Zeitgeist: The Gears of Revolution (Inactive)

Game Master Fanguar

Times are turning. Prophets witness omens in the starry wheels of heaven, and warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the next age. The zeitgeist.

Current Combat Map


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Character creation guidelines:

Ability Scores:
15 point buy, Max HP at start.

Recall:
     • Strength measures muscle and physical power.
     • Dexterity measures agility, reflexes, and balance.
     • Constitution represents your character's health and stamina.
     • Intelligence determines how well your character learns and reasons.
     • Wisdom describes a character's willpower, common sense, awareness, and intuition.
     • Charisma measures a character's personality, personal magnetism, ability to lead, and appearance.

For each ability score ≥16 or ≤ 8, come up with a characteristic associated with that ability. These are your defining features and, if nothing else, what the other PCs are familiar with about you. e.g. Low WIS: Absent Minded and never gets paperwork done on time, or High CHA: Always volunteers for special assignments, first one through the door during a raid.

Allowed Races:

• All core plus: Tiefling, Orc, Goblin, Hobgoblin, Gnoll, Deva (player's guide), Eladrin (player's guide, must be male), Half-giants (Dreamscarred Press version, minus the psionic racial traits), Dragonkin and Minotaur (both from Kobold Press)

• Note on monstrous races: Risur is a nation predominately populated by core races. Those that are non-core either are expats from other nations, or are parts of remnant slave populations. As such, there will be certain racist and/or political consequences to playing these races, especially when dealing with the nobility.

Allowed Classes:

• Tentatively, any Paizo, and I will consider 3rd party classes on a case-by-case basis. Some reskinning might be needed and, as this is a psionic free setting, Occult adventure classes need to be re-flavoured as either divine or arcane magic.
 
• Unchained versions of the Barbarian, Monk, Rogue and Summoner must be used.
 
• FYI, these adventures predate a lot of newer pathfinder material, so if some class ends up being game breaking in the setting, I may ask you change it.

Skills, Feats and Traits:

Skills:
            • This campaign has a lot of skill based encounters and combat encounters usually have a goal other than simply defeating the enemies. As such, I would recommend that your PC be better at things other than just combat.
             • Profession(sailor) will be useful, as the RNC has ships you can requisition, but other Profession skills don't play much of a roll.

Feats:
              • No crafting, as per PFS organized play rules.

              • Everyone gets a theme feat, based on their selected theme from the player's guide. Themes play a role in certain side-plots or provide other options during play.

              • Everyone get the following bonus feat: Take Them Alive: You have received RNC training in using less lethal attacks. You may use weapons to do non-lethal damage without incurring a -4 penalty to attack.

              • Everyone may select one of these bonus feats (combats were developed originally for 4e, which has more combat options available)
                     a. Negotiation Training: No one has to die here. Badly wounded humanoid enemies can be convinced to surrender with a successful Diplomacy or Intimidate check. (Enemy HP ≤ 25%, gets Will save)
                     b. Advanced RNC Training: You've learned every trick in the book. Using combat maneuvers does not trigger AoOs. (Doesn't count as the prerequisite for any feat chain)

Traits:
      • None.


Wealth and Equipement:

• Max gold to start, but you don't keep unspent gold.
• Uses commonplace guns rules. Advanced firearms will not be available for purchase.

       • As mentioned in the player's guide, the PCs are government employees and are paid a monthly stipend. Consider yourselves to have wages on par with low rank military officers and guard captains. You're comfortably middle class, but far from wealthy. This being the case, you don't need to track living expenses and mundane purchases.

       • Professional equipment is provided by, and property of, the Risur Homeland Constabulary. You may keep said equipment on your person, in your locker at the office or at home, but you are responsible for it anytime it leave the RHC office. All equipment is provided through the requisitions office and is signed for by the PCs. It can be required to be returned at anytime.

       • Depending on the job at hand, PCs will be given a specific requisition gold limit. This is the total limit you can requisition without further authorization. Items may be returned and exchanged at any time. There will be no buying and selling of equipment.

