Simeon |
Presenting Richard Farthington, former nobility, deranged scholar, and devotee of the unknowable powers beyond!
Richard Farthington
Human cleric (elder mythos cultist) 7 (Pathfinder RPG Horror Adventures 48)
CN Medium humanoid (human)
Init +1; Senses Perception -1
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Defense
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AC 19, touch 14, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +2 enhancement, +1 natural)
hp 63 (7d8+28)
Fort +10, Ref +5, Will +12 (-2 vs. mind-affecting efffects)
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Offense
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Speed 30 ft.
Melee +2 dagger +9 (1d4+4/19-20)
Special Attacks channel negative energy 10/day (DC 20, 3d6)
Domain Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—vision of madness (+/-3)
Cleric (Elder Mythos Cultist) Spells Prepared (CL 7th; concentration +12)
. . 4th—blessing of fervor[APG] (DC 19), confusion[D] (DC 19), debilitating portent[UC]
. . 3rd—bestow curse (DC 18), blindness/deafness (DC 18), dispel magic, rage[D]
. . 2nd—boneshaker (DC 17), contact entity I, darkness, inflict moderate wounds (DC 17), touch of idiocy[D]
. . 1st—bane (DC 16), barbed chains (DC 16), bless, lesser confusion[D] (DC 16), doom (DC 16), inflict light wounds (DC 16), shield of faith
. . 0 (at will)—bleed (DC 15), guidance, stabilize, vigor
. . D Domain spell; Domain Madness
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Statistics
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Str 14, Dex 12, Con 16, Int 12, Wis 8, Cha 20
Base Atk +5; CMB +7; CMD 19
Feats Channel Smite, Extra Channel, Guided Hand[UC], Improved Channel, Selective Channeling
Traits - custom trait -, omen
Skills Diplomacy +12, Intimidate +13, Knowledge (arcana) +10 (+12 when related to Elder Mythos, for a total of +4), Knowledge (history) +13 (+15 when related to Elder Mythos, for a total of +4), Knowledge (planes) +14 (+16 when related to Elder Mythos, for a total of +4), Knowledge (religion) +14 (+16 when related to Elder Mythos, for a total of +4), Linguistics +9, Lore (Blasphemous Rites) +8
Languages Common, German (Native), Latin (Basic), Sumerian (Proficient)
SQ channel the void, forbidden knowledge, maddening gaze, unhinged mind
Combat Gear abjurant salt[UE] (2), scroll of boiling blood, contact entity ii, protection from chaos, protection from evil, protection from good, protection from law, lesser restoration, shadow trap, spiritual weapon, summon monster i (x3), wand of cure light wounds; Other Gear light armor, mwk dagger, candle of spirit protection[OA], trapped beverage, candle (10), flint and steel, folding shovel[UE], grappling hook, hemp rope (50 ft.), masterwork backpack[APG], spell component pouch, unholy symbol, obsidian, 409 gp, 9 sp
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Special Abilities
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Channel Smite Channel energy can be delivered through a Smite attack.
Channel the Void (Su) Channeled eneregy harms living beings, flesh constructs, and non-skeletal corporeal undead.
Cleric (Elder Mythos Cultist) Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Channel Negative Energy 3d6 (10/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Forbidden Knowledge (Ex) Additional +2 profane bonus on Know (arcana, dungeoneering, history, planes, rel) vs. Mythos.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Maddening Gaze (2 Wisdom, confused & sickened 1d4 rnds, 1/day, DC 18) (Su) Gaze attack deals Wisdom damage and sickens (Will Partial).
Selective Channeling Exclude targets from the area of your Channel Energy.
Unhinged Mind (Ex) -2 to save vs. mind-affecting, auto-fail confusion, insanity, and nightmare.
Vision of Madness (8/day) (Sp) With a melee touch attack, target gains +3 on attack rolls, saving throws, or skill checks and -3 on the others.
