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CB's Grim Frequencies AP OOC -- COMPLETE
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<blockquote data-quote="Forged Fury" data-source="post: 6670480" data-attributes="member: 95059"><p>[sblock=Cyril, the Negotiator]</p><p>STR 8 (-1)</p><p>DEX 14 (+2)</p><p>CON 10 (+0)</p><p>INT 14 (+2)</p><p>WIS 10 (+0)</p><p>CHA 18 (+4)</p><p></p><p>Initiative: +6</p><p>Perception: +0</p><p>Defense: 14 (+2 DEX, + 2 Class) </p><p>HP: 24</p><p></p><p>FOR +4 (Base +4, +0 CON)</p><p>REF +4 (Base +2, +2 DEX)</p><p>WIL +4 (Base +4, +0 WIS)</p><p></p><p>BAB: +2</p><p></p><p>Class: Charismatic 3/Negotiator 2</p><p>Experience: X,XXX</p><p>Starting Occupation: White Collar (Knowledge: Civics & Research)</p><p>Reputation Bonus: +3</p><p>Action Points: ??</p><p>Wealth Bonus: ???</p><p></p><p>Weapons</p><p>None</p><p></p><p>Skills</p><p>Bluff +14/+17 (8 Ranks, +4 CHA, +2 Deceptive) / +3 Fast Talk</p><p>Diplomacy +14/+17 (8 Ranks, +4 CHA, +2 Trustworthy) / +3 Fast Talk</p><p>Disguise +12 (6 Ranks, +4 CHA, +2 Deceptive)</p><p>Gather Information +12 (6 Ranks, +4 CHA, +2 Trustworthy)</p><p>Intimidate: +10 (6 Ranks, +4 CHA)</p><p>Knowledge: Civics +9 (6 Ranks, +2 INT, +1 Occupation)</p><p>Knowledge: Popular Culture +8 (6 Ranks, +2 INT)</p><p>Knowledge: Streetwise +8 (6 Ranks, +2 INT)</p><p>Profession: Lawyer +6 (6 Ranks, +0 WIS)</p><p>Sense Motive: +6 (6 ranks, +0 WIS)</p><p></p><p>Class Abilities</p><p>Conceal Motive: +(Negotiator Level) to oppose Sense Motive checks.</p><p>Dazzle: Using an attack action, apply a -1 penalty to an opponent's attack rolls, ability checks, skill checks, and saving throws for (Charismatic Level) rounds. Requires a DC 15 Charisma Check (+ Charismatic Level). If successful, the target resists with a Will Save (DC = 10 + Charismatic Level + Charisma Modifier).</p><p>Fast Talk: Apply Charismatic level as competence bonus on any Bluff, Diplomacy, or Gamble checks made to lie, cheat, or otherwise bend the truth.</p><p>React First: If the character is communicating with a potential enemy and hostilities break out (as long as the character does not start them), they gain a free readied action that can be either a Move Action or Attack Action before initiative is rolled.</p><p></p><p>Feats</p><p>Alertness: +2 to Listen & Spot Checks</p><p>Deceptive: +2 to Bluff & Disguise Checks</p><p>Improved Initiative: +4 to Initiative</p><p>Personal Firearms Proficiency: Use personal firearms without penalty</p><p>Simple Weapons Proficiency: Use Simple Weapons with no penalty</p><p>Trustworthy: +2 to Diplomacy & Gather Information Checks</p><p></p><p>Languages</p><p>English</p><p></p><p>[sblock]Future Planning: Cyril</p><p>L6 Glamourist 1</p><p>BAB +3, F/R/W: +4/+4/+4, DB: +3, Self-Confidence, Feat: ???</p><p>L7 Glamourist 2</p><p>BAB +4, F/R/W: +4/+5/+4, DB: +3, Hidden Motives[/sblock][/sblock]</p><p></p><p>[sblock=Cyril, the Psychic Wonder]</p><p>STR 8 (-1)</p><p>DEX 14 (+2)</p><p>CON 10 (+0)</p><p>INT 14 (+2)</p><p>WIS 10 (+0)</p><p>CHA 18 (+4)</p><p></p><p>Initiative: +6</p><p>Perception: +0</p><p>Defense: 14 (+2 DEX, + 2 Class) </p><p>HP: 22</p><p></p><p>FOR +2 (Base +2, +0 CON)</p><p>REF +4 (Base +2, +2 DEX)</p><p>WIL +4 (Base +4, +0 WIS)</p><p></p><p>BAB: +2</p><p></p><p>Class: Charismatic 3/Telepath 2</p><p>Experience: X,XXX</p><p>Starting Occupation: White Collar (Knowledge: Civics & Research)</p><p>Reputation Bonus: +3</p><p>Action Points: ??</p><p>Wealth Bonus: ??