The Transverse: Golarion and the Walking Dead


Recruitment

51 to 100 of 157 << first < prev | 1 | 2 | 3 | 4 | next > last >>

EldonG:
With good skills in Craft alchemy and Craft weapons, can I get a discount? Yes, your main weapon can be at cost and any alchemical items.

I really want to learn the elven archery alchemy. "Sorry I haven't heard of this would you please send or provide me with a link. Thank you."

If I haven't answered a question I may have over looked it please ask again! ;)


Campaign Traits:

Survivalist:

You have always had an innate way of surviving off the land and in most situations. You are rather high strung and alert to most threats before others. Thus you have a +1 on Initiative, gain a +1 on Knowledge Geography and Survival with one of them always being a class skill for you.

Doomsayer:

You always knew that the world would come to and end some time and you did your best to let others know. Also you prepared yourself knowing that a bunker would serve you well.
You have run out of food in your bunker or have been flushed out. You start off with a massive backpack which can hold all your essentials and plenty of food which includes an Antidote Kit, a Chirurgeon's Kit, a Cleric's Kit, a Cooking kit, a few extra rations and a Spelunking Kit all at the low cost of 650 gp since you have been spending years preparing for this event. Also the massive backpack that keeps it all organized is Mastercraft increasing your strength by 3 for carrying capacity with a quick release tab to drop the bag as a swift action.

Your many hours working with merchants to get the best deal on your items has given you a knack when speaking with others, +1 bonus when using the Diplomacy skill and it is always classified as a class skill for you. Though you take a -2 when dealing with those who have seen your doomsaying words from before the apocalypse.

You even start off knowing of a few caches that are possibly still unclaimed or where one of your Doomsayer friends could still be holding out.

Massive backpack kits:

Antidote Kit
Price 100 gp; Weight 3 lbs.
This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.

Kit, Chirurgeon's

Price 400 gp; Weight 4 lbs.

This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.

Kit, Cleric's

Price 16 gp; Weight 32 lbs.

This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Kit, Cooking

Price 3 gp; Weight 16 lbs.

This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.

Kit, Spelunking

Price 174 gp; Weight 32 lbs.

This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.

A few extra rations of 30.

Included above:
Kit, Mess

Price 2 sp; Weight 1 lb.

This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Kit, Healer's

Price 50 gp; Weight 1 lb.

This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.

Kit, Climber's

Price 80 gp; Weight 5 lbs.

These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.

Desperate Survivor:

You are so desperate, you use up your energy and resources in order to accomplish the task at a determent to your continued ability to go on.

Once per 24 hours, or until rested for at least 8 hours, add +5 to any skill check, saving throw, or +3 to attack & damage for one round. Afterward the desperation costs you, take a -1 to all skill checks, saving throws, attack and damage rolls for 24 hours. Once the penalty wears off, it is usable again. This increase to +10/+5 and -2 at level 10. And then to +15/+10 and -3 at level 20.

Improvisational Equipment:

Benefit: When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.

Undead Crusader:

You have dedicated your life to eradicating the scourge of the undead from the world. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of tombs, you'll be ready for them!

Benefit(s): You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

@DoubleGold, you may multiclass down the road if you choose! ;)

IS chosen child trait allowed? Sorry my response was towards this question.
"Not unless you can really sell it to me in your background story. You should be happy with the 1,500 gp starting amount. I see most campaigns starting with 50 gp. Though it would make more sense to be prepared."

@EldonG, that works fine!

Liberty's Edge

http://www.d20pfsrd.com/skills/craft

It's down the page a ways. I also have the Alchemy Guide...

Liberty's Edge

Oh - is Undead Crusader going to be acceptable?


done.


Yes it is, I just got busy with something else and hadn't added it yet.

Just to be clear you need to have 2 regular traits, a campaign trait, a drawback and may have another drawback which will give you another trait if you choose.


got it fixed. Also have you seen puppetmaster before, or I do I need to be more descriptive on that other follower?


I have seen puppetmaster before... let me read what you got and then get back to you.


Lucas has his followers created now, but I will edit them to make them have connections with others if they want. That being said does anyone want a connection between followers?

Liberty's Edge

I'm up for connections. Anybody with elves as friends is easy. ;)


EldonG, is there a reason you are not making an Alias for Savaric yet? Just making sure you get in before making it?

Liberty's Edge

Yup.

I have a few too many. :p

Liberty's Edge

I'll try to sit down and really expand on the basic background soon, and look at that second drawback and finalizing the traits...not to mention details on his 'sister' and another possible follower.

Right now, I'm on my phone, but I can get on a laptop and crank it out. :)


Okay, it'll probably take me a bit but I'll try and have all or the majority of it written up within the next couple of days. Not sure on class yet, but it does seem like most of the submissions are of a martial/divine (or both) bent so I might go arcane or skill.


