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Hello! This is a reopening for a recruitment. The last thread didn't get much traction and frankly had some negative comments posted on it, which I'm sure caused it to stagnate and not gain any interest,
So I'm reopening recruitment in a new thread to try and bring it back into focus!(plus people are more likely to click on a fresh thread.
The Idea of this game is that you will be playing Curse of the Crimson Throne in a Victorian Steampunk setting, (Think Sherlock Holmes) And will be progressing through a Tweaked and Altetrd COTCT game. Obviously some of the themes will be different, and several of the enemies will be completely redone or altered to fit :P
Important Changes: Guns everywhere- Characters with martial proficiency are proficient with all guns except those I will label as "Exotic Firearms" which are none of the standard Paizo guns.
Character with simple weapon proficiency (except wizards and Sorcerer) are proficient with pistols and revolvers, or otherwise "one handed firearms"
Wizards, Sorcerer, Monks and any class that has proficiency with only a few select simple weapons are not proficient with any fire arms
Classes: Any Paizo, however Summoner are Unchained only, otherwise it's up to you if you want to play rogue Unchained or not... Bonus points to Investigator and Vigilante.
Races:Any Paizo, however Core races are obviously more common, a Bonus to Ratfolk, Skinwalker, Changeling, and Dhampir, as they will be more common in the setting I have in mind.
Stats:25 point buy- Guns mean you need more power or your gonna get shot.
Traits: You can use any trait from the CotCT players manual, however if you give me a good reason/reflavor of any other Champaign trait I may allow it.
Also, two traits(one Champaign), +1 one for a Drawbac
Starting wealth: any ×10 in basic money is now ×100, in wealth. For example, a wizard who has 2d6×10 in wealth will instead have 2d6x100. This helps you pay for those pesky bullets.
Special feats: Everyone will be using the Feat Taxes Rules, meaning no more having to take power attack or weapon Finnese! However this also means Melee combat won't go out the window
rules:• Advanced firearms will only hit touch AC at 2×Range increment, rather than 10× an increment.
•Use Background Skills ans All skill unlocks
•we will be using piecemail rules, however any suits of armor will only be purchased as wholes.
•Special materials: metals have become easier to produce, Mythral and Adamantine items now const half their normal price, as well as several other materials, such as Cold Iron and Elysian Bronze costing only 1/4th their normal cost.
Background: I would like at least 1 paragraph explaining your background, a and this must include your reason for wanting to take down Geadren Lamm
Now, this Game is Based On Gallorian, But as if none of the Champains had happened until This period. So there is no need to research Gods or such if you are familiar with the setting ^-^ also no need for me to change names ^o^
But anyways, I am only gonna leave recruitment open until I have at least 10 players. If there are less within the next month than I'm just gonna take what I have, even if it's unbalanced.
Also, to clarify, anywhere I say "bonus points" at in the character creation, it simply means those are more common and are more likely to be picked for this game than they would other games, as Ratfolk, Skinwalker, Dhampir, and Changeling fit the setting VERY well.

Ouachitonian |

Interesting. I keep wanting to try an Eldritch Archer Magus who spellstrikes with a firearm, this would be a good game for it (also an AP I've yet to play, another plus). I may put something together. Do you allow non-female changelings? I know it's not standard, but I've seen it pretty commonly on games where changelings are called out as a more common race.

Chromantic Durgon <3 |

Reposting from aforementioned previous thread.
I want to play a Lamlighter Ratfolk Investigator named Zeg Fagin.
I theory crafted him some months back to be played in a Victorian England steam punk setting, so he seems kinda perfect.
Quick run down of his character is that he is a altruisticly motivated character who follows the teachings of Milani. He’s massively opposed to oppression but also isn’t a fan of head long confrontations; he’d rather spend his time helping out people however he can who need his help. Than start a fight he can’t win, die and then leave those same people without him there to help them. Some might advocate starting a rebellion raising an army of the down trodden but Zeg doesn’t quite trust his own morality enough to bet the live show of hundreds of desperate vulnerable people on it.
So for now he just does the best he can to keep people safe and make there lives easier.
I’m putting together a sheet for him now, his class reads Swashbuckler cause he has a 1st Level Swashbuckler dip but his Favored class is Investigator.
The free weapon finesse goes part way to meaning I don’t need the swash dip, but without a free feat for WF rapier he still wouldn’t get Dex to Damage till level 3 with the swash dip he gets it at 1 and parry riposte, so I’m deaming it worth while.
Wealth rolled: 23 as in previous thread.

