Engineering Drow - Steampunkish

Game Master BloodWolven

What if when the Drow splintered off from the rest of the elves, magic could not be gathered in the underdark? What if they had to rely on alchemy and technology.

They would be years ahead of the dwarves in gunsmithing, steamtech, and alchemy.

Come join us create this new setting involving Drow and Steampunk. A campaign will follow!


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N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5

Life is going well enough, if busy. Having to do a bit of overtime, hence the delays on my end. Should be able to piece together my character this weekend.

The Entomancer doesn't have its crunch posted up anywhere free like PFSRD or anything so I couldn't get a look at the class in full, though the lore did look suitable with some tweaking for the non-magic nature of our game. So sticking with Warder for now.


Here is most of the Entomancer...

Entomancer:

The strange art of entomancy was first born deep in the
Crawling Jungle. The druids who first founded the nation of
Kyan soon learned that they could not conquer the many insects
with whom they shared their territory. With effort, however, the
Kyanites formed a strange symbiosis with them. Thus the first
entomancers were born.
These strange individuals wield a much more focused form
of druidic magic. While they do not possess a druid’s greater
mastery over all nature, their control over things that crawl is
absolute.
In time, this unique form of magic made its way out of Kyan
into the other nations. Though its practitioners are rare outside
of Kyan, the odd entomancer can often find work in a large city,
using her magical abilities to bring magical vermin to heel or
serving as a spymaster. (After all, with the aid of insects, one’s
eyes and ears can be literally anywhere.)
And of course, there is always one occupation in which
someone who can command such power will always be welcome
– that of the adventurer.
Role: The entomancer commands powerful nature magic,
particularly in regards to communication and control over insects.
This gives him a spell repertoire similar to the druid, albeit a great
deal more narrowly focused. An entomancer can command insect
minions, from mighty steeds to stinging swarms. While these
creatures are not generally as powerful as a druid’s companions,
they are a great deal more expendable and easily replaced.
Alignment: Any neutral
Hit Die: d8

Class Skills
The entomancer’s class skills are Climb (Str), Craft (Int),
Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (geography), Knowledge (nature), Perception (Wis),
Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis),
and Swim (Str).
Skill Ranks per level: 4 + Int Modifier.
Starting Wealth: 2d6 X 10 gp (average 70 gp). In addition,
each character begins play with an outfit worth 10 gp or less.

---

Alternate Class: Druid
While the entomancer is a unique individual in her
own right (and thus a bit too complicated to present as an
archetype), the ideas presented in this class build heavily
upon the class abilities of a core druid. As such, an
entomancer is considered an alternate class of druid, and
replaces that class for a given character. Characters cannot
combine druid and entomancer class levels.
Under extraordinary circumstances, a druid or
entomancer who dedicates a great deal of time and research
to reinventing her approach to natural magic may (with the
GM’s permission) convert all of her existing druid levels to
entomancer levels, or vice versa. However, this should be
exceedingly rare. No specific rules for this are given, as it
should always be decided on a case-by-case basis. If there is
any doubt, the GM should forbid this practice.

---

“Insects”
An entomancer’s unique abilities do not extend merely
to creatures technically referred to as insects. Her powers
also influence arachnids such as spiders and scorpions,
gastropods such as slugs and snails, and myriapods such
as centipedes and millipedes. For the sake of brevity,
such creatures are referred to as “insects” in this text. Any
mechanics that refer to “insects” affect all creatures of the
vermin type that fall into these categories.

---

Class Features
All of the following are class features of the entomancer.
Weapon and Armor Proficiency: Entomancers are proficient
with all simple weapons. Entomancers are proficient with
light and medium armor. Like their druidic ancestors, they are
prohibited from wearing metal armor. They may wear leather,
padded, or hide armor as well as any wooden armor that has been
altered by the ironwood spell. They may also wear ilithix resin
armor or carapace armor (introduced in this book).
Insect Mastery: At 1st level and at every three levels
thereafter, the entomancer unlocks a new facet of his strange
abilities. The path this insect mastery might take is unique to
each entomancer, with a great deal of potential variation between
one individual and another. Masteries are grouped into basic
disciplines, each defined by a different sort of insect. While an
entomancer is free to acquire abilities from as many masteries as
she likes, each of the more powerful masteries in each discipline
frequently requires other masteries from the same discipline as
a prerequisite. Certain masteries also have level requirements as
well. The entomancer may select any masteries for which she
meets all prerequisites.
Spells: An entomancer casts divine spells from the druid spell
list presented in Chapter 10 of the Pathfinder Core Rulebook.
She can cast any spell she knows spontaneously, without prior
preparation. To learn or cast a spell, an entomancer must have a
Wisdom score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against the entomancer’s spells is 10 +
the spell level + the entomancer’s Wisdom modifier.
An entomancer can only cast a certain number of spells
of each level per day, as indicated in Table: Entomancer Spell
Progression. An entomancer receives bonus spells per day if
she has a high Wisdom score (see Chapter 1, Pathfinder Core
Rulebook).
An entomancer knows only a relatively small fraction of the
druid’s normal spell list. She begins play knowing four 0-level
spells and two 1st-level spells of her choice. At each new level,
she gains new spells as indicated in Table: Entomancer Spells
Known. These new spells can be chosen from the druid spell
list, or they can be unusual spells that the entomancer has gained
some understanding of through study.

Upon reaching 4th level, and at every even-numbered
entomancer level thereafter (6th, 8th, 10th, etc.), an entomancer
can choose to learn a new spell in place of one she already knows.
The sorcerer removes the old spell from her spells known in
exchange for the new one. The new spell’s level must be the same
as that of the spell being exchanged, and the entomancer may
only swap a single spell at any given level. This choice is made
at the same time that the entomancer gains new spells known for
the level.
An entomancer need not prepare her spells in advance. She can
cast any spell she knows at any time, assuming she has not yet
used up her spells per day for that level.