Richard Farthington was born into luxury, the third son of a British lord. As the third son, he was given mostly free reign to do what he pleased, as most public scrutiny was placed on his older brothers. He found several passions, but his greatest were archeology and carousing with other young nobles. He cultivated quite the reputation for lavish parties held at his family’s villas and hunting cabins around the British Isles, ostensibly to show off his latest ancient curiosity that he would loudly claim, often falsely, he had excavated himself. As he matured, his partying streak faded a bit, but his love for archeology increased and he found a great fascination with ancient Sumeria and their language. His life, though a bit predictable, was safe and secure. That was until he joined an expedition to a lost Sumerian temple, as his knowledge of ancient Sumerian was rather sought after. The temple was devoted to gods he had never before studied, beings from the darkness between the stars and the depths of the sea. Rituals were once conducted there that shocked him, allegedly bringing the dead back to life through unspeakable rites. It was in his exploration of the temple that he uncovered the item that would change his life. A fist-sized piece of stone formed of ichthyic intertwined strands coiled around...something.
Richard still isn’t sure what he saw beneath the exterior when he first picked up the stone, but it was at once both wonderful and terrible to behold, revealing things he could scarcely begin to comprehend. He quickly secreted the item away, wishing to uncover its mysteries for himself. In the weeks that followed, he began to hear strange whispers, first barely understandable but growing in intensity. As he began to hear them more, he heard a language that he did not know, yet understood it. He grew obsessed with the mysteries of the stone, seeking to know all the secrets it contained. He isolated himself in one of his family’s cabins in the mountains of Scotland, only ever speaking to his manservant Alastair. He spent his days and nights in a strange daze, writing and drawing the countless messages he received from the stone. This desire became almost a devotion, his approach to understanding full of odd rituals and prayers. It was on one sleepless night he wandered outside and gazed up at the stars. He had, while staring into the inky depths between the stars, a second moment of understanding. He realized the nature of his existence and the way that humanity fit into the infinite cosmos and the secrets to life itself. He promptly forgot.
It drove him further into madness, his family distancing themselves from him. He did not care. He simply wished to study the dark mysteries he came to understand, to remember the ultimate truth that he briefly knew. He set his sights on the Necronomicon, the blasphemous tome that was said to be they key to understanding and possibly remembering the secrets of the stone. He realized that in his period of isolation, Germany had been seized by the National Socialists and invaded Poland. Consequently, he heard rumors in the various occult circles he had ingratiate himself with that the Nazi occultists had found possible directions to a page of the Necronomicon. It was his only lead, and he felt he had to follow it. He picked up a passable amount of skill in German and made his way to Germany, using his substantial charm and a bit of dark magic to get his way in. Managing to find himself an isolated place to stay in the countryside, he began his search. As he spent his time there, ingratiating himself with occultists, he developed a strong distaste for the German Reich. Their policies were overly oppressive, taking the agency and ability to find the deeper truths of the people. He also found their occult research to be far from his ideals. They saw it as a science, a clinical approach to understanding the secrets of the cosmos, far from his nearly religious devotion to the dark mysteries. It was then he was contacted by the powers orchestrating operation Reverse Charlemagne and he saw his opportunity. The Nazi leadership would have access to powerful occult artifacts, and Richard desired them. He would find the answers he deeply sought and strike a grievous blow to the Reich in the process.
Richard Farthington is a tall, darkly handsome man. His dark brown hair is slicked back and cuts a contrast to his pale skin and startling blue eyes, often staring into the distance as if seeing things unseen by most others. He wears simple clothing, often dark with strange hand stitched or painted designs. He also carries the stone with him at all times. While it is usually wrapped in a cloth and hidden away in a bag of pocket, among other occultists he displays it proudly, a symbol of his knowledge and commitment to understanding the mysteries of the universe. He often carries with him a simple knife which he wields with uncanny skill, his movements erratic as if dictated by strange powers.
Richard Farthington, despite his countless eccentricities, is an incredibly charismatic man. He talks with a quiet gravitas, rising to heights of passion when he speaks of the mysteries beyond human understanding. He is, as well, deeply strange. He has many strange tics, performing rituals to powers he can scarcely understand at odd times. While able to control his impulses with some success, it places a great strain on him. He frequently caresses the stone he carries, sometimes even whispering to it in snippets of languages he hears from beyond. While he may be strange and deeply devoted to dark powers, he is not a cruel man. He simply follows his mad whims wherever they may take him with little regard for what might come from them.
One note, I don't have the firearms written on my character sheet but if I'm accepted I'll add that in. Let me know if there's any questions, I'll be happy to answer them!