       • Items found during the course of an RHC operation are to be handed in to the office at the earliest opportunity. Items found on suspects remain the property of the suspect unless they are deemed to have been used in criminal activities or were purchased with the proceeds of crime. In the latter cases they are confiscated by the RHC requisitions office. There is no looting when on the clock.

Character advancement and WBL:
We wlll be using the Automatic Bonus Progression rules from Pathfinder unchained. With a couple of modifications:
           • Not using their rules for magic weapons/armor, as they are dumb. Weapon/armor special abilities have no effect on you innate enhancement bonuses. The bonuses stack. (Magic weapons/armour cannot have more than +5 worth of abilities)
           • Enhancement bonuses to not bypass DR.

Background fluff:

       • RNC officers are usually recruited from the ranks of the military, civilian police forces, or academia. Occasionally, applications are submitted by private individuals or foreign nationals.

       • For your background I require:
                1. How long have you been on the force? (FYI the RNC is 30 years old. You start off at the bottom of the seniority list, so if you are a veteran, why haven't you advanced?)
                2. What prompted the RNC to recruit you, or, if you applied, why did they accept your application?
                3. Why did you accept/apply? (Note: Candidates submit to extensive magical mind reading before they are accepted. The RNC has never been infiltrated by a spy, so no double agents allowed. You loyalty to Risur is beyond reproach.)
                4. Brief character sketch. Honestly, just your ability score characteristics is fine.

       • I don't need more than a few sentences, but elaborate as much as you want. Honestly, this is as much for you as for me. There is a fair bit of RP in this campaign, so create a PC you want spend some time with.

Setting Specific Magical Quirks To be Aware of:

       • For setting reasons, extended magical flight or planar travel (more than 5 minute) is prohibited. Summoning spell are not affected by this.

       • People stay dead. Raise dead, and similar magic, requires direct divine intervention or some other equally unlikely scenario for it to occur. The adventures take this into account, but still play safe

I think that is all I can think of at the moment, if you have any questions feel free to ask. Also, as I recruited by player, not by character, please let the other players what kind of PC you were considering playing. While I would like a well rounded party, don't feel that you have to play a specific class because the party really needs an X. Play what you want.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Reporting in. Will have some concepts and questions shortly.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

If we take a psionic race from dreamscarred press, can we replace the psionic abilities with an equivalent core ability from the race builder rules?

Example : Half giants get the following :
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.

This is equivalent in the race builder to :
Static Bonus Feat (2 RP)

Prerequisites: None.
Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level.

Spell-Like Ability, Lesser (Variable, see Special)

Prerequisites: None.
Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

Or, 3 RP in abilities.

Can we replace those 3RP with either equivalent abilities or with something thematically appropriate? For example, I was thinking of :
Intimidating Prowess (Combat) : Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

And

Firebelly once per day (seems appropriate with the fire connection the giants have).


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Also, you don't say, but I assume we are starting at level 1? Or perhaps I just missed it.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

The Deva look very interesting to me. I'm looking at classes that have class abilities that can be reflavored as manifestations of past lives. The Medium seems like it might work.

The beginning of my week is pretty busy so I might not have much in the way of a hard concept ready until Thursday or Friday.

Shadow Lodge

Male 20th level IT Guru

Reporting in and adding my dot. I need to review everything for creation and then filter through the dozen or so ideas running through my head!

I'll have more soon! :)


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Duly dotting.

Like the rest of the crew I've a bunch of ideas... am leaning toward a female Half Orc swashbuckler (vanilla) as my prime idea.

Did float an Alchemist to GM-Fang too, but will try and settle on something.

As an aside I recently (and very reluctantly) pulled out of another invitational pbp recruitment due to insane work commitments which are on-going. Some things have changed this week in my department (for the better) but it might be closer to weekend before I can submit a concrete concept and 100% commit to the game. (will try and be as quick and decisive as I can GM-Fang). Hope everyone understands.

As an aside (more fluff question than anything) - the RNC very occasionally recruit from foreign nationals - a potential musing on my half-orc is that she has dual nationality in Ber and Risur (her mother and father were from those respective nations) - she spent some of her formal education/life in Ber, before relocating to Risur. Would that potentially work or does she need to be "Risur though and through"?


