LegitGM's Chaotic West Sandbox (Inactive)

Game Master LegitName


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The sun rises over the sandy town of Duneville. A tumbleweed blows accross the street. The piano in the pub is barely heard over the roars of laughtor and shouts of terror issuing from the said building. You think to yourself, This is where I was born to be.

This is a very open sandbox set in a homebrew setting of my own creation. Up to 3 characters will be selected. No where does it say you all have to work together, or even be in the same town. One of you could be a bandit while the other is a lawman. That is for you to decide.

Build rules:
-20 point buy
-All core races are aloud, all other races on a case by case basis.
-All core classes are aloud, as well as gunslinger. All other classes on a case by case basis. All archetypes are on a case by case basis.
-Starting level 10
-Your character will be gestalt, and at least one of the classes must be a core class or gunslinger.
-2 traits at first level. No drawbacks. Traits should be more than stat boosts, they should flesh out you characters backstory (something that I will be looking for in selection!)
-Starting balance 62,000 gp - all simple, martial, exotic, light, medium, heavy, and shields, can be found. Magic items must be from the core rulebook or advanced players guide, otherwise it is a case by case basis.
-Alignment can vary depending on what you are playing. Make the alignment fit the character. But don't let your occupation stop you. You could play a bandit (inherantley evil) that only steals from the rich, corrupt people (more like CG) (Put that in there for you leverage fans).
-Background skills, including artistry and lore.
-Leadership feat is banned. If this feat is given to you through a class thing, instead take the persuasive feat with double the bonuses.
-Item creation feats are not banned, but most towns have blacksmith npcs that can make you gear (for a price) while you are out adventuring. But maybe your character hates towns, I don't know.
-Golarion gods.

No third party.

No definite deadline yet.


Is this gonna be 'Guns Everywhere' or what exactly?

Grand Lodge

i'll throw a dot in here....interesting


This sounds like a good game for Vera to get into. She was originally built for a western. Gunslinger/Something (originally investigator, but I dunno).


Dot for Gunslinger/Monk.


As with Javell, knowing what level the firearms are is pretty important.

I am also thinking gunslinger monk. The Gun Kata calls to me. (though the more fluid Ultraviolet over the stiff Equilibrium)


Gun availability: all early firearms are readily available


Philo Pharynx wrote:

As with Javell, knowing what level the firearms are is pretty important.

I am also thinking gunslinger monk. The Gun Kata calls to me. (though the more fluid Ultraviolet over the stiff Equilibrium)

Great minds think alike :-)


Dot, not sure what yet.


are advanced firearms available at character creation?


Hey! Can I use the Spellscar Drifter cavalier archetype?

Here's the archetype.

According to an unofficial errata, its challenge is supposed to work with gun damage, but it's a little bit of a grey area, and I'd like approval.


Hmmmm...I have an idea that's sprung into my head, but I'm not sure if it will be doable, or how much modification it will take to work.

GM, would you allow the Temple Champion and Spirit-Scarred Paladin Archetypes, and the Dual-Cursed Oracle on the other?

Effectively, the idea is that he has survived something that should have killed him, but even divine intervention has its limits. As such he now has three curses (one from Spirit-Scarred, two from Dual-Cursed) and is a broken wreck...but one who still answers's when his God calls.

The idea of a Thrice-Cursed Paladin appeals to me, for some reason.

Grand Lodge

I either want to make a bard/Gunslinger because of a singing cowboy or a Guntank because they seem fun as well.


JonGarrett wrote:

Hmmmm...I have an idea that's sprung into my head, but I'm not sure if it will be doable, or how much modification it will take to work.

GM, would you allow the Temple Champion and Spirit-Scarred Paladin Archetypes, and the Dual-Cursed Oracle on the other?

Effectively, the idea is that he has survived something that should have killed him, but even divine intervention has its limits. As such he now has three curses (one from Spirit-Scarred, two from Dual-Cursed) and is a broken wreck...but one who still answers's when his God calls.

The idea of a Thrice-Cursed Paladin appeals to me, for some reason.

Cool.


Storyteller Shadow wrote:


Cool.

