800 Dragon Break (Inactive)

Game Master GamerAim

In an 1800s-themed fantasy world that's forgotten its roots, you hunt undead, aberrations, monsters of all sorts. The public has to be kept in the dark, but whether under contract or going by your gut, you do everything in your power to keep them safe - whether they know it or not.


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PREMISE
Monsters and magic have faded from the mainstream, replaced by science and technology. While the most knowledgeable would not deny the possible existence of such things, the reports of such are typically discounted or not taken seriously. Hedge wizards roam the countryside, casting harmless low-level spells to help the populace. Caged goblins are used as exhibits in circuses. Clerics wander from city to city as miracle workers.

But sometimes things don't go well. Witches lay hexes on their enemies, vampires stalk the gas-lit streets and undiscovered tribes of orcs start making their presence known. These are jobs that deputies and guardsmen aren't equipped to handle, and that's when you come in. Whether contacted by law enforcement to deal with an otherworldly problem or following rumors and suspicious newspaper articles, you're on the case.

HISTORY
Over 800 years ago, the humans began an age of expansion that led to the near or total extinction of countless magical beasts and monstrous humanoids. This was fueled by new advances in science and technology that would sway even the elves, most of whom joined the humans to save and even benefit themselves. Those elves who resisted were forced into hiding or killed. The dwarves would have no direct hand in the surface slaughter, but assisted the surfacers while fighting their own battles underground.

In 0 DB, the last known dragon was killed. In 500 DB, the Kingdom of Athas launched a campaign known as the Divine Inquisition to eradicate the world of "unholy" magic and heretics, plunging the kingdom and its allies into a war with the elves and their own allies. A stalemate would eventually forced Athas to abandon its efforts, but by then the casualties were staggering. While many opposing nations of humans, elves and dwarves remained, many human, elven and even dwarven refugees fled across the ocean to found the nation of Cedrana.

The current year is 800 Dragon Break (DB), and many celebrate the occasion. The city streets are filled with ordinary citizens basking in their safety, assured that the monsters of legend are long gone. But you know better. The existence of strange and dangerous creatures is known to many, but the masses might go generations without ever encountering one. The church warns of the influence of demons and undead, but you could go your whole life without ever hearing one true account of their appearance.

MAGIC
The game takes place in Cedrana, a nation where magic is neither common nor outlawed, but rarely believed by most people. Old hedge wizards live in isolated towns, and miracles are less common than in typical D&D games. Of course, while most NPCs are restricted in the level of magic they can use, PCs are not. PCs are free to be wizards, clerics, sorcerers, etc. as normal.

TECHNOLOGY
The progress level (about 3-4 for those who know d20 Modern) is roughly equivalent to the early 1800s. It isn't steampunk! There's no fantasy superscience here. Caplock guns have entered the mainstream and the world has been explored by steamboat in all but the most dangerous of regions. Education is easily accessible in all by the smallest towns thanks to schoolhouses (in smaller settlements) and public schools and colleges (in larger settlements), and widespread printing of books and newspapers. Widespread rail travel and electrical power are mere decades away, so all travel is by horse or foot and communication by courier or face-to-face. Excepting the rare magic, of course.

CHARACTER CREATION
Standard roll method (4d6, drop lowest). Starting level 5.

Players can be humans, elves and dwarves using the standard rules. While magic is less common than before, elves have not lost touched with their affinity for it (and many elven nations still perform low-level magic frequently as matter of course). Their love of nature has been somewhat subdued thanks to the events of the past few hundred years, but many nature-conservation efforts are spearheaded by elves. Dwarves have adapted to living in surface cities, but a couple of underground dwarven cities dot Cedrana, and many dwarves even enjoy working the mines that supply the nation with much-needed materials (their mining experience has also helped keep down casualties from accidents).

Players can use any official Paizo class and feat, though I'd prefer you PM me with your concept (race, class, feats, archetypes, etc. + source of each) so I can vet material if need-be and work out how your character fits into the setting (which was altered from core to fit the "lone, secretive monster hunters" vibe!).

