Sharn PD (Eberron; Pathfinder; Recruiting)

Started by Dakkon, February 08, 2014, 11:53:11 AM

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Dakkon



“The threats to our city and our world are as insidious as they are diverse. Pirates, terrorists, monsters, fiends, anarchists and zealots are only of the dangers that Sharn must contend with in the wake of the Last War. Crime is on the rise, and more and more, the everyday watchman cannot contend with it, nor can we ask The King’s Citadel for any more aid than they already give. For this reason, a new, elite division of the Watch has been formed. You are part of that elite group.”

“Welcome to the Green Tower.”

“We have begun with three small cells in this division. You will report to your handler, Gerald ir’Tosk, at 2000 hours outside Morgrave Univeristy to attend a lecture on the city’s history. This will give you the time to get acquainted with your teammates before being given your first assignments. Gerald will have the details when you are ready. We turn now to you to crack our toughest cases.”

“I commend you. Good luck.“

- Lord Commander Iyan ir’Talan



Setting: Eberron. Sharn is the centrepiece of this adventure, but will also feature the Greater Breland area and possibly other nations.
Edition: Pathfinder
Starting Level: 2nd level (Fast EXP track)
Books: Pathfinder’s Core, WotC’s Eberron books, Dreamscarred Press’s Psioncs Unleashed & Path of War, and Abandoned Art’s Amazing Races & Class Acts.
Blogs: While its just starting off, anything that I post in my Eberron Blog is fair game.
Races:
*Core: Human, Elf, Dwarf, Halfling, Half-Orc, Half-Elf and Gnome (no subraces)
*Eberron: Shifter, Changeling, Kalashtar, Warforged and Daelkyr Half-Blood
*Monstrous: Goblin, Hobgoblin, Hagborn (Paizo's Changeling), Merfolk, Orc.
Classes: Any from the approved sources. Note that some of them (like the gunslingers and psionics) will require some discussion to find a way for them to fit in properly. Please note that while I allow gunslingers in Eberron, they are extremely rare, not at all organized and thought to be slightly crazy since magic is far more reliable than gunpowder from the average person’s POV.
Hit Points: Full at first level. Half or roll, which ever is better after that.
Alignment: While the Watch is looking to uphold the law, they don’t mind having members who break the mold. The Watch may be corrupt, but most people genuinely get into the business to help people. Ultimately, this is a heroic campaign, so PCs must be non-evil and may be lawful, neutral or chaotic.
Background:
*In order to apply to any section of the Watch, Green Tower included, an applicant’s primary residence must have been Sharn for at least the last twelve months. For that period, their record must be clear of major fines, and there must be no record of major arson or major theft in the last five years.
* All applicants must be of at least 23 years of age, or the equivalent for non-human races.
*Members of the Dragonmarked Houses are welcome to join, and the Watch pays a retainer fee directly to the House for the privilege of their service, although they cannot be placed in positions of power due to the Korth Edicts.
*The vast majority of applicants were obviously Brelanders, but citizens of other nations were allowed to apply, assuming they met all of the other requirements and could satisfy the Watch that they had Sharn’s best interest at heart. Cyrians, Karrns, Redrians and Zil were preferred, but all were allowed to apply. It’s an open secret that the Lord Mayor did not approve of allowing other nationalities to join the Watch, but the Lord Commander’s multicultural initiative won out due to King Boranel’s support.
* Consider how the Last War has impacted you. The post-war/cold war setting of Eberron will be a major theme in this game.
Traits: You must select two traits. One of these may be any published trait that reflects you background. The other must be selected from the campaign traits below to reflect the primary role your character will play on the team.
Wealth: 1000 galifers (gp).
Slots:  I will pick four characters when this timer in about two weeks time. I have a count down until that time expires here: http://www.timeanddate.com/countdown/generic?iso=20140222T12&p0=2



Campaign Traits and Character Roles:
Spoiler: Click to Show/Hide

Appraiser: A forensic expert who specializes in studying objects and detecting fraud.
Benefits: You earn a +1 trait bonus on Appraise checks, as Linguistics checks and Perception checks to detect forgeries. Choose one as these as a class skill.

Beat Cop: Rugged and off the streets, these are the Watchmen who rose up through the ranks and are a cut above the rest.
Benefits: Choose two of the followings skills: Intimidate, Knowledge (Local), Perception or Sense Motive. You gain +1 on both of these skills and one of them becomes a class skill.

Coroner: Bone, organs and other organic evidence is their currency, be it living, dead or undead.
Benefit: You gain +1 to Heal and Knowledge (nature). Choose one of these as a class skill.

Counterspell: Arcane or Divine, magic can be devastating to crime scenes - until the specialists arrive.
Benefits: You gain a +2 trait bonus to attacks of opportunity against targets casting spells and to Spellcraft checks to counter spell. Choose Knowledge (Arcane), Knowledge (Divine) or Knowledge (Psionics) as a class skill. 

Detective: The street canvassers who track down the evidence.
Benefits: You gain a +1 trait bonus on Diplomacy when used to gather information, Knowledge (local), and Sense Motive. Choose one as these as a class skill. Criminals have a +1 bonus on any roll to learn about you, as your work precedes you.

Infiltrator: Busts up the criminal circuit by getting right into the middle of it.
Benefits: You gain a +2 trait bonus on Bluff and Disguise against members of the criminal underworld and choose one of these as a class skill.

Lawyer: Those who know how to use evidence and the law to keep criminals off the streets.
Benefits: You gain +2 to all Diplomacy, Knowledge (local), Knowledge (nobility) and Sense Motive while researching for or during a trial.

Public Relations: The face of the team, who hands out official statements and information.
Benefits: You gain +3 to all Bluff, Diplomacy or Knowledge (local) when speaking to someone who is not part of a law enforcement agency and has not committed a crime.

Researcher: The master of the esoteric and uncommon.
Benefits: Choose one Knowledge skill. That skill and Linguistics become class skills.

Sniper: Diffuses situations by taking out hostiles at range from the towers.
Benefits: Choose two of the following: Climb, Stealth or Perception. Both of those skills are class skills.

Special Unit: The cavalry, both the highly skilled and the large & in charge, making dangerous situations safer for their teammates.
Benefits: You gain +1 to Acrobatics and Use Magic Device. Choose one of these as a class skill.

Spy: Lives off of three things - shadows, thievery and paranoia fuel.
Benefits: You gain +1 to Stealth and Slight of Hand. Choose one of these as a class skill.

Tariff Officer: Money is the game that these guys play, mostly working in and around the docks.
Benefits: Choose Appraise, Knowledge (geography), or Swim as a class skill. You also learn to speak and read one additional language from your list of racial languages.

Tracker: You can run, but you can’t hide from him and his tracking squad of men and beasts.
Benefits: You gain a +1 trait bonus to Diplomacy check to gather information, Handle Animal and Survival checks to track an individual. Choose on of these skills as a class skill.

House Rules:
Spoiler: Click to Show/Hide
Goblins and Hobgoblins: While the Dhakaani have not ruled for millennia, their martial culture has left an indelible imprint upon all goblinoids of Khorvaire. These races treat regular and heavy flails a simple weapons. Goblins change their racial modifiers to -2 Str, +4 Dex.

Kobolds: Change racial adjustments to -2 Str, +2 Dex, +2 Int

Changelings and Kalashtar: These races gain +2 to one ability score of the player's choice at character creation.

Daelkyr Half-Blood
: Can be used unchanged without the level adjustment.

Shifters: See my blog. Long story short, use the skinchanger from Blood of the Moon.

Warforged: Ability modifiers become +2 Con, +2 Int, -2 Wis. Warforged are tough and swift learners,  but their quick maturation often means they lack common sense.

Initiative:
I use a version of initiative where everyone roles Init, but then the first person to post each round acts at the highest Init rolled, the second at the next highest and so on. I find this speeds up combat considerably.

Skill Challenges:
I use a skill challenge system created by Mystic Theurge Publications. As opposed to most tests a single roll of the dice, I'd like to try portraying most of them as skill challenges. The idea is to try and create some role playing opportunities while not locking anyone out of a particular scene because they don't have a certain skill advance.

Each challenge will have degrees of success and failure. You may not succeed at everything completely, but you should be able to to succeed enough to keep things moving. Additionally, you'll get opportunities to improve your success. I call these complication tasks.If the Traveller screws with your dice so that a roll does not go your way, I'll give the opportunity to make another roll, although that opportunity would come at some sort of a cost that could complicate things down the road and the number of retries you get will be limited. Costs could include damage, loss of wealth, extra enemies, penalties to other checks or whatever else I can think up of that would make your life harder.

I’ll give you a variety of actions that you can pick from, although you are always free to make up your own action or decide you’ve done well enough. Each time you make another roll, you gain a cumulative +2 bonus to the check, both for the current roll and the previous result. While I know that may seem a bit counterintuitive, it is predicated on the assumptions that previous actions have a positive impact on the situation, so things are becoming easier.

When determining how successful the check is, I will first see if it is better than a previous check. If it is, that becomes our new result. If not, I add +2 to the current highest check. I then compare the result to the DC

I've used this in a couple of PbP games so far, including one here, and the response has been positive. I want to try and create as many RP opportunities as possible, both in and out of combat, as well as encourage and reward creativity.

Other notes:
I’ve had this campaign planned out for a long time. It will begin with the Forgotten Forge, then will be a mixture of original plots and published adventures. Part of my stated goal is to feature every power group from the original Campaign Setting, so feel free to go nut with your backgrounds, because in the City of Towers, anything can happen and I want to keep you guessing.

Florence

O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Dakkon


Muse

Ooooh! 

ooh ooh ooh! 

I'll play. 

I'll send an aplication shortly.  Does anyone have a prefernce between a human female witch (Rhinda the Kissing Wind) and a shifter male wilder?  (Arslan.) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Thorne

Ooh. One of my favorite settings. I might have to see if I have anything in the character folder that would be useful.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
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Ideas and inspirations: small groups

ManyMindsManyVoices

My first idea off the top of my head is a 'newborn' Warforged (or newly awakened), since I'm no longer familiar with Eberron (I know enough to be considered basic knowledge, and I know I've enjoyed the setting). I often prefer, upon playing new settings, to play characters with a lack of knowledge so I can explore the world in character.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Empyrean

I'm not too familiar with Pathfinder, but I did read up on Eberron a while back and liked the setting. I'd be interested in playing. Would a Changeling psioncist work? I'm thinking a telepath off the top of my head. I could see him/her working undercover to help bust up the gangs. :)

Muse

  At the risk of abeting the competition, Empyrean--and anyone else--if you need some help with pathfinder send me a PM or IM. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

ManyMindsManyVoices

My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Muse

Quote from: Ryuka Tana on February 08, 2014, 04:18:54 PM
How do we determine our ability scores?

