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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I'm thinking of running a game, set on the pathfinder world.

The Premice is this.

ALL players with be Investigators Level 1,
You were found as a child/sold too and then freed by/recused into/Family member in or any other back story means for joining the Agencey
A private organization that gets paid to Investigate.

Any core or, featured Race. I will not be picking to races the same so if a lot of applicants go for mega races they may have less chance of being picked.

25 point buy for states
OR
1 roll of 6x[2d6+6] and you take them in the order you rolled them.
One OR the other, do you feel lucky, well do ya :)

MAX HP for 1st level.

Background skills = Yes.
Unchained = Yes.
NO templets not even CR 0 ones.
NO Race biulder
NO GESTALT.
You will gain level 2 fast so, have no fear.

NO of players to be picked, up to 7 [There is a high chance of PC death so be ready, your PCs life may depend on it, but no TPC just a high risk game, and NO PvP please, like be nice]

All players start at ​1th level PCs.

And must take all levels
in Investigators [or an Archetype of it]

You have 25gp of clothing and will be supplied for your mission kit once the games starts, that's weapons and all.

Background.

Please use
10 Minute Background format for background.

We will start with your award day to become Agents [Ruk-cce] in a WHO DONE IT? kind of setting

Please post links to ALTS, not full PCs builds here, thanks.

ME as a GM,
Fun and simple, I have tried to high-level GM games and well, just feel apart. So keeping it simple and also fun. So feel free to ham up and have fun. Pick a kind of cop or detective trope from TV/books or film and go with it.

CLOSING DATE IS in 7 days time


Well, one could say, I'm already in too many campaigns. So let's see what the Dice Gods say?
Strength: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Dexterity: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Constitution: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Intellect: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Wisdom: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Charisma: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Hmm. a beefy know-it-all with average dexterity, kinda wise, and not entirely revolting...

I have much to think about.


I think i can handle one more.

Str: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Dex: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Con: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Int: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Wis: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Cha: 2d6 + 6 ⇒ (4, 3) + 6 = 13

Hmm, no idea how to get this to work, unless I go into some wis based caster on level 2.
Int 15 isnt too bad, but there is no way I want to be anywhere near level 1 combat with 10 dex and light armor.


Interesting concept. I love single class games, but need to decide if my load can handle another game. Regardless I like the idea here.

Grand Lodge

dotting for interest

can we use variant heritages...for example tieflings


Yes heritages is fine.

Note you have a wide range of races to work with, so have no fear of you went for the roll and not the 25 point buy.


Dot

Grand Lodge

i was leaning towards the point...hmmm..decisions, decisions...


PC making UPDATE

FEATS!! + Traits and Drawbacks HERO POINTS

ALL AGENTS
Are trained with firearms,
As a just qualified Agent,
you will be given one Revolver,

[Free weapons feat - 1H Firearms proficancy + amateur-gunslinger-combat feat.

FEATS
Per Level, +1 feat at every level

Also

We will be using THE ELEPHANT IN THE ROOM: FEAT TAXES IN PATHFINDER

Traits and Drawbacks
ALL PC's gets 4 Traits and must have 1 Drawback.

ALL PCs get at the start of the game.
1 Hero Point

AGENT Equipment
[You can not sell any of these items, if you don't want them you don't get them.

Uniform.
1x Grey Over Coat
1x Black boots
1X Pants, undergarment / waistcoat / shirt
1x cold Iron Agents badge

MW backpack
+ investigators kit.

Special items

Holster and shell belt.
1x Revolver [Cold Iron]
DMG S 1d6
DMG M 1d8
Crit ×4
Range 20 ft.
Misfire 1
Capacity 6
4 lbs.
DMG Type [B and P]
40 Shells

1x Light weapon of your choosing.

1x Mithral Shirt In your size

1x Pathfinder Pouch
Documents showing you are an Agent.
200gp

Grand Lodge

ok cool


IMAGE OF -Fenrol Blockwood-

Founder of the 'Agency'.

