Pawns of Time: Inter-temporal, Inter-dimensional Campaign


Recruitment

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Dark Archive

" You have no idea where or when you are, were or will be. You'll wake up with some other people. It might be smart if you guys decided to get along."

This is another weird homebrew idea I thought up. Each PC will be from a different world with a different level of technology and magic. There will be 7 characters one for each "age"
Stone Age
Bronze Age
Steel Age
Industrial Age
Machinery Age
Modern Age
Information Age
Each age will have different characteristics and I hope they're all balanced.

Blanket Character Creation Rules:

5th level
20pt buy
Two traits, drawback for third
Equipment: All UE weapons and armour(except firearms) are allowed

Stone Age Character Creation Rules:

Classes: Barbarian, Cleric, Druid, Ranger, Sorcerer, Oracle, Summoner, Witch, Bloodrager, Hunter, Shaman, Skald, Slayer, Warpriest
Races: All Core, All Featured, Changeling, Strix
Equipment: Bone, Obsidian, Stone, Wood, Hides; Primitive Weapons

Bronze Age Character Creation Rules:

Classes: Bard, Cleric, Fighter, Ranger, Rogue, Sorcerer, Wizard, Inquisitor, Oracle, Summoner, Witch, Magus, Arcanist, Brawler, Investigator, Slayer, Warpriest
Races: All Core, All Featured
Equipment: Bronze, Gold

Steel Age Character Creation Rules:

Classes: Bard, Cleric, Fighter, Monk, Paladin, Rogue, Sorcerer, Wizard, Alchemist, Cavalier, Inquisitor, Oracle, Summoner, Magus, Ninja, Samurai, Arcanist, Brawler, Investigator, Slayer, Swashbuckler, Warpriest
Races: All Core, Aasimar, Tiefling, Catfolk, Dhampir, Fetchling, Ifrit, Sylph, Oread, Undine
Equipment: Steel

Industrial Age Character Creation Rules:

Classes: Bard, Fighter, Monk, Paladin, Rogue, Alchemist, Cavalier, Inquisitor, Magus, Gunslinger, Brawler, Investigator, Slayer, Swashbuckler, Warpriest
Races: All Core, Aasimar, Tiefling, Catfolk, Dhampir
Equipment: Early Firearms

Machinery Age Character Creation Rules:

Classes: Bard, Fighter, Rogue, Alchemist, Inquisitor, Magus, Gunslinger, Brawler, Investigator, Slayer, Swashbuckler, Warpriest, Machinesmith
Races: All Core, Catfolk, Dhampir
Equipment: Early firearms at 25% cost, Advanced firearms, full price

Modern Age Character Creation Rules:

Classes:Fighter, Rogue, Alchemist, Gunslinger, Brawler, Investigator, Slayer, Swashbuckler
Races: All Core, Catfolk
Equipment:Advanced Firearms at 10% cost, Modern Firearms at full price

Information Age Character Creation Rules:

Classes: Fighter, Rogue, Alchemist, Gunslinger, Brawler, Investigator, Slayer, Swashbuckler
Races: Dwarf, Half elf, Human, Half orc, Halfling, Catfolk
Equipment: Tech guide equipment


*Raises hand* I'd like to try an Information Age Gunslinger (Techslinger) and really play up the technology differences bit. Do you have a plan for obtaining more technology later on, or could I just do something like have a device which, for the full price of the item in materials, can stamp out advanced technology for my character? Also, would it be acceptable to buy Batteries for 1/10th (for ammo), or otherwise have effective ways of recharging them? That could be very, very important. XD

Grand Lodge

Maqan Qalara - Stone Age Ifrit Sorceress!

Liberty's Edge

This is tickling the Chrono Trigger fan in me.

Writing up a Bronze Age Wild Child Brawler right now...


I'll be writing up a stone age druid. This seems interesting. More info to come soon.

Grand Lodge

Ok, I gotta make a n aasimar age samurai....


Multiple concepts here!

If small Aasimar are allowed: Warpriest of Desna from bronze or steel ages who espouses the connection between man and beast.

Catfolk Swashbuckling pirate who only entered the life for a chance at something better that wields boarding axes.

Bronze Age Human Arcanist who seeks to unlock the secrets of the universe through a blend of alchemy and astronomy.

Any of those sound interesting, that you'd like to see fleshed out?


Also, for anything not listed, should we just assume 'as normal' such as wealth-by-level, hit points being max for first + average rounded up per level, that sort of stuff?