  :)  I second this question, though I'm already starting a history. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Dakkon


Dakkon

Quote from: Ryuka Tana on February 08, 2014, 02:54:41 PM
My first idea off the top of my head is a 'newborn' Warforged (or newly awakened), since I'm no longer familiar with Eberron (I know enough to be considered basic knowledge, and I know I've enjoyed the setting). I often prefer, upon playing new settings, to play characters with a lack of knowledge so I can explore the world in character.
That shouldn't actually be an issue, the only cannon I care about is 3.5, and the stuff Keith Baker's written about which is generally DM only anyhow. One of the newborns is a great idea though!

Quote from: Empyrean on February 08, 2014, 03:37:51 PM
I'm not too familiar with Pathfinder, but I did read up on Eberron a while back and liked the setting. I'd be interested in playing. Would a Changeling psioncist work? I'm thinking a telepath off the top of my head. I could see him/her working undercover to help bust up the gangs. :)
It could work, changelings do manifest telepathy occasionally, although they are rare. You'd likely need some sort of a tie to one of the plot hooks mentioned here.

Muse

#12
Rhidna the Wind's Kiss

   Rinda is the daughter of Rinaldi—a magewrite carpenter—and his wife Mili.  Her older brother, Donal, is her father's heir and shares his profession.  Her younger sister, Kimimi, is the darling of the family.  Like many middle children, Rinda was almost as ignored as she felt. 

   Around age 11, she brought home a pretty black cat—little more than a kitten—with sleek black fur and beautiful purple eyes.  Though her parents were sometimes concerned that she seemed to think the cat answered her when she talked to it, they were too pleased to see Rinda happy and occupied to worry.  They were doubly pleased to find she was studying—something?  Whatever it was, she was working hard—at both her private projects and her chores.  She gathered odd herbs, studied rare books,  and nursed wounded animals back to health.  They were a bit more concerned by some of her other projects.  After all, the practice of medicine was often a step away from the practice of alchemy at best!  Still, she managed not to start any major fires.  Tables could be replaced.  And really, the girl was so careful with her reagents, she probably just did it to get attention.  We shouldn't encourage that kind of behavior. 

   By the age of fifteen, Rinda was quietly in business for herself. She had found a patron in the House of Healing, from whom she acquired reagents and for whom she manufactured healing potions.  She also began acquiring clients for whom she made aphrodisiacs, love potions, medicines, and every other manner of convenient products of magic and alchemy.  Though she reinvested or saved most of her proceeds, she also began buying and making her own clothing.  Given that she had few friends beside her cat, and that her family largely ignored her—even when she caught fire to the dinner table!--and that she found herself suddenly developing an extremely pleasing physique, Rinda took to wearing the most outrageous and revealing fashions she could get away with! 

   This finally got her parent's attention, but it was a bit late.  Rinda was entirely too frustrated with her family to stay anywhere near them, and the scandalized looks and furious lectures she would have once savored now only angered her.  On her seventeenth birthday, she donned her most outragous outfit, packed a few bags, and walked calmly into the living room. 

   “I'm a witch,” she announced.  “I don't think anyone noticed.  If you ever miss me, I own my own shop, and I'll be living there from now on.” 

   Distinctly pleased with their slack jawed expressions, Rinda calmly walked out of the house and never looked back, her cat purring with pride as she followed. 

   Over the next year, Rinda made a tidy profit offering spell casting services, healing, and alchemy.  By the time she was eighteen, the house of healing was starting to look at her askance for cutting into their profits. It was rather petty, in truth.  The business she took from them was as a drop of water in the ocean, but her patron received orders from higher up to stop doing business with her.  Understanding how the dragonmarked houses worked, he strongly cautioned Rinda against aggravating them.  After some weeks of defiance, the young witch finally decided that her pride wasn't worth the censure she was receiving.  Even if they never sent assassins after her, Rinda knew full well that her magic was still young, and being denied the services of the house could ultimately be just as lethal.  Untreated consumption could kill as surely as an assassin, and take longer to do it!

   So she closed the doors to her shop, putting up a sign that in the future she would only work on commission and would soon announce which three hours a week she would be open.  She took a job with the city watch to earn a living, and—though she did continue to supplement her income with her trade—the house of healing was satisfied and lifted their sanctions. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Dakkon

Looks cool Muse! I've added one small thing to the background requirements that I forgot earlier... applicants must be of at least 23 years of age or the racial equivalent. Hopefully that doesn't mess with anyone's ideas too much.

Muse

Oh, okay. 

I was going to make her eighteen, but I can stretch out the time she spent before the House of Healing got fed up with her. 

  Out of curiosity, why?  Or would that be giving away a spoiler? 

  For that matter, what sort of erotic content--if any--might show up in this game? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

ManyMindsManyVoices

Oh no, 15 points is so little... Alright, Cha and Wisdom are gonna suck hard... My idea is a recently created warforged that's been built with some psionic crystalline structures so he can be a soul knife.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Dakkon

#16
I also just added the Hagborn (Paizo's Changeling), Merfolk, and Orc to available "monstrous" races. You should also consider how the War has effected your background... those influences will end up being a plot point.

Quote from: Muse on February 08, 2014, 11:59:25 PM
Oh, okay. 

I was going to make her eighteen, but I can stretch out the time she spent before the House of Healing got fed up with her. 

  Out of curiosity, why?  Or would that be giving away a spoiler? 

  For that matter, what sort of erotic content--if any--might show up in this game?
Mostly for a semblance of realism, although once you start getting into sexual RP with people under 20, my skin starts to crawl a bit. It also makes sure that they were adult-ish during the closing days of the Last War and would have been involved in it somehow.

Erotic content will definitely show up, but it really depends on what people want. Green Tower will end up getting in everyone's metaphorical dirty laundry, which may include some literal dirty laundry. I won't be going out of my way to give it to everyone though, if you want it, you'll have to work for it, just like real cops do (although being a cop might help in that regard). Non-Con may show up, but its strictly off limits for PCs since we are playing a heroic game.

Quote from: Ryuka Tana on February 09, 2014, 12:02:51 AM
Oh no, 15 points is so little... Alright, Cha and Wisdom are gonna suck hard... My idea is a recently created warforged that's been built with some psionic crystalline structures so he can be a soul knife.
Sounds like fun! It will definitely be a cool idea for this campaign.

Chloe Milev

Aaaah, I love Eberron, and a police procedural in Sharn is fantastic, plus Pathfinder.  I want to join!  So many ideas I've been toying with to try...
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Dakkon

Quote from: Chloe Milev on February 09, 2014, 09:28:16 AM
Aaaah, I love Eberron, and a police procedural in Sharn is fantastic, plus Pathfinder.  I want to join!  So many ideas I've been toying with to try...

I'm sure you'll find inspiration somewhere :)

As a complete and total aside, if anyone is looking for cool minis, I encourage you to back this Kickstarter: http://kck.st/19pSWEN

Zaer Darkwail

Nice! Eberron and Sharn are my favorite settings! I definitely roll a Cyran PoW who survived mourning thanks being in Sharn.

Dakkon

#20
Quote from: FallenDabus on February 09, 2014, 12:10:43 AM
Erotic content will definitely show up, but it really depends on what people want. Green Tower will end up getting in everyone's metaphorical dirty laundry, which may include some literal dirty laundry. I won't be going out of my way to give it to everyone though, if you want it, you'll have to work for it, just like real cops do (although being a cop might help in that regard). Non-Con may show up, but its strictly off limits for PCs since we are playing a heroic game.
Going to expand on this a little bit now that I'm not at work and have a little bit more time to think. Sexual content will definitely show up, as judged by people's interests. Sex and relationships are a huge part of the politics of every single Dragonmarked House, and that doesn't even scratch the surface of how the nobility acts. The key word there is relationships though. Erotic scenes will have their own consequences, just as surely as combat. There will some NPCs you pursue who won't give it up easily. There will be some who will be more than willing to. And there will be some who you won't want to if you're smart. Be careful who you take to bed  >:)

Also, when creating character, remember that you get action points. With that, I'm off to sleep due to my rather different time zone, so I'll get any questions in the morning  :-)

Roxy Rocket



      I'm kinda not clear on a couple of things.

      Is this game largely character / story driven or more plot / tactical combat scenarios?

      Is the point that we're a police procedural unit that goes the extra mile, or is that a frosting layer on the standard Dungeons and Dragons dynamic?

      Story flavor: What are the film or literary influences that you'd say define the game as you expect it to go?


Thorne

I'd be interested to hear the answer to Roxy's question myself.
In the meantime, it seems a good excuse to test the Inquisitor class, perhaps with a young Cannith, unmarked and a little bitter about it.. >.>
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Ghostwheel

Thinking of making a Warlord or Stalker--love me some interesting takes on martial characters, and they look great. Leaning towards Warlord at the moment, but I need to understand their various bits a bit more before I make a final decision.

Dakkon

Quote from: Roxy Rocket on February 09, 2014, 02:22:48 PM

      I'm kinda not clear on a couple of things.

      Is this game largely character / story driven or more plot / tactical combat scenarios?
Let's fix that then. I'd say more story driven, although there is a fair share of both. For the first two adventures, I'm adapting them out of the back of the original campaign setting and from Dungeon magazine, respectively so they may have a bit more combat, but I have a story I want to tell here so they will be adaptations.

      
Quote from: Roxy Rocket on February 09, 2014, 02:22:48 PM
Is the point that we're a police procedural unit that goes the extra mile, or is that a frosting layer on the standard Dungeons and Dragons dynamic?
The latter more than the former. You're a crime scene analysis/legal team that is designed to confront extraordinary (or in some cases sextraordinary) events. There will be adventuring, but the root of the story is a hybrid between private eyes and CSIs
      
Quote from: Roxy Rocket on February 09, 2014, 02:22:48 PM
Story flavor: What are the film or literary influences that you'd say define the game as you expect it to go?
I'll get to this one later today when I have a bit more time.

Hopefully that helps!

Quote from: Thorne on February 09, 2014, 02:55:41 PM
I'd be interested to hear the answer to Roxy's question myself.
In the meantime, it seems a good excuse to test the Inquisitor class, perhaps with a young Cannith, unmarked and a little bitter about it.. >.>
Hehehe... His/her life will get interesting pretty fast if you do that.

