Pirate Bomber

Isabela_Calista De-Romano's page

125 posts. Alias of Johnny-Panic.




for players

Chit chat


This is a closed Recruitment For the Dalian Happy Pathfinder game


I note less and less players and games being put up now, other sites seem to have taken hold for time slotted games over PvP. Is that just me or is it true?


A strange letter finds its way to you, placed where you can find it, posted to your home. Its simply asks you to come to London, tickets and money are included with a reservation to a 5 star hotel. For the few who dont have travel documents, who ever set you the letter also placed fake documents with the ticket.

Letter one Info:

Dear Sir or Madam.

You do know know me but my name is Lady Rosa Luminass, I believe I have an opportunity that may be of great interest to you. Included with this letter are return air tickets to London 1st class and a reservation for three nights at a 5 star hotel. Once there you will be contacted, if you feel you this is not to your interest please feel free to sell the ticket and reservation. But Believe me when I say, a meeting with myself will be to your great benefit.

looking in the letter you do find tickets to London a reservation for three nights in a 5 star hotel and fake docs if you need them. The postal stamp on the letter shows it was posted in London a few weeks ago.
If you look up Lady Rosa Luminass on the internet you find no images, but some pages and references to her late husband Lord Timmy Luminass who went missing 3 years ago while working for an old company in the Congo. They had no children and she inhered is estate.

Once you bet to London airport a car picks you up and takes to your hotel. Once checked in and in your room. You find another letter with your name on it. It simply says.

Its simply says

Meeting
lloyds Building
Address: 1 Lime St, London EC3M 7HA
Meeting room 6
Date: Tomorrow
Time: 10:00 AM
A car will pick you up.
Signed
RL

The next day a car picks you up and takes your to this building
If you look up the lloyds Building on the internet you find this lloyds Building INFO here Spell craft DC 12 or Ini DC 14 check to see if you can spot what is odd about it's construction


Hello and welcome

Players:

1:Robert Henry AKA Sariel Patrick Cornelius
Damphir gunslinger (pistolero)
2:Vrog Skyreaver AKA Joe Kinsman
Celestial blessed Warrior
3:Logan Holt AKA John David Smith
human eternal expert
4:Suthure AKA Ramona Avala
Human Druid (menhir savant}
5:Ashe AKA Titus “The Titan” Armstrong
Human, Mighty Godling/Monk
6:Harakani AKA Nick Tailor
Male Human (English) Wizard (Spell Sage)

Please place all info in your PC sheets:

Also could you place a link to an image of what you PC looks like at the very top.

In spoilers where you gender is could you place a simple line of text like this so I know the basics

AC:14,T:10:FF:14|HP:23/23|F:17,R:11,W:6|Initi:7|Per:14| -> then any Ki/PP/Ch -> Pools

pools
PP=Power points
ki=Ki
Ch=Channels

The in aliment place a [ spoiler=Skills ] with your most used skills in[ /spoiler ] etc.

10 Game Rules:

1: Play nice, this game is for fun, so lets keep it that way. You have a problem with a player, PM them, don't do it on here or in game.
2: GMs words is LAW, BUT if I get something wrong, I WILL admit that.
3: RULE OF COOL: You have hero points, I will be handing them out at the end of every EVENT, LEVEL and if you do something truly cool in game. 4
4: Rules light, We have a mixed system here and it may not always work, so lets use logic in place of rules layering, I hate long posts about rules, they just wast time. If it seems wrong but the rules say ok, then Its wrong in most cases. It its seems right and the rules say its wrong I will most likely go with the play over rules.
4: Rude words and deeds. Well F***k me this one again. you get the idea.
5: This is NOT a superhero game. I want to keep this as close to reality as I can while letting you play in a supernatural underworld.
6: Names and places, we will be using the real world, but we best not use real names other than famous one.
7: Game play is for that, I see ALL blue post about rules and game events I will be unhappy, Post Qs and A's about stuff here on this thread.
8: PMs to the GM, ONLY if you really need to, post under spoiler here
9: Always remember I am an evil DM and may kill you all anyway Muuuahahahah. But keep one hero point and your PC will not die unless they really mess up. :)
10: Posting speed. I like one post a day, if you miss a day fine just let me know and I an Bot your PC for you while you are away.