Orisons: Entomancers can prepare a number of orisons, or
0-level spells, as noted on Table: Entomancer Spells Known.
These spells are cast like any other spell, except that they
consume no spell slots and may be cast again.
Bonus Languages: Entomancers are closely related to druids
and, as such, can learn the bonus languages normally allowed
to druids. An entomancer gains Druidic as a free language upon
gaining 1st level, and is considered a druid for the purposes of
learning it (in other words, druids do not shun the entomancer
for knowing their secret language). Entomancers are forbidden to
teach this language to anyone but other druids and entomancers.
Vermin Empathy (Ex): An entomancer has the ability to
naturally calm and influence insects. Similar to the druid’s wild
empathy ability, this allows the entomancer to improve a insect’s
attitude as if making a Diplomacy check. The entomancer rolls
1d20 and adds her Charisma modifier to determine the vermin
empathy check result. Non-aggressive insects typically have a
starting attitude of indifferent. Predatory or aggressive insects
are usually unfriendly. This ability otherwise follows the normal
rules and restrictions for the druid’s wild empathy ability.
Additionally, any spells from the druid spell list that specifically
affect animals also affect insects when the entomancer casts
them. The entomancer can surpass a insect’s immunity to mindaffecting
effects when casting such spells.
Verminous Servant (Ex): All entomancers possess the ability
to call upon the services of a verminous servant. Calling forth
this servant requires one hour of uninterrupted meditation and
can be performed once per day. At the end of this time, the servant
appears adjacent to the entomancer, ready to obey her commands.
A verminous servant remains in its master’s service until
its death, until the entomancer calls upon another servant, or
until the entomancer dismisses it as a standard action. When
dismissed, a verminous servant immediately vanishes from
existence. Verminous servants are creatures of magic, and can
be called upon even if no such creatures normally exist in the
environment. A verminous servant serves its master with selfless
loyalty, obeying its master’s commands even at the cost of its
own life.

Unlike druid companions, most entomancers have no moral
compunctions about issuing commands which are self-destructive
to their verminous servants. These artificial creatures exist to
serve; so long as their deaths serve a greater purpose, sacrifices
are expected. A slain verminous servant’s corpse melts away into
nothing within moments, returning to the magic that created it.
At 1st level, the entomancer can only call upon a verminous
scout. At 4th level, she gains the ability to call upon a verminous
steed, and at 7th level she gains the ability to call upon a
verminous swarm. The entomancer chooses her servant’s form
and type when he calls upon it.
Verminous Call (Su): At 5th level, the entomancer gains
enhanced ability to summon her verminous servants more quickly
and more often. Once per day, she may call upon a verminous
servant as a standard action. The servant appears immediately
adjacent to the entomancer and may act on the same turn. If the
entomancer already has a verminous servant active, that servant
is immediately dismissed.
The entomancer gains an additional use of verminous call
every four levels thereafter (9th, 13th, and 17th level).
Vermin Master (Su): The entomancer can now use verminous
call at will, so long as she has not used it within the last hour. If
she wishes to use verminous call more than once per hour, she
consumes her daily uses of it normally.

Entomancer Insect
Disciplines & Masteries

Way of the Spider:

Masteries from this discipline focus on the use of poison,
stealth, and subterfuge.
Envenomed Heart (Ex): The entomancer no longer risks
poisoning herself when applying poison to a weapon. You gain
ranks in the Stealth skill equal to your class level and Stealth is
always considered a class skill. If you previously had ranks in the
Stealth skill, those skill points are immediately refunded.
Poison Resistance (Ex): The entomancer gains a +4 bonus to
all saving throws vs. poison and is completely immune to the
poison of insects (including poison derived from insects).
Deadly Vermin (Ex): The entomancer’s verminous servants
gain more potent poison. The DC of all poisons inflicted by the
entomancer’s verminous servants is increased by 2. This mastery
may be chosen multiple times, but no more than once per four
levels. Prerequisites: 5th level, 1 spider mastery
Lingering Poison (Ex): All poisons inflicted by the
entomancer’s verminous servants now require two consecutive
saves to cure. Prerequisites: 7th level, two spider masteries
Poison Mage (Su): All poisons wielded by the entomancer
become supernaturally powerful. The DC of all poisons inflicted
by the entomancer’s weapons or spells is increased by 1. This
mastery may be chosen multiple times, but no more than once per
three levels. Prerequisites: 5th level, 1 spider mastery
Virulent Poison (Ex): The entomancer can suffuse her
verminous servants with fatal poisons. When summoning a
verminous servant that possesses a poison attack, the entomancer
can choose to replace the servant’s poison with one that inflicts
an equal amount of Constitution damage. All of the poison’s
other statistics remain the same. Prerequisites: 9th level, 2 spider
masteries
Venomous (Ex): The entomancer becomes completely immune
to poison. Additionally, the entomancer’s saliva becomes
poisonous. He can deliver this poison as a natural attack or
a bite (count as an unarmed) if the entomancer has no natural
attacks. He can also apply this poison to a weapon as a move
action. Poison saliva - Type: injury; Save: Fortitude DC 10 + 1/2
the entomancer’s level + the entomancer’s Wisdom modifier;
Frequency: 1/round for 3 rounds; Effect: 1d2 Strength damage;
Cure: 2 consecutive saves. Prerequisites: 11th level, 3 spider
masteries

Eternal Venom (Ex): Any enemy poisoned by the entomancer
or her verminous swarm must roll their saving throw vs. poison
twice and take the worse of the two results. Prerequisites: 15th
level, 4 spider masteries

Way of the Mantis:

Masteries from this discipline focus on raw power, aggression,
and physical combat.
Claws of the Mantis (Ex): The entomancer can extend long,
serrated claws from both forearms as a move action. These claws
grant a pair of natural attacks inflicting 1d8 damage each. The
entomancer is proficient with these weapons. The claws impose a
-4 penalty to any actions requiring delicate manual manipulation
(such as Craft skills or Disable Device) and can be retracted
once more as a move action. The claws are unnoticeable when
withdrawn.
Honed (Ex): The entomancer may select one type of
natural attack (such as bite, claws, gore, etc.). She gains a +1
enhancement bonus when using this attack. This mastery may
be chosen multiple times, though no more often than once every
three levels. This mastery may be applied multiple times to one

attack, stacking with itself to a maximum of +5, or it may be
applied to a different natural attack when taken. Prerequisites:
Must possess a natural attack
Predator’s Fury (Ex): The entomancer gains a powerful
rend attack. If she hits with two natural attacks in a single turn,
she can rend her foe for 1d4 + her Strength modifier damage.
Prerequisites: 5th level, 1 mantis mastery, must possess two
natural attacks
Blood Fury (Ex): The entomancer can inflict grisly wounds
upon her foe. Her rend effect now also inflicts 1d8 bleed damage
upon her target. Prerequisites: 9th level, 2 mantis masteries
including predator’s fury
Honed Claws (Ex): The entomancer may select one type of
natural attack (such as bite, claws, gore, etc.). This natural attack
gains a critical threat range of 19-20. This mastery may be chosen
multiple times, but applies to a different natural attack type each
time. Prerequisites: 11th level, 3 mantis masteries, must possess
a natural attack
Deadly Claws (Ex): The entomancer may select one type of
natural attack (such as bite, claws, gore, etc.). This natural attack’s
critical multiplier increases by one (from X2 to X3, typically).
This mastery may be chosen multiple times, but applies to a
different natural attack type each time. Prerequisites: 15th level,
4 mantis masteries, must possess a natural attack.

There are others which I can post if you want:
Way of the Beetle
Way of the Bee
Way of the Locust

Table:

Table: Entomancer
Level - Base Attack - Fort Save - ReflexSave - Will Save - Special
1st +0 +2 +0 +2

Insect
Mastery,
Vermin
empathy,
Verminous
Servant
(Scout)

2nd +1 +3 +0 +3

3rd +2 +3 +1 +3

Insect
Mastery

4th +3 +4 +1 +4

Verminous
Servant
(Steed)

5th +3 +4 +1 +4

Insect
Mastery,
Verminous
Call 1/day

6th +4 +5 +2 +5

7th +5 +5 +2 +5

Insect
Mastery,
Verminous
Servant
(swarm)

8th +6/+1 +6 +2 +6

9th +6/+1 +6 +3 +6

Insect Mastery, Insect
Mastery,
Verminous
Call 2/day

10th +7/+2 +7 +3 +7

11th +8/+3 +7 +3 +7

Insect
Mastery

12th +9/+4 +8 +4 +8

13th +9/+4 +8 +4 +8

Insect
Mastery,
Verminous
Call 3/day

Verminous Servants:

An entomancer’s verminous servant gains abilities as indicated
on Table: Verminous Servants. It also gains additional abilities
depending on its type: scout, swarm, or steed. Despite the fact
that these servants are creatures of magic, they are considered
creatures of the vermin type while they exist. If the entomancer
controlling a verminous servant dies, the servant immediately
perishes as well.
Class Level: This is the character’s entomancer level. A
verminous servant’s Hit Dice and abilities increase as the entomancer
advances in level. If the entomancer also receives an
animal companion from another character class (such as druid or
ranger) she may elect to allow those levels to stack with her entomancer
level for determining the verminous swarm’s statistics
and abilities. If she chooses to increase her effective entomancer
level in this manner, she is no longer entitled to an animal companion.
This does not apply in the other direction – a character
with both verminous servant levels and animal companion levels
can only combine them towards a verminous servant.
HD: This is the total number of eight-sided (d8) Hit Dice
the verminous servant normally possesses, each of which gains
a Constitution modifier. As they are not player characters,
verminous servants do not receive full hit points for their first
Hit Die.
BAB: This is the verminous servant’s base attack bonus.
A verminous servant’s base attack bonus is the same as that of
an entomancer of a level equal to the animal’s HD. Verminous
servants do not gain additional attacks using their natural weapons
for a high base attack bonus. Note that swarm verminous servants
do not need to make attack rolls at all.
Fort/Ref/Will: These are the verminous servant’s base saving
throw bonuses. A verminous servant has good Fortitude saves.
Natural Armor Bonus: The number noted here is an improvement
to the verminous servant’s existing natural armor bonus.
Constitution Bonus: Add this modifier to the verminous
servant’s Constitution score.
Skills: All verminous servants possess ranks in Climb and
Perception equal to their Hit Dice. If they have a flight speed,
they also gain ranks in the Fly skill equal to their Hit Dice.
Link (Ex): Unlike animal companions, verminous servants
(with the exception of scouts) are unable to learn tricks or
follow complex commands. Swarm verminous servants may be
commanded to move as a free action (and automatically attack
anything in their space). A steed verminous servant counts as
a combat-trained mount when ridden by the entomancer that
commands it and can be commanded to move or attack as a free
action. The verminous servant otherwise behaves as a normal
creature (or swarm of creatures). The entomancer gains a +4
circumstance bonus on all vermin empathy and Handle Animal
checks regarding a verminous servant.
Vermin Traits: As vermin, all verminous servants possess
darkvision with a range of 60 feet. With the exception of scouts,
they are also mindless: they have no Intelligence score and are
immune to all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms). A verminous servant
has no skills or feats besides those granted by its type, though
it gains ranks in Perception equal to its Hit Dice. If a verminous
servant receives free ranks in a skill (including Perception), that
skill is considered a class skill.
Share Spells (Ex): The entomancer may cast a spell with a
target of “You” on her verminous servant (as a spell with a range
of touch) instead of on herself. An entomancer may cast spells on
her verminous servant even if the spells normally do not affect
creatures of the servant’s type (vermin). Spells cast in this way
must come from a class that grants a verminous servant or animal
companion. This ability does not allow the verminous servant to
share abilities that are spells, even if they function like spells.
Evasion (Ex): If a verminous servant is subjected to an attack
that normally allows a Reflex save for half damage, it takes no
damage if it makes a successful saving throw.
Multiattack (Ex): A verminous servant gains Multiattack as
a bonus feat. If the verminous servant possesses no secondary
natural attacks, it instead gains a second attack with one of its
natural weapons at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that
allows a Reflex saving throw for half damage, a verminous
servant takes no damage if it makes a successful saving throw
and only half damage if the saving throw fails.

