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06:22, 26th April 2024 (GMT+0)

Request To Join and Character Management.

Posted by ZagFor group 0
Zag
GM, 1 post
Thu 16 Dec 2021
at 05:00
  • msg #1

Request To Join

The inspiration for this game is Assassin's Apprentice, book 1 of the Farseer Trilogy by Robin Hobb. 

This will be two or three overlapping solo games.  That is, the bulk of the game will be a solo game in which each player is the young apprentice of the Spymaster for one of the main factions.  There may be times that the players interact, either on a competitive or cooperative basis, but that will not be the main focus.  Primarily, you'll be sent on different missions -- training missions at first, but more serious ones later -- by your tutor, the Spymaster.

The Spymasters could range from being a kindly, ancient Minister of Information all the way to an evil, scheming assassin.  The players will have a lot of input into the character of their patron.  Whether you choose to play a good character or an evil one, expect to be challenged at the borders of your principles.

I'll be using Pathfinder for the combat system, the list of weapons and armor, the skills and feats, etc.  However, this is a very low magic world!  The only allowed classes are Fighter, Rogue, Monk, Ninja (though some tricks are banned), and Vigilante (though most supernatural talents are banned).  For prestige classes, Assassin, Horizon Walker, Chronicler, Shadowdancer, Duelist, Master Spy, and Stalwart Defender are the only choices.  Actual magic users are the stuff of legends, and most people think that they do not and perhaps have never existed.  The only available race for players is human, though you might run into others in your journeys.

However, the player characters are extremely unusual, and have a natural magic due to their unique heritage, which the player gets to invent.  These could be an ancestor who was Fey, a secret society of blood-sacrificing demon summoners, or a hidden cabal of extra-terrestrials.  Whatever you choose should be something extremely rare and well-hidden or disguised, such that most people in the world don't really believe it exists, though they might have heard of it.  If there's a society of some sort, it must be highly secret and very paranoid, probably because of persecution in the past.  (Plus, you should count on there being a secret counter-society, that exists primarily to wipe yours out.)

As a result of their unusual heritage, the PCs will have some semi-magical abilities which you will discover as you progress.  For example, you will start with either Adrenaline Rush or Danger Sense.  (See the abilities thread.)
This message was last edited by the GM at 05:53, Tue 28 Dec 2021.
Zag
GM, 2 posts
Thu 16 Dec 2021
at 05:24
  • msg #2

Request To Join

Character will start as children, maybe 10 years old, but will progress quickly.  There will be one major adventure per level, and then it will be assumed that you are continuing to train and learn for a year or more before the next major adventure.

Initial characters will be first level.  Start with a 15-point buy, but you will get an additional 3 points at 2nd, 3rd, 5th, and 6th levels, so you'll effectively a 27-point buy character at 6th level, when you'll be fully adult.  (You don't get it at 4th level because you get a normal +1 to a stat at 4th level.)  You can save unused points.

Choose a starting class from Fighter, Rogue, Monk, Ninja, and Vigilante.  Be aware that some of the more supernatural skills of these classes might be blocked, so run any far out ideas by me.

Choose a faction.  These will be first-come, first-served, of the players I accept.  See the factions thread.

Describe your background.  It should include what your unusual ancestry is that has given you unusual powers.  A couple of sentences will do, but more is OK.  (... up to several paragraphs.  Don't overwhelm me.)

Describe how you came to be "discovered" by the Spymaster of the faction.  Feel free to describe the Spymaster and I'll incorporate that into his character.  (What you describe will, at least, be the face he presents to his subordinates, though I might modify it to suit the story.)  The Spymasters will be highly skilled, around 12th level and might have one or at most two assistants who are in the 5th-8th level range.  There will also be bureaucrats, guards, and other low level NPCs who report to the Spymaster, perhaps unofficially.  You're not expected to create these characters, but if you want to mention one or two, feel free.

The Spymasters should be working to support their faction, including their faction leaders.  They are not dastardly, power-hungry villains looking to usurp power from their faction leader, though they might be evil, power-hungry bastards on behalf of their leader.  They should fit their role of someone who works behind the scenes and likes it that way.  Probably none of them will be strongly good aligned:  They will have learned to be ruthless when needed, and they know that sometimes you have to get your hands dirty.  However, they should not be evil for its own sake, either; these are practical minded folk who work effectively for one of the 3 most powerful people in the country.

