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: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:

WB is in!


OCD Time, must level up. Lvl 2!

* Trench Fighter 2
* Steel Hound Jinyiwei Investigator 2

* HP: 10 (fighter) +3 (con) +1 (FCB) = +14 (28 total)
* BaB: +1 (fighter)
* Saves: +1 Fort (fighter) +1 Ref +1 Will (investigator)
* Bonus Feat: Shikigami Mimicry
* Fighter Feat: Shikigami Manipulation
* Steel Hound Feat: Gunsmithing
- Melee Damage goes from 1d8->1d10->2d6!
* Bravery +1
* 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.
- With Hardy, that becomes a current +5 vs poison! Quite handy.
* Spells Known:
- Lvl 0: Stabilize
- Lvl 1: Magic Weapon
* Spells Per Day: +1 lvl 1
* Skills 6x with +2 background skills: 1 SP each in knowledge nature, religion, dungeoneering, arcana, local, planes, geography, nobility
- Figured that having all of these trained, in addition to knowledge engineering, will at least allow him to be something of an investigator. With +1d6 he might be able to help out more when it comes to knowledge, even if it isn't his forte

(I realized that poison lore doesn't do much of anything for Khardon, as he doesn't use intelligence that much and isn't going to be trained in knowledge nature more than a single skill point. He also has no use for swift alchemy as he doesn't have the alchemy class feature. It's crazy as Jinyiwei left that in place while replacing alchemy which it is based on. Steel Hound is a bit redundant, but it works for him, especially as it gives gunsmithing)

GM Question:

Steel Hound gives a battered weapon. Could I make this another revolver? I'd spend 300 gold to make it masterwork. This would just be so that he has a spare in his trenchcoat. I like the image of him being disarmed and pulling a spare out


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:

If we're using the guns are everywhere rules, in theory if you have gunsmithing, you get Dex to damage.

Firearms wrote:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Then again, I guess Trench Fighters get that next level, so no real rush!


If we all gain the Dex to damage, then I’d like to trade trench fighter for weapon master fighter. But as both only make changes at lvl3, no rush


Khardon Dourstone wrote:
If we all gain the Dex to damage, then I’d like to trade trench fighter for weapon master fighter. But as both only make changes at lvl3, no rush

All gain dex to damage? Was that an option?


Reading it again: “ The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.”

It’s only about gunslingers, so no Dex for all and I’ll keep to this archetype. But it makes a gunslinger dip worth it!


Hey panic, do you mind if we apply the 1.000 gp. to make our armor + 1. Is there a time period you want us to wait?

Seljak's next level so far:
Seljak @ 2 lvl gestalt
+1 feat (every lvl)

Barbarian/savage technologist
+ 14 HP
+ 1 BAB, Fort
+ 3 rds. Rage
Rage Powers:
Sword and Gun (Ex)

Investigator
+ 1 Ref, Will, commune with spirits
Spirit Sense
Strong Life
Skills + 1 to acrobatics, disable device, handle animal, knowledge (religion), Linguistics (goblin), perception, sense motive and survival,

Still need to decide on 2nd lvl feat, rage power and expenditures. Will have them done soon.


Khardon Yes second gun as long as you spend 300

Seljak yes you can get +1 before then next mission starts.

Bones, Advanced Guns are NOT commonplace, sorry, its just the agency has an in with gun making team.


gotta love those agency connections :)


Male Human Paladin 9| AC 24 T 12 FF 23 | HP 83/83 | F +12 R +8 W +10; Immune: Diseases, Fear, Charms | Init +1| Perc +13

I'm still in. I'll get leveled as fast as I can.


Thank you. :)

1000 gold
-300 (fix battered revolver)
-300 (make revolver masterwork)
-250 (sleeves of many garments)
150 left


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

does all the gold have to be spent?


nope not at all.


Took a little time to decide but the rest of the info:
2nd lvl feat: precise shot
rage power: reckless abandon
expenditures: + 1 cloak of resistance.


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

THink I got it updated except for feat and money spending


Male Human Paladin 9| AC 24 T 12 FF 23 | HP 83/83 | F +12 R +8 W +10; Immune: Diseases, Fear, Charms | Init +1| Perc +13

Ready to go. Took toughness as feat and big add at 2nd level for paladin is lay on hands plus diving grace. Saving the money for now; I want a mithral breastplate.


All remaining money spent. If it is ok to buy some poisons that is. Also took alertness feat.