---

Verminous Servant Types
Verminous servants fall into three basic types. Scouts are small,
intelligent servants that serve as messengers or spies. Swarms
are large, stinging clouds of vicious insects that protect the
entomancer or distract and devour her foes. Steeds are enormous
servants who serve entomancers as loyal mounts. While there are
many different types of each servant, each general type also has
its own abilities.
Unless stated in their description, the Difficulty Class of all
saving throws against verminous servant effects is equal to 10 +
1/2 the servant’s Hit Dice + the servant’s Constitution modifier.

Verminous Scouts:

A scout is a single, Fine-sized vermin. Unlike other verminous
servants, scouts possess an Intelligence score of 6, and thus can
understand and perform complex commands without the use of
the Handle Animal skill. Scouts can understand (but not speak)
all languages known by their entomancer. Instead of gaining Hit
Dice in the normal manner, verminous scouts are considered to
have the entomancer’s hit dice and have a hit point total equal to
half the entomancer’s maximum hit points.
Verminous servants possess ranks in Stealth equal to their Hit
Dice. Scouts normally inflict no damage with an attack (though
some can inflict poison or other effects with a successful attack
roll). A scout can communicate telepathically with its master as
long as it is within one mile. As Fine-sized creatures, scouts gain
a +8 size bonus to attack rolls, a +8 size bonus to Armor class,
a -8 size penalty to their Combat Maneuver Bonus and Combat
Maneuver Defense, and a +16 size bonus to Stealth checks. Due
to their extremely small size, scouts can use the Stealth skill with
even minimal amounts of cover or concealment. Scouts take half
damage from all falls and treat any falls as if the fall were 50 feet
shorter.
Unless noted otherwise in their descriptions, all scouts have a
speed of 20, a climb speed of 20, and the following ability scores:
Str 1, Dex 16, Con 10, Int 6, Wis 10, Cha 2.
Crawler: Spiders, scorpions, centipedes, and other small,
poisonous insects or arachnids fall into this category. These
scouts can deliver poison via a successful sting or bite attack with
the following statistics: Type: injury; Save: Fortitude; Frequency:
1/round for 3 founds; Effect: 1d2 Dexterity damage; Cure: 1 save.
Crawlers receive a +2 bonus to Constitution.
Flier: Beetles, moths, flies, and other airborne non-stinging
creatures fall into this category. These scouts gain a Fly speed of
40 (good) and ranks in the Fly skill equal to their Hit Dice (as well
as a +8 size bonus to Fly skill checks for being Fine-sized). Fliers
receive a +2 bonus to Dexterity
Stinger: Wasps, hornets, bees, and other flying creatures that
bite or sting fall into this category. These scouts gain a Fly speed
of 30 (good) and ranks in the Fly skill equal to their Hit Dice (as
well as a +8 size bonus to Fly skill checks for being Fine-sized).
These scouts can deliver poison via a successful sting or bite
attack with the following statistics: Type: injury; Save: Fortitude;
Frequency: 1/round for 3 founds; Effect: 1d2 Dexterity damage;
Cure: 1 save. Stingers receive a +2 bonus to Dexterity.
Leaper: Crickets, grasshoppers, fleas and other creatures with
prodigious leaping abilities fall into this category. These scouts
gain ranks in the Acrobatics skill equal to their Hit Dice, as well
as a +10 racial bonus for all Acrobatics checks when jumping.
These scouts always make jumps as if from a running start.
Leapers receive a +2 bonus to Dexterity.
Creeper: Crawling, non-poisonous insects such as
cockroaches and certain spiders fall into this category. These
scouts have all their movement speeds increased by 10 feet and
gain an additional +4 racial bonus to all Stealth checks. Stingers
receive a +2 bonus to Dexterity

Verminous Steeds:

A steed is always a Large-sized insect. Its carapace is molded
so that the entomancer can sit upon it as if it were a military
saddle. A steed counts as a combat-trained mount as long as it is
ridden by its entomancer.
Cockroach: Speed 60 ft.; AC +4 natural armor; Attack bite
1d8; Ability Scores Str 16, Dex 18, Con 14, Int -, Wis 10, Cha 2;
Special Qualities None.
Cricket: Speed 30 ft..; AC +3 natural armor; Attack bite
1d6; Ability Scores Str 16, Dex 20, Con 14, Int -, Wis 10, Cha
2; Special Qualities Crickets gain ranks in the Acrobatics skill
equal to their Hit Dice, as well as a +10 racial bonus for all
Acrobatics checks when jumping. Crickets always make jumps
as if from a running start.
Hawk Moth: Speed 20 ft., Fly 90 ft. (good).; AC +2 natural
armor; Attack bite 1d6; Ability Scores Str 16, Dex 20, Con 14,
Int -, Wis 10, Cha 2; Special Qualities Hawk moths receive a +4
racial bonus to all Fly skill checks.
Mantis: Speed 30 ft., Climb 20 ft..; AC +4 natural armor;
Attack bite 1d8, 2 claws 1d6; Ability Scores Str 20, Dex 16, Con
16, Int -, Wis 10, Cha 2; Special Qualities None.
Spider: Speed 30 ft., Climb 30 ft.; AC +3 natural armor;
Attack bite 1d8; Ability Scores Str 18, Dex 14, Con 16, Int -,
Wis 10, Cha 2; Special Qualities Poison bite - Type: injury;
Save: Fortitude; Frequency: 1/round for 3 founds; Effect: 1d2
Strength damage; Cure: 1 save.
Trap-Jaw Ant: Speed 40 ft. Climb 20 ft.; AC +4 natural
armor; Attack bite 1d8; Ability Scores Str 18, Dex 14, Con 16,
Int -, Wis 10, Cha 2; Special Qualities Ants add double their
Strength modifier (instead of one and a half times their strength
modifier) to the damage from all bite attacks.
Wasp: Speed 20 ft., Fly 50 ft. (average).; AC +3 natural
armor; Attack sting 1d8; Ability Scores Str 18, Dex 18, Con
16, Int -, Wis 10, Cha 2; Special Qualities Poison sting - Type:
injury; Save: Fortitude; Frequency: 1/round for 3 founds; Effect:
1d2 Dexterity damage; Cure: 1 save.
Water Strider: Speed 40 ft.; AC +4 natural armor; Attack
bite 1d6; Ability Scores Str 20, Dex 14, Con 16, Int -, Wis 10,
Cha 2; Special Qualities Water striders can move normally across
water.

