Blood River

Game Master GM Grimm

An historical fiction Wild West campaign, infected with undeath. Home brew sandbox.

GM notes:

2000/1500 XP


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servant6 wrote:

Question, GM DeathbySuburbs. Thanks to a positive INT bonus, Samuel can learn additional languages, but in this setting, that doesn't make much sense to me. Why would a someone born in New York City know anything other than English? I was just thinking of just dropping his bonus languages. /shrug

Oh, and should we roll for HD or take the average?

I always forget this, but HD is full at level 1 then half plus 1 at each additional level plus modifiers.


We are starting at level 2. There will be other languages used as well.


Thinking about a Native American Ranger with Favored Enemy: Undead. But will archery be a useless thing in a world full of Guns Everywhere?


Archery is always useful. Stealth. :)

Sovereign Court

I've updated Winona Concord with a full equipment list, all of her background & personality & description, and final choices on skills and traits.

@Axolotl: What tribe? Winona's half-Lakota.


Jesse Heinig wrote:

I've updated Winona Concord with a full equipment list, all of her background & personality & description, and final choices on skills and traits.

@Axolotl: What tribe? Winona's half-Lakota.

I haven't decided. New York is home to the Iroquois Nations, and of course the Lakota are one of the main Plains Indian tribes. I do know a little more about the Lakota off-hand, so maybe I'll go that way (Lame Deer: Seeker of Visions is an amazing book). :)

Sovereign Court

I'm just basing parts of my character off a friend of mine. My command of the language is terrible. ;)


I need to sum up the applicants here.


From a quick glance, the applicants seem to be as follows.
Full Submissions
Winona Concord- human mesmerist, played by Jesse Heinig
John Boy MacNamara-human rogue(underground chemist), played by Simeon
The Impossible Sam Abrams!, halfling rogue(escapologist), played by GM Mowque
Unnamed Paladin-Human paladin(divine hunter), played by Browman
Samuel Levins-half-nosferatu dhampir psychic, played by servant6
Albrecht "Professor" Hutton-human rogue(sharper), played by fdaubry

Expressed Interest
The Chess
Loup Blanc
Shroudedinlight-some kind of monkslinger
Hymenopterix
Sapiens-Dune Drifter
Diamondust- sniper rogue/slayer
TheWaskally- Catholic Inquisitor
Thunderbeard- galvanist-type or tragic musician
Axolotl- archer ranger


stats:
Steven Anderson, human Paladin (divine Hunter)

12 Str
18 Dex
12 Con
11 Int
10 Wis
14 Cha

Fort +4
Ref +4
Will +3

AC 17 Touch 14 Flat 13

BAB +2

Feats
Precise Shot
Point Blank Shot
weapon focus (pepperbox rifle)

Traits
Reactionary
Hardly a Fool

Skills
Diplomacy +7
Sense Motive +6
Heal +4
Ride +8

Background Skills
Handle Animal +7
Knowledge (Geography) +5

Gear
pepperbox rifle
Studded leather (reinforced leather jacket and pants)
Scimitar (Cavalry sabre)
dagger
Light horse (combat trained)
Military Saddle
Bit and Bridle
Saddlebags
Backpack
Bedroll
2 Waterskin
50ft of silk rope
Flint and steel
50 metal cartridge shots
8 days trail rations

23 gold, 49 silver

10 minute background:

1. Originally from farm in NY state, second son
Civil war cavalry vet, fought in the eastern theater
often acts before thinking, this often gets him in trouble
haunted by what he witnessed in war
lost his way after the war and headed west often working as a guard
has turned to religion to try and ease his soul

2. Come to terms with what he saw in war
find a new purpose in life

3. His unit killed several prisoners after they had surrendered while on a raid.
His brother has gone heavily into debt and hopes that Steven can pay his debts

4. Henry Smith, a merchant and trader that Steven has worked for in the past.
Eric Johnson, another member of his old unit that has come west
Thomas Green, a thug Steven ran out of a town a few years back

5. Other members of his unit shooting several unarmed southern soldiers who had already surrendered. His unit was on a raid in southern territory and would have been captured themselves if they took the prisoners with them. This is the main memory that haunts him.
A happy day in his childhood on his parent's farm before his parents died of sickness.
The first time he shot a man, back during the civil war. It was a skirmish between cavalry units.


@Simeon thank you!


