Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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Three more PMs out. Six more to go.

Please incorporate what I sent to you in your profiles, if you wish to discuss anything feel free to PM me.

When all Backgrounds are done, I will post in the Discussion thread what you all "commonly" know, link some of you together as having known each other already and get Backgrounds straightened out (contacts, allies, etc.)


I'll finish the last 6 tomorrow. I am too tired to get to it tonight.


S%$!, 3 more down but 3 more to go. I need to complete those tomorrow, sorry, time just keeps getting away from me...


Recruitment is still OPEN for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Assamite

The catch one of the following two characters has to be played (at least at this time):

Durdona Checheg 8th Generation Childe of El Cid.

OR

Giovanni Dal'este 7th Generation Childe of Lord Bajazet al Nasir.


Storyteller Shadow wrote:
S%@*, 3 more down but 3 more to go. I need to complete those tomorrow, sorry, time just keeps getting away from me...

Hey Shadow, I think I'm one of the last three (or I've been forgotten, gasp) but in case gameplay is still intended to start tonight, I wanted to let you know that I'll be away tonight/tomorrow for a Bachelor party.


YoricksRequiem wrote:
Storyteller Shadow wrote:
S%@*, 3 more down but 3 more to go. I need to complete those tomorrow, sorry, time just keeps getting away from me...
Hey Shadow, I think I'm one of the last three (or I've been forgotten, gasp) but in case gameplay is still intended to start tonight, I wanted to let you know that I'll be away tonight/tomorrow for a Bachelor party.

Yes you are among the last 3. :-)

No worries all PCs will start in spoiler prologues so if you are a day behind in posting its no big deal.


Forged in Steel Game Update - I have sent PMs to the following players!

Shisumo - Tyrell Barker - Clan Brujah

Talomyr - Dalton Michaels - Clan Gangrel

Ridge - Shane Driscoll - Clan Nosferatu

Madcaster - Patrick Bright - Clan Malkavian

Jam412 -
Julian Preston - Clan Toreador

Jesse Heinig - Randolph Miller - Clan Tremere

Samnell - Bradley Maurer - Clan Tremere

Pedron - James L. Sheridan - Clan Ventrue

CariMac - Morag Darrow - Clan Ventrue

Edelsmirge - Morgrym Black - Clan Toreador

YoricksRequiem - Charlotte Mallory - Clan Malkavian

Rig Veda - Iron John Anderson - Clan Ventrue

Tenro - Rick North - Clan Brujah

===

Interest Expressed

JD Phipps To join later.

===

City Preferences:

Chicago
Morgrym,
Tyrell

Milwaukee
Iron John

Storyteller SIN/Regent Choice
Julian,
Morag,
Madcaster,
Bradley,
Ridge (one of two PC submissions)

===
Everyone go ahead and create an Avatar if you have not already and DOT into the Discussion Thread.

I'll post spoilers with comments on every submission tonight. Once those revisions, if necessary, are implemented let me know. In the meantime, please incorporate what I sent you via PM into the profile so I can easily reference it.

Gameplay will start tomorrow with everyone for one reason or another heading to a party at Prince Modius' Mansion.


1 person marked this as a favorite.

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

Pathfinder rules.
1. 25 Point Buy.
2. 1st Level.
3. Max HP 1st level. Roll or 1/2+1 thereafter.
4. Max starting gold per base class.
5. All 3PP Archtypes welcome.
6. I will allow most races but reserve the right to say no if it's too far out there.
7. Background Skills will be used.
8. Two Traits the Traits should either be from Iron Gods or Kingmaker. One Drawback is allowed if it fits the theme of the character.
9. I will allow alternate submissions on a case by case basis where the build lends itself towards a Gunslinging concept.

Recruitment will END May 28th @ Midnight EST time.

Selections will be made by the end of the month as I expect a large number of submissions base on the Interest Check.

I will take 7 players.

-------

Unfortunately, it is getting too late for me to respond to ALL questions from the interest check at this time, I'll work my way through them this week.

-------

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. These weapons turned the tide and pushed the invaders back into the Hold and the Gallowspires. This did not of course come without great loss of life and resources and was a long struggle which ended only recently.

Then the creatures came... invaders from Numeria into the Freelands. Another war the young Kingdom could not afford. With the heroes who founded it old beyond their adventuring years, they will need new heroes to aid them and investigate why their neighbors from the north are invading and if they are not, what exactly is taking place.

First of course, they will need to clear out the creatures that have come south looking for trouble...