Added Shadow-scarred as my drawback. I am assuming that the "Liberated Spirit" trait of my own creation is acceptable as a campaign trait?

I am not sure yet for my follower, so in the interest of time, perhaps you would be able to select a stat-block for her. I suspect there are any number online to pull from.

As far as the connections between others, I believe Hardish might be a bit of a challenge for anything long past, but he would likely be fairly well known amongst survivors after the Red Harvest. That said, if anyone has had a brush with the occult, I could easily have been there.


You got time Lady Ladile if you want some suggestions perhaps an arcane caster, some kind of blaster would likely be appreciated.

Hardish, give me some more background for Liberated Spirit, or explain why it should be a campaign trait. It seems like a regular trait to me. So you want me to create your follower?


Lala stat rolls lala~

5d6 ⇒ (1, 6, 2, 6, 5) = 20 17
5d6 ⇒ (6, 3, 1, 5, 3) = 18 14
5d6 ⇒ (4, 2, 5, 4, 4) = 19 13
5d6 ⇒ (3, 2, 1, 4, 3) = 13 10
5d6 ⇒ (3, 3, 1, 3, 2) = 12 11
5d6 ⇒ (6, 5, 4, 2, 6) = 23 17
5d6 ⇒ (6, 6, 1, 1, 1) = 15 13

Drop the 10, so I'm left with: 17, 17, 14, 13, 13, 11. I'll take those odds! Still brainstorming a bit but leaning towards maybe a sorcerer.


I throw my hat in the ring. My old S&S is dead and I liked the char.
Refluffing her to an Arcanist (Occultist)
5d6 ⇒ (6, 5, 5, 2, 5) = 23
5d6 ⇒ (1, 3, 3, 5, 2) = 14
5d6 ⇒ (5, 3, 4, 6, 6) = 24
5d6 ⇒ (3, 5, 3, 2, 2) = 15
5d6 ⇒ (1, 4, 4, 6, 4) = 19
5d6 ⇒ (1, 3, 1, 5, 4) = 14


Liberated Spirit background:
Along with the Dark One, many spirits and creatures have been unchained and loosed onto the world. Even the Merging can be perceived of an erasing of limitation and division of the worlds. This is a time of chaos and liberation in many ways, as the laws of man that would hold back many from acting as they wish have been lifted. For Hardish specifically, this trait is particularly relevant as both he and the demon secretly possessing him are kindred spirits in their recent liberation after a lengthy imprisonment.

Here's a basic stat block for a small girl that I found online. I just added Hide from undead as a supernatural ability.
follower:

Small Girl
XP 65
Female young human commoner 1
NG Medium humanoid (human)
Init +2; Senses Perception +2

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 1 (1d6-2)
Fort -2, Ref +2, Will +0

OFFENSE

Speed 30 ft.

Sp: Hide from undead (self only) at will

STATISTICS

Str 6, Dex 14, Con 6, Int 10, Wis 10, Cha 15
Base Atk +0; CMB -2; CMD 10
Feats Alertness, Persuasive
Skills Climb +2, Diplomacy +5, Perception +6, Sense Motive +2
Languages Common
NPC Gear dolly (5 gp)

Liberty's Edge

I'm thinking that my sister is a Bard, if that's good. Elite statblock?

Liberty's Edge

Savaric's Story, Revised and Expanded.:

Savaric was a young child when he lost his parents. He isn't positive how old he was - likely three or four.
It was storming out, and the young family sought refuge from the storm. There was an ancient ruin in the forest, not too far from the ruin, so they headed there. Varisians are often thought of as gypsies, and for good reason. They'd already moved twice, and once again, they were on their way to start a new life.

Ironic, that. The ruins were haunted by corporeal undead, and Savaric still sometimes has nightmares of watching his parents get butchered. He was still little, so he'd crawled into a spot so tight they couldn't get to him.

It was two days later that he was rescued by elves and a dryad, and they became his new family. Netherein and his wife, Vialla adopted him, and the rest of his young years were filled with fascination and joy. They were harvesters, and so Savaric learned the work of bringing in nature's bounty, and though it often meant long hours, Savaric didn't mind.

Now he had a sister, too - Ryada - and though she was older by a few years, Savaric hardly noticed, and eventually became her protector. She was wild and carefree, and represented everything beautiful in life to Savaric.

Elves age slowly, and dryads, not at all from a human viewpoint, so Savaric is still younger than the other children, though he's hardly young for a human. When the undead started filtering in in ever-increasing numbers, he reacted much faster than his new family did - most of them were harvesters, more than anything else, after all, but Savaric learned from the warriors, and set off to find out what would bring an end to this terrible infestation.