Thorne

How's the line go? 'May you live in interesting times'? *sage nod*
I can live with that.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Chloe Milev

I've used this site for some Eberron Pathfinder conversions, in case anything there looked interesting or useful.  It makes the Dragonmarks a sorcerer bloodline (and attainable through Eldritch Heritage), customizes shifting, etc.  I don't think there was anything there I really wanted, but the Wandslinger variant of the Gunslinger is interesting.

Of course I was also looking at Bard (detective), Aerenal elf wizard (life), Elf oracle (ancestors), Halfling barbarian (mounted fury), etc, etc, and all the baggage that goes with each of those concepts.
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Dakkon

Quote from: Chloe Milev on February 10, 2014, 12:09:05 AM
I've used this site for some Eberron Pathfinder conversions, in case anything there looked interesting or useful.  It makes the Dragonmarks a sorcerer bloodline (and attainable through Eldritch Heritage), customizes shifting, etc.  I don't think there was anything there I really wanted, but the Wandslinger variant of the Gunslinger is interesting.

Of course I was also looking at Bard (detective), Aerenal elf wizard (life), Elf oracle (ancestors), Halfling barbarian (mounted fury), etc, etc, and all the baggage that goes with each of those concepts.

Every cool. I've seen that site before, but haven't had a chance to look through it yet. I'm going to keep the Dragonmark feats the way they are (remember to subtract 3 from the skill ranks in the prerequisites to convert them!) but I'd be happy to include the Dragonmarked bloodline as well.

On that note, it just popped into my head that you don't actually need the Aberrant Dragonmark feat to have an Aberrant mark. If you are a sorcerer a particularly strange bloodline, you could just fluff it as the mark.

The Wandslinger looks very cool too, although I'd restrict it to just members of House Cannith.

Zaer Darkwail

In dragonmark sourcebook there are more feats and also greater aberrant marks, I have interest on 'taboo' subject of having such mark so I perhaps make a char who has already manifested the Least aberrant mark.

I would be cyran PoW which had been released since treaty of thronehold, not sure of class yet but something related to military. Depends what chars other roll; if no one takes bard I would take bard/investigator sort fellow, if no one is basic figther or ranger I could take that, if no rogue then a rogue etc.

Dakkon

#29
Okay, here are a list of influences that I'm taking into account for this game. It might raise more questions than answers though  ;D

Anime: Ghost in the Shell: Stand Alone Complex, Hellsing
Authors: Edgar Allen Poe, HP Lovecraft, James Rollins
Books: Havana Nocturne, The Poisoner's Handbook
Film: Ocean’s Eleven, Inception, The Godfather, The Dark Knight Saga, The Mummy
Graphic Novels: Sin City, Locke & Key, Hellboy, The Watchmen
Podcasts: Dan Carlin’s Hardcore History, The International Spy Museum Spycast
Television: Criminal Minds, CSI, Bones, Scandal, Murdock Mysteries

Zaer Darkwail

Does the mummy indicate a somekind Morgrave University mystery then? I thank god you did not include Exorcist there. Although including a alien movie 'V' would make good referance to Riedrans and their psycic inflitration stuff.

Dakkon

Quote from: Zaer Darkwail on February 10, 2014, 03:35:56 AM
Does the mummy indicate a somekind Morgrave University mystery then? I thank god you did not include Exorcist there. Although including a alien movie 'V' would make good referance to Riedrans and their psycic inflitration stuff.
It does, although it also represents the fact that Sharn is literally built on ruins and history. You can just as easily get wrapped up in that style of pulp adventure going to one of the various adventuring groups throughout the city or by just exploring.

Honestly, I've never actually seen the Exorcist or V, so its a bit hard for them to influence me. Of course, if you want that to influence your character, then by all means go for it!!

Zaer Darkwail

The V series are old, but good none the less. Exorcist you may have heard but in general I meant it's about possession of a body of a child and need find ways to exorcise evil spirit out from it. It may fit very well for religious Silver Flame investigation but feel it does not fit neccesary general CSI sort investigation deal.

There may be supernatural criminals yes, like spectral possessing succubus who possess innocent commoner women to become femme fatales for crimes which had no provocation nor motive between killer and victim. But not the kind like Exorcist where you deal with crazy child.

ManyMindsManyVoices

Ah the Silver Flame... It would be quite a bit of fun to pound a few of them into oblivion...

I have some questions of my own, particularly since I don't remember the setting beyond the basics, but I'll ask them in PM when I'm in the right mindset to get to character building.
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Dakkon

No worries. You won't really need anything beyond the basics to start, and you can pick that up with time. If you need a quick crash course, I strongly suggest going here.

Zaer Darkwail

A question; would you allow Master class? I was thinking my char has been PoW because he was his unit's smith and he became smith later on in Sharn until criminal burned down his workshop (and got his family killed) and so he is on vendetta.

Dakkon

Quote from: Zaer Darkwail on February 10, 2014, 06:08:52 AM
A question; would you allow Master class? I was thinking my char has been PoW because he was his unit's smith and he became smith later on in Sharn until criminal burned down his workshop (and got his family killed) and so he is on vendetta.
No, sorry. I'm not really in the position to familiarize myself with another class right now and figure out how it fits in the setting.

Zaer Darkwail

Aha, ok. Although the class is not complicated though.

Muse

  Nothing you can't do whit a heroic Expert, Zaer.  (Though I am curious if there's any artificer conversions out there, and whether or not the GM wants to use them.) 

  Going to try and finish up Rhinda right quick. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

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Dakkon

Quote from: Muse on February 10, 2014, 11:40:50 AM
  Nothing you can't do whit a heroic Expert, Zaer.  (Though I am curious if there's any artificer conversions out there, and whether or not the GM wants to use them.) 

  Going to try and finish up Rhinda right quick.

There's one here that I like. That's another good site to go to for conversions of Eberron to Pathfinder, although I disagree with some of his ideas (most of which involves the chucking of PrCs and feats).

Roxy Rocket



      There's actually a lot of easing up on crafting requirements for magical items if I remember right. So if you've got an arcane person with bonus feats you can probably get most of what you want.

      Uh, I gotta start reading the druid rules, but my tentative guess is picking up the coroner / tracker traits, employing trained rats as lab assistants. Since it's an urban campaign, I thought it'd be funny to drop the animal companion for the weather domain, cause ya know how buildings generate those odd gusts and things? Yah. The mysterious interaction of sky and building and bending it slightly to produce.... I dunno. Blasts of soggy air.

      ... I should really know spells better but I do no.

      Yay, I break now from midterm reading to do gaming reading and internal brain bleeding, yay!



Dakkon

Quote from: Roxy Rocket on February 10, 2014, 12:01:02 PM

      There's actually a lot of easing up on crafting requirements for magical items if I remember right. So if you've got an arcane person with bonus feats you can probably get most of what you want.
Likely. I was actually just thinking that it would easy to mimic with a sorcerer bloodline or oracle school linked to crafting.
Quote from: Roxy Rocket on February 10, 2014, 12:01:02 PM
      Uh, I gotta start reading the druid rules, but my tentative guess is picking up the coroner / tracker traits, employing trained rats as lab assistants. Since it's an urban campaign, I thought it'd be funny to drop the animal companion for the weather domain, cause ya know how buildings generate those odd gusts and things? Yah. The mysterious interaction of sky and building and bending it slightly to produce.... I dunno. Blasts of soggy air.

      ... I should really know spells better but I do no.

      Yay, I break now from midterm reading to do gaming reading and internal brain bleeding, yay!

Sounds like a very cool idea!!

Roxy Rocket

Quote from: FallenDabus on February 10, 2014, 12:04:35 PM
Likely. I was actually just thinking that it would easy to mimic with a sorcerer bloodline or oracle school linked to crafting.
Sounds like a very cool idea!!

      *facepalms*

      I completely forgot about the dragonmarked houses and the marks and that they drive most industries, despite having just read over that stuff a couple days ago. now the master class thingy makes more sense to me.

      And my local male object just pointed out to me that in ultimate magic or something there's a spell that specifically gives +5 to craft checks.


Zaer Darkwail

Also in eberron setting book there is NPC class (magewright) which knows similar spell as 1st level sorc/wiz spell.

Dakkon

#44
Quote from: Roxy Rocket on February 10, 2014, 12:08:09 PM
      *facepalms*

      I completely forgot about the dragonmarked houses and the marks and that they drive most industries, despite having just read over that stuff a couple days ago. now the master class thingy makes more sense to me.

      And my local male object just pointed out to me that in ultimate magic or something there's a spell that specifically gives +5 to craft checks.

Lol, don't forget about them! They'll be popping up all over the place!

The spell he's referring to is Crafter's Fortune, from the APG.

Quote from: Zaer Darkwail on February 10, 2014, 12:17:42 PM
Also in eberron setting book there is NPC class (magewright) which knows similar spell as 1st level sorc/wiz spell.

Which was functionally the same spell anyhow, they just have different names.

Isengrad

I would like to trow my hat in on this. I have a few ideas in mind, but would love to hear if you would allow this version of the artificer from adamant entertainment, found on the d20pfsrd. If not i can understand and can use something else.

original artwork by karabiner

Dakkon

Quote from: Isengrad on February 10, 2014, 04:25:31 PM
I would like to trow my hat in on this. I have a few ideas in mind, but would love to hear if you would allow this version of the artificer from adamant entertainment, found on the d20pfsrd. If not i can understand and can use something else.

I know its similar, but just like the previous Master class, I'm disinclined to, since I don't really have time to figure another class out. Sorry.

Chloe Milev

Hmm, right now I think I'm working on an Elf Bard (detective) in the Lawyer trait/role.  Assuming it isn't a breach of evidence for the ADA to go adventuring after criminals, then prosecute them, heh.  Otherwise I'll sit in my office sipping tea waiting for everyone else to bring me a case.
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Dakkon

Quote from: Chloe Milev on February 11, 2014, 09:12:03 AM
Hmm, right now I think I'm working on an Elf Bard (detective) in the Lawyer trait/role.  Assuming it isn't a breach of evidence for the ADA to go adventuring after criminals, then prosecute them, heh.  Otherwise I'll sit in my office sipping tea waiting for everyone else to bring me a case.

Lol, no. I'm going to shot for some fantastical realism, but there will be some of the common conceits of procedural media. Such as the assumption that you do just one job and nothing else. We're in fantasy, you'll be doing everything!

Roxy Rocket



      So really, civic inquisitors who act with the interests of the city in mind and are concerned with not being murdered and or peeving off anyone too important... at least not without having someone at least as important watching our backs.

      I smell Real Politik.


Dakkon

Quote from: Roxy Rocket on February 11, 2014, 10:37:32 AM

      So really, civic inquisitors who act with the interests of the city in mind and are concerned with not being murdered and or peeving off anyone too important... at least not without having someone at least as important watching our backs.

