Crouching Dragon, Smoking Barrel (Inactive)

Game Master Pixel Cube

A Western and Eastern flavored adventure, with gun wielding pistoleros, ninjas and samurais.


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Even the kids in town talk about it: the largest bounty ever issued, 60 thousands golds, and all for a single man. You didn't even know that there was that much money in all of Hangman's Noose, but it seems the Constable can afford it. But it doesn't matter: every bounty hunter and on the run adventurer in miles came to this small and dirty city on the edge of the Salt Desert, and they are all here for a piece of the cake. And with the last wave of immigrants from the Eastern continent that just arrived, Hangman's Noose looks is now an overcrowded powder keg ready to explode. You see, just some years ago the dwarves discovered a large jade deposit in the mines just outside town. And the Easterns love their jade. Merchants came from across the ocean, and with the merchants came diplomats, entire families, and even lone warriors, capable of cutting you up in a single blow or punch your face through a brick wall. Some of them decided to try their luck with the bounty. You decided to try your luck too. Adrian Slate, ruthless criminal and convicted murderer, is worth 60,000 gold pieces, dead or alive, and even the best paid job in the world isn't going to give you that much. And after all, death isn't the worst thing it could happen in the Salt Desert...

Hello everyone! I have decided to run a short campaign to make full use of the Ultimate Combat options. I want to run a spaghetti western and wuxia/kung fu flavored adventure, in which both revolver-wielding gunslingers and eastern warriors like samurais and shaolin monks exist. During this adventures you will encounter both the standard tropes of a Western movie (guns, high noon duels, deserts and outlaws) and of a Eastern action movie (ninjas, samurais, martial arts and ki powers), of course along with the elements of your typical Pathfinder game (non human races, magic and other high fantasy stuff). It will be a little experimental, and I've slightly tweaked the rules for class availability, weapon proficiencies and added some homebrew stuff to the mix. Looking for 4-6 players.

Setting:

The game is set in Hangman's Noose, an unremarkable western town in the middle of the Salt Desert, populated mostly by humans, dwarf miners, gnome merchants, and half orcs and halfling laborers. There are also elves, mostly a savage, spiritual and noble race that dwells the plains and the deserts (akin to the Redskins of your standard Western). The Salt Desert is quite a dangerous place, with roaming beasts and oversized vermins always on the hunt.

Four years ago, the dwarves of the Hearthstrike Mining Company discovered a very large deposit of jade and other precious stones in a mine that was believed to be depleted. Jade is the most valuable material for the merchants of the Eastern regions across the ocean, and once word came to them of the discovery, they arrived in Hangman's Noose for business. The town suddely became pretty rich, and soon waves of immigrants of every race from the East arrived: families trying to make a living in a new land of opportunity, diplomats trying to make a good deal with the town authorities, and mysterious warriors ready to sell their services to the best offer. Hangman's Noose is now the edge where West and East meet.

The city is part of a reign called Valderran, ruled by King Jhelial III. The reign just declared war to the rebels regions of the north, and while Hangman's Noose is untouched by this impeding conflict, the national government decided to keep most of the town's profit for itself for financing the war and raised the taxes. The city is nowhere as rich as it would have been, but there's still a lot of jade, and a lot of people determined to get gold in a way or another.

Of course, there are guns in this setting. Loads of them. Technology levels are constantly rising, but magic is not disappeared. Some considers spells as the works of evil forces, there is much superstition and pratictioners of the dark arts are feared, but magicians and magical items exist and are allowed, provided they don't mess with the wrong people. There are no clear deities in this setting, just mysterious good forces and evil forces in constant struggle. The elves hare mostly shamanic, and there are plenty of small cults and sects around. Morality is not black and white: when there's money involved, every sinner is a saint.

I'm expecting a lot of Western characters, Kung Fu/Wuxia/Japanes flavored character, and even something in between. Group composition will be determined by the concepts I like the most. If you have more questions about the setting in order to create your character or are simply curious, just ask away!

Character creation rules
- Characters start at level 4, starting wealth 6000 gp (also remember that guns are commonplace, see below for firearms proficiencies and prices). All the items, magical or nonmagical, that are in the SRD are Ok. Please remember to get a horse with your money.

- 20 point buy (remember to add the additional stat point you get at 4th level).

- Standard races only.

- Too keep the "grey morality" feel of a western setting, alignments won't matter much.

- Two traits, that must be chosen from the list below. No, you can't pick the Additional Traits feat.

- Hit points: max at first level, average (rounded down) the following levels.

- No 3rd party content of any kind.

- Not all the classes are available, and some are available only in specific archetypes. The lists of allowed classes is the the following. When it says "X archetype only" it means you can only take that archetype, NOT the base class. I may allow archetypes depending on your character concept (ask and we'll see). No multiclass.

Class list:

- Alchemist (may allow archetypes)
- Barbarian (may allow archetypes)
- Bard (may allow archetypes)
- Cavalier (Honor Guard, Gendarme and Musketeer only)
- Cleric (Evangelist and Mercyful Healer only)
- Druid (may allow archetypes)
- Gunslinger (all archetypes)
- Inquisitor (Exorcist, Preacher and Witch Hunter only)
- Monk (all archetypes)
- Ninja (may allow Rogue archetypes)
- Paladin (Holy Gun only)
- Ranger (Guide, Trapper and Trophy Hunter only)
- Rogue (may allow archetypes)
- Samurai (or Ronin)
- Witch (all archetypes except Winter and Sea)
- Wizard (Spellslinger only)

Here is a list of 20 campaign appropriate traits, you can pick 2 of them.