What of crafting feats and their impact on cost?


Dotting to put together an Industrial Age Steelhound Investigator.


I'd prefer an Information Age Character to try out the new tech but I've got a couple of ideas so since someone posted about Information Age already I'll post what I have.

Undecided Age:

This one is depending on a few questions, I like the idea of Information but the tech seems to be lacking compared to magic when you factor in gold costs

This idea could fit Information Age or modern easily and can be changed to fit near any other but I'd prefer to stay above bronze age

Do all ages get the same gold? Information seems costly

Would you allow trading feats/traits for more skills/level?

Are Higher ages allowed to use lower age gear and magic items?

Character Sheet

How would you handle the added bonuses to rapier from the Inspired Blade for the rapier on this? Would I just lose them or would they apply to something else?

Steel Age Character:

Character Sheet

Is mithral allowed in steel age?

Would using Slashing Grace allow me to apply Swashbuckler Finesse to a Cutlass or would you allow me to re flavor a rapier into a slashing weapon? ( I don't care about the stats I just -hate- writing combat for a piercing weapon as my posts normally become 'stabs person B again' while slashing weapons are much easier.

Also some of this might change but the basic idea will be the same and im not 100% on the Information one as everything seems to be overpriced and only work in a certain setting


Tech is rather expensive, yes. XD; Pretty hard to have any of it at lower levels, but I am trying! Still waiting for answers to my questions, though.


dotting for a machinery age machinesmith. Character wealth by level for money I assume?


After some consideration, I will have to withdraw. Thank you anyway.


PM send to GM.

Shadow Lodge

I'm thinking on a modern age character
gun fu master gunslinger


Since everyone is going for the information age and higher ages, perhaps a character that doesn't meet the current generation requirements, but would be very theme appropriate for the stone age would work?

Scath is an awakened lynx. He seems like he'd be a good fit for the stone age theme (built using the monsters as PCs rules from bestiary). Would need to tweak and level him up. Being an awakened animal, he'd be less hampered than a normal character by the lack of technology/equipment.

If not, no biggie, but there's not a lot of games he might fit in, so I throw him at ones when I see a place he might get shoe-horned into. :)

Grand Lodge

Ok here's my submission.

Spoiler:
Yuudai Matsuda
XP
Male Aasimar(angel-kin) Samurai(sword saint) 5
CG Medium outsider(native)
Init +3; Senses darkvision 60'; Perception +7

Defense

AC 22; Touch 13; Flat-Footed 21; (armor +11, dex +1)
HP 54(5d10+10+5+5)
Fort +7; Ref +3; Will +2
Defensive Abilities na; DR na; Immune na
Resist acid, cold elctricity 5; SR na

Offense

Speed 30(20 armored)
Space 5ft; Reach 5ft

Melee
+1 katana(1h) +11 1-8+5/18-20 x2
w/ power attack -2/+4 dmg
+1 katana(2h) +11 1-8+7/18-20 x2
w/power atack -2/+6 dmg
mwk wakizashi +10 1-6+4/18-20 x2
naginata +9 1-8+6/x4
w/ power attack -2/+6 dmg

Ranged
mwk comp. longbow +10 1-8+4/x3

Class abilities
challenge 2x/day, order(ronin), resolve, order ability,
iajutsu strike +2d6 dmg, brutal slash, terrifying iajutsu,
weapon expertise(katana)
Special Attacks
Iajutsu strike +2d6 dmg, -2 AC
Spell-Like Abilities (CL 5) alter self 1x/day

Statistics

Str 18, Dex 12, Con 14, Int 10, Wis 11, Cha 16
Base Atk +5; CMB +9; CMD +20( vs. trip)

Feats
Power attack, weapon focus, toughness

Traits
Reactionary-+2 initiative
indomitable will-+1 will save

Skills
Survival +10
Intimidate +11
Perception +7
Diplomacy +13

Racial Modifiers
+2 Str, +2 Cha

Languages
common, celestial

Combat Gear
+1 katana
mwk wakizashi
naginata
mwk comp longbow(+4)(60)
+2 full plate

Other Gear
Kimono of resistance +1
Mwk backpack
6 potions cure light wounds
6 days rations
flint/steel
bedroll
3 sq yds canvas
belt pouch
mapcase
10 parchment
3 charcoal
inkpen
vial ink
2 waterskins
iron pot
hatchet
100' twine
4 fishhooks

gp 206
sp 2
cp 1

Dark Archive

Scath Lynx wrote:

Since everyone is going for the information age and higher ages, perhaps a character that doesn't meet the current generation requirements, but would be very theme appropriate for the stone age would work?