Lekkric18 |
I don't have the details yet, but I'm going to put together a member of the newly formed Special Air Service Regiment. He's an explosives expert and engineer who was inserted behind enemy lines to make contact with and assist members of the local resistance. He'll be a human technician, but that's as much as I have crunch-wise so far.
Harakani |
Alright, at the moment looking at a Wizard (Ritualist, Pact Wizard) 7 Tank. Shades of undead, soul eating, generally being a bit worrisome.
@Warriorking9001: How much of the Sanguine stuff are you putting in? Trying to work out how much I should or should not. Mostly will be soul eating, rather than blood drinking, I think.
The Wyrm Ouroboros |
Finally got Hero Lab working on the new computer, and have roughly rebuilt Androk into ...
Anton Volk Morozov, aka 'the Winter Wolf', a 34-year-old 'human' (tiefling) with excellent nightvision, a hardy resistance to weather, and an uncanny ability to discern the state of one's health (soul seer alternate racial trait).
Born 1908; graduated from the prestigious Moscow State University with a doctorate in chemistry, June 1927 (age 18).
Instead of waiting for compulsory military service to began in autumn of 1929, when he would be 21, Anton audited the four-year study course of the 'WPRA 1st Soviet High Military School All-Russian Central Executive Committee' (WPRA is the Worker's and Peasant's Red Army, e.g. the Red Army), essentially the top military school for officer candidates. Completing the coursework in only four months, Anton then enlisted early and, after going through the physical training of 'boot camp', applied for the WPRA Military Academy (which would become the Frunze Academy) despite not yet being an officer. He was accepted on the strength of his doctorate, the acing of every test in the 1st Soviet High Military School's curriculum in a grueling day of testing, the fact that he'd volunteered for military service, and an exceptional skill in the use of weapons, entering as a newly-commissioned lieutenant in January of 1928.
Again, Anton burned through the academy courses, constantly researching and pushing the limits of the knowledge of both himself and his instructors; it was in the Academy that he first learned, and learned to love, the use of the rapier. He was out of the Academy in June of 1931 with the rank of captain, and sent to the NKVD for 'further training' -- in essence, how to be a spy.
With the main threat to the Russians always having been the Germans, his credentials as a world-class chemist were re-established and he was sent to Berlin just in time to witness the rise of the Nazi Party. Keeping his head down (per se), Anton explored the transformative nature of chemistry with scientists of several different backgrounds, but as the Nazis consolidated their power, his team lost several Jewish members due to the anti-Semitic nature of the Nazi Party.
While too intelligent to be a dyed-in-the-wool Communist, Anton was disturbed by the Nazi's activities, which caused him to review the activities of his own government. Not liking what he saw, Anton was at least wise enough to keep his thoughts to himself and toe the party line, especially during the month-long visits back to Moscow during which he reported to both the NKVD and the General Staff. By 1938, he had been promoted to Polkovnik (Colonel); this (link) is a photo of him taken in the woods east of Moscow during a break in debriefing in January of 1939, after which he returned to Berlin once more.
The chemical research think-tank had, in fact, come up with some excellent advances, whether in war-gasses or propellants, that improved (or would make possible) numerous German advances during the war; the most exciting advances, however, were kept between Anton and a couple of the brightest of his co-workers, as well as his superiors in the NKVD, after which he was transferred into the Razvedka: concoctions that could be highly transformative, chemical science so far advanced it became alchemy. This information had been kept quiet (or so Anton believed), but in the days prior to Operation Barbarossa in June of 1941, Ahnenerbe-SS officers came to arrest him.
Fortunately, Anton was awake and experimenting, and between the desperate use of his experimental concoctions and the rapier he had on-hand, he was able to kill all three members. Managing to find enough unbloodied clothing between the three to make for an adequate disguise, Anton packed up a 'traveling kit' of chemical ware, collected additional weapons and ammunition, and left burning behind him the house which he'd owned for the last six years.
In the half-year since, Col. Dr. Morozov has misled, impersonated, and murdered the SS and Ahnenerbe-SS on a one-man campaign of bafflement and destruction through Germany, earning himself the nickname of 'the Winter Wolf'. He has been attempting to return to the USSR, but the fact that there are two massive forces battling in his way has caused him to turn back; he is in Prague 'looking for a way out', currently in his favorite disguise as a ranking officer of the SS -- though he has several others in his 'wheelhouse' ...
