairness.
Values decorum, dignity, and proper behavior.
Doesn't have strong feelings about tradition.
Finds artwork boring.
Values cooperation.
Values independence.
Sees no value in holding back complaints and concealing emotions.
Sees introspection as important.
Doesn't particularly value self-control.
Doesn't have a preference between tranquility and tumult.
Sees equal parts of harmony and discord as part of life.
Sees merrymaking as a waste of time.
Values good craftsmanship.
Does not really value skills related to fighting.
Respects the development of skill.
Deeply respects those that work hard at their labors.
Believes that those who sacrifice for others should be deeply respected.
Doesn't have strong views on competition.
Respects perseverance.
Doesn't think one way or the other about leisure time.
Doesn't particularly respect commerce.
Doesn't care one way or the other about romance.
Values nature.
Values peace over war.
Views the pursuit of knowledge as deeply important.
Dorf Fort Facets
Does not easily fall in love and rarely develops positive sentiments.
Does not easily hate or develop negative feelings.
Often feels discouraged.
Has a calm demeanor.
Does not often feel lustful.
Can handle stress.
Doesn't focus on material goods.
Does not enjoy participating in physical confrontations.
Is a friendly individual.
Is very polite and observes appropriate rules of decorum when possible.
Dislikes receiving advice, preferring to keep her own counsel.
Is somewhat fearful in the face of imminent danger.
Takes no pleasure in her talents and appearance.
Isn't particularly ambitious.
Feels a strong need to reciprocate any favor done for her.
Does not find most jokes humorous.
Is easily moved to mercy.
Can be very single-minded.
Tends to assume the worst of two outcomes will be the one that comes to pass.
Is curious and eager to learn.
Is private to the point of paranoia, unwilling to reveal even basic information about herself, and is conflicted by this, because she sees no value in holding back complaints and concealing emotions.
Is a perfectionist.
Forms only fleeting and rare emotional bonds with others.
Tends not to be swayed by emotional appeals.
Dislikes helping others, and is conflicted by this, because she believes that those who sacrifice for others should be deeply respected.
Has a strong sense of duty, and is conflicted by this, because she values independence.
Tries to keep her things orderly.
Does not trust others.
Tends to avoid crowds.
Doesn't seek out excitement.
Likes to keep things practical, without delving too deeply into the abstract.
Does not have a great aesthetic sensitivity, and is conflicted by this, because she values nature.

Character Building Questions:
1. To what guild does your character belong?
Gil is part of the Selesnya Conclave. In many respects, she seems a stereotypical member. She runs a clinic funded entirely by donations and a modest stipend from the guild, offering medicine and healing to all comers. She's quiet, professional, and hard working, and none can question her selflessness, putting everything she has into the clinic.

2. What is your characters' history?
Gil's parents were Simic biomancers. While they're still alive, she is estranged from them, believing the Simic Combine to be a deranged, dangerous organization. Part of what drove her to join Selesnya and her clinic was the perception that she owed society for the crime of growing up and learning medicine on Simic's dime. Being so focused on her work, Gil has made few friends, and kept fewer. She has no enemies, persay, but certainly rivals, especially among the many Simic physicians who see her as undercutting their business. To her guildmates, Gil is either an avatar of the altruism that Selesnya represents, or an overachieving tryhard making others look bad because they're not all willing to sacrifice everything at the alter of work.

3. What does your character look like?
Gil has a gaunt appearance, being thin even by Dwarven standards. She has black eyes, and short silver hair. On the job (which is almost all the time), she wears a forest green uniform of waxed leather and stylized porcelain mask with an elongated beak befitting her profession and guild affiliation. She wears a bandolier with a number of flasks filled with multicolor liquids, and carries several satchels. Off the job... she takes the mask off because it's not convenient to eat or drink while wearing.

4. Where does your character live?
Living at the clinic is a lot more convenient than wasting money on a home, or bunking at one of the guild buildings and wasting time commuting to the clinic. By living at the clinic, Gil can see patients all day every day, as necessary. There's enough room in the back office, if she pushes the chair in, to unfold a small cot meant for camping.

5. Why did your character get recommended for the investigation team?
Gil is particularly known for her ability as a doctor, being one of the few skilled physicians operating outside of the Simic Combine. And any murder investigation needs a competent coroner. Given her accessibility and strong work ethic (not to mention her considerably lower rats), she's probably done contract work as an expert for the Senate in the past. And that means she can be trusted.


