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Sundown: Golarion's Wild West

Game Master Bilbo Bang-Bang

Things work a little different in Sundown, the alternate Golarion where firearms reign supreme amongst weapons. No longer does the great sword give the warrior the advantage and the largest giant looks over his shoulder for the hiding halfling.


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As the smoke cleared and the flower of Andorean chivilary lay upon the field of battle battered and broken. Only the shrieks of maimed horses and dying men filled the ears of Field Marshall Shcmidt. Clasping a hand upon the dwarf's shoulder standing next him and saying in a somber voice,"How much for forty of these amazing weapons?", the Taldan continued to stare awe struck out over the scene before him. And so came to the pass that dwarves introduced handgunne and cannon to man and man in turn bullet and cannon ball to all other races. It did not take long for all of Golarion to adopt this wonderous new way of maiming and killing one another.With such prolific use, technology advanced quickly spilling over into the realms of magic. Yet magic too, was not unaffected by these clockwork killers.
Soon the schools of magic began to see fewer who would be willing to spend years training in the mystic arts to only be struck down by a sniper's ball. Thus, far fewer of these potent adventurers came to be found wandering the world. Though, all was not lost for the arcanist. In time the wizards bound together to devise spells which would both hamper and increase the capabilities of gunpowder. Within two lifetimes wizards, warriors, and priest had come to reconcile their places in this brave new world. Balance again came to Golarion leaving it wide open for men and women of stout heart to venture out in search of fame and fortune. So tell me brave ones, do you have what it takes make a name for yourself in a dangerous world? If so, make your mark and steady your resolve for a time of great potential lay ahead!"

What this game will be about.:
Welcome to an alternate Golarion. One which runs parallel to the one most of our adventures take place in. Technology is far more advanced here with firearms having made greater advances than in the typical game. All races have access to these mechanical wonders in varying degrees of reliability and quality. PCs will have full access to advance firearms at the common place level of availability. I want this to be less of a you got guns in my fantasy and more you got fantasy in my guns. For anyone who has wanted a reason to try out spells or builds focusing on firearms, this is the game for you. Pathfinder has left the door open to a very unique way of approaching fantasy roleplay and I'd like to see full use of this gift. If you were a fan of Deadlands or wierd west, this is also a good place to find yourself.
I plan to run a scenario or module for 5 players which has been altered to reflect the new level of tech available. If things look to be going along pretty well, then we will begin to branch away into a more homebrew driven world adventuring in some of the less frequented areas of the Inner Sea. I also plan on playing a more gritty and perilous world. Physics work more like they would be expected. Don't plan on using a weapon in place far too confined to actually use it. If you want to play a Power Attacking, Two Hander Barbar, don't be surprised when get you sniped by a kobold with a rifle. Now that we have that out of the way, I want you feel free to build any type of character you want.

Character Creation:
I am a fan of rolling for scores and arranging as preferred. But, point buy is easier. So that is where we will go. 20 point buy with no score below 8 after racial modifiers. 2nd level starting 2000 gp. If you plan on playing a character with low scores, plan on playing out those aspects. 8 intelligence equals a not so bright an individual. This will be a low magic game and with few places to pick up healing. Race selection will be Core + the easily used ones. HP max at first roll for all others. 2 traits. Alignment fall along the normal lines no CE or NE. No need to make a profile for your character yet.

Let me know if there any other questions. Posting will be once a day or so. More often if you are really feeling it is more than fine. I want this to be the chance for people who love guns and Pathfinder to get both. Looking forward to what you come up with. Recruitment will close June 9th.


Yes!!! Finally a chance to play Gunslingers the "proper way"!

I will be applying with Human Gunslinger/Musket master archetype probably. I'll need some time to finalize him, but he (or maybe even she) will be up and ready soon-ish. It's 3 AM here in Europe now, really gotta hit the bed now, expect my submission tomorrow.

And yes - thanks a lot for the chance to play with advanced guns (even if I do not get chosen, I will be following thread for sure) ;-)


Pathfinder Battles Case Subscriber

Attention gathered and thought process begun.

As a starting point, can we assume that Golarion looks 'mostly' the same in terms of geopolitical aspects? - as in the main countries cover roughly the same area on the map.

Do firearms still need an Exotic Weapon Proficiency?


Oooooh! I want to get in on this :D Dotting.

How would you feel about an Ifrit Holy Gun following either Irori or Sarenrae?


Mark Sweetman wrote:

Attention gathered and thought process begun.

As a starting point, can we assume that Golarion looks 'mostly' the same in terms of geopolitical aspects? - as in the main countries cover roughly the same area on the map.

Do firearms still need an Exotic Weapon Proficiency?

Golarion remains the same aside from the advance in technology. Magic is not as common, but will still operate the same way in the same places. This is mostly an opportunity to take what we have been given and run with it. Just one of Golarian's alternate versions. Colonization of Sargava is just a little more like Chaka Zulu or Zulu. Cavaliers and all other classes just take on a more 19th century feel.

Firearms are a Simple Weapon Proficiency.


loimprevisto wrote:

Oooooh! I want to get in on this :D Dotting.

How would you feel about an Ifrit Holy Gun following either Irori or Sarenrae?

I don't see the Ifrit being too out of line with many of the other races. Be warned Sundown is a bit of racially biased place. Look a little to outside the norm and expect to be treated as such.

Any Paizo published material should be game. If I have a question about it, I will ask for a reference. No Third party at this time.

Cheliax

I am interested. I will have a concept by tonight.


Dotting. What do you think of a monk in this world? I'm envisioning a "Kung Fu" vibe.

I'm kidding. Kind of. Maybe. Ok, probably not.


Toss together what you like. It is going to be more how well you can pull off your vision rather than what it is. This is still Golarion.


Ohhh...i just had an evilgasm. >)

depending if firearms are considered a martial weapon and not an EW, then i could see taking a Barbarian that straps blunderbusses to his forearms and goes charging into battle, firing a massive hail of shrapnel at his enemies before using the barrells as clubs to bludgeon his foes into the dirt....

motto: Dodge this

Ill have to tweak my character to reflect this, but i will do this tomorrow morn.

DM, is there a start time you have in mind?


What sort of writing style are you expecting of the players? (In my opinion, the more extensive the better. I don't like short posts.)

How are alchemists treated?


As far as post length goes, I would say that content is the biggest concern. If you get the idea across in a short post, then that is what matters.

Alchemists work as usual.


Very interested! I ran a short campaign for my Friday game group game with all Gunslingers set in White Sulfur Springs, Montana 1878, and it made for a great alternative game to the standard swords and sorcery.


Yeah, that is the idea here. Get a break from sword and board without leaving the world. There a lot of rules and alternatives that have been given, but I have yet to see being used.

A start date around the week after recruitment closes is what I am shooting for. ;)


for a gunslinger class character that starts with a firearm, can we use the gunsmithing feat and spend 300 of the starting gold to upgrade it to a masterwork firearm?


So, according to RAW, "Deflect Arrows" would be able to deflect ranged attacks - would that include bullets?


With the lower price of firearms I see no reason why a Gunslinger shouldn't be able to upgrade his prized weapon.

Deflect Arrows will not work for bullets. They just move too fast to justify with the use of advance firearms. It was an unfortunate reality faced by the Chinese in the Boxer Rebellion.

The barbarian will need to remember blunderbuss' are 2 handed weapons.


Any locations that recently had a civil war, war between humanoid nations, or general raiding? Where specifically are you thinking of the setting? Arcadia would seem a natural fit for a frontier feeling.


Pathfinder Battles Case Subscriber

DMBB - for clarity, does the following apply for firearm costs?
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.

I'm torn with a few character concepts at present:

  • A shoanti Ranger trophy hunter
  • A Vudrani soldier based loosely on the Marathi that fought against the man that would become the Duke of Wellington (complete with mysore rockets)
  • A gnome that packs a double hackbutt and culverin...


for your consideration, I present Gurn Smithson, a dour dwarven gunslingin' 'sheriff' from a small frontier town. Full background story will follow, interested to see the same thing DM Barcas asked about specific setting.

Gurn Smithson:

GURN SMITHSON CR 1
Male Dwarf Gunslinger 2
LN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+3 armor, +3 Dex, +1 dodge)
hp 17 (2d10+2)
Fort +4, Ref +6, Will +3
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee
. . Cold Iron Morningstar +4 (1d8+2/20/x2) and
. . Dagger +4 (1d4+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Ranged
. . Masterwork Pistol +6 (1d8/20/x4) and
. . Musket +5 (1d12/20/x4) and
. . Pistol, Coat +5 (1d4/20/x3) and
. . Pistol, Dragon +5 (1d6/20/x4)
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Gunsmithing, Rapid Reload: Pistol
Traits Ease of Faith, Suspicious
Skills Acrobatics +6, Climb +1, Craft (Alchemy) +4, Diplomacy +4, Escape Artist +2, Fly +2, Heal +7, Intimidate +3, Knowledge (Engineering) +4, Knowledge (Local) +4, Perception +7, Ride +2, Sense Motive +8, Stealth +2, Survival +7, Swim +1
Languages Common, Dwarven
SQ Deadeye (Ex), Deeds, Greed, Grit (Ex), Gunslinger's Dodge (Ex), Hardy +2, Hatred, Oil of Silence, Quick Clear (Ex), Slow and Steady, Stability, Stonecunning +2
Combat Gear Alchemical Cartridge, Dragon's Breath (5), Black Powder (50), Cold Iron Morningstar, Dagger, Firearm Bullet (40), Firearm Bullet, Adamantine (5), Firearm Bullet, Silver (5), Masterwork Pistol, Musket, Pellets (10), Pistol, Coat, Pistol, Dragon, Studded Leather
Other Gear Backpack, Masterwork (53 @ 9.7395 lbs), Blanket, Chalk, 1 piece, Flint and steel, Oil of Magic Weapon, Oil of Silence, Potion of Cure Light Wounds (3), Potion of Endure Elements, Potion of Mage Armor, Potion of Protection From Evil, Potion of Shield of Faith +2, Pouch, belt (10 @ 0 lbs), Pouch, belt (5 @ 0 lbs), Pouch, belt (5 @ 0.0835 lbs), Powder Horn (50 @ 0 lbs), Powder Horn (empty), Powder Horn (empty), Powder Horn (empty), Powder Horn (empty), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action.
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Oil of Silence When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this task.
Rapid Reload: Pistol You can reload fast with one type of Crossbow.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Cheliax

Here is my concept for a cleric/sorcerer.

Gyasi background:
Gyasi is a male Osirion cleric of Nethys from a Djinni bloodline. Golarion's new fixation on technology has caused many of the followers of Nethys and other practitioners of arcane to abandon magic and faith. Gyasi hopes to travel Golarion as a missionary to bring back the people's faith in Magic.

Stats ect:
Male Human (Garundi) Cleric 1, Sorcerer 1 - CL2 - CR 1 Neutral Good Humanoid (Human); Deity: Nethys; Age: 18;
Height: 5' 9"; Weight: 175lb
STR 0 STRENGTH 10
DEX 0 DEXTERITY 10
CON 0 CONSTITUTION 10
INT +1 INTELLIGENCE 12
WIS +3 WISDOM 17
CHA +3 CHARISMA 16
Arcane Beacon (6/day) (Su)
Aura (Ex)
Cleric Channel Positive Energy 1d6 (6/day) (DC 13)
Domain: Arcane
Cleric Domain: Wards
Djinni
Electricity Ray (1d6) (6/day) (Sp)
Spontaneous Casting


Barcas, the setting is still a little undecided. I will looking into that today. I plan on running this as a couple of scenarios in order to ease the groing pains of going so heavily into firearms.

Mark, that info is correct. Cheap and plentiful. Early firearms are antiques, thus less available should anything happen to them.

DM Idyll, Snatch and Deflect Arrows are both viable feats for bullets,but not pellets.


Bombadil wrote:

for your consideration, I present Gurn Smithson, a dour dwarven gunslingin' 'sheriff' from a small frontier town. Full background story will follow, interested to see the same thing DM Barcas asked about specific setting.

** spoiler omitted **...

Stats looked all in line. Looks like he is bristling with a huge number of weapons. Have you thought of using the Gun Tank archetype? I saw a potion of Mage Armor in there, did you remember it can't be used while wearing armor?


Mark Sweetman wrote:

I'm torn with a few character concepts at present:

  • A shoanti Ranger trophy hunter
  • A Vudrani soldier based loosely on the Marathi that fought against the man that would become the Duke of Wellington (complete with mysore rockets)
  • A gnome that packs a double hackbutt and culverin...

What do you like the most?

They should all be able to be worked in.

The Shoanti will be more like frontiersman. Much more akin to the mountainmen of the US and early settlers in the Outback. Tough and able to handle things on their own.

The Vudrani are always interesting. But, how often will the big artillery pieces be viable. The same goes for the gnome's double hackbut. Wheeled carriages will make for difficult manuvering against goblins with revolvers, not to mention carrying the thing indoors.


Pathfinder Battles Case Subscriber

Still throwing things around - might even end up with a different sub.

Andoran

I'd like to play a character loosely inspired by Doc Holliday. A Varisian gambler, happens to be a deadly sniper (would be a dentist too but those don't really exist in Golarion). Are you opposed to Tieflings? I would like to make him a Rakshasa-Spawn. He could take a level in a NPC class to balance it out if you feel the are too powerful. Or he could just be a human.

Class wise he'd be a 'ninja', with a possible one level dip somewhere.


All right - I'm torn, too. How would a Magus work in this world? Would the gun be able to replace the standard magi weaponry?


DM Bang-Bang wrote:

Barcas, the setting is still a little undecided. I will looking into that today. I plan on running this as a couple of scenarios in order to ease the groing pains of going so heavily into firearms.

Mark, that info is correct. Cheap and plentiful. Early firearms are antiques, thus less available should anything happen to them.

DM Idyll, Snatch and Deflect Arrows are both viable feats for bullets,but not pellets.

Since we are using Guns everywhere setting, and everything costs 10% of the cost, is it also true that Gunslinger class looses Gunsmithing, ang gains Gun training feat, as written in APG?

Still undecided between musket (rifle) master and pistolero...too much happiness :-D

EDIT: Two more things - can we switch pistol with revolver for Pistolero archetype, or Musket with Rifle, for Musket master archetype, or is it simply too much?


I would like to avoid NPC class dips. Let me look into the race and see what is up with them.

GM Idyll, I am going to need to look at the Magus a little bit. I haven't ever played one and would need to take a better look at them. It seems I see them being required to be blade or nothing here on the boards quite often so it is likely I will follow suit on this one.

Nimon, I like the direction you have taken with your characters backstory. It fits well with the fall of magic.


I like this. A total change to the normal game. I'm considering a rogue scout/sniper archetype. This is the guy you send up on the hill to wreck havoc on the enemy. 2nd idea is a Preacher Inquisitor. I just like the idea of being a wild west preacher.

A few observations/questions which change the game:
- Armor is going to be relatively useless. High Dex builds are much, much better. Deflection and dodge bonuses to AC = Win.
- With everyone having a level in Gunslinger or the Amateur Gunslinger Feat, kill-stealing will be rampant. Though if everyone has it, then maybe it'll even out.
- Advanced Firearms take a move action to reload. Does Rapid Rapid feat reduce this even further? As written, the feat only reduces thing to a static set of actions.
- Combat distance drastically changes. I don't see hand-to-hand happening very often unless you stumble on the fight, which matches history. Engagements will probably start at about 100ft or even more. Range increment on a rifle is 80ft. Inside 20ft (range incr. on a revolver) is brutal.
- With mostly ranged combat, cover, concealment and dropping prone are very important.
- With Guns Everywhere, firearm proficiency is simple. That eliminates the need for Exotic Weapon Proficiency (firearms), right? Does that also eliminate any prereqs tied to that feat?


While still in the early stages, I am thinking about submitting a gunsmith , who travels the world trying to unlock new secrets about guns. A bit like the typical wizard motivation with the change of interest twist. I am thinking about a fighter as basics.


Tim, you sure are right - inside 20 feet, revolver with capacity of 6, gets 6 attacks (albeit as a full round attack, but still) in one round!!! And that's for all characters straight from level 1, even for the pesky lone kobold still barely standing...plus the Rifle range increment of 80 feet, and 5xrange increment hitting only Touch AC for Advanced weapons...that is simply scary. It's gonna be one brutal and deadly short game :-(


Whoa, totally missed advanced firearms go against touch AC in the first five increments! I was just thinking in the first increment. that means the revolver can easily hit you inside 100 ft. Change my encounter prediction to 300-400 ft. Now it's getting to a point where it dictated by perception rather than weapon range. If I can see you, I can hit you with my rifle.

Actually my rogue doesn't look so good anymore. No way I'd ever be shooting you from 50-80ft to get sneak attack.


Whoops, I used the commonplace guns, instead of guns everywhere, so I'll need to edit that character.

While doing the edits, I'll check out the Gun-Tank archetype, it sounds promising. If I hadn't already made the dwarf sheriff I might have considered a Jayne Cobb type character for the gun tank, might still, let's see what happens.

The potion of mage armor was due to the too many westerns I've watched where the guy always gets ambushed while taking a bath, or sleeping, or at the brothel, or..., figured it fit for the 'always prepared' sheriff.

Grand Lodge

Enchanter Tim, a lot of combat (romantically written at any case) wasn't at ranges over 50ft. Depends on the GM here, what ranges encounters start at.


Oh, absolutely. Encounters happen at story/plot story range. Besides, there's a lot of reasons why fights of the day tended to be ambushes and why everyone had horses. I still love the idea.

I'm just saying the rules of the game say I can reasonably hit you with a rifle at 200 ft. That'll make a difference how you play a character. I also don't need a +6 to hit your touch AC. A +3 will probably do just as well.

Andoran

I run a home game with modern guns. I mean like assault rifles etc. Almost all my combat takes place within point blank range. Because most monsters still rely on melee attacks. And the physical limitations of a battle-mat, which won't apply here I guess.

Also you should know DM Bang-Bang that unless you replace the armor system with a system of Defense bonus like from Unearthed Arcana (one that applies to touch AC) your PCs are going to be very, very powerful compared to normal.

Even a high dex small creature (kobold or w/e) has a relatively low touch AC, and since all these PCs are likely to be high dex gun specialized characters they are going to tear up your enemies. That and the x4 crit ranges means that as soon as someone gets a crit it often ends the fight. So unless you WANT combat to be very dangerous and volatile for both sides (which is cool, I've played in d20 game with guns like that before. Leads to a lot of RP, because everyone knows that when the guns come out someone is going to die.) you should replace armor with some kind of defense bonus. It keeps the sort of hack-n-slash feel of traditional DnD there, characters can go into combat without having a high chance of death with every fight, same goes for your NPCs.

@Enchanter Tim - I'm planning on going ninja with feats to focus on sniping and ranged SA. I say go preacher to avoid overlap. Plus old-west preacher is sweet.

RE:Tiefling- Here is a link for the Tiefling racial stuff. The Rakshasa spawn is the 10th variant heritage. It used to be from the Fiendish Heritage feat, but it was republished as just a normal option in the recent book Blood of Fiends. It changes the racial mods to +2 Dex, +2 cha, -2 wis and Darkness to detect thoughts. Tieflings are slightly more powerful than the core-rulebook races, but honestly I'm in several games with them alongside normal races right now and in none of them do the tiefling characers feel overpowered. The taking one level of an NPC class suggestion is one offered to 'balance' the tiefling with other normal races.


Most real-life shootings (today) are point-blank within 10 feet.


@Jelani: Any tricks to getting more reliable sneak attacks? One thing I liked about the Scout archetype was that you could (eventually) get SA by moving. Combined with Stand Up talent, I envisioned being prone, standing, moving, dropping prone and then firing all in 1 round.

I hope I'm not sounding like a naysayer. I'm not. I love the game idea. I just started looking at the firearms rules and commented on the things that really struck me as changing the way I would have to play. My ranges are for a wide open field, perhaps what armies would engage at. Like most games, I'm sure there will be other factors limiting the distance like buildings.


I just got back from seeing the exhibit of archaic firearms at the Pitt Rivers Museum in Oxford. It made for some great inspiration ;)

I've wanted to try the five 'elemental' races for a while, and this seems a good opportunity to try something a little weird. Right now I'm leaning toward an Undine Flowing Monk, with fluff and stats to come soon.

I think I can deal with RPing my way through some racism and xenophobia; what can you tell us about Sundown? I'd like to come up with a good backstory reason for being there, aside from the typical follower of Ironi looking for a good fight in her quest toward self perfection...


Mihajlo Velickovic wrote:
Tim, you sure are right - inside 20 feet, revolver with capacity of 6, gets 6 attacks (albeit as a full round attack, but still) in one round!!! And that's for all characters straight from level 1, even for the pesky lone kobold still barely standing...plus the Rifle range increment of 80 feet, and 5xrange increment hitting only Touch AC for Advanced weapons...that is simply scary. It's gonna be one brutal and deadly short game :-(

You still only get to make as many attacks in a round as you have attacks to make no matter how many bullets you have in your weapon. It is no different than arrows in your quiver. So at level one you still get that one shot.

@all others, I am looking into all of your concerns as of right now. You have had a lot of input this afternoon, lol.


Fluff:
The elders still tell of when the stranger came to the monastery. As they had since time immemorable, the monks were in the field practicing with their bows. With every breath and every motion they meditated on the weight of the bow, the pull of the string, the distance to the target- then they let fly. The stranger observed, the monks never missed and never tired. When he asked for sanctuary the monks requested he demonstrate his prowess so they could learn of his skills and in doing so advance their own quests for perfection.

He asked if they would set up targets for him at the same distance they fired from, thirty paces. They showed him to a target and watched curiously. He shook his head, and indicated five other targets. A heartbeat later the gun was in his hand. Thunder roared over the plains and the six targets were pierced in almost as many seconds. The stranger calmly reloaded. After a fierce night's discussion, the monks invited the stranger to stay for a time and teach them his ways. The rest is history...

As a little girl, nobody would talk to Iris about her father- just shaking their heads and changing the subject, perhaps with a scowl thrown in for good measure. She had a pleasant childhood and none of her playmates minded that she was blue, but as a young woman she had an abundance of friends and a complete lack of suitors. Iris was born in a small trading town that grew around the monastery, which in turn had been built near a spring renowned for its healing properties. As she grew up and grew lonely she spent more and more time at the lake that fed the spring, watching the monks as they gathered water, sparred, and bathed. She was lurking in a patch of the flowers that she'd been named after when one of the monks came over and introduced himself.

They quickly became friends but when she expressed an interest in him he paused, got a serious look on his face, and asked her what she'd done to bring her life closer to perfection. Her confusion showed on her face, and he started to explain to her the sorts of things he thought were important and how he spent his time. The explanation turned into regular lessons in Irori's path- meditation on transcending one's limitations, rigorous exercise, and eventually "grappling lessons". He offered to bring her into the monastery to allow her to devote herself to her studies and so they could spend more time together, but tradition dictated that she would have to overcome him in combat before she would be accepted.

Every day when the monks gathered for their practice she would be there in the field, and tried fiercely to take him down... and every day she failed. She began to despair until she had an idea. Rather than face him in the fields, she invited him into the waist-deep water where they traded bows and began sparring. She managed to gain the upper hand, and was allowed to formally begin her quest for enlightenment.

Crunch:
Iris, Undine Monk 2 (LG)

STR 11
DEX 16
CON 13
INT 12
WIS 16
CHA 12

HP 1d8 ⇒ 6+10
AC: 16 +3(DEX), +3(WIS)
CMD 18
CMB +4
BAB +1
FORT +4
REF +6
WILL +6

Acrobatics 1+3+3= +7
Climb 1+1+3= +5
Diplomacy 1+1+3= +5+1= +6
Knowledge (history) 1+1+3= +5
Knowledge (religion) 1+1+3= +5
Linguistics 1+1+3= +5
Perception 1+3+3= +7
Perform (dance) 1+1+3= +5
Ride 1+3+3= +7
Sense Motive 1+3+3= +7
Stealth 1+3+3= +7
Swim 1+1+3= +5+8= +13

Languages: Common, Aquan, Goblin, Elven

Traits: Sacred Touch, Adopted (Human/World Traveler/Diplomacy)
Feats: Agile Maneuvers, Deflect Arrows

Racial Abilities: Darkvision (60'), Cold Resistance 5, hudraulic push 1/day (CL=HD)

Class Abilities: flurry of blows, unarmed strike (1d6), evasion, redirection, unbalancing counter

Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

Unbalancing Counter (Ex): At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.

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 merely by touching it.

Horse, heavy (combat trained) 300
Scale Mail barding 200
Military Saddle 20
Nunchaku 2
Revolver 400

Cracked Iridescent Ioun Stone 500 (+4 competence bonus on CON checks to hold breath)

Potions: 500
Hide from Animals
Magic Fang
Pass Without Trace
Mage Armor (x3)
Jump
Reduce Person
Cure Light Wounds (x12)

Will profession skills be of any use in your game aside from making money? I'd consider trading out climb for Profession (Priestess) (or whatever the appropriate title would be) if it would be appropriate.


Pathfinder Battles Case Subscriber

Ok, settled onto a Halfling modelled roughly after a Polish Winged Hussar as far as combat goes. Will be working him up as a Fighter (Dragoon archetype).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Are there any spots left? If so, how would you feel about adapting the Arcane Archer prestige class to work with firearms?

Andoran

@Enchanter Tim- There are some ways. But I plan on using them all in my character, so if I told you I'd have to kill you :P Basically it's pretty hard, but with the Snap Shot Talent, high stealth, Hellcat Stealth feat, you can make a decent sniper. Races with bonus to stealth help. I'm going ninja to get vanishing trick, that's the easiest way. But please don't copy me :( I don't want to have to change concepts to avoid competing for a slot in the party.

Edit:Soon as I know about Tiefling, I'll put the character up.


Ok here's the short version of Cyrus Wright, Preacher Inquisitor 1/Gunslinger 1. I'm working on a longer background. I may also take the Sin Eater Archetype along with Preacher, especially if access to healing is limited.

Cyrus Wright:

Cyrus is a man without a home. The only one he knew was taken from him, and it shows in his eyes from time to time. He has found a new life as an itinerant preacher, roaming the land and bringing Erastil’s blessings to small villages and towns. Erastil’s priests, however, know the truth. He is one of their Hunters. Cyrus never asked for this life or this duty, but when his flock and his family were taken from him, Erastil gave him a new charge - to protect the faithful in any manner necessary. In his old life, Cyrus used the Book of Erastil to protect his faith. Now Cyrus protects his faith with a gun.


Pathfinder Battles Case Subscriber

Ok, bare bones of the crunch is as follows:

Crunch:
Str: 12, Dex: 18, Con: 13, Int: 12, Wis: 10, Cha: 12
Halfling Fighter (Dragoon) 2
Alternate Racial Traits: Underfoot and Outrider
Traits: TBC
Feats: Mounted Combat, Skill Focus (Ride), Mounted Archery, Point Blank Shot
Skills: Handle Animal, Ride, TBC
Mount: Riding Dog - appearance based on Tibetan Mastiff.
Gear: Rifle, 2 x Double barrel pistols, Lance, Longsword, Masterwork Cavalry Sabre (Cutlass statistics), Masterwork Chain Shirt, Masterwork Studded Leather Barding for Mastiff.

Still need to work up the background somewhat - but essentially will be part of a group of varisian halfling mercenary cavalry. His group was slain around him and he was the last alive, and is now looking for a new challenge. Can massage the back end to fit up with the group.


You know what we really need?

A fighter (tactician) named Paladin ;)

Grand Lodge

lol - perfect


I think we will get through recruitment then, in the ooc lay out what we like and don't like for addressing the rules issues. It will streamline things here and result in a game we all like and enjoy. I am on duty today, but will review all the submissions up to this point and lay down list of is submitting what.

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