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Sorry for the long wait guys. I had to focus on university coursework instead of this, but now it is slowing down I can get back to this.

Tyrannical wrote:
Denorisn wrote:
Tyrannical wrote:


@AVoltoro

As for the Bloodgunner, from what it seems is you're looking to make a series of combat oriented bloodlines, which itself may take a while. I'd suggest what I mentioned before, and instead of using Gunslinger/Sorcerer we use Gunslinger/Bloodrager, and use the Bloodrager's bloodlines to fit the combat niche of the class, while forming "Bloodgrit" from both Bloodrage and Grit.

See I looked into that in my free time. For the bloodgunner, we're looking at Something that just uses grit points to spend on rounds of bloodrage?

Most bloodrager bloodlines are melee oriented in nature, we gleem this from the Abyssal and Draconic bloodlines, which give access to claws as melee weapons. Gunslingers avoid melee at almost all costs, so what good would these first level powers do? I'm kinda on the fence about this concept, as I don't see it working unless one made up entirely new bloodlines.

My suggesting would be to keep full soceror bloodlines for the class. have the 4th level spellcasting be based of the bloodrager's spell list, and add a new ability in, though it might turn them slightly into a magus copy.

For 1 point of grit, have the bloodgunner be able to channel any spell or bloodline ability with the range of "touch" or "ranged Touch" through his gun's next attack. Essentially make this a ranged version of a magus's spellstrike. this allows the gunner to feel like they are enchanting their bullets with arcane energies. Unlike bloodrager bloodlines, sorc bloodlines are full of ranged touch effects.

Not to worry, I wasn't intending on giving the Bloodgunner melee based bloodrage powers, The 1st level bloodrage abilities would be lost, but all others retained and progress as normal. Here is some basic ideas of what I had in mind using Gunslinger/Bloodrager:

** spoiler omitted **...

My main concern with the bloodrager idea is that I feel the lack of a 1st level Bloodline power would make the class too weak at early levels. However, it does incorporate the use of Grit in an elegant way. With the sorcerer idea, I don't think that Grit is used in an interesting way, but it seems balanced throughout. The thing is that I think spending Grit to activate Sorcerer powers would not work well, due to it being designed to be constantly active. Regardless, I think using the full Bloodrager spell list is a great chioce


I am fairly new to this game, so I wouldn't be the best for this experiment, but can I just talk about the Fatal Spiral for a moment. This WILL all end in tears? I am crying already.


Tyrannical wrote:
Okay, since there's no word from AVoltoro for a while now,

But wait I'm back! I was busy working on the Boreal Bloodline for the Bloodgunner, and it is near complete. It has no feats and I have done no balance, but all the powers and spells are fully complete.

Also, I will have to hand it on to someone else for them to finish it. With univerisy just around the corner I simply wont have time to complete it. Before I go on an share with you my Boreal Bloodline though, I want to explain what I would like to sees from it. I would like the Bloodgunner to be about both damage and utility, able to keep foes at bay as well as shoot them from afar. So with out further ado...

Boreal

Your ancestors hail from creatures and monsters that dwell in the coldest of temperatures, and your blood is as cold as the Artic seas. It chills you to the bone, and infuses you with mastery over ice and snow.

Bloodline feats

(Help me!)

Bloodline spells

Ice Armor (7th), Ice slick (10th), Ice spears (13th), Ice storm (16th)

Bloodline powers

Crippling cold
At 1st level, a Boreal Bloodgunner may spend 1 Bloodgrit point to imbue her next bullet with a terrible cold, changing the damage types of her next bullet to Cold and giving it the Frost special ability. At 11th level, a Boreal Bloodgunner may spend 2 Bloodgrit points to give her next bullet the Icy burst special ability.

Frostbite bullet
At 3rd level, a Boral Bloodgunner may spend 1 Bloodgrit point to cripple an enemy’s movement with unflinching cold. This works like the Targeting Gunslinger deed, except it may only target legs and wings. Further, the Boreal Bloodgunner always has resist cold 5, regardless of her Bloodgrit points.

Snowball shooter
At 7th level a Boral Bloodgunner may spend Bloodgrit points near an area of snow to create Snow ammunition. This snow ammunition deals Cold damage and has the Seeking (may be to op: Impact?) and Shattering special abilities. 2 Bloodgrit point creates 1 Snow ammunition bullet, removes a 5 feet cube of snow and takes a successful craft check with a DC of 20. If the check fails, the Bloodgrit point is wasted. The Crippling Cold bloodline power can’t be used on Snow ammunition until 20th level.

Snow walker
At 11th level, a Boral Bloodgunner may spend 1 Bloodgrit point on a bullet that will impact the ground. If she does, she will create an area of dense snow around the bullet, in a radius of 10 feet per level. This area counts as cold for all purposes, including the purposes of favoured terrain. The Boreal Bloodgunner gains the favoured terrain ability for cold terrain only as a Ranger of your level -2. This ability lasts for 1d10 rounds in cold temperatures, 1d6 round in normal temperatures and 1d4 rounds in hot temperatures. Further, all enemies standing in the snow walker terrain move 5 feet slower. This increases to 10 feet at 15th level and 15 feet at 20th level (Is this ability to OP?). The Bloodgunner always has resist cold 10, regardless of her Bloodgrit points.