Anton Volk Morozov, the 'Winter Wolf'
Male tiefling investigator (conspirator, empiricist) 4/swashbuckler (inspired blade, noble fencer, veiled blade) 3
N Medium outsider (native)
Init +5; Senses darkvision 120 ft., low-light vision, watcher sense +1; Perception +17 (+18 to notice magical effects used to watch you and checks to act on the surprise round)
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Defense
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PAC 18, touch 15, flat-footed 14 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural) -- touch and flat-footed may not be correct
BAC 22, touch 17, flat-footed 18 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +2 enhancement, +1 natural) -- touch and flat-footed may not be correct
hp 42 (7 HD; 4d8+3d10)
Fort +4, Ref +12, Will +8 (+2 save vs. illusion and disbelievable effects, +1 vs. mind-affecting effects)
Defensive Abilities aristocratic discipline +1, nimble +1; Resist cold 5, electricity 5, fire 5, unfailing logic
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Offense
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Speed 30 ft.
Special Attacks deeds (derring-do, hidden blade, kip-up, precise strike, quick draw, social panache, swashbuckler initiative), panache (6), studied combat (+2, 5 rounds), studied strike +1d6
Spell-Like Abilities (CL 7th; concentration +7)
. . At will—deathwatch
Investigator (Conspirator, Empiricist) Extracts Prepared (CL 4th; concentration +9)
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Statistics
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Str 12, Dex 17, Con 10, Int 21, Wis 12, Cha 11
Base Atk +6; CMB +7; CMD 22
Feats Alertness, Brew Potion, Fiend Sight[ARG], Persuasive, Quick Draw, Weapon Finesse, Weapon Focus (rapier)
Traits bruising intellect, cunning liar (any city), Razvedka operative
Skills Acrobatics +9, Appraise +9, Bluff +16 (+18 to appear innocent), Climb +8, Craft (alchemy) +15 (+19 to create alchemical items), Diplomacy +11 (+16 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +10, Disguise +12, Escape Artist +8, Heal +6, Intimidate +13, Knowledge (arcana) +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +13, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +11, Perception +17 (+18 to notice magical effects used to watch you and checks to act on the surprise round), Profession (driver) +5, Ride +7, Sense Motive +17, Sleight of Hand +9 (+13 to hide light or one-handed piercing weapons), Spellcraft +9, Stealth +13, Survival +2, Swim +5, Use Magic Device +10; Racial Modifiers +2 Bluff, +2 Stealth
Languages Czech (School), English (Proficient), English (School), German (Native), German (Proficient), German (School), Polish (School), Russian (Native), Slovak (School)
- - Anton's accent with Czech, Slovak, and Polish is that of a German, as he has learned the languages only recently, while on the run and under cover as a German officer.
SQ alchemy (alchemy crafting +4), bitter, ceaseless observation, hero points, inspiration (7/day), inspired panache, investigator talent (expanded inspiration[ACG]), keen recollection, pass for human, underhanded +2
Other Gear investigator starting formula book
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Aristocratic Discipline +1 (Ex) Gain bonus on Will vs. mind-affecting effects.
Bitter Heal 1 less point when receiving healing from an ally’s hand.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Studied Combat (+2, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Underhanded +2 (Ex) Use inspiration on trained Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand check without expending use. Gain bonus on Bluff to appear innocent and Disguise checks.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Watcher Sense +1 (Ex) Bonus to Perception vs. magic effects watching you and act on surprise rd.
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Panache: +1d6, exploding
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Derring-Do Skills: Escape Artist, Fly, Ride (Drive?), or Swim.
Social Skills: Bluff, Diplomacy, Intimidate, Sense Motive
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Inspiration: +1d6 to trained skill or ability check
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Free Inspiration skills:
- Underhanded: Bluff, Disable Device, Disguise, Intimidate, Sleight of Hand.
- Expanded: Diplomacy, Heal, Perception, Profession, Sense Motive
1 inspiration to all other trained skills or ability checks.
2 inspiration to add to attack / saving throws.
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Bonus Progression (As Lvl 9)
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Weapon Attunement: +2, rapier.
Armor Attunement: +2 BAC.
Physical Prowess: +2 Dex.
Mental Prowess: +2 Int.