Traits:

Cowboy: You are expert in handling cattle and riding animals. You get a +1 trait bonus to Handle animals, Knowledge (geography) and Ride.

Dark Magician: You are expert in the obscure magic arts. You get a +1 trait bonus to Knowledge (Arcana), Spellcraft and Concentration checks.

Dead Shot: You are an expert in firearms use. You add half your Dexterity bonus to the damage of every firearm you fire. This bonus does not stack with Gun Training. You also gain 1 additional Grit point.

Deadly Draw: You are an expert duelist and fast drawer. You get a +1 trait bonus to Reflexes, and a +2 bonus to the drawing phase of a Showdown Duel (see below).

Doc: You are expert in anatomy and surgery. You get a +1 trait bonus to Heal, Heal is always a class skill for you, and every healing spell you cast (or potion you drink) will heal 1 additional hit point.

Drunkard: Your prowess with alcoholic drinks is legendary. You gain a +4 trait bonus on saving throws when you drink and against mind influencing spells and abilities.

Hand-Mucker: You are an expert gambler and cheater. You get a +1 trait bonus to Bluff, Sense Motive and Sleigh of Hands.

Holy Man: You are the herald of a deity, seen as a saint by most people. You get a +2 trait bonus to Knowledge (religion), always a class skill for you, and +1 to Reputation.

I know Kung Fu: You are a master in unarmed combat. You gain a +1 trait bonus to Acrobacy and a +1 trait bonus to all the unarmed damage you deal.

Impertubable Mind: You are trained in focusing your mind even in dangerous situations. Your gain a +1 trait bonus to Will and 1 additional ki point.

Infamous: You reputation precedes you. You gain +2 to Reputation and a +1 trait bonus to Intimidate, and Intimidate is always a class skill for you.

Killer Eyes: You have a history of violence, and people notice that by just looking into your eyes. You gain +2 to Reputation and a +1 trait bonus to confirm critical hits.

Martial Artist: You are a master in an exotic combat style. Pick a Combat Manouver of your choice: your receive a +1 trait bonus to both CMB and CMD when using or defending against that manouver.

No Name: Nobody knows your name, but everyone realizes that you aren't someone to mess with. You get a +1 to Reputation and a +1 luck bonus to a saving throw of your choice.

Not Quite Dead: You received a blow that would have killed most people, but managed to survive against the odds. You gain a +1 trait bonus to Fortitude and 2 additional hit points.

Saloon Pianist: You are an expert intertainer. You gain a +1 trait bonus to a Perform skill of your choice, and +1 trait bonus to Knowledge (local). Both are always class skills for you.

Sneaky as a snake: You are an expert in working unseen or undercover. You get a +1 trait bonus to Disable Device, Disguise and Stealth.

The Law: Whether you are a sheriff, a law enforcer or because people simply fear your judgement, your word is law when you're around. You gain +2 to Reputation and a +1 trait bonus to Diplomacy, and Diplomacy is always a class skill for you.

Trapper: You are at ease in the wilderness. You gain a +1 trait bonus to Knowledge (nature), Perception and Survival.

Warrior Spirit: You are a master in the way of the sword. Pick a non-firearm weapon of your choice: you gain a +1 trait bonus to both attack and damage with that weapon only.

Background
To give the characters proper motivation for this campaign, try to include some of the following into your background.
- You work, or have worked in the past, as a bounty hunter or a law enforcer.
- A mentor, relative, lover or close friend of yours was brutally killed in the past and the responsible got away with it.
- You travelled a long way from the East to arrive in Hangman's Noose and are now trying to make a living in the city.
- You are part of the original inhabitants of Hangman's Noose and are very close to the people of the city.

Other Rules
Here's the additional rules we will be using for this campaign.

- Firearms: Firearms are common and easy to find in this setting. Early firearms are simple weapons and cost 1/4 of their original price. Advanced firearms are considered martial weapon and cost half of their original price. Ammo is abundant and cost 1/5 of the original price.

- Ninja and Samurai are proficient with eastern weapons and armors; Monks are proficient with all eastern weapons. Neither are proficient in any kind of firearms.

- Hero points: Yes, we will be using hero points. You start with 1 hero point.

- Reputation: This is an homebrew rule. Your Reputation score is a measure of how famous or infamous you are. It comes in use both in non combat situations (Reputation influences the reaction and starting attidude of NPCs, and can even let you avoid fights altogether) and combat ones (Duels). Your Reputation is equal to half your level + Cha modifier + trait bonuses.

- Showdown Duels: When the chips are down and it's time to really mean business, a Showdown Duel may be called. They rely on quick reflexes, lighting draw, and intimidating your opponent. Usually a one versus one matter, a duel is a way of quickly ending a confrontation with a single blow.

Duel Rules:

Both parties must declare and agree that they want to duel, and decide what exactly signals when it's time to attack (it's usually a bell, or the ring of a timed clock, or the shot in the air of another party). Third parties cannot act during a duel, but may influence it in some way (DM call).You don't necessarely have to use a firearm for the duel: you can use every weapon, both ranged and melee. In case of melee weapons, the duelists simply stand close, so they can charge at each other in a single turn. Mixed duels (ranged versus melee) also take place with the opponents close. You can't duel with a spell but you may influence a duel with spells (see below). A duel is made up of 5 phases, during which the bonuses of the opponents are matched to see who wins a specific phase. Highest bonuses means you win that phase, and a tie is possible (neither wins that bonus). You don't roll any dice during the phases, but simply compare the modifiers. Each won phase gives you a +1 bonus to the final roll.

