Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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Storyteller Shadow wrote:

RECRUITMENT OPEN FOR the Magnificent Seven - All Gunslingers Kingmaker into Iron Gods AP

Oooooh, I like this! I'll definitely have to think carefully what gunslinger build I go for in order to help myself stand out...


Level 2 Mira picks up Gunslinger(Mysterious Stranger)!
HP: 1d10 + 1 ⇒ (7) + 1 = 8

(Fluff):
To her, faith was unquestionable. It was a pull that had been felt since she woke up and took her first steps out of the maintained shrine that she first found herself in. The acolytes were pleased, of course. They had not thought that the being that slept in the chamber would ever be roused, but they persisted, doing what they could for the devices and machinery as they continued their rituals. They would not tell her how long they had been waiting, only that they were happy that she had woken up.
Diamonds shining in ink was the image that she could remember of her last dream, having felt that she was falling through the lonely black expanse of eternity. It was something that lingered, echoes of that distant vision almost seeming to draw her in when she looked up at the night sky. She was always between the sky and the earth, a resolute point against the blackness, perpetually in motion that was sometimes disorienting as the gems spilled around her. Was she pulling or being pulled?

"It was their task", the devotees had said, explaining how they had come to the monastery. Some came out of penance, some came out of reverence, but they all heeded a call that had led them here. The small monastery was just that, enough for two-score people, though a little over half that were there when she woke. Joyfully welcomed, she was instructed, educated, and attired. When they felt she was ready, she was sent towards the flame that they could see in the distance, to be a reminder that belief was a light that could easily shine brighter than any flame.

Brigh's Code:
• I will endeavor to be precise. Whether in word or deed, time lost is potential lost, and even the most fleeting moment can make a world of difference.
• I will foster, promote, and respect the pursuit of knowledge. Those that seek to suppress and deny such pursuits are in opposition to me.
• I will seek out lost techniques and technologies with which to foster even greater innovation. Even the smallest spark could power the greatest machine.
• I will share knowledge that I have gained, for just as I have improved on a design, others will do the same for the legacy that I will leave behind.
• I will do what I can to preserve those constructs that have become aware of themselves. That spark of awareness was not gained easily, and those that subject them to abuse and neglect will earn my wrath.
• I will strive to complete the works I begin. Should I be unable to do so, those that come after me will be able to do so with the knowledge I will leave behind.

(Crunch):

Mira Oralia
LN Medium Female Android
Gray Paladin(Holy Gun) 1 / Gunslinger(Mysterious Stranger) 1
STR: 12 DEX: 16 CON: 13 INT: 14 WIS: 13 CHA: 14

Spd: 30
HP: 20
AC: 17
Saves: +5/+5/+3 (+2 vs Mind-Affecting)
BAB: +2
CMB/CMD: +3/16

FC: Gray Paladin (+1 HP)
RT: Alert, Anomaly, Conduit
+T: Numerian Archaeologist, Tough Minded
Feat: (b)Gun Training(Pistol), Extra Grit, Point-Blank Shot
Special: Deeds, Grit(4), Have Gun, Weakened Grace
Languages: Common, Androffan, Gnome, Hallit

{A}
Bluff: 6=(2 + 1 + 3)
Diplomacy: 7=(2 + 2 + 3)
Heal: 5=(1 + 1 + 3)
K.(Local): 6=(2 + 1 + 3)
K.(Religion): 6=(2 + 1 + 3)
Perception: 7=(1 + 1 + 3 + 2)
Sense Motive: 6=(1 + 2 + 3)
Survival: 5=(1 + 1 + 3)
{B}
Craft(Engineering): 7=(2 + 2 + 3)
K.(Nobility): 6=(1 + 1 + 3)
Sleight of Hand: 7=(3 + 1 + 3)

|Climb, Craft, Disguise, Handle Animal, Heal, |Intimidate, Profession, Ride, Spellcraft, |Swim

Masterwork Revolver (+7, 1d8+3, x4, 20ft.)
- (50) Bullets
Light Hammer
Masterwork Chain Shirt

Masterwork Silver and Bronze Holy symbol (Mask of Brigh)
Gunsmith's Kit
Healer's Kit
Standard Equipment Pack, Light


So have the mount profile on my alias now (Under the Starfall spoiler) but as it is something I am doing from scratch, as it were, I would greatly appreciate a sanity check. Other than that, need to get gear and fluff (tentative is that she and her steed awoke during the middle of the whole crisis, likely having served in some capacity during the fighting).


