Eye of the Storm (Inactive)

Game Master XanaverForgedawn



A while ago, I made a steampunk campaign, but totally forgot to close recruitment & select players, so it died in the womb. The system was broken anyways.

The campaign is set in a steampunk world of airships. The races are quite different, so a small description of their culture is included in their spoilers. You will be playing as pirates.

Before anything, I would like to warn that your class options are restricted by race.

Character Creation:

Your race options are listed in their own spoilers below. Every race is modified heavily, so really, they're all homebrew.
Your class options are listed in the race spoilers.
Start at level 5.
10000 starting gp.
Any alignment is allowed.
No archetypes. Sorry.
For stats, either 4d6, drop lowest, or 20 point buy.

Human:

ASI: One score of your choice increases by 2.
Size: Medium.
Bonus Feat: You gain an extra feat.
Bonus Skills: At each level, you get an extra skill rank.
Speed: 30 ft.
Languages: Common.

Class Choices: Fighter, Barbarian, Rogue, & Gunslinger.

Humans are an unorganized mess of a culture. Their only big achievement is guns. They're chaotic, & most feel little kinship. Pirates are very frequent among them.

Orc:

ASI: Orcs get a +2 to their strength.
Size: Medium.
Darkvision: Orcs have darkvision 60 ft.
Intimidating: Orcs get a +2 bonus to intimidation checks. Intimidate is always a class skill, & they start with a free rank in it.
Speed: 30 ft.
Languages: Common & Orc.

Class Choices: Fighter, Barbarian, Paladin, & Cleric.

Orcs are a warlike species, but have managed to set aside their differences with the Magi. They believe firmly in a code of honor, & abide by it at all times. Pirates are outcast among them.

Magi:

ASI: Magi get a +2 to intelligence.
Size: Medium.
Master Spellcasters: Magi are considered to have +2 to their spellcasting ability for determining bonus spells.
Speed: 40 ft.
Languages: Common & Elven.

Class Choices: Magus, Wizard, & Sorcerer.

The Magi are the only common race capable of magic. They have a diverse culture, & are the most civilized creatures. They spend the majority of their time studying. Pirates are infrequent among them, but they aren't shunned.

Deity Choices:

This is only important to Paladins & Clerics.

Odin
Domains: Glory, Law, Protection, Strength, & War.

Thor
Domains: Air, War, & Weather.

Tyr
Domains: Glory, Good, Law, & War.

Freya
Domains: Charm, Healing, & Nobility.


Dotting.

Dice Rolls:
4d6 ⇒ (1, 6, 2, 6) = 15 - 1 = 14
4d6 ⇒ (6, 4, 1, 4) = 15 - 1 = 14
4d6 ⇒ (2, 4, 1, 6) = 13 - 1 = 12
4d6 ⇒ (6, 3, 5, 1) = 15 - 1 = 14
4d6 ⇒ (6, 6, 5, 5) = 22 - 5 = 17
4d6 ⇒ (4, 6, 1, 1) = 12 - 1 = 11

17, 14, 14, 14, 12, 11. Yes please.

Query: Do Paladins have to be Lawful Good? Curious how that is intended to work in a campaign about being a Pirate. Also, what's the technology level of guns?


4d6 ⇒ (5, 6, 2, 6) = 19 - 2 = 17
4d6 ⇒ (5, 3, 2, 4) = 14 - 2 = 12
4d6 ⇒ (5, 6, 6, 4) = 21 - 4 = 17
4d6 ⇒ (2, 4, 6, 2) = 14 - 1 = 12
4d6 ⇒ (6, 2, 3, 2) = 13 - 2 = 11
4d6 ⇒ (5, 3, 3, 6) = 17 - 3 = 14

Miijoka Jikawe
Alignment: Neutral Good
STR 12
DEX 19
CON 14
INT 12
WIS 17
CHA 11

I think this works for a Human Gunslinger

Initiative: +3
DEFENSE
AC 18, touch 14, flat-footed 13 (+4 armor, +4 Dex)
hp 13
Fort +6, Ref +9, Will +4;

OFFENSE
Speed: 30 ft.
Melee: Mwk Sansetsukon +7 (1d10+1 (Blocking, Disarm), or Kukri +6 (1d4+1, 18-20 x2)
Ranged: +1 Double-Barreled Musket +11 (1d12+6, 40ft x4), or Hunga Munga +10 (1d6+1, 15ft x2,)
Special Attacks: Deeds