Frozen foe
At 15th level, a Boreal Bloodgunner can freeze an opponent for 1d6 rounds by spending 1 Bloodgrit point if they are successfully hit by one of her bullets. In this state, the opponent can’t move but can still attack and use spells. The effect immediately end if the opponent takes more than 40 points of fire damage. (Underpowered?)

Blizzard born
At 20th level, the Bloodgunner gains the Cold subtype, additionally gaining immunity to fatigue and exhaustion, regardless of the amount of the amount of Bloodgrit she has. This also gives her a vulnerability to fire.

Please take good care of my Bloodgunner. I had a lot of fun designing and creating it, especially this Bloodline, and while it wasn't clear what is was supposed to do or how it was supposed to work, I think I did a tremendous job considering it was my first time. Wish me luck and I will be back around December-November time.

:)


Browman wrote:

normally for class skills we do Main class + 3 from secondary.

Bloodgrit needs to change name to something else and works entirely wrong. Many bloodline powers are always active and those that aren't tend to have individual pools for each ability

I assume from the table that this class is a 4th level caster? Using the sorceror spell list?

So no deeds?

I feel like at this point it feels too much like a mix of the two classes and not its own thing. It might actually be weaker than simply taking 10 levels of each class. Then I would have more spells per day, 5th level spells and 1st, 3rd and 7th level deeds. Plus grit that I could actually stack with luck or other things if I want to.

Sorry if I come across as being all negative. There is definitely I good idea here that I want to see properly developed.

What do want this class to be able to do? Be the gun version of an Arcane archer? Have weird and mystical powers that make him a better shot? Be able to nova damage like a magus?

Hello Browman. I think it would be wise for me to explain things further.

The Bloodgunner will have it's own separate Bloodlines, with all there powers functioning in a similar way to deeds (so for example spending 1 Bloodgrit to activate or being passivly active so long as you haven't ran out of Bloodgrit).

When it comes to how I want this class to function, I was thinking of it having weird and mystical powers revolving around gunplay and the bloodlines, so for example spending grit to make the gun shoot positive energy if celestial, or slow down and freeze foes if Boreal.

If you still see any issues please let me know and I will see what I can do.


It will be quite a while before the Bloodgunner gets finished (starting Uni very soon) so I though it would be better to post what I have done, and then carry on some time around December/January (Also, I apologise for the lack of formatting on the table. I still hope you can make out what I am trying to do.)

Bloodgunner (Gunslinger/Sorcerer)

While many folk with magical blood choose to master arcane powers or martial prowess, others take a very different path. One of tenacity, determination and grit that is more energetic than those of their peers. For them, the way of the gun is more attractive, and a Bloodgunner is made of them.

Bloodgunners use their mystical bloodline to manipulate their guns, ammunition and even themselves, performing seemingly impossible feats on gunmanship on the battlefield.

Alignment: Any

Starting wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less and the Bloodgunner begins with her starting firearm.

Class skills: Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of hand (Dex), Spellcraft (Int).

Skill ranks per level: 4 + Int modifier.

Hit die: D12.
Spells per day
Level Base attack bonus Fort save Ref save Will save Special 1 2 3 4
1 +1 +2 +0 +0 Bloodgrit, Bloodline, Bloodline power, Gunsmith, - - - -
2 +2 +3 +0 +0 Nimble +1 - - - -
3 +3 +3 +1 +1 Bloodline power - - - -
4 +4 +4 +1 +1 Bloodline feat, Eschew Materials 1 - - -
5 +5 +4 +1 +1 Gun training 1 1 - - -
6 +6/+1 +5 +2 +2 Nimble +2 1 - - -
7 +7/+2 +5 +2 +2 Bloodline power, Bloodline spell 1 1 - -
8 +8/+3 +6 +2 +2 Bloodline feat 1 1 - -
9 +9/+4 +6 +3 +3 Gun training 2 2 1 - -
10 +10/+5 +7 +3 +3 Bloodline spell, Nimble +3 2 1 1 -
11 +11/+6/+1 +7 +3 +3 Bloodline power 2 1 1 -
12 +12/+7/+2 +8 +4 +4 Bloodline feat 2 2 1 1
13 +13/+8/+3 +8 +4 +4 Bloodline spell, Gun training 3 3 2 1 1
14 +14/+9/+4 +9 +4 +4 Nimble +4 3 2 1 1
15 +15/+10/+5 +9 +5 +5 Bloodline power 3 2 2 1
16 +16/+11/+6/+1 +10 +5 +5 Bloodline spell, Bloodline feat 3 3 2 1
17 +17/+12/+7/+2 +10 +5 +5 Gun training 4 4 3 2 2
18 +18/+13/+8/+3 +11 +6 +6 Bloodline power 4 3 2 2
19 +19/+14/+9/+4 +11 +6 +6 Nimble +5 4 3 3 2
20 +20/+15/+10/+5 +12 +6 +6 Bloodline feat, True Bloodgrit 4 4 3 2

Bloodgrit
All Bloodgunners, due to the determination and strength of character produced by their bloodline, have a fluctuating measure of finesse and arcane power called Bloodgrit. At the start of each day, a Bloodgunner gains a number of Bloodgrit points equal to her Charisma modifier (minimum 1). Her Bloodgrit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A Bloodgunner spends Bloodgrit to use her Bloodline powers, and regains it in the following ways.