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Oh, for reference, we are using The Feat Tax system so everyone gets Weapon Finnese for free if they'd like, as well as some other feats
I forgot to put that up top.
I suggest if your applying that you should give it a look over before dipping into a class for Finnese.
Also, I apologise now for any misspelling, My spell checker loves to change words I type despite them being spelled correctly into words it thinks should go there.
It esspecialy loves making if into of and of into if, for no reason at all!

Simeon |

Resubmitting Urhal ton-Thuyek, former factory worker, engineering prodigy, and constructed pugilist brawler!
Urhal ton-Thuyek
Half-orc brawler (constructed pugilist) 1 (Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +0
Defensive Abilities
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Offense
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Speed 30 ft.
Melee unarmed strike +5 (1d6+4)
Special Attacks grapnel launcher +4
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Statistics
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Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Improved Unarmed Strike
Traits dockside avenger, mathematical prodigy
Skills Acrobatics +6, Climb +7,Craft (Weapons) Escape Aritst +6, Intimidate +1, Knowledge (Engineering) +6, Perception +4; Racial Modifiers +2 Intimidate
Languages Common, Orc, Giant
SQ brawler's cunning, martial training, orc blood
Other Gear mwk lamellar (leather) armor[UC], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), torch (10), Masterwork tool (Craft (Weapons)), trail rations (5), waterskin, 830 gp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Human Raised Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
Constructed Limb
A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points. She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes.
The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie).
Limb Modifications:
Grapnel Arm: The constructed pugilist can fire a grappling hook built into her prosthesis. The grappling hook is attached to a 40-foot-long fine chain affixed to the limb. The constructed pugilist can attack with the grappling hook as a standard action, making a ranged touch attack against the target. The grappling hook can’t be used as part of a full attack. On a successful hit, the grappling hook deals no damage, but it functions as though it had the grapple weapon special feature, except it requires only a hit (not a critical hit) and the grapple ends if the constructed pugilist moves more than 40 feet away from the grappled creature. The constructed limb can’t be used to make melee attacks until the grappling hook has been reloaded (a standard action).
The industrial revolution brought prosperity to the world. Some however, were not as lucky as others. Such was the case for many of the half-breeds of the world, forced to work in factories just to survive. That was life for Urhal ton-Thuyek. Son of an orcish mercenary from the Belkzen Syndicates and a human factory worker from Korvosa. His father left when he was young, leaving him and his mother to fend for themselves. He started in a Korvosan public school and showed great promise, especially in engineering, but in his seventh year at age 13 he was forced to go to work to support his family. And so, he went off to toil away at Hrantam and Snarl Gearworks, one of Korvosa’s premier heavy industry factories. He was decent at his job, his natural strength further enhanced by the backbreaking labour. He and his mother eked out a decent life for a few years, but like all things, it came to an end. On a cold day in Neth, Urhal was assigned to work the gear-punch for three-quarter circumference gears, designed to be fitted into the engine of an Abadar Industries Bountiful Voyage-brand steamship, likely bound for the Arcadian frontier. He noticed a warp in the feed plate that could’ve caused a fatal jam in the punch. As he reached to move the the feed plate along, the machine punched, with his arm directly under it. Despite his serious workplace injury, Hrantam and Snarl fired him without any compensation, as it clearly stated on page seven, sub-appendix 13-5 of procedural manual W7 that having an arm was a pre-existing condition for an arm injury. He can still remember it, Ulises Hrantam sneering at him as he was shown the sub-appendix. Unemployable and injured, Urhal was lost in the world. His mother took on an extra job working at the docks at night so they might scrape by. One night, she didn’t come home. Urhal waited, hopeful that maybe she had just stayed the night at a friends house near her work as she sometimes did, but a few more days passed and she was nowhere to be seen. He then received a letter from the Royal Korvosan Guard, stating that his mother had been killed in gang activities. There was only one man who could’ve done it, Gaedren Lamm. Urhal was devastated and furious, and thirsty for revenge. He resolved he would take matters into his own hand, and set out to build himself a new arm. It took him weeks, but in the end he did it. As he flexed the bronze fingers of his newly constructed arm, he knew he would not feel helpless again.
Urhal is a hulking half-orc man, with wiry black hair and lightly tanned skin. Small tusks protrude from his mouth as with most half-orcs. He wears a leather lamellar cuirass in the traditional orc style, one of his only connections to his orcish heritage. His most outstanding feature is the bronze prosthetic arm where his right arm once was. Since it’s construction, he’s added several features. A few have been fairly novel, such as a full 180 degrees of rotation for every joint and a detachable tool kit for field repairs. Its most notable ability it the grapnel launcher hidden within the wrist. When he releases a lever, the wrist springs open and a grappling hook launches out, used for climbing or grappling opponents.
Urhal is a rather brusque man. Past traumas have left him rather isolated and defensive. Despite that, he despises corruption and exploitation in all of it’s forms. Had society not been so brutal, he could’ve stayed in school. Had Hrantam and Snarl been less exploitative, his mother wouldv’t have needed to work a night job, and as a result still would’ve been alive. In the long run, he wants push for worker’s rights in Korvosa. In the short term though, he wants to bring Gaedren Lamm to justice by any means necessary.