Scath is an awakened lynx. He seems like he'd be a good fit for the stone age theme (built using the monsters as PCs rules from bestiary). Would need to tweak and level him up. Being an awakened animal, he'd be less hampered than a normal character by the lack of technology/equipment.

If not, no biggie, but there's not a lot of games he might fit in, so I throw him at ones when I see a place he might get shoe-horned into. :)

I remember talking to you about Scath, and I've looked at his gameplay. I'm fine with him as a submission.


Scath looks at the mechanized cricket. Not know what unleash...

:)

Cool, I'll rebuild him with the new build rules. :)


Congrats on the opportunity to -maybe- play your kitty. :P

Anything for the other questions Cricket?

Also. Luna and I app together. We'd prefer to be considered together. :)

Shadow Lodge

Would gun fu be allowed?

Dark Archive

Hotaru of the Society wrote:

Multiple concepts here!

If small Aasimar are allowed: Warpriest of Desna from bronze or steel ages who espouses the connection between man and beast.

Catfolk Swashbuckling pirate who only entered the life for a chance at something better that wields boarding axes.

Bronze Age Human Arcanist who seeks to unlock the secrets of the universe through a blend of alchemy and astronomy.

Any of those sound interesting, that you'd like to see fleshed out?

The pirate and the Arcanist interest me the most.

Dark Archive

Rednal wrote:
*Raises hand* I'd like to try an Information Age Gunslinger (Techslinger) and really play up the technology differences bit. Do you have a plan for obtaining more technology later on, or could I just do something like have a device which, for the full price of the item in materials, can stamp out advanced technology for my character? Also, would it be acceptable to buy Batteries for 1/10th (for ammo), or otherwise have effective ways of recharging them? That could be very, very important. XD

Best to stock up on Batteries, I'll go with 50gp/Battery. There will be more tech and some unreliable ways recharge if necessary. (You will like Thunderstorms)

Dark Archive

Scath Lynx wrote:

Scath looks at the mechanized cricket. Not know what unleash...

:)

Cool, I'll rebuild him with the new build rules. :)

I read that entire gameplay. I think (hope ;)) I know.

Dark Archive

Lord Foul II wrote:
Would gun fu be allowed?

As the Gunslinger, yes.

Dark Archive

Hotaru of the Society wrote:

Also, for anything not listed, should we just assume 'as normal' such as wealth-by-level, hit points being max for first + average rounded up per level, that sort of stuff?

What of crafting feats and their impact on cost?

Standard WBL. Max hp all the way through. Item creation works normally but doesn't affect cost for starting gear.


I... think I can work with that. XD I may leave the tech guns as a backup, though, at least until higher levels. Let's see what I can come up with!


Thanks much. I'll be working on my submission. Also, I meant 'Pathfinder Zoey', not Luna. Luna is one of her characters. XD


After looking over Tech I think I'd prefer to stay away from it so I'll post what I have and try to fill in what age we need
I'd be fine with anything between Steel or Machinery, Greatly prefer Steel or industrial.

Character Sheet

May need some tweaks depending on what happens but I think this is the basic idea.

Questions:

Do all ages get the same gold?

Would you allow trading feats/traits for more skills/level?

Are Higher ages allowed to use lower age gear and magic items?

Is mithral allowed in steel age?

Would using Slashing Grace allow me to apply Swashbuckler Finesse to a Cutlass?

would you allow me to re flavor a rapier into a slashing weapon with the same stats? ( If so I'll likely take Inspired blade arch type )

Also I am the Luna Hotarukin of the society is talking about, he used one of my characters names.

Grand Lodge

I just realized my first post omitted the age for my guy.....which is steel....


Scath Rebuild:

Ok, so what I did was take a House Cat Familiar (1/4 CR) and apply the Giant template to it to bring it up to a Small cat (Lynx). Then I applied the Awaken spell (which made it a magical beast, and put it up to 3 Hit Dice, and CR 2). Then I took my purchased 20 pt buy stats, and applied them as below. His level progression has been (and will be going forward) :

Level 1 : CR 2
Level 2 : CR 2
Level 3 : CR 2/Class 1
Level 4 : CR 2/Class 2
Level 4.5 : CR 1/Class 3
Level 5 : CR 1/Class 4
...
Level 20 : CR 1/Class 19

This makes him always one class level behind the party, due to his awakened nature.