Gunslingers use the rules for a "guns everywhere" campaign, but don't use the stats for guns listed. (Anyone with martial weapons proficiency can use pistols/rifles, but gunslingers have rules that change when everyone has guns)

Flintlock Handgun: Cost: 50 gp, Dmg: 2d6, Crit: x3, Capacity: 1, Misfire: 1 (5 ft.), Range: 20 ft, Weight: 3 lbs., Type: B/P

Caplock Handgun: Cost: 100 gp, Dmg: 2d4, Crit: x4, Capacity: 8, Misfire: 1 (5 ft.), Range: 15 ft, Weight: 2 lbs., Type: B/P

Caplock Musket: Cost: 100 gp, Dmg: 2d10, Crit: x4, Capacity: 1, Misfire: 1 (5 ft.), Range: 70 ft, Weight: 10 lbs., Type: B/P

Caplock Rifle: Cost: 150 gp, Dmg: 2d8, Crit: x3, Capacity: 8, Misfire: 1-2 (10 ft.), Range: 40 ft, Weight: 8 lbs., Type: B/P

Handgun Ammo: Cost: 1 sp/bullet
Rifle Ammo: Cost: 5 sp/bullet

THE GAME
I'm looking for 2-4 players for a campaign that (at least in the beginning) will feature little-to-no combat (based largely on player choice). If anyone leaves/disappears, it's easy enough to introduce a new hunter, anyway. The first adventure is investigation-focused (RP and skill checks) and I feel a good fit for PbP. I'd recommend knowledge and charisma skills, and the party should have a horse and buggy as well.

Liberty's Edge

Dot, considering either a Dwarf Unchained Monk or an Investigator, although knowing myself I'll change idea twenty times before tomorrow.

EDIT:
4d6 ⇒ (1, 5, 6, 4) = 16
4d6 ⇒ (3, 4, 3, 2) = 12
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (1, 2, 6, 6) = 15
4d6 ⇒ (6, 5, 6, 2) = 19
4d6 ⇒ (4, 1, 5, 4) = 14

Grand Lodge

Seems interesting

Gun Priest what about this character?


4d6 ⇒ (1, 2, 1, 4) = 8
4d6 ⇒ (5, 5, 1, 5) = 16
4d6 ⇒ (5, 4, 5, 1) = 15
4d6 ⇒ (4, 2, 6, 4) = 16
4d6 ⇒ (1, 6, 5, 4) = 16
4d6 ⇒ (5, 6, 5, 6) = 22

Hmm, decent array. Will have to take a close look at archetypes to see if I can get one which suits this.


I had a VERY similar idea for a campaign and I have always loved it. I am very much in as far as the setting goes. I'll see if I have any characters floating around in my head that would be fitting.

4d6 ⇒ (5, 6, 1, 2) = 14 13
4d6 ⇒ (3, 6, 5, 3) = 17 14
4d6 ⇒ (2, 4, 4, 5) = 15 13
4d6 ⇒ (6, 1, 3, 5) = 15 14
4d6 ⇒ (4, 6, 4, 3) = 17 14
4d6 ⇒ (6, 3, 4, 5) = 18 15

Grand Lodge

4d6 ⇒ (6, 3, 3, 6) = 18=15
4d6 ⇒ (1, 4, 2, 1) = 8=7
4d6 ⇒ (5, 2, 2, 1) = 10=9
4d6 ⇒ (6, 2, 3, 3) = 14=12
4d6 ⇒ (2, 5, 2, 1) = 10=9
4d6 ⇒ (1, 1, 2, 6) = 10=9

hahahahaha,

Can't really make much with this array


Dotting


This sounds dope.

Rollin': 4d6 ⇒ (1, 5, 1, 4) = 11=10
Rollin': 4d6 ⇒ (2, 5, 5, 2) = 14=12
Rollin': 4d6 ⇒ (2, 6, 6, 5) = 19=17
Rollin': 4d6 ⇒ (6, 2, 1, 2) = 11=10
Rollin': 4d6 ⇒ (5, 4, 6, 2) = 17=15
Rollin': 4d6 ⇒ (3, 1, 1, 2) = 7=6

All right. Imma get to thinkin'.


This sounds pretty dang sweet. I'll see what happens.