-----ALIGNMENT ----
Any of these

LAWFUL Good
LAWFUL Neutral
LAWFUL EVIL


Str: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Dex: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Con: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Int: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Wis: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Cha: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Let's see if any inspiration hits....


Hey GM_Panic good to see you running another game. Tempting so tempting...


yep low level this time, keeping it simple, come on have a punt


Aasimar Alternate SLA: 1d100 ⇒ 99
You have a natural fly speed of 20 feet (poor).

Well now, that is interesting. Con 10 makes sense when one has wings...bones will weigh less, afterall. Yeah, I can make this work.

Str (15) Dex (19) Con (10) Int (15) Wis (11) Cha (17)

Yeah. High dexterity, with good strength, intelligence and charisma. Mediocre wisdom. Con that doesn't match his strength.

Antiquarian. Rather than alchemy, he uses a collection of holy relics to power his abilities.


Grumbaki, well that is one lucky roll there.
But Fly speed 20 is fine, you also get Fly as a class skill

Remember if you want to Hover you're going to have to take the Monster feat.


GM_Panic wrote:

Grumbaki, well that is one lucky roll there.

But Fly speed 20 is fine, you also get Fly as a class skill

Remember if you want to Hover you're going to have to take the Monster feat.

Thank you. :)

Looking at the feat, it says "Benefit: A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check." You're certainly right, the only way that this character will be able to do anything is if he invests heavily into fly. And even then, with Con12 and low fort saves, there is a glaring weakness which will require him to hide behind (or above) others.


Let's see the build and back story, and I will work out if his/she/it is balanced with the others in the party before letting you PC in

Have to have balance so all players can have fun. :)

Rules.

I only play fast and loose with the rules when
1: Rule cool, when all other party members think your PC has done something cool.
2: FUN, when it's a fun thing and the other players are having fun with you.

Things I don't like.
Really just don't break "Wheaton’s Law" and that goes for me the GM as well. Call me out if you think I have broken it.


All cool

I full list of Investigator Archetypes HERE


Going to make a PC rules change.

IF you roll states you CAN rearrange them,
This is after two requests to do so.


I think I am going to restart this, with a Gestalt, could get more of a pickup.

Grand Lodge

makes sense...let's us round out the party better...we can have a more combat oriented guy, a magical sleuth, a religious type guy....


Yep,


I've been keeping an eye on this and was wanting to throw my hat in as I'm a sucker for all X class (I'm in cleric and fighter ones, and running a wizard and paladin ones). The last few recruitments I've mentioned interest in I just haven't been able to get a character together for. We'll see.


While I was super psyched to have rolled flight, I just can't for the life of me turn him into a character that speaks to me. And when nothing jumps out to me, it just isn't worth statting him up or trying to force it to work. So, as much as it breaks my heart, I'm not going to go with the aasimar. :(

On the other hand...now that we can move stats around, I love the idea of a dwarf in a coat, with a big hat and a gun. So...

Khardon Dourstone

Stats:

Str (15) Dex (17) Con (17) Int (15) Wis (13) Cha (8)
(might switch Str and Dex?)

Traits:
* Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
* Glory of Old?

Class: Empiricist Investigator
* Alchemy, inspiration, trapfinding

Feats:
* Campaign: Elephant in the room
* Lvl 1: Precise Shot

Skills:
* Diplomacy, Buff, Intimidate, Sense Motive, Perception, Stealth, Disable Device, Knowledge Local
* Background Skills: Sleight of hand, Knowledge Engineering