Critical Hit with a Firearm: Each time the Bloodgunner confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 Bloodgrit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the Bloodgunner reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 Bloodgrit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Unlike Grit, Bloodgrit cannot be combined with Luck, Panache or Grit into a single pool. It is always considered separate and can only be used on Bloodgunner Bloodline powers.


I am then starting work on the Bloodgunner (Gunslinger/Sorcerer) but it will take a long time before it is done.


Hogeyhead wrote:

He is playing CN? I would recommend then that you make the game undead friendly. When he hits lvl 4 he can start creating zombies and skeletons one at a time. Evil, yes. However having only 1 player is risky business. This would offer non NPC support that does not require in combat actions to supply. It could save his life. Also seriously don't start at lvl 1, lvl 3 minimum, with 25 point buy minimum in all seriousness.

Remember an oracle at level one has probably 10ish hit points, and that's the whole party. One unlucky round and the campaign is over.

In that case he would probably start at level 10. Then he gets more spells and revelations to play around with, while also allowing him to fight something tougher than boars


Scott Wilhelm wrote:

Remember your goal is to tell a good story. Be flexible and expect the unexpected from yoru players. Go ahead and prepare all you can, but preparation is the foundation. The house happens in the actual playing.

Keeping the game going and the action flowing is more important than following the rules.

So don't go overboard with rules. Got it.

Scott Wilhelm wrote:
The ecology of the PC normally requires trips to the market and visits to his sensei (such as there is one) in order to thrive. If you are cutting him off from those, you need to consider that.

I have actually changed plans quite considerably to counteract this. Instead, I am developing a coastal trade town with lots of different buildings and people to interact with, hopefully creating a more balanced and well rounded adventure.


Has anyone done gunslinger/sorcerer and bard/sorcerer? I have ideas for both, but it would require separate types of bloodlines, like with the bloodrager.


Aaron Tysen wrote:

I second Turelus's recommendation of RotR. And constraining your own design space is a good idea, especially your first time out of the gate.

Solo games are a unique challenge to balance. The standard Challenge Rating system assumes at least four players, so it won't help you too much. As a rule of thumb, I'd suggest that anything with a CR more than your brother's level +1 is a seriously mortal threat. I'd shoot for CRs two below his level as standard encounters. So at first level, CR 1/2 or 1/3.

The thing is, not only does a solo character have fewer actions per round than a team, but also a vastly narrower toolbox/bag of tricks.

Never be afraid to adjust a planned encounter on the fly, should you discover that you miscalculated its difficulty. Balance is a tricky thing; don't punish your players for design errors!

Good luck!

Thank you SO MUCH for the CR help. It can now truly get off the ground.


CannibalKitten wrote:
Starting at level 1? There are many ways you could keep him on track, is there any specific reason you think he will get off track or try to break the game?

Nope. Just standard first time G.M nerves.


Thank you everyone for the advice you have given me, as it has helped me out a great deal. After seeking additional advice however, I have changed plan to a single city in a small island of my own creation. This was done to allow social interaction that would be difficult to explain a massive dungeon (the zombie wants to talk to you??), the potential for side quests as well as the potential re-use in future GM sessions (when additional cities are created on it. I have plans for 4 in total).

The city in question (Roxic Prime) is a navel centre of trade and industry, with it's biggest landmarks (so far, still under construction) being a a boat factory at the juncture of 2 rivers, a sea gate to control ships entering the rivers, as well as a palace which holds the royal family. I am working on the principle that the city should function as a city first and foremost, so I am placing homes next to areas that would employ them and the religious buildings that are soon to be placed.

Because it's now a city, I have also changed my campaign plans as well. Because I know he will be playing as a Samsaran, I can claim his past life was murdered by a religious cult, which views him as a heretic because they are not sent to any of the Outer Planes when they die, as they reincarnate instead. Also, because I know his alignment (C.N), I was thinking about this cult doing it in the name of a L.G deity, for added drama and spice.

Tell me what you now think.


I am about to start a solo campaign as a GM and I looking for advice as to how best to pull it off. I know that the player (my brother) will be playing as a Reincarnated Oracle with probably the Time Revelation, as well as a Chaotic Neutral alignment. I have an idea of setting the whole campaign in a huge dungeon, with each floor based of a sin and/or virtue (wrath, love, pride, etc) for two reasons. The first is to try and stop him from running off and breaking the game, as the dungeon setting will give a clear goal. Secondly, with each floor being themed, it will help me plan in a clear way how each floor should function. Any guidance is welcome, but I particularly need help on creatures, as I do not know what is balanced for what level, as well as some help for dungeon design (I already have a few plans, though they are complex).