Yeah, it seemed very...wild west. Also, I pretty much run on rule of cool when building characters.


Vera - level 10

Beastmaster - advanced firearms are not available in this world. they have not come about yet.

Ierox - that archetype works well. What were you thinking of gestalting with?

JonGarret - I will allow those archetypes together.


I'm thinking of Anathiel, the Broken Halo Kid.

He would be an Aasimar Gunslinger 7/Rogue 3//Monk 10
The archetypes are Kata Master, Pistolero, and Survivalist.

His traits are Bounty Hunter and Disillusioned. Story to come...


BeastMaster here, presenting Rithan Kalax, Gunslinger//Ranger. Haven't done traits or skills yet, this has taken a while as my profile got eaten by goblins once, but here.

Dark Archive

Well, I was going to go gun fu monk but with two alreadt I'm considering a demolitions specialist Gunslinger/Grenadier alchemist


Philo - so you gestalt every level with monk, 7 with gunslinger, and 3 with rogue? The three archetypes look good.

Rithan - looks good so far.

Edwin - sounds pretty cool.


May I request Aasimar as a race? I'd like to claim it's for some mechanical advantage and, well, Aasimar is good for a Oradin of any stripe (don't worry, no double Charisma tricks to stats or anything here) but actually it's because I keep having the lyrics for the Cab's Angel with a Shotgun playing through my brain.

...it's annoying when characters make themselves based on songs I've heard. Sadly, the section of his story based on the song will probably end in the Haunted curse (and the Haunting Regret drawback, if we were taking those).


Will you allow Occultist? I am currently thinking that it might be fun to play a character loosely based on Gene Starwind from Outlaw Star.


Would you consider an ifrit for races? I'm leaning towards a gunslinger/fighter. Adept at both ranged and melee combat, he blends the two to make a rather fearsome foe.


Dot. Need to have a look at what I can come up with

Idea:
Musket master 5/fighter 5/inquisitors (black powder inquisition) 10


Talin Moonscar, Mage Hunter for Nethys. Concept. Anti-Mage Gunslinger. Cast a spell near him, and BANG! between -13/-17 to Concentration to try and cast your spells.

Talin Moonscar:

Talin Moonscar
Male human fighter 5/gunslinger (musket master) 5/inquisitor (spellbreaker) of Nethys 10/gestal (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 9, 50, 52)
LN Medium humanoid (human)
Init +10; Senses Perception +15
--------------------
Defense
--------------------
AC 26, touch 18, flat-footed 18 (+8 armor, +6 Dex, +2 dodge)
hp 94 (10d10+30)
Fort +9, Ref +10, Will +9 (+1 vs. fear); +2 vs. evocation spells, +1 vs. enchantment spells
Defensive Abilities nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +10/+5 (1d6/18-20)
Ranged +1 distracting, greater musket +16 (1d12+14/×4)
Special Attacks bane (10 rounds/day), deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (2), judgment 4/day (2 simultaneous), weapon training (firearms +1[UC])
Inquisitor Spell-Like Abilities (CL 10th; concentration +12)
. . At will—detect alignment, discern lies (10 rounds/day)
Inquisitor (Spellbreaker) Spells Known (CL 10th; concentration +12)
. . Domain Black powder inquisition[UC]
--------------------
Statistics
--------------------
Str 11, Dex 22, Con 14, Int 16, Wis 14, Cha 10
Base Atk +10; CMB +10; CMD 28
Feats Combat Patrol[APG], Combat Reflexes, Deadly Aim, Dodge, Gunsmithing[UC], Improved Snap Shot[UC], Mobility, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Snap Shot[UC], Weapon Focus (musket)
Traits black powder interjection, practiced disruptor
Skills Acrobatics +19, Craft (alchemy) +7, Craft (weapons) +13, Intimidate +5, Knowledge (arcana) +17, Knowledge (engineering) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (planes) +16, Knowledge (religion) +16, Perception +15, Ride +19, Sense Motive +20, Spellcraft +16, Survival +2 (+4 to avoid becoming lost)
Languages Common, Draconic, Elven, Undercommon
SQ armor training 1, defense against magic, defense against magic, disruptive shot, foil casting, gunsmith, musket training, stern gaze +5, strong-willed, track +5
Combat Gear black powder reagent (80); Other Gear +2 mithral agile breastplate[APG], +1 distracting, greater musket[UC], paper cartridge[UC] (12), rapier, belt of physical might +2 (Dex, Con), headband of vast intelligence +4, opalescent white pyramid ioun stone, wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, canteen[UE], flint and steel, gunsmith's kit[UC], masterwork backpack[APG], mess kit[UE], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], trail rations (5), 5 gp, 4 sp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bane (+2 / 2d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Defense Against Magic +1 (Enchantment) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Defense Against Magic +2 (Evocation) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Disruptive Shot (DC 17) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
Inquisitor (Spellbreaker) Domain (Black Powder Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Musket Training (+6, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Nimble +1 +1 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Track +5 Add the listed bonus to survival checks made to track.
Weapon Training (Firearms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Firearms