Housecat (CR 1/4) -> Giant (+1 CR) : CR 1 -> Awakened (+1) : CR 2

Stat Modifiers after Templates (-4 Str, +2 Dex, +2 Con, +2 Wis, -2 Cha)

STATISTICS
Str 12 (15-4+1 4th HD)
Dex 16 (14+2)
Con 15 (13+2)
Int 14 (14)
Wis 14 (12+2)
Cha 06 (8-2)

I've provided a character sheet here of him after rebuild.

I ended up going with 3 levels of slayer and 1 level of brawler.

Scath is kind of hit or miss on the damage department, if he connects with both claws, or if he can sneak attack, he does a healthy amount of damage. If he does both, he does a LOT of damage. If he misses one claw, or doesn't have sneak attack, he's pretty much scratching people and doing nothing. Basically his damage goes from 1d3+2 to 1d3+3+2d6 & 1d3+3+2d6 & 2d6 Bleed & 1d4+3+2d6.

The build is very feat intensive to do, due to needing feral combat training to do it, which requires Weapon Focus and Improved Unarmed Strike. Basically, a monk/rogue could do it at level 3. Scath ends up having a better to hit with his build, but spent 2 more feats to do it.

On a different note, I've discovered there's almost nothing to buy when you don't have hands. I bought him darkleaf magic hide armor. I am hoping that it can be built so he can get into it by himself, perhaps treating it as heavy armor for the purposes of donning time, if he has no help. Same with the mw backpack (paid triple to have it able to attach to either his back or the armor, by himself). I'd imagine the straps have rings on them he can grasp in his teeth and pull tight, with alternate rings to pull in the other direction to take it off.

For items, I got him a collar of mighty fists +1 (amulet, neck), Anklets of Speed (horseshoes of speed as anklets), and the +1 darkleaf armor.


Here's the backstory for my character (which I conceived on the walk home from work today, and really like):

Hailing from the island nation of Ciramaen, Damian Sol is the youngest member of his family. He is also the only surviving machinesmith that exists on his planet. Ciramaen is a breakaway nation from the continent-wide nation of arcane magic users known as Nimgraen. On the planet of his birth magic is everywhere, but with the exception of winter witches (as in the archetype), spellcasting ceases to work during the winter months (no one knows why, but the prevailing theory is that magic comes from the sun and the lack of sun weakens the forces of magic on the planet; this did not have any effect on permanent magical creations, such as magic items, which only further confused the issue).

The founders of Ciramaen argued that the people of Nimgraen should turn away from magic and develop technology. As a majority of the nation actually worshipped magic, they were laughed out of court. Leaving the continent, the engineers and technologists of what would eventually become Ciramean eventually found a island that would support their burgeoning nation. Thus did they spend the next century or so building a powerful nation. Without the interference of magic, Ciramaen flourished as a culture focused on learning and technology. They extended the human lifetime, created horseless carriages, and flying machines that used hot air to fly.

While there were many powerful technological companies in Ciramaen, the most powerful was easily Sol Machinaeworks. Founded by Damian's grandfather Aeril (pronounced Earl), Sol Machinaeworks produced most (over 80%) of the nations defensive machines (war gliders and firearms were the biggest selling items).

It was during this time that the government of Nimgraen discovered that the malcontents that they had dismissed had created a nation that could seriously threaten their security. Thus was an expeditionary army raised, and the nation of Nimgraen went to war. It was also during this time that Damian's father, Aedward Sol, discovered that the lingering spark of creation that his family's dynasty was built on was actually a form of magic. Unsure of what to do with this information, The family was having a meeting when the walls of their house began to melt.

As one of the wealthier families in Ciramaen, they were first targeted by battle mages of Nimgraen. Even though Ciramaen managed to repulse the attackers, for years it mourned the loss of one of it's most powerful families. They were not, however, all lost. Damian was in the basement in his lab when he house was attacked, and his legs were crushed under a fallen pillar. When rescuers from the government arrived, they took him in and helped him construct the greatest weapon his any member of his family would ever create: The powered armor known as The Hunter.

