GM Kirsdrake's Eberron Case Files (closed recruitment) (Inactive)

Game Master Kirsdrake

Map of Khorvaire ** Party Pool * * Character status * * Combat map *


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Do you have a specific template you'd like us to use for our crunch?


@Fabian: If it's rapier you want, could I talk you into dipping a level of Inspired Blade? It gets you weapon focus, weapon finesse, a panache pool based on intelligence, the ability to parry and a level of +1 BAB. That means if you take it at level 1 you should qualify for Fencing Grace. You add your dex to hit and damage with a rapier (and get +1 to hit) at that point.


male
Harakani wrote:
@Fabian: If it's rapier you want, could I talk you into dipping a level of Inspired Blade? It gets you weapon focus, weapon finesse, a panache pool based on intelligence, the ability to parry and a level of +1 BAB. That means if you take it at level 1 you should qualify for Fencing Grace. You add your dex to hit and damage with a rapier (and get +1 to hit) at that point.

Thanks Tim. Cherry picking like this is exactly what I don't want to do but it is also exactly what Jussi's sees as one of the main strengths in PF1 so I'll do it. :)

"If you can't beat them then join them."

I think the above fits in nicely with his early career as a soldier and he then transitions to an investigator later in life.

Thanks!


Harakani wrote:
Oracle?

Ok, I said that wrong... let's try again... what I meant was, the party has spontaneous casters, and while those are just fine, it means the party will have seriously delayed access to higher levels of spells. Again, not a problem, just something to keep in mind.

Fabian Benavente wrote:
Thanks Tim. Cherry picking like this is exactly what I don't want to do but it is also exactly what Jussi's sees as one of the main strengths in PF1 so I'll do it. :)

Yes, that is exactly right - if the system gives you the ability to make a choice, you are morally obligated to use it. Glad we got that sorted ;^)

Seriously, dibbing is fine, cherry-picking less so. I don't have anything against taking one level of a secondary class for abilities that make sense for the primary class's build, but when a character starts looking like class A 2/class B 1/class C 1/ PrC D 2/PrC E 1... that's when one should look into a mirror and reflect upon one's sins.

If you go for the Inspired Blade... just remember that any build that focuses solely on one single weapon might be disappointed when no magical weapons of just that particular type ever get into your hands.


male
Kirsdrake wrote:
If you go for the Inspired Blade... just remember that any build that focuses solely on one single weapon might be disappointed when no magical weapons of just that particular type ever get into your hands.

Well, I don't have much choice if I want a dex-based fighter who can do other things other than just being a fighter.

I'll have to deal with that if the it becomes an issue. Luckily, rapiers are fairly common in a 'city-based game and there's always the retraining that you mentioned.

Have you thought about guidelines for our crunch?

Game on!


Fabian Benavente wrote:
Have you thought about guidelines for our crunch?

That'd be the sole post I made on the Recruitment side before chat jumped over to here:

- PF1 rule set
- Lvl 2 characters, 20 point by, 2 traits, 2 extra skill points per level for background skills
- Eberron conversion rules from the familiar source
- Eberron races only, and I'd prefer the more "civilized" ones
- Unchained versions of any class that has one, other than that I kind of dislike psionics (or any 3rd party class that drags its own magic system behind it or something similar) but if you really want to make a Kalashtar or Psiforged, make your sales pitch
- Only max 1st level wealth for gear, all money save 5gp must be used up, and not on easily resellable items... you are supposed to be borderline poor, after all, while avoiding looking like it (since that would deter potential customers). Will write up some numbers how much just living in Sharn can be expected to cost later
- Dragonmarks are acceptable, since they are extremely Eberron, but only one for the group, please, and you need to explain why you are enough of a black sheep that you can't just ask daddy for a few hundred galifars to sort out the company's debts, but aren't so far gone as to fear excoriation

Anyway, if all you want is a Dex-based melee class you could just take Weapon Finesse and accept lower bonus damage from mediocre strength and keep your investigator build as pure and white as fresh snow ;^)

Angie H wrote:
Do you have a specific template you'd like us to use for our crunch?

The usual is more than fine, the kind of we have used in just about every previous game here. I won't nitpick on details, just as long as everything necessary is there somewhere. Besides, I often edit my own template based on better ideas seen in other people's character sheets!


And welcome aboard, Gary! It's been too long.