I had wanted to leave this open for a week to give time for some players to really build what they were after. It seems a bit long with this much interest already. Thoughts? I should like to keep my word, but I don't want to lose momentum.


GM DeathbySuburbs wrote:
I had wanted to leave this open for a week to give time for some players to really build what they were after. It seems a bit long with this much interest already. Thoughts? I should like to keep my word, but I don't want to lose momentum.

Compromise? Give people some more time but not as much as you originally planned?

Liberty's Edge

I'm having computer troubles so I'd be glad for a few more days to write. I'm going for "former outlaw who stole a guy's identity when he died in the Civil War and is trying to atone".

If, instead, the train robber party is a thing, there's a Spheres of Power archetype called Snake Oil Salesman that would be perfect, if that's allowed.


Sapiens wrote:

I'm having computer troubles so I'd be glad for a few more days to write. I'm going for "former outlaw who stole a guy's identity when he died in the Civil War and is trying to atone".

If, instead, the train robber party is a thing, there's a Spheres of Power archetype called Snake Oil Salesman that would be perfect, if that's allowed.

That is clever.


While I was hoping for a diverse party, I am considering a party of villains. I have never seen the antagonist become the protagonist before. That would be an interesting concept. I don't want evil alignments though, because I don't think that it would make much sense. Unless, they were "out-eviled."


My character (should he be chosen of course) would fit well in either a good or "not so good" campaign.


That would automatically exclude some applicants though. I have to think about this.


Since posting has trailed off, is anyone opposed to the deadline being moved to February 17th, 2017?


Sounds fine to me.


If you recruit for evil, can I resubmit someone since Impossible Sam is generally a good guy?


Sooner is better for me.


GM Mowque wrote:
If you recruit for evil, can I resubmit someone since Impossible Sam is generally a good guy?

I didn't design it for evil PCs. I thought about running a parallel campaign that did that, but this was supposed to be my 4th and final campaign. Also, couldn't someone cheat by looking at the other thread.

I'm thinking that I am just going to run it as designed and maybe run Blood River: Villains later.


DEADLINE, FEBRUARY 16TH @ 11:00 GMT-6


Here's Clementine Baxter (Human Swashbuckler -picaroon). A trick shooter, brought up in the circus who's on the run from the law.

Crunch to follow.

10 minute background:

Clementine Baxter

5 background/concept
1 Clem was raised by her father in the circus out east, where she learnt to shoot.
2 Her father beat her when she was a child,... now she won't stand by and watch when children are hurt.
3 She's a performer: she loves the limelight but she's hiding insecurity... she wants to be liked, maybe even loved but finds it hard to trust men.
4 She's been reading dime novels about the west since she was little and secretly dreams of being a hero like in the books.
5 Clementine shot her father following a particularly brutal beating which caused a miscarriage. She took her guns, horse and her father’s money with her then ran westward to escape the law and to make her name for herself.

2 goals (1 character, 1 player)
1 She wants to find love, but doesn’t really think it’ll happen.
2 It’d be cool if she were to meet a famous person from the novels, whether a sheriff, cowboy, or outlaw.

2 secrets (1 known, 1 not)
1 Her real name is Belle Carter.
2 He wasn’t really her father (although she doesn’t know that).. and he killed her mother in a drunken rage (she doesn’t know how her mother died)

3 People (2 friends, 1 enemy)
1 Erasmus Burnett (friend), the young and charming acrobat, with whom she shared a dalliance with after more than a few whiskeys back in the circus. He’s still a friend but doesn’t know she was pregnant.
2 Lottie Macintyre (friend), a woman who Clem travelled with on her way westward. Clem helped the woman, who now own a general store, look after her children on the train.
3 Francis Owen (enemy). A rich man's son who Clem pulled a gun on when he was making unwanted advances on Lottie on their way out west, embarrassing him in front of his men.

3 memories, mannerisms, or quirks
1 Has recurring nightmares of her father beating her when she was a child.
2 Loves children and is very protective of them.
3 Hates being dirty and will always seek out opportunities to wash, even on the road.


Well, since the deadline has moved up, I reckon I better hurry up and post this.