RECRUITMENT OPEN FOR ILL MET IN KARTAKASS - A 5E RAVENLOFT CAMPAIGN

6th Level

Stat Generation: 4d6 drop lowest 6 times, if you roll appallingly you can do 27 point buy as per the PHB.

Races: Let's keep it basic, the residents of Ravenloft are a superstitious bunch, they don't like their monsters right up in their faces...

Feats and Variant Humans are both allowed.

Setting: The Domain of Kartakass (for now)

Gear: As a 6th level character.

Background: You can be a Ravenloft Native or a resident of any other world who wandered in through the mists. The campaign is just kicking off so this is a pretty good time to jump on board.

Firearms:
Renaissance Firearms & explosives are available, but rare, and are treated as Martial Ranged Weapons, stats in the DMG p268. Note that when you run out of ammmo it may be some time before you can re-up your supply so be prudent.

I will keep Recruiting open until May 25th. Click on my profile to view the current PCs if you wish.


need to finish up a few changes, but I wanted to get on the list for magnificent 7
Verra Vulcan, picaroon/steelhound


Here is my updated submission for Gunslingers


Verra Vulcan wrote:

need to finish up a few changes, but I wanted to get on the list for magnificent 7

Verra Vulcan, picaroon/steelhound

You have time, submission is still open for 11 days.

Dark Archive

Regarding the Ravenloft game, what's your position on material from the Unearthed Arcana articles?

Stat Rolls:
4d6 ⇒ (4, 2, 4, 1) = 11=>10
4d6 ⇒ (1, 5, 5, 1) = 12=>11
4d6 ⇒ (1, 1, 1, 6) = 9=>8
4d6 ⇒ (6, 3, 4, 6) = 19=>16
4d6 ⇒ (1, 2, 3, 4) = 10=>9
4d6 ⇒ (3, 4, 5, 6) = 18=>15

EDIT: Hmm... Not too familiar with 5E, but having four stats at 11 or lower seems not so useful. I'll think on it and may take the point-buy instead.


I've decided I'm going to be a Gunfighter Pistolero for the Magnificent Seven... do we have anyone else using Gunfigher?


Fury of the Tempest wrote:
I've decided I'm going to be a Gunfighter Pistolero for the Magnificent Seven... do we have anyone else using Gunfigher?

I am sure but that's ok, Archtypes give things enough spin that no two are generally the same.


Veltharis wrote:

Regarding the Ravenloft game, what's your position on material from the Unearthed Arcana articles?

Stat Rolls:
4d6=>10
4d6=>11
4d6=>8
4d6=>16
4d6=>9
4d6=>15

EDIT: Hmm... Not too familiar with 5E, but having four stats at 11 or lower seems not so useful. I'll think on it and may take the point-buy instead.

I have never read the articles but if you send them to me I'll likely approve whatever it is you are looking to use.

Sure go ahead and use point buy instead, that's pretty suboptimal.


And I finally have my 1500 gold mostly allotted into goods and services (counting the 300 spent on upgrading the starter battered gun into a MWK one). I even have 14 or so gold left.

Question regarding bandoliers and ammo. It says that they have 8 pouches per bandolier, capable of holding a small potion or dagger each. Would it be unreasonable to assume each pouch could hold 8 cartridges? I ask because I bought 200 cartridges and two bandoliers... ;)


Wait, 1500? I thought we had 1000 (as per level 2) and +200 to buy guns and ammo...

Speaking of ammo, I can't find the weight of cartridges... Are we even using encumbrance rules? Am I the only idiot around to use them?
Because I even bought a horse to carry things around...

And then again, I asked this in the past, but... Being it so 'Guns Everywhere' rmoves the Gunsmith talent from the gunslinging classes (the one that lets you vraft/repair guns and ammo), how do we repair/craft guns and ammo now? I've taken points in Craft (Alchemy) and Craft (Gunsmith), is that okay? One rank suffices? The masses want to know! :P


Reverend Rob wrote:

Wait, 1500? I thought we had 1000 (as per level 2) and +200 to buy guns and ammo...

Speaking of ammo, I can't find the weight of cartridges... Are we even using encumbrance rules? Am I the only idiot around to use them?
Because I even bought a horse to carry things around...