4d6 ⇒ (5, 1, 1, 3) = 10
4d6 ⇒ (3, 2, 1, 3) = 9
4d6 ⇒ (5, 2, 3, 2) = 12
4d6 ⇒ (5, 3, 4, 3) = 15
4d6 ⇒ (3, 4, 3, 1) = 11
4d6 ⇒ (4, 1, 2, 4) = 11

EDIT: Hey, DM, do you mind if I take some rerolls on this? I can work with it if I need to, but my character might end up dying as soon as we meet monsters.


4d6 ⇒ (5, 6, 3, 6) = 20 17
4d6 ⇒ (1, 2, 6, 5) = 14 13
4d6 ⇒ (3, 3, 3, 4) = 13 10
4d6 ⇒ (2, 3, 5, 3) = 13 11
4d6 ⇒ (2, 3, 1, 4) = 10 9
4d6 ⇒ (5, 1, 6, 5) = 17 16


I meant to mention: If you get rolls that you feel you can't work with, let me know! Doomkitten and Raltus can go ahead and reroll if you want. I don't want anyone to feel stuck or play a character they don't want to :)

Raltus: I'll take a look and let you know about it.


Dot

4d6 ⇒ (5, 1, 2, 3) = 11 10
4d6 ⇒ (1, 1, 6, 2) = 10 9
4d6 ⇒ (6, 2, 3, 2) = 13 11
4d6 ⇒ (1, 5, 2, 2) = 10 9
4d6 ⇒ (2, 4, 5, 4) = 15 13
4d6 ⇒ (2, 6, 2, 5) = 15 13

Reroll

4d6 ⇒ (4, 5, 2, 5) = 16 14
4d6 ⇒ (3, 4, 3, 2) = 12 10
4d6 ⇒ (3, 2, 4, 6) = 15 13
4d6 ⇒ (4, 1, 5, 3) = 13 12
4d6 ⇒ (2, 1, 6, 6) = 15 14
4d6 ⇒ (3, 4, 1, 6) = 14 13

Jeez...

Any room for third party material?


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Raltus: It looks alright. Hybrid classes are always neat, and the gun priest is evocative :) For the guns, just cut the price to 1/3rd and double the damage to 2d6/2d8. (I have a d20 Modern background, so...more powerful guns :P)

Johnnycat: Yes (see above), but it depends. At the least, you must be able to link me to it so I can review it. I just don't want people going "IP address 192.268.0.1 made this broken POS, so it's legit" >_>


Im not settled on anything yet, so I may pitch a few different things. My rolls arent really anything to write home about.

Here's the first think I'll offer for consideration.
The Bloodborne Hunter

Hopefully you're familiar with the source matetial.

Sczarni

!!!

Stat: 4d6 ⇒ (4, 5, 4, 6) = 19 15

Stat: 4d6 ⇒ (6, 4, 1, 4) = 15 14

Stat: 4d6 ⇒ (5, 5, 3, 2) = 15 13

Stat: 4d6 ⇒ (3, 1, 5, 1) = 10 9

Stat: 4d6 ⇒ (4, 3, 2, 5) = 14 12

Stat: 4d6 ⇒ (2, 3, 4, 4) = 13 11

Not the greatest...but doable?

Leaning on a Dwarf. Love me a dwarf though I don't play em often anymore with the amount of various races out in the world.

I'm not sure what to hit with though, maybe an inquisitor?

Grand Lodge

4d6 ⇒ (1, 1, 4, 6) = 12=11
4d6 ⇒ (6, 3, 3, 1) = 13=12
4d6 ⇒ (1, 2, 1, 6) = 10=9
4d6 ⇒ (6, 5, 5, 1) = 17=16
4d6 ⇒ (5, 6, 4, 4) = 19=15
4d6 ⇒ (5, 4, 6, 1) = 16=15

That is Slightly better, and if I went human I could bump that 9 to an 11 or so. Ok so the Gun priest is good, going to be odd to build something not in hero lab. Maybe I could input the class in to herolab.

Liberty's Edge

Looking around I got a weird idea. Would you allow refluffing the Arcane Archer prestige class or the Eldritch Archer magus archetype to work with firearms? I've always been intrigued by the blending of magic and guns, but so far the underwhelming Spellslinger was the most I could find.