10 years of brutal war after the death of his entire family, Damian strode out in his Hunter armor and brought death to the commanding officers of Nimgraen. He would not attack innocents, but soldiers who survived encounters with him took to calling him the Black Ghost, due to his ability to appear seemingly at random and strike down the greatest leaders from among their number before drifting back into the darkness.

For Damian's part, he exulted in the fact that in the hunter armor, he could walk again.

During the closing days of the war, Damian and his hunter armor just vanished. No one seemed to be able to find him. It's as if he never existed. This became the most closely guarded secret of the war.


linguistical notes on the above: in his native language, the letter e is replaced with the AE, but only in nouns and proper names. It shares the same sound as the letter e, but it's just used to denote a name.

the letter u is missing entirely, and words that in English would have the letter u are just shortened to exclude it. Somehow, the pronounciation of the word carries on as in standard English. It is a mystery that no scholar of languages can decipher.


All right, here's my submission! Information Age Techslinger with... limited actual tech. XD The stuff's expensive, okay? (Incidentally, once finances permit, I plan to upgrade her with cybertech and really play up the theme, probably starting with cybernetic eyes...)

Hecate:
Hecate

Appearance

Female human gunslinger (techslinger) 5 (Pathfinder RPG Ultimate Combat 9)
LG Medium humanoid (human)
Init +13; Senses Perception +11
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+2 armor, +5 Dex, +1 dodge)
hp 55 (5d10+5)
Fort +5, Ref +9, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Ranged mwk revolver, nagant m1895 +11 (1d8/×4)
Special Attacks grit
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 13, Int 13, Wis 16, Cha 7
Base Atk +5; CMB +5; CMD 21
Feats Deadly Aim, Gunsmithing[UC], Improved Initiative, Point-blank Shot, Rapid Reload, Rapid Shot
Traits hermean paragon (steaming sea), reactionary
Skills Acrobatics +13, Bluff +3, Climb +5, Craft (alchemy) +5, Heal +8, Intimidate +3, Knowledge (engineering) +7, Perception +11, Profession (soldier) +7, Sleight of Hand +10, Stealth +6, Survival +10
Languages Common, Elven
SQ deeds (covet charge, gunslinger initiative, gunslinger's dodge, pistol-whip, reliable, utility shot), neraplast armor, technic training
Other Gear neraplast armor, alchemical cartridge (paper) (200), mwk revolver, nagant m1895, belt of incredible dexterity +2, backpack, masterwork, battery (5), bedroll, canteen, gunsmith's kit, trail rations (5), 3,320 gp, 4 sp
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Grit (4/day, 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.
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Neraplast armor (24 charges) This lightweight, formfitting bodysuit features a variety of pockets, straps, and a built-in interface for automatically adjusting the various colors and patterns on its fabric. Selecting a color or pattern is a full-round action that consumes 1 charge and gives a +3 competence bonus to Stealth checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Revolver, Nagant M1895) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Technic Training +5 (N/C) (Ex) May choose to ignore glitch with chosen firearm. (Not Chosen - no Technological Weapons)
--------------------
Hecate is a professional soldier and the daughter of a military family - as such, she's grown up her entire life expecting to fight in various situation. Advanced technology is rampant on her homeworld, and while magic still exists - mainly in the hands of a number of ancient bloodlines carefully preserved over the years - it's just not the main choice in most people's lives. Hecate is like many people of her world in that she sees magic as little more than a tool to supplement technology - though she won't hesitate to take advantage of it if it's available, especially in the form of magical gear.

In combat, Hecate's reflexes are through the roof - on her worst day, she's still considerably faster off the mark than the average person, and she's deadly accurate with her gun of choice, a seven-chambered revolver she sees as her most reliable partner.

That said, she's hardly a perfect person. Hecate's technological society isn't known for its social activities - in fact, most people of her world communicate mainly through technology. While Hecate isn't exactly ugly, this upbringing has stunted her social skills, and those from more people-oriented societies often find her attitude and behavior a little uncomfortable.

On the bright side, she's extremely loyal to her allies, seeing them as fellow soldiers in her 'unit'. She expects others to behave appropriately - such as not backstabbing the group - and will go to great lengths to support them as long as they match her expectations.

Quiet, loyal, and deadly - these are the traits that define Hecate.

Dark Archive

Pathfinder Zoey wrote:

After looking over Tech I think I'd prefer to stay away from it so I'll post what I have and try to fill in what age we need

I'd be fine with anything between Steel or Machinery, Greatly prefer Steel.