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Requisition Kit
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Specialist
- Light Armor: fatigues reinforced with a flak vest and metal plaques on the vulnerable parts. +2 PAC and +4 BAC (increased to +6 BAC). Max Dex +6. 7 lbs, ASF 15%, ACP -1, camouflaged for a +2 circumstance bonus to Stealth. Appears as Ahnenerbe-SS, long coat and all. (Dammit; I wanted medium. Need to pick up medium armor proficiency.)
- Heavy Pistol: +9/+4 Simple, One-handed, 2d6 damage, capacity 10, range 40 ft., 2 lbs.
- - - 35 rounds standard.
- - - 10 rounds unstable silver.
- - - 5 rounds banishing iron.
- 1 pistol silencer. A silenced pistol muffles the shot's noise, but does not cut it completely. Perception checks to hear a silenced shot suffer a quadruple distance penalty.
- Shotgun: +9/+4 Martial, Two-handed, 2d8 damage, capacity 4, range 40 ft., 15 lbs., scatter
- - - 34 rounds standard shot.
- - - 4 rounds unstable silver.
- - - 12 rounds banishing iron.
- mwk rapier +10/+5 (1d6+1/18-20, +3 Precision)
- 1 truncheon +9/+4 (sap, 1d6)
- 3 combat knives +9/+4 (dagger, 1d4/19-20, +3 Precision)
- 5 throwing knives +9/+4 (1d4, +3 Precision)
- 1 combat knife +9/+4 (dagger, silvered, 1d4/19-20, +3 Precision)
- 3 grenades.
- Specialist Kit. Grants a +4 circumstance bonus to Disable Device, Disguise, Knowledge (All) and Survival. A Specialist Kit has 10 uses.
-- Unneeded or Unpurchased Gear --
- Night Vision Device: not needed. (A portable alchemist's lab in exchange would be nice. ;) )
- Up to 6 1-st level potion, up to 2 2nd-level potions.
- Up to 3000 gp in consumable Slotless Wondrous Items (like feather tokens).
- Up to 500 gp in mundane gear.
[b]--------------------------------------------------------------------------- ----------
As it's almost 8, and I work in an hour, I need to take a nap. Also, as I tend to not purchase consumables, I'd enjoy gear suggestions from the peanut gallery.
GM Sappy |
@Simeon: The recruitment was supposed not to have divine magic, but seeing as it's an Elder Mythos Cultist, I think it can work, but your spells will be considered arcane (not applying ASF, however).
@The Wyrm Ouroboros: Yes, you can have a portable alchemist's lab instead of the Night Vision Device. Also, I think you have three traits and no drawback.
In the same way, anyone who has special equipment needs can ask to switch something out (or just add it, if it's relatively inexpensive). In the same way, if you see a 3pp archetype, feat or feature that would fit and is not included in my list, go ahead and ask, I'm pretty liberal in that regard.
As it's the 7th, I'll stop accepting new application at midnight CET (in 10 hours from now). Here are the current applicants that I can see, correct me if I missed someone.
--- Complete ---
Rednal - Titus - Human Sage - Independent Contractor
JonGarrett - Katherine Anderson - Aasimar(Peri-kin) Sphere Sorcerer(Dual-Blooded)/Incanter - Laundry Operative
Simeon - Richard Farthington - Human Cleric(Elder Mythos Cultist) - Laundry Operative (?)
dwilhelmi - Günter Schmidt - Human Incanter/Wraith(Unbodied) - Razvedka Operative
The Wyrm Ouroboros - Anton Volk Morozov - Tiefling Investigator (Conspirator, Empiricist)/Swashbuckler (Inspired Blade, Noble Fencer, Veiled Blade) - Razvedka Operative
--- Incomplete ---
Diamondust - Hans Müller - ? - ? - Concept
Warriorking9001 - Seras Victoria - Human Symbiat(Bloodscarred) - Special Forces Operative - Concept, some crunch
Harakani - Yet Unnamed Babbage - Human (?) Wizard(Ritualist, Pact Wizard) - Independent Contractor (?) - Concept, family background
--- Dots ---
Helix Missionary
Lekkric18
Warriorking9001 |
I also am starting to get a bit nervous because... well just wondering whether I should stick with a slightly different build now. I like the Symbiat stuff and the idea of her getting quote end quote 'infected' with something, but I'm starting to question the more vampiric part of that just because.. well the blood sphere is a real game of Red Light Green Light, going between "oh that's really cool" and "What do I even do with this" repeatedly.