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Eldritch Archer already works with guns. Spellslinger 1/Eldritch Archer X is a blast.


Dunno if I should. On the other hand, this looks cool

4d6 ⇒ (6, 1, 1, 1) = 9
4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (5, 1, 4, 1) = 11
4d6 ⇒ (1, 1, 6, 3) = 11
4d6 ⇒ (3, 4, 2, 5) = 14
4d6 ⇒ (4, 5, 4, 1) = 14
13, 12, 10 10 10 8. That feels like it should allow a reroll.

4d6 ⇒ (1, 5, 6, 3) = 15
4d6 ⇒ (1, 6, 4, 3) = 14
4d6 ⇒ (2, 6, 2, 5) = 15
4d6 ⇒ (4, 2, 5, 1) = 12
4d6 ⇒ (2, 4, 3, 4) = 13
4d6 ⇒ (5, 5, 6, 2) = 18
16, 14, 13, 13, 11, 11. That's workable. Not super stellar, but workable.


Sounds very interesting, somewhat Van-Helsing-ish.

GamerAim, what do you think about Spheres of Power? Basically it does away with vancian casting and makes it more custom-tailored to the caster. I have a few interesting ideas that should fit well with the setting.


Tenro: I looked it over, and I don't have a problem with anyone using it, but I'm not prepared to fully replace the core magic system (in this campaign, that is). But again, you (or anyone else) is free to play a Sphere class (which reminds me of back when Domains were called Spheres :P).

Johnnycat93: I looked it over, and I'm not too sure about the use of that Bloodborne Hunter class, though perhaps I'm unfamiliar with the source material (the video game Bloodborne comes to mind, but I never played it). Is there another class that could replicate the feel you want? :)


GamerAim wrote:

Tenro: I looked it over, and I don't have a problem with anyone using it, but I'm not prepared to fully replace the core magic system (in this campaign, that is). But again, you (or anyone else) is free to play a Sphere class (which reminds me of back when Domains were called Spheres :P).

Awesome. Yeah I wouldn't force it on anyone, I just love it myself. Part of my love for it comes from not having to remember a million spells, haha!


Oh man, this seems super neat.

4d6 ⇒ (3, 3, 2, 2) = 10=8
4d6 ⇒ (2, 4, 4, 4) = 14=12
4d6 ⇒ (3, 6, 4, 5) = 18=15
4d6 ⇒ (6, 6, 4, 6) = 22=18
4d6 ⇒ (4, 4, 2, 1) = 11=10
4d6 ⇒ (2, 3, 4, 2) = 11=9

18, 15, 12, 10, 9, 8. Gonna be great at one thing, good at a couple, and then not much else. Hmm... I'm sure I can make something work here.


Interested!
I have a lamplighter investigator that would be excellent for this campaign!
4d6 ⇒ (5, 6, 2, 3) = 16
4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (6, 6, 2, 2) = 16
4d6 ⇒ (3, 2, 4, 1) = 10
4d6 ⇒ (5, 2, 5, 3) = 15
4d6 ⇒ (5, 1, 1, 2) = 9

16, 14, 16, 10, 15, 9. Workable!


Rungok: Unless I'm tired and missing something, that should be 14, 13, 13, 12, 9, 8 (you need to drop the lowest die roll for each). Since that totals to +3, you can reroll if you'd like.


4d6 ⇒ (6, 6, 6, 5) = 23 = 18
4d6 ⇒ (1, 6, 4, 6) = 17 = 16
4d6 ⇒ (2, 3, 4, 3) = 12 = 10
4d6 ⇒ (5, 1, 3, 3) = 12 = 11
4d6 ⇒ (6, 1, 2, 6) = 15 = 14
4d6 ⇒ (5, 1, 5, 1) = 12 = 11

not too shabby at all


I was thinking about doing a Draconic Bloodrager going into Dragon Disciple.

Can you tell me more about dragons in this setting?


Johnnycat93: Well, the people hold an annual new year's festival celebrating the death of the last known dragon, but of course most people just use it as an excuse to eat and drink. While the dragons were presumably wiped out, it is not unthinkable that their half-breed descendants lived on, so I have no issue with you playing a Draconic Bloodrager or Dragon Disciple.