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Well, honestly, an investigator would fit much better (and work better) than a flat out Rouge.
And please mind, if your all ratfolk It might be weird :P
Also I should have also recremended Teifling, as I forgot they have different bloodlines and several of those (not telling to avoid spoilers) fit pretty well...

Kelly Fitzroy |

I want to propose Kelly Fizroy, a character I made for another Victorian/Pathfinder campaign, but I know CotCT as I have GM it.
If that isn't an impediment I will go and change her to fit your creation rules. An occultist seem a good fit for a Victorian game.
The background will stay mostly the same, only the last part will change to fit into CotCT If you want to check it, it is in the character page.

Jereru |

I know, I know, too many investigators, but... what about a Majordomo Investigator? I could be another PC's butler, like some sort of Sembene in Penny Dreadful or a Samwise Gamgee in LotR. With a level in Swashbuckler to add some punch.
Or, if you people feel too much like it, I could go straight Swashbuckler, or anything else.
Also, as you're using Feat Taxes, what if we get some of those feats granted, like a Swashbuckler does, for example?

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Oh, another question:
The Guns Everywhere rule states that Gunslingers lose Gunsmithing and instead gain Gun Training at level 1. Are you extending this to other classes that also gain Gunsmithing, such as Steel Hound Investigators, Musketeer Swashbucklers and the like?
Ah, yes I do believe I said yes to this.
Any class that gains gunsmithing instead gain gun training as a gunslinger their level.

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Then nothing, it's your choice if you wish to pick a class which the feats are granted, I'm not going to offer anything more. I do know that there are feats and such that require weapon focus, and my ruling on that is that if it requires weapon focus than it also applies to the full weapon group instead of just one weapon