O yes please, I really love this setting

Lady Lyrona Del-Azeene
IMAGE HERE
"With our Laws there would be chaos, and no one of sound mind wants that gain"

aasimar -> Investigator psychic-detective for the The Azorius Senate
LN [Azorius Senate Sova Column Investigator for the legislative and judicial body/ Ravnican bureaucracy]

She is a [White and Blue] bureaucrat who investigates brakes of the Guild pack and other law's.

Thinking of taking the lesser Noble Trait to give her some legitimacy.


I tried to include all requisite info in the backstory, let me know if something is unclear!


Considering putting together a Vedalken Inquisitor (Azorius of course).
Or maybe some sort of Boros Warpriest.


GM Panic here

This i the alt Ill be using for my

aasimar -> Investigator psychic-detective for the The Azorius Senate


Oh, here's the maths on my pre-start alchemy crafting.

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Alchemy:
Week 1
Bloodblock, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Bloodblock; carry over 300 progress
Pay: 1667cp + 1667cp

Week 2
Bloodblock, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Bloodblock; carry over 100 progress
Pay: 1667cp + 1667cp

Week 3
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Bloodblock; carry over 400 progress
Pay: 1667cp

Week 4
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Bloodblock; carry over 200 progress
Pay: 1667cp + 1667cp

Week 5
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Bloodblock
Pay: 1667cp

Week 6
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antiplague; carry over 300 progress
Pay: 1667cp + 1667cp

Week 7
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antiplague; carry over 100 progress
Pay: 1667cp + 1667cp

Week 8
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antiplague; carry over 400 progress
Pay: 1667cp

Week 9
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antiplague; carry over 200 progress
Pay: 1667cp + 1667cp

Week 10
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antiplague
Pay: 1667cp

Week 11
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antitoxin; carry over 300 progress
Pay: 1667cp + 1667cp

Week 12
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antitoxin; carry over 100 progress
Pay: 1667cp + 1667cp

Week 13
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antitoxin; carry over 400 progress
Pay: 1667cp

Week 14
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antitoxin; carry over 200 progress
Pay: 1667cp + 1667cp

Week 15
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antitoxin
Pay: 1667cp

Week 16
Smelling Salts, DC 25, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 x 1/3 = +266
Progress: 266/250; +1 Smelling Salts
Fortifying Brew, DC 20, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/3 = +213
Progress: 213/200; +1 Fortifying Brew
Bloodblock, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 x 1/3 = +266
Progress: 266/500
Pay: 833cp + 667cp + 1667cp

Week 17
Bloodblock, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 x 15/16 = +750
Progress: 1016/500; +2 Bloodblock
Soothe Syrup, DC 15, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 15 x 1/16 = +30
Progress: 30/250
Pay: 1667cp + 833cp

Week 18
Soothe Syrup, DC 15, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 15 = +480
Progress: 510/250; +2 Soothe Syrup
Pay: 833cp

Week 19
Troll Oil, DC 30, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 960/500; +1 Troll Oil
Pay: 1667cp

Week 20
Alchemist's Kindness, DC 20, 100sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 = +640
Progress: 640/100; +6 Alchemist's Kindness; carry over 40 progress
Pay: 33cp + 33cp + 33cp + 33cp + 33cp + 33cp + 33cp

Week 21
Alchemist's Kindness, DC 20, 100sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 = +640
Progress: 680/100; +6 Alchemist's Kindness; carry over 80 progress
Pay: 33cp + 33cp + 33cp + 33cp + 33cp + 33cp

Week 22
Alchemist's Kindness, DC 20, 100sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/2 = +320
Progress: 400/100; +4 Alchemist's Kindness
Mellowroot, DC 20, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/2 = +400
Progress: 400/250; +1 Mellowroot; carry over 150 progress
Pay: 33cp + 33cp + 33cp + 833cp + 833cp

Week 23
Mellowroot, DC 20, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 = +800
Progress: 950/250; +3 Mellowroot; carry over 200 progress
Pay: 833cp + 833cp + 833cp

Week 24
Mellowroot, DC 20, 250sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 20 x 1/16 = +50
Progress: 250/250; +1 Mellowroot
Leechwort, DC 15, 30sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 15 x 1/16 = +30
Progress: 30/30; +1 Leechwort
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 x 14/16 = +448
Progress: 448/5000
Pay: 100cp + 16667cp