In many regions, people finding that out would probably get you killed, or imprisoned at best! But in Cedrana, it'd probably depend on the individual judging. There's certainly no law against having dragon blood, but if it was revealed to a more fearful or superstitious lot, you might be up to your neck in trouble. That'd include fellow monster hunters, who might hunt you down as an abomination if they caught wind of it. So yeah, being descended from dragons isn't something you want to reveal to everyone you meet (though I hope it's safe to assume the party wouldn't kill you over it), but it seems easy enough to keep hidden. Even if someone saw you using the powers, they'd have to be highly knowledgeable to realize it isn't just some magic trick or something. Does that answer your questions, I hope?


My idea will combine, most likely, themes similar to monk/kensai with maybe a little dash of investigator.

Are there any monasteries in the world? Particularly any that might be dedicated to hunting monsters and/or combining arcana with fist/weapons and/or keeping their adherents knowledgeable in monster lore. How common would a monastic character be?

EDIT: Oh, and as far as Item Creation goes, both in-game and metagame - what are your thoughts?


I'm thinking a Razmiran Proest formerly working as a snake-oil salesman type who's been put on parole with some monster hunters after it was revealed in court that he has dragon blood and can do "real" magic of a sort. Are monster hunters an official group or are they more private enterprise in this universe?


GamerAim wrote:
Rungok: Unless I'm tired and missing something, that should be 14, 13, 13, 12, 9, 8 (you need to drop the lowest die roll for each). Since that totals to +3, you can reroll if you'd like.

Derp! Sorry my brain just farted out the numbers without dropping the lowest.

4d6 ⇒ (5, 6, 6, 1) = 18 17
4d6 ⇒ (6, 3, 3, 2) = 14 12
4d6 ⇒ (4, 1, 5, 1) = 11 10
4d6 ⇒ (1, 6, 2, 5) = 14 13
4d6 ⇒ (3, 4, 2, 1) = 10 9
4d6 ⇒ (1, 1, 4, 2) = 8 7

... I think I'll just watch the game. :P


GamerAim wrote:

Johnnycat93: Well, the people hold an annual new year's festival celebrating the death of the last known dragon, but of course most people just use it as an excuse to eat and drink. While the dragons were presumably wiped out, it is not unthinkable that their half-breed descendants lived on, so I have no issue with you playing a Draconic Bloodrager or Dragon Disciple.

In many regions, people finding that out would probably get you killed, or imprisoned at best! But in Cedrana, it'd probably depend on the individual judging. There's certainly no law against having dragon blood, but if it was revealed to a more fearful or superstitious lot, you might be up to your neck in trouble. That'd include fellow monster hunters, who might hunt you down as an abomination if they caught wind of it. So yeah, being descended from dragons isn't something you want to reveal to everyone you meet (though I hope it's safe to assume the party wouldn't kill you over it), but it seems easy enough to keep hidden. Even if someone saw you using the powers, they'd have to be highly knowledgeable to realize it isn't just some magic trick or something. Does that answer your questions, I hope?

I was thinking of maybe creating a regressionist, tribal character in the vein of Queequeg. Maybe from a bloodline that was cursed with draconic heritage?

Do you think this is something viable for the campaign, or is it too far out of line?


@GM: What about Inquisitors using the Black Powder inquisition?


Some background on the creation of the campaign:
The thing about the setting is, it arose from the idea of "Supernatural in Pathfinder" and I've been straddling the line between the two. In a normal Pathfinder campaign monsters and magic are commonplace, so fighting them doesn't feel the same. When a goblin tribe or undead attacks a village, they just go "welp, just another day in Fantasania, better call The Adventurers or let the guards deal with it."

The near-extinction of the supernatural and monsters was intended to deal with that, and the Divine Inquisition as well. The 800 year timeskip explains why few people remember the time when the supernatural was commonplace and most of the population thinks it just a story. Technology was ramped up mostly to replace magic, but also to show a clear side-effect of the timeskip. People moved on, because guns are easier than magic missiles. The elves are akin the black power enthusiasts in this setting.