Fabian Benavente wrote:

So this is just some bullet items (which may (probably will?) change):

- Early 40s
- War veteran
- Front lines and then got hurt (limp?) and transferred to 'interrogation duty'
- Enjoys low-key torturing 'bad' people
- Likes to brand them
- Sarcastic
- Came from a rich family who’s fallen from grace because of parent issue (not sure what: scandal, gambling, etc.)
- Old enough to remember the rich life and misses it (wants that back but won’t admit it)
- Makes fun of rich people and their eccentricities
- Magic in his blood, only good thing from his family
- Magic allows him to get in people’s heads (daze, ghost sounds, dancing lights, unwitting ally, :: charm person, illusions, cause fear, lesser confusion, sleep, cure light wounds, unnatural lust, etc)

Realized I hadn't actually answered to this outside my own head... concept sounds good, I'm not against "good" people going to lengths (or occasionally too far) to fight "evil" (or at least a close approximation of it).


male
Kirsdrake wrote:
Anyway, if all you want is a Dex-based melee class you could just take Weapon Finesse and accept lower bonus damage from mediocre strength and keep your investigator build as pure and white as fresh snow ;^)

Nah, I actually like Tim's suggestion. You'll just have to make sure that ALL magic weapons found are rapiers. :)

BTW, I'll be posting stats and revised fluff later today for your consideration.

Kirsdrake wrote:
And welcome aboard, Gary! It's been too long.

Professor Burns? Nice to hear from you again!

Game on!


Fabian Benavente wrote:

Nah, I actually like Tim's suggestion. You'll just have to make sure that ALL magic weapons found are rapiers. :)

Yeah, you might not wish to hold your breath, but let's see what happens. Trouble is, you can't retrain yourself outta that dependency. But if you like it, do roll with it - liking your own character is essential to good RP, I think.


male

Here's a DRAFT Sebastian ir'Brock.

fluff:

BRIEF HISTORY/PERSONALITY (will probably add and/or develop them more)
- War veteran
o Front lines against Karrnath and their undead minions
o Is afraid of undead and goes into a frenzy to destroy them
o He distinguished himself as an able interrogator when his superior saw how he got into people’s minds
o Enjoys low-key torturing (bad Karrnathi) people despite him probably having Karrnathi blood
- Sarcastic, little patience
- Came from a rich family who’s fallen from grace because of parent issue (gambling)
- Old enough to remember the rich life and misses it (wants that back but won’t admit it)
o Makes fun of rich people and their eccentricities
- Magic in his blood, only good thing from his family
o Magic allows him to get in people’s heads (i.e., looking at the following spells when they are available: daze, ghost sounds, unwitting ally, :: charm person, illusions, cause fear, lesser confusion, sleep, unnatural lust, etc.)
BRIEF TIMELINE
968 YK: Sebastian ir’Brock is born
- Born from his father’s affair in Karrnath (war baby, mother not known but presumed Karrnathi)
- Recognized and raised by his grandfather because his father and uncle are in the front lines fighting for Breland
980 YK: his grandfather dies (Sebastian is 12 years old)
- His uncle dies in the front line (Karrnathi undead) so his father comes back to take care of the ir’Brock Manor in Skyway
988 YK: his father squanders the family fortune through gambling
- ir’Brock manor is confiscated
- his father commits suicide
- Sebastian (20 years old) only has his name and his family magic (runs in their blood) so he enlists
994 YK: war is over and Sebastian returns to Breland
998 YK: Sebastian (30 years old) borrows money and opens up an Inquisitive Agency with some friends

-------------
crunch:

Sebastian ir’Brock, III
Male human 1st level swashbuckler (inspired blade) / 1st level investigator (questioner)
CG Medium Type
Init +3; Perception +6/+7 (traps)
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13
HP 19 (10 1st level class+5 2nd level class+4 2 levels of CON)
Fort +3, Ref +7, Will +4
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Melee (rapier): +5 = +1(base) +3(DEX)+1(weapon focus)
Melee Damage (rapier): 1d6+3, 18-20, x2

Ranged

Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES
Spellcasting (bard spell list and progression but uses INT)
Inspiration (pool: lvl/2+INT mod =1+2=3; adds 1d6 to skill check, free to use on knowledge, linguistics, and stealth, if trained, costs 2 points if used for to hit and saving throw roll)
Trapfinding (+lvl/2 =1 on perception and disable device, can disarm magical traps)
Inspired panache: CHA mod + INT mod = 3, regained by striking critical blow with rapier
Deed Derring-Do: Use 1 point of panache to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check
Deed Dodging Panache: Use 1 point of panache to move 5’ away and gain AC bonus equal to CHA mod (1)
Deed Parry and Riposte: spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Inspired Finesse: gain weapon focus and weapon finesse feats for rapier

--------------------
SPELLS
Level 0, unlimited, 4 known, DC=12
Dancing lights
Daze
Mage Hand
Ghost sounds

Level 1, 2/day, 2 known, DC=13
Cure light wounds
Cause Fear

--------------------
STATISTICS
--------------------
Str 11, Dex 16, Con 14, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
CMB: +1 = +1 (base) +0(STR)
CMD: 14 = 10 +1(CMB) +3(DEX)

Traits/Drawbacks:
Indomitable faith: believes in his family name despite having them fallen from grace (+1 will save)
Resilient: there were a couple of tough years at the Karrnathi frontline where food was scarce (+1 fortitude save)