Step 1:
* Khardon worked as a member of the city watch before joining the agency, doing so after finishing his contracted tour of duty.
* He left the watch, having become disgusted with the lack of order or professionalism in the ranks, as well as the rampant corruption that he witnessed.
* His division of the watch was focused on stopping smuggling operations. This required many a night sneaking through the sewers and underways, looking for smuggler hideouts and hidden bases. (K-Engineering, darkvision, stonecunning)
* After leaving the watch, he was recruited to join the Agency, due to his reputation as being a rarity in his field: someone who truly cares, who takes his word seriously, and who is actually effective in getting the job done.
* His family live within the city, and run a family owned construction business. He declined joining his father and older brother in running the business, and feels the need to prove to them that his life choices are worthy of their respect.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
* To prove to his family that he is worthy of respect and acceptance.
* To actually make a difference in the city by bringing down one of the people behind the criminals.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
* Deep down, Khardon has been sorely tempted to give in to the corruption everywhere around him. His sense of pride and honor have kept in check, but the gold would really be nice...
* Lars (see below) has been looking for a way to get back at Khardon. The watchman's vendetta is unknown to Khardon.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
* Father: Nordrim Dourstone - Owner of Dourstone Construction. He looks down on his youngest son's profession, seeing it as a dead end career and a waste of the education he paid so much for.
* Significant Other: Helga Mountaintamer - Khardon and Helga have been dating for several years. She is waiting for him to propose, and he is waiting until he has enough gold (and a steady income) to be able to do so with his head held up high.
* Enemy - Sergeant Lars - Khardon's former superior. He used to be Lieutenant Lars, until Khardon reported the man's corruption. He has worked his way up to Sergeant, but has never forgiven Khardon for what he has done.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
* When deep in thought he tends to chew on his beard.
* He is highly religious, and tends to pray before big events. He keeps representations of his gods tied into his beard and hair.
* The first person that he killed was a smuggler who reached for a knife when he was cornered in the sewer. Khardon shot the man dead. The sight of the body floating in the fetid water has often haunted his dreams.

Gestalt?
* Don't know, are we doing that? I'd go with Trench Fighter most likely, and if that is the case then I might invest in the heal skill feat tree.


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Lazastrahd is a young drow and newly-commissioned agent of The Agency. [Investigator (Sleuth)/Wizard (Sword Binder)]
2) "Laz", as some of his more 'relaxed' fellow agents call him, is a quiet person with few friends. The drow likes to use his investigative mind to evaluate those he comes into contact with, and deal with them accordingly. The drow tries to keep his life private and away from his investigations.
3) Lazastrahd has grown up entirely in human culture. The drow has been taught the horrors of his racial heritage. Even now, Lazastrahd's dark elf features occasionally invite small jumps of fear should the investigator make a quick movement around those outside The Agency. Despite this, Lazastrahd works on maintaining an even temperament, which has served him interacting with human society. On rare occasions, Lazastrahd's temper boils over in menacing ways.
4) During his academic studies within The Agency, Lazastrahd has found he has a gift for arcane magic and a near-encyclopedic knowledge of magical items, weapons, and artifacts.
5) Due to the longevity of his race, a young Lazastrahd often 'baby-sit' other younger race members of The Agency before they made it to adulthood. Perhaps some players would know the drow as a dower minder and elder apprentice.
6) In mock interrogations held at The Agency, Lazastrahd works best working alongside others to be their 'bad-cop' to their 'good-cop'. Lazastrahd enjoys figuring out the puzzles that are his investigative cases.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Lazastrahd would like to continue to pursue his passion for arcane study, along side his case load. Secretly, the drow hopes one day to be happy in his own skin, and be at peace with himself.
2) I'd like Lazastrahd to meet other non-evil drow, someone he can relate to in this human culture he's grown up in. Lazastrahd is so outside my normal role-playing experience, I'll be surprised wherever he goes as a character.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) At night, Lazastrahd would often sneak out at night from The Agency Compound. Not for any inherent mischief, but to be able to see so clearly, then the young drow could during the day. For hours, Lazastrahd would stare out into the night, down at the streets below, and across the rooftops, being able to see so much better and with far greater detail during the day.
2) The agents who took Lazastrahd from his drow home did at least get his true first name correct, but not his family name of Venenthril, a drow family dedicated to Zura, The Vampire Queen, Demon Lord of Cannibalism and Vampires. It is commonly believed that the baby drow was taken by a rival house for a sacrifice to another demon lord, which instigated another quiet drow house war. But the agents were not as tidy as they thought they were. a half-torn parchment detailing part of the journey into The Darklands was found the next day by a slave and presented to Lady Belmarniss, mistress of House Venenthril. As of yet, the drow noblewoman doesn't see much need to invest resources into what could be a wild basilisk chase, but the thought stays with the Lady of the House most nights.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Margarete Felsham, a young human female and fellow agent of The Agency. Lazastrahd pretty much watched Margarete grow up in The Agency Compound. Margarete has always been nice and friendly to Lazastrahd, even during moments the drow would slash out or become depressed. Margarete may be the closest thing to a 'childhood friend' Lazastrahd ever had.
2) Khardon Dourstone, an adult dwarf who joined The Agency after years in the field as a member of the city watch. Khardon was tasked to help the young drow master his agency-issued revolver skills. Under the dwarf's tutelage, Lazastrahd's aim has gotten much better. Khardon may be one of his fellow agents the drow looks up to and respects. Khardon's words carry weight with the young investigator/wizard.
3) Being the only drow above ground for miles around, Lazastrahd has had many racist and hurtful words said to him and done to him. Being called 'a slaver' or 'child-eater' are slurs Lazastrahd has had to deal with from without and within The Agency.
4) Marcus Silverton, a rich, nobleman's son whom Lazastrahd had the utter misfortune of meeting during an Agency social event. The snobbish human teenage gave the drow a lot of grief that evening, but was infuriated by Lazastrahd's wicked rapier wit and inability to take the rich boy's sass. After a few minutes of meeting, the situation got heated, fist raised by the human aristocrat. Ultimately, Lazastrahd had to fake a false apology for his manners to the Silverton lad. Despite this, Marcus was tried to use his clout to make Lazastrahd's life as difficult as he can within the law.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Lazastrahd often keeps his hands behind his back. It goes along way to put people at ease around him, and it helps him think.
2) The first time Lazastrahd held a rapier. It felt so..at ease in his hands. Like he was meant to wield it. Rarely, when wielding a rapier, Lazastrahd would get flashbacks to other drow using rapiers. But that's impossible. Lazastrahd was a baby when he was rescued by The Agency.
3) One time when some racist human called Lazastrahd a slaver, the drow denied it, but recalled to the racist human that "several human maidens he's had sex with did enjoy being tied up or tied down." This lead to an even louder yelling match in the market square.
In all honesty, Lazastrahd has realized many human and elven people have 'fetishized' drow in human culture, often asking about private and deviant matters the male drow might partake in.