STATISTICS
Str 12, Dex 20, Con 14, lnt 12, Wis 17, Cha 11
Base Atk +5; CMB +6; CMD 22
Grit: 3
Feats: Gunsmithing, Point-Blank Shot, Rapid Reload, Precise Shot, Skill Focus(Knowledge: Engineering)
Skills: Climb 2(+6) Craft(Alchemy) 4(+8), Craft(Weapons) 3(+7), Fly 2(+7) Knowledge(Engineering) 4(+11), Knowledge(Local) 1(+5), Perception 5(+11) Profession: Sailor 5(+11), Sleight of Hand 2(+7) Stealth 1(+6)
Combat Gear: +1 Double-barreled Musket, 2 Hunga Mungas, Mwk Sansetsukon, Kukri; Other Gear: +1 Studded Leather Armor, 2 Powder Horns, 20 doses Black Powder, 20 bullets, 10 Alchemical Silver Cartidges, 10 Cold Iron Cartridges, 2 Burst Jars, 2 Thunderstones, 2 Pellet Grenades, Gunslinger's kit (backpack, bedroll, belt pouch, flint and steel, gunsmith’s kit, iron pot, mess kit, rope, torches (10), trail rations (5 days), and waterskin), Bandolier, Masterwork Tools, Portable Alchemist's Lab;
1616 gp, 13 sp 20 cp

History: Miijoka's parents were kidnapped from a faraway land and sold to a noble. Their Master allowed them to work off their own freedom, and during this time, Miijoka was born. Just before his parents would've earned their freedom, they both died in a factory accident. Guilt drove the master to adopt the boy, but he was a cold and distant man. Mostly bereft of companionship, Miijoka immersed himself in mechanics and engineering, learning how to sail and repair ships.

Personality:Miijoka has tried to be pragmatic as his adoptive father has taught him, but he often finds himself torn between a generally compassionate nature opposite a vindictive streak that has gotten him in trouble more than once. Simply put, he tries not to do harm to innocent people. Those who actively hurt others in front of him, or those close to him, or Miijoka himself, tend to get paid in blackpennies.


YoricksRequiem: Paladins are not required to be lawful good. They just can't be any evil.
Guns are commonplace. They count as simple weapons.


Got a question for you, Forgedawn, as I am a Gunslinger enthusiast (GUNS-A BLAZING).

You said Guns are Commonplace but followed by saying they are simple weapons, which corresponds with the Guns Everywhere rule.

I ask because with Commonplace everybody has easier accies to guns, but with Guns Everywhere a single level dip on Gunslinger allows for fun builds that focus on other classes and concepts while using guns to their almost full potential -damn you, musket's reload times!-


I suppose a druid is out of the question? :p

and would you allow the 3pp machinesmith?


4d6 ⇒ (5, 6, 1, 6) = 18 17
4d6 ⇒ (2, 6, 4, 4) = 16 14
4d6 ⇒ (1, 6, 6, 4) = 17 16
4d6 ⇒ (1, 4, 3, 6) = 14 13
4d6 ⇒ (6, 6, 6, 6) = 24 18
4d6 ⇒ (6, 6, 3, 3) = 18 15

Wow, I will take that!

LOL- 18, 17, 16, 15, 14, 13


4d6 ⇒ (4, 3, 3, 5) = 15
4d6 ⇒ (3, 5, 3, 6) = 17
4d6 ⇒ (5, 3, 6, 3) = 17
4d6 ⇒ (1, 2, 1, 2) = 6
4d6 ⇒ (2, 4, 3, 2) = 11
4d6 ⇒ (1, 5, 5, 3) = 14

sigh, guess its 20pt buy for me then :(

Thinking Magi Magus


EmissaryOfTheNorth: You're right. Hadn't looked at ultimate combat before I posted. It is guns everywhere, not commonplace. So guns everywhere it is.

thelizardwizard: I'm not allowing 3pp.


DM Forgedawn wrote:

YoricksRequiem: Paladins are not required to be lawful good. They just can't be any evil.

Guns are commonplace. They count as simple weapons.