      I smell Real Politik.
And it smells wonderful >:)

That's only one part of the equation, but there will definintely be some real politik going on.

ManyMindsManyVoices

#51
My, still unnamed, forged will faceplant his way through politics with his wondrous 7 Cha... Newborn Warforged don't relate well, it seems...

EDIT: A super awesome deal is the fact that my forged currently creates his own weapon, is his own armor, doesn't eat or sleep (unless I'm wrong about that), and thus literally has no need to carry anything... Not one single, tiny shred of anything. Which of course, means he'll be carrying everyone else's shit...
My O/Os * Everyone should read 1/0

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Roxy Rocket


      See, this is actually where I was kinda not sure about my concept. Cause I started to ask those basic questions about how the Neutrally Neutral City Druid sees the whole law stuff and it ends up with a lot of that "the appearence of justice is more important than justice" and "Even if you could control things you wouldn't really know what you wanted and would just screw it all up."

      Mitigate damage. Channel harmful elements. Build community ties...

      And never take less than your full lunch break.

      Sharn P.D. - The sign says nine to five. They don't pay us overtime, so come back in the morning.

      (I'm just being silly at this point.)


Dakkon

Quote from: Ryuka Tana on February 11, 2014, 10:51:01 AM
My, still unnamed, forged will faceplant his way through politics with his wondrous 7 Cha... Newborn Warforged don't relate well, it seems...

EDIT: A super awesome deal is the fact that my forged currently creates his own weapon, is his own armor, doesn't eat or sleep (unless I'm wrong about that), and thus literally has no need to carry anything... Not one single, tiny shred of anything. Which of course, means he'll be carrying everyone else's shit...

Oh, he'll be doing much more than that  ;D The nice thing about the skill challenge system I use is that I have ways of getting everyone involved in diplomatic situations if the player chooses to. You'll all have plenty to do in the end.

Quote from: Roxy Rocket on February 11, 2014, 10:56:31 AM
      See, this is actually where I was kinda not sure about my concept. Cause I started to ask those basic questions about how the Neutrally Neutral City Druid sees the whole law stuff and it ends up with a lot of that "the appearence of justice is more important than justice" and "Even if you could control things you wouldn't really know what you wanted and would just screw it all up."

      Mitigate damage. Channel harmful elements. Build community ties...

      And never take less than your full lunch break.

      Sharn P.D. - The sign says nine to five. They don't pay us overtime, so come back in the morning.

      (I'm just being silly at this point.)



Which would be a hilarious way of playing a character in this campaign actually. I think the concept sounds like it would be interesting, humour aside. There will definitely be points where a druid would be left with interesting choices.

Thorne

*snert* We can have some overlap, right? Although in retrospect, I'm not sure if an Inquisitor makes a very good /detective/ ... other than that whole bit with.. well. Being an inquisitor. That having been said, I'm not setting up the fantasy equivalent to an IA specialist.. ;p

Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
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ManyMindsManyVoices

Hey, a large warforged that can manifest weapons with his... whatever he has instead of a brain... is probably worth having in a negotiation. Just don't let him talk...
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Dakkon

Quote from: Thorne on February 11, 2014, 11:07:37 AM
*snert* We can have some overlap, right? Although in retrospect, I'm not sure if an Inquisitor makes a very good /detective/ ... other than that whole bit with.. well. Being an inquisitor. That having been said, I'm not setting up the fantasy equivalent to an IA specialist.. ;p

Given that the Inquisitor of the Silver Flame PrC was kind of set up as a supernatural/possession possession religious detective, I think the Inquisitor would make an excellent detective. Plus, the Green Tower kind of occupies a territory that's a blend of a regular detective's squad with the FBI and CIA.

Anyhow, overlap in ideas is welcome. Given that I'm focusing on a very specific genre, it is absolutely anticipated.

ManyMindsManyVoices

Well, it's noon, and I need sleep. I've spent a lot of time sorting through RPG stuff (both for this and other stuff), so good luck with your concepts other people.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Roxy Rocket



      Work to live, don't live to work. It's just a job.

      And if you get that mixed up with your personal agenda you will do a bad job and turn up as so many do: Set on fire, drowned, electrocuted and then dropped from a very tall building... in otherwords, natural causes. All because you thought checking out the rat men working in the Happy Meat Pie Factory was an excuse to confront the owner for being vampire.

      Jim, see this form? It says we're food inspectors, not vampire hunters. When word comes down about vampire hunting we'll put boots on doors and asses, but if you step out of line you're going to die rapidly, of natural causes.

      Got a problem with that, take it up with the union.


Ghostwheel

#59
Name: Nym
Race: Shifter (Halfling-descended)
Class: Stalker / Monk
Role: Classic rogue. Trapfinding (and disarming), scouting, and pickpocketing.
Background:

The Last War took its toll on a great many nations, and few people remained unscathed from its ravages. A few groups, however, were less involved than the rest. The halflings that had settled the Talenta plains long ago were one such group. Wanderers and nomads, they rarely stayed in one place for long and often lead their dinosaur mounts on long expeditions filled with wanderlust and more than a little bloodshed. It was to one group such as this that one such story begins when a child was born to shifter-halfling parents whose child also carried the trait from his furry exterior upon being born.

The child grew up like most did in the Talenta camps, learning to hunt and move softly before prey like his father. It was the best time in his life... until the elves came. They road North straight from Valenar through the Blade Desert, and in their expansionist ideals they cut a swathe into Talenta before the halflings were able to muster an offense to push them back. Most they came across they slaughtered with no remorse, but a few they took prisoner. Nym was one, taken for their amusement, and they took him back to one of their war-monasteries to make of him a joke, taunting him time and again to learn the double scimitar, their ancient ancestral weapons.

Years passed, and Nym learned rudimentary pieces of the elves' martial arts, but never was he allowed any weapon but the double scimitar. Despite his wish to leave, to run away, he was either left chained to a stake like some wild animal or kept watch over. All that changed the night when he got his hands on such on a long sliver of a weapon, too elegant for one such as he to have ever seen, much less used in the past. All his attempts with the double scimitar, while making his current weapon unwieldy, had given him the strength and swiftness to use this new weapon with ease. Using it and the other skills he learned, he escaped the monastery, killing a few elves by taking them unaware in the process, and escaped into the night with a five other prisoners.

To the South and East, an endless sea. To the North, the Talenta Plains--they were sure to look for him and the others there. And finally to the West... perhaps there they might escape successfully, despite the horrors that others spoke of the Mournland. Moving as quickly as they could, the group journeyed West. There they crossed the Mournland, crossing fields of flowers shaped like hands that grasped at your as you walked, fogs of flashing mist within which half-hidden horrors could be seen, and in the distance oftimes massive creatures of iron and steel could be seen walking the wastes. Two of their number were lost in that strange land until they were finally free and once more among the living.

It took them many days until he reached the city of Sterngate. Hearing tales of the wondrous city of Sharn, he and the others were sure they could lose their pursuers if they traveled that far, and set out to reach the grand city. Nym was awestruck the first time he saw the city, and resolved to make all efforts to disappear into the society of Sharn. In order to do so he disappeared into its criminal underbelly, using his naturally quiet feet and darting fingers to carve himself a niche in which he could live comfortably, though he kept in contact with the others that had survived, Nalla a half-elf, Grin the dwarf, and Delfa the gnome. Each one went their separate way, but once a month or so the four would come together to celebrate their freedom and remember how much worse things had been.00

Time passed, and Nym worked various jobs to make ends meet when tourists were few and far between. Unaffiliated with any of the thieves' guilds in the area, and after passing a whole year in Sharn without hearing word of his elvish pursuers he's begun to have contacts with people in the Sharn police force who might be looking for someone unconnected such as he to do some undercover work. The pay sounds good, but the danger might outweigh that... But he still had the advantage of his shifter heritage being a secret--for now.

Dakkon

Here's a bit of an in-depth explanation of how genetics work in my version of Eberron. Ghostwheel asked me about this before creating his character.

Basically, I see dwarves, elves, half-elves, humans, orcs, half-orcs, shifters, changlings, halflings, gnomes, and kalashtar as being members of one expanded species, in the sense that they are (almost) all able to bred and produce viable offspring with one another. Now, this doesn't change statistics at all, it just means that the child takes more after one parent than the other and that half-breeds might have slight oddities in appearance. It also means that the dragonmarked houses are hard as hell to marry into, since any mixed heritage increases the chances of Aberrant dragonmarks.

While this is canon for all of my games, it also neatly solves a question for E in particular. Is it odd to have sexual attraction to an elf if you are a dwarf? Nope, perfectly normal.

So how do pairings between parent work out? Here's a description. Every row excludes the races mentioned above it.

- Kalashtar must breed with a human or a changeling. If the gender of the child is the same as the Kalashtar parent, the child is Kalashtar. Otherwise, it is the non-parent's race. This is because the Quori spirits are tied to their carrier's gender.

- Changeling + other race = changeling

-Shifter + other race =  shifter

- Orc + orc = orc
- Orc+ half-orc has 50% chance of offspring being of either race
- Orc + other race = half-orc
- Half-orc + other race = half-orc

- Elves can only breed with the races above and with humans or half-elves
- Elf + human = half-elf
- Elf + half-elf = half-elf
- Half-elf + half-elf = half-elf
- Half-elf + human has a 50% chance of the child being of either race.

-Warforged + anything = ?

- All other races have about a 50% chance of the child taking after either parent.

Florence

So is there room in this for a female half-orc sorcerer?

Maybe as a detective?

Also, if so, is there anything about the mechanics for half-orcs or sorcerers different than standard pathfinder?

Edit: Or Special Unit.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Dakkon

Quote from: Finn MacKenna on February 11, 2014, 12:46:34 PM
So is there room in this for a female half-orc sorcerer?

Maybe as a detective?

Also, if so, is there anything about the mechanics for half-orcs or sorcerers different than standard pathfinder?

Edit: Or Special Unit.
I don't think I've seen any arcane applicants yet or Special Unit officers, so I'd say so!

There aren't any mechanical differences, unless I am seriously forgetting something.

Zaer Darkwail

There are some bloodlines for pathfinder sorcerers which are orc related specifically and some favored class pointers indicate half-orc casters are good at blasting things.

Muse

  Witch here, by the way.  :) 

  But that doesn't make me a very good blaster. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Roxy Rocket

Quote from: Muse on February 11, 2014, 04:02:47 PM
  Witch here, by the way.  :) 

  But that doesn't make me a very good blaster.

      We'll get you a nice cannon to fire yourself out of. Surely that counts as charging and charging applies to spells if you're doing it hard enough.