Yes I think Gestalt will help at level 1
It means level progression will be a lot slower.
But I think it will help to get the min of 4 players im after.

See below, we only need two more.

:)

TheWaskally would you like to roll up your Drow, cus he sounds fun, and knows our....

1st Player picked
Grumbaki and Khardon Dourstone [The dwarf in a long coat with a Gun] Class: Empiricist Investigator.

really nice pc Grumbaki, I love the idea of Grumbaki and Lazastrahd working as a team. seen as Strate as a pole Grumbaki [arr but that gold and gem stack over there] and Lazastrahd [seen as deviant but is not]

I would also like Margarete Felsham and Helga Mountaintamer to know eath other and also be friends.

SETTING

We will be starting in Golarion's city of Vigil in the realm of Lastwall

The year is 4715_AR

And there has been an odd death in a noble house, a Ball was on, and the city watch has no clues and needs help fast. Before panic hits the streets. These orders and coin come from the very top [Watcher-Lord]. 'The Agency' must send whoever they have at hand tonight to aid the investigation.


Glad you like him. :) And yes, it would work out best for the PCs to know each other. I’m more than happy to roll with TW’s great background.

I think for the gestalt…I’m trying to decide. Thematically I’m thinking pistol + shield, but the actual mechanics will take some thought.


Again awake feeding baby. But at least it gives me time to think. What I see Khardon as doing is having a heavy shield and his revolver, using the shield to steady his aim. If, and when, he gets into combat, he uses his revolver like a club, to pistol whip the foe. Normally you can’t do this, as pistols aren’t weapons. Gunslingers have a deed to pistol whip which makes the pistol into a 1d6 x2 Crit light weapon. So, I’ve decided to go down the improvised weapon feat tree, so I can focus on pistols for ranged and close combat fighting.