-------

That will be more concise and detailed as we get closer to game starting but there is a rough draft of the current world as the PCs will have experienced it.

-------

Characters can be from wherever they want but I will be staring the game I think in the River Lands. I just kicked off a 14 PC game tonight and I spent much of the weekend getting that up and running so I did not get as much time to look through tings as I would have liked to.


Recruitment is still OPEN for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Assamite

The catch one of the following two characters has to be played (at least at this time):

Durdona Checheg 8th Generation Childe of El Cid.

OR

Giovanni Dal'este 7th Generation Childe of Lord Bajazet al Nasir.

I am considering allowing Childer of these two Vampires if a PC wants to create a new character from scratch..


Does the Drawback grant a third trait?


Whenever you have a chance to continue our discourse via PM, I'd love to hear your thoughts on stuff. If our "out there" options seems to difficult to fix I'd be happy with Option #2 as well.


Applying for Magnificent Seven! My Desperado/Bard is close to being done, all I really need to do is pick out equipment and figure out a backstory.

I have a lot of PbP experience, but am not at all familiar with Iron Gods or Kingmaker. But they both seem like APs I'd enjoy!

Here's another question to add to your ever-growing pile: Do classes that gain a battered starting firearm get to choose from advanced firearms, or the standard early ones?


Johnnycat93 wrote:
Does the Drawback grant a third trait?

Yes sorry that was not clear, that third trait can be non story focused.


JDPhipps wrote:
Whenever you have a chance to continue our discourse via PM, I'd love to hear your thoughts on stuff. If our "out there" options seems to difficult to fix I'd be happy with Option #2 as well.

The out there one you discussed for option 3 was fine with me.

It's REALLY got to be out there for me to say no... but I wanted to make clear that I might :-)


Storyteller Shadow wrote:
Johnnycat93 wrote:
Does the Drawback grant a third trait?
Yes sorry that was not clear, that third trait can be non story focused.

Cool, what level of firearms are we using for this game? Affording guns might be difficult for anyone that doesn't start with a battered firearm.


Hmmm....

So, not sure if I'll be able to fit this in, but I do like it.
As mentioned in the interest check, I think this would be a fun time to try a Wyrwood. Perhaps a wizard from Brevoy accidentally recreated the ancient experiment that began the race?

From a more class standpoint, it might be interesting if you allowed the Eldritch Archer prestige class to work with guns. However, I think that (if I get the time) I'd draw up an eldritch archer that uses guns, if I could get proficiency in firearms.


Definitely dotting for interest. My techslinger/beast rider should be drafted and ready soonish. For the traits, given we are talking 'future' times, are the kingmaker traits getting any rework to make them fit more (the standard ones are almost all Brevoy centric, with the two exceptions being the pioneer one and the bandit one) and is the standard timeline for the characters in Iron Gods still hold (ie: if I say my character originated in Numeria as a ward of Khonnir before journeying south to fight in this major war with Ustalavian nightmares, would that make sense or has Khonnir long since died off?)

At any rate, currently thinking that I will pursue a 9 / 11 split for class levels (9 in cav, 11 in gun) though not specifically sure on what will be taken when besides the first two (start as gun, move into cav for two).


Dotting for the Gunslinger game. Cavalier gunslinger =^^=

Advanced firearms.... nifty.

Presenting:

Simmeron:

Simmeron
Male human cavalier (spellscar drifter) 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder RPG Advanced Player's Guide 32)
LN Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Ranged rifle +5 (1d10/×4)
Special Attacks challenge 1/day (+1 damage, mount gains +1 to hit while cavalier threatens), deeds (deadeye), grit (3)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 12, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Amateur Gunslinger[UC], Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits robot slayer, seeker, tarnished halls runner
Skills Craft (alchemy) +5, Diplomacy +7, Handle Animal +7, Intimidate +7, Knowledge (nature) +5, Perception +5, Ride +6 (+8 to stay in the saddle), Survival +4 (+5 to follow tracks)
Languages Common, Draconic
SQ attached, have gun, mount (shissah named Spirit), order of the beast[ACG]
Other Gear chain shirt, metal cartridge[UC] (40), rifle[UC], belt pouch, exotic military saddle, flint and steel, 8 sp
--------------------
Special Abilities
--------------------
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attached (Rifle) If your attachment is threatened, -1 Will & -2 save vs. fear
Beast's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Deeds
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Have Gun At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when de
Mount (Ex) Gain the services of a special animal companion.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