And then again, I asked this in the past, but... Being it so 'Guns Everywhere' rmoves the Gunsmith talent from the gunslinging classes (the one that lets you vraft/repair guns and ammo), how do we repair/craft guns and ammo now? I've taken points in Craft (Alchemy) and Craft (Gunsmith), is that okay? One rank suffices? The masses want to know! :P

We are only using 1.2k gold.

And I am using encumbrance rules too! ^_^ always do.
As for the rest, there are no rules so the gm will have to weigh in :/ (get it???)
It would seem that bullets in bulk weigh ~0.6lb and a dose of blackpowder weighs ~0.05lb, so a total 0.65lb (aprox 2/3lb).
Since the cartridges are made of metal is it reasonable to assume double the weight? Or are we just being overtly persnickety?
As for myself, I have to guestimate the approximate volume of a tiny sized compartment...

The quick-clear deed exists? Just because someone knows how to fire a gun doesn't necessarily mean he knows how to fix one? You can still use a broken firearm in combat, then just simply hand it off to someone who can fix it afterwards.
Forced us to rely on eachother a bit :)

Verdant Wheel

Oh yeah, Kiana's going to have to give her guns over to the resident blacksmith in order to keep them in shipshape. She's a fighty one, not a fixy one (which is freaking weird for me; I vastly prefer going for the techy/crafty ones usually, but this concept was too good to pass up).

Also encumbrance is an issue because most items don't have weights listed for Tiny. Her weapons will be Medium and there is a conversion chart for armour, so it's all good on that front. Honestly it probably won't be an issue in general; she has WAY too much strength for someone who gets Climb, Swim and CMB based on Dex. In fact, in a party of Dex-to-Damage Gunslingers, this eleven inch tall imp could reasonably have the highest Strength in the party.


Its Max Base Class Start +200 (for firearm equalization) +1000 (for level 2).

In my case, Cavalier base is 5d6x10 (or 300), so the total 1500... unless my math went wonky somewhere, which I doubt.


Are we allowed to create custom martial traditions for our characters?

Also, the Firearm Proficiency equipment discipline gives me the gunsmithing feat. But I already have that feat from being a gunsingler. Does the overlap give me a free bonus feat related to firearms? Or a free talent, if you would prefer.


Duke, thats only for lvl1. at lvl2 your starting gold is 1000 plus what GM gave


Nitro~Nina wrote:

Oh yeah, Kiana's going to have to give her guns over to the resident blacksmith in order to keep them in shipshape. She's a fighty one, not a fixy one (which is freaking weird for me; I vastly prefer going for the techy/crafty ones usually, but this concept was too good to pass up).

Also encumbrance is an issue because most items don't have weights listed for Tiny. Her weapons will be Medium and there is a conversion chart for armour, so it's all good on that front. Honestly it probably won't be an issue in general; she has WAY too much strength for someone who gets Climb, Swim and CMB based on Dex. In fact, in a party of Dex-to-Damage Gunslingers, this eleven inch tall imp could reasonably have the highest Strength in the party.

Hm... on this... I think that things designed to fit you would be 1/10th the weight or 1/20th the weight, depending on category. This is based on logical deduction: Armor for tiny creatures is listed as weighing 1/10 the amount it would for a medium sized creature, whereas for small it is 1/2 as much. In weapons, the ratio for small is still 1/2 the weight, so even though it doesn't explicitly say that "Tiny is 1/10" the ratio should still hold even, based on armor. Now things get a bit wonky when converting to some items like backpacks and water skins (both listed for small as weighing 1/4 the listed weight, carrying 1/4 the listed amount of goods) but again that can be "mathed" away thusly:

Small armor is to tiny armor as small container is to tiny container
1/2 is to 1/10 as 1/4 is to x
2/4 is to 2/20 as 1/4 is to x
x = 1/20, so 1/20th the weight of normal size creatures, at probably 1/20th the amount contained (but don't quote me on that last one).

(Been a while since I took math classes, if I made an error in my solving let me know... but the application should be sound.)

Clothes fit the same ratio, given small is 1/4th medium again, as do musical instruments, tools of various kinds, and even things like trail rations.


@Fury of the Tempest: The Guns Everywhere rules suggest Gunsmithing is removed from all characters who receive it "naturally." It will have to be taken as a separate feat, I think.