Classes: Trench Fighter / Empiricist Investigator
Because Dex to damage with shooting, and because the build I have in mind requires so many feats

Traits:
* Student of Philosophy (Int to Diplomacy and bluff, social)
* Surprise Weapon (+2 hit improvised weapons, combat)
* Glory of Old (+1 Hardy, regional)
* Indomitable Faith (+1 will, Faith)

Feats:
Campaign: Power Attack, Deadly Aim, Weapon Finesse
Lvl 1: Catch Off Guard / Shikigami Style / Shikigami Mimicry

Ranged: +1 (BaB) + 3 (Dex) - 1 (Deadly Aim) = +3 touch
Damage: 1d8+2

Close Combat: +1 (BaB) + 2 (Str) + 2 (Trait) - 1 (Power Attack) = +4
Damage: 2d6+4

The focus being that the feats taken work at range and close combat. As for the pistol itself…

It will look like this, so it can be visualized on how this would look like a weapon that could cause serious bodily harm.


And sorry for multiple posts. Profile is done. Went with Jinywei archetype, as it is wisdom based…and because it gives some really useful tools. Detect magic, detect poison and sift, as well as being able to cast command. All of that sounds really useful. While I hate giving up trapfinding, I think that others will have that in abundance and he still has disable device. Plus, he has +10 diplomacy, so he’s a surprisingly good face.

And for a deity? He worships Kols. The god of duty and oaths sounds right for this.

Grand Lodge

what about a buckler or light shield instead of the heavy?


Oh, gestalt or changing things, now it gets really interesting! 3 high and 3 low stats is a reasonable thing after all!


grimdog73 wrote:
what about a buckler or light shield instead of the heavy?

Actually…yeah. I’ll switch to Buckler. As a fighter gestalt he could eventually get Unhindering shield and could use a rifle as a two handed improvised weapon. Plus, thematically it fits better than lugging around a heavy shield. Thanks for the idea


GM Panic, here is my drow investigator/wizard, Lazastrahd, for your inspection per Agency guidelines.

Is Vigil the headquarters of The Agency? if so, is that where Lazastrahd was raised? If so, I can only imagine how hard it must have been growing up a drow in a paladin-laded culture!


Khardon Dourstone note that Weapon Finesse is gone under
feat-taxes-in-pathfinder

Is Vigil the headquarters of The Agency, yes

Fenrol Blockwood you know is an Aasimar and old, way old.
He seems well connected,

he often tells you
"I created the Agency because there are things that 'leak' out of the world wound, that seeps into the souls of the weak and aims to do end the world in madness. A knight in armor is not what you need to fight such hidden things. For they walk in the light, but we, we must walk in the darkest of places. With A keen eye for detail, A witful mind for traps, and a sharp aim hit only that which must be ended. Here endeth the lesson."

You know he is upright and over the years, stopped and ended plots to end the land, even bring back the darkness locked away far below the keep.

A child Drow lost and alone, taken or sold and taken to the keep. Would be a perfect child to save for Fenrol Blockwood. Your PC would have been raised and protected by the Agency, but you are not a slave or indentured.

"Any that come to the Agency and pass the tests, can join if we think they have what it takes. But this is not a charity, you earn your keep here. Have no illusions the work is dangerous, you will not get rich, famous, or fat doing this work. You will more than likely die in the darkness unheralded and forgotten by all but your fellow agents. But if that is what it takes to fight the madness then so be it"

Fenrol Blockwood is one hard a$$-SOB at times


1 person marked this as a favorite.

I'll take a shot at this but not exactly sure how to do gestalt. Is there a link that some one has or a quick explanation for building usuing gestalt ruling?

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13

hmmm very average character over all for stats.


Let me dot in for this, I am very fond of the investigator class, and making it a gestalt is just the icing on the cake.

Stat!: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat!: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat!: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat!: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat!: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat!: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Huh, those are some nice stats. I'll get something up soon!