- Reputation phase: Where your name and former deeds are taken into account. The highest Reputation wins; remember to add the Reputation bonuses from the traits.

- Gaze phase: The opponents look straight into each other eyes, in a contest of sheer determination. Each of the following counts towards calculation your bonus: challenge class ability, at least 4 ranks in Intimidate, the Killer Eyes trait, stern gaze class ability, and the ability to cast any gaze spell or one that influences the opponents eyes (you don't really cast the spell but still lose the spell slot). The duelist with the most of these wins the phase.

- Reaction phase: How quickly the duelists can react to the signal. Each opponent add his Initiative to his Reflexes Save: the highest result wins the phase.

- Draw phase: Both duelists draw their weapon extremely fast. Each of the following counts towards calculation your bonus: Quick Draw feat, every other draw feat, the Deadly Draw trait (+2 bonus), at least 4 ranks in Sleigh of Hands, at least 4 ranks in Bluff, Gunslinger Initiative deed (must have at least 1 Grit point to get the bonus), mage hand or other spells that might help drawing a weapon (you don't really cast the spell but still lose the spell slot). The duelist
with the most of these wins the phase.

- Attack phase: Both duelist finally attack. Each opponents takes the attack bonus with the weapon he's using (magic and feat bonuses included), and adds +1 for every one of the following: using a one handed weapon, charging at the opponent with a melee weapon, having a weapon with the reach ability, having a weapon with the deadly ability, the Warrior Spirit trait, Dodge feat or any Dodge bonus, any Critical feat, any Improved (Combat Manouver) feat, magic weapon/true strike/blessing or any other spells that add to the attack bonus (the spells must have been cast beforehand). The highest final bonus wins the phase.

Resolution: After the 5 phases, each opponent roll a single d6, and add the bonuses for every phase they have won.

Compare the final results: the one with the highest roll wins the duel, and automatically confirms a critical hit against the opponent with the weapon he's using, with the max possible damage (for example a weapon that does 1d8+3/x4 will automatically deal 44 damage). The attack always hits and ignores armor and damage reduction. Should the opponent that lost the duel not die after this attack, he will be knocked prone, be staggered for 1 round, and last in Initiative in the following round. The winning duelist may decide not to kill or damage his opponent, but disarm it or immobilize him instead.

In case both opponents obtain the exact same results with the resolutive d6 roll, the one that collected the most bonuses during the phases wins. Should both opponents have the same results and bonuses, they will deal damage to each other at the same time, and suffer the same consequences of a losing duelist. Yes, you can use your Hero point to reroll the d6 of a duel if you want.

To save time and cut straight to the chase, it's better to calculate your Duel stats beforehand, and put them in you character sheet. For example:
Duel: Reputation 5, Gaze 2, Reaction 10, Draw 4, Attack 11
This way you only need to roll a d6 to duel against an opponent. Write additional sets of stats if you plan to due with different weapons. If you are not sure if some of your abilities or feats might improve your duel stats, ask away.

If there's enough response, I will probably make two groups. Will be accepting submissions until the 24th of October. Now let's see your characters!


Dotting interest. This looks like the perfect opportunity to unleash a gunslinger. Will post more of a concept later today or so.

I can already hear this playing in the background.

Shadow Lodge

Definitely interested. I already have an idea for a Wizard(Scroll Master) that is trying to hide the fact he is a Wizard due to superstitious neighbors. Final character should be Wizard 3/Gunslinger 2, having learn how to use a pistol(2nd level) to help hide his magical abilities.


Dragonborn3 wrote:
Definitely interested. I already have an idea for a Wizard(Scroll Master) that is trying to hide the fact he is a Wizard due to superstitious neighbors. Final character should be Wizard 3/Gunslinger 2, having learn how to use a pistol(2nd level) to help hide his magical abilities.

See the class list above: not allowing any Wizard apart from the Spellslinger. Also, no multiclass, and character level is 4. But I think your character concept could be sound: instead of a wizard, you could play a Witch (in this setting they do usually hide their magical abilities from superstition neighbors) and pick Amateur Gunslinger and other gun feats. You could also go for Spellslinger. Flesh out your idea more and let's see how to make it work.

Shadow Lodge

Ah, my apologies, I skipped that spoiler when I saw Traits and forgot to go back.

Witch might actually be a better fit. Do you mind if I flavor my magic a bit? Paper Mage is a concept I've been trying to work out for a while.

Dark Archive

I'm interested too will try and get something for this, I think I got a ninja/monkish character.

Grand Lodge

Here is my basic description of Soran, a Monk of the Four Winds. I will try to flesh out his background a little more tonight.


This is the first game I've seen where a Holy Gun Paladin would be a good fit. Consider it submitted and I'll get to work on the character sheet under this alias. What deities are you allowing?


i had a idea for a boy named sue like pc but i had him built as a fighter
to use both gun and sword could i have this oked? i would really like to be in this type of game

Dark Archive

I will be bringing in an Exorcist with the Black Powder inquisition.


Dragonborn3 wrote:
Witch might actually be a better fit. Do you mind if I flavor my magic a bit? Paper Mage is a concept I've been trying to work out for a while.

Tell me more about this Paper Mage and we'll see.

Soran wrote:
Here is my basic description of Soran, a Monk of the Four Winds. I will try to flesh out his background a little more tonight.

I see that this is a PFS character that you are trying to adapt for this game. I'm ok with that, just get more in depth with the background. The only issue I can see so far is the sheer number of Vows you have: some fit the setting quite nicely, other not so much (Cleanliness/Truth).