I'll admit, it's kind of tempting to the play the swordsman in the west. Would you allow a Swashbuckler/Fighter?


Seth86 wrote:
Musket master 5/fighter 5/inquisitor (spellbreaker) of Nethys 10

Okay, you got me curious. How do you get a 10th level inquisitor? I know I'm totally missing something somewhere but I just can't figure it out so that's why I ask.


Javell DeLeon wrote:
Seth86 wrote:
Musket master 5/fighter 5/inquisitor (spellbreaker) of Nethys 10
Okay, you got me curious. How do you get a 10th level inquisitor? I know I'm totally missing something somewhere but I just can't figure it out so that's why I ask.

The potential player is looking at taking Musket Master (Gunslinger) 5/Fighter 5 on one side of the gestalt build and Inquisitor 10 on the other.


LegitGM wrote:

Vera - level 10

Beastmaster - advanced firearms are not available in this world. they have not come about yet.

Ierox - that archetype works well. What were you thinking of gestalting with?

JonGarret - I will allow those archetypes together.

I was considering pairing it up with Investigator, actually. A bounty hunter sort of deal.


Would you allow the alchemist, and the Construct Rider alchemist archetype?


The Lucky Halfling wrote:
The potential player is looking at taking Musket Master (Gunslinger) 5/Fighter 5 on one side of the gestalt build and Inquisitor 10 on the other.

So you would get 5 levels of fighter/gunslinger and 10 levels of inquisitor? Huh, didn't know you could do that with gestalt. Cool. Thanks for the clarification.


Javell DeLeon wrote:


The Lucky Halfling wrote:
The potential player is looking at taking Musket Master (Gunslinger) 5/Fighter 5 on one side of the gestalt build and Inquisitor 10 on the other.
So you would get 5 levels of fighter/gunslinger and 10 levels of inquisitor? Huh, didn't know you could do that with gestalt. Cool. Thanks for the clarification.

Sure thing. Gestalt is it's own beast of rules that can change depending on the GM.


JonGarret - sounds like a fun idea. Go ahead.

Vrog - I will allow occultist in this.

Halfling - I will allow ifrits.

Seth - Talin looks good.

Halfling again - That combo (swashy/fighter) is allowed, since fighter is a core class and the requirements is for at least one of the classes to be a core or gunslinger.

Ierox - I like the idea.

Alexgndl - I will allow that archetype.

Javall - sort of. At level 1-5, he gets the better BAB, hit die, skill points, and save from the classes fighter and inquisitor, but gains all class abilities from them. Then on 6-10, he compares the aforementioned stats between gunslinger and inquisitor. (On saves: each save separate. A level 1 gestalt Brawler/Sorcerer would get a base of +2 in each save)


Okay, here's Anathiel the Broken Halo.

Since this is a sandbox game, he comes with a big 'ol plot hook. And being a bounty hunter, he's ready set for little plot hooks as well. And then he's got a grappling hook and fishhooks just to round it out.

The tale of the Broken Halo:

The town of Ridgleine Pass had three claims to fame. First, it had a small vein of Mithral. Not enough to make them rich, but enough to keep the town comfortable. Second, they had two large inns and plenty of stables. When a storm was coming, everybody on the mountain came there to ride it out. Third, they had the Monastery of the Stars of Heaven.

