|The Nameless GM|
Old Orleans is in danger. It's been coming for a long time now, and the end is coming. The question on everyone's mind is...how?
This is a continuation of a thread that has been buried under the depths of the forums, and now it's time to start again.
The following classes are available to choose from:
*Paladins can only be Human, and they will have special connections with the Brotherhood of Steel.
The reason the Arcane classes aren't in this list is because there is really no way for them to work, as most of their usefulness comes from having plenty of supplies. This is obviously a problem in the Fallout Universe. The Alchemist is the exception, as he can make potions and bombs from just about anything, which fits perfectly in this campaign.
The only Divine casters are the Inquisitor and the Cleric, as we'd need a healer. Blamo Mac & Cheese can only do so much against a bullet wound.
The Human and Elf are available as races, as well as the Super Mutant and Ghoul (special thanks to pscionichamster for making these)
Thanks to Weargle for linking me to this page with all the weapons available in the Fallout Universe.
We'll only be using weapons from Fallout 3 and a few of the DLCs. As much as I like a good Recharger Pistol, it just wouldn't work in this game.
.32 Pistol-Purse Revolver
Chinese Pistol-Shansi Type 17
Scoped .44 Magnum-Blackhawk
Unscopped .44 Magnum-Desert Eagle 44
Assault Rifle-R91 Rifle
Chinese Assault Rifle-AK47
Hunting Rifle-Varmit Rifle
Lever Action Rifle-Backwater rifle
Sniper Rifle- DSK-510-1
Combat Shotgun-Sidewinder Shotgun
Double Barreled Shotgun-Winchester Widowmaker
Sawed off Shotgun- Sawen-off Widowmaker
10mm SMG-H&K MP9 SMG
Fat Man-Fat Mat
Gatling Laser-L30 Gatling Laser
Heavy Incinerator-Incinerator, Heavy
Missile Launcher-Rockwell Bazooka
Minigun- Avenger Minigun
Gauss Rifle-M72 Gauss Rifle
Laser Pistol-AEP7 Laser Pistol
Laser Rifle-AER9 Laser rifle
Plasma Pistol-Glock 86 Plasma Pistol
Plasma Rifle-Winchester P94 Plasma Caster
Tesla Cannon-Tesla Cannon
Tri-Beam Laser Rifle-AER9 Spread Laser
Frag Grenade-Grenade, Fragmentation
Plasma Grenade-Grenade, Plasma
Pulse Grenade-Grenade, Pulse
Frag Mine-Landmine, Fragmentation
Plasma Mine-Landmine, Plasma
Pulse Mine-Landmine, Pulse
Melee Weapons (All)
Baseball Bat-Louisville Slugger
Brass Knuckles-Brass Knuckles
Chinese Officer's Sword-Officer's Sword
Combat Knife-Combat Knife
Nail board-Nail board
Pool cue-Pool Cue
Rolling Pin-MW Club
Super Sledge-Super sledge
All characters are proficient with Pistols, Explosives (grenades and mines) and melee weapons, as they are considered Simple Weapons (I know pistols are far from it, but just roll with it).
Rifles, SMGs, and Shotguns are considered Martial weapons, since you have to know what does what on a gun like those.
Energy Weapons and Big Guns are considered Exotic, and only the Paladin is proficient with all of them.
I'll make an exception to the rule of having to take a Feat to use a weapon, as that just seems silly and a waste of a Feat to learn how to use a Plasma Pistol in combat.
In order to be taught how to use a weapon, the teacher must make an INT roll of a DC 12 for Martial, DC 14 for an Exotic. The student must make an INT roll of the same DCs to be taught.
In order to teach you must be outside of combat in an area with no distractions. After the lessons, 1d6 of ammunition is used to get used to the kick of the weapon. The exceptions are the Fat Man and the Flamer. The Flamer uses 1d20 of ammo, and the Fat Man doesn't use ammo when being taught. Mini Nukes are too valuable for something so trivial, so a large rock is used instead.
After the day has passed, if the student uses the weapon successfully in combat that day, they can make a DC 15 INT check to be considered proficient with the weapon permanently.
Armor is considered DR Alternative, as per Unearthed Arcana. Light Armor is anything with a DR of less than 5, Medium is everything else except Power Armor. Power Armor is considered Heavy, and the only way to become proficient is to be trained. Sadly, the Paladin can't teach someone to use Power Armor. Only the Brotherhood Faction of the region can teach someone to use Power Armor, and only if they chose the Feat while in the company of the Brotherhood.
I hope this answers any questions anyone would have. If you have more or would like to submit a character, do post!!
id love to play an alchemist as well, especially a ghoul or a super mutant (probably ghoul if thatd make more sense).
what do you think about me going this direction with my alchemist? its sort of a cross between alchemist and gunslinger, and i think it would be a GREAT asset to a party in a world where guns are more common.
|The Nameless GM|
I'm liking the interest as well as all the builds that would be around.
@Ashteral Thank you for reminding me.
25 point buy
< or = 2 traits
Starting caps (gold) is the average for your class, except for the Paladin. Due to the Brotherhood's standing, they get a free suit of Power Armor (full plate) and a laser weapon.
All other characters start with one weapon of their choice that they are proficient with. This is based on your honor system, so please don't take the super powered stuff when you can't use it. I'll make sure everyone gets what they want eventually
Also, weapons will degrade in the same way firearms degrade, but without the "broken" condition. Each time you fire a weapon and it misfires (melee weapons will crack or bend), the number for a misfire increases by 2 for a weapon the user is proficient with, 4 for a non proficient weapon. If a weapon can only be used on a natural 20, it is broken beyond use, and attempting to use it will result in the weapon breaking permanently. Firearms will explode, resulting in half the damage being done to the wielder. A DC 15 reflex will halve this damage.
Hope this answers any other questions anyone has. Keep the ideas coming! I love where this is going!
Hullo- I greatly enjoy Fallout and this looks like much fun.
I'd be interested in playing a Knife-master Rogue who's a spy for the Enclave; are knives going to be able to keep up with guns and their damage? Until I get high enough level to do some decent sneak attack i'm a tad worried I may be outclassed.
|The Nameless GM|
@Tenro Yes, if you have the appropriate replacement parts.
If you have Craft (Gunsmithing), when you beat the DC to repair a weapon by 5 or more, you can reduce the misfire range by 1d4 for every 5 points you beat it. IE, you make a 20 for a 15, you repair it 2d4. A 25 is 3d4, and so on.
@Arkwright Technically, no. However, if you can get off a sneak attack, you'll bypass any Armor based DR. Even though the Brotherhood Paladins have super high armor, they still have to worry about their necks :) Plus, you're proficient with firearms anyway, so you have that as a secondary attack if need be.
You mentioned a choice of one weapon to be proficient in, does that mean I would be able to choose a shotgun or SMG for the cleric if selected? Also, how are you handling the casting of divine spells? I like the idea of them being more like "skills" that are usable the number of time per day that the spell is normally available. More flavor over anything for me I guess.
|The Nameless GM|
@Bilbo I like it, I like it a lot. Spells will count more like "skills" like you said. Give me a good enough role-play with it and you may get some goodies from it :D
About the starting weapon: What I said was "Everyone starts off with one weapon they are proficient with." If you can give me a good enough reason that you started with an SMG or CShotgun, I'll give it to you. And yes, you may choice one martial weapon and be considered proficient with it as if it were your Deity's Preferred Weapon.
|The Nameless GM|
@BilboAs a matter of fact, no. I'm making most of this up for the campaign.
You'll be coming from Vault 33. Most of the other Vaults were intended to open after a certain amount of time. In this one, the Vault was to be opened after 100 years underground. Unlike the others, this one was actually opened after the time allotted. It is located about 5 miles North of what is now Old Orleans.
The Vault has just been opened, and of course, it's the latest and greatest thing since sliced bread
@Tenro Sure, I'll say that the Gunslinger can take either Energy Weapons or Big guns proficiency instead.
also do we have a list of additional traits for the setting? i know that Wareagle campaign had some
Description: By some twist of karma, people around you die violently. You deal 1 extra multiplier from critical hits (for example, x3 instead of x2). The drawback is anyone attacking you gets to enjoy this benefit as well.
Requirements: Human or Super Mutant
Description: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do. You deal an extra +2 damage with Melee Weapons, Thrown Weapons (except spalash weapons) and Unarmed Attacks. However, you get a -2 penalty to hit with all these attacks.
Requirements: Don’t have Chem Resistant
Description: You are more easily addicted to chems. You take a -2 penalty to Fortitude checks when rolling to resist chemical addiction. The upside is, if you do get addicted, you recover from the withdrawal time twice as fast.
Requirements: Don’t have Chem Reliant
Description: Chems only affect you half as long as normal, but your chance to become addicted is also a lot less. All chems only provide their benefit for half as long when you use them. Though, you also get a +2 bonus to Fortitude saves when resisting addiction.
Description: You are now permanently part-man, part-machine. This Trait gives you a permanent 4/- damage reduction, +2 bonus to save versus Poison and Radiation and the Energy Weapons Perk. Downside is energy weapon damage against you is open-ended, movement reduced to 20 feet and you cannot resist or save against EMP effects.
Description: Your metabolic rate is twice normal. That means you are less resistant to Poison and Radiation, but you heal faster. Your base Healing Rate is doubled, but you get a -4 to any Fortitude saves to resist Poison or Radiation.
Description: You don’t hit very accurately with guns because you attack faster than normal people. You get a +2 bonus to Initiative when using guns, though you also get a -2 penalty when using them.
Fear the Reaper
Description: You have cheated Death! And he’s not laughing. Your perk rate goes up by one (Perks every 2 levels instead of every 3, for example) however, at every level up you must make a Luck check (d20 + Luck Modifier): DC 5 + level attained or die.
Requirements: Human or Ghoul
Description: Your attacks show a lot of finesse. You hit more often with guns and thrown weapons (not grenade-like weapons), but you never cause critical hits. You get a +4 bonus to hit when using Small Guns or Thrown weapons. However, you don’t get to ever cause any critical hits.
Description: You have more innate abilities than most, so you haven’t spent as much time honing your skills. Your statistics are better than average, but your skills are lacking. All SPECIAL stats get increased by 1, but all skills get a -2 penalty.
Description: Your glow doubles your healing rate. Though medical attention and Stim-Paks have no effect on you.
Requirements: Human or Ghoul
Description: You studied less combative skills growing up. You get a -4 to your Base Attack Bonus. But, you gain 2 ranks in all Knowledges and the Treat Injury skill. You also gain 10 Positive Karma points.
Description: You can bend and twist your body in confusing ways, even while you move. With this perk, you get a +6 bonus to your Reflex save to resist explosive and splash damage. Downside is, you cannot use any weapons of the Big Guns category or ever wear medium, heavy or Power armors, oh and your Strength is reduced by 2.
Requirements: Human or Ghoul
Description: Genetics have endowed you with huge…hands. You deal an extra die of damage when fighting unarmed, but you cannot use single-handed firearms or small melee weapons.
Requirements: Super Mutant
Description: You swing harder, not better. Your attacks are very brutal, but lack finesse. You never cause a Critical Hit, but you always cause more normal damage. All melee and unarmed attacks deal an extra die of damage, but you will never be able to cause a critical hit.
Description: The good thing is that everyone around you has bad luck, the bad thing is – so do you! Your Luck modifier is now permanently reverse (meaning negative). Good thing is, anyone within your influence has theirs reversed as well. If you take this Trait, do not tell the other players, but the Overseer will need to know.
Description: By not paying attention to any threats, you can act a lot faster in a turn. This lowers your Defense to just what you are wearing, but you sequence much faster in combat. You have no base Defense or a bonus from your Agility or Class. You must wear armor to have any Defense, but you get a +6 bonus to Initiative.
Description: You come and go, you come and go. And no matter where your coming from or going to, your Karma is nonexistent. You do not begin the game with any Positive or Negative Karma, nor can you ever gain any throughout your existence. The good thing about this trait is bad things will not happen to you as a result of a high Positive or Negative Karma score. Bad thing is good things won’t happen to you either. This Trait bypasses any/all requirements for any Classes. However, Perks with a Karma requirement are unavailable to you.
Requirements: Can't have Vat Skin Trait
Description: You easily attract metal, of the lead variety. Anyone shooting at you gets a +4 bonus to hit you. However, you’re used to getting shot up, so you gain a +2 bonus to Endurance and a 2/- Damage Reduction.
Description: When performing actions at night, you do things better. During the day, however…well let’s just say you’re not a morning person. Doesn’t have anything to do with the level of the light, just the time of day. During nighttime hours, you get a +2 bonus to all skills, saves and attacks. But, you get a -2 penalty to the same during the daytime hours.
Description: One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause problems. You get a -4 penalty when using two-handed weapons or two weapons. But, you get a +4 bonus when using a single, one-handed weapon. This works for both firearms and melee weapons.
Requirements: Human or Super Mutant
Description: While in the midst of radiation, your heal rate switches from days to rounds. However, you forfeit your Fortitude save to resist radiation, and you gain radiation twice as fast.
Description: The character gains an extra +2 bonus to Barter, Bluff, Diplomacy, Intimidate and Perform skills when dealing with a human of the opposite sex. However, they get a –2 penalty to the same skills when dealing with a human of the same sex.
Description: Since you spent more time improving your skills than a normal person. The tradeoff is that your SPECIAL suffers slightly. All Tag skills get a +3 bonus. However, all your SPECIALs are reduced by 2.
Requirements: Human or Ghoul
Description: You are not quite as big as other people, but that never slowed you down. You can’t carry as much, but you are more agile. You get a +2 bonus to your Agility, but your carry weight is reduced to 10 pounds per point of Strength instead of 15. Plus, you cannot ever wear heavy or Power Armor.
Description: You’ve spent your formative years hunched over a bench learning tech stuff. Trouble is you’ve ruined your eyes. You get a +2 bonus to Computer Use, Craft (electronic), Craft (mechanical), Demolitions, Disable Device, and Repair. Though you also get a -2 penalty to attacks, Decipher Script, Forgery, Navigate, Search and Spot.
Requirements: Super Mutant, Can't have Magnetic Personality Trait
Description: Other people find you hideous to behold and vomits to smell. You’re harder to hit in melee combat because of this. However, it’s also made your skin a lot softer. You get a +4 bonus to Defense when attacked by Melee Weapons or Unarmed. However, your Damage Reduction is reduced to 2/-.
obviously some of those may not be acceptable
Venturing out into the Waste is not something many of our people willing do. If it is not the radiation that gets you, it is the bandits and mutated beast. But, it is a duty that Max Logan accepted early in life. Joining the Medical Guild at an early age the man quickly learned not only the ways of the human body, but also how to make it in a hostile environment. One of the few medics trained to operate in the harsh world outside the Vault, Max has seen more than may of his counterparts. Men attacked by beast no picture book has, men who no longer are men, black clad warriors of great power, and complete destruction of all that lay before him.
When the cards are on the table. Max is the first to engage the enemy as he rushes forward to treat his downed comrades. Casting all caution to the wind when his friends face death, it is Max who brings them back. Never have any of his patrol been lost to enemy actions, a fact he prides himself on and one his elders also have taken note of. It is this very set of skills which have once again led to Max donning his gear and heading out into the Waste.
It had been three days since the last group had left and no sign of their return had yet been seen. Normally the disappearance of a small foraging squad would have been taken in stride and left to things as they are, but it was chance that this particular group consisted of the elder’s son and two others. Volunteering to seek them out and report back, Max lauded as a shining example of how all Americans of this brave new world should be. Taking the praise in stride, Logan struck out on the path projected by the foragers.
Two days into his search he found them….or at least what was left of them. Some horror of this irradiated hell hole had shredded their fragile forms. Not likely a beast as they had only been partially eaten, he found the obvious signs of knife on bone and the lack of equipment in the area. Gathering himself, Max made for the Vault as quickly as possible. As he crested the rise leading to his home Vault, terror gripped Logan’s heart as he saw the pack of mutants ripping what could only be the remains of one his friends and family apart. The foragers must have talked. Unaware of the bandits that were also working the same trail as the mutants, Max suddenly found himself set upon by a man of savage strength. Smashing his fist under the ruffians jaw, Logan created just enough distance to bring his weapon to bare.
With a roar his shotgun barked to life. Blowing a hole in the man’s chest the size of a soft ball, Max no longer waited to see what else would follow. Long years of running the wilds put a great distance between Max and his marauders. No time to cry. No time to think of anything, but to run and survive. Revenge would come, but for today living would have to come first. A Vault in the south had recently opened and this is where he would head in search of aid. It is here that he seek the knowledge he needed to destroy his attackers. Vault 33. Those two numbers were now burned into his mind’s eye.
Tell me what you think.
|Marcel the Wise|
|The Nameless GM|
@Tenro I'm gonna say that, since most of those involve the SPECIAL stats instead of the usual STR, CON, etc, so I'm gonna say no. Anything involving a healing rate or Karma is also out the window. That leaves just a few, but of those you can take.
@Bilbo I like the story, but you've got a problem. Vault Dweller is the name of a Race (Elf), meaning you came from in the Vault when it opened. You've written this story as someone who's been in the Wastes, as in a Wastelander (human).
Don't get me wrong, the story is great. Just make sure you know what's what first.
@Marcel Very nice. Get that profile made!!
|Marcel the Wise|
Here's what I've come up with. I'm afraid it is a little light on setting-specific detail but I did not have much information about the background to this.
It is also posted in my profile.
Marcel was born a son of the Enclave; he was raised by their nurses, slept in their dorms and joined their army. Each morning he rose and recited the pledge of allegiance with his fellow recruits, each day his love for his country grew. Through the words of the great President Eden, Marcel grew to understand and admire the magnificence of Old America, and how it might be and must be rebuilt. In gratitude to the Enclave, and to help bring about this new renaissance, Marcel studied and trained hard and eventually rose to become that most valuable of Enclave weapons- a wasteland spy. He strode amongst the survivors and the ghouls, disguised as a pilgrim, a courier, a brotherhood soldier, at all times an infiltrator able to bluff, sneak or stab his way into any base, any secret. To the people he met he was a grim but not unkind man, skilled in wasteland lore and knowledgeable about Old World history, and he was given the moniker 'Wiseman'. Many of these people met their deaths at the edge of Marcel's blade, the question of whether his friendliness had been genuine or a mere act unanswered as they passed into the void. In a land of guns and energy blaster, a knife might seem a useless or primitive weapon, but Marcel found that reliance on shooters created overconfidence, and more than a dozen young Brotherhood Knights fell to him in the darkness, over-reliant on their tinfoil smocks.
Marcel's travels and experience have, however, created questions within him. Far too often he has seen men and women of the Enclave behave according to their own ambitions or lusts, not according to what is best to bring about the rebirth of a true America. This has caused him to wonder whether the Enclave is wrong in their assumption that they are the only means by which the United States will be reborn. As of yet, the questioning voices remain quiet. Time will tell whether he eventually speaks these questions, or whether his loyalty to the Enclave will remain strong.
Marcel usually garbs himself in wasteland scavenging gear, covered with pockets and pouches, fused with sections of leather armour, stout and stiff from the age-old nuclear fallout. On each hip is a blade, and strapped to his lower back below his backpack a small gun. A small hood shields him from the wind, with slits at each side to maximize his peripheral vision.
He has dark brown hair that was clearly at some point cropped military-short, paired with steel-grey eyes and a bedraggled beard that he has clearly cut himself.
Oh and I am Arkwright.
When the cards are on the table, Max is the first to engage the enemy as he rushes forward to treat his downed comrades. Casting all caution to the wind when his friends face death, it is Max who brings them back. Never have any of his patrol been lost to enemy actions, a fact he prides himself on and one his elders also have taken note of. It is this very set of skills which have once again led to Max donning his gear and heading out into the Waste.
It had been three days since the last squad had left and no sign of their return had yet been seen. Normally the disappearance of a small foraging squad would have been taken in stride and left to things as they are, but it was chance that this particular group consisted of the elder’s son and two others. Volunteering to seek them out and report back, Max and his squad were lauded as a shining example of how all Americans of this brave new world should be. Taking the praise in stride, Logan’s unit struck out on the path projected by the foragers.
Two days into his search they found them….or at least what was left of them. Some horror of this irradiated hell hole had shredded their fragile forms. Not likely a beast as they had only been partially eaten, he found the obvious signs of knife on bone and the lack of equipment in the area. Incensed by the treatment of their fellows, the unit quickly began to track the marauders whom had mutilated and robbed the warriors. Catching up to them quickly, Lt. Logan’s squad assaulted them with mechanical precision expected of members of the Brotherhood. Smashing the raiders in an instant and capturing their leader, Max’s squad leader, Ryan Frost, set about interrogating the lowly savage. When he was happy with the information he had received the soldier stood, pronounced judgment, and fired a round into the man’s head.
Gathering the stolen technology and some other items of interest the unit moved back to the stronghold. Upon arrival, Max instructed the soldiers to take all the tech to the “library” for further examination. Amongst the items were some writings of operations being held in the south. What were these operations? What trouble or boon could they hold for the Brotherhood? These were questions which would require answers, answers that Max was more than happy to seek.
Did a little research and this seems to be a better fit for a seeker of knowledge.
|The Nameless GM|
I'm liking the backstories. I'll make sure to include them in some way. Bilbo, Marcel, I need character sheets.
@Marcel I like it, but on your profile you have your alignment set to LN/LG. One or the other, not both.
@Bilbo There is a Brotherhood faction in Old Orleans, the Marsh Legion. Just so you know, so that if you want to get some help in powered armor, you can (with a massive number of Diplomacy rolls :D)
|Knight-Brother Edward Monroe|
Before the War, there were entire cities filled with people. People who had fantastic wealth, water that flowed freely and without danger. People who had never touched a weapon or raised a fist in anger. Before the war, there was peace, and knowledge, and science.
Now, there is only conflict, strife, and death. No-one who remains today holds any illusions that their world is daunting, dangerous, and fraught with peril at every step. Your task, young Paladin, is to bring some of that light back into this world. Be a beacon of knowledge and scientific might out into the wasteland that has become of our beautiful planet. Smite the evil-doers, and bring justice to the wasteland.
...Those were the last words my elder spoke to me before sending me out on my quest. I must succeed. I must begin to bring light and justice back into this hellacious wasteland, full of mutants, degenerates, and scum.
I will succeed!
For the Brotherhood!
Brother Edward is a Paladin, albeit a young one, sent out by the Brotherhood to be seasoned in battle and tempered by the wasteland. A staunch adherent to Truth & Justice, he has not seen any of the subtle in-fighting which has occurred in the Brotherhood of Steel, nor does he see anything wrong with how they handle energy weapons or those who use them.
Faction:Brotherhood of Steel
Party Role:Frontline Tank / Diplomat / Scientist
|The Nameless GM|
@Ashteral Hate to say it, but half-elves wouldn't work since the Vault just opened. I love the half-elf race, but sadly, there are none.
Armor...armor...armor?....armor!! Oh crap! I forgot!
Ok, so since I don't want to have to worry too much about armor/clothing, we'll do it like this:
Look under the Armor and Clothing section of the Fallout Wiki (here) and take your pick. Nothing from the Operation Anchorage, Mothership Zeta (due to the circumstances involved in the acquisition), cut items, or anything unique/named (ie, Lesko's Lab coat, Ranger Combat Armor, etc).
< 20lbs: Light Armor/none(clothing. Merc Outfits are armor)
> 20lbs and not Power Armor: Medium Armor
Power Armor: Heavy Armor
After you've decided what clothing and/or headgear you want, let me know and we'll decide on the stats for it.
@Edward Aha! We have ourselves a Paladin. Read up, you'll want to know what your gear is.
A work in progress, but here is the backstory now GM
And here's the Google Docs link:
Note, I am extremely interested in this game, and am willing to switch characters around if necessary to provide someone else with the opportunity to play a BoS Pally...
I used the PF Armor as DR variant rules, since that's what I was thinking you wanted to link to, instead of the 3.0/3.5 Class Defense Section
Let me know if that needs to be changed.
How are you handling prices? I saw you said average wealth by class. So for example; I have 140 bottle caps to start with. Do you have a price list to work from? I can help put together a gear selection and price sheet for you if would like any help with admin stuff like this. Modern 20 (the Pathfinder Version of d20 Modern) has a lot of the stuff already stated out and I have the builder on Hero Lab so it is pretty accessible for me.
|The Nameless GM|
Bilbo, you are a life saver. Give me a sheet of some of the stats for those sorts of things in a PM, and I'll decide if I want to use these or not.
Be warned, some merchants will want to try and swindle you out of buying a single Stimpak.
Male Human Cleric (Merciful Healer) 1
NN Medium Humanoid (human)
Init +3; Senses Perception +3
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5
Speed 35 ft.
Cleric (Merciful Healer) Spells Prepared (CL 1, 1 melee touch, 3 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Deathwatch, Endure Elements
0 (at will) Detect Poison, Purify Food and Drink (DC 13), Stabilize
Str 13, Dex 16, Con 13, Int 12, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Fleet, Point Blank Shot
Traits Anatomist, Sacred Touch
Skills Diplomacy +5, Heal +7, Knowledge (history) +5, Linguistics +5, Sense Motive +7
SQ Aura, Cleric (Merciful Healer) Domain: Restoration, Cleric Channel Positive Energy 1d6 (4/day) (DC 11), Combat Medic, Restorative Touch (6/day), Spontaneous Casting
Anatomist +1 to confirm critical hits.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Merciful Healer) Domain: Restoration Associated Domain: Healing
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Restorative Touch (6/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
I haven't done anything with gear as of yet. Wanted to get some feed back first. But, stats are all there.
|Marcel the Wise|
Alignment will be changed to NG. I had two put up in case I wished to use this alias for another game.
For armour, given that this is wasteland we're talking about, would you have any issues if our characters have modded/stuck/altered the base armour in some way for flavour purposes? IE if I wanted to say have Combat armour that had had a little of the Merc Adventurer armour spliced onto it.
Also- is that =< or <?
any openings left?
I love the fallout series and would love to try this out.
|The Nameless GM|
@Tenro Now that you mention it, sure. However, you will need to find all the items you need to rebuild it. And this is the Wasteland, so of course, these items will be scarce. Very, very scarce.
@Lilith Chems and addiction will work like so: When you take a chem, roll a d20. On a 1, you are addicted. Each time you take a chem after the first time taking the chem, if it is within three days, the addiction range increases by 2. If three days have passed, then the addiction range decreases by 2 to a minimum of 1.
If you are addicted to a chem, when the chem wears off, you will go into withdrawal. Withdrawal will be the affect of the chem in reverse.
Med-X: Your DR and CON are increased by 2 for 4 min
Mentats: Your INT and WIS are increased by 2 for 4 min
Buffout: Your CON and STR are increased by 2 for 4 min
Psycho: All damage done is increased by one dice roll for 4 min
Alcohol: All stats are increased by 2 for 4 min
Med-X: Your CON is reduced by 2 and you take +2 damage from all sources
Mentats: Your INT and Wis are reduced by 2
Buffout: Your CON and STR are reduced by 2
Psycho: All damage done is reduced to half damage
Alcohol: All stats are reduced by 2
After the addiction range has been at 1 for three days, you are no longer addicted.
@Marcel Sure, you can have your armor look like almost anything, but you need to tell me what you want to use for it as a base.
@Aiunder That's something I've been meaning to talk about.
Ok, so we now have 6 players. We can play with that many, and even 7 if need be. I'd be willing to play this with 7 if everyone else is.
The thing is, we need everyone's character sheets and backstories (optional) before we can begin.
Currently we have:
The Bomb Brothers: Scab and Crispy
If you wish to submit a character, go ahead. But you'd better hurry!
I want to play this game! I just haven't thrown a formal character together yet.
I'm thinking a human cavalier with the emissary archetype. Main melee weapon of a shishkebab, perhaps with a .32 pistol for range. Either the Roving Trader Outfit or the Merc Troublemaker Outfit for armor, depending on what all to get and final costs.
I'll put a real info on stats in an alias! Count me in! Please haha!