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Black,
You could make the mother and father a dipomat and wife, that would potentially resolve any issues. Say a diplomat took an orcish wife (a minor noble who's a loved relative of the Ber royal family). RNC would not want to offend a foreign state, and the character could be dual citizened for that reason, if the GM allows it...


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Narissa Sandstone wrote:
Also, you don't say, but I assume we are starting at level 1? Or perhaps I just missed it.

Yes, level 1

Re:Giant alternative traits to replace ones I cut:

    - No to intimidating prowess (which is super useful for a race with +2 STR) to replace wild talent (which is mostly useless for a non psionicist)

    - You may take:
a. the firebelly SLA + Gatecrasher (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

You can try running something else by me, but I make no promises. The race builder RP values aren't particularly well balanced.

Re:Half-orc from Ber:
It works. Just make the Risuri reasonably well to do, diplomat, merchant etc. Ber has only been under stable rule for like 40 years (I think, I don't have the player's guide in front of me), so it is still pretty backwards. If they wanted their daughter to get a good education, they would have sent her abroad.

No one needs to be 100% pro-Risuri, but in a conflict between Berrian and Risuri interests, Risur has to win.

Re: Time frame for character completion:
I have no time line for us to get up and running, so don't feel any pressure to get it done. I'm still waiting to hear back from one other player (we'll be running with 5), so there is lots of time still. Once everyone is ready we will get it rolling.

Question regarding player site restrictions:

We will be needing to do maps for our combats, as they tend to be complex. I usually use google drive for my maps, but have used roll20 in the past. Also it will be useful to have someplace to post handout and the like, I usually use flickr for this.

Anyways, please let me know of any preferences, or sites that are blocked where you game (*cough* work *cough*)


Hey, checking in now. I'm interested in playing, but I haven't quite nailed down an archetype. I am heavily leaning toward a Rogue with the Docker Theme. I kind of dig the idea of an aspiring artist, with a glut of skills.

I also keep thinking an inquisitor would be mechanically perfect for this game, but I can't quite get it to work with the archetypes. Oh, well, guess I'll just have to settle for being absurdly skilled.

Oh, is the unchained rogue okay to use?


I wouldn't let you play any other kind.
 
Inquisitor would work well (take conversion inquisition, pump WIS, profit.)
Investigator would be another good choice.
Witches, alchemists, gunslingers, Oh my!

Also, don't feel that your theme needs to mesh with your class. A cleric or mage can just as easily be a gunsmith as a fighter. A paladin can be a gruff lawman by day and a smooth playing saxophonist by night.

Anywho, thanks for checking in.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I use google drive all the time, I use roll20 as well when someone else does too, but while it's got some useful benefits, Google Drive works really well for everything (handouts, loot sheets, notes, etc), where Roll20 only works well for maps.


Gobbo!

I'd second the idea of google drive. Not only can you use it for the maps, but also for campaign handouts and notes as Narissa pointed out. I'm a fan of the mapping in roll20, but that is mainly because it is what I use for my games. I'm open to whatever makes the GMs life the easiest.

Right now I'm kicking around three ideas, all of which the GM actually touched on. Inquisitor, Investigator, or Gunslinger. I'm not a huge fan of being one-dimensional with a character, and I'm afraid the gunslinger is going to fall into that category. I'm strongly leaning towards an Inquisitor with either Black Powder or Conversion Inquisitions, with the Gunsmith theme.


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Oh, I actually hadn't considered using an investigator. That's a sweet idea. I could take docker with investigator, give him a fiddle and a sword cane. Oh, yeah, this could work. Steampunk Doctor House.


Gobbo!
wicked_raygun wrote:
Steampunk Doctor House.

Nice :)

With a Pesh addiction :)


Gobbo!

Question on how religion works:

As a divine character, you gain proficiency in your deity's favored weapon. I don't see any info about any specific deities in the game world, just overall faiths. How does this class feature work for the setting? Pick a weapon? Same thing goes for domains and available selections.