There were a little over a dozen monks there, but they kept order on the mountain. They swore oaths to protect the good folk of the land, both residents and travelers. Many who have slipped from the heights have looked up to see the smiling faces of the monks as they came down, seeming not to care about the chill. Equally so are the bandits who see monks bounding out to surround them, guns drawn. While some claim that the guns were created by the devils, the brothers use them to keep the peace. Beyond that, the only weapons they use are their bodies.

The Ytzarn gang. Djell Vuarnos. The Wyrm Alabaster. And countless yeti and winter wolves. They all fell to the brohters and the brothers grew strong.

What wasn't a claim to fame was what made the monks so special. The Chalice of the Planes was the monastery's greatest relic. Summon up a being from outside the planes, any being. A few drops of blood are all it takes to infuse the drinker with planar energy. Celestials can generally be persuaded to offer such a small sacrifice to worthy candidates. It changes a being to an asimar. If the summoned being is a fiend, it would make a tiefling. An elemental begets a sylph, undine, ifrit or oread.

The Chalice can also infuse a greater amount of energy, making somebody half-planeborn. This is not usually voluntary, as it takes the last drops of heart's blood. It's also why the Chalice has been protected.

Until three years ago.

They knew about the monastery. They knew how to fight them. They slaughtered the brothers. They slaughtered the town. Anathiel was taken in his sleep. He awoke in a pit, buried under the corpses of everyone he knew. He was most of the way to being one himself. He crawled free, but left part of himself. The kindness, the compassion. It hurt too much to care, so he stopped. But he did not fall to cruelty. He sought refuge in order. It seems like a joke, looking for law in this so unlawful land. But one did what one could. There were lawbreakers out there. And a system. The duty of a bounty hunter is to seek out the worst of the lawbreakers and bring them back as specified on the bounty.

And he especially looks for the planetouched.

The Nitty-Gritty:

Anathiel the Broken Halo
Male garuda-blooded aasimar (plumekith) gunslinger (pistolero) 7/monk (kata master) 10/unchained rogue 3/gestalt 10 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 9, 51, 73, Pathfinder Unchained 20)
LN Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +21 (+22 surprise)
--------------------
Defense
--------------------
AC 29, touch 29, flat-footed 20 (+2 deflection, +6 Dex, +3 dodge, +2 monk, +6 Wis)
hp 82 (10d10+20)
Fort +8, Ref +13, Will +13 (+2 trait bonus vs. emotion and fear effects)
Defensive Abilities improved evasion, nimble +2; Immune disease; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed strike +16/+11 (1d10+7) or
. . unarmed strike flurry of blows +22/+22/+17/+17/+12/+7 (1d10+7)
Ranged +1 distance pistol +17/+12 (1d8+7/×4)
Special Attacks deeds (dead shot, deadeye, gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, targeting, up close and deadly +2d6, utility shot), flurry of blows, grit (7), menacing swordplay, sneak attack (unchained) +2d6, targeted strike
Spell-Like Abilities (CL 10th; concentration +11)
. . 1/day—see invisibility
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 12, Int 10, Wis 22, Cha 12
Base Atk +9; CMB +13 (+15 disarm); CMD 39 (41 vs. disarm)
Feats Clustered Shots[UC], Deflect Arrows, Dodge, Gunsmithing[UC], Improved Disarm, Improved Unarmed Strike, Mobility, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Snap Shot[UC], Weapon Finesse, Weapon Focus (pistol)
Traits bounty hunter (isger), disillusioned
Skills Acrobatics +16 (+38 to jump), Appraise +4, Climb +9, Escape Artist +16, Fly +8, Handle Animal +5, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (religion) +5, Linguistics +10, Lore (Wanted Criminals) +13, Perception +21 (+22 surprise), Ride +10, Sense Motive +16, Sleight of Hand +10, Stealth +16, Survival +16 (+21 when tracking, +17 tracking), Swim +5; Racial Modifiers +2 Acrobatics, +2 Fly, derring-do
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Orc
SQ dodging panache, endure elements, fast movement, gunsmith, hardy, high jump, ki pool (11 points cold iron, lawful, magic, silver), maneuver training, panache, pistol training, rogue talent (combat trick), slow fall 50 ft.
Other Gear +1 distance pistol[UC], black powder[UC] (200), bullet[UC] (200), paper cartridge[UC] (100), amulet of mighty fists +1, belt of incredible dexterity +4, beneficial bandolier[UE], campfire bead[APG], handy haversack, headband of inspired wisdom +4, lenses of detection, ring of protection +2, rope of climbing, shackles of compliance[UE], traveler's any-tool[UE], bedroll, belt pouch, box of fishing tackle (2 lb), fishing pole, simple (1 lb), flight grapnel, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], powder horn[UC], trail rations (5), wandermeal[UE] (5), waterskin (6), 51 gp, 3 sp, 5 cp
--------------------
Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Derring-Do (+6 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Dodging Panache +1 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +1 to AC vs. attack.
Deed: Menacing Swordplay (Ex) While 1 panache, as a swift action when hit, attempt demoralize check.
Deed: Targeted Strike (Ex) Spend 1 panache as full-rd action to attack part of foe's body.
Deeds Use Grit to perform special abilities with your firearms.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Endure Elements (CL 3, 1/day) (Sp) At 3rd level, a survivalist rogue can use endure elements once per day as a spell-like ability. The survivalist's caster level is the same as her rogue level. This ability replaces trap sense.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +15/+15/+10/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hardy (Ex) Survive longer without food or water.
High Jump (+10/+30 with ki point) (Ex) +10 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble +2 +2 (Ex) +2 AC while wearing light or no armor.
Panache (Ex) Gain panache, use unarmed/monk wep with certain deeds, and can spend ki for deeds.
Pistol Training (+6, misfire value -2) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Slow Fall 50 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