ManyMindsManyVoices

Quote from: FallenDabus on February 11, 2014, 12:29:05 PM
-Warforged + anything = ?

Do we need to discuss the birds and the bees here?

On that note though, E is a wonderful place because it means I get to ask this, and it might actually be worth noting... As a warforged soulknife (I can hear everyone's brain going: 'Oh god...'), could my character create a psionic strap-on? What do you think that would feel like?

I don't actually know if I'd do it (though I love the idea of exploring a romantic relationship with a completely non-sexual being, especially a non-organic one), but I gotta ask.
My O/Os * Everyone should read 1/0

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Muse

The mechanics for Rinda the Winds Kiss are ready.  If I get accepted I'll tweak her to fit the party. 

http://www.myth-weavers.com/sheetview.php?sheetid=792611

Are glamourweave clothes and other cool eberon materials available? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Chloe Milev

Mmrrr, so many interesting choices for a lawyer/investigator.  Animate rope, Charm person, Clarion call, Comprehend languages, Detect charm, Disguise self, Erase, Forced quiet, Fumbletongue, Grease, Memory lapse, Negative reaction, Unseen servant...

Plus whatever is useful in Sharn, like Cure light wounds, Feather fall, Grease, Vanish...

I have to narrow it to three though.  Hmm...
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Dakkon

Quote from: Muse on February 11, 2014, 08:11:09 PM
The mechanics for Rinda the Winds Kiss are ready.  If I get accepted I'll tweak her to fit the party. 

http://www.myth-weavers.com/sheetview.php?sheetid=792611

Are glamourweave clothes and other cool eberon materials available? 
Quote from: Muse on February 11, 2014, 04:02:47 PM
  Witch here, by the way.  :) 

  But that doesn't make me a very good blaster.

Whoops, sorry Muse  :-) Anyhow, yes, the Eberron special materials are usable.

Quote from: Ryuka Tana on February 11, 2014, 08:02:48 PM
Do we need to discuss the birds and the bees here?

On that note though, E is a wonderful place because it means I get to ask this, and it might actually be worth noting... As a warforged soulknife (I can hear everyone's brain going: 'Oh god...'), could my character create a psionic strap-on? What do you think that would feel like?

I don't actually know if I'd do it (though I love the idea of exploring a romantic relationship with a completely non-sexual being, especially a non-organic one), but I gotta ask.

Potentially, by forming a light bludgeoning weapon, you could mimic one, although it would be more a cylindrical dildo in the hand rather than a strap on. Either way it would have to be used extremely carefully, since the mind blade is a weapon, not a tool. Being too vigorous could cause accidental damage. I look into feats and see if there is one that allows for the shaping of the mind blade into non-weapon shapes.

ManyMindsManyVoices

Well, strictly RAW, a number of things are not addressed. Fluff-wise, these are the most notable selected phrases:

QuoteAs a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.

The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses.

The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

My intention, for the most part, is to utilize it as a 'billy club' type weapon (albeit, a long, 'heavy' one designed for use as a one-handed weapon).

That said, nothing in the RAW says anything about needing to 'hold' the weapon (I envision mindblades to extend outward from the hand, which is how I intended to run it when he's using it in blade form, see image below). Clearly this is the best way to use it as a weapon... Now in the case of my forged, I intended for him to have crystals in his hands/arms from which the weapon extends as well, so I can see why he wouldn't be capable of it like a strap-on unless he had a crystal placed needlessly onto his crotch...

Still, just going by RAW, I'd say that it's technically possible. Of course, if you feel that's too ridiculous, by all means utilize GM fiat for that (I'm not bucking for it anyway, and like I said, it doesn't fit my character concept physically). Though I'd be curious about your general ruling on the physicality of the mindblade itself anyway.  Is it warm to the touch (like energy)? Is it reasonably solid?

Given what I quoted above, could it be used as a tool (a knife for cutting, maybe an edge for prying)?

Example of Mindblade
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Chloe Milev

Well, war forged get all sorts of attachments.  I'm sure there was at least one lonely Cannith artificer with a companion making some less deadly upgrades after the war.
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Dakkon

Quote from: Ryuka Tana on February 12, 2014, 05:41:00 AM
Well, strictly RAW, a number of things are not addressed. Fluff-wise, these are the most notable selected phrases:

My intention, for the most part, is to utilize it as a 'billy club' type weapon (albeit, a long, 'heavy' one designed for use as a one-handed weapon).

That said, nothing in the RAW says anything about needing to 'hold' the weapon (I envision mindblades to extend outward from the hand, which is how I intended to run it when he's using it in blade form, see image below). Clearly this is the best way to use it as a weapon... Now in the case of my forged, I intended for him to have crystals in his hands/arms from which the weapon extends as well, so I can see why he wouldn't be capable of it like a strap-on unless he had a crystal placed needlessly onto his crotch...

Still, just going by RAW, I'd say that it's technically possible. Of course, if you feel that's too ridiculous, by all means utilize GM fiat for that (I'm not bucking for it anyway, and like I said, it doesn't fit my character concept physically). Though I'd be curious about your general ruling on the physicality of the mindblade itself anyway.  Is it warm to the touch (like energy)? Is it reasonably solid?

Given what I quoted above, could it be used as a tool (a knife for cutting, maybe an edge for prying)?

Example of Mindblade
Its mostly an attempt to avoid a president for a hip-thrusting mindblade attacking his foes with a "billyclub". While Chloe's suggestion does prompt a bit of "eww..." as well, he's got a point, and I actually think that there might be more interesting roleplaying in that, since warforged attachments literally become a part of the 'forged's body.

ManyMindsManyVoices

Notably, this is mostly a scholarly question... I doubt my (almost done, but still unnamed, I gotta fix that...) character would pursue a sexual relationship. Maybe a romantic or familial one, the former of which might lead him to attempt to connect physically.

Oh, hey, so another line of questions. First, do Warforged need any kind of outside sustenance? I'm pretty sure they don't sleep, eat, or breathe, but I'd like to know if they do... Also, do they feel pain, or just pressure? I mean, they must 'feel' something, anyone who's ever tried to work with thick gloves or walk with their foot asleep can attest to the difficulty of performing general motor functions without any tactile response.

Quote from: FallenDabus on February 12, 2014, 05:52:32 AM
Its mostly an attempt to avoid a president for a hip-thrusting mindblade attacking his foes with a "billyclub". While Chloe's suggestion does prompt a bit of "eww..." as well, he's got a point, and I actually think that there might be more interesting roleplaying in that, since warforged attachments literally become a part of the 'forged's body.

I promise I won't do that either way. Still my other question is definitely more mechanically notable. Given how little is specifically said about the Mindblade, I'd definitely like to know how it feels and how solid it is... Mechanics are very abstract, and I think it's quite important to have a consistent way to describe it that suggests how I might use it in other ways.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Roxy Rocket



      Alright, I think my head is clearly in a different place than the rest of the players in the pool. I'll walk along my way and let folk get on with it.


Dakkon

Quote from: Ryuka Tana on February 12, 2014, 05:56:42 AM
Notably, this is mostly a scholarly question... I doubt my (almost done, but still unnamed, I gotta fix that...) character would pursue a sexual relationship. Maybe a romantic or familial one, the former of which might lead him to attempt to connect physically.
No worries. I note now that a mindblade does specify that it has to be be held, albeit in a round about way. The exact line is "The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below)." Since this a scholarly debate though, its a moot point  ;)

How warforged connect with the world and relate to others is definitely something worth exploring. What is family to someone who was not born organically?

Quote from: Ryuka Tana on February 12, 2014, 05:56:42 AMOh, hey, so another line of questions. First, do Warforged need any kind of outside sustenance? I'm pretty sure they don't sleep, eat, or breathe, but I'd like to know if they do... Also, do they feel pain, or just pressure? I mean, they must 'feel' something, anyone who's ever tried to work with thick gloves or walk with their foot asleep can attest to the difficulty of performing general motor functions without any tactile response.
Warforged feel the same range of sense as an organically born humanoid, although they may feel them differently, just like any other individual. In general, smell, touch and taste are a bit muted, but individuals could have a stronger sense. They absolutely feel pain, although their different biology again may make that sense differ from that of you or I. Tactile response is absolutely there and in no meaningful way inhibiting.

Quote from: Ryuka Tana on February 12, 2014, 05:56:42 AM
I promise I won't do that either way. Still my other question is definitely more mechanically notable. Given how little is specifically said about the Mindblade, I'd definitely like to know how it feels and how solid it is... Mechanics are very abstract, and I think it's quite important to have a consistent way to describe it that suggests how I might use it in other ways.
I didn't think so... but things come up sometimes. As for feel... I'd say you could use in any way you could use a regular weapon, including as a tool. How it literally feels though is up to you. An agent of the Dreaming Dark may manifest their blade as a shadowy wisp that freezes the soul, while a Kalashtar's is made of soothing warm light and a Cultist of the Dragon Below's is a mass of pulsating flesh.


ManyMindsManyVoices

#76
Huh... I hadn't considered warforged could smell or taste... Would it be safe to assume it's some kind of chemical reaction that occurs that isn't like how humans do either? Particularly since warforged don't usually have noses or nostrils...

I did miss the grip thing... Since you said 'roundabout way', I assume that means you don't object to me using the mindblade in a form similar to the image i linked?

Other than that, I think I'm good on fluff (sans the stuff we're discussing in PM). I'm having a lot of fun building this character.

EDIT: Oh shoot, how to Action Points work? I don't have the actual Eberron book, and there's so many versions of it on the internet that I can't find a reliable source.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.


ManyMindsManyVoices

My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Ghostwheel

The Eberron version is slightly different, re-reading it. It allows only the "Add to a Roll", "Activate Class Feature", and "Stabilize" options. It also lets you cast infusions as a 1-round action, but since we lack an artificer I doubt it'll come up. Beyond that, the only difference is that action points reset, rather than get added, to your total pool, and does not allow you to improve feats to use any of the other special actions.

Zaer Darkwail

Also some feats interact with AP like extra action one or some dragonmark feats.

Ghostwheel

That said, since we're using Pathfinder and not 3.5, should we use Pathfinder's version of AP, Hero Points, FallenDabus?

The nice part is that PF includes feats that interact with hero points.

Thorne

#82
Oh, bloody ... I forgot about the Hero/Action points.. I'll add that in later. Sheet are rough. :p
I'll edit those in later, once I know which system is being used, and how many I have.

Alezae Verssae

Alezae Verssae
Female Human Inquisitor 2
LN Medium humanoid (human)
Init +4; Senses Perception +7





--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 13 (2d8)
Fort +3, Ref +2, Will +5; +1 trait bonus vs illusion effects.

