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Of Gears and Greed
Game Master Nevynxxx

A slightly steampunked up Rise of the Runelords. I've stayed close to the text for this first part, but plan to move away from it as we progress....


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Dean, after much analysis, I'm going to go for general ranged combat specialization, applying it to the crossbow and later firearms, depending on their availability (2 pistols would look cool!). I'll keep the rapier for melee encounters, fits with his backstory.

Ok, this is what I am thinking, if I survive this long:
1st level feat: Point Blank Shot
2nd level feat via Rogue talent: Rapid Reload
3rd level feat: Rapid Shot


@Mark, one more would certainly be welcome!

Don't worry too much about having similar weapons, and having to fight over spoils....I'll make sure there are plenty of appropriate rewards, since I'm going to have to rejig treasures to keep the magic influence to the level I want.

Yes, sword canes are likely to appear in treasure, if nothing else, it would be surprising to fight people in this sort of thing who don't have them <wink>

I think we have four characters statted up just about now.

Luc - Half-elf Rogue
Ninian - Human Inquisitor
Marius - Human Ranger
Emanual - Human Fighter

an Alchamist should be on the way, and whatever Mark decides on.

That will be six, which I think is about right, so I'll close the request for more players now.

I'll open up a discussion thread today, and we can fine tune characters/backgrounds for a few days, and when everyone is ready, I'll kick off a game thread.

(RPG Superstar 2009 Top 16)

I was thinking of a Van Helsing style ranger but don't want to be redundant.


Nevynxxx wrote:

Don't worry too much about having similar weapons, and having to fight over spoils....I'll make sure there are plenty of appropriate rewards, since I'm going to have to rejig treasures to keep the magic influence to the level I want.

Well, after reading this, ignore my last post. I will stick to Weapon Finesse at 1st level and concentrate on the rapier, maybe taking the Spring attack tree. We'll see.


May I present Wits Fizzlewick, gnome Alchemist? His stats are in the profile.

I wasn't sure what starting cash Alchemists get, so I went with the cleric cash. Let me know if I need to change him!


Wits Fizzlewick wrote:

May I present Wits Fizzlewick, gnome Alchemist? His stats are in the profile.

I wasn't sure what starting cash Alchemists get, so I went with the cleric cash. Let me know if I need to change him!

That seems reasonable. Starting cash doesn't exactly matter for long. ;)

He is a damn cool little character though. Sounds very fun...


Oh, while I'm here. With regards to firearms.

Consider firearms to be martial weapons, rather than exotic. Costs are going to remain as per the book, so they will come into play a little later than you may expect.

How does everyone feel about the optional rules (Explosive dice and Missfire)? I would use either both, or neither, and I'm leaning towards both...


Nevynxxx wrote:
Costs are going to remain as per the book, so they will come into play a little later than you may expect.

Maybe I missed it, but what book are we referring to? Thanks!


Luc Dantés wrote:
Nevynxxx wrote:
Costs are going to remain as per the book, so they will come into play a little later than you may expect.
Maybe I missed it, but what book are we referring to? Thanks!

Sorry, Pathfinder Chronicles Campaign Setting, around P210 or something....


I'm all set. Let me know when you get the discussion thread up and where it is so I can start checking it. I'll try to get Emanual on a profile sometime today.


Sorry, Pathfinder Chronicles Campaign Setting, around P210 or something....

Ah. I don't have that book, I only have the Pathfinder RPG. Maybe you list the chart, whenever you have time. :) Later!


Luc Dantés wrote:
Maybe you list the chart, whenever you have time. :) Later!

Naaa, We'll just wait till you find a gun smith and need to worry about it. If you find any guns, I can post some stats then.


That works too!


Nevynxxx wrote:

Oh, while I'm here. With regards to firearms.

Consider firearms to be martial weapons, rather than exotic. Costs are going to remain as per the book, so they will come into play a little later than you may expect.

How does everyone feel about the optional rules (Explosive dice and Missfire)? I would use either both, or neither, and I'm leaning towards both...

Misfire seems appropriate since the guns are going to be unrelieable, but I don't know about explosive dice. If you are talking about what I think you are talking about, it seems like an easy way to get killed in one series of lucky rolls. I have never played with explosive dice before so I may be entirely mistaken.

Cheliax (Pathfinder Adventure Path Subscriber)

You know what would make sense?

Spoiler:
If the reason for all of the steampunk in Varisia is because the Runelord of Wrath has woken up and caused the development of war machines and such, believeing all the other Runelords are dead, and is planning to reconquer her lands.


Nevynxxx wrote:
Wits Fizzlewick wrote:

May I present Wits Fizzlewick, gnome Alchemist? His stats are in the profile.

I wasn't sure what starting cash Alchemists get, so I went with the cleric cash. Let me know if I need to change him!

That seems reasonable. Starting cash doesn't exactly matter for long. ;)

He is a damn cool little character though. Sounds very fun...

Somewhere on here I found a thread where one of the "gurus" said which APG classes got which starting gold. That is where I found out I should use rogue for the inquisitor.

Ah, here it is: Starting Gold

Though after double checking, I think I probably should have MMOB.


I just had a thought. How about there are crossbows that work on compressed air? Same stats and everything. The compressed air refills come with an order of bolts to keep prices the same. Seems steampunky to me.

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'm not part of this, but I thought I'd pop in and say a couple things about firearms that I noticed.

First off, crossbow feats such as rapid reload don't apply to them (unless the DM says so). This means that a revolver is actually better than a pistol.

The upside vs crossbows is that there's a feat that lets you not provoke when firing a firearm.

Also, I feel that misfire chances should get modified when you have a masterwork firearm (perhaps so that only revolvers have a misfire chance, for instance).


I will not worry about guns and their required feats until I find one in game or have enough money to afford one. I'll stick to my rapier till then!


I think this game has great potential, especially with the steampunk element, and I really like the character, so hopefully, we will start soon.


Dean Ninian Beard wrote:


Misfire seems appropriate since the guns are going to be unrelieable, but I don't know about explosive dice. If you are talking about what I think you are talking about, it seems like an easy way to get killed in one series of lucky rolls. I have never played with explosive dice before so I may be entirely mistaken.

Indeed, the explosive dice means if you roll max damage, you roll again. So yes, it can runaway.

The way I look at it, missfire is going to penalise your characters over time, more than the people you face. Explosive dice should work out better for you over time though, so it will kinda balance out.

Anyway more comments please!

Just waiting for one more character then we can get going. I'll sort out the discussion thread later today.

Oh, and I love the idea of the air crossbows, sounds fun. I'm all for tweaking the descriptions of stuff, especially if it doesn't tweak the rules! :)



I'm in


Bump for character creation rules.

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