Philo Pharynx |

I am Bartholomew Tyler Phinster, Doctor of Medicine, Natural Sciences, and Mentalism. I come before you to announce a breakthrough that will transform the world in the coming century."
"This is an age of progress. We have created mighty trains to carry goods across the continent in days. I carry a pocket watch made of hundreds of miniature gears that keeps perfect time. It is the nature of humanity to discover ways of bettering the world around us."
With a gesture, he removes a curtain from the first of three exhibits. It reveals a common farm horse, shaggy and unkempt. "Personally I see a lot of room for improvement here. And I am not alone. So has Lord Thundermere." He removes the second curtain, revealing a majestic racehorse, with sleek lines and a shiny coat. "As you can see, Lord Thundermere and his forefathers have perfected the horse. Through breeding, nutrition, exercise and secret family techniques he has bred a truly magnificent animal. We can see the elegant lines that show that this beast is faster and stronger than the base stock from which it originated." At this point the horse whinnies and turns it's head at the doctor. "And much smarter as well," replies the doctor as he produces a fine red apple for the horse. Assistants lead both of the horses away.
"Which leads us to today's discussion. Humanity has achieved much, and yet we adapt our environment to ourselves. Imagine the possibilities if we improved ourselves." With a flourish, he reveals eight youths on the stage. Five boys and three girls. They are dressed in leotards to show off their fine physiques. They are beautiful, but perhaps a bit too perfect in their chiseled features. "Through my own techniques I have created humans that are better. Faster, more robust, and of amazing intellect. These are the ones who will build a better tomorrow."
"Septimus, step forward." The child comes forth. "As I have predicted, the increase in mental capacity has allowed some of my New Humanity to spontaneously manifest mentalist powers." With that, he tosses several balls in the air. Septimus keeps his hands folded behind him, and yet the balls begin juggling. He spins, keeping the balls in their arcs. The cascade grows, as if the child had the arms of an ogre. "This is merely the tip of the iceberg. With your generous funding, I can continue my research and make this available to your families to improve their bloodlines."
The investors in the good doctors work were initially impressed. However, they soon found out that Doctor Phinster's idea of good breeding was different than their own. The idea that these perfect children were not of their own loins was a step too far. The doctor was jailed for "abominations against nature", and the children sent to workhouses across the nation.
Years later, Septimus has emerged. While his education has faltered over the years, he is ready to amass enough of a fortune to allow him to study whatever he wants without the approval out the outside world. Along the way, he hopes to find his fellow New Humans. Of especial interest are Secunda, Sexta and Octavia. After all, he will eventually need to breed in order to continue his legacy.
Well, my muse has been inspired. Fortunately this time it was during waking hours. Though I expect she might give me a few revelations in the wee hours over the next few days.
Septimus is a science experiment. A "New Human" symbiat (Hekatonkheires) It fits in with the 19th century ideas of mentalism and eugenics and sanitariums to enhance health.
In terms of party role, he'll probably play closest to a monk. A high defense mobile combatant who picks up strange tricks over time. I especially look forward to the interactions with some of the other intelligence-based characters I've been seeing referenced.
As for play, he does have a superiority complex, but he will be a team player. He understands that when you are facing deadly foes, having a group is useful for survival and maximum success. This applies even with moderately suboptimal groups. As a player, I encourage feedback from the other players to ensure that he annoys the characters but is fun for players to interact with. He is going to be neutral, as he puts logic above such emotional issues. He'll be able to work with people of any alignment by adapting to their behavior.
New Humans
Ability Score Racial Traits: New humans gain +2 Str, +2 Dex, +2 Con, +4 Int, and -2 Cha.
Type: New humans are Monstrous Humanoids with the Human subtype.
Size: New humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: New humans have a base speed of 40 feet.
Languages: New humans begin play speaking Common.
Defensive Training: New humans have a +2 dodge bonus to Armor Class.
Lucky: New humans have a +1 racial bonus on all saving throws.
Skill Training: Bluff and Sleight of Hand are always considered class skills for new humans.
Darkvision: New humans can see in the dark up to 60 feet.

Ouachitonian |

Wealth: 4d6 ⇒ (3, 5, 2, 4) = 14x100=1400. Huh, average exactly.
Well, honestly, an investigator would fit much better (and work better) than a flat out Rouge.
And please mind, if your all ratfolk It might be weird :P
Also I should have also recremended Teifling, as I forgot they have different bloodlines and several of those (not telling to avoid spoilers) fit pretty well...
GM: Since you mention Tieflings, can they roll on the variant ability chart?

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I am interested in a Dr. Jekyll/ Mr. Hyde type Vigilante Skinwalker.
The perfect archetype for it would be a Brute.
I am running into a problem though, because of this "feature":
"While he still attacks enemies preferentially during a battle, when there are no more enemies around, each round he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or continue fighting against his allies or bystanders."
GM: Would you be willing to discard this? I don't want to play a class that would have to make a nearly impossible will save to not attack my teammates.
Otherwise, we could have a lot of fun with this character.

Philo Pharynx |

I'm interested, but am sort of new to play by posts (doing a little starfinder stuff now, but that is it). How do we apply? Just create a character and write a background, and you'll let us know if we are in?
That's the way it works. Then the GM opens up the gameplay and discussion forums and away we go.