Telarania, the dryad, is Savaric's spiritual leader, and it was her that set him on his quest. She could sense the restlessness in Savaric, and saw him growing ever more dark and troubled. Though he remains dark, at least the restlessness is being addressed.
Of course, not long after he took off, Ryada followed him. She almost had some sort of mind-link with him, it seemed - though he could even hide from the other elves, she always found him. Given a slight pause, she'd finish his sentences.

He didn't mean to take her with him - this would be very dangerous - but he could hardly turn her away - it was her that could always make him smile.

Telarania sends him messages, guiding him - usually speaking directly to his mind. He'd love to learn that trick, but doubts he ever will.

Looking at the drawbacks and traits, now, in hopes of getting them finalized. If I take on another follower, it would likely be someone he's met since he left.

Liberty's Edge

I'll probably take 'Forlorn'...it works well for RP, and it gives a fort save bonus. I don't think I'll be taking a second drawback.

So...is it still reasonable to travel on horseback? I carry a light load, AND a MW backpack, which moves me deep into medium. Saddlebags would be wonderful.

Oh, yeah...he uses an elven hanging tent. ;)


Cool concept - if I wasn't already involved in four other games I would jump in here =) My follow just to see how it goes!


I have a few questions about the followers.

1) If we do create the followers at what level should we make them?

2) You said before that modern day people would have other classes to choose from and I was wondering about that since one of my followers comes from the modern world, so what are the options for them?

3) What amount of equipment should they have?


Okay though I did say sorcerer, I'd like to take this in a slightly different direction, so...

Character Pitch:

Got a bug in my ear for a Catfolk alchemist character (possibly Grenadier archetype); current rough synopsis is that she'd once been "drafted" into one of the more successful raider groups in the area and has earned her keep by utilizing her knowledge of herbcraft (alchemy) to create supplies for the group and bombs to aid them in conquest and looting.

Character threads include such things as:

(1) Dealing with the fact that whether through willful delusion/ignorance or outright racism, many people are probably inclined to view Catfolk and other similar races as animals and therefore a source of food and hide/bone/whatever.
(2) Though she probably isn't at quite as much of a risk for sexual abuse as your more standard races, there are probably still individuals out there with a fetish for such things.
(3) Dealing with having been forced to participate in the killing and looting of innocent folk and their property.
(4) Since life as a slave/pseudo-raider is past tense, it stands to reason that someone or someones might be looking for her...

Thinking of a male halfling follower who was in the same boat and bonded with her over their shared plight; he has a knack for cracking locks and other such containers so probably a thief if followers have class levels or at the very least has some skill with disable device and such if he's an NPC class (possibly a locksmith before the world went to pot).

Thoughts?


Liberated Spirit campaign trait is accepted with the background.

Hardish, excellent stat block for your follower.

EldonG, nice expansion of you background. Though perhaps you could explain a little bit more why you are a second level character.

Horses, tents and any other equipment does come out of your 1,500 gp of wealth.

Followers will start out at level 1, higher depending on their background story. Such as we have a king as a follower of one of our PCs.

Zirul give me some background of this king, is he a barbarian king, race, king of a small town, etc.? He would likely be a 4th level noble with perhaps a level in an adventuring class. Understand some of your followers will likely die soon in the game, unless you equip them with your own wealth.

You can incorporate many things into your wealth. Such as finding armor and weapons off of the dead. Your total wealth of 1,500 incorporates your time surviving the past month, likely running more than anything. Anything you scavenge along the way can be included in it.

If you give me reign with one of the followers he or she will likely become an adventurer also. Though you never know when they might die.

Modern world humans:
Honesty I had not given it much thought yet since all of you so far had not shown interest. Well if you give me some background of the human then I could formulate how to create a class. Generally expert could be used to create a modern human and give them some specialty bonuses depending on the person's knowledge.

The equipment for a follower depends on their background. A general kit is their starting value, most of the added items after will be taken from the PC they are following wealth. Though exceptions can be made.

Lucas for your example a nun might not even have a simple kit, but instead has a healer's kit, holy symbol and some holy texts.

Followers also can include a animal following you such as a deer, dog, wolf, or even a magical creature.

Lady Ladile character development sounds intriguing and befitting where the world is now.

If anyone wants a protective modern human with a compound bow send me a PM. He never fit in with his world and once the merging took place he knew that this 'Golarian' is where he was meant to live even if filled with undead.


I don't know my history well enough to know what would normally constitute a small town or a big one, etc. So I'm giving you something to compare it too.