</p><p></p><p>Weapons</p><p>None</p><p></p><p>Skills</p><p>Bluff +14/+17 (8 Ranks, +4 CHA, +2 Deceptive)/+3 Fast Talk</p><p>Diplomacy +14/+17 (8 Ranks, +4 CHA, +2 Trustworthy)/+3 Fast Talk</p><p>Disguise +12 (6 Ranks, +4 CHA, +2 Deceptive)</p><p>Gather Information +14 (8 Ranks, +4 CHA, +2 Trustworthy)</p><p>Intimidate: +12 (8 Ranks, +4 CHA)</p><p>Knowledge: Civics +9 (6 Ranks, +2 INT, +1 Occupation)</p><p>Knowledge: Popular Culture +8 (6 Ranks, +2 INT)</p><p>Knowledge: Streetwise +8 (6 Ranks, +2 INT)</p><p>Profession: Lawyer +6 (6 Ranks, +0 WIS)</p><p>Sense Motive: +6 (6 Ranks, +0 WIS)</p><p></p><p>Class Features</p><p>Dazzle: Using an attack action, apply a -1 penalty to an opponent's attack rolls, ability checks, skill checks, and saving throws for (Charismatic Level) rounds. Requires a DC 15 Charisma Check ( + Charismatic Level). If successful, the target resists with a Will Save (DC = 10 + Charismatic Level + Charisma Modifier).</p><p>Fast Talk: Apply Charismatic level as competence bonus on any Bluff, Diplomacy, or Gamble checks made to lie, cheat, or otherwise bend the truth.</p><p>Psionic Skills: Psionic skills are available.</p><p>Psionic Powers: 10 Power Points/Day; Powers Known: (0) <em>Daze</em>, <em>Far Hand</em>, & <em>Missive</em>; (1) <em>Attraction</em> & <em>Charm Person</em> (5 Free 0-Level Manifestations/Day).</p><p>Trigger Power: Can attempt to manifest a power for no power point cost: <em>Charm Person</em> (DC 13 Charisma Check). If check fails, pay normal manifestation cost.</p><p></p><p>Feats</p><p>Deceptive: +2 to Bluff & Disguise Checks</p><p>Improved Initiative: +4 to Initiative</p><p>Personal Firearms Proficiency: Use Personal Firearms with no penalty</p><p>Simple Weapons Proficiency: Use Simple Weapons with no penalty</p><p>Trustworthy: +2 to Diplomacy & Gather Information Checks</p><p>Wild Talent: Manifest <em>Burst</em> (ML2) 3/day for no power point cost</p><p></p><p>Languages</p><p>English</p><p></p><p>[sblock=Future Planning: Cyril (Maybe)]</p><p>L6 Glamourist 1</p><p>L7 Glamourist 2[/sblock][/sblock]</p><p></p><p>Not sure which way I'm going yet. Both get me to Glamourist. Negotiator makes me slightly tougher. Telepath lets me keep most of my Charisma skills topped up and gives a variety of minor psychic powers. I think the latter is also a little more interesting from an RP perspective, especially if I tied Cyril's psychic awakening to the interaction with the BlueTooth headset.</p></blockquote><p></p>
[QUOTE="Forged Fury, post: 6670480, member: 95059"] [sblock=Cyril, the Negotiator] STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 14 (+2) WIS 10 (+0) CHA 18 (+4) Initiative: +6 Perception: +0 Defense: 14 (+2 DEX, + 2 Class) HP: 24 FOR +4 (Base +4, +0 CON) REF +4 (Base +2, +2 DEX) WIL +4 (Base +4, +0 WIS) BAB: +2 Class: Charismatic 3/Negotiator 2 Experience: X,XXX Starting Occupation: White Collar (Knowledge: Civics & Research) Reputation Bonus: +3 Action Points: ?? Wealth Bonus: ??? Weapons None Skills Bluff +14/+17 (8 Ranks, +4 CHA, +2 Deceptive) / +3 Fast Talk Diplomacy +14/+17 (8 Ranks, +4 CHA, +2 Trustworthy) / +3 Fast Talk Disguise +12 (6 Ranks, +4 CHA, +2 Deceptive) Gather Information +12 (6 Ranks, +4 CHA, +2 Trustworthy) Intimidate: +10 (6 Ranks, +4 CHA) Knowledge: Civics +9 (6 Ranks, +2 INT, +1 Occupation) Knowledge: Popular Culture +8 (6 Ranks, +2 INT) Knowledge: Streetwise +8 (6 Ranks, +2 INT) Profession: Lawyer +6 (6 Ranks, +0 WIS) Sense Motive: +6 (6 ranks, +0 WIS) Class Abilities Conceal Motive: +(Negotiator Level) to oppose Sense Motive checks. Dazzle: Using an attack action, apply a -1 penalty to an opponent's attack rolls, ability checks, skill checks, and saving throws for (Charismatic Level) rounds. Requires a DC 15 Charisma Check (+ Charismatic Level). If successful, the target resists with a Will Save (DC = 10 + Charismatic