I also don't expect the player characters to be necessarily aligned with their patron.  A little friction between the Spymaster's instructions and the player's morals can make for a good story.
This message was last edited by the GM at 05:58, Tue 28 Dec 2021.
Zag
GM, 19 posts
Wed 23 Feb 2022
at 21:35
  • msg #3

Request To Join

Since I've already been asked:

Archetypes are available in the abstract, but might be restricted for being too supernatural.  If you're choosing one for genuine role-playing reasons and not for squeezing out the best buff combination, it will probably be allowed.  In fact, if you have a particular role-playing idea that is not supported by an existing archetype, feel free to ask.

For a (not-really-workable) example, you might define a character that was a sole survivor of an accident in the wilderness (i.e. Jungle Boy") who lived for a few years by his wits.  His primary skills are stealth, speed, acrobatics, and perception, but they are not well-tuned for a populated setting, so he's basically a rogue for the skills but with a certain amount of ranger.  I'd make up (or maybe find) an archetype of rogue with some bonuses in wild settings and missing some rogue thing that only makes sense in the city.

I'm definitely not recommending this character.  I expect this to be a city and social-based game, where finding secret passages and navigating political intrigue will be significant skills.  But this sort of approach, where you have truly character-defining events and you really plan to role-play them, is spot on.

Also, unchained rules are in play in general, but maybe not specific choices that get further into the supernatural.
This message was last edited by the GM at 21:38, Wed 23 Feb 2022.
Zag
GM, 20 posts
Thu 24 Feb 2022
at 14:58
  • msg #4

Request To Join

Here's a character sheet that you can copy (from my character in another game).  It's not a requirement to use this one, just that your be reasonably readable.  I show the sample, then the code that created it.


Irezagab
Male Human Shaman 3 Grasping Vine Archetype [Neutral Good]

Hit points:  24/24  == 8 + 4 + 6 + 3[con] +3[toughness] (rolled 2, 6)

Melee attack
Longspear:  Roll d20+1,d8-1

Strength8(-1)
Dexterity12(+1)
Constitution12(+1)
Intelligence14(+2)
Wisdom19(+4)
Charisma14(+2)

Base Attack Bonus+ 2  
Initiative modifier+ 1 + 1 [dexterity]
Fortitude save+ 21 [base]+ 1 [constitution]
Reflex save+ 21 [base]+ 1 [dexterity]
Will save+ 73 [base]+ 4 [wisdom]
Attack (handheld)+ 12 [base]- 1 [strength]
Attack (missile)+ 32 [base]+ 1 [dexterity]
Combat Maneuver Bonus+ 12 [base]- 1 [strength]
Combat Maneuver Defense+ 1210 + 2 [base]- 1 [strength] + 1 [dexterity] +0 [Medium]

Base Speed [ 30 (6 sq.) ]  Wearing Hide Armor [20 (4 sq.)]

AC [15] = + 10 [Base] + 1 [Dexterity] + 4 [Hide Armor]
Touch AC [11]  Flat-Footed [14]

Skills
Points:  Shaman: 4, Human: 1, Favored Class: 1, Int: 2 = 8 per level = 24

Skill NameCSKeyAbilityRanksMisc. Modifiers
Acrobatics Dex (+1)*-1 -2 [armor]
Appraise Int (+2)2  
Bluff Cha (+2)2  
Climb Str (-1)*-3 -2 [armor]
Craft AlchemyXInt (+2)133+4 [Cauldron]
DiplomacyXCha (+2)102+3 [Thrush familiar]
Disable Device Dex (+1)   
Disguise Cha (+2)2  
Escape Artist Dex (+1)*-1 -2 [armor]
FlyXDex (+1)*-1 -2 [armor]
Handle AnimalXCha (+2)61 
HealXWis (+4)101+2 [Self-sufficient]
Intimidate Cha (+2)2  
K (arcana)XInt (+2)   
K (dungeon..)XInt (+2)   
K (engineer)XInt (+2)   
K (geography)XInt (+2)   
K (history)XInt (+2)   
K (local)XInt (+2)   
K (nature)XInt (+2)83 
K (nobility)XInt (+2)   
K (planes)XInt (+2)   
K (religion)XInt (+2)61 
PerceptionXWis (+4)113+1 [Seeker]
Perform Voice Cha (+2)2 +2 [Savant]
Prof CanoistXWis (+4)92 
Prof CartogXWis (+4)81 
RideXDex (+1)*31-2 [armor]
Sense Motive Wis (+4)4  
SpellcraftXInt (+2)83 
Stealth Dex (+1)*-1 -2 [armor]
SurvivalXWis (+4)123+2 [Self-sufficient]
Swim Str (-1)*-3 -2 [armor]
Use Magic Dev Cha (+2)2  
* = check penalty for armor/shield