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

Spirit
Male shissah (Pathfinder Campaign Setting: Qadira, Jewel of the East 63)
N Large animal
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 10 (+2 Dex, +1 natural, -1 size)
hp 15 (2d8+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee (M) longsword -3 (1d8+3/19-20) or
. . bite +3 (1d6+3), 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Stable Gallop
Tricks Attack, Combat Riding, Come, Defend, Deliver, Down, Exclusive, Fetch, Guard, Heel
Skills Acrobatics +6 (+14 to jump), Perception +6, Survival +2 (+6 in deserts); Racial Modifiers +4 Survival in deserts
SQ combat riding, deliver, desert dweller, easily trained, exclusive, fetch
Other Gear longsword, alchemy crafting kit[APG], bedroll, bit and bridle, canteen[UE], feed (per day) (5), gunsmith's kit[UC], hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], saddlebags, soap, torch (10), trail rations (5)
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deliver [Trick] Delivers item to indicated point or person.
Desert Dweller (Ex) A shissah feels at home in the desert and does not treat light rubble or sand as difficult terrain. It gains a +4 racial bonus on Survival checks in the desert, and it treats hot temperatures as one category less for the purposes of heat danger. Thus
Easily Trained (Ex) A shissah is unusually quick to pick up tricks and animal training. Anyone attempting to train a shissah gains a +2 bonus on her Handle Animal checks. A shissah can learn an additional 2 tricks beyond what an animal of its intelligence can normally b
Exclusive [Trick] Takes orders only from its trainer.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.


Storyteller Shadow wrote:
I just kicked off a 14 PC game tonight

Yowza. I wouldn't even know where to begin with a 14 PC game. Kudos.

Question. I see you're using advanced firearms, but perhaps I missed this: Will the campaign be using commonplace guns or guns everywhere?

commonplace guns wrote:
While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
Guns Everywhere wrote:
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.


Idiot Cube wrote:

Applying for Magnificent Seven! My Desperado/Bard is close to being done, all I really need to do is pick out equipment and figure out a backstory.

I have a lot of PbP experience, but am not at all familiar with Iron Gods or Kingmaker. But they both seem like APs I'd enjoy!

Here's another question to add to your ever-growing pile: Do classes that gain a battered starting firearm get to choose from advanced firearms, or the standard early ones?

Advanced.

The Exchange

William reporting. this is the alias I will be using for the all-gunslinger game!

As if this post there is no work done so just keep it open for change

Also,what's starting gold, given the expensive nature of firearms

Liberty's Edge

I'll dot here as well. Rough concept is an Android Technician (Spheres of Might) with either the Barrage or Sniping sphere, I'll have to choose. He'll heavily customize his gun(s), jury-rigging it together using those pieces he manages to scavenge around. Leveling up he'll be able to create more and more gadgets and customized things. I'll have to check whether I can afford a gun straightaway or I'll start with a crossbow and switch later.
As for the background, he'd be running from Numeria because of the invasion, and more than happy to reclaim it. I'll think of traits to reflect that.

BTW the setting is lovely.


Gimpy Grumps wrote:

William reporting. this is the alias I will be using for the all-gunslinger game!

As if this post there is no work done so just keep it open for change

Also,what's starting gold, given the expensive nature of firearms

Per #4 of Shadow's starting announcement, max for your base class. So spellslingers (the wizard variant with guns) might have to skimp a bit on stuff just because wizards don't get that much gold at the start. Choose wisely! ;)


Hey GM, I am creating my Armorist (Whitesmith who can transform my metal arm into any weapon (including guns).
Now I have been working on my casting tradition and selecting most of my talents and I would like some of your thoughts.

Josephs magic is all about his metal arm, in fact its central to the flow of his power. Joseph has for so long channeled his power through its metal pistons and wires that it has become the natural way to cast magic, and casting would be very difficult without it.
A key element of Josephs magic is its ability to transform. However this is not as simple as it first seems since this requires enough mass to physically take on the new shape, and to that end Joseph has installed a hidden compartment in the arm with an access point in the palm of his hand. Joseph then feeds iron ignots into this "mouth" in his hand to supply the required mass, which his arm then transmutes into the desired shape and density.

