Agents for Hire (Inactive)

Game Master Johnny_Panic

A group of newly commissioned investigator agents set out on their 1st missions.

You: New agents an ad-hoc group sent by the "AGENCY".

Current Location: On The road in the badlands headed to FangFern Forest

Current Synopsis:
Destroy the Evil Drow seeds.

Goals and plans:
* Get the evil Drow seeds 200 miles to a wizard who can destroy them and set the trapped souls free.
* Try not to mess up or get killed.


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hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

b l8r 2day i post. work is gonna b grueling


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

Also here, going into the rush before winter break for college.


Happy Yuletide holiday and new year.
After today if you'er in the north of the planet, you will be heading back to summer. :)


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

Happy Holidays which ever you celebrate.


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

Happy holidays!


A Christmas song

:)


Male Human Investigator 2/Paladin 2| AC 17 T 13 FF 14 | HP 27/27 | F +7 R +8 W +6; +2 v. Poison | Init +3| Perc +5

Sorry for disappearing guys. My desktop was blown up and I still haven't recovered from that. I will post as often as I can.


No problem Daniel
I will Robo your PC until ya ready there bud.


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

Am I being too ridiculous? I'm happy to tone it down if the tone is not what the GM or group desires!


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

i like it


if the players are happy then I am happy :)


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Every good procedural has some laughs.


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

As for I. It’s characterful, well written and fun


Hey Panic, will the women respond to Seljak's question, or should I move on?


Ok, just putting this here.

Since it took Seljak 10 rolls to get through the fog, I'm assuming he made it into the room with the hole in the wall last. That will give everyone time to shoot at the half giant or do whatever their doing. Not wanting to hit the woman with the shot gun Seljak would charge the half giant with his flail.

I'll wait for a few other folks to attack to see what's going on and will post Seljak's attack later today.

If anyone has a better idea, give a shout out either here or in game.


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Lazastrahd would say you're logic is sound.


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

So, are called shots allowed? Given that we all have revolvers, it seemed thematic to me that we could take penalties to try and hit trick shots.


Yes I will allow them


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

I have a licensing exam for my state that is monday so don't except a post before monday night as it may not happen before then.


Hope it went well


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

I have to retake it this time. But it isn't built to let someone pass the first time.


If its for your Medical Licensing Assessment Jixxe, them is hard, good luck with it we need front liners more then ever.


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

clinical mental health counselor. -- not quite as diff I'm told but still daunting. Thanks for the well wishes with it I can use all the karma sent my way.


Still a much needed mental staffer, most of all now everyone seems to have or known someone lost to this Virus. :(


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

I feel you. Didn't pass the bar exam for California when I took it the first time either. Keep at it, and I wish you well


1 person marked this as a favorite.
Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

I'm sorry for not keeping up. We're having trouble with the little one and I just don't find the time at the moment.
You'll solve the mystery without me.


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1
Iryani Kalyeer wrote:

I'm sorry for not keeping up. We're having trouble with the little one and I just don't find the time at the moment.

You'll solve the mystery without me.

Little ones are hard. BUt definitely worth it. Let real life be first rest comes in time. best wishes


2 people marked this as a favorite.

Kids are the best thing you will ever do, trust me. So take all the time you need Iryani, when your free again and we are still here feel free to join in :) All the best.


Since Seljak's has scent, can he do a perception check to find Willicks in the dark?

PFSRD wrote:
Scent: ...The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

so move action to smell, move that way?


Yes you can, or anyone with blind-fight feat


GM_Panic wrote:
That fail means a con and fort roll for master Willicks.
Seljak Kopile wrote:

a little in the dark here. He's moving slow but it's a small room. How long would it take to find the body and does he smell anyone unfamiliar other than the person bleeding?