Good question:

The AP keeps it intentionally vague to allow for flexibility. The two main religions are Seedism (naturalistic/druidic), which is the older religion and the newer Clergy (like the historical Catholic church, absorbing a lot of different faiths and religions, but since this isn't a monotheist religion, it keeps the gods instead of reinterpreting them as saints or angels)

You don't worship a god per say, but a system of beliefs. In terms of domains, weapons and such, I'll let you pick them, just run them by me.

Seedists would favor the more environmental and chaotic domains and the more naturalistic weapons.

Clergy would favor the more orderly and militeristic domains and more modern weapons.

I will say that firearms are off limits in terms of favored weapons as they were developed by the Tieflings and Dwarves, neither of which are religious.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Gatecrasher/Firebelly is fine. I will try to get her rebuilt soon, but I'm sick, so may be a few days.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Okay, here's the basic build. Still got to add backstory, appearance and such. I will be taking docker. I'll work on it tomorrow, when I have some spare time. I'm hoping to have this character 100% by this Friday.

I'm going for a looks can be deceiving kind of character. He carries a sword cane, and two daggers that are in spring-loaded wrist sheaths. So at a glance, he doesn't look armed.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Question : Under the rules, a 1st level gunslinger has a broken gun that nobody else can use. Would the RNC really be handing out broken equipment? Even with the common place guns rule (25% cost) a starting character can't afford a non-broken starting weapon.

EDIT : Followup question, if we get a feat that the campaign rules state we cannot use (such as Gunsmithing), can we trade it in on a related feat? For example, extra Grit, or something like that?

EDIT, Redux : Followup question, if our theme feat says 'you may requisition advanced Darknak weapons such as rifles and grenades', where do we find the rules for the advanced Darknak weapons?


Narissa Sandstone wrote:
Question : Under the rules, a 1st level gunslinger has a broken gun that nobody else can use. Would the RNC really be handing out broken equipment? Even with the common place guns rule (25% cost) a starting character can't afford a non-broken starting weapon.

Let's just suspend disbelief a little here to maintain WBL. Unless you want to to spend 250/300gp on a pistol.

Narissa Sandstone wrote:


EDIT : Followup question, if we get a feat that the campaign rules state we cannot use (such as Gunsmithing), can we trade it in on a related feat? For example, extra Grit, or something like that?

I had to look up PFS rules on this one. So gunsmithing doesn't allow you to craft any of the stuff, but still allows you to buy ammo at 10% listed price. The setting uses fire crystals or some such thing, not blackpowder, but it is equivalent to alchemical cartridges, which even at a 75% discount, are 4gp a shot. With gunsmithing, it's 40 silver. I'm fine if you want to exchange it for the extra grit feat, but those will be expensive misses.

Narissa Sandstone wrote:


EDIT, Redux : Followup question, if our theme feat says 'you may requisition advanced Darknak weapons such as rifles and grenades', where do we find the rules for the advanced Darknak weapons?

Not explicitly spelled out anywhere, but they appear to correspond to advanced weapons and fuse grenades (full price). There will be other opportunities to acquire these in the adventures (about the time that you could afford one), but if you want earlier access to grenades, someone should pick up the theme. As long as one person has the theme, everyone has access to the benefits.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1
Gunsmithing wrote:


Gunsmithing : You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

So, I'm not seeing anything in here about buying things, it's specifically crafting, which I can't do per the rules. Am I missing something? It seems like the only thing it lets me do is repair guns, which I could do just as easily with a craft skill and a repair kit, rather than a feat. The cheaper ammo is only if I craft it myself, not purchasing ammo cheaper. So, a 3 part feat with 80% of it's ability taken out. Especially since the 'rebuild starting weapon as MW' wouldn't come into play either.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
Narissa Sandstone wrote:
Question : Under the rules, a 1st level gunslinger has a broken gun that nobody else can use. Would the RNC really be handing out broken equipment? Even with the common place guns rule (25% cost) a starting character can't afford a non-broken starting weapon.

I run a spell-slinger mage in another game - you have a battered gun which, to me, means you know the idiosyncrasies and quirks of the weapon (like how to run an old car or what-not). It works, and damn effectively - just in your hands only.