That in a nutshell it it.
So have fun


The league of extraordinary Persons.

The year is 2007 its the boom times, unemployment is low, how prices are high, Shares are doing well and the USA is hurt from 9/11 but still on top of world. You life is simple, keep your head down, get on with what you doing and no one will suspect you your not the same as these around you. Then one day out of the blue comes a letter and an air ticket to London England.

Dear Sir or Madam.

You do know know me but my name is Lady Rosa Luminass, I believe I have an opportunity that may be of great interest to you. Included with this letter are return air tickets to London 1st class and a reservation for three nights at a 5 star hotel. Once there you will be contacted, if you feel you this is not to your interest please feel free to sell the ticket and reservation. But Believe me when I say, a meeting with myself will be to your great benefit.

looking in the letter you do find tickets to London a reservation for three nights and the Queen Ann Hotel close to Greenwich. The postal stamp on the letter shows it was posted in London a few weeks ago.
If you look up Lady Rosa Luminass on the internet you find no images, but some pages and references to her late husband Lord Timmy Luminass who went missing 3 years ago while working for an old company in the Congo. They had no children and she inhered is estate.

Character Generation:

STATS: 23 point buy or roll 4d6x7 drop one roll set and lowest die per set, your call.
RACES: Every one who wants to be in the league of extraordinary Persons, started as Human. Place on earth where you came from it up to you.
+2 one stat, +1 feat at 1st level.No race builder (sorry) if you want to be something other than human use a template, bad news is if you are NOT human you better have a way to fit in and the locals or don't run or shoot you. Even better the government may notice you and then, dissection time!!!.
LINIMENT: ANY (yes you can be Evil, but to evil and your going to stand out. Getting court breaking laws bad.
TEMPLATES: Only one template
LEVEL: Then you have 7 levels to spend, on Templates and Levels.
HP: Max HP per level (you will need it)
CLASSES: All of Paizo and most 3PP is open to you, this will be the core of your PC, why they are an extraordinary Person.
GUNS: Yes lots, modern, of them but is the real world, get court with a gun on a plane and, well you get the idea.
TECH: As world 2007
AGE: The oldest you can be is 8000 years old, China, Egypt etc are open to you. But you dont have higher skills or stats with age.
Traits:
3 + 1 more with a draw back but be warned I WILL make you play your drawback.
STARTING CASH: Roll 3d10 x5000$ savings, so you could have wealth or you could be poor.
OCCUPATION: What do you do to live, I may change you cash to reflect you day job. But not the richer more public your are the more others will notice you. A Tramp or cleaner now, who's going to notice them.
WHAT MAGUFFIN: Name and describe one item, bit of knowledge or event you wish to happen.
CONTACTS: List 2 contacts you have, name, location and relationship.
ENEMY: List one Enemy you have made, Name, location and why they are now your enemy.

I am playing in 4 games but they have slowed to a near stop now, so I wanted to have my own game that a playing speed I liked. Post wise if you cant post 1 once very 2 days min, I am looking to 7 players, because 1 to 2 always drop in the 1st mouth or so. I want you to make a CP you wish to play, one that you like.


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This is a work in Progress, and there is bad spelling and grammar.
If you have any suggestions that are constructive please post thanks.

Techomancer class.

A Techomancer uses Meta-technology to program skills, powers, spells and ability into there bodys and minds. The core of a Techomancer, is a Meta-technology device that is integrated into the body and mind of a Techomancer. This device is call the "Techomancer Lattice" and once it place will stay in place for life. Should the "Techomancer be killed the "Techomancer Lattice" just as inert and dead. The secret of of a "Techomancer Lattice" construction is held by the 'Uplifted Ones' and outsider race that must be contacted to gain access to its powers. This is done by a number of means, a dream, a incantation over a number of days, finding an object, each is particular to that Techomancer. But once chosen by the "Uplifted ones" a seed starts to grow with in the chosen, becoming over a number of weeks part of them. As it grows a Techomancer starts to learn intuitively how to use it.