[dice=perception]1d20+5 booooo
I've not used scent before, but I assumed he smelled Willicks and intended the perception check for anyone unfamiliar. If I understand scent right, it's like sight and happens automatically. The only place a skill check is mentioned is using survival to track. They were in the room together when the lights went out, Seljak would have seen and smelled him, I thought he's basically in the same place, just on the floor bleeding. I just assumed he smelled Willicks the roll was in case there is anything else. Or is that incorrect?
pfsrd wrote:

Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


A quick question. We are presently in the southern room of the tower at the top of the stairs, the three prisoners are in the north east corner. Was Helldrick and Willicks in the north west corner where the arrow points that says 'voices' or in the southern room where we are at?


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

Sorry for short notice... but I was just informed I have training next 4 days. it is 10 hrs a day so I will be exhausted when done and not likely to post. Please DMPC me if needed during this time. I will be posting again on tuesday.


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

Whoops! Sorry for just throwing your character under the bus for some RP moments then...


Yep that hole floor was rigged, just you had to come back out to the other bedroom door to hear and now find them. Sorry maps is not so good.

You have the door opens all open now


The maps fine, I was just wondering about the possibility of Helldrick escaping, if the lights were back on, I assume we would see him in he northwestern room. Is it possible he got past us down the stairs while we were fumbling around in the dark?


Sorry there is no sigh of him. Just how did he get away????

Dummm Dumm Darrrr...


Level up both sides players.
You have to spend ya money.


Very cool, Panic, nice set up on the House of wax mission. A question about the Agency, are there rooms to live in there, or a locker area to change?


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Level 2
HP: 1d8 ⇒ 2 + 2 Con + 1 Favored Class = +5hp
+1 BAB, +1 Reflex, +1 Will
Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex)
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

+1 0-level spell per day
+1 1st-level spell per day

Two new spells for the spellbook. true strike, touch of gracelessness


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

Lets see, it's 1000 gp, +1 feat every level, and gestalt, am I forgetting any other houserule aspects of leveling? Assuming average+1 for HP?


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

I think the biggest change of note for Warlock Bones is that he now has an imaginary friend who is a house centipede named Buggles, who occasionally exists when he remembers to focus on it.

Unrelated, I bought a wand of CLW, and a traveler's anytool for the party.


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

I think I will bow out. Just spent about 1hr trying to understand the whole leveling and got nothing but frustrated. If this frustration happens every time we level it will take the fun away from just playing.

unless someone can stream line it very easily so I can input it simply in a stat block


Warlock Bones wrote:
Lets see, it's 1000 gp, +1 feat every level, and gestalt, am I forgetting any other houserule aspects of leveling? Assuming average+1 for HP?

Sorry +1 feat is right but max HP as well per level


Jixxe wrote:

I think I will bow out. Just spent about 1hr trying to understand the whole leveling and got nothing but frustrated. If this frustration happens every time we level it will take the fun away from just playing.

unless someone can stream line it very easily so I can input it simply in a stat block

Sorry to hear that Jixxe, I will do my best to help

With Gestalt, you pick the side that has the best Bonuses for HP/saves Attack bonuses etc and use that for the state block.

Your PC will get from level 2

+1 to BAB
Base saves of +3/+3/+3
+8 to HP
+1 feat.
+1000gp

with your classes.

You will get.
Inquisitor side
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
+1 1st level spell.

Investigator
Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex)
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
+1 Extracts per Day

But I will understand if you feel this game is not for you. :)

------

Could I do a roll call of all players who wish to do part 2,

"The smuggler Gang"

You now have a villain to catch and a briefing to go to.

It get hardcore form here so hold onto you Badges agents.


A roll call? Well, Seljak is in, I'll get him leveled Monday morning, will try and get a post up today for waht he's doing before the meeting.


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

Lvl 2! Great!

Life has been a wee bit crazy but I’ve greatly enjoyed this mystery. I’m still here and will get leveled up by Monday


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)
Warlock Bones wrote:
Lets see, it's 1000 gp, +1 feat every level, and gestalt, am I forgetting any other houserule aspects of leveling? Assuming average+1 for HP?

Oh! Forgot about the extra feat per level. I choose Acrobatic.


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

THanks for the help. I will see wh at I can do once I get done with training monday. Maybe I wont be so brain fried and it will make more sense and not so much frustration.


No Problem Jixxe, RL before GL, I will not start part 2 until every one is ready :)

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