Remember that town I got help from in the background? He is the king of only that town, but the country/area. He ruled an area the size of Costa Rica. But think about what the population of that would have been when Christopher Columbus first discovered it. About 85% of that would have been humans, while the other about 15% would have been elves and half-elves. And if there were other races at all, they would have been .1% or less. He was a king that did trade with other countries, they did battles, although most they tried to settle things by talking it over first, unless it was something they knew they couldn't reason with, like Drow. Most people in the area were just a hair below middle-class. The nobles were rich, but not like millionaire rich.

Also the puppet adventure does not need to eat, if that is okay with you, because it is mainly a puppet first and a humanoid soul second, in other words, no flesh and blood. You might call it a construct, but that is your call.

As far as keeping them alive, just try to keep them out of combat. If the king needs food, just have him eat anything, including people who died and didn't become zombies if necessary. Not that I would kill people just to have food, but if dead bodies are found, I and my survivors do what is necessary to survive, even if it means that.
We will even resort to eating insects if it comes to that.


Some examples of followers:

Have fun with it.

Do you stumble upon anyone along your path as you venture away from the undead?

A beauty who carries a big gun. A multi colored cat that whatever you do can't get rid of it. You fed a starving dog caught in a trap and it turned out to be an intelligent hunting dog that can transform into a large dire wolf when needed. Or do you stumble upon an old crone who says she is cursed and is looking for a safe place to live. Maybe an undead creature, a ghoul is following you and you don't care for it but it protects you. Never coming within more than 60 feet but stops some zombies from getting to you, like waking up to corpses all around you, as if they were haphazardly thrown from a certain direction. Perhaps a stranger has been following you, killing a zombie in the last moment before it bites you. He only shows up once a day but seems to be there more.

I could go on all day. Think about games you have played and a follower you might like to interact with or just to be there with you.

Zirul, No one king would likely hold that much land in Golarian. That aside unless you give me permission you will need to create a stat block for your followers or see them perish that much faster. If you have questions please ask here for others may have the same questions.


Oh snap, I didn't realize that followers could be rather "out there" if we wanted. I still like my idea for my halfling buddy but I'll have to see if I can think of anything else really cool...if I weren't thinking of going Catfolk I'd be very tempted to opt for an intelligent kitty friend (like a Silvanshee or something similar). I guess I could *still* do that, but...catception and all >.>

In case you're wondering...:

Yes I have a personal RL fondness for felines but I try not to overdo it or be "weird" about it.

The Exchange

1) Dot
2) Just found this but I'd prefer a modern human. (Rhetorical: Is there a modern Elf/Dwarf/Gnome/Halfling?)
3) The image that came to me for a likely modern day survivor: a parkour aficionado who has become a raider more so than a scout.

background:
One moment he was parkouring with his friends through a homemade obstacle course under the highway overpass, then despite a clear sunny day it seemed like someone put a dimmer switch on the sun and opened a freezer. The next few months blurred into one metaphorical and literal running nightmare. Speed and nimbleness with a heavy dose of adrenalin kept him and his friends out of reach from most of those walking dead; picking off the lone wandering dead was gratifying. Guns were nice to find but drew attention to your location and had a tendency to run out. These ended up useful only to draw them out and away from where you really wanted to be. Finding the fire axe was fortuitous, although in retrospect every building had at least one in a clearly marked location. The fire hoses came in handy too. Stringing them up between buildings to avoid the streets and impossible for undead mob to swarm him was a useful tactic. Watching them plummet was satisfying. Still every lesson learned came at a price, his friends perished one by one, whether due to undead or to those apocalyptic worshipping occultists.
Still supplies were getting a bit lean to find, he was the last guy of his gang and being actively hunted in town. These guys learned not to chase, to separate and recently started to burn out his hideouts. He’d have to expand his route. It was time to gear up and touch the ground for an extended period.
Personality: This wiry young lad is not skittish but fully aware that brave and foolhardy took down each of his former peers one by one. Preferring to outrun, string out any pursuers then attack from a superior position and a time of his choosing. His first criterion of any layover is out of reach before comfort, otherwise he’ll keep moving even if all he finds is a tree or the rafters of an old sagging barn.

4)
stats rolls:

STAT: 5d6 ⇒ (5, 2, 6, 2, 6) = 21 =17
STAT: 5d6 ⇒ (1, 1, 1, 6, 4) = 13 =11
STAT: 5d6 ⇒ (5, 2, 2, 3, 1) = 13 =10 Toss this one.:-)
STAT: 5d6 ⇒ (3, 1, 6, 4, 5) = 19=15
STAT: 5d6 ⇒ (3, 4, 3, 5, 3) = 18=12
STAT: 5d6 ⇒ (6, 3, 2, 6, 2) = 19=15
STAT: 5d6 ⇒ (5, 2, 2, 1, 5) = 15=12


5)Trait#1: Urban Roof Runner: +2 acro when 20’ above ground. (reflavored Carpendem Roof Runner)
Trait#2: Fire Axe Master: +2 confirm critical hits and there always was an axe to be found somewhere, plus the hook extended his jump and reach. What is not to like?
Campaign Trait: Likely improvisational equipment.
6) As for a
follower:
I’d love to steal the young girl/boy idea who survived simply by being out of site but I could see him coming across a grey parrot during a raid of an Atlanta apartment high rise, Buckhead. The bird adopted him out of loneliness. Although he is gruff with the parrot, he has grown fond of it and it provides the only real conversation he has had in a long time. I’ll post a statblock after some research.