SPECIAL ABILITIES

ROGUE TALENTS / RAGE SKILLS / etc.

FEATS
1st level:
2nd level:

TRAITS

INVENTORY

============================================

<large><b>Irezagab</b></large>
Male Human Shaman 3 <a href="https://www.d20pfsrd.com/classes/hybrid-classes/shaman/archetypes/paizo-shaman-archetypes/grasping-vine-shaman-archetype/">Grasping Vine Archetype</a> [Neutral Good]

Hit points:  <b>24/24</b>  == 8 + 4 + 6 + 3[con] +3[toughness] (rolled 2, 6)

Melee attack
Longspear:  [dice=d20+1,d8-1 memo=longspear]

|! Strength     |  8 | (-1) |
|! Dexterity    | 12 | (+1) |
|! Constitution | 12 | (+1) |
|! Intelligence | 14 | (+2) |
|! Wisdom       | 19 | (+4) |
|! Charisma     | 14 | (+2) |

|! Base Attack Bonus       |! + 2  | | |
|! Initiative modifier     |! + 1  |           | + 1 [dexterity] |
|! Fortitude save          |! + 2  | 1 [base]  | + 1 [constitution] |
|! Reflex save             |! + 2  | 1 [base]  | + 1 [dexterity] |
|! Will save               |! + 7  | 3 [base]  | + 4 [wisdom] |
|! Attack (handheld)       |! + 1  | 2 [base]  | - 1 [strength] |
|! Attack (missile)        |! + 3  | 2 [base]  | + 1 [dexterity] |
|! Combat Maneuver Bonus   |! + 1  | 2 [base]  | - 1 [strength] |
|! Combat Maneuver Defense |! + 12 | 10 + 2 [base] | - 1 [strength] + 1 [dexterity] +0 [Medium] |

Base Speed [ 30 (6 sq.) ]  Wearing Hide Armor [20 (4 sq.)]

AC [15] = + 10 [Base] + 1 [Dexterity] + 4 [Hide Armor]
Touch AC [11]  Flat-Footed [14]

<large><b>Skills</b></large>
Points:  Shaman: 4, Human: 1, Favored Class: 1, Int: 2 = 8 per level = 24