I think he means more like: "Are we talking Blunderbusses or Shotguns?"


ah well, shame, would have really fit the theme I think. A human desiring magic, to the extinct of replicating it with technology and clockwork. I'll come up something.

I'm thinking maybe a generic fighter, or fighter/barbarian/rogue multiclass. A farmboy (or equivalent thereof) seeking to make his fortune to care for his family. Maybe make a name for himself. Has a dream to bring humans together under a banner, but even he considers that more of a feel good dream than an actual goal.


and no archetypes. sigh :P


SAMAS: Check Guns Everywhere in ultimate combat, if you have it. That should explain things.

Seth86: I looked back on that & decided I'll look at archetypes on a case by case basis. If your backstory has good reason for it, then I might allow it.


Id like to audition for black blade magus archetype =^^=


I've personally played that one, but I can't allow it unless I see some reasonable backstory for why you have a black blade, & who would have taught you what would be considered dark secrets by most Magi. It is considered inhumane by Magi to create intelligent items, because to magi, they seem handicapped.


rolls:

4d6 ⇒ (3, 3, 5, 2) = 13
4d6 ⇒ (6, 3, 1, 1) = 11
4d6 ⇒ (3, 4, 3, 6) = 16
4d6 ⇒ (3, 2, 6, 3) = 14
4d6 ⇒ (2, 3, 6, 6) = 17
4d6 ⇒ (1, 1, 3, 1) = 6

That 5 hurts


Rolls:

4d6 ⇒ (4, 5, 6, 2) = 17; 15
4d6 ⇒ (3, 5, 1, 6) = 15; 14
4d6 ⇒ (6, 4, 1, 2) = 13; 12
4d6 ⇒ (1, 3, 5, 2) = 11; 10
4d6 ⇒ (5, 6, 6, 4) = 21; 17
4d6 ⇒ (1, 6, 6, 6) = 19; 18

Wow... nice. With those rolls this will be a 44 point buy character.

Some questions:
Are we using Traits?
How will HP handled after 1st level?


Banesama: No traits. HP is maximized.


I will second the question, are we only using early firearms? Or are revolvers and the like being made use of in this campaign? I have an idea for a blade and pistol skypirate, it would be much easier to use with a revolver or the sort. (saving many feats and shenanigans)


So orcs are the divine casters, and worship norse gods. Kinky. I like it.

4d6 ⇒ (2, 4, 4, 5) = 15

4d6 ⇒ (6, 3, 6, 4) = 19

4d6 ⇒ (1, 3, 5, 1) = 10

4d6 ⇒ (3, 2, 4, 4) = 13

4d6 ⇒ (1, 3, 5, 4) = 13

4d6 ⇒ (1, 4, 1, 4) = 10

13 16 9 11 12 9

Maybe a sorcerer. I'll think on it


thelizardwizard: Advanced firearms are allowed.

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Link to homebrew feats


Submitting for approval: Arther Winn (an Axe Musket wielding Switch-Hitter)

Character Sheet:

Character Sheet pdf.

Bad Rolls. I used 20 point buy.

Full Disclosure:
: Double weapons like the axe-musket which have two 'ends' that act as different weapons are a rules grey area. When I GM, I allow Weapon Specific feats to apply to both ends IF the specific weapon was selected. So I applied my Weapon Focus and Specialization (Axe-Musket) to both the end which acts like a battleaxe and the end that acts like a firearm. Those feats would not apply to any other firearm or regular battle axes. This is your game and if you'd rule the other way I can take two different feats.

Not sure what your requirements are for backstory/personality. I'd like to tie it into the setting somehow. or tie it to one of the other characters in the party. Feedback is appreciated.


SkaTalon: For double weapons, you have to take feats for both ends. Sorry.
Also, if you read guns everywhere, you get gun training at first level as opposed to gunsmith.


Right, the app I used didn't have gun levels options. I'll make a note.

In that case then I'd take Bullseye Shot and Opening Volley

Fixed Character Sheet


Rolls:

4d6 - 2 ⇒ (4, 5, 2, 2) - 2 = 11
4d6 - 1 ⇒ (3, 1, 1, 1) - 1 = 5
4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15
4d6 - 2 ⇒ (2, 3, 2, 2) - 2 = 7
4d6 - 1 ⇒ (1, 2, 5, 3) - 1 = 10
4d6 - 3 ⇒ (5, 3, 5, 3) - 3 = 13

11/5/15/7/10/13
OUCH!!! 20pt buy

I'll see what I can come up with.