Feats:
Weapon Finesse (class): use DEX mod for attack rolls with rapier
Weapon Focus - rapier (class): +1 to attack rolls with rapier
Fencing Grace (1st level): use DEX mod for damage rolls with rapier, +2 to CMB to disarm with rapier if at least 1 panache point remaining
Toughness (human): + 3 hitpoints, +1 hitpoints/level for levels after 3rd

Skills (7/lvl 1st level)+(9/lvl 2nd level)+(2/lvl background for 2 levels): 20 to spend
Acrobatics +8 = 2r +3(dex), class
Appraise +7 = 2r+2(int), class, background
Bluff +5 = 1r+1(cha), class
Diplomacy +5 = 1r+1(cha), class
Disable device +8 = 2r +3(dex), class
Escape artist +7 = 1r +3(dex), class
Intimidate +5 = 1r+1(cha), class
k.arcana +6 = 1r+2(int), class
k.history +7 = 2r+2(int), class, background
k.local +6 = 1r+2(int), class
k.religion +6 = 1r+3(int), class
Linguistics +6 = 1r+2(int), class
Perception +6 = 2r +1(wis), class
Sense motive +5 = 1r +1(wis), class
Stealth +7 = 1r +3(dex), class

Racial Modifiers:
+2 on one ability
+1 feat
+1 skill rank/level

Languages: Common, draconic, goblin, halfling
--------------------
GEAR/POSSESSIONS
--------------------
Wealth: max 1st level so 300 gp to spend
rapier (20 gp)
dagger (2 gp)
studded leather (25 gp)
buckler (5 gp)
Thieves tools (30 gp)
Alchemist fire x2 (40 gp)
Oil of grease (50 gp)
Potion of cure light woundsx2 (50 gp)
Available: 28 gp
---------------
[spoiler=stats] HP 19/19
AC 16, touch 13, flat-footed 13
Conditions: n/a
Melee (rapier): +5 = +1(base) +3(DEX)+1(weapon focus)
Melee Damage (rapier): 1d6+3, 18-20, x2
-1 to hit, +2 damage with piranha strike
3/3 inspiration
2/2 1st level spells


male
Kirsdrake wrote:
Fabian Benavente wrote:

Nah, I actually like Tim's suggestion. You'll just have to make sure that ALL magic weapons found are rapiers. :)

Yeah, you might not wish to hold your breath, but let's see what happens. Trouble is, you can't retrain yourself outta that dependency. But if you like it, do roll with it - liking your own character is essential to good RP, I think.

How high up in level are expecting to play until?


male
Kirsdrake wrote:
Fabian Benavente wrote:

Nah, I actually like Tim's suggestion. You'll just have to make sure that ALL magic weapons found are rapiers. :)

Yeah, you might not wish to hold your breath, but let's see what happens. Trouble is, you can't retrain yourself outta that dependency. But if you like it, do roll with it - liking your own character is essential to good RP, I think.

I was actually thinking of Sebastian's father having pawned (or lost through gambling) Sebastian's grandfather 'very unique' rapier and Sebastian trying to get it back.

The reason I was asking what level we were going up to is to determine what type of rapier it was, from masterwork to a very unique magic rapier. Just something for you to think about if you want to press Sebastian's buttons, you may want to have this rapier 'appear'.

Game on!


Fabian Benavente wrote:
How high up in level are expecting to play until?

Considering I'm intentionally slowing progression, I'd be surprised if you see 8th level... and that is assuming my game and GMing doesn't make you to bury your dice in the back yard and swear you'll never play another pbem again ;^)

Fabian Benavente wrote:

I was actually thinking of Sebastian's father having pawned (or lost through gambling) Sebastian's grandfather 'very unique' rapier and Sebastian trying to get it back.

The reason I was asking what level we were going up to is to determine what type of rapier it was, from masterwork to a very unique magic rapier. Just something for you to think about if you want to press Sebastian's buttons, you may want to have this rapier 'appear'.

Hmm... this I like - a heirloom lost, that you'd go to some lengths to regain. This concept might be worth a magical item.


male
Kirsdrake wrote:
Hmm... this I like - a heirloom lost, that you'd go to some lengths to regain. This concept might be worth a magical item.

Good, always happy to provide the GM with hooks to make the story more personal. :)

BTW, you may want to reconsider your wealth allocation. Max 1st level wealth gave me 300 gp and I had 'to struggle' to spend it and ended up buying 3 potions and alchemical items.

Game on!


HP 27/27, AC 11, Init +1, Perc +1 | F+3, R+3, W+3, CMB+4, CMD 15 | Spells 1: 6/6 | LoH 5/5

Here's Alua's draft fluff. Working on her crunch now.