PRD wrote:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.


pinvendor wrote:
@Fury of the Tempest: The Guns Everywhere rules suggest Gunsmithing is removed from all characters who receive it "naturally." It will have to be taken as a separate feat, I think.

Ah I see. So the Firearm training equipment talent will give me Gunsmithing then, and the Gunslinger will give me access to Gun Training, right from level 1?

Hmmm, cannot say I'm surprised that we are using the Guns Everywhere rules, though it wasn't actually mentioned the last page... I'm guessing then that people are starting with advanced firearms? Though am I right in thinking that the battered gun from the gunslinger class is still an early firearm?


Shadow stated before that we could start with a battered advanced firearm, so yes.

On the Gunsmith thing, which strikes me as weird is the fact that some people get to fix and craft firearms like, out of the blue (no ranks in gunsmith and only 1 rank in alchemy) in an age where firearms are super rare and, when they spread out and turn into a common s+!#, no one gets that talent anymore.

But still, I don't think you really need the feat to do the job, just the proper craft skills (only with the cheat you're cheating proper). I guess, as I said, Craft (Alchemy) and Craft (Gunsmith) would do, just asking in case anyone has any idea or has read anything I haven't.

Not that I want to be a real crafter, but it's more or less in the background of the PC... plus, not a bad idea to have a chance of making your own ammo given the chance.


So, battered revolver... neat.


I think the logic behind losing the ability follows like this:

In times when firearms are rare, those who have them are most likely intimately familiar and understand the devices' operation, thus could repair or craft them.

In times where they are ubiquitous (say today in modern times), most people are relatively familiar with their function, but not how they operate. I could safely pick up a gun and shoot it because I have received enough secondhand knowledge I understand how...but I sure as hell couldn't make a gun or even disassemble one without help.


Fury of the Tempest wrote:
pinvendor wrote:
@Fury of the Tempest: The Guns Everywhere rules suggest Gunsmithing is removed from all characters who receive it "naturally." It will have to be taken as a separate feat, I think.

Ah I see. So the Firearm training equipment talent will give me Gunsmithing then, and the Gunslinger will give me access to Gun Training, right from level 1?

Hmmm, cannot say I'm surprised that we are using the Guns Everywhere rules, though it wasn't actually mentioned the last page... I'm guessing then that people are starting with advanced firearms? Though am I right in thinking that the battered gun from the gunslinger class is still an early firearm?

Setting & What Not

I am seriously considering starting at Level 2 but have reached no firm decision on that yet. I may also create a few new traits related to the Wastelands to the west created by the events of the IronFang Invasion. I may even draw on Deadlands for inspiration here.

To Reiterate: A brief explanation of the setting as I am envisioning it. Guns are Advanced because we have move 50 years into the future of the Timeline.
The events of IronFang Invasion led to a destructive explosion that wiped out Nirmathas and caused great devastation to the surrounding lands. This explosion in turn freed the Whispering Tyrant from his prison.
The burgeoning Kingdom of the Freelands (Kingmaker) recognized the dangers as the Orcs commanded by the Tyrant once again invaded much of Ustalav with what appeared to be the intent of heading even farther east. The new Council journeyed into Numeria seeking weapons with which to combat the evils of the Tyrant now that much of the strength of Lastwall was spent. There they discovered that Firearms could be produced on a mass scale, if the investment was made.
With the aid of the King of Brevoy the furnaces began to churn out firearms and gunpowder on a massive scale.

...

And;

Guns everywhere.

As for starting with an advanced firearm, well I am a bit of a unique case :p

I actually dont start with any firearm and instead I can transform my arm into whatever firearm I am proficent in, which is all of them. But only for a short time.
That will generally mean I transform it into multiple different forms, or whatever strikes my fancy, including antique firearms.
Generally I will be shooting 1-2 bullets a round for about +5 to hit, a d8 or d12 damage die and with a +5 damage modifier.
Those are rough averages, and they are highly mutable with Maneuvers and Anima adding bonuses to a single attack each.


pinvendor wrote:

I think the logic behind losing the ability follows like this:

In times when firearms are rare, those who have them are most likely intimately familiar and understand the devices' operation, thus could repair or craft them.

In times where they are ubiquitous (say today in modern times), most people are relatively familiar with their function, but not how they operate. I could safely pick up a gun and shoot it because I have received enough secondhand knowledge I understand how...but I sure as hell couldn't make a gun or even disassemble one without help.