SEERUS FORSTEE:

Seerus Forstee
ROGUE 5
Alignment: Lawful Evil
STR 15
DEX 20
CON 10
INT 18
WIS 14
CHA 12

Initiative: +5
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 Armor +5 Dex +1 Deflection +1 Dodge)
hp 45
Fort +1, Ref +11, Will +3
Trap Sense: +1 AC & Reflex vs Traps
Evasion
Uncanny Dodge

OFFENSE
Speed: 30 ft.
Melee: +1 Rapier +9 (1d6+3, 18-20/x2)
Ranged: +1 Rifle, Mosin-Nagant m1891 +9 (1d10+1, 80', x4, MF 1, Cap 5); Revolver, Nagant m1895 (1d8, 80', x4, MF 1, Cap 7)
Ammo: 50 Rifle Rounds, 50 Pistol Rounds
Sneak Attack +3d6
Point Blank Shot: +1 Hit/Damage with range attacks 30' and less.
Sniper's Eye: Can use Sneak Attack vs Concealed Targets.

STATISTICS
Str 15, Dex 20, Con 10, lnt 18, Wis 14, Cha 12
Base Atk +3; CMB +5; CMD 22/16 FL
Languages: Aquan, Common, Magi, Orc, Sahaugin
Feats: Dodge, Lightning Reflexes, Point Blank Shot, Toughness, Weapon Finesse (Rogue Bonus)
Skills: Acrobatics 5(+13), Appraise 5(+12), Bluff 5(+9), Climb 5(+10), Diplomacy 5(+9), Disable Device 5(+17;+19 vs Traps), Disguise 0(+1), Escape Artist 5(+13), Fly 0(+5), Heal 0(+2), Intimidate 0(+1), Knowledge:Dungeon 5(+12), Knowledge:Local 5(+12), Perception 5(+10), Ride 0(+5), Sense Motive 5(+10), Sleight of Hand 5(+13), Stealth 5(+13), Survival 0(+2), Swim 5(+10)
Combat Gear: +1 Rapier, +1 Rifle, Mosin-Nagant m1891, Revolver, Nagant m1895, 50 Rifle Rounds, 50 Pistol Rounds, +1 Mithril Chain Shirt, Ring of Protection +1
Gear: Ioun Torch, MW Backpack, Bedroll, Belt Pouch, Winter Blanket, Explorer's Outfit, Fishhook x4, Flint & Steel, MW Thieves' Tools
455 gp, 9 sp 8 cp

History: Seerus originated from a small island town with the primary commerce consisting of fishing. His family was very large with his parents and 3 older sisters. Being the youngest and only son, he was often spoiled by his sisters. While his father was often away on fishing trips for several months he would take on the role of 'man of the house' doing most of the physical labor around his house and bringing back meat from fishing and hunting.

His life was fairly quiet on the island until one day some pirates came to raid the island. The pirates were repelled without much damage to the town but Seerus was enamored by the pirates that showed up and started dreaming of one day going out to sea to be a pirate himself. That day came when he was 15 years old when a friendly pirate visited the island. He convinced the Captain of that ship to take him own. His sisters and mother argued with him but his mind was set and they finally consented and wished him well.

While out on the sea, Seerus proved his worth and became the 1st Mate. But his lucked turned sour and their ship was captured by the authorizes and the entire crew was taken prisoner. He was scheduled to be executed but managed to seduce a cleaning lady to get him a key to his cell where he proceeded to escape and flee. Losing his Captain and his crew, he shipped out on merchant ships to find a new pirate crew to join.

Personality: Seerus is often serious but does have a sense of humor that often falls on the dark and sometimes sadistic side. Even though he has no trouble committing truly despicable acts for his crew and Captain, he is very loyal. He will treat his shipmates friendly and will look out for them unless they betray his trust in which case he will exact truly horrible punishments for traitors.


Banesama: Please specify your race. You didn't list it in your character.
Also, everyone uses airships, rather than traditional ships. Also, most islands are floating, so that is considered the norm. I immediately assume that the island is sea level, as opposed to floating, as you mentioned he was a fisher.