Embrianna wrote:
This is the first game I've seen where a Holy Gun Paladin would be a good fit. Consider it submitted and I'll get to work on the character sheet under this alias. What deities are you allowing?

See the Setting section above: there are no clear deities, just forces or good (angels, good outsiders) and evil (demons and devils) in a constant struggle. Paladin and other holy mans can worship them if they want, but that's not necessary: a Holy gun may just stick to his code of conduct.

Kyras Ausks wrote:
i had a idea for a boy named sue like pc but i had him built as a fighter to use both gun and sword could i have this oked? i would really like to be in this type of game

There are plenty of ways of building this character without using the fighter class, the Gunslinger class with the right feats will get you roughly the same result.

Nimon wrote:
I will be bringing in an Exorcist with the Black Powder inquisition.

Remember that the vanilla Inquisitor is not available, but you can use Exorcist, Preacher and Witch Hunter archetypes. The Black Powder inquisition certainly fits the setting.

One additional note on classes and archetypes that start with a gun (Gunslinger, Musketeer, Trophy Hunter, Spellslinger, Holy Gun...): they can swap their starting gun with a more advanced or expensive gun, provided they pay the extra gold. For example, a Musketeer starts with a musket. He can start with a rifle instead, but must pay 2125 gold (2500 gold minus 375 they would get for giving up their musket). Basically, it's some extra money, not much really.


Quote:
See the Setting section above: there are no clear deities, just forces or good (angels, good outsiders) and evil (demons and devils) in a constant struggle. Paladin and other holy mans can worship them if they want, but that's not necessary: a Holy gun may just stick to his code of conduct.

Gotcha. I may end up just sticking with my code of conduct then.

Did ya ever watch the Adventures of Brisco County Jr?


Pixel Cube wrote:


Kyras Ausks wrote:
i had a idea for a boy named sue like pc but i had him built as a fighter to use both gun and sword could i have this oked? i would really like to be in this type of game

Feat"S" is were i having a issue it ok if you won't i will gust have to go in a different direction. give me the night and i may have something


Seeing that theres already quite a few gun focused characters Im leaning towards a rogue with the knife fighter archetype (think Chavez from Young Guns) and pick up Amateur Gunslinger.

Thoughts Pixel Cube?


Pathfinder Rulebook Subscriber

Can one be a Zen Archer monk but use guns instead of bows?

EDIT:
Ok, saw this:

- Ninja and Samurai are proficient with eastern weapons and armors; Monks are proficient with all eastern weapons. Neither are proficient in any kind of firearms.

Nevermind :)


Ok, this is just too different a game idea to pass up :)

I'm thinking a Gunslinger (Mysterious Stranger) with the Holy Man and Deadly Draw (or deadly shot, not 100% sure yet) traits. He'd come to Hangman's Noose as a preacher to try to put his past of violence behind him (including nearly gunning down a child). However, circumstances may dictate a need for the violent part of him to be released.

Is there a 'deity' that would be appropriate? Other thoughts? :)


This campaign looks awesome.

Was magus purposely left off the list? I think a kensai might be a good fit for this campaign. Barring that, some kind of sword-wielding quingong monk is springing to my mind. I should be able to get a more fleshed out concept up and running by the end of Wednesday.


@ Pixel Cube - exactly how short of a campaign are you planning?

Lantern Lodge

Presenting Sanzu Vo Jzen, from the Jzen Elven cult of the north that specializes in Exorcisms. I have everything but equipment, and things that would be effected by said equipment like AC ect.

Dark Archive

well I was going to apply a ninja.

Shosuro Katsu (yes I know L5R)

Spoiler:

Shosuro Daichi’s last act on this world was to ensure his son’s upbringing. He presented himself to his daimyo and asked that he be allowed to commit seppuku in order to preserve the honor of his family. The daimyo granted the request, and agreed to be his second. He also agreed to foster Daichi’s son, the four year-old Katsu, with a respected teacher.

Shosuro Katsu was placed in the care of Shosuro Hisao, a great teacher and a friend of Daichi’s. He spent his youth learning the secret arts of the Shosuro family from Hisao-sama. The hidden blade, the shadowed death…he learned it all. He also learned the arts of courtly intrigue at his master’s feet. He learned that a well-placed sword could cut a man, but a well-placed word could cut a Clan.

As he grew, in between the lessons imparted by his foster father, Katsu learned the story of his true family. He learned of his family’s honor. He learned the truth of his mother’s death at the hand of Kaneka’s thugs. He learned of his father’s great sacrifice. He learned how Daichi’s seppuku effectively halted Saburo Kaneka’s plot to dishonor him and his family.

On the day of his gempukku, Shosuro Katsu swore a secret oath. While he pledged his loyalty to his Daimyo and to the Clan, he secretly vowed to his ancestor’s that he would finish the work his father started. He would see Saburo Kaneka exposed as a dishonorable dog, and would destroy him and his family.

Fate is not without a sense of humor, however. Shortly after his gempukku, Katsu was asked to travel with a small contingency of samurai as an envoy to a neighboring estate. On this trip he met and befriended a young samurai-ko named Saburo Kaede.

What began as a friendship, developed quickly turned into romance. Their duties did not allow much free time, but what little there was, they spent together. Their connection grew and, despite their better judgment, their love flourished. Once the assignment ended, however, they were forced to separate. It was as they said their good bye that Katsu’s world was crushed. It was not until then that he learned that Kaede’s father was none other than Saburo Kaneka.