And if I decide to go with a different symbiat I have one question..
Can I change my casting stat to charisma or would I need to pay a trait for that
Helix Missionary |
So I'm gonna go back to the drawing board ever so slightly with my character, as The Wyrm Ouroboros has a very similar race choice and background to what I was going, as well as nickname! Great minds and all, haha. I'll try and have something up as soon as possible, because I do have the mechanical build pretty much sorted.
The Wyrm Ouroboros |
So I'm gonna go back to the drawing board ever so slightly with my character, as The Wyrm Ouroboros has a very similar race choice and background to what I was going, as well as nickname! Great minds and all, haha. I'll try and have something up as soon as possible, because I do have the mechanical build pretty much sorted.
No no — twins! Or siblings, perhaps. Background and race can be closely similar, but while you went sniper-soldier, he went scientist-spy. You could be the reason he went into the military early, following his older, more savvy and athletic brother; he could be the reason you got recruited by the Razvedka. :) And if they’re twins, the Germans could be thinking they’re the same person. Since he went missing, you volunteered to go behind enemy lines to try to find him ...
Helix Missionary |
Helix Missionary wrote:So I'm gonna go back to the drawing board ever so slightly with my character, as The Wyrm Ouroboros has a very similar race choice and background to what I was going, as well as nickname! Great minds and all, haha. I'll try and have something up as soon as possible, because I do have the mechanical build pretty much sorted.No no — twins! Or siblings, perhaps. Background and race can be closely similar, but while you went sniper-soldier, he went scientist-spy. You could be the reason he went into the military early, following his older, more savvy and athletic brother; he could be the reason you got recruited by the Razvedka. :) And if they’re twins, the Germans could be thinking they’re the same person. Since he went missing, you volunteered to go behind enemy lines to try to find him ...
Alright, actually, I rather like that. I'll have to rewrite my backstory a bit, but I dig it. Although I also rather like the new concept I had going... I'll try and post something in a bit.
Kazimir Morozov |
Alright, Helix Missionary here with the character incarnation I've settled on: Kazimir Morozov, Anton's (significantly) older brother, who's been a soldier/spy for most of his life, and probably should have left field work by now. I don't have the full backstory worked out just yet, need to do some more research, but at present he's been undercover in what remains of Czechoslovakia since shortly after the German invasion of Russia, aiding the Czech Communist Party's resistance fighters. His military and espionage service extend a decent ways back, however. (More details to come as I find what feels right.) Although he isn't inherently magical, he's a very skilled asset for digging up information and subtle assassinations, and so migrated from the military to the NKVD to the Razvedka.
As far as mechanics, they should be solid--let me know if there are any questions or apparent errors. For equipment, I'm also not in need of a night-vision device; a trap bag and/or thieves' tools would be much appreciated in its place, although I can just as easily purchase those separately.
Harakani |
Hmmm. Ada Babbage. Not that her true name is likely to be bandied about.
Looking to do a DCES6/7 (Deep Cover Eater of Souls, grade 6/7), otherwise a bit of an all rounder thanks to the flexibility of spells. Mostly, she's a tank in combat.
Deep Cover; I was thinking she'd find someone with clearance, then assume their identity via Assume Appearance (or greater assume appearance) cast ritually. then spend a fortnight (or until caught or mission completed) in that form. Finally "commit suicide" and move on.
@GM Sappy: is this appropriate? If this is an urgent mission she could abandon a normal mission, or just have a more random "cover". I like the idea she's paranoid about people finding out who she really is, and has covers like an onion.
Still need to do spells and Equipment, but at the moment is here
Is it okay to purchase extra spells as per base rulebook (scribe +50%) or some other manner?
Also trying to decide which of three traits to cut. Either student of philosophy or enduring spellcraft, I think, but if you want to rule mastered talent cannot be applied to a base sphere talent it would decide things.
Warriorking9001 |
Rednal wrote:@GM: Do you think I should try for anything more with that tome of Titus', given its place in his story? Some kind of scaling item, maybe? Or should it just be left entirely in the realm of plot? (Either way works, really. XD)Still hoping for an answer. owo
Well I can't say that I know, but I DO know that they said magic items would be few, far between, and mysterious.