Hit Die: d6.

Starting Wealth: 3d4 × 10 (average 75gp)

Class Skills
Skills 6+int
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Use Magic Device (Cha).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Lattice,+2NA, Bonus feat, Skill Pool, Reprogramming.
2 +1 +3 +0 +3 Resistance Pool +1
3 +1 +3 +1 +3 Reprogramming +1
4 +2 +4 +1 +4 Virtual feat
5 +2 +5 +1 +4 Reprogramming +1
6 +3 +5 +2 +5 Resistance Pool +1
7 +3 +5 +2 +5 Virtual feat
8 +4 +6 +2 +6 Reprogramming +1
9 +4 +6 +3 +6 Resistance Pool +1
10 +5 +7 +3 +7 Virtual feat
11 +5 +7 +3 +7 Reprogramming +1
12 +6/+1 +8 +4 +8 Resistance Pool +1
13 +6/+1 +8 +4 +8 Virtual feat
14 +7/+2 +9 +4 +9 Reprogramming +2
15 +7/+2 +9 +5 +9 Resistance Pool +1
16 +8/+3 +10 +5 +10 Virtual feat
17 +8/+3 +10 +5 +10 Reprogramming +4
18 +9/+4 +11 +6 +11 Resistance Pool +1
19 +9/+4 +11 +6 +11 Virtual feat
20 +10/+5 +12 +6 +12 Virtual Stat +2 Resistance Pool +4 Reprogramming +8

Weapon and Armor Proficiency: Techomancer are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and Fire Arms. They are not proficient with any type of armor or shield and can never use Armor or shields, as doing so interferes with their Techomancer Lattice and renders it useless.

"Techomancer Lattice" [Ex] [Item]
This item grows from a seed to the body of a Techomacer, linking body and mind as one with it. This device take all ALL Magic item slots on a Techomancer. It is by means of this device that a Techomacer can manifest powers, use skills and Abilitys, cast spells embedded as Virtual resources. It is powered by the Techomancer's soul and so when this leaves the Techomancers body so the Lattice losses all power and becomes dead. Techomancer Lattice is keyed to that Techomancer only and can never be use by another being.

Natural Armour
At 1st level a Techomancer gains by means of their lattice a +2 bonus to natural armour.

Item Intergeneration.
Techomancers do not use items like a normal PC, their Techomancer Lattice take up all their item slots. To use a magic Item a Techomancer must strip it off its ability's and place them in that Item location on its Techomancer Lattice. This destroys the item in the process. [Artefacts can't be Integrated in this way] If a new item is integrated the powers of the old one is lost and the new ones taking there place in that lattice slot. Combined items must be crafted 1st and then integrated into the Techomancer Lattice.

Reprogramming [Ex]
At 1st level the Techomancer gains the ability to reprogram themselves. They can alter feats, skills and Stats they have, they can do this a fixed number of times each day. This action takes 10 mins to complete, any disturbance to this proses brakes and and the daily use is lost. The reprogramming processes can be rushed but every minute taken off the time, there is a 10% risk of failure, if this happens the Techomancer suffers -5 HP, -1 to all skill rolls and saves, as this fail overloads their lattice.
Reprogramming Uses per day, 1+Int mod,
Techomancer again more uses as they progress in levels. Each reprogramming area has its own rules see below.

Virtual Feats.
A technomacer can alter and change any Level Bonus or class Virtual feat by means of their Reprogramming ability, they must mean all the prerequisites of any feat taken. Once Altered a Feat is locked until changed once more by means of reprogramming.

Virtual Skills
A techomancer has two Skill sets, One is fixed, 2+int per level and is used in the normal way. The second is Virtual and can be added and subtracted to a roll as per the technomacers reprogramming ability.
This Virtual Skills is 2x techomancer level +Int mod. One daily use of reprogram can be used to move a number of Virtual Skill ranks to any skill, once done the skill points are locked in place for 24 hours. After which they revert back to the Virtual skill pool and can be reassigned. Resting makes no difference to the skill ranks location.