Alua backstory:

Background
Alua grew up in the Brelish city of Starilaskur. The only child of shopkeepers, she seemed destined for a life of hard work and moderate comfort. However, she and her best friend Chandra dreamed of a life of adventure. Joining the war effort seemed like the way to do it, but her parents forbade her.

Chandra, by far the cleverer of the two girls, convinced Alua to run away and enlist. After basic training, their natural talents and interests saw them assigned to different squads. Clever Chandra was a natural at intelligence gathering, while charismatic and kind Alua gravitated towards field medicine.

The girls were only seventeen when their squads were brought to the front lines. They quickly learned that battle was not the romantic adventure they had dreamed it to be. Alua's life descended into a nightmarish race to keep her squadmates alive. When she wasn't fighting, she was staunching wounds, hacking limbs, stitching intestines back into bellies, and holding the hands of her friends as they died. 

As battle bled into battle, Alua barely slept. What sleep she did manage was interrupted by nightmares. Alua began seeing the dead around her, hallucinations accusing her of her failures. Their disappointment made her drive herself harder, never wanting to give up on a wounded soldier. It was at this time that her oracles powers began to manifest, though she didn't recognize them for what they were. She just thought her practical skills at medicine were improving, while in fact she was magically healing.

Then came the Mourning. Her squad was fighting inside the border of Cyre when it happened. Her memories of that time are fractured. Searing light. Crushing darkness. Pain that started deep inside and grew until it seemed to be turning her inside out. The screams of the dying, the mutating, the dead. And everywhere, ghosts.
She was found weeks later, wandering near the Breland/Darguun border, raving and out of her mind. She was brought to a veterans hospital outside Sharn, where she spent several years fighting for her sanity. It was medicine that finally brought her back from the edge. Healing became almost a compulsion, and she helped her fellow veterans whenever she could. Helping people became a way to quiet the ghosts, so she did it whenever possible. 

Four years after the end of the war, the hospital was shut down due to lack of funds. Alua drifted for a while, helping people where she could, and eventually found herself in Sharn. 

[insert meeting one of the other PCs and being invited to the agency]

Personality
Alua is 22 years old, but seems younger. She is eager to please and to help, almost compulsively so. Loyal to a fault, she will do anything for her friends. She is easily influenced by her friends, as she always is looking to please others. That goes for her living friends, and the ghosts that haunt her. 

The oracle abhors violence, but will fight when necessary. She would like nothing better than to leave the war behind her, but the ghosts that haunt her have other ideas. Alua is not at all convinced that the ghosts are real; but whenever she decides that it's all in her head, then things will start moving around without explanation. 

Appearance
Alua is a young human woman, of average size, stronger than she looks. She has shoulder-length blond hair, which she cuts herself when it gets long enough to bother her. Clothes and appearance are unimportant to her, so she wears whatever is at hand. She uses a mace and a crossbow, though she'll leave them behind when she's able to. 


Elf Unchained Rogue Waylayer/3 | HP 8/21; AC 16 T 14 FF12; Fort+1 Ref+7 Will+2; Init+6/7(surprise); Perception+9, Sense Motive +6

Here's my rogue's name but that's as far as I've gotten so far. I'm home now and hope to get some work done on my character tomorrow :)


HP 27/27, AC 11, Init +1, Perc +1 | F+3, R+3, W+3, CMB+4, CMD 15 | Spells 1: 6/6 | LoH 5/5

Hi Gary! Welcome! It'll be nice to play with you again.

Greetings, Sebastian! I look forward to Alua arguing with you about the morality of torture.

Hello, Phin - cool name!

Looking forward to learning about your Warforged, Tom. Always love me a good 'forged, I do.

Tim - Alua will be more melee than ranged.

I love this part of character generation. So much potential, the whole future ahead of us!


HP 27/27, AC 11, Init +1, Perc +1 | F+3, R+3, W+3, CMB+4, CMD 15 | Spells 1: 6/6 | LoH 5/5

What kind of outfit is appropriate for a private eye? I figured Alua will have a soldier's uniform from the war, but she'll have blend-in clothes as well. Traveller? Explorer? Artisan? They don't have anything labelled "regular clothes".


Phin the Raccoon wrote:
Here's my rogue's name but that's as far as I've gotten so far. I'm home now and hope to get some work done on my character tomorrow :)

No hurry, since Gary just got here and has to start with thinking up a concept.

Anyway... good side, the party already has all the vital slots filled, so you can pretty much make whatever tickles your fancy. The only thing really missing is a fast-progression full caster class, but that's hardly necessary. Bad side, 5 classes are already taken and I'd rather have something new in the party than different frosting on a class that already has been taken ;^) But luckily, PF has tons of classes to pick from, and the Eberron conversion adds the Artificer to the mix, so you shouldn't feel overly constrained by lack of options.


Fabian Benavente wrote:
BTW, you may want to reconsider your wealth allocation. Max 1st level wealth gave me 300 gp and I had 'to struggle' to spend it and ended up buying 3 potions and alchemical items.