Its not a broken piece of equipment per say, so I'd run with it in a roleplaying sense :)


HP 10/10 | AC 17 | T 12 | FF 15 | CMD 14 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception 18 - Sense Motive 19 - Diplomacy 18 (20 to Gather Information) - Intimidate 17

So I went with the Inquisitor. I think it will be a fun character to play. Still working on making the background fit into the campaign, so that may take a little more time, but the base structure of the character is complete. I may take a dip into Gunslinger down the road to pick up the proficiency, or I may just pick it up with a feat and not water myself down too much. I definitely like the idea of a black powder using inquisitor, but its not going to be possible right out of the box due to weapon costs. Plus it looks like we may have someone else interested in the Gumsmith theme.

For my theme I chose Martial Scientist. It seemed to fit well with a weapon trained arm of the Clergy, and gives a little of that Van Helsig/Witch Hunter kind of feel to the character.

He's got some fairly decent face skills as well as the strong detective based skills common to most inquisitors. I took the Urban Infiltrator and Sanctified Slayer archtypes to adapt him a bit more to the setting, leaving the monster based stuff behind as well as the more divine flavored judgements, in favor of some stronger city-based skills and some of the Slayer class abilities.

I'll continue to flesh out the details and get them added to the profile, but I wanted to provide this so others that are on the fence might be able to tailor their niche a bit as we continue to fill out the group.


HP 10/10 | AC 17 | T 12 | FF 15 | CMD 14 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception 18 - Sense Motive 19 - Diplomacy 18 (20 to Gather Information) - Intimidate 17
Narissa Sandstone wrote:


So, I'm not seeing anything in here about buying things, it's specifically crafting, which I can't do per the rules. Am I missing something? It seems like the only thing it lets me do is repair guns, which I could do just as easily with a craft skill and a repair kit, rather than a feat. The cheaper ammo is...

I'm thinking the point of the feat is it allows you access to ammunition for 10% of base price because you are going to be blowing through it. Note that it says specifically that you do not need a craft skill to do this, and there is no crafting check required.

I'm pretty sure this is a "hand wave" thing that is handled differently than actual crafting. I took the No Crafting statement to apply more to things like magic items and the like. For a gunslinger it is really impossible to play the class buying ammo at base price, its just too damn expensive. My guess is for this setting the Crafting Firearms part would be disallowed, while the ammo part left as is.

In the end, if the GM says you can use that feature of Gunsmithing I wouldn't debate it with him! :)


GM Fanguar wrote:

Character creation guidelines:

• No crafting, as per PFS organized play rules.
Narissa Sandstone wrote:


So, I'm not seeing anything in here about buying things, it's specifically crafting, which I can't do per the rules. Am I missing something? It seems like the only thing it lets me do is repair guns, which I could do just as easily with a craft skill and a repair kit, rather than a feat. The cheaper ammo is is only if I craft it myself, not purchasing ammo cheaper. So, a 3 part feat with 80% of it's ability taken out. Especially since the 'rebuild starting weapon as MW' wouldn't come into play either.

As you need to actually own the sourcebook to use it during PFS play, quoting the PRD is pointless, since it doesn't have PFS organized play rules. This is why I had to look it up, as I don't own a physical copy of ultimate combat. Anyways, what I posted was the PFS alteration to that feat, which is what I am running with. If you don't like it, play a different class or swap it for extra grit, which I said you could do.


HP 10/10 | AC 17 | T 12 | FF 15 | CMD 14 | Fort +3 | Ref +2 | Will +4 | Init +2 | Perception 18 - Sense Motive 19 - Diplomacy 18 (20 to Gather Information) - Intimidate 17

For Reference, in PFS two type of crafting are allowed. The FAQ for each is below, since some people might not be familiar with PFS.

I'm operating under the impression the alchemy component is also going to be acceptable in this game.

How can alchemists craft in Pathfinder Society Organized Play?

Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91–93 of the Pathfinder RPG Core Rulebook as well as in the alchemist’s Alchemy ability description. Any item created must be properly noted on that scenario’s Chronicle sheet. Under "Items Bought", note the amount of gold spent and the item created. Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they’ve created (so long as the alchemist class ability being used allows them to do so).