Mustachioed |

My submission:
Dr. Charles Evans / Arratu
Skinwalker (wereboar) Vigilante (Brute Archetype)
Profile with most though not all of my stuff in here. I want to add a whole different profile for the alter ego, I think, because of the stat changes and because that would be fun.
http://paizo.com/people/DrCharlesEvans
Charles was a studious boy, much to the chagrin of his farming family, and was more apt to have his nose stuck in a book rather than be out hunting with his father or cutting wood and do chores with his brothers. As a teenager, Charles was eager to leave home. He headed to Korvosa to attend college and then medical school. He did well and graduated, going on to gain experience as a doctor for a practice in town and eventually was able to open a practice of his own. He was known as a solid and honest doctor and often treated the nobles and the rich. Charles became married to a wonderful woman named Gwendolyn, and had a son and a daughter which were his delight and joy.
Of course, no secret can remain hidden forever.
Charles was a skinwalker, a wereboar by heritage. He did everything he could to suppress it... He left his skinwalker family as a teenager, and he refused to change. His own wife had no idea, and neither did his young children... though they were half skinwalkers themselves.
The pressure grew and grew inside him. No skinwalker is able to resist the call of heredity forever, and on occasion Charles would slip his control and secretly turn into his wereboar alter ego. Keeping his mind, of course, as most skinwalkers do, he would left himself run free in the wood surrounding Korvosa and would return home after several days of running and hunting in the forest, clothes ripped and torn. Obviously, his family was suspicious and confused.
After each of this incidents, Charles was ashamed and even more dedicated to suppressing the call of the wild. He began to medicate himself. Sedatives, especially, would do the trick, and as a doctor Charles had a ready supply. But the usage did not go unnoticed by Gwendolyn, and after years and years of watching him abuse drugs, watching his medical practice slip, and watching him grow distant from the children, she had enough and left and took the teen aged son and daughter with her.
Eventually, Charles needed something stronger. His normal sedatives were not working, and he could feel the urges coming back with greater intensity than ever. Suppliers from the seedier parts of the city recommended a new drug, called Shiver. Guaranteed to fill your sleep with dreams and oblivion... just what Charles needed.
At the age of 52, still practicing medicine but fully dependent on drugs himself to function, Charles overdosed on Shiver and came within a hair of dying. As he lay on the floor, his life ebbing away, Charles lost control. His nose became flat, stiff bristles emerged from his skin, and claws grew out of his hands as turned into a huge boar. His mind became clouded and for the first time as a wereboar, he was not able to control himself as he began to thrash around, smashing his furniture, his whole office, and his house. His heritage combined with years of drugs and his near touch of death had turned him into a raving monster... though the extra power was just enough to prevent him from dying that day.
At about the same time, Charles learned that his estranged daughter, perhaps seeking her own oblivion from her half wereboar heritage, also got a bad dose of Shiver... She died. It was not hard to determine that the drugs came from a crimelord named Gaedren. Unfortunately, the city guards were focuseing on other issues, and no one seem to care about the death of another junkie teenage.
No one but her dad. It was time to stop controlling himself. He was more powerful than he had ever been. The drugs... they had done something to him. He was no longer a "mere" wereboar... He was something stronger, bigger, and more monstrous. Charles realized he could funnel this strength to kill those who killed his daughter.
Doctor by day, but monster at night. Charles Evans may hobnob with the rich, but the monster boar Arratu prowls the dark city streets, rending and tearing the flesh from those who would hurt others.
Gaedren, Arratu is coming for you, too.

Sebastian Crenshaw |

Hi, Jereru here. Just presenting the fluff for Sebastian Crenshaw, Preacher Inquisitor of Nethys. He and his rifle will be the ones who protect the innocent from supernatural threats like black magic and so, a kind of "don't use Nethys's gifts for bad" guy.
I will do the crunch today or tomorrow, and have a look at the Witch Hunter archetype, which might suit him better.

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My submission:
Dr. Charles Evans / Arratu
Skinwalker (wereboar) Vigilante (Brute Archetype)Profile with most though not all of my stuff in here. I want to add a whole different profile for the alter ego, I think, because of the stat changes and because that would be fun.
Arratu's profile has been added (monster alter ego to Dr. Evans)
http://paizo.com/people/Arratu
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@DM waz up?
I have GMed CotCT, so this campaign is different enough and I can play, or it is better to abstain?
Well, I'll mostly keep the general themes and background of the campaign, I'll be leading you along generally the same path, however alot of the enemies, setting, and story will be altered to better fit.
I'm gonna say you should join (purely out of pride) but if you feel like playing the same campaign wouldn't be what your looking for then I don't think this is for you exactly.
I'm doing my best converting it already, I've worked most my way altering book one, and am holding off two until I get this rolling.