Seems Swashbuckler is one of the richest classes... on the other hand, just an Inquisitive's Kit would cost 300G, so that'd be all your starting money. And I'd highly suggest buying ID papers (picture an option), so that's another 2G down the gear tax well.


Kirsdrake wrote:
Phin the Raccoon wrote:
Here's my rogue's name but that's as far as I've gotten so far. I'm home now and hope to get some work done on my character tomorrow :)

No hurry, since Gary just got here and has to start with thinking up a concept.

Anyway... good side, the party already has all the vital slots filled, so you can pretty much make whatever tickles your fancy. The only thing really missing is a fast-progression full caster class, but that's hardly necessary. Bad side, 5 classes are already taken and I'd rather have something new in the party than different frosting on a class that already has been taken ;^) But luckily, PF has tons of classes to pick from, and the Eberron conversion adds the Artificer to the mix, so you shouldn't feel overly constrained by lack of options.

If you want the full BAB slot, I'm happy to move around.

I'm holding off on posting a build until I see what Phin looks like - there's a lot of overlap between slayer and rogue, both classes are big enough to avoid it, but I'd like to make sure.

Hmmm - was anyone thinking about Teamwork feats?


male
Kirsdrake wrote:
Fabian Benavente wrote:
BTW, you may want to reconsider your wealth allocation. Max 1st level wealth gave me 300 gp and I had 'to struggle' to spend it and ended up buying 3 potions and alchemical items.
Seems Swashbuckler is one of the richest classes... on the other hand, just an Inquisitive's Kit would cost 300G, so that'd be all your starting money. And I'd highly suggest buying ID papers (picture an option), so that's another 2G down the gear tax well.

Yes, I forgot about ID papers. I didn't compare starting wealth from other classes so I'm glad you did and you think it's OK. You being the GM and all. :)

Where are you getting this Inquisitive Kit from? I had looked at an Investigator's Kit (40 gp), but it didn't have what I thought I would need so I just bought Thieve's Tools. Most of the kits are oriented at 'traveling' which I didn't think we would do at the start of the game anyways.

I'll keep my equipment as is until I hear otherwise.

Game on!


male
Kirsdrake wrote:
Phin the Raccoon wrote:
Here's my rogue's name but that's as far as I've gotten so far. I'm home now and hope to get some work done on my character tomorrow :)

No hurry, since Gary just got here and has to start with thinking up a concept.

Anyway... good side, the party already has all the vital slots filled, so you can pretty much make whatever tickles your fancy. The only thing really missing is a fast-progression full caster class, but that's hardly necessary. Bad side, 5 classes are already taken and I'd rather have something new in the party than different frosting on a class that already has been taken ;^) But luckily, PF has tons of classes to pick from, and the Eberron conversion adds the Artificer to the mix, so you shouldn't feel overly constrained by lack of options.

I'll just throw my 2 cents in there...

Gary: seriously consider being an artificer, which would not overlap much with anyone else, you can make very 'noir', and would be very fitting for this group/campaign.

Of course, play what excites you but just take a look.

Game on!


male
Harakani wrote:
Hmmm - was anyone thinking about Teamwork feats?

Tim, I used to hate those and would try to steer away from them unless absolutely necessary because they are very situational.

That being said, we should try to take advantage of every class' perks.

My PC will be melee based; what did you have in mind?

Game on!


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Fabian Benavente wrote:
Where are you getting this Inquisitive Kit from? I had looked at an Investigator's Kit (40 gp), but it didn't have what I thought I would need so I just bought Thieve's Tools. Most of the kits are oriented at 'traveling' which I didn't think we would do at the start of the game anyways.

No, I meant this one right here. Plenty of interesting gear on the conversion wiki as well. Not that the inquisitive's kit is anywhere near mandatory, just an example


Elf Unchained Rogue Waylayer/3 | HP 8/21; AC 16 T 14 FF12; Fort+1 Ref+7 Will+2; Init+6/7(surprise); Perception+9, Sense Motive +6

@Harakani: I'm trying to build Phin to be a little more melee than ranged considering the rogues I've played in the past have been more ranged. Although no one else in the group seems to be going ranged so I'm not sure how that will play out.

You can always PM me with what you're thinking and we can work at complementing rather than competing with each other. There's an archetype that looks interesting but I would have to give up trapfinding which is kind of the purpose of a rogue...

@Gary: Welcome! Not sure if you remember me but we played a bit together - you as Panroar and me as Beth :)


HP 27/27, AC 11, Init +1, Perc +1 | F+3, R+3, W+3, CMB+4, CMD 15 | Spells 1: 6/6 | LoH 5/5

Alua's crunch is done and ready for inspection.