How does purchasing/crafting special material alchemical cartridges work in Pathfinder Society Organized Play?

You figure out the cost of special material ammunition the normal way (or look it up on the table on page 141 of Ultimate Equipment). If you have the Gunsmithing feat you can craft non-alchemical cartridge ammunition for 10% of the cost. If you have at least 1 rank in Craft (alchemy) you can craft alchemical cartridges for half the price of the cartridge.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Concept continues to gestate...

My original concept for my half orc swashbuckler was pretty similar to Victor's pitch - I did muse Inquisitor but just couldn't see them fitting in with the Old Faith from Risur... I'll be interested to see how that gets worked in.

Am now leaning toward a Cavalier (Courtly Knight & Musketeer archetypes). The archetypes will grant her both a variety on her skills and abilities, as well as the boon of a starting firearm.

Cavalier is a new class for me, so will need to research the Orders to see one that suitably fits the game.


Victor De'Mortis wrote:

For Reference, ...

How does purchasing/crafting special material alchemical cartridges work in Pathfinder Society Organized Play?

You figure out the cost of special material ammunition the normal way (or look it up on the table on page 141 of Ultimate Equipment). If you have the Gunsmithing feat you can craft non-alchemical cartridge ammunition for 10% of the cost. If you have at least 1 rank in Craft (alchemy) you can craft alchemical cartridges for half the price of the cartridge.

Thanks for posting that. Since blackpowder doesn't exist in the setting. I'm allowing standard alchemical cartridge, (paper) to be bought at the 10% discount. The rest of the alchemical amunition is at 1/2 price.

Ultimately, in a setting with commonplace guns, aren't nearly as powerful. Still good, but not nearly as great at low levels.


Black Dow wrote:

Concept continues to gestate...

My original concept for my half orc swashbuckler was pretty similar to Victor's pitch - I did muse Inquisitor but just couldn't see them fitting in with the Old Faith from Risur... I'll be interested to see how that gets worked in.

Am now leaning toward a Cavalier (Courtly Knight & Musketeer archetypes). The archetypes will grant her both a variety on her skills and abilities, as well as the boon of a starting firearm.

Cavalier is a new class for me, so will need to research the Orders to see one that suitably fits the game.

I was going to stop you, since you would never get to use your mount, but I see that this cavalier doesn't get one.

Another option along thematically similar lines is the Holy Gun paladin archetype.


Victor De'Mortis wrote:

So I .....

I'll continue to flesh out the details and get them added to the profile, but I wanted to provide this so others that are on the fence might be able to tailor their niche a bit as we continue to fill out the group.

Crunch looks fine, archetypes seem appropriate.

Martial scientist are pretty cool. An important thing to remember is that you need to come up with your graduate thesis. It should be suitably pompous and long winded. Shield height and angle optimization for small unit engagements against fire breathing monsters, or what have you. Other martial scientist will have read it, so make sound impressive.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I wasn't arguing GM, just trying to figure out what you meant. I don't play PFS, so I have no idea what rules they use.

So, it seems like yes, per PFS, she can make her own ammo alchemical cartridges with the feat. My big concern would be, can she make more ammo in the field if we get out and are isolated and unable to get back and resupply? I mean, it sounds like she could make alchemical cartridges if nothing else in the field, which will work.

I'll keep the feat then, I just didn't want to take it if the only thing it did was 1 of 4 and one of the weaker of 4.


Narissa Sandstone wrote:

I wasn't arguing GM, just trying to figure out what you meant. I don't play PFS, so I have no idea what rules they use.

So, it seems like yes, per PFS, she can make her own ammo alchemical cartridges with the feat. My big concern would be, can she make more ammo in the field if we get out and are isolated and unable to get back and resupply? I mean, it sounds like she could make alchemical cartridges if nothing else in the field, which will work.

I'll keep the feat then, I just didn't want to take it if the only thing it did was 1 of 4 and one of the weaker of 4.

No worries, sorry if I was being dickish.

By the time you are away from civilization for extended periods of time, you will have a haversack with 1000 rounds in it if you so choose.