Herkymr the Silly wrote:

I'll take a shot at this but not exactly sure how to do gestalt. Is there a link that some one has or a quick explanation for building usuing gestalt ruling?

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

hmmm very average character over all for stats.

For gestalt you take two classes, and if there is overlap you only take the best. For example:

Class 1: Unchained Monk
* +2 Con +2 Ref
Class 2: Magus
* +2 Con +2 Will

So with gestalt, you’d get +2 Con/Ref/Will because when the same thing comes from 2 sources they don’t stack. So at lv 1…you have 1d10 HD, 1 BaB, 4 Skill Points, All lvl 1 monk abilities and all lvl 1 magus abilities. Giving you an unarmed melee combatant who enchants his fists.


Man, I really want malice binder to actually be functional. Maybe I'll play one anyway, because it's just too conceptually cool for it's own good.


Gestalt Characters rules here, basic and simple


Well it took a million years, but I found a way to not suck at using the steal combat maneuver. Pass for human tiefling racial swap lets you take racial heritage as a feat, which allows me to take the grippli agile tongue feat, and be extra distressing at the same time!
Trading out my spell like ability for:
Dice: 1d100 ⇒ 82
+2 to will saves against mind affecting effects! Nice!


Cool


So a tiefling who can use a tail to reload and a tongue to steal. Not very sanitary, but it’s really unique! I love that Pathfinder allows for such builds


Just so you know the local knights WILL see such an agile tongue as very
Chaotic, local paladins well get upset if they see it.

Also, 20' range has to work with in this games balance, we shall see.

So that being said, I'll make you this offer. would you consider swopping out, gripple agile tongue feat for this combo, and I will alter the tail feat a little for balance and so you can get what you're after.

Prehensile Tail race trait for free
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

+

Grasping Tail (Tiefling) FEAT
Your tail becomes more useful.
Prerequisites: Tiefling.
Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.
Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 10 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, and you can manipulate them with your tail, letting you Attempt sleight of hand and Attempts combat 'trip' and 'snatch' with your tail. But you can't wealed weapon with it.

Your call.


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1st Player picked
Grumbaki and Khardon Dourstone [The dwarf in a long coat with a Gun] Class: Empiricist Investigator.

2ed Player picked
TheWaskally and Lazastrahd [Drow, Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/1st

3ed Player picked
TBC

4th Player picked
TBC


Correct me if I'm wrong, but isn't agile tongue 10ft? I just want to not stand immediately in melee to use a substandard combat maneuver. For instance, whips are 15ft range, and have the trip and disarm properties, and even can steal, albeit at a -4 penalty. Unfortunately, there are no feats that remove that penalty.

Also, there's another tiefling feat that's part of that chain called Mischeivious Tail that I looked at, that with your revised feat would make me even better at stealing. The only reason I didn't take it was because I didn't want to stand in the middle of combat.


Just noticed, the drow, dwarf and Tiefling have all traded out alchemy. We have:

Dwarven Trench Fighter / Jinyiwei Investigator
- Full BaB, Inquisitor spell casting (no Trapfinding)

Drow Sword Binder Wizard / Sleuth Investigator
- Full arcane casting, sleuth’s luck (disable device not being used)

Tiefling (Something that improves steal? Guessing brawler or the like but look forward to seeing the build) / Malice Binder Investigator
- No alchemy, no Trapfinding

So at the moment we amazingly don’t have alchemy and can’t deal with magical traps. Not complaining, just surprised!


I'll give it a roll and see what comes up...

2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14

So that is a 15, 14, 14, 13, 13, 12. Not the craziest roll but very good nonetheless.


Well, I thought that one terrible archetype was a good reason to go with TWO terrible archetypes, and so decided on Overwhelming Soul Kineticist as my secondary, so... yeah.

I present to you, Warlock Bones, World's "Greatest" Detective!