For the past few days I couldn't log in to paizo. Kept getting that damned error message. And yesterday went in for surgery on ankle (no walking for 6 weeks). Home now and can log in again. Sorry for my silence.


No walking for 6 weeks, ouch! Glad your back, get feeling better Khardon. The good news is you don't type with your toes... well, I mean I assume you don't... but I guess I don't know that for sure.


:) Sorry to hear that Khardon, But on the mend is good news. I have posted you a nice tit bit of info, have a read.

The setting I am going after is like Gotham City.


Dear players, I am going on a work trip and my posting will be slow for a week to, it may only be at weekend during this time.

Sorry about that, normal service will resumer shortly


It's cool Panic, thanks for the heads up!


Yup! Be safe!


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

tanks for da bombs away.


Well this trip is going to be longer than expected, sorry guys.


hmmm, seems like we've gotten bogged down making a decision. I'll get a post up later, expressing Seljak's view, of getting the boy to safety and finding out what is at the cake shop.

The other issue, do we split the party? Possible tasks: take the boy back to agency, check the cake shop, inspect the 'underdark' now or wait till later with or without the boy and someone watch the shop for Helldrick.

To do some of them, like someone stay here to watch for Helldrick we would need to split up. From the cop shows I've watched we would leave officers here to watch for him. Of course if it were a season finally we would return and find them dead. Any opinions?


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:

Personally I wouldn't mind waiting an entire level before exploring the underdark, considering my level 3 ability is to get see in darkness, and the underdark is just that; dark. But if we wanna go now, who am I to judge?


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'd prefer to get boy back to the agency and then cake shop


cool taken your views into acount


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 will not be able to do much game wise until the first of the month. Super busy with the season. Bot me as needed.


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'm still here but changing employers so things will still be crazy until atleast the first of the month.


Congrats on that, hope it goes smoothly


Same here Jixxe, new job new role
hard work


Dear players, after saving the city, your reward is going up a level AND 8000 gold, I will let you spend that on magic items if you wish or part there of.

have fun.


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

Have it limited down to two offers. SHould have a decision by friday at the lastest and back playing about monday hopefully


Woo!

Lvl 3:
HP: 6 (class) + 3 (con) +1 (fcb) = +10
Saves: None
BaB: +1
Skills: +6
Diplomacy, Sense Motive, Perception, 1x intimidate, 2x heal
Background Skills: 2x linguistics (drow, elven) so he now has common, dwarven, undercommon, drow, elven. Good knowledges for a dwarf to have.

Feats: Rapid Reload / Rapid Shot
Fighter Ability: Trench Fighter - Revolver (Dex to damage when shooting!)

Investigator Abilities:
Celestial Insight (Ex)
At 3rd level, a jinyiwei learns to see through the types of magic that often lead others astray. He gains a +1 competence bonus on saving throws to resist enchantment and illusion effects. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level). This replaces trap sense.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Expanded Inspiration
Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration

Spells:
+1 lvl 1 and learns Know the Enemy (Instantaneous, You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus.)

------------

There we go on the level up! A useful investigator spell, especially as his knowledge skills aren't that good (1d20+1d6+4). But his pistol shots will hurt alot more now (2x shots with dex to damage)

-------------

For the gold, Khardon has a mithril shirt. Could he pay to upgrade this to mithril chainmail with an armored kilt? I figured that it would become medium armor, which wouldn't matter to him as he has slow and steady. But it would mean +3 AC and the chainmail would still be able to be hidden under his clothes. The 'armored kilt' would be reinforcing his trench coat.

I think that doing this would cost: +50 (chain shirt to chainmail) + 20 (armored kilt) + 3000 (mithril difference) then throw in a +1 enchantment for +1000. Total Cost: 4070

Then enchant a revolver at +1, for 2000

Make buckler +1 for 1000

Total Cost: 7070, saving the rest.

Would this work? This would make him into a pretty decent front line tank when needed.


yes that is fine


I'm still working on Seljak, if I don't get him posted today, it will be tomorrow. I don't think it should slow the pace down any.


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

Got the new job. Paperwork and such by friday. Looks like a better gig.
will take some time to get jixxe up and running again


that ok Jixxe and congrats on the new and lets hope better job


Thank you for your patience GM_Panic, I think I've got Seljak up to snuff.