But then, unlike Supernatural, Pathfinder takes place in a world where magic does exist. Supernatural gets away with hiding it away because in real life, that stuff doesn't exist. In Pathfinder, it does, and I can't easily throw it away just because eight centuries passed and now we have guns and gaslight. I'm hoping that as you create characters, and as we play, the setting will come together from that.

Tenro:
Yes, there can be such monasteries if it fits the character concept. We can say that monastic characters are uncommon, because they are uncommon IRL and in Pathfinder. Few have the discipline for it, and fewer to hunt monsters. I'll leave the specifics up to you, but I am fine with there being such monasteries.

I don't really like Item Creation, and I'd prefer to keep the campaign somewhat low-magic, but I can easily work around any magic if need-be. Just this once, I'll allow it and see how it plays out.

Derz:
The answer is less clear than either of us would like. The party is semi-official, especially being level 5. Certain people know of them, and they've helped the law in an official capacity before, but do a lot of jobs without anyone knowing what's really going on. Remember: just because most people disregard the supernatural doesn't mean the official record does. Unlike Supernatural, people here accept these things more easily. It's more that people assume the improbable is impossible since "why'd it happen here after 600 years?"

I can imagine there being circumstancing by which your character was given the choice to either hunt monsters or suffer the consequences of his actions. "You can atone for your sins, dragonblood charlatan, by cleansing the world of the unholy and unnatural filth with which you share blood. Do this and we may grant you your freedom. Run, and those who fight alongside you may find themselves cleaning the stain of dragons from their blades."

Now I'm kind of imagining that people with dragon blood are kind of a "thing" and discriminated against. People distrust them, if not outright hostile. They're viewed as unholy and impure, filthy and corrupt. That you gave them reason to believe that doesn't help :P

Johnnycat93:
I think it's fine. You can make up your own tribe and how he got to Cedrana and became a hunter and such.

The Chess:
I looked at it, and it's fine. A gun-toting witch-slayer type :)


I'm actually running a campaign nearly exactly like this right now, believe it or not :P I would still like to play, though.

4d6 ⇒ (3, 5, 2, 3) = 13 11
4d6 ⇒ (3, 5, 5, 5) = 18 15
4d6 ⇒ (3, 1, 2, 2) = 8 7
4d6 ⇒ (5, 2, 3, 2) = 12 10
4d6 ⇒ (4, 1, 1, 1) = 7 6!
4d6 ⇒ (6, 6, 6, 3) = 21 18

Yeah, I'm going to have to pass on that 18 0.o I don't think I could effectively roleplay a character with such a low stat as 6.

4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (5, 3, 2, 4) = 14 12
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (6, 6, 4, 2) = 18 16
4d6 ⇒ (5, 2, 4, 5) = 16 14
4d6 ⇒ (4, 6, 4, 2) = 16 14

Yeah, I think I'll keep this, though. I'm thinking an empiricist psychic investigator. Will hopefully get background up tonight.


4d6 ⇒ (2, 6, 2, 5) = 15 13
4d6 ⇒ (6, 6, 3, 5) = 20 17
4d6 ⇒ (4, 1, 3, 1) = 9 08
4d6 ⇒ (4, 4, 4, 1) = 13 12
4d6 ⇒ (4, 4, 6, 2) = 16 14
4d6 ⇒ (1, 6, 5, 5) = 17 16

Dusk elf should be fun to play.


I've seen a lot of people rolling, but I don't want too many people in one game. If I got enough players/characters to run a second game, would people be up for that? I think I could manage running two monster-hunting campaigns at once. I'd probably run the same adventure for both, but might run a different one for group two. It'd all depend on how many people actually make characters, of course.


sounds cool gm thanks


The Doomkitten wrote:
I'm thinking an empiricist psychic investigator.

Searching it up, do you mean using both the Empiricist and Psychic Detective archetypes? Psychic Meddler conflicts with Ceaseless Observation and Unfailing Logic. I will allow it by sacrificing Psychic Meddler since it conflicts with the only to Empiricist abilities you'd have at level 5. Otherwise, you'll have to choose.