Gunsmithing is just a feat tax to make it more difficult for non-gunslingers to use guns. I think in organized play you need to have it to use guns at all, which doesn't make sense in this setting (and isn't how encounters are built). Also, if other PCs get guns, are you just buying them the bullets and bypassing the cost?

Ok, on further reflection, it is somewhat problematic.

Folks, in the interest in fairness and balance, all PCs require the gunsmithing feat to use guns. I'll adjust enemies as needed. Most don't have guns, so it shouldn't be an issue.

It's not the most elegant solution, but it does give back a little something to the classes/archetypes that have it.


Davin Greyhill wrote:

Okay, here's the basic build. Still got to add backstory, appearance and such. I will be taking docker. I'll work on it tomorrow, when I have some spare time. I'm hoping to have this character 100% by this Friday.

I'm going for a looks can be deceiving kind of character. He carries a sword cane, and two daggers that are in spring-loaded wrist sheaths. So at a glance, he doesn't look armed.

While having a charisma of 7 for a docker is possible. I would imagine that the docker theme was intended for characters with social skills.

I mean you can keep it that way, but as a Docker there will be situations where you will forced to be the party's face, so fair warning.


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Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

My basic character concept is a little odd, so I want GM approval before I start with mechanics.

I'd like to play a Deva who has studied spirit-channeling in order to get in touch with his past lives.

He would be a Medium who's channeled spirits are actually past incarnations of himself. If he dies, he'll return to the group, slightly different (maybe different skills, feats and alignment) but still as a Medium (or other spirit-based class like Spiritualist or Shaman). The version of himself that died would become one of the spirits he can channel. Eventually, as the game progresses, he would essentially be a spirit-collective. Something like a spiritual hive mind that shuffles though aspects of himself in order to adapt to whatever situation is at hand.

As such, I'm actually planning on having this character die a few times during the run of the game. I'd like the first in-game death to happen early on.

GM, what do you think? Does the idea fit the story, or is it too weird?


GM Fanguar wrote:

While having a charisma of 7 for a docker is possible. I would imagine that the docker theme was intended for characters with social skills.

I mean you can keep it that way, but as a Docker there will be situations where you will forced to be the party's face, so fair warning.

Characters should have flaws. They should be bad at things. And while I definitely could have made Greyhill a face - it's not really what I was going for.

For the personality, I was mostly thinking of Dr. House, Mr. Spock, and BBC Sherlock Holmes. Classic examples of characters who are well known within their fields, but individually aren't what you'd refer to as a "people person." They're just scarily competent at what they do.

And besides, music is his hobby. It's not his day job. The RHC is. I'm going to sink a rank into perform (strings) with every level. He feels an attraction to an artistic movement - that doesn't mean he's good in social situations.

Music and people are just puzzles to be solved.


Doomed Hero wrote:

My basic character concept is a little odd, so I want GM approval before I start with mechanics.

....

GM, what do you think? Does the idea fit the story, or is it too weird?

It is weird, but is it too weird. That is the question.

Deva's are bizarre, so we do have some wiggle room here. First problem: Deva's were created 500 years ago, so the collective would already be ridiculously large and any deaths that occurred in the adventure would pretty much be a drop in the bucket. So I'm going to say no to that idea.

I could be down with the idea of a smaller collective. E.g. Triplets that were all the in army and caught in the magical backlash. Things went weird and only one body resurrected, which they need to share. This way you are cycling through only 3 characters, which is a little more manageable. If you die, I pick the incarnation that returns.

Second problem: Since devas lose most of their memories when they die, why would the RHC want to bring you back into the fold. Especially if you're reincarnating with a different skill set.

I'm not saying no, by I think the idea needs a bit more fleshing out.


wicked_raygun wrote:

Characters should have flaws. They should be bad at things. And while I definitely could have made Greyhill a face - it's not really what I was going for.

For the personality, I was mostly thinking of Dr. House, Mr. Spock, and BBC Sherlock Holmes. Classic examples of characters who are well known within their fields, but individually aren't what you'd refer to as a "people person." They're just scarily competent at what they do.