Drawback/Boon breakdown:

Center of Power It is pretty obvious when I start casting and where the magic is coming from, especially once I start jamming metal ignots into my palm, my arm starts transforming or I start scribbling on it with a piece of coal. If you crit the wrist then its a good shot that you will do some sort of damage to my power supplies ^_^
Galvanized I really like this drawback but it doesn't quite work. It requires that I wield a weapon but my arm is the weapon. Plus if you never sunder or specifically target my body parts then it is just free power. Still, I really like the drawback of if I ever lose my arm then my magic just stops dead. Your thoughts?
Material Casting I really like this one :) My arm has a hidden chamber in it and the materials required will be small iron ignots. I then feed the iron ignots into my hand to "feed" it the mass required to transform XD
Somatic Casting I require 1 arm free to work my magic.


If guns are commonplace or above then guns become Martial weapons which would mean I have proficency, which would also mean I can transform into them from lvl 1 onwards :)

I will also list Sphere-Specific drawbacks in conjunction with the relevant Spheres and effects, so you can get a feel of how they will mesh.
Joseph also gains 2 free talents at level 1, plus any he gains from his drawbacks. Talents "paid for" by his Drawbacks have an * attached.

----------------------
Alteration
----------------------
Joseph utilizes the Alteration sphere to change the shape of his metal arm into the shape of any weapon, firearm or tool he may need (no tools yet until he gets an Anytool) but he can transform his arm only and it is obvious when he does so. Furthermore the duration currently only lasts a short while and he has to reenchant his weapon every time.

Alteration Sphere, Morphic Weapon, Lingering Transformation, EWP: Musket, trait, Favored Shape, Lycanthropic, Unnatural Transformation.

Breakdown:

Alteration Sphere this grants him the Blank Form for 1 minute per level and 1 Trait.
Morphic Weapon* this grants me the Shape Weapon option, allowing me to turn my metal arm into any weapon I am proficient in. I have to reload the weapon and reenchant it every time I summon it but it does count as a manufactured weapon meaning I dont have to spend SP to do so with Personal Refinement.
Lingering Transformation* increases the duration to 2 minutes per level.
Natural Shifter trait increases my CL (and therefore my duration) by 2, up to my Character Level. Very important as I am a low caster and my CL for non-Enhancement spheres is only 1/2 my CL. And I am taking a multiclass dip on top of that :P [ooc]I will take the Extra Traits feat just for this if we have no traits, its that important.
Favored Form trait if I have an extra trait. It grants me +2 uses of Shape Weapon :)

Lycanthropic drawback I can only target myseft, and specifically my metal arm.
Unnatural Transformation I only partially transform myself and therefore I am still quite recognizable. Plus I transform my arm into a greatsword or something and that is unnatural :p Furthermore my Enhancements have a very distinctive mark, a hammer drawn in coal to further identify me.

----------------------
Enhancement
----------------------
Joseph is long practiced in spending small ammounts of magic continously. His very way of life depends on it and he has gotten good at maintaining his Enhancements even while sleeping. Couple this with his profession as a blacksmith and you have some well made weapons and armor. However this focus has a folly, and Joseph's magic dissapates if it is too far from his body, making his magical Enhancements unsellable.
Joseph's magic has another flaw, it needs a visible, binding mark on the object to focus and maintain the magic, specifically he scratches on a quick symbol with a piece of coal, a blacksmiths hammer. As you can imagine, a coal marking would have significant negitave reprocussions if Joseph ever got submerged in water and it further identifies Josephs particular brand.

Enhancement Sphere, Greater Enhancement, Animate Objects, Enhancement Dependancy, Marking Enhancements

Breakdown:

Enhancement Sphere* gives me access to +1 Enhance Equipment.
Greater Enhancement* increases Enhance Equipment to +2.
Animate Objects* You can animate objects on your person. This enables the animated prosthetic to function.
Enhancement Dependency you suffer -2 to fort saves if you are not affected by an Enhancement.
Marking Enhancements every Enhancement has a forge hammer etched into it with coal. Water washes this off.

Personal Refinement causes Enhacements cast on my equipment to persist without concentration. Whitesmith ability.

I then have 1 Talent left to spend on something, and my 2 feats will probably be Additional Traits and PBS.

----------------------
The Arm
----------------------
So, Josephes arm is technically a tiny construct animated and sustained by Josephs Personal Refinement. It doesn't act as a construct itself and instead grants Joseph full functionality of that arm.
The arm itself is a technological wonder that by all rights shouldn't function if not for Josephs constant magic animating it. The arm is highly dexterous and capable of significant transformitive abilities, when Joseph provides the right magic the arm can change shape to just about anything made of metal that its owner can think of, if he provides enough iron and mass to fuel the transformation. The arm also contains a hidden compartment within the "bones" of the arm with its entrance cleverly disguised into the palm of the hand and this compartment can be used to store a cache of spare iron and gunpowder, or whatever else Joseph may need to hide...
When all else fails the arm can serve as a potent bludgeoning tool if Joseph is somehow left without a weapon to fall back on, and the metal hand has a grip of iron...