Katsu has spent the last few months trying to reconcile his love for Kaede with his oath of vengeance. He can see no way out of this predicament, and does not know whom he can turn to for advice. In his desperation he finds the only solution is to leave his homeland to forget his love and find himself again to throw away the weakness in his heart, even if he thinks of it as an impossible task.

Well leave it for ya, he can be a monk or a ninja. Since I already saw a monk of the four winds? I was thinking of a ninja.

NINJA VS. COWBOYS!!


I think for one of my traits I'll be taking Left for Dead.

Embrianna would have turned to life a bounty hunting in hopes of eventually finding and being able to gun down the outlaws who killed her husband and left her for dead.


Embrianna wrote:


I think for one of my traits I'll be taking Left for Dead.

Embrianna would have turned to life a bounty hunting in hopes of eventually finding and being able to gun down the outlaws who killed her husband and left her for dead.

Liking this background, flesh it a little more and you're golden. Never watched Adventures of Brisco County Jr, sorry.

Stiehl9s wrote:

Seeing that theres already quite a few gun focused characters Im leaning towards a rogue with the knife fighter archetype (think Chavez from Young Guns) and pick up Amateur Gunslinger.

Thoughts Pixel Cube?

Thumbs up on the concept, also this.

About the campaign lenght, I was thinking a little bit longer than your average Paizo module, but it really depends on how the group behaves.

Arknight wrote:

Ok, this is just too different a game idea to pass up :)

I'm thinking a Gunslinger (Mysterious Stranger) with the Holy Man and Deadly Draw (or deadly shot, not 100% sure yet) traits. He'd come to Hangman's Noose as a preacher to try to put his past of violence behind him (including nearly gunning down a child). However, circumstances may dictate a need for the violent part of him to be released.

Is there a 'deity' that would be appropriate? Other thoughts? :)

That's ok with me. About the deity issue, refer the Setting section and my replies to Embrianna.

Kryzbyn wrote:

Can one be a Zen Archer monk but use guns instead of bows?

EDIT:
Ok, saw this:

- Ninja and Samurai are proficient with eastern weapons and armors; Monks are proficient with all eastern weapons. Neither are proficient in any kind of firearms.

Nevermind :)

Yes you can. You'd have to take Exotic Weapon Proficiency (firearm of choice) to get the proficiency, but other than that I would allow the Zen Archer, with the gun of choice that counts as a bow for every relevant ability. I like the concept of a Zen Gunman, a monk that choose the Way of the Gun as a form of Enlightment. This is the exact kind of hybrid concept I would like to see. So do go on!

Kratzee wrote:

This campaign looks awesome.

Was magus purposely left off the list? I think a kensai might be a good fit for this campaign. Barring that, some kind of sword-wielding quingong monk is springing to my mind. I should be able to get a more fleshed out concept up and running by the end of Wednesday.

Now that you make me thing about it, a Kensai would fit this setting quite nicely, feel free to pick it. TO EVERYONE: the Magus class (Kensai only) is available as a class.

Sanzu wrote:
Presenting Sanzu Vo Jzen, from the Jzen Elven cult of the north that specializes in Exorcisms. I have everything but equipment, and things that would be effected by said equipment like AC ect.

Will check it better later on, but looks fine so far. Remember to put up Saving Throws, hps, duel stats... Also, I would like to know a little more about the Jzen Cult: by all means do come up with your own stuff, so I can have more plot hooks to use.

Deiros wrote:

well I was going to apply a ninja.

Shosuro Katsu (yes I know L5R)
Spoiler:

Well leave it for ya, he can be a monk or a ninja. Since I already saw a monk of the four winds? I was thinking of a ninja.

NINJA VS. COWBOYS!!

Nice. Lots of plot hooks on this background, feel free to go with ninja.

To everyone: Liking what I'm seeing so far. If the response will keep on be like this, I'll be definitely going for two groups, trying not to leave anyone behind. So far we have the following:

Dragonborn3 - Witch or Spellslinger
Stiehl9s - Knife fighter Rogue
Deiros - Ninja
Soran - Monk of the Four Winds
Kryas - Sword and gun warrior
Embrianna - Holy Gun
Kryzbyn - Zen Archer (except with guns)
Arknight - Mysterious Stranger
Kratzee - Kensai
Sanzu - Black Powder Inquisitor

Need to go now, see you tomorrow everyone.


Well this looks cool. Just one question, would the eldritch knight PrC be okay to use (at higher levels, if they are attained) for a gunslinger/ spellslinger ?

Edit: Ahh sorry didn't see the no multiclass clause on my first readthru, guess I'll do a straight spellslinger then ...

Edit2: Or maybe something about beating people with a Flail ... yeah that sounds like fun : ) I'll be back with a concept tomorrow


I'd like to propose a character for this... an aging alchemist who was previously a doctor, but has recently been given reason to take up adventuring.

Huangdi

Spoiler:
There are few people within the town of Hangman's Noose who haven't met Huangdi at one point or another, because the old man has been responsible for delivering many of the last few (human) generations of the town, both into and out of this world. An alchemist by trade, but doctor by calling, his knowledge has long been offered to the town's folk for only a pittance of what it was worth.

Like most long-lived people, there are legends that have grown up around the alchemist, the tales spun by the overactive imagination of children and gossip-mongers, repeated until they have come to be believed. Huangdi was once a man, they claim, but his knowledge of alchemy has left his body shrunken to the stature of a child, and extended is life far beyond any that a human might experience. He learnt the secrets of using jade to grant immortality, but refuses to use or share them. He can distill knowledge into a drink for any one to take.