--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d4/19-20) and
. . halberd +1 (1d10/×3)
Ranged darkwood light crossbow +4 (1d8/19-20)
Special Attacks artificer's touch
Spell-Like Abilities
At will— detect alignment

Inquisitor Spells Known (CL 2nd; concentration +4):
1st (3/day)— command (DC 13), magic weapon, shield of faith
0 (at will)— brand (DC 12), detect magic, guidance, resistance, sift
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 14, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Dodge, Persuasive
Traits Hardly A Fool, Detective
Skills :
Bluff +6,
Climb +0,
Craft (calligraphy) +6,
Diplomacy +9,
Intimidate +9,
Knowledge (dungeoneering) +7 (+9 to identify the abilities and weaknesses of creatures),
Knowledge (local) +4 (+6 to identify the abilities and weaknesses of creatures),
Knowledge (religion) +6 (+8 to identify the abilities and weaknesses of creatures),
Perception +7,
Sense Motive +9,
Stealth +3,
Survival +6 (+7 to track)

Languages Common, Dwarven, Goblin
SQ domains (artifice), judgement 1/day), monster lore +2, track
Combat Gear: oil of bless weapon, potion of cure light wounds, sunrod (5);
Arms/Armor: masterwork lamellar (steel) armor, crossbow bolts (20), dagger, darkwood light crossbow, halberd,
Other Gear: backpack (masterwork), bedroll, belt pouch, candle (10), flint and steel, hip flask, iron holy symbol (Dol Arrah), journal, manacles, masterwork, mess kit, mirror, pot, silk rope, soap, spell component pouch, torch (5), trail rations (5), twine (50'), waterskin, whetstone,

Liquid Resources:
34 GP, 9 SP, 7 CP
Less apartment allowance/living expenses.

--------------------
Special Abilities
--------------------
Artificer's Touch (1d6+1) (5/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 2 hardness.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hardly a Fool +1 trait bonus to save vs. illusion effects.
Inquisitor Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Track +1 Add the listed bonus to survival checks made to track.
--------------------

Born to marked House Cannith parents, Alezae worked hard to live up to their ideals, sheltered from the hard realities of life. But as time passed and the mark never showed itself - and worse, she had little talent for creation, her parents grew more and more distant, paying more attention to her more promising siblings.

At about sixteen, she walked out. Packed her few belongings and took the 'younger son's' route, going to Sovereign Towers to try her luck with the Host. Finding acceptance and a place there, she's set her natural talent for observation and instincts for rooting out corruption to a good end. Much of the events of the Last War passed over her, ignored in favour of events closer to home.

It's recently been 'suggested' that she take her skills to the Watch. While she remains in good standing, the aftereffects of her last investigation are still rippling....


   The knock came while Alezae was studying case notes. She lifted her head and gave the door a sour look before the knock came again, and she put away her notes and answered the door.
   "Alezae." Eitan d'Cannith, y Verssae, stood on the small balcony, his fine sky coach hovering in the air beyond. "May I come in?" He asked, his voice sliding smoothly into the shocked silence.
   "What brings you here?" Alezae couldn't bring herself to call him 'father'. He didn't seem to notice.
   Eitan looked around a moment, taking in what he could see of the small apartment. "I was passing through, and thought perhaps I should... see how you have been doing."
   Something about his tone rang false to Alezae and she forced a smile. "Well enough, as you can see. Unfortunately, I'm a bit busy-"
   "Of course, of course - I'll not take up too much of your time. If I might come in?" Eitan inserted himself into the doorway smoothly. Alezae swore silently, and stepped back. "Thank you. Perhaps a cup of tea - it's quite chilly."
   Alezae closed her eyes, lips moving silently as she prayed for patience, then closed the door. "I'm afraid all I have is black-leaf chai." As she recalled, he hated the stuff, but he waved a hand airily, and Alezae put the kettle on with a low grumble. A pair of bright blue eyes considered her from the fire in the small stove, and she dropped a few crumbles in for the elemental to taste. It liked the spices particularly, and flared up blue a little. By the time Alezae came to the small sitting room with two steaming cups and a plate of biscuits - shortbread, and not her favorites, but her roommate had eaten the rest.
   "A.. nice place you have here." Eitan said, as he accepted a cup. Alezae shrugged a little. None of the furniture matched - the low table had been salvaged from a half-demolished home and repaired, the chairs and sofa hid wear and patches under bright coverings. Bed sheets, and mismatched cushions, one of which Eitan tucked behind himself as he took a sip of the chai and cringed. He carefully set the cup down and took a biscuit. "You are doing well for yourself - I have heard some great things about your work."
   Alezae sipped from her cup, doing her best to keep a serene front. "As you say. Hard work is it's own reward." Not, technically, her father's quote, although he attributed it to himself.
   "So I have. Still. A good many people speak well of you. That is reassuring." There was a crunch as he bit into the cookie. "Particularly as there is a matter of some delicacy I would ask you to look into."
   Alezae raised an eyebrow. "You want a favor." She leaned back, cup balanced on her knee. "Why would I do you any favors?"
   "Because I can ruin you." Eitan smiled coldly. He earned a snort, which made him straighten.
   "Think I can ruin you a hell of a lot more effectively, if you gave me any more reason to want to."  Alezae sipped from her cup. "I've heard a few things too. So which one of those 'things' needs hushed up this time? Must be quite a thing, to come to me, of all people."
   Eitan looked at her for a long moment, light sparking around his Mark. Alezae saw fear in his eyes, sweat on his brow, and waited. The threat had been a bluff - he needed her. "I need you to find something. Something that was buried."
   "You want an archeologist - or someone from Morgrave. I'm a detective." Alezae sniffed.
   "You are blood!" Eitan leaned forward, pulling a folder from a pocket. "You can find it. And you will." He left the folder on the table with a hand that shook, and walked out. Alezae scowled at it, then scooped it up and dumped it in her files as she made sure he was gone. She hadn't spoken even to her mother since she'd left. That her father, that she had little contact with even while she had been living at the manor, would come to her with ... no. something was wrong with this. Alezae examined the folder carefully - no arcane power protected it, no divine power was bound within it. It was simply a folder, nothing more and nothing less.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Dakkon

#83
Okay, lots to catch up on here and in PMs! Poke me again if I miss something.

Quote from: Ryuka Tana on February 12, 2014, 07:35:24 AM
Huh... I hadn't considered warforged could smell or taste... Would it be safe to assume it's some kind of chemical reaction that occurs that isn't like how humans do either? Particularly since warforged don't usually have noses or nostrils...

I did miss the grip thing... Since you said 'roundabout way', I assume that means you don't object to me using the mindblade in a form similar to the image i linked?

Other than that, I think I'm good on fluff (sans the stuff we're discussing in PM). I'm having a lot of fun building this character.

EDIT: Oh shoot, how to Action Points work? I don't have the actual Eberron book, and there's so many versions of it on the internet that I can't find a reliable source.

Oh yeah, warforged aren't robots as sci-fi tends to understand them. They're inorganically born, but part of them literally grows in the creation forge. The fact that they have normal senses is completely unintentional, which has completely befuddled artificers all over.

Quote from: Ghostwheel on February 12, 2014, 11:01:45 AM
That said, since we're using Pathfinder and not 3.5, should we use Pathfinder's version of AP, Hero Points, FallenDabus?

The nice part is that PF includes feats that interact with hero points.
I'd rather stick with action points, since hero points are significantly stronger and I've never used them before.
Quote from: Thorne on February 12, 2014, 11:55:13 PM
Oh, bloody ... I forgot about the Hero/Action points.. I'll add that in later. Sheet are rough. :p
I'll edit those in later, once I know which system is being used, and how many I have.

Alezae ir'Verssae

Alezae ir'Verssae
Female Human Inquisitor 2
LN Medium humanoid (human)
Init +4; Senses Perception +7





--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
hp 13 (2d8)
Fort +3, Ref +2, Will +5; +1 trait bonus vs illusion effects.

--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d4/19-20) and
. . halberd +1 (1d10/×3)
Ranged darkwood light crossbow +4 (1d8/19-20)
Special Attacks artificer's touch
Spell-Like Abilities
At will— detect alignment

Inquisitor Spells Known (CL 2nd; concentration +4):
1st (3/day)— command (DC 13), magic weapon, shield of faith
0 (at will)— brand (DC 12), detect magic, guidance, resistance, sift
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 14, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Dodge, Persuasive
Traits Hardly A Fool, Detective
Skills :
Bluff +6,
Climb +0,
Craft (calligraphy) +6,
Diplomacy +9,
Intimidate +9,
Knowledge (dungeoneering) +7 (+9 to identify the abilities and weaknesses of creatures),
Knowledge (local) +4 (+6 to identify the abilities and weaknesses of creatures),
Knowledge (religion) +6 (+8 to identify the abilities and weaknesses of creatures),
Perception +7,
Sense Motive +9,
Stealth +3,
Survival +6 (+7 to track)

Languages Common, Dwarven, Goblin
SQ domains (artifice), judgement 1/day), monster lore +2, track
Combat Gear: oil of bless weapon, potion of cure light wounds, sunrod (5);
Arms/Armor: masterwork lamellar (steel) armor, crossbow bolts (20), dagger, darkwood light crossbow, halberd,
Other Gear: backpack (masterwork), bedroll, belt pouch, candle (10), flint and steel, hip flask, iron holy symbol (Dol Arrah), journal, manacles, masterwork, mess kit, mirror, pot, silk rope, soap, spell component pouch, torch (5), trail rations (5), twine (50'), waterskin, whetstone,

Liquid Resources:
34 GP, 9 SP, 7 CP
Less apartment allowance/living expenses.

--------------------
Special Abilities
--------------------
Artificer's Touch (1d6+1) (5/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 2 hardness.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hardly a Fool +1 trait bonus to save vs. illusion effects.
Inquisitor Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Track +1 Add the listed bonus to survival checks made to track.
--------------------

Born to marked House Cannith parents, Alezae worked hard to live up to their ideals, sheltered from the hard realities of life. But as time passed and the mark never showed itself - and worse, she had little talent for creation, her parents grew more and more distant, paying more attention to her more promising siblings.

At about sixteen, she walked out. Packed her few belongings and took the 'younger son's' route, going to Sovereign Towers to try her luck with the Host. Finding acceptance and a place there, she's set her natural talent for observation and instincts for rooting out corruption to a good end. Much of the events of the Last War passed over her, ignored in favour of events closer to home.

It's recently been 'suggested' that she take her skills to the Watch. While she remains in good standing, the aftereffects of her last investigation are still rippling....