|! Skill Name   |! CS |! Key      |! Ability  |! Ranks  |! Misc. Modifiers |
| Acrobatics    |     | Dex (+1)* |! -1       |^        |  -2 [armor]
| Appraise      |     | Int (+2)  |! 2        |^        |
| Bluff         |     | Cha (+2)  |! 2        |^        |
| Climb         |     | Str (-1)* |! -3       |^        |  -2 [armor]
| Craft Alchemy |  X  | Int (+2)  |! 13       |^   3    |  +4 [Cauldron]
| Diplomacy     |  X  | Cha (+2)  |! 10       |^   2    |  +3 [Thrush familiar]
| Disable Device|     | Dex (+1)  |!          |^        |
| Disguise      |     | Cha (+2)  |! 2        |^        |
| Escape Artist |     | Dex (+1)* |! -1       |^        | -2 [armor]
| Fly           |  X  | Dex (+1)* |! -1       |^        | -2 [armor]
| Handle Animal |  X  | Cha (+2)  |! 6        |^   1    |
| Heal          |  X  | Wis (+4)  |! 10       |^   1    |  +2 [Self-sufficient]
| Intimidate    |     | Cha (+2)  |! 2        |^        |
| K (arcana)    |  X  | Int (+2)  |!          |^        |
| K (dungeon..) |  X  | Int (+2)  |!          |^        |
| K (engineer)  |  X  | Int (+2)  |!          |^        |
| K (geography) |  X  | Int (+2)  |!          |^        |
| K (history)   |  X  | Int (+2)  |!          |^        |
| K (local)     |  X  | Int (+2)  |!          |^        |
| K (nature)    |  X  | Int (+2)  |! 8        |^    3   |
| K (nobility)  |  X  | Int (+2)  |!          |^        |
| K (planes)    |  X  | Int (+2)  |!          |^        |
| K (religion)  |  X  | Int (+2)  |! 6        |^    1   |
| Perception    |  X  | Wis (+4)  |! 11       |^    3   |  +1 [Seeker]
| Perform Voice |     | Cha (+2)  |! 2        |^        |  +2 [Savant]
| Prof Canoist  |  X  | Wis (+4)  |! 9        |^    2   |
| Prof Cartog   |  X  | Wis (+4)  |! 8        |^    1   |
| Ride          |  X  | Dex (+1)* |! 3        |^    1   |  -2 [armor]
| Sense Motive  |     | Wis (+4)  |! 4        |^        |
| Spellcraft    |  X  | Int (+2)  |! 8        |^    3   |
| Stealth       |     | Dex (+1)* |! -1       |^        | -2 [armor]
| Survival      |  X  | Wis (+4)  |! 12       |^    3   | +2 [Self-sufficient]
| Swim          |     | Str (-1)* |! -3       |^        | -2 [armor]
| Use Magic Dev |     | Cha (+2)  |! 2        |^        |
* = check penalty for armor/shield

<large><b>SPECIAL ABILITIES</b></large>

<large><b>ROGUE TALENTS / RAGE SKILLS / etc.</b></large>

<large><b>FEATS</b></large>
1st level:
2nd level:

<large><b>TRAITS</b></large>

<large><b>INVENTORY</b></large>
This message was last edited by the GM at 03:11, Mon 07 Mar 2022.
Zag
GM, 35 posts
Sat 26 Feb 2022
at 20:46
  • msg #5

Request To Join

I am a Patreon supporter of this tool, which you might like to use:  https://www.trovetokens.com/anvil/

(Sorry I didn't suggest it sooner.  I thought I had already linked to it.)
This message was last edited by the GM at 20:46, Sat 26 Feb 2022.
Zag
GM, 253 posts
Tue 12 Jul 2022
at 02:31
  • msg #6

Request To Join

Let's just do max hit points per level.  You're supposed to be heroic, after all.
Zag
GM, 276 posts
Fri 22 Jul 2022
at 03:00
  • msg #7

Request To Join

I think I said this somewhere, but if not, this is the rule:  You get a feat at every level, rather than the Pathfinder norm of a feat at every odd level.  (Oh yeah, it is mentioned in the rules thread.)

Since you both are getting a pet and are skilled at Handle Animal, here are some rule changes.

1. The Handle Animal rules say that your pets can learn 6 tricks.  Then they go on to offer something like 30 to choose from, some of which are so specialized that you're never going to use one of your precious 6 slots.  Instead, the pets can learn 6 tricks plus 1/4 of your Handle Animal Skill, rounded normally.  This is the adjusted score, after class skill bonus, traits, etc.

Handle AnimalBonus Tricks
2-5+1
6-9+2
10-13+3
14-17+4
18-21+5

2. The bonus tricks learned that you get if you take the Animal Companion ability is doubled.
Zag
GM, 283 posts
Wed 27 Jul 2022
at 21:01
  • msg #8

Request To Join

Oh yeah, one other leveling up task:  Choose two Masterwork items, only one of which can be a weapon.  I suggest:

Thieves' Tools  (+2 to Disable Device)
Disguise Kit (+2 to disguise, good for 10 uses, but you'll be able to replenish it at your Spymaster's home base)
Climber's Kit (+2 to Climb checks and reduces damage if you do fail a check)
Cap, Vigil (+2 on Perception checks, plus some other bonuses)

Urvan, if you want to take possession of your father's weapon, that will be one of your mastercraft items.
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