The truth, of course, is something far different. Huangdi is a gnome, the last member of a small family that focused on the medical arts, and were nearly exterminated by the vengeful great-great grandfather of the current king, when they failed to cure a plague that had struck the man's wife and youngest child shortly after their birth. Huangdi's survival of that massacre was due to a potion he had found the recipe for in the forbidden texts of that his family kept, which made him appear as dead even when he wasn't.

Left with no choice, the gnome went into hiding in the far reaches of the Empire, squatting in a town where his family had possessed a minor holding, and hoping to avoid notice. The forbidden texts of his family he brought with him. For more than a century now, he has lived alone as a humble country doctor, content to only search within those texts when standard medicine could not help to stop the spread of a disease, or save a worthy man's life.

It's likely he would have continued in obscurity, if it weren't for his adopted son... a human boy, born of an unknown woman who died in childbirth, that Huangdi had adopted a little more than two decades ago. The boy learnt from his 'father' well, before striking out on his own, meaning to become a doctor elsewhere in the world.

And then word came back, not a month ago, that the caravan the boy had left with had fallen afoul of a particularly nasty band of rebels in the desert. No one survivors had been found, but nor had all the bodies... and Huangdi's 'son' was amongst the missing.

So for a month, Huangdi has been putting his affairs in order, intent on going out to search for the boy that he feels he never should have let go into the world. The town no longer needs him as a doctor, after all... with the influx of interested folk, there are many who can perform those duties. The items of his youth have been taken up from where they were hidden and buried, and many of the townsfolk have remarked on the change in the old man.

I'm figuring he'll be a chirurgeon, if you're willing to allow the archetype.

Shadow Lodge

Pixel Cube wrote:
Dragonborn3 wrote:
Witch might actually be a better fit. Do you mind if I flavor my magic a bit? Paper Mage is a concept I've been trying to work out for a while.
Tell me more about this Paper Mage and we'll see.

It's not an archtype or anything, just a different way of describing how the spells take effect.

For example: Vomit Swarm looks like a bunch of paper spiders, Hypnotism would be a scroll with fascinating words/runes, etc.


Pathfinder Rulebook Subscriber

I was thinking more gunslinger 1/zen archer monk 3.

Background Idea:

He was a gunslinger's apprentice, he had the potential to be great.
He passed his tests, got his guns, and went out to serve. Things went well for a while, till he had a bad shoot. He was not found at fault, but left the service anyway, with a chip on his shoulder. He wrestled with his guilt, until he decided to leave and not look back. He went out east, and joined up at the citadel, learning to focus his mind, and clear it of guilt. After a few years, he is at peace with himself, and decides to stake out and start a new life. He finds himself later, in a similar situation as the bad shoot. His new skills are useless, as he cannot close to the person. Someone else struggles with one of the assailants, and the gun comes loose...ending at his feet. He realizes fate has given him a sign...
He drops quickly, picks up the pistol, and shoots all assailants, time seeming to slow down as he took careful aim...clean shots, no misses...
He is hailed as a hero, and leaves the town conscience and soul clean.
He has returned to Hangman's Noose, and retrieved his guns...he now sees things in a different light, and will seek to offer his skills to humanity once more...


Quote:
I was thinking more gunslinger 1/zen archer monk 3.

He did say no multi-classing though.


Pathfinder Rulebook Subscriber

Ahh, I didn't see that...well...

EWP firearms and Amateur gunslinger it is, then...


Stiehl9s concept

Background:

His name was Jivokun Hukaii but he was known as Grymblade. His reputation proceeded him and wise old men and young punks with more brains than bravado crossed the street when he swaggered into their path. He had that thousand yard stare that men get when they've killed more than their share of men and felt nothing for it.

His people had dwelt and hunted the plains around the Salt Desert since the Great Eye first crossed the sky...or thats what the shamans always said and he had no reason to not believe them. Despite his unpure birth the Davache clan had raised him as they would any other elven son. But his mothers husband couldnt handle the shame of a half breed born before their union gaining higher honor than himself from the numerous successful duels. Out of respect for his mother Grymblade left the clan to walk the Path of Souls as the witch Lobokoo directed him.

He found his skills as a hunter worked doubly well against humankind and their ilk so he took work collecting bounties. He had just recently drug the body of the vicious bandit Drixtin Sharpfang back into Hangman's Noose for a hefty purse. The hole his knife had made in the half orc's throat had trailed blood behind his horse for the first three miles.

He stood staring at the wanted posters on the Marshall's wall and felt a spiritual tug at the one offer. He would have to put on the Death Skull paint for this one...

Crunch:

So far - half elf - 4th level Rogue - Knife Master
traits - Killer Eyes and Infamous


Just curious, is the price for guns affected by the Gunsmithing feat and are the monks special weapons those listed, or are all eastern weapons monk weapons? I ask because there are some cool weapons that would seem to go naturally with Wuxia style, but aren't monk weapons.


While I'm still mulling concepts around, which bard archetypes may be allowed? Arcane duelist, daredevil, and archaeologist are most intriguing to me.

Lantern Lodge

I am done except for the Duel calculations, which I have some quesions. For the Gaze Phase 4ranks in Intimidate grant you a +1 or +4?
Would Cunning Initative add anything to the Draw Phase?

I did elaborate on the Jzen cult as asked, and made mention of a rival family within the cult, and a rival cult.


DreamAtelier wrote:

I'd like to propose a character for this... an aging alchemist who was previously a doctor, but has recently been given reason to take up adventuring.