Breakdown:

Basic prosthetic arm with full functionality but no power. Highly complex design with pistons, gears and wires.
Animate Object Enhancement talent animates the object, granting it 1 Construction Point.

Construction Points (-6)
•Metal (-2) the arm is made of metal.
•Graft (-1) allows the arm to serve as a prosthetic. Gives Joseph a slam attack.
•Grab (-1) preresiquite for...
•Swallow Whole x2 (-2) grants a tiny sized compartment to store material componets and bullets/powder. Has an opening in the palm (through its grab ability).
Flaws (+5)
•Immobile (+2) its my arm. I dont want it walking off...
•Clunky (+1) I needed 1 more construction Point, plus the arm is bulky. (I can change for a vulnerability if I need to, such as if it will interfere with Josephs actions)
•Centralized (+2) I have an elbow. Nuff said.

The arm has a 1d2 slam attack with the grab ability and Swallow Whole. I have enhanced this weapon with a +2 Enhancement bonus.
I have also Enhanced the arm's armor with a +1, Impervious Enhancement bonus.
Due to Material Casting I am required to expend 1 silver piece per level of iron every time I try and transform my metal arm (it requires raw material to change shape) or enhance it.
Due to the Galvanized tradition, if I were ever to lose my prosthetic arm then all my magic would just stop dead as that is the conduit for my power. I would then have to reset everything with hefty concentration checks until I am able to replace it.


Arm stats:

Left Arm
Tiny Animated Construct with +2 Slam Attack (1d2/20), Grab, Swallow Whole
26/26 1d10+20hp, Hardness 12, AC 21,
Str 6, Dex 14, Con -, Int 9, Wis 9, Cha 15
---Construction Points (+1)---
•Metal (-2)
•Graft (-1)
•Grab (-1)
•Swallow Whole x2 (-2)
•Immobile (+2)
•Clunky (+1)
•Centralized (+2)
---Enhancements---
Enhance Natural Attack +2
Enhance Natural Armor +1, Impervious


TLDR question
Galvanized I really like this drawback but it doesn't quite work. It requires that I wield a weapon but my arm is the weapon. Plus if you never sunder or specifically target my body parts then it is just free power. Still, I really like the drawback of if I ever lose my arm then my magic just stops dead. Your thoughts?

Also, if guns are commonplace or better then I can transform my arm into a gun from lvl 1 onwards. I'm a Gunslinger, Dangnabit!

But basically everything about the character revolves around his metal arm :)


Fighting Chicken wrote:
Storyteller Shadow wrote:
I just kicked off a 14 PC game tonight

Yowza. I wouldn't even know where to begin with a 14 PC game. Kudos.

Question. I see you're using advanced firearms, but perhaps I missed this: Will the campaign be using commonplace guns or guns everywhere?

commonplace guns wrote:
While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
Guns Everywhere wrote:
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.

Guns everywhere.

I will also give all PCs an extra 200 GP on top of starting gold for firearms related costs.

Verdant Wheel

Firstly, Gobo, still love that concept! I really hope it gets accepted. :D

Gobo Horde wrote:

TLDR question

Galvanized I really like this drawback but it doesn't quite work. It requires that I wield a weapon but my arm is the weapon. Plus if you never sunder or specifically target my body parts then it is just free power. Still, I really like the drawback of if I ever lose my arm then my magic just stops dead. Your thoughts?

Also, if guns are commonplace or better then I can transform my arm into a gun from lvl 1 onwards. I'm a Gunslinger, Dangnabit!

But basically everything about the character revolves around his metal arm :)

A better fit would be Focus Casting. It basically acts the same, except it will only go through your arm, not through any weapon you happen to wield. There's also no wield/hold language, so you can wear it for the same effect.


Heeheee! I do rather like this, yess.

I was afraid that the level issue would hurt li'l ambidextrous me, but all that lovely advanced stuff is really very much appreciated.

So... I'll be right on it, matey! >8]

Some notes on this: No I will not have PBS at first level, but I WILL have Precise Shot by third, so don't worry. That racial +2 to hit is very forgiving, especially since I'm going to be dual wielding from day one. This little explosive is just raring to go!