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"While he still attacks enemies preferentially during a battle, when there are no more enemies around, each round he must succeed at a Will save (DC = 20 + 1/2 his vigilante level) or continue fighting against his allies or bystanders."
GM: Would you be willing to discard this? I don't want to play a class that would have to make a nearly impossible will save to not attack my teammates.
Otherwise, we could have a lot of fun with this character.
I'm afraid not. At lvl 1 the check literally is only 20, and if your pick this, it's a good idea to take a good Wis and the Iron will feat if you really don't want to attack Everyone.
The reason this is in place is because the archetype is based off HULK, and he kinda has the same issue early on.
I actually suggest looking into the Master Chymist prestige class if your going for Jeckle and Hyde.

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Also another quick note, this is going to be based roughly on turn if the century England.
Most enemies will only carry pistols or revolvers, rifles will be a bit more rare and limited to a few more ranged enemies. Expect alot of foes to carry batons, clubs, or blunt weapons.
Swords and such will be alot rarer, mostly because they have guns now and the steel is better used elsewhere.
However weapons like sword canes are going to be a bit more Common, being handed out to officers or rich folk who want some silent self defense

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Also another quick note, this is going to be based roughly on turn of the century England.
Most enemies will only carry pistols or revolvers. rifles will be a bit more rare and limited to a few more ranged enemies. Shotguns even more so, infact most folks won't use a shotgun for anything but home defense. Expect alot of foes to carry batons, clubs, or blunt weapons.
Swords and such will be alot rarer, mostly because they have guns now and the steel is better used elsewhere.
However weapons like sword canes are going to be a bit more Common, being handed out to officers or rich folk who want some silent self defense
Vehicles will also be very limited. Automobile have yet to be invented and folks are still getting over the fact that folks are working on a flying machine. Honestly though because magic still exists, folks aren't too Suprised.
*Chuckles to himself, thinking of sliding something sinister into the game...*

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I'm afraid not. At lvl 1 the check literally is only 20, and if your pick this, it's a good idea to take a good Wis and the Iron will feat if you really don't want to attack Everyone.
The reason this is in place is because the archetype is based off HULK, and he kinda has the same issue early on.
I get that it is like Hulk, but a Will DC 20 is extremely hard. The Brute gets a will save progression of 1/3 of his level- so basically the DC ends up getting harder and harder as the game progresses, not easier. Even with Iron Will and a decent wisdom (14 say), it would still take a 16 or higher to not attack your friends, all for an archetype that already gets -2 to AC, can't wear more than light armor, and can only maintain the form for 6 hours and day and spends most of the time fatigued when not in form.
I'm guess my point is that there are plenty of drawbacks to the character. Actually the whole archetype is more of a huge drawback than an bonus (It doesn't really do anything good other than give you the Large size).
I'll follow your final decision obviously but with that argument in place, would you reconsider?
edit: Actually I see that the Experimenter archetype would make this build a whole lot more powerful. I can go that way, but it is probably not as fun as a Brute. I would get better strength, armor, and still be able to use charisma and intelligence skills while transformed.

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It seems to me they where shooting for something akin to a Frenzied beserker from D&D 3.5, however frenzied beserker gained a bonus to will saved from rage, resulting in a beserker that could control themselves quite well...
I'm gonna not take away the will save, but will lower it to 10+1/2 your vigilante level. I do see how it would be fustrating, and I wouldn't lower it in any other case, but in an urban area with plenty of bystanders I don't think anyone would take too kindly to that...

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Thanks for your flexibility.
I guess I don't see Dr. Evans surviving very long as a Brute actually, even with this lowered DC, chances are his own party would end up having to kill him, or he would end up killing one of them, and it is just too dangerous. I think I'll alter the build and backstory a bit and make him an Experimenter archetype instead. Still combined with the Skinwalker. It will be fun.