Hm.... for what it is worth, I would think that you would have the ability to maintain and even improve your chosen firearm type. Given these things are simple weapons due to their commonality, and you are effectively so proficient with one type that you get bonus damage to your rolls/treat misfire consequences as less than with another type of gun (implying not just proficiency, but lots of practice) I would think it would very much would be in the realm of reality that said person would know every piece that goes into it.

I would compare it to our modern age. I might not know how to make a lighter spring for a 1911, or custom wooden grips/nitrate sights from scratch... but I don't have to to know what my preferences are, or even to swap out the "factory standard" pieces for the custom improvements once I have them. And if I have questions, my owner's manual should have some guidelines for disassembly, maintenance, and reassembly (which includes swapping one piece for another.) It would be the same in this world I think. My cavalier might not be making the pieces needed to repair or upgrade her pepperbox rifle herself, but they are common enough that she doesn't have to... all she needs to know is what pieces will give it that extra stability, accuracy, or whatever that would make it a masterwork weapon (at least to her).


I think we agree. I think of the Gunsmithing feature as literally meaning "could smith every part if s/he wants to" which is why they can make the battered weapon work when others cannot. In Guns Everywhere, swapping pieces with better aftermarket parts and being proficient with a firearm's use doesn't guarantee the knowledge needed to handcraft it or repair it just like you said. :)

I think it makes it more realistic in that, my character has never bothered per se to learn every possible way to make/repair his weapon seeing as there are people in every town who have trained to do that and willing to do so for a fair price.


I'll address these new open questions Saturday night when I start reading more thoroughly the players guides and the adventures. I will also be crafting the "revised setting" so there is a frame of reference including new Traits.

Gotta get work done now and early tomorrow, have a few active games I badly need to update plus I have D&D table top tomorrow. I was hoping this week would be less hectic, sadly that was not the case. Between massive Appeals cases coming up and b+@%~y clients I've been working like a mad dog this week :-(


I'm going to duck out of this game- it's just getting a bit complex, even for my tastes. I will be sticking around for the Ruins of Azlant game, though.


Thing that comes to mind... what will be your approach to AC, both for players and NPCs, given that everybody is carrying around things that let them hit touch AC from 100 yards? Just curious.

Sovereign Court

Hey Shadow, is Ruins of Azlant gonna be an underwater campaign?

Verdant Wheel

The Emerald Duke wrote:
Nitro~Nina wrote:

Oh yeah, Kiana's going to have to give her guns over to the resident blacksmith in order to keep them in shipshape. She's a fighty one, not a fixy one (which is freaking weird for me; I vastly prefer going for the techy/crafty ones usually, but this concept was too good to pass up).

Also encumbrance is an issue because most items don't have weights listed for Tiny. Her weapons will be Medium and there is a conversion chart for armour, so it's all good on that front. Honestly it probably won't be an issue in general; she has WAY too much strength for someone who gets Climb, Swim and CMB based on Dex. In fact, in a party of Dex-to-Damage Gunslingers, this eleven inch tall imp could reasonably have the highest Strength in the party.

Hm... on this... I think that things designed to fit you would be 1/10th the weight or 1/20th the weight, depending on category. This is based on logical deduction: Armor for tiny creatures is listed as weighing 1/10 the amount it would for a medium sized creature, whereas for small it is 1/2 as much. In weapons, the ratio for small is still 1/2 the weight, so even though it doesn't explicitly say that "Tiny is 1/10" the ratio should still hold even, based on armor. Now things get a bit wonky when converting to some items like backpacks and water skins (both listed for small as weighing 1/4 the listed weight, carrying 1/4 the listed amount of goods) but again that can be "mathed" away thusly:

Small armor is to tiny armor as small container is to tiny container
1/2 is to 1/10 as 1/4 is to x
2/4 is to 2/20 as 1/4 is to x
x = 1/20, so 1/20th the weight of normal size creatures, at probably 1/20th the amount contained (but don't quote me on that last one).

(Been a while since I took math classes, if I made an error in my solving let me know... but the application should be sound.)

Clothes fit the same ratio, given small is 1/4th medium again, as do musical instruments, tools of various kinds, and even things like trail rations.

Ah, thanks! Shadow said I should sort out what I want and sort prices and weights later, but this is really good and I'll keep these numbers in mind... I wonder how much a Small mount would be.