Verminous Swarms:

(Many of the following abilities are summarized from the
swarm traits described in the Pathfinder Bestiary.) A swarm
verminous servant is a large cloud of roughly 10,000 Fine-sized
insects that function as a single creature. Swarms occupy a square
(or a cube, if composed of flying creatures) 10 feet per side (as if
it were a Large creature) but with reach of 0 feet. A swarm does
not attack in the usual manner – it must move into an opponent’s
space (provoking an attack of opportunity as normal), and can
occupy the same square as a creature of any size. Swarms can
move through any space its component creatures can fit through.
A swarm gains an +8 size bonus to AC (calculating its AC as per
the size of its component insects).
A swarm is not subject to critical hits or flanking and is immune
to all weapon damage. A swarm that is reduced to 0 damage
is dispersed enough that it no longer functions as a verminous
servant, causing the remainder of its component insects to also
perish and vanish. Swarms cannot trip, grapple or bull rush an
opponent and they cannot grapple opponents. A swarm rendered
unconscious by nonlethal damage is harmlessly dispersed until its
hit points exceed its nonlethal damage.
A swarm is immune to any spell or effect that targets a specific
number of opponents (including single target spells). A swarm
takes 50% additional damage from spells or effects that affect an
area. Swarms are susceptible to high winds, such as those created
by a gust of wind spell. These effects treat the swarm as a Finesized
creature.
Swarms do not threaten squares, they do not make attacks
of opportunity, nor do they attack in the conventional sense.
Rather, they deal automatic swarm damage to any creature whose
space they occupy at the end of their turn. Swarm attacks are not
subject to miss chance due to concealment or cover. This attack
is nonmagical by default, and is affected normally by damage
reduction. Spells that enhance natural attacks (such as magic
fang) can allow the swarm damage to overcome certain types of
damage reduction normally. A swarm inflicts 1d6 damage, plus an
additional 1d6 damage for each 5 Hit Dice it gains (2d6 at 6 HD
and 3d6 at 11 HD)
Swarms possess the universal distraction monster rule.
Spellcasting or concentrating on spells within the area of a
swarm requires a caster level check (DC 20 + spell level). Using
skills that require patience and concentration requires a DC 20
Will save. Additionally, any creature that takes damage from the
swarm must make a Fortitude save or be nauseated for 1 round.
Verminous swarms do not gain evasion or improved evasion.
Unless noted otherwise, verminous swarms will not enter
water.
Army Ant Swarm: Speed 30 ft., Climb 20 ft., Burrow 10
ft.; Ability Scores Str 1, Dex 14, Con 16, Int -, Wis 10, Cha 2;
Special Qualities Creatures who take damage from the army ant
swarm take 1d6 bleed damage.
Bee Swarm: Speed 20 ft., Fly 60 ft.; Ability Scores Str 1,
Dex 14, Con 14, Int -, Wis 10, Cha 2; Special Qualities Creatures
damaged by the swarm are poisoned. Poison swarm - Type:
injury; Save: Fortitude; Frequency: 1/round for 3 founds; Effect:
1d2 Dexterity damage; Cure: 1 save.
Leech Swarm: Speed 20 ft., Swim 30 ft.; Ability Scores
Str 1, Dex 14, Con 14, Int -, Wis 10, Cha 2; Special Qualities
Creatures who take damage from the leech swarm take 1d4 bleed
damage. Leech swarms can enter water and breathe underwater.
Moth Swarm: Speed 20 ft., Fly 60 ft.; Ability Scores Str
1, Dex 18, Con 14, Int -, Wis 10, Cha 2; Special Qualities A
moth swarm deals damage only to plant life and vegetable matter.
The moth swarm blocks vision and grants total concealment to
all creatures within its area. An entomancer who is immune to
swarm damage can see through the swarm normally.
Spider Swarm: Speed 20 ft., Climb 20 ft.; Ability Scores
Str 1, Dex 14, Con 18, Int -, Wis 10, Cha 2; Special Qualities
Creatures damaged by the swarm are poisoned. Poison swarm -
Type: injury; Save: Fortitude; Frequency: 1/round for 3 founds;
Effect: 1d2 Strength damage; Cure: 1 save.

Entomancers in Aden:

Bilkaf – The power of entomancy relies upon the idea that
great strength can be found in even the smallest of nature’s
creatures. As a faerkin growing up in the Crawling Jungle, Biklaf
found this concept extremely appealing. She grew up with no
true family or friends – but she never needed any. The jungle
was her family. The insects were her friends. She greets each new
day with wonder and excitement, eager to see what mysteries
the world holds for her next. She is an endless source of cheer,
humor, and enthusiasm, an odd contrast to the vicious and often
unnerving insects who serve her. While she loves her home of
Kyan, her innate curiosity leads her ever toward the next horizon.
She has fallen in with one band of adventurers after another. If
they are kind to her, she gladly uses her magic to protect and
support them. If her traveling companions prove themselves to be
cruel, she calls vermin to devour their supplies and scare off their
horses and she vanishes into the night.