   The knock came while Alezae was studying case notes. She lifted her head and gave the door a sour look before the knock came again, and she put away her notes and answered the door.
   "Alezae." Eitan d'Cannith, y Verssae, stood on the small balcony, his fine sky coach hovering in the air beyond. "May I come in?" He asked, his voice sliding smoothly into the shocked silence.
   "What brings you here?" Alezae couldn't bring herself to call him 'father'. He didn't seem to notice.
   Eitan looked around a moment, taking in what he could see of the small apartment. "I was passing through, and thought perhaps I should... see how you have been doing."
   Something about his tone rang false to Alezae and she forced a smile. "Well enough, as you can see. Unfortunately, I'm a bit busy-"
   "Of course, of course - I'll not take up too much of your time. If I might come in?" Eitan inserted himself into the doorway smoothly. Alezae swore silently, and stepped back. "Thank you. Perhaps a cup of tea - it's quite chilly."
   Alezae closed her eyes, lips moving silently as she prayed for patience, then closed the door. "I'm afraid all I have is black-leaf chai." As she recalled, he hated the stuff, but he waved a hand airily, and Alezae put the kettle on with a low grumble. A pair of bright blue eyes considered her from the fire in the small stove, and she dropped a few crumbles in for the elemental to taste. It liked the spices particularly, and flared up blue a little. By the time Alezae came to the small sitting room with two steaming cups and a plate of biscuits - shortbread, and not her favorites, but her roommate had eaten the rest.
   "A.. nice place you have here." Eitan said, as he accepted a cup. Alezae shrugged a little. None of the furniture matched - the low table had been salvaged from a half-demolished home and repaired, the chairs and sofa hid wear and patches under bright coverings. Bed sheets, and mismatched cushions, one of which Eitan tucked behind himself as he took a sip of the chai and cringed. He carefully set the cup down and took a biscuit. "You are doing well for yourself - I have heard some great things about your work."
   Alezae sipped from her cup, doing her best to keep a serene front. "As you say. Hard work is it's own reward." Not, technically, her father's quote, although he attributed it to himself.
   "So I have. Still. A good many people speak well of you. That is reassuring." There was a crunch as he bit into the cookie. "Particularly as there is a matter of some delicacy I would ask you to look into."
   Alezae raised an eyebrow. "You want a favor." She leaned back, cup balanced on her knee. "Why would I do you any favors?"
   "Because I can ruin you." Eitan smiled coldly. He earned a snort, which made him straighten.
   "Think I can ruin you a hell of a lot more effectively, if you gave me any more reason to want to."  Alezae sipped from her cup. "I've heard a few things too. So which one of those 'things' needs hushed up this time? Must be quite a thing, to come to me, of all people."
   Eitan looked at her for a long moment, light sparking around his Mark. Alezae saw fear in his eyes, sweat on his brow, and waited. The threat had been a bluff - he needed her. "I need you to find something. Something that was buried."
   "You want an archeologist - or someone from Morgrave. I'm a detective." Alezae sniffed.
   "You are blood!" Eitan leaned forward, pulling a folder from a pocket. "You can find it. And you will." He left the folder on the table with a hand that shook, and walked out. Alezae scowled at it, then scooped it up and dumped it in her files as she made sure he was gone. She hadn't spoken even to her mother since she'd left. That her father, that she had little contact with even while she had been living at the manor, would come to her with ... no. something was wrong with this. Alezae examined the folder carefully - no arcane power protected it, no divine power was bound within it. It was simply a folder, nothing more and nothing less.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Looks very cool! One small note, even if Alezae abandoned House Cannith, she wouldn't be able to use the "ir'" prefix unless she married into a noble house.

Thorne

Eh, fair enough. I figured that would turn up as a plot point later, but it's not a Thing.
.. hell, it could still turn up as a plot point later. *goes to edit*
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Chloe Milev

Well, just to show the in work process, the preliminary named Gersi Sunwell, elf lawyer.  A Brelish name with an Aerenal surname, her parents are immigrants who raised her to be integrated with her human community.  They naturally worked helping people with funeral arrangements, bringing a certain peace and class to a families' difficult times.  Gersi helped with the family business, gravitating more with easing the new burdens on a family with planning estates and other legal arrangements.  Business unfortunately boomed when civil war erupted.  After years of executing wills and inheritances, people came for other legal aid.  Finding a more varied and vibrant line of work with the living, Gersi became a lawyer.  She remembered tales of the great kingdom of Galifar in her youth, and wanted to sustain that greatness, while being fascinated studying the everchanging legalities humans came up with every day.  While not a veteran of any war, she prides herself fighting her own battles for justice, unafraid to investigate and prosecute organized crime preying on the commons, or corrupt officials abusing their powers for selfish nepotism.

While mostly sharing the Brelsish culture with most in her community, through youthful habit or affectation, she retains a few Arenal fashions in her office:  an ornate death mask, a bronzewood bonzai, an ornate ceremonial scimitar, etc.  When not in her court robes, however, Gersi is much more local and practical.

Spell list still in progress.
Ons and Offs
Discord chloe milev
FFXIV Sargatanas

Dakkon

Quote from: Thorne on February 13, 2014, 05:39:12 PM
Eh, fair enough. I figured that would turn up as a plot point later, but it's not a Thing.
.. hell, it could still turn up as a plot point later. *goes to edit*

Oh, trust me. A rebelling member of House Cannith will have a very interesting time here, especially if she does end up developing a dragonmark. That ir' could definitely be showing back up again.

Quote from: Chloe Milev on February 13, 2014, 08:47:29 PM
Well, just to show the in work process, the preliminary named Gersi Sunwell, elf lawyer.  A Brelish name with an Aerenal surname, her parents are immigrants who raised her to be integrated with her human community.  They naturally worked helping people with funeral arrangements, bringing a certain peace and class to a families' difficult times.  Gersi helped with the family business, gravitating more with easing the new burdens on a family with planning estates and other legal arrangements.  Business unfortunately boomed when civil war erupted.  After years of executing wills and inheritances, people came for other legal aid.  Finding a more varied and vibrant line of work with the living, Gersi became a lawyer.  She remembered tales of the great kingdom of Galifar in her youth, and wanted to sustain that greatness, while being fascinated studying the everchanging legalities humans came up with every day.  While not a veteran of any war, she prides herself fighting her own battles for justice, unafraid to investigate and prosecute organized crime preying on the commons, or corrupt officials abusing their powers for selfish nepotism.

While mostly sharing the Brelsish culture with most in her community, through youthful habit or affectation, she retains a few Arenal fashions in her office:  an ornate death mask, a bronzewood bonzai, an ornate ceremonial scimitar, etc.  When not in her court robes, however, Gersi is much more local and practical.

Spell list still in progress.

Very cool concept. I look forwards to seeing more!


Thorne

I'm pretty tempted by the Heir of Siberys PrC ... why? Because I think it might be entertaining.
Why, no. I'm /not/ nice to my characters, why do you ask? ^^;
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Dakkon

Quote from: Thorne on February 14, 2014, 04:26:17 AM
I'm pretty tempted by the Heir of Siberys PrC ... why? Because I think it might be entertaining.
Why, no. I'm /not/ nice to my characters, why do you ask? ^^;
I had guessed that may be a part of your end game. And it will be very, very, very interesting.

Ghostwheel

Updated my background with a blurb about the Mournland, my character having passed through it, along with a few other NPCs that journeyed with him to Sharn after escaping the elves of Valenar.

Dakkon

Okay, so with one week elapsed, we’ve got four submissions so far, meaning this game is still wide open! If I’ve missed anyone, please let me know. Here they are:

Rhidna the Wind’s Kiss - Female Human Witch  (Muse)
Nym - Male Shifter Stalker/Monk (GhostWheel)
Alezae Verssae - Female Human Inquisitor (Thorne)
Gersi Sunwell - Female Elf Bard (Chloe Milev)

Here’s another development for you guys… I recently got all of the Cerulean Seas line dropped into my lap for Valentine’s Day. They look very cool, so if you’d like to use them with your character, I am willing to work with you to find a way to make it fit. With that said, I have another monstrous race for you that might prove very interesting, since it comes from the nations of the sea… the Landwalker Sahuagin.

Landwalker Sahuagin

One of the least visible and most common of the Sahuagin mutants, Landwalkers are adapted to the shallows instead of the depths, often serving as diplomats, merchants or envoys to the land based races. While they are not commonly seen in Sharn, they are not unknown either, and occasionally cooperate with the air breathers in ways most Sahuagin would not.
+2 Con, +2 Int -2 Cha
Monstrous Humanoid (3rp)
Darkvison 60 (free)
Swim 30 ft (2rp)
Bite 1d4 (2rp)
Constant Speak with Sharks Spell-Like Ability (3 rp)
Amphibious (2rp)

Andi

Finally got mine beaten out. Campaign trait will be 'Tracker,' haven't put that info into Hero Labs yet. Character is a hobgoblin from an arctic tribe, exiled for independent thought rather than slavish subordination to the chain of command.

http://www.infinitelibraries.com/charsheet/Denarg.pdf

Dakkon

Quote from: Andi on February 15, 2014, 04:46:00 PM
Finally got mine beaten out. Campaign trait will be 'Tracker,' haven't put that info into Hero Labs yet. Character is a hobgoblin from an arctic tribe, exiled for independent thought rather than slavish subordination to the chain of command.

http://www.infinitelibraries.com/charsheet/Denarg.pdf

Cool! Different, for sure, but cool none the less.

ManyMindsManyVoices

I'm going to revise and post what I've been working on here so that I've officially thrown my hat into the ring. Shard still needs a bit more work done, but this should give a pretty good idea.

Shard
Character Sheet
Psionic Warforged Member of the Sharn Police Department
Height: 6'6"   Weight: 212lb.

Bio: My name is Shard, and to my memory, I have been alive for 1 year, 6 months, and 9 days. According to House Cannith, I was discovered outside the Mournlands, severely damaged and nearly dead. House Cannith repaired my body and rekindled my life.My revival was due in great part to what I am, a rarity: a warforged with innate psionic capabilities. If not for that, I might have been scrapped for mithral.

While I retain no memory of how or why I was created, or what my part in the Last War might have been, I am capable of creating armaments from the psionic energy stored in the system of crystalline augments within my frame. They are focused through the two crystals in the backs of my hands, and have served me quite well in the short time I can remember being alive.

For a time, I did contract work with Deneith and Kundarak, security and protection jobs, minor ones to help recoup the costs of my revival. I received basic combat training there. During a job with Deneith in Lower Tavick's Landing, I worked alongside members of the Sharn Police Department, and it seems I proved myself well enough to be considered for training there. They arranged a contract with Cannith to pay my debts over time, and I have been working with them since.