Heh, perhaps a guard dog that you had combat trained and fitted for a saddle? They are small, and medium dogs are capable of being mounted. Would be 25 gold for the dog, not sure if training would add to that.

Verdant Wheel

Come to think of it, Kiana likely wouldn't tie herself down with an animals. She'll find somewhere to put her stuff, I'm sure. She travels pretty light.


Heh. On my end, have updated gear to reflect the 1200 g cap vice the 1500 (dropped the everburning torch and downgraded from chain shirts to leather lamellar for both Erissa and her mount... net gain of 10 gold to spend, still need to figure out what she will do for light source... thinking investing in a bullseye lantern and oil, being held on her rifle at night a la that opening scene in Django...) and am working on calculating the weights for that side of things.

Dark Archive

I'm gonna drop out shadow, you have a nice game!

Gimpy has been pulled!


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Let's see what I roll for the 5E campaign. It might spark some inspiration.

4d6: 4d6 ⇒ (5, 6, 2, 3) = 16 = 14
4d6: 4d6 ⇒ (6, 2, 1, 5) = 14 = 13
4d6: 4d6 ⇒ (3, 1, 2, 5) = 11 = 10
4d6: 4d6 ⇒ (1, 2, 4, 1) = 8 = 7
4d6: 4d6 ⇒ (6, 3, 5, 2) = 16 = 14
4d6: 4d6 ⇒ (6, 1, 3, 3) = 13 = 12

Not terrible.


Jesse Heinig wrote:
Hey Shadow, is Ruins of Azlant gonna be an underwater campaign?

Not entirely but large parts of it will be yes.


SUBMISSIONS IS COMPLETE!!
Hi Storyteller, Gobo Horde here :)
Within this alias is a complete list of applications*, a complete set of Character Creation rules, a list of all your houserules and a brief synopsis of the campaign setting (will be filled out more as you fill me in ^_^).
The basic idea is that everything you need or say or rule is in one spot, and it can be upgraded day by day (instead of a 1 hour time limit). I can also (eventually) list everything that people list about their own characters and provide links to all the bits, even if they are spread out, then compile them all together to significantly ease your burden :)
best part, if someone changes their submission, I can update it from time to time to have an updated list.

*I ran out of time and energy right now, so the Submissions part is a copy/paste of Reverend Bob's work. All credit for that goes to him :)
I will soon write my own list, but for now, hes the guy ^_^

But I need 2 things :/
First, Shadow, if you could go through the document and let me know how satisfied you are with it, or what needs to be changed. Once you have done that then the document is usable and we can all refer to this one, single document, instead of a scattering of miscellaneous posts :)
After that (once I get the submissions part done), if people just let me know when they change something big or if they want me to change something I have referred about their character ("The rifle is just a backup weapon, I punch people with my fists!" or "I am a human, not an Aasimar!" kind of thing) and we should be good :)

Of course, if you have a "secret" agreement with the GM, then you wont be included in the document :/

Verdant Wheel

In that case, I should point out that I'm using a custom Martial Tradition (as in SoM not PoW) approved by Shadow.

Guns Akimbo
Some Tempest Dancers in this advanced age do not content themselves with a blade, pressing through the battlefield within a whirlwind of bullets to perforate even the most stalwart of front lines. These warriors are experts at opening chambers betwixt shots and reloading with midair cartridges in fluid motions that seem almost arcane.
Bonus Talents:
Equipment: Expert Reloading
Dual Wielding sphere
Impossible Reload
Variable: Individuals trained in the Guns Akimbo tradition gain either the Barrage sphere as a bonus sphere or a single bonus talent from the Dual Wielding sphere.

Also Gobo? That's freaking impressive. Thanks!


Don't you HAVE to take two Equipment Talents for a Martial Tradition? Also, Martial Traditions remove all but simple weapons and light armour. So technically if you only pick up Expert Reloading, you aren't actually proficient in firearms.


Most of my custom rework of the alchemist archetype (construct rider) is in my class description. One bit is missing, but it won't be eligible for taking until level 8 or so... so don't worry about it right now, ;)


@Submissions: william Nightmoon pulled his entry of Gimpy Grumps per his post a couple above yours here.

Also, I have a feeling Sunset is talking about this Iron Kingdoms 3.5 OGL class from Privateer Press: Gun Mage.