Crunch:
Warlock Bones, LN Rakshassa spawn Tiefling Investigator(Malice Binder) 1, Kineticist (Overwhelming Soul) 1[Favored Class Kineticist Skill pointx1]
HP:8|BaB:0|AC:16 T:12 FF:14|Fort:2 Ref:4 Will:2(+2 vs Mind Affecting, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5|
Str: 11 =0
Dex: 13+2 =2
Con: 10 =0
Int: 13 =1
Wis: 12-2 =0
Cha: 18+2 =5

Racial Features:
+2 vs mind affecting effects
Fiendish Sorcery(Useless)
Pass for human: Is a humanoid(human)
Bullying: +1 to disarm and steal
Darkvision 60ft
Cold, acid, fire resist 5

Skills:
Ranks Stat Class Misc Total
Knowledge Plains: 1 1 Y 0 5
Knowledge Arcana: 1 1 Y 1d6 5+d6
Spellcraft: 1 1 Y 1d6 5+1d6
Heal: 1 1 Y 1 6
Survival 1 0 Y 1d6 4+d6
Bluff: 1 5 Y 0 9
Intimidate: 1 6 Y 0 9
Stealth: 1 2 Y 0 6
Background
Sleight of Hand: 1 2 Y 0 6
Perform(Comedy): 1 5 Y 0 9

Class Features:

Investigator
Inspiration(1/day):
-Always add a d6 to arcana, slight of hand, spellcraft, survival
-Can use a point to add a d6
-Can use two points to add to an attack roll, or saving throw(immediate action)
Take a bit: Free improved Steal
Fettering: DC 16, only works on creatures within 30ft, +5ft/2lvl
-Only works on spellcasters, spell-like-ability casters too.
-Needs a token of them to work. Prepairing a token is a move action
*Tokens can be gained through a slight of hand check, steal combat maneuver, or Perception DC 15+CR in an area that the creature has been for 2 hours. (Make other people do that)
Witch Compass: Points to the target for 1hour/lvl, must be within 1mile/lvl

Kineticist

Use Cha instead of Con for things that care about it
Can't take burn. If forced to take burn, gain a negative level instead
Gather Power: Move action, negate 1 burn. Fullround, negate 2, Fullround+next move, negate 3
Void:
Negative Energy Blast: (1d6+2)
Basic Chaokinesis: Can create a shadow that protects a creature from bright light, can increase a creature's carrying capacity by half, can give +4 to acrobatics. Lasts for an hour, or until used again
Pushing Infusion(1 burn)
-Make a bullrush, using Cha, can only be moved back 5ft per burn

Feats:
Elephant in the Room
Investigator: Improved Steal
1st: Racial Heritage(Grippli)
1st: Agile Tongue
2nd: Point Blank Shot
3rd: Precise Shot, Healer's Hands, or skill focus heal
4th: The Other one
5th: Skill Unlock Slight of Hand, Skill unlock heal

Traits:
Pillager: +1 to steal
Irrepressible: Use Cha instead of Will against charm or compulsion
Precise Treatment: Use int to heal, +1 to heal checks
Power of Suggestion: Does very silly things
Meticulous: -2 to untrained skills

Languages
Common
Necril

Equipment:
Pathfinder Pouch
Official Agency Garb
Revolver
40 ammo
Sword Cane
Mithril Chain Shirt
Sleeves of many garments
100gp

Tongue Steal: Trait+race+feat+bab+dex 1+1+2+0+2=+6
Sword Cane: Dex+Bab(d6)=+2(d6)
Pistol: Dex+bab(d6)=+2(d6)
Eldritch Blast: dex+bab(d6+.5cha)=+2(d6+2)

Background:

Step 1:
Warlock Bones considers himself to be the worlds greatest detective. The fact that he routinely is paired up with other people, or even seeks them out to help mitigate his lack of observation has not seemed to diminish his beleif.
Warlock Bones has practised several forms of esoteric magics, designed to give him powers no wizard could dream of. In some regards, this was successful. For instance, his ability to make a magic compass out of discarded bodyparts is not something many wizards can do. The 10ft long tongue that can rip a tooth from a mans head is not normal either. Neither can they shoot a seemingly unlimited amount of negative energy from their fingertips. However, most wizards would argue that what Warlock Bones CAN'T do far outstrips the merits of his magical powers.
Warlock Bones is outgoing, and surprisingly charismatic for such a blustering individual. He works surprisingly well with others, and is more than happy to grant others credit for work that he has done. After all, he knows that he is the best, and that's what is really important to him.
Before joining the agency, Warlock Bones primarily dabbled in either the esoteric arts, or when funds ran low, as a street preformer. Despite his capibilities for theft, he has never stolen to survive.
Why can Warlock Bones speak Necril? He tried to be a spirit binder for a while, but found that their egos clashed with his. One of his greatest goals in life is to turn himself into a skeleton so that he can continue doing detective work forever. Plus it really helps in difficult interrogations when you can speak with the voice of the dead to intimidate stubborn individuals.
Warlock Bones sees himself as the bad cop to Khardon's good cop. Khardon may see himself as the reasonable cop to the Warlock Bone's distressingly ecclectic cop.

Step 2:
Goal 1: As mentioned earlier, Mr. Bones thinks that becoming a skeleton would be great. He has no desire to become a lich, just the lowest level sentient undead, like a skeletal champion. It is unclear if he fully grasps the ethical concerns about turning oneself into an undead.
Goal 2: A goal I'd like to see is

Step 3:
Secret 1: Warlock Bones' real name is Ephraim, but he thinks that is a boring name, so he changed it.
Secret 2: Warlock Bones studies in secret under a zealotous old man who calls himself Faust. Faust is devoted to wiping out those who use "Heretical" power, and has taught him about using Fetters. What Faust considers to be heretical is beyond Warlock Bones though, as Faust has often summoned imps and other denizens of hell before Warlock Bones, promising them small things like his abilty to smile in return for the ability to smell the heretics. Faust keeps pushing Warlock Bones to make these deals as well, but so far Warlock has declined them. Except for one small deal, which was to trade a play that he wrote for the sword cane that he uses.
Secret 3: Warlock Bones does not know that he has a slow acting, but ultimately fatal disease of the brain. He has perhaps at most 10 years to live.
Secret 4: ???? I look forward to finding out what it'll be!

Step 4:
See Faust in the secrets. An old man, who lives in a large house, but almost never leaves it's basement. Warlock met him while infiltrating a meeting of an arcane society, but when the society was taken down, Faust remained untouched by the law. Intreagued, he decided to learn what he could from the old man.
Grettle Gurdy is an old woman who runs a sweet shop. People say that she might be a witch. Warlock Bones has a sweet tooth, and frequents the shop often, as well as occasionally running errands for the old woman. On a few rare occasions, Warlock Bones has chased off some ruffians, or rackateers who tried to profit off of her buisness. For her part, she thinks that he is a wonderfully pleasent young man, perhaps with his head too far in the clouds, but a delight to have in the store.
Although Faust might not have the young detectives best interests at heart, his true nemesis is another member of the agency, Dr. Ugarte. Where Warlock practises what can't be seen, Dr. Ugarte focuses on the practical sciences. Their animousity runs further than their academic differences though. Be it jealousy, annoyance, or pure spite, the Dr. plans for Warlock's undoing, often vying with him for Blockwood's approval.

Step 5:
Warlock still remembers the fire that burned down the house that he lived in with his parents. He still remembers that he was the only one to make it out. All that he loved died in that house, his sister, his mother, his father, his cats. When he feels down, he reminds himself that he has to continue living for their sake, that his actions bring honor to them.
Relatedly, the first "arrest" that Warlock Bones made was on the person who burned down his house. He beat the man nearly to death with a brick, and turned him over to the city guards. It was this action that actually brought him to the attention of the Agency.
When walking out in public, Warlock Bones uses his sleeves of many garments to create progressively larger and more elaborate hats every week. Currently, his hat has 3 large feathers tucked into it, and what looks to be a dragons scale.


Ha! The post made me laugh, and then I saw your character has ranks in profession comedy. More than happy to have him be the bad cop, especially as I lack the skill points to give my guy intimidate. Though I fully expect this

Now we have a high Int, a high Wis and a high Cha PC! Awesome how that turned out.

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