Level + Charisma Modifier). Fast Talk: Apply Charismatic level as competence bonus on any Bluff, Diplomacy, or Gamble checks made to lie, cheat, or otherwise bend the truth. React First: If the character is communicating with a potential enemy and hostilities break out (as long as the character does not start them), they gain a free readied action that can be either a Move Action or Attack Action before initiative is rolled. Feats Alertness: +2 to Listen & Spot Checks Deceptive: +2 to Bluff & Disguise Checks Improved Initiative: +4 to Initiative Personal Firearms Proficiency: Use personal firearms without penalty Simple Weapons Proficiency: Use Simple Weapons with no penalty Trustworthy: +2 to Diplomacy & Gather Information Checks Languages English [sblock]Future Planning: Cyril L6 Glamourist 1 BAB +3, F/R/W: +4/+4/+4, DB: +3, Self-Confidence, Feat: ??? L7 Glamourist 2 BAB +4, F/R/W: +4/+5/+4, DB: +3, Hidden Motives[/sblock][/sblock] [sblock=Cyril, the Psychic Wonder] STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 14 (+2) WIS 10 (+0) CHA 18 (+4) Initiative: +6 Perception: +0 Defense: 14 (+2 DEX, + 2 Class) HP: 22 FOR +2 (Base +2, +0 CON) REF +4 (Base +2, +2 DEX) WIL +4 (Base +4, +0 WIS) BAB: +2 Class: Charismatic 3/Telepath 2 Experience: X,XXX Starting Occupation: White Collar (Knowledge: Civics & Research) Reputation Bonus: +3 Action Points: ?? Wealth Bonus: ?? Weapons None Skills Bluff +14/+17 (8 Ranks, +4 CHA, +2 Deceptive)/+3 Fast Talk Diplomacy +14/+17 (8 Ranks, +4 CHA, +2 Trustworthy)/+3 Fast Talk Disguise +12 (6 Ranks, +4 CHA, +2 Deceptive) Gather Information +14 (8 Ranks, +4 CHA, +2 Trustworthy) Intimidate: +12 (8 Ranks, +4 CHA) Knowledge: Civics +9 (6 Ranks, +2 INT, +1 Occupation) Knowledge: Popular Culture +8 (6 Ranks, +2 INT) Knowledge: Streetwise +8 (6 Ranks, +2 INT) Profession: Lawyer +6 (6 Ranks, +0 WIS) Sense Motive: +6 (6 Ranks, +0 WIS) Class Features Dazzle: Using an attack action, apply a -1 penalty to an opponent's attack rolls, ability checks, skill checks, and saving throws for (Charismatic Level) rounds. Requires a DC 15 Charisma Check ( + Charismatic Level). If successful, the target resists with a Will Save (DC = 10 + Charismatic Level + Charisma Modifier). Fast Talk: Apply Charismatic level as competence bonus on any Bluff, Diplomacy, or Gamble checks made to lie, cheat, or otherwise bend the truth. Psionic Skills: Psionic skills are available. Psionic Powers: 10 Power Points/Day; Powers Known: (0) [i]Daze[/i], [i]Far Hand[/i], & [i]Missive[/i]; (1) [i]Attraction[/i] & [i]Charm Person[/i] (5 Free 0-Level Manifestations/Day). Trigger Power: Can attempt to manifest a power for no power point cost: [i]Charm Person[/i] (DC 13 Charisma Check). If check fails, pay normal manifestation cost. Feats Deceptive: +2 to Bluff & Disguise Checks Improved Initiative: +4 to Initiative Personal Firearms Proficiency: Use Personal Firearms with no penalty Simple Weapons Proficiency: Use Simple Weapons with no penalty Trustworthy: +2 to Diplomacy & Gather Information Checks Wild Talent: Manifest [i]Burst[/i] (ML2) 3/day for no power point cost Languages English [sblock=Future Planning: Cyril (Maybe)] L6 Glamourist 1 L7 Glamourist 2[/sblock][/sblock] Not sure which way I'm going yet. Both get me to Glamourist. Negotiator makes me slightly tougher. Telepath lets me keep most of my Charisma skills topped up and gives a variety of minor psychic powers. I think the latter is also a little more interesting from an RP perspective, especially if I tied Cyril's psychic awakening to the interaction with the BlueTooth headset. [/QUOTE]
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