I happen to be familiar with Sunset's love of that setting.

Liberty's Edge

Fury of the Tempest wrote:
Don't you HAVE to take two Equipment Talents for a Martial Tradition? Also, Martial Traditions remove all but simple weapons and light armour. So technically if you only pick up Expert Reloading, you aren't actually proficient in firearms.

1) Not necessarily. There are several traditions breaking that scheme

2) Since Guns are Everywhere, they are simple weapons.


Thursday nite, I literally couldn't sleep until I got this character sketched out on paper. He's not quite done (especially equipment), but here's the basics for Keerok, gun priest (savage tech barbarian and cleric).
I went with using Technology as a concept, rather than having an actual deity. I made technology Neutral, but wanted to check if you (Shadow) agreed with that (both the concept and the alignment) before I assigned any aura or channel pos/neg. (I also submitted Verra, so it's an either/or situation with them. Damn you and your interesting campaigns :) )


Sapiens wrote:
1) Not necessarily. There are several traditions breaking that scheme

... Eh, whilst there is exceptions to the rule, it does clearly say in the section covering Martial Traditions that it's best to have two Equipment Talents.

Sapiens wrote:
2) Since Guns are Everywhere, they are simple weapons.

Though I fully admit, I did miss this completely and utterly.

Honestly through Nitro? You martial tradition is really concerning because the ENTIRE Dual-Wielding Pistols alongside the Barrage sphere is the EXACT same build I'm going for.

Seriously, if you're going for a Gunslinger/Pistolero and you're picking up the Dancing Display talent either right away or very soon... it sounds like we have the exact same build.

Verdant Wheel

Fury of the Tempest wrote:
Sapiens wrote:
1) Not necessarily. There are several traditions breaking that scheme

... Eh, whilst there is exceptions to the rule, it does clearly say in the section covering Martial Traditions that it's best to have two Equipment Talents.

True, but there are no other equipment talents that really help dual-wielding firearms in an Advanced Firearms setting (which is the lore of the Tradition). Everything vital to that style is within that Tradition, which was the point.

Quote:


Honestly through Nitro? You martial tradition is really concerning because the ENTIRE Dual-Wielding Pistols alongside the Barrage sphere is the EXACT same build I'm going for.

Seriously, if you're going for a Gunslinger/Pistolero and you're picking up the Dancing Display talent either right away or very soon... it sounds like we have the exact same build.

Kiana was always going to be a tiny imp that dual-wields massive guns. Her thing is leaping around the battlefield with loads of shots blasting everything in the face from point-blank. She's fully a Conscript and has no particular desire for Dancing Display, though it would be cool. Her purpose is not to fill the air with bullets, but to be an agile and tricksy combatant. Barrage just fit better than Sniping, is all.


@Storyteller Shadow: I know you mentioned answering questions when you have time. Will that include responding to PMs? :D


Nitro~Nina wrote:
True, but there are no other equipment talents that really help dual-wielding firearms in an Advanced Firearms setting (which is the lore of the Tradition). Everything vital to that style is within that Tradition, which was the point.

Mechanical Savant? +1/2 HD to damage with Firearms and Crossbows? It's simple but very functional.

Nitro~Nina wrote:
Kiana was always going to be a tiny imp that dual-wields massive guns. Her thing is leaping around the battlefield with loads of shots blasting everything in the face from point-blank. She's fully a Conscript and has no particular desire for Dancing Display, though it would be cool. Her purpose is not to fill the air with bullets, but to be an agile and tricksy combatant. Barrage just fit better than Sniping, is all.

Hmmmmm... well the entire 'leaping around the battlefield with loads of shots blasting everything in the face from point-blank' is definitely a large focus on my character as well. But hopefully, the Gunfighter /Pistolero and Dancing Display start will help differentiate them at the start. I was planning to switch into Conscript myself honestly if we got to level 9, as the extra talents will be an excellent way to finish my build.

Still, with the Dex to damage from Gun Training, but significantly fewer combat talents overall, it does sound like our builds are going to be different enough that we shouldn't conflict too much... I think I might have better base damage thanks to Pistol Training and Up Close and Deadly, but you'll likely be more tricky in terms of fighting due to having a lot more talents.

Actually come to think of it, apart from Barrage and Duel-Wielding, where are you planning on picking up any extra spheres? Athletics got my eye for mobility, but did you have any plans beyond that?


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