Marcus Sholt – The ilithix exile now known as Marcus Sholt
had the good fortune of becoming severed from his tribe while
scouting far from his hive. Realizing that his former brethren
would consider him an enemy, he immediately fled to the south,
soon arriving on the beaches of Yzeem. Unfamiliar with the local
customs, he was soon captured by a band of notorious pirates
and conscripted into service. The pirates gave him his new name
and taught him their language, but they were also cruel. Marcus
spent his days in hard labor, and often faced savage punishment
for no reason other than his bizarre appearance. During his long
imprisonment, Marcus began to realize that his former connection
to his hive had bestowed him with a natural talent for entomancy.
He practiced his skills in secret, preparing for the day he would
make his escape. One fateful day, as the pirate captain prepared
to attack a merchant vessel, Marcus slipped his bonds and
summoned a swarm of ferocious insects. His verminous minions
drove the pirates from their vessel in sheer terror. Soon, only
Marcus and his fellow slaves remained. After freeing the others,
the ilithix was surprised when they proclaimed him their new
captain. Now this unlikely hero leads his loyal crew in an endless
crusade across the waves of Yzeem, turning his powerful magic
against all who would seek to plunder and enslave the innocent.

Gang Bao – Like most Vanorans, Gang Bao was raised to
venerate the Ten Beasts. However, his family taught a broader
philosophy, a reverence not merely for these sacred animals but
for all aspects of nature. Bao found a special resonance with the
spirits of insects. Their tenacity, interdependence, and extreme
adaptability inspired him. Bao’s father found this fascination
strange, but he supported it nonetheless, and was overjoyed when
the thoughtful young lad proved to have the gift of magic. Bao is
a soft-spoken, devout, and honest young man. His strange powers often earn suspicion or even outright fear from others. He is
deeply saddened that others cannot perceive the virtue and beauty
of the insect world, and has determined that it is his destiny to
venture out into the world and teach others the value of his personal philosophy. Though he is a patient young man, he is often
frustrated by the disregard most others hold for the insect world.
Yet he perseveres, following the path of adventure in hopes that
he might spread his strange enlightenment to the world.


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5

Thanks!


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Been busy today, car shopping. Have everything done on my guy except Feats. Feats are hard for a 3/4 BaB character who uses Natural Weapons. =/

Story is rough, mostly because this setting is kind of bare bones ATM. So I just stuck mostly with personality (pragmatic, but honorable, main goal in life is to make himself into the "perfect being" with all the positive attributes of most of nature...including the more supernatural, natural creatures).

Though, would you mind posting the Steamwright and the Golemoid (if that one fits)? These might fit my character better than Alchemist with the addition of Fleshcrafting.


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Closing in. I think the class is somewhat weak (there was another version that might just have been OP, and this version errs on the side of underpowered), and the stats rolled will cruel Dubhraidh. Which is fine. ;)


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Stats: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

=p


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Wha?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Nearly every numerical value on your character sheet is replaced by "xx".


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Hahaha. Well, I did say closing in…

So the problems I'm having with the class as is are:

* Saves - I feel it should be Fort and Ref, not Fort and Will, unless folks think the summon aspect requires a strong will theme. I'm leaning more toward agile gunner than forceful commander of vermin brained … vermin. Thoughts?

* BAB is 3/4 - fine for a vanilla Summoner, but not so useful making iterative ranged attacks. Until…8th level.

* How do I get the Augment Summon feat when the prereq is Spell Focus (conjuration)? The class has Bio-Enhancements, NOT Spells:

At 1st level, as long as he has at least one point remaining in his bio energy pool, the symbiote-gunner can draw on his bio-energy to enhance himself or create physical effects. These enhancements are similar in effect to spells but are of a supernatural nature. Beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.

So these are fairly limited, and they need me to have a point of bio-energy remaining anyway…of which I have a whopping three…

* Chitin Rounds: These don't target touch AC. Which makes them somewhat less…. useful.

* Light armor - neither the gunslinger or the summoner has such a tight restriction - I guess the class adds an armor buff with exo-carapce, and the argument above about Ref saves would support light armor maneuverability…

The main problem is that this is a Multiclass Archetype version of the concept I'm working on as a Base Class. The Base Class version I'll link to in a moment, however it differs markedly from the current version that will be released by Forest Guardian Press…

If this is all too complicated I'm happy to find something else. ;)


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Okay, Base Class version of the Symbiont - LINK

I think I'd prefer to use this version:

4 skills/level instead of 2, more bio-energy points, the Exocarapace is a greater buff from level 1, still same saves, BAB, slightly inferior "spell"casting…more options for bio-energy use, and two options for damage/ammo rate for chitin rounds. Both of which do not target Touch AC. I think I'd go for the 1d8 + 1 +1/2 levels than the alchemist bomb damage progression/rate.


Male Human

@Orthos/Rynjin - just letting you guys know Thunderscape Campaign Setting is 40% off for another 9 or so hours at Drivethru...


OSW, do you really want to play the class? If so we can make it work. I trust each of you to make it work.

Rynjin, I don't have access to the PDF right now, I will post Steamwright and the Golemoid on Sunday night.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Actually, I bought the book as OSW suggested since it was on sale, so I'll read them over myself. But thanks. =)


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I think I might go with Golemoid, unless Steamwright grabs me better.

I get a clearer character concept image. Test subject, rather than experimenter, but one who is glad for his modifications...likely saved his life. I'm thinking he was one of the Drow shocktroopers who was injured in battle. Lost much of his body, Robocop style, but was put back together by Fleshwarping techniques grafting mechanical and new-grown parts onto him. Duergar Napalm attack, perhaps.

Would Fleshcrafting still work on a Golemoid? I.E. can I have mechanical parts and mutations and such sharing space on my body?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Man, now I really wish we were still doing Gestalt to begin with because Golemoid/Steamwright would be SO COOL.