Wait wait wait, hold up voicy lady! Raring is right, but how is Mister Game Master going to do the Gunsmoke Mystic maneuver thingy? It's so random, it even suggests CARDS. How the heck do we DEAL with that? AHAHA SEE WHAT I-

*Sigh* Yes, Kiana is correct. Terrible, but correct. How DO we handle that? I can assign each maneuver a number, and use the [ dice ] command to select the number, assuming it accepts weird dice? Either that or we just use the regular maneuver thing, but I feel like this is a pretty powerful class that could do with the challenge.


So i made this :

Simmeron:

Simmeron
Male human (Garundi) cavalier (first mother's fang, spellscar drifter) 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder Player Companion: Blood of the Beast 17, Pathfinder RPG Advanced Player's Guide 32)
LN Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 11 (1d10+1)
Fort +2, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee khopesh +2 (1d8+1/19-20)
Ranged pepperbox rifle +5 (1d10/×4)
Special Attacks challenge 1/day (+1 damage, ), deeds (deadeye), grit (3)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 11, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 16
Feats Amateur Gunslinger[UC], Combat Expertise, Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits robot slayer, seeker, tarnished halls runner
Skills Craft (alchemy) +5, Diplomacy +7, Handle Animal +7, Intimidate +7, Knowledge (nature) +5, Perception +5, Ride +7 (+9 to stay in the saddle), Survival +1
Languages Common, Draconic, Osiriani
SQ attached, have gun, mount (giant riding constrictor named Spirit)
Other Gear mwk chain shirt, khopesh[APG], metal cartridge[UC] (50), pepperbox rifle[UC], exotic military saddle, flint and steel, masterwork backpack[APG], 38 gp, 3 sp
--------------------
Special Abilities
--------------------
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attached (Rifle) If your attachment is threatened, -1 Will & -2 save vs. fear
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deeds
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Have Gun At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when de
Mount (Ex) Gain the services of a special animal companion.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

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

Spirit
Male giant riding constrictor
N Large animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 14 (+3 armor, +3 Dex, +2 natural, -1 size)
hp 15 (2d8+2)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d3+3 plus grab)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +4 (+8 grapple); CMD 17 (can't be tripped)
Feats Stable Gallop
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+10 to jump), Climb +9, Perception +5, Swim +9
SQ combat riding
Other Gear studded leather, alchemy crafting kit[APG], bedroll, belt pouch, bit and bridle, canteen[UE], feed (per day) (5), gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], saddlebags, soap, torch (10), trail rations (5)
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Climb (20 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Swim (20 feet) You have a Swim speed.

Verdant Wheel

Oh also, and sorry if you've had this query already but I haven't seen it, under the Guns Everywhere rules it says that Gunslingers no longer receive the Gunsmith class feature but instead gain Gun Training at Lvl. 1. Does this apply to ALL classes that get Gunsmith?


If it does... that would be very nice indeed =^^=


Well, I'll still try and submit my gunblade user though you'll kind of have to trust me on that, because the "gun" part doesn't really come along until 2nd level.

Can I take a Katana with the Sword Scion trait?


Nitro~Nina wrote:
Oh also, and sorry if you've had this query already but I haven't seen it, under the Guns Everywhere rules it says that Gunslingers no longer receive the Gunsmith class feature but instead gain Gun Training at Lvl. 1. Does this apply to ALL classes that get Gunsmith?

I can't quite tell if this interacts with the Warlord's (Desperado archetype) Gunfighter class feature. GM, if you could provide a Y/N at your convenience, that'd be great, thanks.


Nitro~Nina wrote:
Oh also, and sorry if you've had this query already but I haven't seen it, under the Guns Everywhere rules it says that Gunslingers no longer receive the Gunsmith class feature but instead gain Gun Training at Lvl. 1. Does this apply to ALL classes that get Gunsmith?

Yes, I think that makes sense. Your PCs would not see guns as some strange concept, they grew up learning to shoot as they had to know how to do so to protect themselves in a very dangerous part of the world. The "IronFang Invasion" brought significant changes to this area of Golarion and this is one of them.


Redblade8 wrote:
Nitro~Nina wrote:
Oh also, and sorry if you've had this query already but I haven't seen it, under the Guns Everywhere rules it says that Gunslingers no longer receive the Gunsmith class feature but instead gain Gun Training at Lvl. 1. Does this apply to ALL classes that get Gunsmith?
I can't quite tell if this interacts with the Warlord's (Desperado archetype) Gunfighter class feature. GM, if you could provide a Y/N at your convenience, that'd be great, thanks.