Kelly Fitzroy |

DM waz up? wrote:
I'm afraid not. At lvl 1 the check literally is only 20, and if your pick this, it's a good idea to take a good Wis and the Iron will feat if you really don't want to attack Everyone.
The reason this is in place is because the archetype is based off HULK, and he kinda has the same issue early on.
I get that it is like Hulk, but a Will DC 20 is extremely hard. The Brute gets a will save progression of 1/3 of his level- so basically the DC ends up getting harder and harder as the game progresses, not easier. Even with Iron Will and a decent wisdom (14 say), it would still take a 16 or higher to not attack your friends, all for an archetype that already gets -2 to AC, can't wear more than light armor, and can only maintain the form for 6 hours and day and spends most of the time fatigued when not in form.
I'm guess my point is that there are plenty of drawbacks to the character. Actually the whole archetype is more of a huge drawback than an bonus (It doesn't really do anything good other than give you the Large size).
I'll follow your final decision obviously but with that argument in place, would you reconsider?
edit: Actually I see that the Experimenter archetype would make this build a whole lot more powerful. I can go that way, but it is probably not as fun as a Brute. I would get better strength, armor, and still be able to use charisma and intelligence skills while transformed.
You are forgetting the "BAB equal to his vigilante level" part. Moving from 3/4 to 1/1 BAB is a huge advantage.
Being large is so-so, especially if we move in a urban setting where most houses are made for medium people.
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You are forgetting the "BAB equal to his vigilante level" part. Moving from 3/4 to 1/1 BAB is a huge advantage.
Being large is so-so, especially if we move in a urban setting where most houses are made for medium people.
Not really, the standard vigilante also gets that if he takes the avenger specialization. So the archetype just breaks even there. Brute also get a free feat, improved unarmed strike, which is very nice.
Eh, doesn't matter. When it comes down to it, the Brute is pretty unplayable RAW if you are playing in a group. Sure if pathfinder was a single player game, it would be great. :) I switched over my character to an Experimenter who can drink a mutagen to transform into a monster that is still able to use its head and its skills.

Magda Loran |

And then there’s Magda Loran, seeking revenge for her dead partner.
Magda’s father never talked about the past.. He moved from city to city, working odd jobs, never settling long, He taught his daughter to work a pack of cards, trust no one, and keep her pistol handy. When she was seventeen, he died in a tavern brawl outside Korvosa, leaving two gold coins, a silver dagger, and plenty of mystery.
Magda knew her mother was not human - her claw-sharp fingernails, her oddly tough skin and mismatched blue and green eyes were proof enough. It made life hard, and lack of trust made it harder, but she managed a living around the edges of gambling halls, running errands, and occasional stints as a guard.
Until Ember. The Varisian dancer was a gaming partner one evening, a friend the next morning, and eventually partner and lover. She had her own mysteries, but she was exciting, passionate, and accepting. The two of them talked endlessly, trusted each other, and eventually opened a joint business as investigators, with Ember as the brains and Magda — frail, ethereal, but steel-hard and knife-sharp — as the muscle and quiet eye in the background. They made a good living and were happy.
Two weeks ago, Ember’s stripped corpse turned up in an alley near the docks. Magda had to identify the body. Then she had to do the funeral. Then she dropped everything and went for vengeance. She found Ember’s ring in a jeweler’s shop, and still hasn’t been able to buy it back. But the jeweler mentioned that Gaedren Lamm, a local crime lord, might have sold him the ring. (For the record, Magda’s very sorry about the broken glass.)
First, find Gaedren Lamm. Then, ask some questions. Then, depending in the answers, a bullet through the brain.
Magda’s mother is deliberately left vague as a hook for the DM. Magda doesn’t know anything about her mother, and has never knowingly encountered a hag... she has lived very much in the human world rather than the arcane one, and more among upper-class gambling halls and the edges of Society than the low-life hells where Gaedren Lamm dwells.
Ember also has plenty of mystery in her background - why would a clannish Varisian not have family around? Magda never asked - with Ember, it was trust at first sight. (She’s a lot more suspicious with anyone else.)

Magda Loran |

Still working on equipment, Is the starting gun for a gunslinger -- or other class that starts with one —considered to be an advanced firearm?
Also, do I have it right that ”firearms everywhere” reduces the price of guns and ammo to 10% of normal, so a revolver that normally costs 3000 go now costs 300?

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Reposting this in case the GM missed it:
Ouachitonian wrote:
GM: Since you mention Tieflings, can they roll on the variant ability chart?
If you'd like to take the feat to do so, than go ahead, otherwise I don't see why you should. Sure there's the chance you get a +4 to Dex, or wings, or something game breaking, but I feel like if your gonna do that, taking it as a feat is a good way to keep things pretty even if it goes haywire. Plus as a feat you keep your other abilities in addition to your new ones.

Fobok |

How long is this recruitment going to be open? In a couple of days I'll find out if I get accepted to another game that I've applied to, and if I don't I'd like to take a stab at this one.
I /just/ came up with a new concept for a halfling vigilante and at least part of the story I was thinking of to set up his social identity would fit the Victorian era. I don't know if it will work yet, either mechanically or story wise. But, if I don't get accepted to the other game, I'd like to give it a shot. :-)