Character Sheet

May need some tweaks depending on what happens but I think this is the basic idea.

** spoiler omitted **

1. Yes

2.No
3. If they have Spellcasters as legal classes, they can have magic items at the beginning.
4. Yes
5. Yes
6.It's called a Scimatar


In the case of the cutlass: Zoey really likes the inspired blade archetype. But she really hates the rapier (I stab it. Again.) when it comes to describing her actions. She didn't ask the question very well, but what she meant was 'can I use a slashing weapon with the same stats as a rapier for all the benefits of inspired blade? I would still be locked to one weapon type, but it wouldn't be 'rapier'.'

And here is my Bronze Age Arcanist I can go into more detail, but I figured less was more in many ways.

Dark Archive

Submissions so far:
Stone Age: Scath, Maqan
Bronze: Orannis(?), Phoebe
Steel: Yuudai, Nova
Industrial:Dragonflyer1243, Nova
Machinery:Damian Sol, Nova
Modern: Lord Foul II
Information: Hecate

Dark Archive

Okay. Slashing Rapier it is.


Actually, if you look into it, you'll find that 'rapier' as it's used modernly, isn't what we think of today. Basically, they didn't use the term 'rapier' historically, they just had 'light swords'. Some were only piercing, some were piercing slashing.

Interesting article with pictures

So defining the rapier as a slashing/piercing weapon is perfectly valid historically, and her using it strictly for slashing shouldn't be an issue. :)


On a different note, how much of a background do you want, and do we need to be from your specific world, or any world? I'm going to have to rework some of Scath's background, but need to know how restricted/open I am on it.


speaking of submissions:

Damian Sol/The Hunter

Human Machinesmith 5

Attributes:

STR 10
DEX 18
CON 14
INT 16
WIS 10
CHA 8

Combat Info:

HP 55
AC 23 Touch 16 FF 19
BAB 3
INIT +4
Fort +6
Ref +8
Will +1

Speed 30'/40'

Unarmed: +7/7 to hit with TWF; 1d3+3 damage; x2 crit

Prototypes: +7 to hit

Class Features:

Crafter, Gadget Tricks (Lifting Servos, Personal Ornithopter [Jet Pack], Repair Flesh), Greatwork (Mobius Suit), Repair (3d6; 6/day),
Trapfinding, Upgrade (5 charges; DR 2/- or Energy Resistance 10; +1 AC; Medium Armor Proficiency; Built-in Gadget: Jetpack)

Skills:

Craft (Alchemy, Armor, Weapons) r5 +13, Disable Device r5 +14, Knowledge (Engineering) r5 +11, Perception r5 +8 (10 vs traps), Stealth r5 +12, Use Magic Device r5 +11

Feats | Traits | Drawbacks:

Craft Arms and Armor, Extra Gadget Trick, Improved Unarmed Strike, Two-Weapon Fighting, Weapon Finesse | Defender of The Society, Pragmatic Activator, Ciramaen (Quain) Martial Artist | Crippled: Outside of his armor, Damian's legs do not work. Should this drawback be cured (right now, he doesn't trust magic), he will replace it with Suspicious, which will cause him to always make saves vs. spells of all kinds.

Gear:

+1 Brawling Mithril Breastplate w/built-in Muleback Chords and Masterwork Backpack, 10 Alchemist Fires, 1000 gp

Prototypes known:

1st: Feather Fall, Jump, Keen Senses, Longstrider, Shield, Shocking Grasp

2nd: Flameblade, Glitterdust

Concept Art


Hotaru Of The Society wrote:
In the case of the cutlass: Zoey really likes the inspired blade archetype. But she really hates the rapier (I stab it. Again.) when it comes to describing her actions. She didn't ask the question very well, but what she meant was 'can I use a slashing weapon with the same stats as a rapier for all the benefits of inspired blade? I would still be locked to one weapon type, but it wouldn't be 'rapier'.'

He explained it much better than I could sorry about that.

mdt wrote:

Actually, if you look into it, you'll find that 'rapier' as it's used modernly, isn't what we think of today. Basically, they didn't use the term 'rapier' historically, they just had 'light swords'. Some were only piercing, some were piercing slashing.

Interesting article with pictures

So defining the rapier as a slashing/piercing weapon is perfectly valid historically, and her using it strictly for slashing shouldn't be an issue. :)

I didn't know that but it's cool, nice to know my idea isn't a stretch, thanks for that.