Yes, for our purposes as the idea is that all of you will be Gunfighters. Some of you may also have some Melee skill but the primary weapons will be Firearms.

Of course, the bulk of your enemies' primary weapons will be firearms as well...


The Emerald Duke wrote:

Definitely dotting for interest. My techslinger/beast rider should be drafted and ready soonish. For the traits, given we are talking 'future' times, are the kingmaker traits getting any rework to make them fit more (the standard ones are almost all Brevoy centric, with the two exceptions being the pioneer one and the bandit one) and is the standard timeline for the characters in Iron Gods still hold (ie: if I say my character originated in Numeria as a ward of Khonnir before journeying south to fight in this major war with Ustalavian nightmares, would that make sense or has Khonnir long since died off?)

At any rate, currently thinking that I will pursue a 9 / 11 split for class levels (9 in cav, 11 in gun) though not specifically sure on what will be taken when besides the first two (start as gun, move into cav for two).

I am not sure Iron Gods goes up to 20, 16 or 17 I think. But who knows, maybe we'll extend the campaign past that due to interest.

Just an FYI about me as a DM/GM. I have run several groups from level 1 through to Epic levels in D&D 3.5 so I have experience with high level gaming as well as the consistency to get there. My current table top game has PCs at 13th level.


Daedalus the Dungeon Builder wrote:

Hmmm....

So, not sure if I'll be able to fit this in, but I do like it.
As mentioned in the interest check, I think this would be a fun time to try a Wyrwood. Perhaps a wizard from Brevoy accidentally recreated the ancient experiment that began the race?

From a more class standpoint, it might be interesting if you allowed the Eldritch Archer prestige class to work with guns. However, I think that (if I get the time) I'd draw up an eldritch archer that uses guns, if I could get proficiency in firearms.

There seems to be some precedent for this idea.

Verdant Wheel

Storyteller Shadow wrote:
The Emerald Duke wrote:

Definitely dotting for interest. My techslinger/beast rider should be drafted and ready soonish. For the traits, given we are talking 'future' times, are the kingmaker traits getting any rework to make them fit more (the standard ones are almost all Brevoy centric, with the two exceptions being the pioneer one and the bandit one) and is the standard timeline for the characters in Iron Gods still hold (ie: if I say my character originated in Numeria as a ward of Khonnir before journeying south to fight in this major war with Ustalavian nightmares, would that make sense or has Khonnir long since died off?)

At any rate, currently thinking that I will pursue a 9 / 11 split for class levels (9 in cav, 11 in gun) though not specifically sure on what will be taken when besides the first two (start as gun, move into cav for two).

I am not sure Iron Gods goes up to 20, 16 or 17 I think. But who knows, maybe we'll extend the campaign past that due to interest.

Just an FYI about me as a DM/GM. I have run several groups from level 1 through to Epic levels in D&D 3.5 so I have experience with high level gaming as well as the consistency to get there. My current table top game has PCs at 13th level.

Aaaa yes! That makes me very happy indeed.

Verdant Wheel

Storyteller Shadow wrote:
Daedalus the Dungeon Builder wrote:

Hmmm....

So, not sure if I'll be able to fit this in, but I do like it.
As mentioned in the interest check, I think this would be a fun time to try a Wyrwood. Perhaps a wizard from Brevoy accidentally recreated the ancient experiment that began the race?

From a more class standpoint, it might be interesting if you allowed the Eldritch Archer prestige class to work with guns. However, I think that (if I get the time) I'd draw up an eldritch archer that uses guns, if I could get proficiency in firearms.

There seems to be some precedent for this idea.

I think Daedalus (great name by the way, love me some mythology) is actually referring to the Arcane Archer prestige class, which notably only functions with bows.


Sapiens wrote:

I'll dot here as well. Rough concept is an Android Technician (Spheres of Might) with either the Barrage or Sniping sphere, I'll have to choose. He'll heavily customize his gun(s), jury-rigging it together using those pieces he manages to scavenge around. Leveling up he'll be able to create more and more gadgets and customized things. I'll have to check whether I can afford a gun straightaway or I'll start with a crossbow and switch later.

As for the background, he'd be running from Numeria because of the invasion, and more than happy to reclaim it. I'll think of traits to reflect that.

BTW the setting is lovely.

The costs should be substantially lower with Guns Everywhere and Advanced Firearms rules in effect.