7) Not sure how you want to do equipment. I figure he would have raided a camping/climbing store(s) for a hanging hammock/suspended tent, climbing gear, prepackaged energy rations, a survival book or two and possibly a bow/crossbow for silent range killing. Enough target practice and no one is complaining.
8) Closest match is fighter(mobile), ranger(urban), Rogue(Roof runner or Acrobat), or even a Cavalier(Luring). I kinda favor the last one actually.


Lady Ladile:
I love felines and canines equally, I wouldn't mind if you had a Silvanshee follower. As you play the catfolk I won't need to, I do love playing them.

ReckNBall, no there is only modern humans. I don't see any other races walking around in walmart or in our world do you? You could easily have both followers.

A parkour aficionado? A what? I need to know a lot more of the character's background before the merging to know what his first level would be. I will allow you to choose what the second level will be.


Parkour - I can totally see this as a valuable skillset! Basically an expert in acrobatics, climb, and maybe some other Dex-based skills.

If you're still looking for players, I haven't stopped thinking about the game! I also would run a modern-day human...pretty much based on me =)

background:
He would be a 48 year old male, retired officer from the military. I think your idea of the NPC Expert class is most fitting! He has a background in tactical combat, firearms, basic engineering and electrical equipment, and first aid. As a career officer, he possesses strong leadership traits. Because of this he led a band of citizens in his suburban town after the Merging, establishing it as a self-sufficient farming town with some trade with others. The dead rising was difficult - they lasted the first few months but eventually the town's defenses were breached and most were slaughtered. He escaped with his trusty mutt, a Rottweiler/German Shepherd mix who loved her "people" and protected them from undead.

Stat rolls:

5d6 ⇒ (1, 2, 1, 1, 5) = 10==>8
5d6 ⇒ (4, 1, 6, 3, 6) = 20==>16
5d6 ⇒ (4, 3, 2, 4, 3) = 16==>11
5d6 ⇒ (5, 4, 2, 2, 6) = 19==>15
5d6 ⇒ (5, 4, 2, 2, 4) = 17==>13
5d6 ⇒ (3, 4, 2, 2, 2) = 13==>9
5d6 ⇒ (6, 3, 2, 5, 2) = 18==>14

Based on these rolls, ability scores would most likely be:
STR: 11
DEX: 13
CON: 14
INT: 15
WIS: 9 (It's a strange new world out there - nothing makes sense anymore!)
CHA: 16


Traits & Feats:
Will likely take either Survivalist or Improvisational Equipment campaign trait. Also take Armor Expert trait and World Traveler (with Diplomacy). One Feat, of course, is Technologist. Another might be Scavenger's Luck or a regular one to be determined...

I welcome your input / thoughts!

The Exchange

I see the my parkour based pc as the the archetype rogue roofrunner. Before merge his worst crimes wouldve been trespassing; after merge, well raiding the hard to reach while avoiding massive mayhem below would be a daily activity. He probably took a job as bicycle messenger for the hours and scout new locations.


Alright a small city. I do not know what is small according to Glorian. Or a city the size of Wati, which is from Mummy's Mask, a population the size of that, not sure if that is considered small or big.


A small city would be about 10,000 people, at least from memory rather than looking it up...

Settlement Type Population Range
Thorp Fewer than 20
Hamlet 21–60
Village 61–200
Small town 201–2,000
Large town 2,001–5,000
Small city 5,001–10,000
Large city 10,001–25,000
Metropolis More than 25,000

I was about right. I am not sure what size Wati was/is.

For the modern humans think about the skills that they would have developed in your world and apply it to one of the skills. There will be new knowledges as well.

GM & rew, give me more background of your character because it would not make sense that you would have Technologist. Perhaps if you were a scientist in the right field or in the computer industry. Don't forget your +2 to any ability that you choose. The NPC Expert class sounds like a good fit for your first level but for your second level perhaps fighter, marshal, or gunslinger. Give me more to work with and a third level might be appearing. That goes for everyone.