Resistance Pool
At 3ed level a techomancer gains a number of Resistance points they can place into save's, they can be moved with a dally use of reprogramming, once moved they are fixed in place for 24 hours.

Virtual stats
At 4th level a techomancer again their 1st level stat bonus, This then becomes a vurtal stat bonus that can be moved my means of a daily use of reprogramming. Once moved the stat is fixed for 24 hours. After which it can once more be moved with another use of reprogramming.

Virtual Slots:
Technomancers do not have a separate table for spells and psionic powers; they use one table to cover both. The technomancer may use either an arcane spell or a psionic power with the expenditure of a slot of the appropriate level. The combined number of arcane spells and psionic powers my not exceed the number of slots listed above. They again extra slots based on their intelligence score as per mage spells per day. In all other ways A technomacer acts as a Mage or Psion depending on if they use a spell in a slot or power in a slot.
They may use any Maga/magic/power feat they have if they have any, as per the feats description.

Spell Selection: A technomancer casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To learn, prepare, or cast a spell, a technomancer must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against technomancer spells is 10 + the spell's level + the technomancer's Intelligence modifier. As with sorcerers, Technomancers may cast any arcane spell they choose without memorizing or declaring their spell selection first. They must be of sufficient level to cast the desired spell, and must have sufficient spell levels available. They must make a normal casting roll to successfully cast the desired spell just as other mages. The only difference in this case is primarily special effects. A mage may stop bullets by forming a sphere of silver fire around her while a Technomancer may simply hold out his hand and halt the bullets in their flight, but both are using the same protection from arrows spell.

Power Selection: Technomancers can choose their powers from either the Psion or Psionic Warrior list. To learn, prepare, or use a power, a technomancer must have Intelligence and Wisdom scores of at least 10 + the power's level. The Difficulty Class for saving throws against technomancer powers is 6 + the power's level + the technomancer's Intelligence modifier + the technomancer's Wisdom modifier. Bonus Power Points, Technomancers do not use power points as a psion does and therefore does not gain bonus power points due to high attributes.

Technomancer Slots Per Day
Level

[1]6 1 — — — — — — — —
[2]6 2 — — — — — — — —
[3]6 2 1 — — — — — — —
[4]6 3 2 — — — — — — —
[5]6 3 2 1 — — — — — —
[6]6 3 3 2 — — — — — —
[7]6 4 3 2 1 — — — — —
[8]6 4 3 3 2 — — — — —
[9]6 4 4 3 2 1 — — — —
[10]6 4 4 3 3 2 — — — —
[11]6 4 4 4 3 2 1 — — —
[12]6 4 4 4 3 3 2 — — —
[13]6 4 4 4 4 3 2 1 — —
[14]6 4 4 4 4 3 3 2 — —
[15]6 4 4 4 4 4 3 2 1 —
[16]6 4 4 4 4 4 3 3 2 —
[17]6 4 4 4 4 4 4 3 2 1
[18]6 4 4 4 4 4 4 3 3 2
[19]6 4 4 4 4 4 4 4 3 3
[20]6 4 4 4 4 4 4 4 4 4

All Technomancer feats are LOCKED feats, once taken they can not be changed as per the Reprogramming ability unless stated.

Feats:
Extra Reprogramming:
Prerequisite: Technomancer class.
Gain 2 more daily uses of Reprogramming,
This feat may be take once per 5 Technomancers levels.

Rapid Reprogramming:
You have leaned to reduce the risk of Reprogramming, the % chance of failure is reduced by 10%. This feat can be taken multiple times each time reducing the risk by 10% of the raw risk before any adjustments. Such as this feat.

Intelligent lattice.
A Technomancer can place a copy of their own mind in their lattice, Giving it the intelligence item quality with base stat score. With the Purpose of Defeat itself and its Technomancer and attack any one who would attack its Technomancer or tamper with the lattice if not its Technomancer. +4 Ego All other rules apply as in Intelligent items, ability's costs and Ego scores. With one change a Technomancer intelligent lattice can add new ability's if the Technomancer uses skills and feats and pays the cost as a crafter to do so. Should the lattice gain an ego core of 20+ then it takes over from the Technomancer running both body and lattice.