Posting a pretty vague story until I'm sure what age I get and they will basically be the same story edited for the different ages

Final Character Sheet

Industrial Age Story:

With the introduction of the Industrial Age working conditions became harder for the common man and money had become so powerful an outright rebellion was on the edge of forming against the factory workers controlled the entire city. Nova still recalls when she was young her parents would get home at dark with just enough food for them to share and soon even she would be sent to work at a mill.

Years pass by as Nova and her family do what they can to survive, the rebellion is growing as more people try to stand against the corrupt but the Factory owners still manage to control the city.

One day an accident at the factory took the lives of Nova's parents,
She didn't sleep that night; watching out the window as life went by workers came home and no one even seemed to care her life had just been destroyed. How could this happen? She thought to herself as she wiped her eyes. Her family was just barely getting by under the thumb of the corporate giants and now they were gone and all it meant to the rest of the world was a mess to be cleaned.

She heard a knock on the door, when she opened it two men not much older than herself stood in the doorway bearing the mark of the rebellion, they offered their condolence for her loss and a way to make the corrupted face their own demons.

Sorry Didn't have time to post the other two ages, I'll try to get them up later.


Here's Alart, my Investigator from the Industrial Age. I'll work on his backstory tomorrow, but I wanted to get his stats up.

Spoiler:
Male Elf Investigator(Steel Hound) 5
NG Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision 60'; Perception +12
====================
Defense
====================
AC 19, touch 14, flat-footed 16
HP 41/41
Fort +3, Ref +9, Will +6 (+2 vs enchantments, +4 vs poison)
CMD 16
Inspiration 7/7
Grit 1/2
====================
Offense
====================
Speed 30 ft.
Melee
Masterwork Rapier +3 (1d6-1/18-20/X2)
Range
Masterwork Pistol +8 (1d8/X4) 20 foot range
BAB +3
CMB +2
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Statistics
====================
Str 9, Dex 18, Con 10, Int 18, Wis 14, Cha 10
Skills Acrobatics +7, Appraise +8, Craft(Alchemy) +8, Disable Device +9, Escape Artist +6, Knowledge(Arcana) +9, Knowledge(Dungeoneering) +9, Knowledge(Engineering) +9, Knowledge(Geography) +8, Knowledge(History) +9, Knowledge(Local) +8, Knowledge(Nature) +8, Knowledge(Nobility) +8, Knowledge(Planes) +8, Knowledge(Religion) +8, Perception +12, Sense Motive +8, Sleight of Hand +6, Spellcraft +10(+2 to identify items), Stealth +8, UMD +7
Feats Amateur Gunslinger(Quick Clear deed), Gunsmithing, Rapid Reload(Investigator Talent), Point-Blank Shot, Precise Shot, Deadly Aim
Languages Common, Elven, Celestial, Gnome, Goblin, Sylvan
Traits Reactionary; Forlorn
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Special Abilities
====================
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Shot in the Dark (Ex): At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.
Blind Shot (Su): A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy.
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.
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Gear
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1,328 gp
Starting Pistol(Upgraded with Gunsmithing)
1 +1 Chain Shirt
1 Masterwork Rapier
50 Paper Alchemical Cartridges
1 +1 Cloak of Resistance
1 +1 Ring of Protection
1 +2 Belt of Incredible Dexterity
1 Masterwork Backpack


Update: If selected, I might grab a backup pistol or two in case the first one misfires - it's a bit harder for Techslingers to clear them, though I do have the kit to do it with. Not a huge difference, but I figured you should know. XD


Hmmmm....

I have an idea.

A modern age punk rock star! Probably a catfolk fighter with a high charisma and Skill Focus [Perform (electric guitar)] and [Perform (sing)], with a high intelligence, dexterity, and charisma.

...

I can definitely work with this.


I'm with Scath kitty. I just did -very- basic due to the fact you may well have a world in mind that I'm pigeonholing into. I can give greater detail on the world, and how it affects Phoebe if I either know your world, or know that I can tinker. :)


well, his initial post said that we're from different worlds, so I'm guessing alien abduction.


Ha ha!

I went into detail on my character's world, but said nothing about our destination. XD That should leave it open enough...?


I left what happened to me as completely open (heck, I might not even know). If selected, it'll be interesting to interact with people who rely on magic for Damian.


Yahuh! But he might have ideas for what each of the worlds actually looks and acts like. If not... then I'm gonna go to town a bit. :3

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