I have primarily worked the beat around Cogsgate and the Dragoneyes, and have dealt with the Tyrants on occasion. I do have a few connections there, but I have a strong dislike for working with criminals in an effort to catch criminals. Still, I accept that some lesser evils must be excused to deal with true threats.

I have recently been considered for a promotion to a Special Task Force, which according to my superiors is due to a 'marked increase in my combat efficiency and my dutiful work'. I hope to serve this Task Force well, and I am glad to have the opportunity.


Personality: Shard outwardly fits the warforged stereotype. He has difficulty relating to people through any terms other than those laid out in his police training. He is very efficient and loyal, with a certain code of ethics he has gathered from his time with the police force. Shard has an aversion to killing, always preferring capture (but not unwilling to resort to lethal force). He will also follow orders and the law to the best of his ability, unless it strongly conflicts with his code of ethics (which thus far, has not happened).

Despite all that, Shard is not unfeeling, just distant and with a lack of clear understanding of the emotions of normal sapient creatures. He sees his fellow officers as companions, but has made few actual friends.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

d20


If there's still room for another PC I'd love to give it a shot. Loved Eberron since it came out and ran a few homebrew games for Pathfinder there.

Dakkon

Quote from: d20 on February 18, 2014, 11:17:07 AM
If there's still room for another PC I'd love to give it a shot. Loved Eberron since it came out and ran a few homebrew games for Pathfinder there.

Nothing is final yet until after I get back from the Rolling Stones on Friday. If you think you've a good idea for a character, toss it in by all means!

Chloe Milev

TEN HOURS REMAIN until noon Abu Dhabi time?
Ons and Offs
Discord chloe milev
FFXIV Sargatanas

ManyMindsManyVoices

My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Chloe Milev

Ons and Offs
Discord chloe milev
FFXIV Sargatanas

ManyMindsManyVoices

... Well, that escalated quickly...

I was thinking more like a free-for-all duel to the death until only 4 people were left... I assume that was Dabus's intention to begin with...
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Chloe Milev

Hmm, if I'm allowed to made Diplomacy checks to gather information on everyone's crippling weaknesses and pressure points, sure.  Otherwise, I don't think my +2 to shoot a bow is going to be worth too much.  Maybe I can run away long enough to get warrants out for everyone's arrest.
Ons and Offs
Discord chloe milev
FFXIV Sargatanas

ManyMindsManyVoices

I was talking about the players... *Grabs knife*
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Anon315

*stealthily replaces Ryuka Tana's knife with some lit ordnance*

Anon315

#103
I have two ideas. They will take form and shape here in the next few hours.

Nestor d'Phiarlan
Nestor d'Phiarlan
Coroner and Forensic Investigator
Background: Nestor was born to the proud House of Phiarlan, dragonmarked lords of some standing within Sharn. Nestor, however, always stood out quite a bit. Not in a positive light, either. He had a certain fascination with death and the dead, the lifespan of the lesser mortal races a constant interest and scholarly pursuit. How odd must it be to live only decades? To die violently even sooner, an outright crime and thus necessitating further study. It was his life goal to become a master of the art of life and death, that from the shadows that are his House's demesne, he might influence subtly the greater workings of the world through a carefully placed tincture or tonic. Such unbecoming behavior landed him squarely in his House's crosshairs. To meet their expectations of service, he entered into a work arrangement with the Sharn police, finding mysterious causes of death and occasionally investigating suspicious acts and bring the truth to light.


Character Sheet
Nestor d'Phiarlan
Elf Alchemist (Vivisectionist) 2
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (2d8)
Fort +4, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison
Immune magic sleep; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20)
Special Attacks sneak attack +1d6
Alchemist (Vivisectionist) Spells Prepared (CL 2nd; concentration +5):
1st—ant haul (DC 14), shield (x2)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 11, Int 16, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Brew Potion, Throw Anything, Weapon Finesse
Traits coroner, forlorn
Skills Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +10, Heal +7, Knowledge (arcana) +8, Knowledge (nature) +9, Perception +8, Spellcraft +8 (+10 to determine the properties of a magic item), Use Magic Device +5; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Elven, Orc, Sylvan
SQ discoveries (bleeding attack), elven magic, weapon familiarity, mutagen, poison use, fast poisoning
Combat Gear mutagen, wand of cure light wounds; Other Gear leather armor, dagger, alchemy crafting kit, backpack, masterwork, manacles, thieves' tools, masterwork, 48 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Second one still coming. Stupid sheet decided after 2 hours of work to not save. Blargh. It uses a class from the Advanced Psionics Guide (also by Dreamscarred).

Brekkin Softpaw
Brekkin Softpaw
Sniper, Tracker, and Fluffy Cuddler
Sheet
Background: Brekkin was the runt of the proverbial (or perhaps literal) litter, gaining the name softpaw because even among his brethren he was light on his feet and small. In the aftermath of the war, his tribe was massacred. He, being so small, was left to fend for himself, which he did. In time he learned, by watching from the trees, how to whittle a bow and fletch arrows. When survival was on the line, there was instilled in him the most basic desire of all, for life. He learned how to hunt small game, how to land the difficult shot, and over time his mind, with no need for such minor concerns as language, became as honed as his arrows. It learned to focus on the kill and how better to shoot.

The wild boy could not live forever in the wilds, as with the ending of the war and peace covering the land, actual hunters would come for the game he relied on to survive. Some part of him even considered hunting these men for use as food, but a rational portion of him somewhere in the back of his mind knew that it would be wrong to kill a thinking being such as these. He approached them, weapon drawn in warning, but could not ask them to leave. Being of a mind not to kill them, they had no such qualms regarding him. Thinking him a beast, a lycanthrope or some such with a bow trained on them, the hunters shot him without second thought, only to discover their mistake too late.

When he awoke he was in town, recuperating. Having no family, he was intended to be sent to the orphanage, but no one there could handle him. It was then that the commander of the canine unit brought some of his troops in, this being where the skinwalkers generally served. They spoke to him in the language of the woods, the grunts and yips of his wolven kin, and all other manner of speech which was not speech. In time, they got him to understand a bit of spoken speech, and from then on it was easy enough to train him. His aptitude with a bow earned him a spot guarding the walls at first, though eventually they found his nose more adept at tracking and his bow more skilled a shot than most of the humans on the force. They called him 'bloodhound', and when in his human form he passed for almost Elven. Despite all this, he does not do well among other humans finding them odd. It's uncertain to him why they keep calling him odd words, his grasp on the language still coming into its own. They call him the word "cute" a lot, he thinks it alludes to his size. The women especially enjoy touching him, why do they touch him? It is a mystery, at least to him.

Dakkon

Quote from: Anon315 on February 21, 2014, 07:04:30 PM
I have two ideas. They will take form and shape here in the next few hours.

Nestor d'Phiarlan
Nestor d'Phiarlan
Coroner and Forensic Investigator
Background: Nestor was born to the proud House of Phiarlan, dragonmarked lords of some standing within Sharn. Nestor, however, always stood out quite a bit. Not in a positive light, either. He had a certain fascination with death and the dead, the lifespan of the lesser mortal races a constant interest and scholarly pursuit. How odd must it be to live only decades? To die violently even sooner, an outright crime and thus necessitating further study. It was his life goal to become a master of the art of life and death, that from the shadows that are his House's demesne, he might influence subtly the greater workings of the world through a carefully placed tincture or tonic. Such unbecoming behavior landed him squarely in his House's crosshairs. To meet their expectations of service, he entered into a work arrangement with the Sharn police, finding mysterious causes of death and occasionally investigating suspicious acts and bring the truth to light.


Character Sheet
Nestor d'Phiarlan
Elf Alchemist (Vivisectionist) 2
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (2d8)
Fort +4, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison
Immune magic sleep; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20)
Special Attacks sneak attack +1d6
Alchemist (Vivisectionist) Spells Prepared (CL 2nd; concentration +5):
1st—ant haul (DC 14), shield (x2)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 11, Int 16, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Brew Potion, Throw Anything, Weapon Finesse
Traits coroner, forlorn
Skills Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +10, Heal +7, Knowledge (arcana) +8, Knowledge (nature) +9, Perception +8, Spellcraft +8 (+10 to determine the properties of a magic item), Use Magic Device +5; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Elven, Orc, Sylvan
SQ discoveries (bleeding attack), elven magic, weapon familiarity, mutagen, poison use, fast poisoning
Combat Gear mutagen, wand of cure light wounds; Other Gear leather armor, dagger, alchemy crafting kit, backpack, masterwork, manacles, thieves' tools, masterwork, 48 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Second one still coming. Stupid sheet decided after 2 hours of work to not save. Blargh.

Very cool! This might be an interesting read for you if you haven't seen it already.

Everyone: Two a half hours left! Can you handle the pressure?  ;D

ManyMindsManyVoices

Nuuuu... I'm drifting off to sleep... I must know nao!

Or when I wake up is also okay.

Either way, good luck to everyone.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Anon315

Well, done. With an hour and change to go.

Muse

*Crosses his fingers* 
Oh I wish I might... 

Oh i wish I may... 

Have this be... 

My lucky day! 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Anon315

#108
Counting down. 5 minutes.

EDIT: 30 seconds. *hits refresh only 20 more times*

Dakkon

#109
Okay, here we go! I’ll need a bit of time to get the game and OCC threads set up, but we can start getting acquainted in this thread. I’d first just like to say first that the quality of applications was very high. Every single person who applied ended up on a possible party list at some point today, and I made many of them before finally settling. You should all be very proud of yourselves and I wish I had the time to run two copies of this game! But without further adieu, here is the final group!

Alezae (LN Female Human Inquisitor - played by Thorne)

Shard (LN Warforged Soulknife - played by Ryuka Tana)

Nestor (N Male Elf - played by Anon315)

Rinda (CG Female Human Witch - played by Muse)

If you don’t have a picture for your character yet, could you please find one that’s close so I can use it as a profile on our maps. Good job everyone!

OCC is up.

Please post your character sheets there and give everyone a chance to post their's before we start the chatter.

Dakkon


ManyMindsManyVoices

YAY! I'm sorry for those who didn't get in. I would've have liked t play alongside Chloe and Ghostwheel (not necessarily more or less than the people who I am playing alongside, and notably, I remember their characters better than those who applied later in the thread). Good luck with your future games, guys.
My O/Os * Everyone should read 1/0

This is the Oath of the Drake. You should take it.

Muse

*waves*  good luck next round to those who didn't get in. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheGlyphstone

Man, now I'm just sad. Decided to check if there were any psi-friendly PF games recruiting, and it turns out I missed one less than a day?