Week 25
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 960/5000
Pay: 0cp

Week 26
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 1472/5000
Pay: 0cp

Week 27
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 1984/5000
Pay: 0cp

Week 28
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 2496/5000
Pay: 0cp

Week 29
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 3008/5000
Pay: 0cp

Week 30
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 3520/5000
Pay: 0cp

Week 31
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 4032/5000
Pay: 0cp

Week 32
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 = +512
Progress: 4544/5000
Pay: 0cp

Week 33
Wolfsbane, DC 16, 5000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 16 x 15/16 = +480
Progress: 5024/5000; +1 Wolfsbane
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 x 1/16 = +36
Progress: 36/200
Pay: 667cp

Week 34
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 612/200; +3 Longbeard Lambic; carry over 12 progress
Pay: 667cp + 667cp + 667cp

Week 35
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 588/200; +2 Longbeard Lambic; carry over 188 progress
Pay: 667cp + 667cp

Week 36
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 764/200; +3 Longbeard Lambic; carry over 164 progress
Pay: 667cp + 667cp + 667cp

Week 37
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 740/200; +3 Longbeard Lambic; carry over 140 progress
Pay: 667cp + 667cp + 667cp

Week 38
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 = +576
Progress: 716/200; +3 Longbeard Lambic; carry over 116 progress
Pay: 667cp + 667cp + 667cp

Week 39
Longbeard Lambic, DC 18, 200sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Masterwork Brewer's Kit) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 18 x 1/2 = +288
Progress: 404/200; +2 Longbeard Lambic
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 x 1/2 = +480
Progress: 480/3000
Pay: 667cp + 10000cp

Week 40
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 1440/3000
Pay: 0cp

Week 41
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 2400/3000
Pay: 0cp

Week 42
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 3360/3000; +1 Soul Stimulant; carry over 360 progress
Pay: 10000cp

Week 43
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 1320/3000
Pay: 0cp

Week 44
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 = +960
Progress: 2280/3000
Pay: 0cp

Week 45
Soul Stimulant, DC 30, 3000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 30 x 3/4 = +720
Progress: 3000/3000; +1 Soul Stimulant
Belladonna, DC 14, 1000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 14 x 1/4 = +112
Progress: 112/1000
Pay: 3333cp

Week 46
Belladonna, DC 14, 1000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 14 = +448
Progress: 560/1000
Pay: 0cp

Week 47
Belladonna, DC 14, 1000sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 14 = +448
Progress: 1008/1000; +1 Belladonna
Pay: 0cp

Week 48
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antitoxin; carry over 300 progress
Pay: 1667cp + 1667cp

Week 49
Antitoxin, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antitoxin; carry over 100 progress
Pay: 1667cp + 1667cp

Week 50
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antitoxin; carry over 400 progress
Pay: 1667cp

Week 51
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antitoxin; carry over 200 progress
Pay: 1667cp + 1667cp

Week 52
Antitoxin, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antitoxin
Pay: 1667cp

Week 53
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 800/500; +1 Antiplague; carry over 300 progress
Pay: 1667cp + 1667cp

Week 54
Antiplague, DC 25, 500sp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1100/500; +2 Antiplague; carry over 100 progress
Pay: 1667cp + 1667cp

Week 55
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 900/500; +1 Antiplague; carry over 400 progress
Pay: 1667cp

Week 56
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1200/500; +2 Antiplague; carry over 200 progress
Pay: 1667cp + 1667cp

Week 57
Antiplague, DC 25, 500sp
Pay: 3333cp
roll + rank + ability (INT) + class skill + trait (Artisan) + competence (Alchemy) + circumstance (Alchemy Lab) + luck (Crafter's Fortune)
Craft (Alchemy); Take 10: 10 + 5 + 4 + 3 + 2 + 1 + 2 + 5 = 32
Outcome: 32 x 25 = +800
Progress: 1000/500; +2 Antiplague
Pay: 1667cp

Total Paid
130312cp
(1303.12gp)

Total Crafted
Alchemist's Kindness x16
Antiplague x16
Antitoxin x16
Belladonna x1
Bloodblock x10
Fortifying Brew x1
Leechwort x1
Longbeard Lambic x16
Mellow Root x5
Smelling Salts x1
Soothe Syrup x2
Soul Stimulant x2
Troll Oil x1
Wolfsbane x1


springsight wrote:
I tried to include all requisite info in the backstory, let me know if something is unclear!