Warriorking9001 |
True True. I'd just think that.. pardon being rude but I'd think it would be either that every party member gets a magic item or none do.. though if we are getting a permanent magic item each I'd be tempted to say something like a 'third eye'.
Granted I have no bloody idea what my actual combat role is because Symbiat is a weird class to me (I'm Support because Psionics, Offense because pistol and telekineic talents. I'm not really using the standard Telekinesis talents like bludgeoning people so it could be considered support and flight... what am I even?
Rednal |
For what it's worth, what I'm looking at is mainly for flavor, and isn't necessary for my character's build to function. XD
Symbiats are primarily Buffers, with your Psionics getting tons of rounds-per-day to enable that. A typical opening round for you at this point is activating Psionics as a move action at the start of battle and picking the effect you want, then using your Standard Action for another effect (such as making an attack or casting a spell). From there, you can maintain your psionics as a free action, allowing you to stay mobile and basically be a walking beacon of goodies for your allies. Like most commander-type characters, Symbiats work best when you know what your allies need and they act to take advantage of the support you provide - it's a very teamwork-valuing class.
GM Sappy |
@Rednal: Sorry, I had missed it. I'd rather leave it mostly plot-wise, as all the equipment up until now is either mundane or consumable. Of course, you're welcome to take Focus Casting and make it your Focus, or similar effects which come from class abilities or feats.
Although maybe, balance-wise, you could give up a portion of your required items and have it work as masterwork tools for Knowledge checks. I'll do some math and get back at you
@Warriorking9001: I'm not enforcing any necessary casting tradition. According to the flavor, some that would work well are Mental Focus, Emotional Casting, Rigorous Concentration, Skilled Casting, and if you are feeling brave, Addictive Magic and Painful Magic. But you go with what you think fits your flavor best.
About the switching characteristic, the Unorthodox Casting allows you to do that.
@Harakani: We can discusse details of your insertion in the mission after recruitment is done. And you can purchase spells at scribe cost, I never even knew that ruling existed.
For the mastered talent trait, do you mean magica talent? If it's that one, it would be too powerful to give you a Sphere talent, as that's equivalent to a feat (Basic Magical Training).
If I missed any more questions, please tell me.
Harakani |
@Sappy: Thank you :)
I should have provided a link - it is a (Combat, Practitioner) trait.
Mastered Talent (Combat, Practitioner): You have focused on a single combat talent, gaining greater proficiency with it. Select 1 combat talent; you treat your base attack bonus as 1 higher for the purposes of its effects. At 5th level and every 4 levels afterwards, the chosen talent’s base attack bonus is treated as an additional 1 higher, although the talent’s effective base attack bonus cannot be higher than your character level.
GM Sappy |
@Helix Missionary: The mechanics seem solid at a first glance, I'll give a more appropriate look later.
@Harakani: It's basically a restricted version of Gift for Magic at this level, so go ahead.
@Everyone: This should be the theoretically cutoff date, but I hadn't considered a deadly combination of social engagements and work assignments flaring up, so you have at least one more day as I won't have time to go more carefully over your characters and make choices until tomorrow afternoon.
Ada Babbage |
@Sappy: More a cutdown Combat Sphere SpecializationI think - except that instead of applying to a whole sphere it applies to one talent.
GM Sappy |
@Ada Babbage: Ah, I had misunderstood the question. I would say it can't be used with the base sphere effect, because with most of the sphere, talents go to modify the base effect: so it would possibly apply every time, giving you Combat Specialization at the price of a trait instead of a feat.
@Everyone: Thanks for your submissions! I can say it's going to be a brutal choice. I'll try to get my selection up by tomorrow.
JonGarrett |
I think the game still has two active players, so sadly not all of us can make it.
...on an unrelated note, if anyone's characters wants to stand in this small, soundproof room while Katherine does nothing at all, no need to roll a Sense Motive, I'm sure that'll speed things up.
...on a different unrelated note, which skill covers 'clean up a crime scene?'
GM Sappy |
I know it's been grueling, but for me it has been heartbreaking. I've considered taking you all and running two tables, but it would be unfeasible for how my life is at the moment.
I'd invite the following people to report to the discussion thread.
- Titus
- Katherine Anderson
- Richard Farthington
- Ada Babbage
Thank you all for making it so dreadfully hard to choose, and best of luck in your future endeavors!