"Phin the Raccoon"There's an archetype that looks interesting but I would have to give up trapfinding which is kind of the purpose of a rogue...[/QUOTE wrote:


Ah, but Fabian has fallen on that sword by picking up Investigator, which also gets Trapfinding.


Hi all! Its great to see some names of folks that I haven't played with in awhile! Its been too long!

I'm working through the comments now. My initial impression was that the group needed a tank; however, I saw some comments about an artificer. I'll start sketching up profiles of both - if you have strong feelings, please feel free to note them here or you can use this to see me working through the info or edit it as well: https://docs.google.com/document/d/14XgemuUT7CcIbHSx8c1z7nwNG2GxbxUwPs7yJKC a6DU/edit?usp=sharing


I agree an Artificer might be better option, and Tom's 'forged would certainly be thankful for someone who can repair construct's damage ;^)

And while it's certainly OK to build a character on Google docs, when you get close to the finished product please create an alias for it on these forums and post relevant information there, for ease of access. We all have multiple character aliases for past and current games, so you can use one of those as an example.


male

I already cast my vote for the artificer. :)

I think this game will be better served if we start thinking along non-traditional roles (not tank but bruiser/muscle, not rogue but thief/entry specialist, not bard but 'con artist', etc.). Also heavy armor would not be appropriate here unless you're a warforged. :)

Here's what we have so far:

Shari, thief (rogue, Dragonmarked);
Fabian, detective (investigator);
Angie, bruiser? field medic? (oracle);
Harakani, bruiser (slayer);
Tom, ???(warforged magus)

I'm not sure what campaign role Tom and Angie's PC will fill (nor Gary's for that matter).

Things will of course change and roles will evolve but keep in mind that we are supposed to be a coherent team, partners in the "ir'Brock Inquisitive Agency, LLP", which specializes in investigations, trouble-shooting, and whatever else needs done and pays well. :)

Thoughts?

Game on!


Kirsdrake wrote:

I agree an Artificer might be better option, and Tom's 'forged would certainly be thankful for someone who can repair construct's damage ;^)

And while it's certainly OK to build a character on Google docs, when you get close to the finished product please create an alias for it on these forums and post relevant information there, for ease of access. We all have multiple character aliases for past and current games, so you can use one of those as an example.

Yep! Just noting stuff out. I'll have to figure out the alias bit as I'm new to the forums.


Will start looking at the numbers eventually (no great rush since 4 characters are still in the making). Both Sebastian's and Alua's backgrounds look good, though.

One thing you might want to note is how, exactly, do you earn your living? The inquisitive business is a dream, but frankly you have so little work that you need another job to pay for food and lodging, and I imagine you are mostly taking turns now during business hours (which you have had to cut back a bit of late) to sit in the office and wait for a customer to walk in. Now, one does not HAVE to have ranks in a craft or a profession skill to make money, but it helps. So think about that.

Also, would like to know every every character is living - as I said, the office has some extra space so one (or perhaps two of you if you don't mind the crowd) could bunk there, but others need rooms elsewhere. Depending on where you choose to live, it might have some minor (or who knows, perhaps more) effect later on.

Also, someone needs to come up with a name for your agency before we actually kick things off ;^)


male
Kirsdrake wrote:
Also, someone needs to come up with a name for your agency before we actually kick things off ;^)

What's wrong with the name I offered up? I am offended! :)

Sebastian would argue that having his famous (infamous?) name tied to the name of the agency would be better for business. He's also the one whose neck is on the line because he borrowed the money so he gets 'two votes'. Just kidding. :)

Seriously though, let me know if anyone has any suggestions other than the "ir'Brock Inquisitive Agency, LLP". I have to change my business cards now. :)

BTW, I'll have my own place, probably a small studio apartment. Where can we get prices for rent/lodging, cost of living for a month, etc.?

I don't want to track every meal but perhaps different monthly expenses according to different lifestyles...


I'm working through feats right now. Those more familiar with low level artificers, let me know if you have any suggestions. My last artificer I picked up at lvl 20 - very different build.

Currently looking at Skill Focus (Use Magic Device) and Point Blank Shot. I was looking at exceptional artisan, but I don't see that on the Pathfinder feat list.


Fabian Benavente wrote:
What's wrong with the name I offered up? I am offended! :)

Oh right, you did indeed. I didn't hear anyone seconding the suggestion, though ;^)

Fabian Benavente wrote:
BTW, I'll have my own place, probably a small studio apartment. Where can we get prices for rent/lodging, cost of living for a month, etc.?

The old Sharn - City of Towers had good info on prices, I seem to recall, including Dining Club memberships so you get to pay for your food but don't have to deduct the price of every individual meal ;^)

I'll collect all the relevant info together when I have time - will need to adjust your rewards according to your expenses anyway, to make sure you remain struggling for as long as possible.


profburns wrote:
ocus (Use Magic Device) and Point Blank Shot. I was looking at exceptional artisan, but I don't see that on the Pathfinder feat list.