I got stuck overthinking the feats, ended up adding Rapid Reload and Rapid shot. Now I just need to figure out how many shots he get's down range if he pulls both triggers on the double barreled shotgun all the time :(

Seljak 3rd lvl.:

BAB + 1
HP + 15
3rd lvl feat: Rapid Reload
3rd lvl free feat: Rapid Shot
Barbarian: (Savage Technologist)
Primal Magnetism (Ex) At 3rd level, a savage technologist adds her Strength modifier on Diplomacy checks when interacting with tribal cultures. She can expend 2 rounds of rage (even if not raging) to add a bonus equal to 1/2 his barbarian level on a Diplomacy check.
Trap Sense (Ex) At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Investigator (Spiritualist)
Investigator Talent (Ex) or (Su) At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
@ 3rd lvl:Effortless Aid (Ex) Benefit: The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Sixth Sense (Su) At 3rd level, a spiritualist can spend one of his uses of the commune with spirits ability to reroll a single saving throw that he has failed. He must take the results of the reroll, even if it is lower. This ability replaces trap sense. (from Investigator)
8 Skills added: + 1 to acrobatics, disable device, handle animals, knowledge (religion), linguistics, perception, sense motive and survival.
Language added: Undercommon.

8,000 gp. to spend minus 7,650 gp. adds 350 gp. to total.

Belt of Incredible Dexterity + 2: 4,000 gp.
+ 1 to mithril chain shirt: 1.000 gp.
Masterwork cast on the shotgun: 300 gp.
+ 1 Greatsword: 2,350 gp. 8 lbs. 2d6, 19-20/x2, S


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 3

HP: 1d8 ⇒ 4 + 2 Con + 1 Favored = 7hp

+1 BAB, +1 Fort, +1 Reflex

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Expanded Inspiration (Ex)
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level)

+2 2nd-level spells per day
+2 2nd-level spells added to spellbook
rope trick, mirror image

Skills
+1 Acrobatics
+1 Diplomacy
+1 Heal
+1 Intimidate
+1 Knowledge (arcana)
+1 Knowledge (religion)
+1 Knowledge (dungeoneering)
+1 Perception
+1 Sense Motive
+1 Spellcraft

+1 Perform (string)
+1 Sleight of Hand

Feat Arcane Armor Training


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 GM said last time that we got max HP for leveling? Warlock Bones lvl 3 coming right up!


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:

Ok so level 3 is pretty lame for me in terms of cool new abilities, but it does get me some nice number boosts!

I grabbed quick study in preparation for the future. My archetype gives me the ability to use one use of inspiration instead of two for steal checks, so that's neat. I don't have extracts, so that's the investigator side done.

On the other side, I picked up +1 to hit and damage on all kinetic blasts, another d6 of damage on my negative energy blast, and the ability to shoot at 120ft range. I also bought a +2 cha band, and a +2 dex band, so my to hit with my blasts went up by 3 points this level, and my damage went up by a d6+2, so that's pretty swoopy!

For feats I grabbed fiend sight and fiend sight. I now have lowlight vision, darkvision 120, and far more importantly, the see in darkness universal ability. No more greater darkness escapes for our pal Heldrick!


yes max HP

Your PC all look around even and at the right level for what comes next.

I just want to say how great that last bit was, you guys really got into it and it felt so real.

So you're going on a road trip into the badlands, there will be dangers so get yourselves ready.

The beggar king knows of you and whoever he has sold that intel to.
Lord Heldrick is still out there somewhere.
And the badlands are a danger all unto themselves.

Good luck, your going to need it.
The ride will take a week to your destination if all goes well.


Replacing +1 on revolver with a ring of sustenance. Why? Because a 200 mile trip by horse/cart takes a long time. And it will help on not being ambushed in our sleep. Far more important than +1/+1 in combat.


Khardon Dourstone wrote:
...a ring of sustenance... I suggest all get one, or go out to purchase one if not...”

My only concern is it takes a week to take effect... that and I really want my greatsword to be magical...If you think it's worth it, even though we need to wait a week to use it, I'll swap out the magical and masterwork, and be able to purchase one.


I think so, as with travel time there and back, it becomes a good long term investment. But so too are magical attacks. Do what you think will be of most use to yiu


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 withdraw from this unfortunately. Ihave a new job and have been sick and may have a hernia on top of all that. Sorry I wasn't meaning to bum out but I don't want to slow anyone or game play down either.


That ok Jixxe, we still have enough to play, Life and health come 1st.
Best of all with it all.

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