Cool, will be submitting a mash up of a sky pirate pistol/blade fighter with a dip in gunslinger


DM Forgedawn wrote:

Banesama: Please specify your race. You didn't list it in your character.

Also, everyone uses airships, rather than traditional ships. Also, most islands are floating, so that is considered the norm. I immediately assume that the island is sea level, as opposed to floating, as you mentioned he was a fisher.

Ah.. sorry. Human.

I put the +2 Racial modifier in Dex and the +1 4th lvl upgrade into Int. How he got the 20 Dex and 18 Int.

Yeah. Sea level island. But I can change that to floating island and make a few changes in his history if need be.


Dotting for interest.

4d6 ⇒ (5, 4, 2, 6) = 1715
4d6 ⇒ (6, 1, 6, 4) = 1716
4d6 ⇒ (1, 5, 4, 4) = 1413
4d6 ⇒ (4, 6, 1, 2) = 1312
4d6 ⇒ (1, 5, 4, 2) = 1211
4d6 ⇒ (3, 4, 2, 1) = 109


Rolls:

4d6 ⇒ (2, 3, 6, 5) = 16
4d6 ⇒ (3, 4, 3, 1) = 11
4d6 ⇒ (1, 2, 6, 1) = 10
4d6 ⇒ (3, 2, 1, 5) = 11
4d6 ⇒ (4, 2, 2, 1) = 9
4d6 ⇒ (3, 2, 5, 1) = 11

Definitely doing point buy.

Gonna apply for this again.


Since recruitment looks like it's slowing down, i'll be closing recruitment monday. I'm choosing 3-4 people for the campaign.


Don't want to be the one pumping up or bolestering the masses to post even more interest -well, I am, but I'll get to that soon- but I have a couple questions regarding the setting, what do you have planned and more.
I'll list the questions first and the explanation them at the end.

Questions:

First one is probably the most important: will the campaign be a sandbox with an overarching plot or more akin to a homebrew AP of yours?

Okay, I lied, this is the most important question for my backstory and concept: regarding human society, are living conditions like those seen in games like Bioshock Inifnity and other steampunk games/media/novels? Let me explain myself.

Is there a bourgeoisie and noble part of the population who enjoys all the fancy tech, comfy lofestyles and luxuries while the most lowly of men and women are oppressed, almost enslaved and living likr rats to work the human factories? Failing that, could at least one floating island has something like this?

Given that this is steampunkish and the genre usually features it: are there mechanical prosthetics for missing limbs? Preferably the ones that work and are not only for aesthetical purpose.

Final two questions: does explosive devices -bombs, grenades, mines, demolition charges et al- existent? And if I find -because I am unsure of their existence or lack of at the moment- an archetype for one of human's allowed classes that allow them to use Alchemist's bombs, would you allow it?

Why do I ask about this? Well, it's simple: my character would be a former factory worker that after a tragedy or injustice -or both-, tried to gather some folks to syndicate and fight for their rights. But when their attempt was suppressed violently, he decided extreme measures would be needed and started actually fighting for his and his people rights. A human revolutionaire who's in the bussiness of airship mercenary to gather resources and money so he can finance an attempt to overthrow the reigning bourgeoisie on his homeland or at least make them stop oppressing the lowly masses like he was. He would also try to find outside help, like enlisting orcs or magi to help him: be it with soldiers, training, weapons or money.

Also, rolling my stats.
Stats: 4d6 ⇒ (4, 2, 4, 4) = 14
Stats: 4d6 ⇒ (3, 5, 3, 1) = 12
Stats: 4d6 ⇒ (4, 3, 1, 2) = 10
Stats: 4d6 ⇒ (3, 5, 2, 4) = 14
Stats: 4d6 ⇒ (5, 2, 2, 3) = 12
Stats: 4d6 ⇒ (4, 1, 5, 3) = 13


EmisarryOfTheNorth: An overarching plot, not an AP.
The biggest settlements for humans are villages. Factories don't exist.
There are prosthetics, but the ones that give buffs I'm not allowing during character creation.
Grenades exist, though rare.

Just as a note, enlisting orcs & magi would be hard, as the orcs are led by a tyrant, & the magi, for the most part, care little about everyone else.


I see. Sadly that means the concept isn't solid anymore... but fear not, for I had another one!