Gobo Horde wrote:

TLDR question

Galvanized I really like this drawback but it doesn't quite work. It requires that I wield a weapon but my arm is the weapon. Plus if you never sunder or specifically target my body parts then it is just free power. Still, I really like the drawback of if I ever lose my arm then my magic just stops dead. Your thoughts?

Also, if guns are commonplace or better then I can transform my arm into a gun from lvl 1 onwards. I'm a Gunslinger, Dangnabit!

But basically everything about the character revolves around his metal arm :)

Don't worry, I have a history as a DM of removing PC arms :-)

In a Vampire game I had a badly misbehaving Anacillae who was being disrespectful to a powerful Mummy. The Mummy cut his arm off and said, "You'll get this back when you learn some manners". He played one armed for a while...

Approved, I'll allow this as a Drawback as part of the submission. A very interesting concept to say the least! I think there was a X-Man villain with a similar "power".

As for thoughts on other parts of the build, I do not generally fine tooth submissions until Recruitment closes. Post acceptance of a PC I'll ask for tweaks if I believe they are warranted.


Kiana the Kval wrote:

Heeheee! I do rather like this, yess.

I was afraid that the level issue would hurt li'l ambidextrous me, but all that lovely advanced stuff is really very much appreciated.

So... I'll be right on it, matey! >8]

Some notes on this: No I will not have PBS at first level, but I WILL have Precise Shot by third, so don't worry. That racial +2 to hit is very forgiving, especially since I'm going to be dual wielding from day one. This little explosive is just raring to go!

Wait wait wait, hold up voicy lady! Raring is right, but how is Mister Game Master going to do the Gunsmoke Mystic maneuver thingy? It's so random, it even suggests CARDS. How the heck do we DEAL with that? AHAHA SEE WHAT I-

*Sigh* Yes, Kiana is correct. Terrible, but correct. How DO we handle that? I can assign each maneuver a number, and use the [ dice ] command to select the number, assuming it accepts weird dice? Either that or we just use the regular maneuver thing, but I feel like this is a pretty powerful class that could do with the challenge.

Yes, assign each maneuver a number. The dice roller accepts dice of any type.

1d9 ⇒ 5


Johnnycat93 wrote:

Well, I'll still try and submit my gunblade user though you'll kind of have to trust me on that, because the "gun" part doesn't really come along until 2nd level.

Can I take a Katana with the Sword Scion trait?

I trust you. :-)

Katana approved.


I think I've answered all questions here so far. Later I'll go back to the interest check and see what else I missed. I'll try to field 5 to 10 questions a day till I have them all answered bearing in mind that I need to run active games :-)


Storyteller Shadow wrote:
Nitro~Nina wrote:
Oh also, and sorry if you've had this query already but I haven't seen it, under the Guns Everywhere rules it says that Gunslingers no longer receive the Gunsmith class feature but instead gain Gun Training at Lvl. 1. Does this apply to ALL classes that get Gunsmith?
Yes, I think that makes sense. Your PCs would not see guns as some strange concept, they grew up learning to shoot as they had to know how to do so to protect themselves in a very dangerous part of the world. The "IronFang Invasion" brought significant changes to this area of Golarion and this is one of them.

Will just have to manually add it in to the sheet if chosen. Unless someone knows how to add the ability into Hero Lab

=^^=

The Exchange

-just making a sniper... Nothing too complicated (except for the Vigilante stuff on top)

Edit: Taking the special Obscurity talent, which fits great! There is some awesome Vigilante in the area, and no famous merchant/Random civilian. Just this stranger who is like everyone else.


Jereru here dotting with the alias I'll be using to apply, Reverend Rob. Don't pay any attention to what's in it yet, though, it comes from other iterations of the PC (though the fluff will be somewhat similar). The idea is to try something I couldn't try in a common game, so I think imma try being a Stalker (3PP) with Solar Winds discipline, how about that?


Reverend Rob wrote:
Jereru here dotting with the alias I'll be using to apply, Reverend Rob. Don't pay any attention to what's in it yet, though, it comes from other iterations of the PC (though the fluff will be somewhat similar). The idea is to try something I couldn't try in a common game, so I think imma try being a Stalker (3PP) with Solar Winds discipline, how about that?

Why not!? :-)

The Exchange

So, are we paying for ammo as the bullet and the powder together or are we doing Metal cartridges?(which are 1.5 copper compared to the 1.1 copper)


Gimpy Grumps wrote:
So, are we paying for ammo as the bullet and the powder together or are we doing Metal cartridges?(which are 1.5 copper compared to the 1.1 copper)

That I'll need to double check the book for.

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