Here's my submission for Estelle Beaumont (Human Gunslinger/Investigator)


GM DeathbySuburbs wrote:
Jesse Heinig wrote:

Currently working on Winona Concord, part-Lakota gambler who is looking to strike out and win some money in the lawless west, preferably from rich, drunk gold prospectors. Winona is a mesmerist, though she finds it instinctive - to her way of thinking she doesn't "cast psychic spells," she simply happens to be very good and lucky with certain tricks, really good at reading tells, and excellent at persuading people.

Question about firearms: You said firearms are everywhere, does this modify the cost? Otherwise just getting a revolver costs 4,000 gp and is out of reach for all of these characters.

A gun cost anywhere from $12-$20 in 1870, So let's say 200 gp for revolver, 300 for rifle and 10 gp for ammo, unless you get it free with class.

So 10 GP for 30 rounds then? And what about silver bullets, what would be the cost for them?

Also, some more weapon/gear questions:
*Would a Bowie Knife be considered a Dagger or a Short Sword?
*Instead of a straight sap, would sap gloves be available at that time, for a less obvious method of sapping a target?
*Can leather armor be worked into an otherwise normal-looking (albeit flashy) gambler's suit?
*Is a heavy Studded Leather Duster appropriate as Studded Leather Armor?

Sorry to be a pest but I'm going for theme here based on the times.


fbdaury wrote:
GM DeathbySuburbs wrote:
Jesse Heinig wrote:

Currently working on Winona Concord, part-Lakota gambler who is looking to strike out and win some money in the lawless west, preferably from rich, drunk gold prospectors. Winona is a mesmerist, though she finds it instinctive - to her way of thinking she doesn't "cast psychic spells," she simply happens to be very good and lucky with certain tricks, really good at reading tells, and excellent at persuading people.

Question about firearms: You said firearms are everywhere, does this modify the cost? Otherwise just getting a revolver costs 4,000 gp and is out of reach for all of these characters.

A gun cost anywhere from $12-$20 in 1870, So let's say 200 gp for revolver, 300 for rifle and 10 gp for ammo, unless you get it free with class.

So 10 GP for 30 rounds then? And what about silver bullets, what would be the cost for them?

Silver bullets would have to be crafted. There is currently no need for them.


Sorry- instead of editing my previous post I should have just asked these questions on their own:
Also, some more weapon/gear questions:
*Would a Bowie Knife be considered a Dagger or a Short Sword?
*Instead of a straight sap, would sap gloves be available at that time, for a less obvious method of sapping a target?
*Can leather armor be worked into an otherwise normal-looking (albeit flashy) gambler's suit?
*Is a heavy Studded Leather Duster appropriate as Studded Leather Armor?

Sorry to be a pest but I'm going for theme here based on the times.


Yes, Bowie knife is short sword

Sap gloves, ok.

I'm ok with creative use of leather armor.


10 minute background (reposted):

Clementine Baxter

5 background/concept
1 Clem was raised by her father in the circus out east, where she learnt to shoot.
2 Her father beat her when she was a child,... now she won't stand by and watch when children are hurt.
3 She's a performer: she loves the limelight but she's hiding insecurity... she wants to be liked, maybe even loved but finds it hard to trust men.
4 She's been reading dime novels about the west since she was little and secretly dreams of being a hero like in the books.
5 Clementine shot her father following a particularly brutal beating which caused a miscarriage. She took her guns, horse and her father’s money with her then ran westward to escape the law and to make her name for herself.

2 goals (1 character, 1 player)
1 She wants to find love, but doesn’t really think it’ll happen.
2 It’d be cool if she were to meet a famous person from the novels, whether a sheriff, cowboy, or outlaw.

2 secrets (1 known, 1 not)
1 Her real name is Belle Carter.
2 He wasn’t really her father (although she doesn’t know that).. and he killed her mother in a drunken rage (she doesn’t know how her mother died)

3 People (2 friends, 1 enemy)
1 Erasmus Burnett (friend), the young and charming acrobat, with whom she shared a dalliance with after more than a few whiskeys back in the circus. He’s still a friend but doesn’t know she was pregnant.
2 Lottie McIntyre (friend), a woman who Clem traveled with on her way westward. Clem helped the woman, who now own a general store, look after her children on the train.
3 Francis Owen (enemy). A rich man's son who Clem pulled a gun on when he was making unwanted advances on Lottie on their way out west, embarrassing him in front of his men.

3 memories, mannerisms, or quirks
1 Has recurring nightmares of her father beating her when she was a child.
2 Loves children and is very protective of them.
3 Hates being dirty and will always seek out opportunities to wash, even on the road.