Liberty's Edge

Before I start building (I'm still not sure whether I'm going with the Eldritch Archer Magus, possibly also Kensai, or a stealthy crossbow-user, since crossbows are so monster-huntery) I'd like to know a thing about firearms: is the reloading time cut to a free action via the Rapid Reload feat, like with Advanced Firearms, or only reduced a step?

Oh, I'm alright with one of two tables.


Whether or not two tables exist is, in my opinion, entirely up to you and your schedule. I wouldn't be offended either way.


They're considered advanced firearms for the purposes of reloading (but early for purposes of misfires).


Questions: Are we using standard starting wealth by level? Also, with magic being less common, are we using the Automatic Bonus Progression at all, or do we have enchanted equipment?

(On a broader level there are a number of interesting optional rules I like, including Background Skills, but that's all up to you of course.)


I didn't start reading Pathfinder Unchained until yesterday. I like a lot of the rules (like background skills, revised action economy, automatic bonus progression), but IDK how people would feel about me changing things at this juncture if it wasn't in the first post. So I'm sorta stuck with standard WBL and enchanted equipment :/ *curses myself for being so hasty*


I think most people wouldn't mind too much. Gear isn't all that hard to revise, and ABP really makes a ton of sense for this game. We're still on the first page, so things haven't gone too far.

Alternatively, keep magic equipment and reflavor it. Instead of a +1 caplock pistol, it's a Phoenix Arms Caplock Mk. II, a slight improvement over the basic model with a little more kick and better rifling. (ABP is probably still a bit easier, though.)

Dark Archive

4d6 ⇒ (2, 1, 4, 5) = 12 = 11
4d6 ⇒ (4, 1, 5, 3) = 13 = 12
4d6 ⇒ (6, 3, 1, 6) = 16 = 15
4d6 ⇒ (4, 5, 1, 4) = 14 = 13
4d6 ⇒ (3, 2, 1, 1) = 7 = 6
4d6 ⇒ (5, 2, 1, 3) = 11 = 10

Total modifiers: +0+1+2+1-2=+2 (7 point-buy)

4d6 ⇒ (1, 2, 3, 6) = 12 = 11
4d6 ⇒ (1, 3, 4, 6) = 14 = 13
4d6 ⇒ (4, 3, 1, 2) = 10 = 9
4d6 ⇒ (4, 3, 3, 5) = 15 = 12
4d6 ⇒ (1, 1, 6, 4) = 12 = 11
4d6 ⇒ (5, 1, 3, 2) = 11 = 10

Total modifiers: +0+1-1+1=+1 (6 point-buy)

Hum... how many times are we allowed to re-roll? I'm not seeing how to work with such terrible rolls...

Liberty's Edge

Myself, I'm a big fan of ABP, so I surely wouldn't mind.


I never saw the utility of Meddler anyways, so I'm fine with that. And two tables sounds fine.


4d6 ⇒ (1, 2, 6, 5) = 14
4d6 ⇒ (2, 5, 1, 2) = 10
4d6 ⇒ (6, 3, 5, 5) = 19
4d6 ⇒ (5, 4, 1, 1) = 11
4d6 ⇒ (6, 2, 3, 4) = 15
4d6 ⇒ (1, 3, 1, 6) = 11

13, 9, 16, 10, 13, 10 = 15 pb...

4d6 ⇒ (3, 3, 6, 3) = 15
4d6 ⇒ (1, 6, 6, 2) = 15
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (6, 1, 3, 3) = 13
4d6 ⇒ (1, 6, 3, 6) = 16
4d6 ⇒ (3, 2, 6, 6) = 17

12, 14, 6, 12, 15, 15 = 17 pb

trying to reroll that 6/7:
4d6 ⇒ (2, 2, 1, 2) = 7

...

4d6 ⇒ (2, 6, 5, 2) = 15

that would give 12, 14, 13, 12, 15, 15 = 26 PB

maybe with a somewhat penalizing class?

Edit: What is the Starting wealth? what can we do with it? and are magic items "common"?

Background skills could be useful, but you may want to change/alter the list.


I'd really rather not use ABP or RAE. If we do have to use ABP, can we not cut wealth in half?

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