Charles Augustus Philippe d'Ambrosse Ignatius Nottingham VIIII* (Signature: Charles A.P.T.A.I.N. VIIII): dandy man, charismatic gentleman, valiant and heroic gunfighter, exotic foods and spirits connoisseur and wannabe airship captain.

*Note: Final name for the submission may be shorter than presented. It might be longer, though. Also, he do knows that ninth would be IX, but screw formal conventionns. VIIII sounds nicer)

Will return later today with a full submission.


I can finally play my gun wielding wizard combined with the Ships mage i've always wanted to play.

Wizard magi it is. Will work on character creation shortly.

Re Airships:

How are the airships flying? Is it straight up magic or is there some technology? If Tech is it giant balloons or something more Magi-tech-ish?

Is there a particular skill involved with the repair and maintenance of airships that's different than regular ships?


Here is my submission.

Owen Zakefin is a magi wizard who fancies himself a ships mage. He was rescued by the captain years ago and initially worked with him/her until he could repay the favor. In doing so he found he liked the sea life and pirates code. He and the captain have saved each others lives more than they can count and though Owen no longer feels obligated he stays because he enjoys it. (Alterable at DM discretion)

Note: I crafted the necklace of adaptation. I hope that's ok.

Owen Zakefien:

Owen Zakefein
Male magi wizard 5
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 40 (5d6+10)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Wizard Spells Prepared (CL 5th; concentration +10)
3rd—haste, heightened mount, heightened mount
2nd—alter summoned monster (DC 17), alter summoned monster (DC 17), buoyancy[ACG], scorching ray, slipstream[APG] (DC 17)
1st—ant haul[APG] (DC 16), mage armor, secluded grimoire, touch of the sea[APG] (2, DC 16), unseen servant
0 (at will)—detect magic, light, message, prestidigitation
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Craft Wondrous Item, Feral Speech[UM], Heighten Spell, Improved Familiar, Scribe Scroll
Skills Acrobatics +2 (+6 to jump), Appraise +9, Craft (ships) +7, Fly +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +13, Profession (sailor) +4, Spellcraft +13, Stealth +7, Swim +1
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Terran, Varisian
SQ arcane bond (Boreanas, small air elemental), shift (10 feet, 8/day), summoner's charm (2 rounds)
Combat Gear lesser extend metamagic rod; Other Gear necklace of adaptation, ring of sustenance, wizard starting spellbook
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Heighten Spell Increases spell level to effective level desired.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10 feet, 8/day) (Sp) Short-range teleport
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

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The airships have large balloons to stay flying.

No pre-game crafting.

The captain is an npc, so being friends with him is perfectly ok.


DM Forgedawn wrote:

The airships have large balloons to stay flying.

No pre-game crafting.

The captain is an npc, so being friends with him is perfectly ok.

Ok. No problem. Removed a couple of items and bought a cloak of the manta ray instead.

if selected I may buy a few more spells and supplies, but otherwise he's good to go.

Owen Zakefin Revised:

Owen Zakefein
Male magi wizard 5
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 40 (5d6+10)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Wizard Spells Prepared (CL 5th; concentration +10)
3rd—haste, heightened mount, heightened mount
2nd—alter summoned monster (DC 17), alter summoned monster (DC 17), buoyancy[ACG], scorching ray, slipstream[APG] (DC 17)
1st—ant haul[APG] (DC 16), mage armor, secluded grimoire, touch of the sea[APG] (2, DC 16), unseen servant
0 (at will)—detect magic, light, message, prestidigitation
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Craft Wondrous Item, Feral Speech[UM], Heighten Spell, Improved Familiar, Scribe Scroll
Skills Acrobatics +2 (+6 to jump), Appraise +9, Craft (ships) +7, Fly +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +13, Profession (sailor) +4, Spellcraft +13, Stealth +7, Swim +1
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Terran, Varisian
SQ arcane bond (Boreanas, small air elemental), shift (10 feet, 8/day), summoner's charm (2 rounds)
Other Gear cloak of the manta ray, ring of sustenance, wizard starting spellbook, 300 gp
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Heighten Spell Increases spell level to effective level desired.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10 feet, 8/day) (Sp) Short-range teleport
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

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What do Magi look like?


They look like elves, for the most part. Those are the only ones I'm allowing players to select.