Sorry about that, busy Friday.

Your backstory looks good, love the personal connection to an Azorius member, not 100% sure if it should be Isperia just yet. You’re only level 5, so not exactly Isperia levels of usefulness yet, but we’ll figure that out as we go along.

As for equipment, I only saw the two magic items in your inventory. Is there some other section with the rest of your gear?


GhostInTheMachine wrote:

Considering putting together a Vedalken Inquisitor (Azorius of course).

Or maybe some sort of Boros Warpriest.

Both sound fine, for sure.


GM Bolas wrote:
GhostInTheMachine wrote:

Considering putting together a Vedalken Inquisitor (Azorius of course).

Or maybe some sort of Boros Warpriest.
Both sound fine, for sure.

That's totally fine, I just need a stand-in for someone important, and it had to be someone frequently at the Senate. I'm open to suggestions!


I think Lavinia would make a perfect stand in for someone at the Senate, honestly.

She recommended you to Isperia, who trusted Lavinia’s word and by extension, you.


GM Bolas wrote:

I think Lavinia would make a perfect stand in for someone at the Senate, honestly.

She recommended you to Isperia, who trusted Lavinia’s word and by extension, you.

That works! :D I just didn't want to go with Lavinia right off the bat because you were using her for something. I'll edit it. And as for equipment, I'm a very social character, and we live in a city. Normally, I'd buy an adventurer's pack and torches or something, but I'm kind of torn on if I should do that because it doesn't make too much sense here. If you have any suggestions, I'm all ears!


springsight wrote:
GM Bolas wrote:

I think Lavinia would make a perfect stand in for someone at the Senate, honestly.

She recommended you to Isperia, who trusted Lavinia’s word and by extension, you.

That works! :D I just didn't want to go with Lavinia right off the bat because you were using her for something. I'll edit it. And as for equipment, I'm a very social character, and we live in a city. Normally, I'd buy an adventurer's pack and torches or something, but I'm kind of torn on if I should do that because it doesn't make too much sense here. If you have any suggestions, I'm all ears!

Eh, I’m using her as the hook person to get you all together, her knowing and respecting your usefulness is perfectly appropriate.

I think you should probably have some sort of adventuring gear, like at the very least some bags and food or something. You aren’t a random useless noble, you have some value to Lavinia.


Added a bit of stuff!


Alright! So it’s been a week-ish, now, and just getting a list of applicants together.

Thomas of the Izzet League an Undead creation of a delirious Izzet scientist.

Alder Braun of the Azorius, an Azorius Lawmage sponsored by Lavinia herself.

Lady Lyrona Del Azeene Lady Azeene, an astute Azorius Investigator.

Ermengilda Sanz, a dwarven healing expert focused on making sure everyone is healthy and not dead. (Rotaretilbo hasn’t made an alias quite yet.)

And a couple of dotted ideas without a concrete idea.

This will be open for another week, so don’t panic, you have one turn of time!


I suppose it would be appropriate to make an alias, then.


GM Bolas wrote:

Alright! So it’s been a week-ish, now, and just getting a list of applicants together.

Thomas of the Izzet League an Undead creation of a delirious Izzet scientist.

Did you get my DM re black blade special purpose?


Reminder to those who have dotted but not finished their submission, the deadline is this Monday. Just four days left!


dotting! I'm late, but I love Ravnica. I will post a submission sometime tonight or tomorrow.


You got until Monday, so take your time!

Gonna message some of the others who expressed interest to see if they're still working, too.


telepathic link:

"Bored!"
"What?"
"I'm bored. As in I want something to do."
"Like what? Ever since father was sent to the 'old wizard’s home' there isn't much going on"
"What if he's in danger? Shouldn't we be protecting him?"
"He's not involved in clan business anymore and his son has control of his money. Why would anyone threaten him?"
"I don't know. What about his son? Maybe he's in danger."
"I'm not sure I care. He's seems like a greedy spoiled brat."
"You forgot puerile. Who cares? It would be something to relieve the unrelenting overwhelming boredom."
"How about a riddle? ’Alive without breath, As cold as death; Never thirsty, ever drinking, All in mail never clinking.'
"Fish"
"All right. How about, 'What is black when you buy it, red when you use it and grey when you throw it out?'
"Coal. Don't bother asking me riddles. I know every riddle you do. I taught you most of them!"
"Sorry, that's all I've got. Just hang on a little longer. We're supposed to be helping with investigating a murder."
"When?"
"A couple of days. As soon as they call for us I guess. Any time now."
"Bored!"
"This is going to be a long couple of days."