You can find that feat in the Eberron conversion wiki here


HP 27/27, AC 11, Init +1, Perc +1 | F+3, R+3, W+3, CMB+4, CMD 15 | Spells 1: 6/6 | LoH 5/5

I second the name!

Do we have any takers on picking Alua up as a sidekick? She'll probably stay with whoever "adopts" her. She's happy with a mat in the corner somewhere.

The most obvious choice for her is to work in a clinic or something like that. Do we have to account for our rent/meals in our starting equipment, or will our wages/expenses kick in once we start the campaign?

Alua can be the friendly face of the party, or at least back up for the face. She has high charisma and likes people. Maybe she's the front-desk girl? I can be the Malcolm to Sebastian's Jessica.


male
Alua Riversong wrote:

I second the name!

Do we have any takers on picking Alua up as a sidekick? She'll probably stay with whoever "adopts" her. She's happy with a mat in the corner somewhere.

Alua can be the friendly face of the party, or at least back up for the face. She has high charisma and likes people. Maybe she's the front-desk girl? I can be the Malcolm to Sebastian's Jessica.

Front-desk and initial face of the agency sounds perfect for someone like her.

I'm fine if you want to attach yourself to Sebastian.

Given your line of work, I can see you doing charitable work for an organization (church?) that would also give you basic lodging so think about that.
---------
Jussi: can Sebastian work as a 'tour guide'? Especially taking tourists to places like Skyway (where he used to live) and perhaps augment his tours with a bit of magic. Maybe he guides the Haunted Tour of Sharn where he uses ghost sounds, mage hand, and dancing lights (and maybe even his 'partners') to give his clients a good scare.

This would also allow him continued access to Skyway and other tourist-worthy places where he's always looking to find clients for his real love.


@Jussi: what sort of armour can we walk around in? Is a Breastplate too much? Chainmail? Armoured coat? or should it be semi-concealable like a Chain Shirt?

I am, despite the class, hoping to play the tank/bruiser.

@Fabian: so a leverage style role matchup?


Fabian Benavente wrote:
Harakani wrote:
Hmmm - was anyone thinking about Teamwork feats?

Tim, I used to hate those and would try to steer away from them unless absolutely necessary because they are very situational.

That being said, we should try to take advantage of every class' perks.

My PC will be melee based; what did you have in mind?

I tend to agree they're situational. Seemed appropriate for a military man, and Vanguard gets the ability to 'share one' 1/day. I'm likely to get Precise Strike (basically sneak attack 1d6) or Shake it Off (+1 stacking bonus to all saves per adjacent). Happy to look at something else if there is one you were interested in.

Part of the situational is "what are the odds someone would have this feat". Given I get one for free I'm happy to try to match with someone if there is a situational feat that is useful.


male
Harakani wrote:

I am, despite the class, hoping to play the tank/bruiser.

@Fabian: so a leverage style role matchup?

Yes! You can be Eliot. :)


male
Kirsdrake wrote:
I'll collect all the relevant info together when I have time - will need to adjust your rewards according to your expenses anyway, to make sure you remain struggling for as long as possible.

Start thinking how you will nerf the artificer because artificers get both the Brew Potion and Scribe Scroll feats at 1st level.

And I have to check my durations but I think that means that he can scribe a 1st level scroll or brew a 1st level potion in one day.

If I remember correctly, the numbers were 25gp cost and 50gp sale so our artificer could be generating 25gp per day as long as we find a market for his potions or scrolls.

-------------
EDIT: here are the numbers for potions... And it's a lot worse than that, up to 500 gp profit for an 8 hour day...

Brew Potion (Item Creation)
You can create magic potions.

Prerequisite: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.


Elf Unchained Rogue Waylayer/3 | HP 8/21; AC 16 T 14 FF12; Fort+1 Ref+7 Will+2; Init+6/7(surprise); Perception+9, Sense Motive +6
Alua wrote:
Do we have any takers on picking Alua up as a sidekick? She'll probably stay with whoever "adopts" her. She's happy with a mat in the corner somewhere

I was going to say some snide comment and not wanting my RPG life to reflect real life but thought that may be taken poorly :) (For those of you not familiar, Alua and I are friends in real life). That being said, I think Alua has her pick of people to latch on to. Phin would be more than happy to have her as would Sebastian and I think Harakani agreed as well. So the better question is who will Alua choose?