Liberty's Edge

Well, I won't have an animal companion, instead opting to bond with allies, but I can see befriending some sort of animal. I don't have much in the way of hope for one to survive...feel free to assign me a critter, if you like, and I'll build my sister as a bard.


Tech thoughts:
The way I figure it, because my character is from the modern world, he has an inherent understanding of technology. Not how to build a computer from scratch, or make an explosive device from silly string, a straw, two matches and a pair of needlenose pliers like MacGyver, but enough to generally figure out tech items with a better chance to not screw it up. That's all the Technologist feat is, basically. For example, between me and someone from the Renaissance, I have a better chance to figure out how a piece of Numerian technology works than they do because I grew up with tech. Plus, Technologist is a feat like any other, so there shouldn't be a problem with me selecting it as one of my two feats =)

Class:
I hadn't thought of multi-classing...I like the gunslinger option! I wanted to have a sidearm or rifle anyways, and was going to ask you about types/prices - will go with this now. I have to make some changes to my stats and will post a character build by the end of the day. Thanks!

Companion:
I will build Jetta (actual name of my actual Rottie/Shepherd mix!) as an animal companion per the druid class if that's ok...

Background expanded:
Like I said, this character is based pretty closely on me and my actual experiences/skills - with some 'writer's creative license' of course =) I am a retired US Navy Surface Warfare Officer with 23 years of service. I have been a leader in formal and informal roles since I was 16 years old. I have experience in Electronic Warfare, Engineering, Navigation, shipboard tactics and weapons, security force tactics and weapons, strategic and operational planning, strategy and policy development and implementation. I have a BS and two Master's degrees. I have volunteered with various youth programs and church ministries since I was in high school! I have played D&D since before that, even!! So if this event happened for real - I think I would be pretty well adapted to the initial transition (your Merge). How's that?

General question about gear - can we get masterwork items if we are willing to spend the gp for it? Or no because we are in a post-apocalyptic world? Any restrictions on magic? Thanks!


Meet Brock - GM &rew's character! Still need to do Jetta, his faithful mutt...but here's what his character sheet looks like!

Stats:

Brock
Male Human Gunslinger: 1 / Expert: 1
NG Medium Humanoid
Init +3; Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor; +2 dex)
hp 24 (d10/8 +2 Con +1 favored class per level)
Fort +4, Ref +4, Will +1 (+2 vs fear effects)
--------------------
Offense
--------------------
Speed 30 ft.
Base Atk +1; CMB +1; CMD 13
Melee: Dagger: Attack +1, Damage 1d4 (crit: 19/20 x2)
Morningstar: Attack +1, Damage 1d8 (crit: x2)
Ranged: Masterwork musket: Attack +4 (+5 w/in 30’), Damage 1d12 (+1 w/in 30’) (crit x4) (40’ rng) (Misfire 1-2 (5’))
Thrown dagger: Attack +3 (+4 w/in 30’), Damage 1d4 (+1 w/in 30’) (crit: 19/20 x2) (10’ rng)
--------------------
Statistics
--------------------
STR-11 DEX-15 CON-14 INT-15 WIS-9 CHA-16
Languages: Common
Skills: (Gunslinger – 6 ranks per level / Expert - 9 ranks per level)
Acrobatics* (+5) {+2 ability -1 AC +1 rank +3 class}
Appraise# (+2) {+2 ability +x rank +x class}
Bluff* (+3) {+3 ability}
Climb* (-1) {+0 ability -1 AC}
Craft(firearms)*# (+7) {+2 ability +2 rank +3 class}
Diplomacy# (+7) {+3 ability +1 rank +3 class}
Disable Device# (+5) {+2 ability -1 AC +1 rank +3 class}
Disguise (+3) {+3 ability}
Escape Artist (+1) {+2 ability -1 AC}
Fly (+1) {+2 ability -1 AC}
Heal*# (+3) {-1 ability +1 rank +3 class}
Intimidate* (+3) {+3 ability}
Knowledge (engineering) *# (+7) {+2 ability +2 rank +3 class}
Knowledge (geography)^ (+7) {+2 ability +1 trait +1 rank +3 class}
Knowledge (local) * (+6) {+2 ability +1 rank +3 class}
Perception*# (+3) {-1 ability +1 ranks +3 class}
Ride* (+1) {+2 ability -1 AC}
Sense Motive^ (+0) { -1 ability+1 trait +x ranks +x class }
Sleight of Hand* (+5) {+2 ability -1 AC +1 rank +3 class}
Stealth# (+1) {+2 ability -1 AC +x ranks +x class }
Survival*# (+5) { -1 ability +1 trait +2 ranks +3 class }
Swim* (-1) {+0 ability -1 AC}
Use Magic Device# (+7) { +3 ability +1 ranks +3 class }
*Gunslinger Class Skill; #Expert Class Skill; ^Trait skill