Reminder: tomorrow is the deadline! Around 24 hours left for any of you who want to apply!


Any last stragglers before I close the recruitment and take a look at the submissions?


Seems like it may just be the four of us submitting, then. A friend told me he was thinking of submitting a paladin or something, but I don't think he ever followed through on that. :(

Still, four is hopefully enough to run a game, and the resulting party doesn't seem too deficient.


Rotaretilbo brought me over to this thread. Throwing together a Dwarf High Guardian Fighter. Should have something done tonight or tomorrow.


I’ll start reviewing the other submissions while we wait for yours, then. Don’t want to leave someone out when we have four applicants!


This is Alfrazar. Crunch and quick backstory answering the questions. If I missed anything, just let me know and I'll update accordingly

Crunch:
Galamand Thodrus
Lawful Neutral Dwarf
Class High Guardian Fighter 5
Init +0
--------------------
DEFENSE
--------------------
AC 21, touch 10, flat-footed 21
HP 75
Fort +9, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Speed 25 ft.
Guisarme +1, Composite Longbow (+4)
--------------------
STATISTICS
--------------------
Str 18, Dex 10, Con 18, Int 13, Wis 12, Cha 6
Base Attack: +5; CMB +9; CMD 19
Feats: (From Archetype) Combat Reflexes, Bodyguard, In Harm's Way, (Not From Archetype) Weapon Focus(Guisarme), Combat Expertise, Improved Trip
Traits: Defender of the Society, Law Enforcer
Armor Check Penalty: -4
Favored Class: +5 Health
Skills: Climb +11, Knowledge(Nobility) +8, Swim +11
Languages: Common, Dwarvish
Equipment: +1 Full Plate, Belt of Giant Strength (+2), Cloak of Resistance,
Inventory: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), waterskin,
Masterwork Manacles, Elixir of Vision, soldier's uniform, Gear Maintenence Kit, Dice, Sunrod (5), Arrows (20)
Cash: 200 gp
Encumberance: 95
--------------------
SPECIAL ABILITIES
--------------------
Weapon Training (Polearms)
Unassailable Allegiance

Background Questions:

1. He belongs to Boros, and is of a soldier's mind. Take orders from your superiors and do your duty.

2. Born into a family of military tradition, with at least one member of his family every generation joining the Legion. For his generation, it was him. His father was not a member of the Legion but was introduced to it through his uncle.
The purpose given from being a soldier as well as being able to stop any that would oppose the Legion or his family was what drew him in. Being a part of a military family has its perks, with his uncle helping Galamand get into the Legion and rise
the ranks a bit faster. Galamand is not very well spoken, but to him actions speak louder than words. His terse and no non-sense attitude doesn't help him makes friends, but it at least helps him gain the trust of those he fights with. He always
had an affinity for protecting others, and this is even more true in his work as a member of the Legion.

3. Galamand can be found almost always in either his armor, or in his uniform. Even when he isn't wearing them, he tends to be well put together wearing simple well made clothes. His hair and beard are both a light brown. His beard is always well groomed and trimmed, using it partially
as a status symbol.

4. Galamand stays within his garrison.

5. Galamand was chosen to act as an escort and protector for the investigation team. As a practiced bodyguard for nobility, and those he is tasked to protect he was a natural choice for the investigation. His goal is to see the investigation to
completion, and if anyone were to be harmed or killed during it he would be distraught. He takes his duty above all, so far as to die for it.


Rotaretilbo wrote:

Seems like it may just be the four of us submitting, then. A friend told me he was thinking of submitting a paladin or something, but I don't think he ever followed through on that. :(

Still, four is hopefully enough to run a game, and the resulting party doesn't seem too deficient.

link:

“Four of us? Can’t he count? There are five. Six with the new guy.”
“I don’t think he was counting you. Or anyone else’s sword for that matter.”
“What! That’s discrimination!”
“Discrimination? How is that discrimination?.”
“It discrimination against the otherwise embodied. Antiembodiment!”
“I’m sure he’ll be fine once he gets to know you.”
“Well I hope this investigation starts soon then.”
“Me too. You have no idea.”

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