Huangdi

** spoiler omitted **...

I very much like this background, thumbs up on the concept, go on with the Chirurgeon archetype.

Dragonborn3 wrote:

It's not an archtype or anything, just a different way of describing how the spells take effect.

For example: Vomit Swarm looks like a bunch of paper spiders, Hypnotism would be a scroll with fascinating words/runes, etc.

If it's just for looks and flavor then do go on. Have you decided if you're going with Witch or Spellslinger?

Kryzbyn wrote:

I was thinking more gunslinger 1/zen archer monk 3.

Background Idea:

Good concept and flavor. Go on with Zen archer but swap the bow with the gun. About the feats, you don't necessarely need to take Amateur Gunslinger unless you want to use the Deeds. It's up to you.

Grymblade wrote:

Stiehl9s concept

Background:

Crunch:

Grim and fitting, thumbs up, now get to the crunch.

Lloyd Jackson wrote:

Just curious, is the price for guns affected by the Gunsmithing feat and are the monks special weapons those listed, or are all eastern weapons monk weapons? I ask because there are some cool weapons that would seem to go naturally with Wuxia style, but aren't monk weapons.

The guns in this setting are already low priced, so Gunsmithing would not affect their price anymore. Also, bear in mind that Gunsmithing is a pretty common feat even among NPCs. So if you want to make money making guns, remember that there are already plenty of merchants around that do that.

About the monk proficiencies, swap his current ones with "all eastern" (keeping things like staff, kama and so on). Yes, that includes katanas. Yes, that includes exotic eastern weapons (but ask before just to be sure).

Kratzee wrote:

While I'm still mulling concepts around, which bard archetypes may be allowed? Arcane duelist, daredevil, and archaeologist are most intriguing to me.

Arcane duelist and daredevil fit the setting quite nicely. Archeologist, not so much (there aren't much ruins of ancient civilizations around)

DreamAtelier wrote:

I am done except for the Duel calculations, which I have some quesions. For the Gaze Phase 4ranks in Intimidate grant you a +1 or +4?

Would Cunning Initative add anything to the Draw Phase?

I did elaborate on the Jzen cult as asked, and made mention of a rival family within the cult, and a rival cult.

4 ranks will grant you +1 to the phase. Cunning initiative doesn't add to the Draw phase, but obviously counts into calculating the Reaction phase since your Initiative goes up. Saw the info about the Cult and I have to say that I like them and I will try to use them into the adventure somehow.

To everyone: nice job on the characters so far. We are capturing that feel of western with eastern spice, good job. Will still be accepting submission for a while, in the meantime get to the crunch or flesh out the background.

Updated player list:
Dragonborn3 - Witch or Spellslinger with Paper Mage flavor
Grymblade - Half Elf Knife fighter Rogue
Deiros - Ninja
Soran - Monk of the Four Winds
Kryas - Sword and gun warrior
Embrianna - Holy Gun
Kryzbyn - Zen Archer (except with guns)
Arknight - Mysterious Stranger
Kratzee - Kensai or Bard (Daredevil or Arcane Duelist)
Sanzu - Elf Black Powder Inquisitor
Saerdna - Gunslinger or Flail basher
DreamAtelier - Gnome Chirurgeon


I going to have to drop my pc could not think of a way to make my pc work sorry


Thanks for the nod Pixel Cube. I'll have the crunch done this evening.

Great video too. Definitely seeing this character coming to life now.


I've started sketching on a concept, a gloomy elven tracker. His one true passion will be the hunt, which also serves as a plothook and motivation for venturing out from the elven lands (also 60000gp is alot to spend in one lifetime, even for an elf).

Now to the crunchy bits - he will probably be run as a ranger with the guide archetype, using a heavy flail and a longbow as his primary weapons of choice (guns are too noisy and new fashioned). The party role he could take care of would be scouting, stalking and melee bashing.

Now to some questions, are elves usually forest dwelling creatures in this setting ? I feel coming from the fairy forest would make my hunter a new spice to go with your exotic blend (so basically, any link or suggestion on were I can find some info on the realm of elves would be sweet). I could see this concept working well as a desert nomad also


@ Saerdna - this is from the Settings tab in Pixel's OP -

Setting:
The game is set in Hangman's Noose, an unremarkable western town in the middle of the Salt Desert, populated mostly by humans, dwarf miners, gnome merchants, and half orcs and halfling laborers. There are also elves, mostly a savage, spiritual and noble race that dwells the plains and the deserts (akin to the Redskins of your standard Western). The Salt Desert is quite a dangerous place, with roaming beasts and oversized vermins always on the hunt.

Four years ago, the dwarves of the Hearthstrike Mining Company discovered a very large deposit of jade and other precious stones in a mine that was believed to be depleted. Jade is the most valuable material for the merchants of the Eastern regions across the ocean, and once word came to them of the discovery, they arrived in Hangman's Noose for business. The town suddely became pretty rich, and soon waves of immigrants of every race from the East arrived: families trying to make a living in a new land of opportunity, diplomats trying to make a good deal with the town authorities, and mysterious warriors ready to sell their services to the best offer. Hangman's Noose is now the edge where West and East meet.

The city is part of a reign called Valderran, ruled by King Jhelial III. The reign just declared war to the rebels regions of the north, and while Hangman's Noose is untouched by this impeding conflict, the national government decided to keep most of the town's profit for itself for financing the war and raised the taxes. The city is nowhere as rich as it would have been, but there's still a lot of jade, and a lot of people determined to get gold in a way or another.