And besides, music is his hobby. It's not his day job. The RHC is. I'm going to sink a rank into perform (strings) with every level. He feels an attraction to an artistic movement - that doesn't mean he's good in social situations.

Music and people are just puzzles to be solved.

Totally reasonable.

He just seemed to be more of a technologist on paper.

From player's guide wrote:
Dancers and musicians bolster moods in breezy bars, while amateur philosophers giddy on fey pepper entertain drunken teamsters with humorous moral puzzles that often mock public figures. Occasionally these popular artists, called dockers, get it in their heads to start a riot or get a tad too precise with their criticism.

I just point out though that Dockers aren't hobbyists, they are the entertainers of the people. The voice of a socialist people's movement. None of your examples really fit the free spirited, anarchistic mold of what a Docker is. I mean, they don't get invited to any of the fun parties, do they?

Anyways, I'm not saying no, I'm just pointing out that you might have some difficulty convincing people that you're not a Narc.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I think I'll go back to the drawing board then. It was an interesting idea, but I don't feel like trying to shoehorn it. I'll go with something more straightforward.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

@GM-Fang: Yeah did mull Holy Gun, but I've played a pally before here and was shooting for classes that I've not played before.

I'm torn - noting is really speaking to me for his game - might well go back to the drawing board also...

Out of interest would a vigilante work? I've not read deeply into the class so might be a definitive "no".

Am still also kicking that metamorph idea around...

BD


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Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Black Dow wrote:

Out of interest would a vigilante work? I've not read deeply into the class so might be a definitive "no".

I was looking at that option too. It's a little funky what with us being actual cops and all. Kinda runs opposite of the vigilante's whole concept. It makes the dual identity weird. (really, dual identity is just weird altogether)

The other issue is that the Stalker Vigilante's Sudden Strike doesn't count as Sneak Attack for the purposes of feats or abilities. There is one vigilante archetype that corrects this problem and it's the Serial Killer. Facepalm.


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Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Actually, Vigilante is probably one of the few classes that could pull off something the RNC didn't foresee. Probably not as a sleeper agent, but you could pull off a Dexter type character, working for the cops while actually murdering people who used their power and influence to evade the law. Which would fit Serial Killer...


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Haha. Suitably grim - but most likely not what GM-Fang is envisaging for this game.

With regards the dual identity - it would work if you were man-of-the-people Docker by day, and RNC law enforcer by night...

Could also be that due to RNC agents being relatively high profile, they could be targetted by enemies of the state? Less easy to do when the "agent(s)" in question assume aliases?

Potentially has legs?


GM, noted. And I agree. I'll switch up the background to Technologist. Gonna keep the perform (strings) for character flavor.


I'm going to say no to the vigilante, mostly since for it to actually be any fun to play, I would have to do a ton of extra work for you to actually use any of your abilities. Also it doesn't really make sense to have batman in the RNC. If you are looking for something thematically similar, Vekeshi Mystics also act as agents for the Unseen Court and membership is usually secret.

I guess I gave you too many character options. If I had just said core only, we'd be done ;)

Scarred Witch recruited from the slums because they can see dead people? Brawler who refuses to use guns? Ancient Guardian druid trying to protect the old ways in the face of progress. (I can do this all day)

Also, third party classes are an option (just run it by me), so you could be a Machinesmith, or Time thief, or Battle Scion. (Classes are available at http://www.d20pfsrd.com/ , which is a great site, if you've not visited it).


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

I'm really digging the player's guide description of the game's setting. It kind of reminds me of a steampunk Kingsmen. We need to make a point to mention tea as often as possible.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Working on the Alchemist (metamorph) concept.

Possibly Eladrin or Elf... (leaning toward latter)


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
GM Fanguar wrote:
Scarred Witch recruited from the slums because they can see dead people?

Would this be the constitution-based version?


Doomed Hero wrote:


Would this be the constitution-based version?

Yup. Though on further reflection it's Scarred Witch Doctor. It's the CON based version from the advanced race guide, or at least it used to be. Apparently, paizo errated it.

Regardless, if you want to play the old CON based version, I would allow it.

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