Slight revision to the character.

Miijoka Jikawe
Alignment: Neutral Good
STR 12
DEX 19
CON 14
INT 12
WIS 17
CHA 11

Initiative: +3
DEFENSE
AC 18, touch 14, flat-footed 13 (+4 armor, +4 Dex)
hp 13
Fort +6, Ref +9, Will +4;

OFFENSE
Speed: 30 ft.
Melee: Mwk Sansetsukon +7 (1d10+1 (Blocking, Disarm), or Kukri +6 (1d4+1, 18-20 x2)
Ranged: +1 Rifle +11 (1d10+6, 40ft x4), or Hunga Munga +10 (1d6+1, 15ft x2,)
Special Attacks: Deeds

STATISTICS
Str 12, Dex 20, Con 14, lnt 12, Wis 17, Cha 11
Base Atk +5; CMB +6; CMD 22
Class Features: Gun Training(Rifle), Gun Training(Revolver)
Grit: 3
Feats: Gunsmithing, Point-Blank Shot, Rapid Reload, Skill Focus(Knowledge: Engineering)
Skills: Climb 2(+6) Craft(Alchemy) 4(+8), Craft(Weapons) 3(+7), Fly 2(+7) Knowledge(Engineering) 4(+11), Knowledge(Local) 1(+5), Perception 5(+11) Profession: Sailor 5(+11), Sleight of Hand 2(+7) Stealth 1(+6)
Combat Gear: +1 Double-barreled Musket, 2 Hunga Mungas, Mwk Sansetsukon, Kukri; Other Gear: +1 Studded Leather Armor, 20 Alchemical Cartridges, 10 Alchemical Silver Cartidges, 10 Cold Iron Cartridges, 2 Burst Jars, 2 Thunderstones, 2 Pellet Grenades, Gunslinger's kit (backpack, bedroll, belt pouch, flint and steel, gunsmith’s kit, iron pot, mess kit, rope, torches (10), trail rations (5 days), and waterskin), Bandoleer, Masterwork Tools, Portable Alchemist's Lab;
2596 gp, 13 sp 20 cp

History: Miijoka's parents were kidnapped from a faraway land and sold to a noble. Their Master allowed them to work off their own freedom, and during this time, Miijoka was born. Just before his parents would've earned their freedom, they both died in a workshop accident. Guilt drove the master to adopt the boy, but he was a cold and distant man. Mostly bereft of companionship, Miijoka immersed himself in mechanics and engineering, learning how to sail and repair ships.

Personality: Miijoka has tried to be pragmatic as his adoptive father has taught him, but he often finds himself torn between a generally compassionate nature opposite a vindictive streak that has gotten him in trouble more than once. Simply put, he tries not to do harm to innocent people. Those who actively hurt others in front of him, or those close to him, or Miijoka himself, tend to get paid in blackpennies.


DM Forgedawn wrote:
They look like elves, for the most part. Those are the only ones I'm allowing players to select.

Cool. Thank you.

Sczarni

Might as well, I need a lot of practice in steam punk settings. Let's make the worst fighter possible. No archetypes hurts the Fighter the most, I reckon, but that's fine. I don't need no archetypes where I'm going.

4d6 ⇒ (1, 1, 1, 3) = 6
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (5, 3, 1, 3) = 12
4d6 ⇒ (6, 1, 2, 2) = 11
4d6 ⇒ (2, 5, 2, 6) = 15
4d6 ⇒ (1, 4, 6, 2) = 13

Oh baby, one stat wonder right here! Mm!

So that's a 5, a 17, 11, 10, 13, and 12.

Sczarni

Uladzamir, the Bandit.
Human Fighter/5
Alignment: Chaotic Neutral
STR 22
DEX 11
CON 13
INT 5
WIS 10
CHA 12

Initiative: +0
DEFENSE
AC 19, touch 10, flat-footed 19 (+9 armor)
hp (5d10+10)
Fort +5, Ref +1, Will +1; +1 vs. Fear