Special:

--------------------
Traits
--------------------
Survivalist: You have always had an innate way of surviving off the land and in most situations. You are rather high strung and alert to most threats before others. Thus you have a +1 on Initiative, gain a +1 on Knowledge Geography and Survival with one of them always being a class skill for you.
Courageous: Your military training and career was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Sense Motive, and it is always a class skill for you.
--------------------
Feats
--------------------
Gunsmithing: 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. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
. . . Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
. . . Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
. . . Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
. . . Gunslinger Special: You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet
Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
--------------------
Grit
--------------------
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. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
. . . Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit 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 gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit 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.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
. . . 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. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
. . . 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; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
. . . 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 deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
--------------------
Special Abilities
--------------------
Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. The gunslinger also gains Gunsmithing as a bonus feat.
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.


Gear:

Magic Items: Everburning torch; potion of cure light wounds (x4); potion of hide from undead (x2)
Other Gear: Masterwork chain shirt (+4 AC; Max Dex +4; Armor check -1); masterwork musket; masterwork thieves’ tools
Artisan’s tools, backpack, bedroll, belt pouch, black powder & bullets (x30), daggers (x4), flint and steel, gunsmith's kit, iron pot, mess kit, morningstar, powder horn (x3), rope, tanglefoot bag, torches (x10), trail rations (x15 days), waterskin, wine (x3 bottles)
Treasure: 0 gp; 0 sp


Ruff! (Brock's animal companion!)


I'm happy to add some more background to my character, but I'm a bit stuck on what else to write in. Who will be in the initial party? That might help me target some connections between my character and their's.


Haven't forgotten, just still working on getting all the pieces together; I've always struggled when given liberal reign to design certain character/campaign aspects.

Second Follower:

This is probably the strangest request/question I've made for a game, but I was thinking of some sort of animate mechanical item from the modern world as a second follower. Since the modern world obviously doesn't have animate objects, I'm not sure if handwaving it as "weird world fusion side effects" is acceptable or not. The item in question? My mind keeps drifting to a Roomba, but I'm not even sure why. My mind is weird sometimes.


I for one support a pet Roomba whole-heartedly.


GM &rew,:
Tech: Yes you may choose it but then you might want to develop your story to explain why you have a latent ability to work with tech. The feat implies working with advanced robotics at least from my perspective. I was suggesting that you already have more knowledge on tech than most anyone from Golarian. I was suggesting perhaps a better use for a feat, though it is your choice.

companion: Yes you may build it that way, perhaps that is your mutation, those animals who stay around you long enough begin to grow stronger.

Background: Yes I could see the Tech feat now! ;) I think you could easily get another level in expert if you wanted or leave it off for gunslinger. If you elaborate his background story to incorporate more of what he has been doing the more apt I would to give you that 3rd level.

I doubt your first weapon would be a musket. More likely a hunting rifle, but if you were in the military more likely an AR 16? You would know better than I. As a class feature of your expert level put in a specialty, yours would be Military personal. Which would give you access to even more specialized equipment, even if you are retired.


Equipment question: You may get master craft items, though it counts against your wealth. The Modern Humans have a wider selection to what they could acquire considering our world. Modern Humans should not have more than one magical item as a Golarian creature should not have more than one major tech item.

Modern Humans can either start off with Common and other languages from the modern world or since they have survived since the Merging have picked up languages from the world of Golarian. In addition someone with three languages in the Modern World would be able to pick up one Modern Human language for free. Same goes the other way. Think about who you interact with. If not many from the other world then this does not apply.

Lady Ladile, if you really want an animated Roomba go for it. Though you might want to go over specifics of what it can do and how intelligent it is currently.

_______________
Update:

Paladin or Cleric Role:

Ser Clay, Mon'raeleth Lescari, Elven Cleric of Desna (Evangelist Archtype)
Daniel Cedric, Paladin with powers

Other Divine Role:
Void Dragon, Lucas Frigidum, inquisitor with the Heretic archtype.

Other Roles:
Andoran EldonG, SAVARIC FEVERSHAM, Ranger, corpse Hunter
DoubleGold, Zirul Huntinghawk, Armored Barbarian
Hardish Swift, Rogue

Dinali, the bloody rose, Arcanist (Occultist)... not much development.

Modern Human:
GM & rew: Brock, Male Human Gunslinger: 1 / Expert: 1
ReckNBall, Parkour... rogue rooftop runner / Expert 1?

Liberty's Edge

Looks like I'll be going standard ranger, with the traits available, but concentrating on undead as the primary favored enemy.

Liberty's Edge

I still have a bit more work to do on him, crunchwise, but the gist is ironed out.