Male Human
Rynjin wrote:
Would Fleshcrafting still work on a Golemoid? I.E. can I have mechanical parts and mutations and such sharing space on my body?

Sounds on theme to me. As for biological/mechanical Golemoids I posted a Golemoid/Seer Hybrid for another PbP HERE.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Are we using the guns from that? They seem limited in variety. Plus for some reason that page of the table won't load in my PDF.

Debating on whether the cool factor of "Gun arm" is outweighed by the cool factor of "COME ON AND SLAM" with extra Feat that lets me apparently Bull Rush people DISTANCE CHARGED.

"Oh you're 60 feet away from that cliff? I can fix that!"

Eh. Think I'll go with Juggernaut, and then grab guns and such as sidearms and a Grenade Launcher when I get Steamwright levels. This group seems to need a "heavy" anyway.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Do we have a Trapfinder? I really like the Tracking implant (Scent + 1/2 level to Survival), but I could swap it out if we need someone who can pick locks and disable traps.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Can we use the Elf Favored Class bonuses for the Thunderscape classes?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Forgot about these for a while, but ideas to diversify the sub-races more than just their ability scores and gear. All of the following replace the Spell-Like Abilities racial trait (Total: 4 RP)

Dirt Wright: Endurance as a Bonus Feat, +2 Racial bonus on all Craft and Profession checks to craft materials from metal or stone, and Knowledge: Engineering and Perception are always class skills (I.E. Static Bonus Feat, Craftsman, and Skill Training, 4 RP)

Trainee: Gains a bonus Feat at first level.

Officer Cadet: Silver Tongued (+2 Diplomacy and Bluff, can shift a creature's attitude 3 steps instead of two with Diplomacy or Intimidate), and Skill Training (Diplomacy and Intimidate)

Farmer: Hardy (+2 bonus against poison, spells, and spell-likes) and Stability (+4 to CMD against Bull Rush and Trip)

Prospector: Skill Training (Knowledge: Dungeoneering and Perception), Uncanny Alertness (+2 Perception to find traps and hidden doors, and automatically receive a check to find them when within 10 feet) [Set this one to cost 3 RP...it's essentially Stonecunning, but better, or alternately a lesser version of Trapfinding and Trap Spotter]

Cabal Brat: Luck, Lesser (+1 racial to all saves), Sociable (Can re-try Diplomacy after a failure of 5 or more, even if 24 hours haven't passed), Urbanite (+2 Diplomacy to Gather Info, and Sense Motive to get a hunch about a social situation)

Escaped Slave: Healthy (+4 Fort saves against Disease and Poison) OR Hatred (+1 attack rolls against Duergar and Derro) and Defensive Training (Duergar and Derro)

Wrangler: As-is, it already gets something neat.

Fleshwarper: Technically speaking their Ability Scores warrants a -1 RP (leaving them with 5 RP, 2 of which are taken by the Fleshwarper Feat), so this is with that in mind: Poison Resistance (Bonus to saves against poison equal to total Hit Dice).

Thoughts?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Discussion has slowed a bit around here.


Male Human

Hmm, Pharnox (Viluki) hasn't posted since about 18th March… he's the GM in one of my games and a fellow player in another….

I'll send him a PM...


Sorry guys RL has exploded on me. Sorry for being away and I will likely be gone until Monday, I will try to post but no promises.

I think Pharnox will be the best one to answer your questions Rynjin. Sorry I don't have much input.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Just realized I overlooked Chemist.

In that case, Chemist should probably get Poison Resistance plus...Weapon Familiarity (Syringe Spear and Injector)?

And then change Fleshwarper to (which I had meant to do in the first place, but forgot along the way): Your choice of Claws (2 RP), Natural Attack (1 RP), Toxic (1 RP), Fast (1 RP), Climb (2 RP), or Breath Weapon (1-3 RP) in any combination adding up to 3 RP.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

New FAQ on guns makes me reconsider slinging some guns.

Apparently Rapid Reload makes all Advanced Firearms reload as a Free action.


Male Human

Wow. Chk-chk boom. Makes sense.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Any word from Pharnox?


Male Human

Nothing from him on the Eberron Skull n Shackles mashup he's GMing, and nothing from the Thunderscape game he's supposed to be playing in. Also sent him an email, but nothing yet.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

'Kay. Well, he hasn't posted in 2 weeks, so perhaps we should try and move forward a little bit before this stalls out again?

This was always a collaborative effort, not everything needs to be approved by him personally (he's not the GM, or so I thought).

So, thoughts from You, Wolven, and Orthos on stuff posted so far?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

=(


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Sorry Ryn, I guess I'm a bit lost on this one. I'm pretty much on board with all of your posts. Fleshwarped Alchemist with nice shiny new gunplay sounds pretty dread.

@GM Wolf - are you still interested in running this one?


Yes he is not the GM but I was relying on his knowledge of a good portion of the background.

Sorry Rynjin, camping as it goes... well I am back now.

Let me see what each of you has now for a finished character please post it here.

Adjusting:

Chemist should probably get Poison Resistance plus...Weapon Familiarity (Syringe Spear and Injector)

Fleshwarper: Additional options: Your choice of Claws (2 RP), Natural Attack (1 RP), Toxic (1 RP), Fast (1 RP), Climb (2 RP), or Breath Weapon (1-3 RP).

Dirt Wright: Endurance as a Bonus Feat, +2 Racial bonus on all Craft and Profession checks to craft materials from metal or stone, and Knowledge: Engineering and Perception are always class skills (I.E. Static Bonus Feat, Craftsman, and Skill Training, 4 RP)

Trainee: Gains a bonus Feat at first level.