One last question, are ratfolk okay to use?


Dotting with a spellslinger/siege gunner


Philo - looks good.

Alexgndl - I will allow ratfolk

RPG Superstar Season 9 Top 32

@Legit

I haven't done much with gestalt but a Gripoli following a chaotic type god (Chaos and trickery Domains) Cleric/Gunslinger would make me super happy. I'll admit it's mostly because I want to use the Agile tongue feat to deliver buffs and debuffs alike. Also jumping to a better shooting position/using climb speed. Pretty much everything about that characgter concept makes me smile.


Solspiral - Sounds cool.


Last question: Will you allow the Trench Fighter archetype of Fighter?


Won't have time to get a 10th level submission in here :-(

RPG Superstar Season 9 Top 32

What level of firearms early I'm assuming but figured I'd ask


Vrog - I will allow that

Storyteller - sorry to hear that.

Solspiral - early firearms only

I am closing recruitment to all people who have not posted on here yet.


I'll admit that I've been all over the place trying to figure out what I would like to play. I want something mechanically strong, but fitting for the setting. Finally, I feel like I've stumbled upon something that works. I'm still figuring it all out, but I would like to ask if you would allow me to reflector the Cartomancer (Witch) into a gambler. His harrow deck would be a prized deck of playing cards that are worth a pretty penny, but despite any losing streak he might find himself on, he would never part with the deck willingly.


That archetype works well.


I'm looking as rogue as my core class. He will not have the highest attack, but he'll always have an ace up his sleeve.

In regard to traits, I'm considering rough and ready. It's a fun idea thinking of him hitting someone with a die. Practiced gambler is kind of a given considering the character I think.


How are we handling hp?


LegitGM wrote:
I am closing recruitment to all people who have not posted on here yet.

I hadn't posted yet because I was away for a wedding on the weekend but I'd posted in the interest check. I'm going to try to sneak in my character later this afternoon anyway, but understand if I've missed the cutoff.


I now have a rough draft in development. Cleric of Pharasma/Gunslinger 10. A Nun with a gun, dedicated to hunting and killing undead.

RPG Superstar Season 9 Top 32

My character will be complete tonight, all I have left to do is equipment and skills.

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