Savaric:

SAVARIC FEVERSHAM
CR 1
XP 400
Male middle-aged human (varisian) ranger 2
NG Medium humanoid (human)
Init +4; Senses Perception +8
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d10+2)
Fort +5, Ref +7, Will +3

OFFENSE
Speed 20 ft.
Ranged masterwork longbow (composite/strength rating+2) +7 (1d8+2/x3), within 30 ft. +8 (1d8+3)
Melee masterwork bardiche (two handed) +5 ((two handed) 1d10+3/19-20)
Melee longsword +4 (1d8+2/19-20)
Melee handaxe +4 (1d6+2/x3)
Melee dagger +4 (1d4+2/19-20)
Ranged dagger (thrown) +6 (1d4+3/19-20), within 30 ft. +7 (1d4+3)
Special Attacks Favored Enemy (Undead) +2, STATISTICS
Str 14, Dex 18, Con 12, Int 16, Wis 17, Cha 12
Base Atk +2; CMB +4; CMD 18
Feats Deadly Aim, Point-Blank Shot, Rapid Shot
Skills Acrobatics +2, Acrobatics (Jump) -2, Appraise +3, Bluff +1, Climb +3, Craft (Alchemy) +9, Craft (Bows) +7, Craft (Untrained) +3, Craft (Weapons) +7, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Handle Animal +5, Heal +8, Intimidate +1, Knowledge (Nature) +7, Knowledge (Religion) +4, Perception +8, Perform (Untrained) +1, Ride +5, Sense Motive +3, Spellcraft +7, Stealth +6, Survival +8, Survival (Follow or identify tracks) +9, Swim +3
Languages Common, Elven, Gnome, Sylvan, Varisian
SQ bonus feat, heart of the fields (craft (alchemy)), track +1, weapon and armor proficiency, wild empathy +3,
Gear masterwork chain shirt; masterwork bardiche; longsword; handaxe; dagger (x2); Masterwork Longbow (Composite/Strength Rating+2) ; Backpack, Masterwork [ Alchemist's Lab, Portable; Artisan's Tools (Weaponsmithing/Masterwork); Tent, Hanging; ]; Belt Pouch ; Waterskin ;
SPECIAL ABILITIES
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.
Bonus Feat Humans select one extra feat at 1st level.
Elf
Favored Enemy (Undead) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Heart of the Fields (Craft (Alchemy)) Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.
Magical Knack (Ranger) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Should I use elite for his sister?

The Exchange

I'll be posting the Parkouring modern human (RoofRunner Rogue archtype) tonight with avatar. As for an expert, I am thinking about a firefighter, possibly with the burn drawback. Still working out background and equipment. I will gladly pickup the compound bow for the silence as opposed to gun.


I've updated Hardish's background a bit now. I'm considering taking the burned drawback and adding the hidden hand trait as well. They fit nicely into Hardish's background, but I sometimes have trouble remembering and tracking those sorts of circumstantial bonuses.

Lucas Frigidum : Think we could work out a connect between my possession and your mysterious scratch marks/powers? Hard to flesh it out too much since neither of our character's knows details yet.

Zirul Huntinghawk : Would it be alright if my follower held onto yours when they weren't in combat? Perhaps the current soul in the puppet is a mother, or just someone who likes kids.

Daniel Cedric : Is it possible that our character's paths have crossed some time in the past? perhaps in your time on the dark path, you would have run into my parents and I? Worked a job together and then I haven't seen you since your transformation?

All PC's : What would your character's thoughts be if you met a tall 20 something Golarion human and a 10 year old modern French girl travelling together after the Red Harvest?


maybe, I do plan on having the puppet do some tasks. it might be in combat, after all being diminutive size means a high ac. Not to mention, he might take down enemies stealthily just like in the movie sequels. Or it might have a diminutive sized weapon. Though it would be impossible for me to buy such a sized weapon.

What would your character's thoughts be if you met a tall 20 something Golarion human and a 10 year old modern French girl travelling together after the Red Harvest? I'm pretty sure age laws didn't exist in medieval times which is what D&D/pathfinder is the equivalent of. I probably wouldn't think anything of it.


ZirulFor the followers, it could mean that your and my followers wandered off briefly and ran into each other one day, which would give you and I a reason to know each other. As for the second half of my question...Wasn't thinking that way actually... I just meant generally if you would be the kind of person to attack anyone in order to get their resources, to make friendly, or to avoid them lest they go after your supplies.

Liberty's Edge

Savaric is not immediately trusting, but his first instinct is protective of an obvious child. If he found you in the forest, he'd want to know why, and what all was going on.

Savaric would be EXTREMELY interested in hearing your story, in particular, Hardish!

51 to 100 of 157 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Transverse: Golarion and the Walking Dead All Messageboards

Want to post a reply? Sign in.