Officer Cadet: Silver Tongued (+2 Diplomacy and Bluff, can shift a creature's attitude 3 steps instead of two with Diplomacy or Intimidate), and Skill Training (Diplomacy and Intimidate)

Farmer: Hardy (+2 bonus against poison, spells, and spell-likes) and Stability (+4 to CMD against Bull Rush and Trip)

Prospector: Skill Training (Knowledge: Dungeoneering and Perception), Uncanny Alertness (+2 Perception to find traps and hidden doors, and automatically receive a check to find them when within 10 feet) [Set this one to cost 3 RP...it's essentially Stonecunning, but better, or alternately a lesser version of Trapfinding and Trap Spotter]

Cabal Brat: Luck, Lesser (+1 racial to all saves), Sociable (Can re-try Diplomacy after a failure of 5 or more, even if 24 hours haven't passed), Urbanite (+2 Diplomacy to Gather Info, and Sense Motive to get a hunch about a social situation)

Escaped Slave: Healthy (+4 Fort saves against Disease and Poison) OR Hatred (+1 attack rolls against Duergar and Derro) and Defensive Training (Duergar and Derro)

Fleshwarper: Technically speaking their Ability Scores warrants a -1 RP (leaving them with 5 RP, 2 of which are taken by the Fleshwarper Feat), so this is with that in mind: Poison Resistance (Bonus to saves against poison equal to total Hit Dice).

Fleshwarper feat: Your choice of Claws (2 RP), Natural Attack (1 RP), Toxic (1 RP), Fast (1 RP), Climb (2 RP), or Breath Weapon (1-3 RP) in any combination adding up to 3 RP.

Thanks Rynjin


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

Ok, I have to go to work (night shift) but I'll finish Dubhraidh up as soon as I can...


Half-Elf

Zair is done except for a small amount of gear (650 gp).

Were we using Paizo guns (with Guns Everywhere) or Thunderscape guns? That'll determine the rest of my cash I think.

Forgot to roll for HP. So used to taking the average.

2d10 ⇒ (7, 9) = 16

...Browser refreshed and ate my backstory.

Short version:

-Drow military grunt. Injjured by Duergar explosive, lost an arm and a leg, suffered horrible burns and shrapnel embedded into his chest and face.

-Fleshwarper (working as a field medic) offered him the opportunity to undergo an experimental "golemization" process that might, if it worked, give him back full functionality (and more).

-He agreed. Procedure was successful. Years of physical therapy later, he's released to go back to his life.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Changed Zair to be a Grappler instead of a Bull Rusher.

Question: How are we going to handle HD and Skill Point increases from the Gestalt components coming in later?

Is it retroactive (i.e. go in and start adding skill points and extra HP to earlier levels) or is it just from that level on?


I don't really care which guns we use, do you guys have a preference?

I got the gestalt angles covered when that comes up but thanks for the input! It will be retroactive.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Not sure. I'd need to look over the Thunderscape ones again. I think the big main difference is Thunderscape guns don't hit Touch AC I think.


I honesty would say that the guns would just have to hit normal AC or flatfooted, its not like you can dodge a bullet.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Aight, in that case here's the main differences.

Pathfinder:

-More expensive.
-x4 Crit
-Smaller damage dice
-Faster reload on Shotguns

Thunderscape:

-Much, MUCH cheaper
-Varying crit rates (pistol 19-20/x2, Sniper Rifle 18-20/x3, everything else x3).
-Larger damage dice for Scattergun
-Slower reload times for Scattergun and Sniper Rifle

IMO we should use a fusion of the two. Mostly because I HAAAAATE that Shotguns take a Full Round to reload.

I think we should:

-Use the Thunderscape Pistol, Rifle, and Holdout guns, EXCEPT the Pistol can hold 6 shots instead of 1 and the Rifle can hold 4 instead of 1.

-Change the Shotgun to be somewhere in between the two (2d6 die, reloads as a Move, NOT Double Barrel, x4 crit)

-Reduce the Sniper Rifle to 19-20/x3 because god damn 18-20/x3 (15-20 with improved crit) is ridonkulous.

-Use both games' special ammunition.


A scattergun would take a full round action to reload, but that is different from a shot gun if you know what I mean.

So I like your suggestions though I think your exceptions will be the exceptions:

-Use the Thunderscape Pistol, Rifle, and Holdout guns.
Most of the pistols and rifles are single shot, though there are some that hold more. The Pistol can hold 6 shots, the Rifle can hold 4 or even 6, and the shotgun can even hold 4.

-Make a Shotgun, not a scattergun, (slugs, 2d6 damage die, reloads as a Move, NOT Double Barrel, instead pump action, x4 crit)

-Reduce the Sniper Rifle to 19-20/x3. Though there are specialized snipers with a crit range of 18-20/x3 (15-20 with improved crit).

-Use both games' special ammunition.

The more expensive type, using Pathfinder costs would the be weapons that hold more shots. Though the base prices of most guns would use Thunderscape.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Sounds fair. I'll purchase a Shotgun (Pathfinder, 4 shot) as a sidearm. I love shotguns.

Edit: I forgot one last thing.

If we're removing attacking touch AC, I say we remove the Misfire chance too. Because really that's all that separates guns from Crossbows, mechanically.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Anything new on the Pharnox or Orthos fronts?


I haven't heard anything from them and little from OSW... :(


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

That's a bummer.

I know OSW is around, he's posted elsewhere today, as has Orthos, but Pharnox I haven't seen hide nor hair of.


We can do it with the three of you, but unless those characters get done we are not going anywhere fast.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I've been done a while, but nobody else is posting so I have no clue if they are or not.


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

I'm here. I'm still no closer to finishing Dubhraidh, and staring down the barrel of three nightshifts in a row. I'll ty to finish in a few days.

I like and agree with the explanations (and the results!) of the vanilla PF guns vs Thunderscape disussion.


I knew I forgot to do something, I was going to collaboarate the guns into a document for easy prices and such... Well I will get to it when I can.

I am just making sure we still have interest! Thanks for posting OSW/Dubhraidh. I hope Orthos will post soon as well. Well let me know as you develop your characters and soon this adventure will be underway!


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Sent a PM to Orthos.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Orthos says he hasn't checked the thread in a while because he thought it'd gone inactive again. He says he;ll try to hammer out his character tonight.

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