Of course, there are guns in this setting. Loads of them. Technology levels are constantly rising, but magic is not disappeared. Some considers spells as the works of evil forces, there is much superstition and pratictioners of the dark arts are feared, but magicians and magical items exist and are allowed, provided they don't mess with the wrong people. There are no clear deities in this setting, just mysterious good forces and evil forces in constant struggle. The elves hare mostly shamanic, and there are plenty of small cults and sects around. Morality is not black and white: when there's money involved, every sinner is a saint.


@Stiehl9s

Ah thanks - I knew I saw it somewhere

Shadow Lodge

Pixel Cube wrote:
If it's just for looks and flavor then do go on. Have you decided if you're going with Witch or Spellslinger?

Witch. I'm not a big fan of the Spellslinger.

I should have a backstory and the crunch up today.


Question: During the gaze, how many "rounds" of time are you actually gazing at the person?


1 person marked this as a favorite.
Jen the GM wrote:
Question: During the gaze, how many "rounds" of time are you actually gazing at the person?

As many as dramatic tension requires.

Duels, as I see them, should happen outside regular Initiative, and take whatever time it's necessary: they could last 1 round or 50 rounds, during which other people not in the duel stand around and watch the outcome. Outsiders may influence it in some way, but if a third party attacks during a duel between two opponents, it's not a duel anymore, it's regular combat.

As far as I am concerned, the duelists could move, talk and taut during each phase. They could even have flashbacks, during which a character may remember how his opponent killed his family or something similar. Actually, I think I'm going to include a sort of REVENGE bonus to the final roll for a character that roleplays a nice little flashback of that kind.

The Duel rules, by all means, need to be tested and fleshed out, hopefully with the help of all the people willing to try them. So every question, feedback and suggestion is well accepted.

By the way, I'm going to post some more info about Hangman's Noose in a while, complete with locations and relevant NPCs.


Pathfinder Rulebook Subscriber

Revolvers or early automatics (1911 .45)?


Here's some more on her background. I'll update the Present Day section of her background after you post your info on the town and include any relevant npc and location into it.

Character Details:

Appearance -
Height: 5'4"
Weight: 112
Hair: Pale blond hair that hangs to the middle of her back.
Eyes: Light green

Background -

The Past - Embrianna first met Darius at age 16 when her father went into his workshop to purchase a new hunting rifle. The young beauty caught the gunsmith's eye and when her father left with his new rifle, she left with a date for the dance that coming weekend. That first date led to long courtship that ended in marriage on her 17th birthday.

Sadly, the happy life the new couple had hoped to start together ended when a group of outlaws broke into their house one night. Earlier that day, Darius, seeing them for the lowlife thugs that they were, refused to sell them any of his guns. The outlaws decided that if they couldn't buy his guns, then they would just take them from him later that night. That Darius had a rather attractive young wife was just a bonus.

After assaulting them and leaving them for dead, the outlaws set fire to the house/workshop. Somehow Embrianna survived the wound dealt her and managed to crawl out of the burning house. She recovered from her wounds at her father's house, swearing that one day she would see those men answer for their crimes.

The Present - After three years as a bounty hunter, seeing men brought to justice for their crimes, Embrianna took off for Hangman's Noose on the tip that the men she was searching for were last seen there.


Kryzbyn wrote:
Revolvers or early automatics (1911 .45)?

As much as I'd like to include more firearms, I'd have to say that a revolvers are pretty much the top notch in technology, and early automatics haven't been invented yet.

Apart from that, if you have some ideas for a modified firearm both early or advanced (like a sawed-off shotgun or a derringer, for example) I'm willing to work out their stats and costs with you.


Pathfinder Rulebook Subscriber

Question for Cube:

Spoiler:
It says under the Zen archer that they gain proficiency with all bows as part of the archtype. Since I'm doing Zen Gunslinger...
can I gain EWP Firearms instead? It would save me a feat and I'd be much obliged :) I think it would even out overall with folks getting access to katanas...


Kryzbyn wrote:

Question for Cube:

** spoiler omitted **

I'm ok with that. Just to ask though, do you plan to use more than 1 type of firearm?


Pathfinder Rulebook Subscriber

Well since FoB already mimics 2 weapon fighting, I was going to use 2 pistols, mechanicly the only benefit would be 12 rounds of ammo at a time. He might pick up a rifle later. Since he doesn't have to buy armor, we'll see how the fundage works out.

Also, a thing to consider:

APG wrote:
Reflexive Shot (Ex): At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes). This ability replaces improved evasion.

I think an easy fix would be to have this be pistol whips instead of arrow stabs. The core thing here is that he still threatens hexes around him though he wields ranged weapons. Thoughts?

EDIT: Oh, that's 9th level. I'm lookin too far ahead. Let's see if he lives first :P


@ Kryzbyn - Dude. I am starting to picture your character doing Gun-Kata. Very cool.


Pathfinder Rulebook Subscriber
Stiehl9s wrote:
@ Kryzbyn - Dude. I am starting to picture your character doing Gun-Kata. Very cool.

Ah, yes the Gramamton Cleric.

That's kinda the idea, but less of an official position, and more of a Sohei or yammabushi...old robes (or old duds) and straw hat, in a flurry the robes part to reveal two gorgeous pistols, dispensing justice...


Dotting in the interest of ooh old west meets martial arts or I actually like shanghai noon.

Thinking about a vigallante type character. Who doesn't care about the price on a persons head just about getting rid of them. Not saying he won't collect the money though. Gotta eat right?

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