OFFENSE
Speed: 30 ft.
Melee: Tri-point double-edged sword +9 (1d10+15, x3), Scythe +9 (2d4+15, x4), Ranseur +9 (2d4+15, x3), Ogre Hook +9 (1d10+15, x3), Nodachi +9 (1d10+15, 18-20 x2), Monk's Spade +9 (1d6/1d6 +15, x2), Mattock +9 (2d4+15, x4), Lucern Hammer +9 (1d12+13, x2), Lance +9 (1d8+15, x3), Heavy Flail +9 (1d10+15, 19-20 x2), Greatsword +9 (2d6+15, 19-20 x2), Glaive +9 (1d10+15, x3), Greatclub +9 (1d10+15, x2), Greataxe +9 (1d12+15, x3), Bardiche +9 (1d10+15, 19-20), Cutlass +9 (1d6+15, 18-20 x2), Heavy Pick +9 (1d6+15, x4), Light Flail +9 (1d8+15, x2), Longsword +9 (1d8+15, 19-20), Nine-Ring broadsword +9 (1d8+15, x3), Sibat +9 (1d6+15, x3), Trident +9 (1d8+15, x2), Warhammer +9 (1d8+15, x3), Gladius +9 (1d6+10, 19-20), Handaxe +9 (1d6+10, x3), Machete +9 (1d6+10, 19-20 x2), Sap +10 (1d6+11, non-lethal), Switchblade Knife +9 (1d4+10, 19-20 x2), Throwing Axe x2 +9 (1d6+10), Spiked Gauntlet +10 (1d4+11, x2)

Ranged: Mwk Composite Longbow +6, +4 (1d8+10, x3, 110ft), Throwing Axe x2 +9(1d6+10, 10ft) 100 arrows.

STATISTICS
Str 22, Dex 10, Con 14, lnt 12, Wis 17, Cha 11
Base Atk +5; CMB +10; CMD 20 (+25 against Grapple, Disarm)
Class Features: Armor Training 1, Weapon Training 1 (Close), Bonus Feat x3
Feats: Toughness, Power Attack, Cut from the Air, Additional Traits, Deadly Aim
Skills: No skills here.
Traits: Wrecking Wrath, Muscle of the Society.
Combat Gear: Mwk Hellknight Plate, Tri-point double-edged sword, Scythe, Ranseur, Ogre Hook, Nodachi, Monk's Spade, Mattock, Lucern Hammer, Lance, Heavy Flail, Greatsword, Glaive, Greatclub, Greataxe, Bardiche, [Cutlass, Heavy Pick, Light Flail, Longsword, Nine-Ring broadsword, Sibat, Trident, Warhammer][Gladius, Handaxe, Machete, Sap, Switchblade Knife, Throwing Axe x2]Spiked Gauntlet, Belt of Giant Strength +2, 80 potions of Infernal Healing
0 gp,

History: Ulad was born to a mother and shortly abandoned because it wasn't the mother's idea to have a child. He looked just like his father, who was a strapping, powerful bandit of the land and sky. However, his success was mostly in story only, and the more enemies he made, the harder his life became. Those enemies carried over onto Ulad's shoulders, when he became a man and took the name Uladzamir.

He worked as a farmhand or anything simple, because he couldn't read and he couldn't grasp what most learned others could. But he had a ferocious hunger for conflict, probably because he was so much larger than the other young men, his simple skills only becoming apparent in wielding weapons.

It didn't take too long for Uladzamir to become involved in a pirate gang, some upstarts that thought they were hot stuff. So they nabbed a ship, a small ship, from a larger group and really crashed it up good (their pilot got all sorts of drunk). Now Uladzamir is looking for a way to leave his fellows before that more sophisticated bandit group finds them.

Personality: Uladzamir has very few skills outside of breaking face, and he knows this. But he still likes goading others into fighting him, what with his bucket of weapons slung over his shoulder and his large stature. To him, combat doesn't care what weapon is "best", so neither does he. He does cherish his bow though, a gift from his bandit father when he came of age, but he is free to break every other weapon he lays his hands on. He spends his money on more weapons and liquor, and has never been able to afford a firearm. He usually ends up breaking them over someone's head once he runs out of ammo.


Recruitment is closed. I've chosen:
Miijoka Jikawe (SAMAS)
Arther Winn (SkaTalon)
Owen Zakefein (Tiny Coffee Golem)
Seerus Forstee (Banesame)

Dot in the gameplay when you're ready.


Thanks everyone. Good gaming all.

Sczarni

Oh thank goodness. Have fun y'all!


Congratulations, everyone!

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