Crunch:

Clementine Baxter
Human swashbuckler (picaroon) 2 (Pathfinder RPG Advanced Class Guide 56, 127)
Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 20 (2d10+4)
Fort +1, Ref +6, Will -1
Defensive Abilities charmed life 3/day
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4/19-20)
Ranged revolver +5 (1d8/×4) or
. . revolver +5 (1d8/×4)
Special Attacks deeds (derring-do), panache (3)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank Shot, Rapid Shot
Traits charming, power of suggestion
Skills Acrobatics +4 (+0 to jump), Bluff +8 (+9 vs. characters who could be attracted to you), Climb +1, Craft (clothing) +4, Diplomacy +7 (+8 vs. characters who could be attracted to you), Escape Artist +4, Intimidate +7, Knowledge (local) +6, Perception +4, Perform (oratory) +8, Ride +5, Sense Motive +3, Sleight of Hand +4, Swim +1
Languages Common
SQ picaroon deeds (melee shooter, two-weapon finesse)
Other Gear dagger, revolver[UC], revolver[UC], belt pouch, hemp rope (50 ft.), waterskin, light horse (combat trained), bedroll, bit and bridle, blanket, entertainer's outfit, feed (per day), flint and steel, gunsmith's kit, mirror, pot, riding saddle, saddlebags, sewing needle, small tent, soap, thread (50 ft.), trail rations, whetstone, 639 gp, 10 sp, 6 cp
--------------------
Special Abilities
--------------------
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Picaroon Deeds
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

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

Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bedroll, bit and bridle, blanket[APG], entertainer's outfit, feed (per day) (2), flint and steel, gunsmith's kit[UC], mirror, pot, riding saddle, saddlebags, sewing needle, small tent, soap (2), thread (50 ft.), trail rations (5), whetstone
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Completed! Strangely I forgot to put his Profession(Gambler) skill in the first time, so I had to add that- also, I wasn't sure what I should charge him for the box of Strike Matches- what would you suggest?

Stats:
Albrecht "Professor" Hutton (Changed from Hauptmann when he arrived at Ellis Island)
Human Rogue (Sharper) 2nd
NG Medium Humanoid
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 15/18, touch 13, flat-footed 12/15 (+2/+5 Armor, +3 Dex)
hp 12
Fort +0, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
+2 Bowie Knife (1d6+1, 19-20[x2])
+2 Sap Gloves (1d6+1 Nonlethal, 20 [x2])
+4 Revolver (1d8, 20 [x4], 20ft, 6 shots, Misfire 1)
Special Attacks Sneak Attack +1d6 (within 30ft.)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Deft Hands, Martial Proficiency: Firearms
Traits Deft Dodger, Suspicious
Skills Acrobatics +3, Appraise +5, Artistry (Literature) +5, Bluff +8, Climb +1, Diplomacy +6, Disable Device +9, Disguise +2, Escape Artist +3, Intimidate +6, Knowledge (History) +5, Knowledge (Local) +5, Linguistics +5, Lore (Shakespeare's Writing) +5, Perception +6, Perform (Sing) +6, Profession (Gambler) +7, Sense Motive +7, Sleight of Hand +11, Stealth +8, Use Magic Device +6
Languages English, French, German, Latin, Russian, and Spanish.
Sticky Fingers (Replaces Rogue Talent)- Receives Improved Steal as Bonus feat.
--------------------
Special Abilities
--------------------
Scam Artist- A Sharper gets 1/2 their level added to all Bluff and Sleight of Hand skill checks.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
---------------------
Gear
---------------------
30 Rounds Revolver Ammo
Gambler Outfit (equal to Courtier's Outfit- flashy but tasteful with incorporated leather armor)
Heavy Studded Leather Duster (Studded Leather armor for intended combat)
Masterwork Thieves' Tools (+2 Circumstance bonus to Disable device checks)
Gambler's Kit (Cheating) (+4 circumstance bonus to Profession [Gambler] checks, DC 25 Perception or DC 20 Profession [Gambler] check will expose the rigged gear)
Backpack, Bedroll and Blanket, Belt Pouch, Box of 20 Strike Matches (Equivalent to Tindertwigs), Flasks of Oil (2), Folding Shovel, Gold Pocketwatch (with a picture of his mother inside), Grooming Kit, Hip Flask, