The Celestial, the Infernal, and the UnCharismatic

Game Master Warhawk7


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Im in.

His name will be Relik
Ill play a Human Hallowed gun. There for lawful good
ill be using the 20 point buy.
Stats
STR 10
DEX 16 (base 14 +2 racial)
CON 14
INT 10
WIS 10
CHA 16

Traits:
Reactionary
Frontier native (Bird and ride)
Indomitable faith

BAB +2

Gear
Cayote Arms Double barrel shotgun (+ 1 damage-1 attack)
Firearm bullet (60)
armoured coat
47 gp

He is a near 6 foot tall human with a love of shot guns, heroics, and the law. he has black hair and blue eyes. He has a scar running from his lower left eye to the right end of his jaw. He is a brae man, though his care for all herics can bring him into danger more often then not. when he hears about an outlaw he will pursue them so they may be taken into justice.


Gambler, starting with the stats...

4d6 ⇒ (3, 4, 3, 3) = 13 11
4d6 ⇒ (3, 5, 1, 3) = 12 11
4d6 ⇒ (1, 2, 6, 6) = 15 14
4d6 ⇒ (4, 5, 1, 4) = 14 13
4d6 ⇒ (2, 6, 3, 3) = 14 12
4d6 ⇒ (1, 5, 2, 4) = 12 11

You gotta know when to fold 'em. :)

RPG Superstar 2013 Top 8

GM Warhawk wrote:
As for the 2 dwarven races, they are Brey Dwarves (hunters, outdoorsy, berserkers), and the Drague dwarves (seafaring). For the purposes of the campaign, consider them 'Norse' in mannerisms and theme. (Cliche, I know)

Any stat differences, or racial traits?

RPG Superstar 2013 Top 8

Camris wrote:


"Rio Mordor"

Probably a little too specific, but that is an awesome name!


Ok here is my character idea

Grace, Templar Initiate:

Grace was born in a small town deep within the territories alongside her two siblings. They were in many ways a perfectly normal family, then things went to hell. Grace and both of her siblings manifested powers, instead of being declared expectantes novitius as the law dictated the rest of the town fell upon the family.

On day one mother died, on day two Mary died, day three father was killed and on day four Isabella perished. It seemed likely that despite that mound of corpses that the family had felled in the defense of their home that none of them would survive...

As the exhausted Grace loaded the last shells into her shotgun they arrived. The Templars came upon the town and from the shouts of the townsfolk could easily surmise what was going on. They slaughtered the entire town in their rage and found Grace, bleeding out in the burned and broken shell of her home.

Healing her they took her to the Academae de Drusil to the East of the territories, she graduated with flying colors and immediately joined the Templars as an Initiate. Grace has been deployed to the territories alongside massive numbers of fellow Templar, the Occult Society has deemed the territories to be in direct violation of numerous laws and the murder of hundreds of expectantes novitius.

There is no other option, the Law must be upheld and Judgement be rendered upon the murderers of the West. To this end a great force (over a thousand Templars) under the command of Lord Templar Hector has been sent to bring order to the chaos of the West, the people of the West need to be taught compassion for the occult...this will require many bullets.

This is the shell GM, if you like I will get a statblock up and expand the Templars and Inquisition of the Occult Society.


I'm... not so sure I like the idea about total war and pretty much territorial cleansing... the whole purpose for people to come to the Territories is to start a new life.

As for arcane magic, it's not outright feared or banned. It's more a public safety issue. That's why it's only a misdemeanor for most spells. Enchantment spells are treated differently for obvious reasons.

Neither the Divinity Church nor the Occultist Society have any real power in the territories. The real power is the Silver Star (think wild west jedi. Protectors of the peace and whatnot). If the Occiultist Society, or even the Divinity Church tried any large scale action against the Territories the Silver Star would quickly smack them upside the head and tell them to take that crap back to the Old Countries.


Hmmm... Perhaps a different solution is required.

The Necessary evil:

Many in the West would gladly be rid of the Occult Society and it's Inquisition yet this is easier said then done. The Occult Society just as it does in the Old countries provides a bulwark against supernatural threats and it makes this reality known.

Whenever the discussion of "removing" the Society from the West was raised either by the Silver Star or the Towns the Society obliged them... By immediately removing themselves from all border defenses, needless to say the supernatural horrors of the west take this opportunity to strike.

After seeing what happened when the Occult Society was "evicted" the Silver Star (grudgingly) struck the Pact with them. The Pact itself is an agreement which clearly defines the roll of the Occult Society in the West.

First the Occult Society is not allowed to build any Academaes within the West.

Second the principle of "expectantes novitius" was declared law in the West with one modification, any "cleansing" of those who violate the law is done by the Silver Star (with a Templar observer to ensure that they don't shirk it).

Third that no member of the Occult Society or Templars may hold political office.

Fourth that all members of the Occult Society are exempt from laws against the use of magic (except for enchantment spells and then only in city limits).

Fifth that the Occult society shall be responsible for defending the West against "supernatural evils" in exchange for these concessions.

Sixth that the Occult Society if a crime of extreme nature (defined as Lynch mob etc) is committed against them may decide the punishment for the offender instead of the Judge (in others word fate worse then death).

Thoughts GM?


That sounds agreeable.

As the Silver Star is the de facto Law in the territories, the High Marshall reserves the right to hold transgressions from all parties accountable. Typical punishments for a cleansing are firing squad or hanging. Lynch mobs no matter whom the perpetrators are are illegal. Offenders at large are often the target of an Order sanctioned Posse that often includes a registered Society member.
As for spells in town, you must be registered with both the Order and the Society. Unsanctioned spellcasting that results in over 1000 dollars in property damage or the death of an innocent is punishable by law, regardless of the perpetrator's allegiance.
Duels are illegal in cities, but not towns.

Bounty hunters and similar professions (such as Templar or silver star members) tend to have liability immunities.


And the Occult Society/Templars, expanded.

Occult Armories:

The occult Society's sheer power is evident in the fact that they even have their own producer of armaments (who produce exclusively for the Society and no one else).

Specialization: Weapons and Armor unique to the Society
Most Well-Known Product: The ornate, gothic SMGs of the Inquisitors. These exceptionally well crafted SMGs are a clear mark of the Society's favor, merely possessing one is liable to make a tavern fall dead silent knowing that the individual must be an Inquisitor...
Brief Description: The Society Armories are a non commercial entity that supply both the Society (and especially the Templars) with specialized armor and weapons.
Optional Modification: +1 bonus to attack and damage rolls against supernatural foes.
Cost: +1000 gp.

The Armories produce a special line of medium and heavy armors that incorporate bullet proofing materials (treat any armor from Pathfinder such as chainmail or plate as granting half it's AC bonus against firearms). These armories however are not cheap to make and are almost exclusively used by Templars and Inquisitors. Medium armor is two times it's original price (this does not include magical enhancements)and heavy armor is three times it's original price (same with medium armor).

The Templars:

The Templars represent the martial arm of the Inquisition and are perhaps some of the greatest soldiers in the world (typically level five PC classes for standard members). The Templars are also one of the oldest armies on the face of the planet, with origins tracing back well before the Reformation.

Templar Ranks, general:

Classes tend to be Cavalier (horseless), Fighter, Gunslinger with a smattering of Rangers and Slayers.

Initiate: The Lowest rank of the Templars initiates are typically Academae graduates. On average they are level 2-4 PC class characters.

Templar: These warriors are the backbone of the Templar armies are typically level 5-7 PC classes.

Knight Templar: The lower ranking leaders of Templar forces, these Templar are typically level 8-10 PC classes and lead upwards of fifty Templars at a time.

Lord Templar: The generals of Templar forces, responsible for leading forces of up to two hundred Templars at a time. Level 11-15 PC classes.

Lord Commander: Only a few Lord Commanders exist at any time, responsible for entire country divisions of Templars. They only answer to the Grand Inquisitor himself. Level 16-20 PC classes.

Templar ranks, Occult:

Occult classes only.

Templar Librarian: Specially trained Templars who have been instructed by the Reliquarium, they are responsible for maintaining the Templar archives and the handling of relics. Occultists.

Templar Chaplain: These Ghostwalkers serve a vital function, for only they possess the ability to contact the spirits of the Templar dead. They see to it that the Templar dead are not desecrated and are also responsible for the maintenance of the Duty Bound. Spiritualists and Mediums.

Templar Punisher: These kinetics are amongst the most lethal of their kind, the combination of occult kinetics and Templar training is frightening to see on the battlefield. Kinectists.

Templar Psychic: These Templars are one of the most important assets to the Templars, for these telepaths not only cloud the minds of entire armies but receive and send mental messages across the world. This allows the Templars a seemingly miraculous talent at organizing and coordinating their vast forces. Mesmerist and psychic.

Special Forces:

The Duty Bound: Some Templars are so dutiful that even death does not stop their desire to serve, these individuals are called from beyond the grave by Templar chaplains to fill immense golems. These golems are towering war machines (12 feet tall) armed with heavy machine guns, flamethrowers and giant fists capable of crushing a giant's skull. All of this is contained in an adamantine chassis.

The Duty Bound above all others is honored by the Templars for they represent the ultimate service, to insult or dishonor them is an abomination that no Templar would dare commit.

Will have my my revised character up tomorrow.


Anything i still need to change for my character?


Revising my character going from double barel shotgun to shotgun, stillmade by cayote arms. giving him 100 gp back, putting him at 147, which is spent on a bandoleer, a gun cleaning kit, a holster and a palmer pistol, leaving him at 26 gp
Relik Toli
He will be lawful good. He looks to the Silver stars as rolemodels for society and believes they help alot. He wishes to be a hero known by many, feared by evil. He grew up in the terretories and his mount, a riding bird named Charles, has been with him for what seems like forever. Relik wishes that he can save the world and while it may not be possible for him, he will always try.

Relik has been faced with many setbacks over the years. His parents died when he was only 10, and he has only survived because they left him everything. He has seen suffering and pain in many peoples faces and wishes it would all stop. He has survived, though not perfectly, and is very idealistic. His shotgun was his fathers, his pistol his mothers, and he has kept them clean and in good condtiton, though they are not perfect.


Seth86: There are no Azlanti humans in this world. Humans speak common. From actions by the Divinity Church and the Occultist Society, human language differences have been reduced down to one, known as Common. For bonus languages, you can pick elven (spoken by plains elves), high elven (spoken by mist elves), dwarven, halfling, orc, gutterspeak (spoken by goblinoids), celestial, infernal, and elgato. These are the common languages. Celestial is considered 'Holy Speak' by the Divinity Church. I'm thinking of making Infernal the 'Occultist Speech' language used by the Occultist Society. That, or the Society gets their own 'secret' language like druidic.
Also, you need to pick a Campaign Trait as well.

Helix: Looks good.

I'm debating on whether I want you guys to make Aliases as part of the recruitment, or make the aliases after being accepted.


Also, Seth, what's the name of your character's horse?


should i make a society sheet for him?


Society sheet?


Talin:

Talin Moonscar
Human Gunslinger 1/Hunter (primal companion) 1
LN Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 17 (2 HD; 1d8+1d10+2)
Fort +5, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20)
Ranged mwk revolver +6 (1d8+3/×4) or
. . mwk throwing axe +5 (1d6+1)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (3), gun training +3 (revolver)
Hunter (Primal Companion) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, keep watch, summon nature's ally I
. . 0 (at will)—detect magic, guidance, know direction, read magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 11, Wis 16, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing[UC], Mounted Combat, Point-blank Shot
Traits never stop shooting, Aspiring Gunslinger, dragon blooded
Skills Acrobatics +7, Craft (alchemy) +4, Handle Animal +5, Heal +7, Knowledge (geography) +4, Knowledge (nature) +4, Perception +8, Ride +8, Stealth +7, Survival +7
Languages Common
SQ animal companion (horse (bodyguard) named Gambit), nature training, primal transformation, shared vigilance, wild empathy +1
Other Gear mwk parade armor, dagger, metal cartridge (60), mwk revolver, mwk throwing axe, alchemy crafting kit, bandolier, belt pouch, belt pouch, fishhook (2), flint and steel, gunsmith's kit, hip flask, sewing needle, signal whistle, string or twine, thread (50 ft.), whetstone, 58 gp, 2 cp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (horse (bodyguard) named Gambit)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Never Stop Shooting Act as disabled when dying, but can only use a gun. Death at neg Wis or Con score.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Primal Transformation (1 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Gambit
Horse (bodyguard)
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 20 (+7)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves +3 (1d6+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+9 to jump), Perception +5, Ride +1 (+3 to stay in the saddle), Swim +7
SQ animal focus, attack any target, combat riding, shared vigilance
Other Gear bedroll, masterwork backpack, military saddle, saddlebags, tent, large, trail rations (7)
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.

Note: Activating the master's Shared Vigilance ability will activate this ability, too.

Very tempted to call him ThirtyThirty but i think Gambit will be it


Seth, you get 2 regular traits, plus one campaign.


sorry character sheet like that. this is the Final Relik Toli so i am good with him. Gear changed a bit for weapons not much else. Decided for a better and easier gun, and some more gear over all.
Relik Toli

Relik Toli:
Human Hallowed Gunman 2
Lg Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+4 armor, +2 Dex)
hp 19(2 HD; 2d10+4)
Fort +7, Ref +6, Will + 5
--------------------
Offense
--------------------
Speed 30 ft. , 20ft with armour
Ranged Revolver +5 (1d8-1)
Spell like abilities
Detect Evil at will
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Gunsmithing[UC], Mounted Combat, Point-blank Shot
Traits Reactionary, Frontier Native, Indomitable faith
Skills Ride -1 (2,+ 3 class, -6 armour), handle animal +3, Diplomacy +3
Languages Common
SQ Gunsmith, Aura of good, Divine Grace, detect evil at will
Other Gear bantorian light arms Revolver (9 cartridges), Metal cartridge (90), Armoured coat, Holster, wide brimmed hat, gun cleaning kit, duster, speed loader (2), 40 gp
--------------------

Charles
Riding Bird CR 1

N Large Animal
Init +3; Senses Low-Light Vision; Perception +9
DEFENSE
AC 14, touch 14, flat-footed 9 (+5 Dex, -1 size)
hp 26 (2d8+8)
Fort +6, Ref +8, Will +3
OFFENSE
Speed 60 ft.
Melee 2 kicks +5 (1d6+4), bite +6 (1d8+4)
Space 10 ft.; Reach 5ft.
STATISTICS
Str 18, Dex 21, Con 17, Int 2, Wis 16, Cha 9
Base Atk +1; CMB +6; CMD 19
Feats Endurance, Run
Skills Perception +9, Stealth +9; Racial Modifiers +4 Perception, +4 Stealth
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a riding bird’s kicks are treated as
secondary attacks.
Kelenken, otherwise known as riding birds, are large animals that look like crosses between oversized
hawks and ostriches. They feathers often come in earthy shades of nearly any color. With long necks,
soft feathers, and intelligent eyes, riding birds can often be found running freely in flocks across great
plains or lazing in the cool shade of isolated forests. Natural runners, few creatures can sprint as fast as
a riding bird without the aid of magic.
An average riding bird stands nearly 7 feet tall and, with its flared tail plumes, is almost equally long.
Despite their size, riding birds are still avians and usually weigh only about 350 pounds. Kelenken are a
favored mount among the plains elves.

Relik Wants to teach charles to fight but is worried that Charles will change. Since Charles has been Relik's constant companion, Relik see's Charles as a friend and will occasionally talk to him.


GM Warhawk wrote:
Seth, you get 2 regular traits, plus one campaign.

Done :)

RPG Superstar 2013 Top 8

What's the crunch for the Loreseeker trait? It's missing in the guide.


I removed it. I didn't want to blatantly swipe a campaign trait from a published AP.

If you can think of some decent crunch for a lore seeker trait, submit it to me and I will look it over.

RPG Superstar 2013 Top 8

Some possibilities, based on your description (repeated here):


Scattered throughout the Territories are ancient ruins and strange structures. The locals all steer clear of these locales and spread tales of strange creatures and hidden dangers. None of these tales scare you in the least, and you intend on seeking out and discovering the secrets to these lost places

+2 Reflex saves to avoid traps

Reroll initiative 1/day while underground or in a ruin

+1 to knowledge checks to identify monsters when underground or in a ruin, and may do so untrained.


I'm liking the +2 to Reflex saves vs traps and +1 knowledge checks to identify monsters. The underground part is a little too situational for this game. I'll add it to the site later.

RPG Superstar 2013 Top 8

The steamwright sounds awesome, but I'm hesitant to spend $20 on a book on the chance that I'll get to play it, so I'm working on a Dwarf Gearhead. I'll have to leave the contraptions incomplete--if selected I'll go ahead and buy the Pure Steam book (or maybe the Thunderscape book if that works for you).

RPG Superstar 2013 Top 8

Preliminary character

Torvan:

Torvan thought he had seen everything in the territories. After the war, he tried prospectin', but his claim didn't peter out, so he spent some time playin' cards, washin' dishes, doin' whatever odd jobs he could find. That's when he met Doc Morton, an eccentric old human with a laboratory full of strange and wondrous mechanical, pneumatic, and thaumaturgic devices. Torvan took a job cleanin' the lab, and before long he was tinkerin' with the gadgets, tryin' to figure out what made 'em work. Turns out, he had a natural gift for it, so ever since he's been workin' on his own designs. He doesn't stay in one place too long though, so before long he'll probably be headed back to the mines using one of his new gadgets to help explore it.
-------------------------------------------------------

Dwarf
+2 Con, +2 Wis, -2 Cha
build: 20 pt.
Str 3/13
Dex 5/14
+Con 2/14
Int 10/16
+Wis 0/12
-Cha 0/8

Traits: Displaced Soldier
+1 and class skill for Demolitions
Trait: Grounded (dwarf). +1 Reflex saves, +2 acrobatics for balance
Trait: Never stop shooting (at HP<=0, can still draw, reload, or attack with firearms)

Feat: Breadth of Experience. +2 on all Knowledge/Profession checks and can make untrained.

Gearheads are proficient with light armor, but not with shields. They are proficient with all simple weapons, firearms, the double crossbow, the hand crossbow, the heavy repeating crossbow, and the light repeating crossbow. Furthermore, a gearhead becomes proficient with any weapon he personally crafts.

The gearhead's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.
skills (16)
Appraise 1+3 class +3 Int=+7
Climb 1+2 Dex=+3
Craft (alchemy) 1+3 class +3 Int +1 gearhead
Craft (clockworks) 1+3 class +3 Int +1 gearhead
Craft (gunsmithing) 2+3 class +3 Int+1 gearhead
Craft (mechanics) 1+3 class +3 Int +1 gearhead
Craft (weapons) 1+3 class +3 Int +1 gearhead
Demolition 1+3 class +2 Dex
Disable Device 2+3 class +2 Dex +1 gearhead
Kn. Engineering 1+3 class +3 Int +2 feat +1 gearhead=+10
Kn. (other) 0+3 Int +2 feat=+5
Perception 2+3 class +2 Wis=+7
Prof (any) 0 +2 Wis +2 feat=+4
Prof (miner) 1+2 Wis +2 feat +3 class=+8
Ride 1 +2 Dex +2 boots =+5

HP 2d6+2=14
BAB: +1
Fort: 0 +2 Con=+2
Ref: 3+2 Dex=+5
Will: 3+1 Wis=+4

Engineering (+lev/2 on Kn. (eng), D.D., Craft; can make Kn (eng) and DD untrained; can use Kn. Eng. to identify technological items (1 minute)
Gadgets (0 level, worn or 1-handed, 2.5 lbs each)
Specialty (Pneumatic)
- construct +1/level of specialty contraption (combustion, hydrology)
- Scalding Steam (any contraption with fire descriptor may manifest as steam, adds water descriptor, works underwater, damage +lev/2
- Steam Bleed. Std action, provokes AoO, expel steam (lose a charge), concealment (20%) 1 rd/level of charge, obscuring mist on 5' move or less (1 minute); can use to get +2/charge level on acrobatics, fly, or swim (and +5' move)
- Opposition sources (electromagnetic, kinetic, ,) cost 2 slots

Jury-rig
- Field Repair as bonus feat; jury-rig broken object for 5 minutes with Craft check.
Salvage

Contraptions (Incomplete)
Schematics known (in draft book):
- all target
- all 0-level effect: beacon, chemical burn, chill, hydrate, illuminate, lift, scald, soak, spark
- 1st level effect: 6 of acid burn, alacrity, attraction, burn, dehydrate, detect constructs, detect fauna and flora, detect humanoids, detect undead, electromagnetic deflection, fade, glide, hydrant, scare, shock, simple order, tracker

Built/Maintained: 4/2
Activations/day: unlim/5 (incl. bonus)

Salvage

AC: 15 (10+2 Dex +3 armor)
touch: 12 (vs guns 14)
flat-footed: 13

Inventory (1000 gp)
Bulletproof Vest, 250 gp (+2 AC, +4 max dex, -3 ACP, 20 lbs)
Armored Duster, 25 gp (+1 AC, -1 ACP 10 lbs.)
Rifle, 150 gp, d10, x4, 80', 10 lbs, touch AC
ammo
Scorpion Whip, 5 gp, d4, x2, 15', 3 lbs, disarm/perf/reach/trip (crafted)
Dwarven Waraxe, 30 gp, d10, x3, 8 lbs (crafted)

Tinted Goggles 6
Hand Drill (cost)
Lighter 15
Drifter Boots (5) +2 ride
Clockwork Tool Kit 75 (+2 craft)

Riding Bird (400)


Stats:

female Human kineticist Age 20

LN Medium humanoid
Init +2; Senses ; Perception +5

--------------------
DEFENSE
--------------------

AC 14, touch 12, flat-footed 12 (2+ dex, +2 armor)

HP 21(2d8+9)

Fort +7, Ref +5, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee

Ranged Double Barreled Shotgun +3, damage 1d8

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Elemental Focus (Su): fire
Kinetic Blast (Sp): Fire Blast (Sp)
Wild Talents: Burning Infusion and Fire Sculptor
Burn (Ex)
Elemental Defense (Su): Searing Flesh (Su)
--------------------
STATISTICS
--------------------

Str 10 , Dex 14 , Con 18 , Int 10 , Wis 10 , Cha 14

Base Atk +1 +; CMB 11; CMD 13

Traits:

Inspiring - Contagious Mettle, Settler

Feats:
Endurance, Diehard

Skills (8 Points - 4 class, 2 race, 2 favored class):
Profession (Templar) +4 (1 ranks, 3 class skill)
Linguistics +1 (1 rank)
Perception +5 (2 ranks, 3 class skill)
Use Magic Device +7 (2 ranks, 2 cha, 3 class skill)
Intimidate +7 (2 ranks, 2 cha, 3 class skill)

Favored Class: 1 extra skillpoint per level

Racial Modifiers: +2 Constitution

Languages: Common, Gothic

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Person
Equipment: Bullet Proof Vest, Double Barreled Shotgun, Metal Cartridge (30), Templar Tabard (free outfit)
Carrying Capacity Light: 33 lbs. Medium: 34–66 lbs. Heavy: 67–100 lbs.

Money: 370 GP SP CP

Total Weight: 35 lbs.

===================================================
[spoiler=Background]
Grace was born in a small town right on the edge, everything was going well for her family until the day the Preacher arrived. He was a missionary of the Black Abbot an infamous renegade from the church who preached that the Reformation was an abomination.

Soon enough the already superstitious townsfolk attacked Grace and her family, she was the only one to survive and escape thanks to the extraordinary power of her pyrokineis. She ran across the parched wastes for days until she arrived at the local Templar garrison.

Soon enough Grace was hurried off across the ocean to the Old Countries and the Academaes... During these eight long years she learned to control her power and indeed showed enormous drive. Upon graduation she didn't even have to appear at a recruiting station, the Templars came to her directly.

She immediately joined the Templars and went through one year of boot camp before being sent off to the Territories (complete with all necessary papers and registration) under the command of Inquisitor Igorovich.

Grace can be described as fiery, determined and loyal. Her hatred influences her greatly and she is particularly zealous in the pursuit of rogue congregations and cults. The Black Abbot is squarely at the top of her list of people to burn to death.

Inquisitor Igorovich sums her up nicely.
"She may not be the most subtle of my tools but she is fast becoming my favorite, such fiery zeal..."

Will have description up later and I will expand persons of note such as Inquisitor Igorovich... Thoughts GM? And Gothic is the official language of the Occult Society and Templars (think Latin mixed with Romanian).


I like. Gothic a secret language?


The Black Abbott is surely influenced by the Destroyer. The Infernal language is associated with The Destroyer as well.


Heres my Charater I would like to submit to your campain. I Havent finished his backstory yet but the basic is that he's an out of work Feild medic who wants to open a practice in some quiet town in hopes to get away from the horrors of war.

About Brandon Dellmen:

NG Medium Humanoid (Human)
Init +1 Senses Perception +6

====DEFENSE====
AC 15, touch 11, flat-footed 14 (+4 Armor, +1 Dex)
hp 19 (2D8+6)
Fort +5 Ref +1 Will +4 (+3 Vs enchantment spells and effects)

====OFFENSE====
Speed 30 ft.
Melee Heavy Mace +2 (1d8+1/x2)
Ranged Light Crossbow +3 (1d8/19-20x3)
Ammunition Bolts (10)

====STATISTICS====
Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 17
Base Attk +1 CMB +2 CMD 13


Traits:

Looking for Work, Battlefield Disciple, Nature’s Mimic

Feats:

Fast Learner, Medical Practitioner, Resuscitate

Skills:

Craft (Alchemy) +6, Diplomacy +8(9), Heal +10(12), Knowledge (Geography) +6, Knowledge (Local) +5(6), Knowledge (Nature) +7, Linguistics +5, Perception +6, Survival +2

Class Features:

Organization ability (Physician), eschew materials, gravitas 1d6 (4/day, orisons, rumor mill, Resilient persona

Spells Known:

0 – At will – Detect Magic, Detect poison, Message, Resistance, Virtue
1st – 3/day – Cure Light Wounds (1d8+2), Share Language, Invigorate

Gear:

Heavy Mace, Light Crossbow (Masterwork), Crossbow Bolts (10), Jack of Plates (Masterwork), Heal Kit (10), Soldiers Uniform, Pouch, Tankard, Surgeon’s tools, Backpack (Masterwork), Torch (5), Bedroll, Messkit, Rations (5)
G; 371, S; 6, C;3

Heres the link to his page

Branden Dellmen


Just so everyone knows, anyone can submit material for the setting, like Viluki and Aestereal have done. I might make a thread in the homebrew forums too.


Quick question will it be possible to join the silver stars?

And second while i do like the shot gun there doesnt seem to be much for it, which is why i chaned guns and all, shot guns happen to seem ike a waste, or seem more like.... something for a wizard or some one with less attacks. the shotgun with a 6 round chamber is missing alot of detail so what does the site mean by its prone to missfire, is there a penatly? Or is it just hard to load, which is explained in the description. I ask because of all the weapons that seems like what would be best for my characterin a way but i don't know exactly what is up with it. Justfigured i'd mention it.

[qoute=Guns, Magic and the wild wild west site] 6 Load Shotgun: This is a relatively new prototype of shotgun that adapts a large mechanism similar to a revolver allowing the gun to hold 6 cartridges. The trade-off is the weapon is prone to misfire and hard to reload, requiring a full round action to reload (reduced to a standard action for characters with the rapid reload feat)[/qoute]

As stated before im confused on the misfire part


I promise I'll have something up by the deadline. The character got really complex, and I had to set it aside for a day or two.


It's misfire range is 1-3... most other guns are 1 or 1-2. For the 6 load shotgun.. think revolver-shotgun.

And yes you can join the Silver Star. I might make a trait for them. We have one essentially for the Divinity Church and the Society. I'm changing those traits to include the faction's 'language' as a bonus language.

I'll probably call the trait Silver Star Initiate or Deputy.


ok then i will rebuild the character to encompas the idea of the silverstars a bit better and get him the revolver shotgun, which i think will be more to the characters personal style.


These seemed fine starting requirements:
•Characters start at level 1.
•Race and Class must be chosen from the list in the guide.
•Starting gold is the listed average for the class chosen, or you take the random roll here on the forums that I can roll for you using the class' dice..
•Stats are 15 pt. Buy.
•Choose two traits plus one campaign trait from the campaign guide.
•Please come up with a compelling background.

stat rolls: 4d6 ⇒ (2, 1, 1, 4) = 84d6 ⇒ (1, 4, 6, 5) = 164d6 ⇒ (2, 4, 1, 6) = 134d6 ⇒ (1, 5, 6, 6) = 184d6 ⇒ (2, 3, 2, 5) = 124d6 ⇒ (4, 6, 2, 1) = 13


Relik Toli:
Human Hallowed Gunman 2
Lg Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+4 armor, +2 Dex)
hp 19(2 HD; 2d10+4)
Fort +7, Ref +6, Will + 5
--------------------
Offense
--------------------
Speed 30 ft. , 20ft with armour
Ranged Old Lucky +5 (1d8)
Spell like abilities
Detect Evil at will
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Gunsmithing[UC], Mounted Combat, Point-blank Shot
Traits Reactionary, silver star initiate, Indomitable faith
Skills Ride -1 (2,+ 3 class, -6 armour), handle animal +3, Diplomacy +3
Languages Common
SQ Gunsmith, Aura of good, Divine Grace, detect evil at will
Other gear: "Old Lucky"(6 load shotgun), Armored coat, metal cartridges (120), speedloader, wide brimed hat, duster, gun cleaning kit, 28 gp
--------------------

Shadow Lodge

Unfortunately I'm going to have to drop out,
Work's been a real pain in the ass lately
I wish you all the best of luck.


Life hit me so hard I almost forgot about this. I'll download the file, and come back with a character, hopefully tomorrow.


Sorry to hear LF2. Good news though is that I'm keeping the site up and will slowly expand so others can use the setting.
Viluki, Aestereal, I hope you two will be willing to contribute more.

The most up to date information is on the site.
I still have to update some stuff bit working 12 he shifts all week will make it difficult.


The Eastern Divinity:

When the End Times came to a close the Occult Society struck the final nail into the Divine Coffin by dividing the Church between east and west. From the vaults of the Reliquarium the long lost Book of Magnus was revealed, declared heretical by the Founding Council of the Divinity Church the book of Magnus was thought destroyed...

As it turns out the Reliquarium had painstakingly preserved not only the Book of Magnus but also the original, unvarnished and unedited Books of Kane, Desmina and Samara.

The resulting revelations caused the Great Schism and the Eastern Divinity (consisting primarily of the equivalents of Russia, the Caucuses, Eastern Europe and Greece) arose taking one third of the Divinity Church's members along with it.

This not only weakened the Western church but gave the Occult Society unmatched approval by the masses of the East. Thanks to its role in revealing the truth the Occult Society effectively became a permanent institution of the Eastern Old Countries, forever supported by the Eastern Divinity.

Doctrines of the East:

The Eastern church is far different from the Western one.

Alignment: NG* (see Saints)
Doctrine: The Creator of the East is not the judgmental, demanding goddess of the Western church. Nor is she depicted as a holy, heavenly spirit detached from the earth.

Rather she is depicted as the witnesses saw her, the perfection of mortal virtue: not the rejection of mortal, earthly virtue as unholy.

The depictions of the Creator vary but are often based on the visions of the four.

Kane saw her as a goddess of rule and virtue, a wise and fair Queen that granted him rule over the ancient Kingdom of Hratha.

Magnus saw her as the mother of magic, the blessed muse of the Occult and guide of magicians.

Desmina saw her as the goddess of the underworld, she was kind and merciful to the righteous dead and consigned the unholy to the various Hells for their crimes in life.

Samara saw her as the mother goddess, maternal and warm to her children and fiercely protective of them.

In all depictions she is clearly the perfection of some mortal attribute(s) and is not depicted as an unreachable, unfathomable deity of merciless judgment like in the West.

Saints: Unlike in the West it is perfectly possible for a mortal to become "holy" in life and death, a Saint is someone blessed by the Creator and uplifted to glory. Saints themselves hold no power but do act as conduits of the Creator's power from which worshipers may call upon (effectively Saint's each grant two non alignment domains).

Example Saint, Saint Vortain: Vortain was human who existed during the Great Schism and became one of the founding examples of a religiously inspired Society member (they do exist). Vortain himself was a talented pyrokinetic who became infused with the new religious fervor of the time and more... His faith was rewarded by the Creator channeling her Holy Light into him so that he might save the country of Casvania (Romania) from the Vampire Court.

While he did die at the talons of the Vampire King his sacrifice was not in vain, for his death made him a blessed martyr that inspired a massive revolt against the vampires. To this day he is considered a saint and every temple in Casvania holds a chapel dedicated to him.

Domains: Glory (Heroism), Sun (light).

Thoughts GM?


What kind of contributions do you need, specifically?


Incidentally, my homebrew world I've been working on has Saints, except my Saints are low-tier deities or demigods. Different world from this campaign world though. I like the idea of Saints in a mono or ditheistic world. Helps spread the domains around.

Perhaps both Eastern and Western churches have their own Saints. I just don't want one branch to be "right" and the other one "wrong." The only "wrong" outlooks are the "rogue congregations."

@Aestereal. You seemed to have a lot of great ideas for companies and "fluff" in general. Anything to flesh out the Territories ad a whole. Viluki seems to enjoy making stuff for the Old Countries.

Remember, People generally came to the Territories to get away from the politics and the rest of the BS of the Old Countries to start anew.

One thing I need to work on is the names of all the territories. The elgatos have their own, each major city is the capital of one as well. I'll try to get a map drawn up of the subcontinent. Then we can go from there.


Introducing Vera Lynngriff, until very, very recently "independent contractor" and "problem solver" for Oderick, of Oderick's Custom Quickdraws. after an unfortunate run-in with those she can only reasonably guess are Bantorian thugs, she's run late on one of her contracts and most likely been fired by Oderick. I imagine her as a tiny, female version of the Pinkerton agents (not from the TV show, from actual history), but more charismatic. She's well-spoken, smart, and has a quick temper. As far as the role in a party, I see her as a skills-based character who's still capable of pumping out reasonable damage. Gunslinger (Pistolero) 1/Investigator (Sleuth) 1.

As far as fluff, it's getting late and I have a couple more posts to write for my games, but you have my permission to use...

The Wandering Eye Saloon:
As you walk down the dusty streets, a sign hanging above the wooden walkway catches your eye. A brilliantly-colored painting painting of en eye creature (beholder, if they're around) with its eye-stalks wrapped around a hobo's bindle occupies the center, while below, in large block letters, reads "The Wandering Eye Saloon: Proprieters Ralka and Soret Blackfang.

The Wandering Eye could fit into any small town or way-station as an inn, saloon, or other meeting-place. It's run by a brother/sister pair of half-orcs. Ralka, the sister, is the bouncer and enforcer, while Soret is the "brains" behind the operation and fancies himself as something on the piano. The Wandering Eye is tavern I've used in several games, and this version has been re-skinned to be a western saloon.

Grand Lodge

Introducing Relik Toli, a new member of the silver stars, and a young deputy. A run in with some bandits he recently brought in left him with an eye patch for a month as his eye heals.


As a reminder, please use this format when making your character sheet.
Character Sheet


Dwarf Steamwright in progress. This class is too cool!

RPG Superstar 2013 Top 8

I'm working on some background you can use. What do you think about cliff dwellings (like at Mesa Verde)--any particular native culture that would use them?


The plains elves do. Plains elves are the Native American analogue. Different tribes have different locales. Of course there would be a tribe living in a cliff settlement. Also, the azure gliders (petromin) from the Iron Gods AP book #1 are native to the large canyons. I have to come up with a name for the Grand Canyon of the Territories.

RPG Superstar 2013 Top 8

Hmm, it needs a "grand" name but that risks sounding too familiar. Maybe just The Rift or The Defile or something?


Current list of applicants:

  • Cogs Gundarson - Dwarf Steamwright - Damage/Skill Monkey
  • Relik Toli - Human Hallowed Gun - Damage
  • Vera Lyngriff - Halfling Gunslinger/Investigator - Damage/Skill Monkey
  • Brandon Dellmen - Human Chaplain - Healer
  • Templar Grace - Human Kineticist - Damage
  • Talin Moonscar - Human Gunslinger/Hunter - Damage

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