Elf Unchained Rogue Waylayer/3 | HP 8/21; AC 16 T 14 FF12; Fort+1 Ref+7 Will+2; Init+6/7(surprise); Perception+9, Sense Motive +6

Phin probably has a room somewhere but probably in a poorer area of Sharn. She busks for money but she also uses her rogue talents to acquire whatever else she needs to make ends meet.

fluff:
Here are some points about Phin:
Phin never knew her father. Her mother worked in one of the music houses run by House Phiarlan as a singer but was not a part of House Phiarlan by blood. Her mother was very ambitious and made it her sole purpose in life to find a powerful and/or rich husband. She climbed the social ladder of suitors and Phin’s father had been one of the rungs. Unbeknownst to Phin, her father was dragonmarked of House Phiarlan. Her mother had hoped that her child would bring the life she had hoped for but was bitterly disappointed when both her and her child were not acknowledged.

Phin was only ever tolerated by her mother. As far as her mother was concerned Phin was a constant reminder of rejection, a constant drain on her finances, and a deterrent to many possible suitors who didn't want to deal with another's child. Phin was closely monitored by her mother to see if a dragonmark would manifest due to her father. Of course, Phin was never made aware that she may develop a dragonmark. Phin's mother pawned off her daughter on whoever she could at the music house so that she wouldn't have to deal with her. Some of the others took pity on her and taught her music which Phin showed natural talent for.

Her mother eventually got married to someone who had the amount of gold and the connections she deemed acceptable. Unfortunately he never liked Phin. Even though she did whatever she could to make them happy, it was never enough. A few agonizingly long years after they were married, a son was born which made things even more unbearable for Phin.

Eventually the day came when Phin was passed the age at which a dragonmark typically manifested. At this point, it was made very clear that Phin was no longer welcome at home even though it was never actually said. Taking whatever she could, Phin ran away to live on the streets of Sharn. Hoping she could use it to make some money, one of the items she took was her lute. Knowing she would have to defend herself on the streets, she also took whatever blades she could.

The first several years on the street were hard but Phin was a quick learner. She busked for whatever money she could. She found ways to acquire the items that she needed. She made some friends while on the street who taught her other skills that made it easier to survive on the streets. She proved to have a lot of natural talent and had skill at banditry which earned her the nickname Raccoon since she never used her mother's surname.

After at least five years on the streets, although it may have been longer, something happened which Phin didn’t expect. An intricate mark appeared on her left upper thigh. It didn’t take much discrete inquiry to find out which dragonmark she bore which was the Mark of Shadow. Knowing what would happen should anyone find out that she bore a dragonmark, she made sure that it remained hidden. The last thing she wanted was her mother to find out and try to use her somehow.


HP 27/27, AC 11, Init +1, Perc +1 | F+3, R+3, W+3, CMB+4, CMD 15 | Spells 1: 6/6 | LoH 5/5

So Sebastian is Nathan, Phin is Parker, Harakani is Eliot, and Gary is Alec? I suppose artificer is as close to hacker as we can get. I don't see Alua as a Sophie though...


Fabian Benavente wrote:
Start thinking how you will nerf the artificer because artificers get both the Brew Potion and Scribe Scroll feats at 1st level.

Yeah, I was about to write this yesterday but didn't feel like rebooting the old computer once it occurred to me. You are not supposed to have a lot of money or free access to magical items in this campaign, so that the little you do get feels like more. An Artificer could provide both. If you try to exploit it, I'll just take the toys away from you with any and all means necessary, so you might as well not make the attempt.

I don't mind the occasional potion or scroll for own personal use and the like, though.


Harakani wrote:
@Jussi: what sort of armour can we walk around in? Is a Breastplate too much? Chainmail? Armoured coat? or should it be semi-concealable like a Chain Shirt?

I'd say medium armor is acceptable, but you shouldn't tempt fate by wearing it just for a night at the local tavern or some grocery shopping. Light armor is all fine, since most of those could be covered by clothes or might pass off as clothes themselves.

It kinda depends on the kind of a Watch officer who gets curious...


Fabian Benavente wrote:


Jussi: can Sebastian work as a 'tour guide'? Especially taking tourists to places like Skyway (where he used to live) and perhaps augment his tours with a bit of magic. Maybe he guides the Haunted Tour of Sharn where he uses ghost sounds, mage hand, and dancing lights (and maybe even his 'partners') to give his clients a good scare.

This would also allow him continued access to Skyway and other tourist-worthy places where he's always looking to find clients for his real love.

Now that's a unique idea. I quite like it! I don't know how stable income that would be, but we can generalize some numbers - after all, the rules for earning a living via profession don't make a difference between a shoe-polisher and a barrister!

Aula Riversong wrote:
The most obvious choice for her is to work in a clinic or something like that. Do we have to account for our rent/meals in our starting equipment, or will our wages/expenses kick in once we start the campaign?

A spellcasting healer would certainly find herself welcome in many a volunteer organization, and you could expect to get food and a place to sleep. Actual pay might be a different story, since people generally expect people to, you know, volunteer to for a volunteer organization ;^) Perhaps a few silvers now and then. But at least you'd get your belly full of warm food, and a dry, warm and reasonably clean place to sleep in - a big improvement to some of the worst days of campaigning during the war!

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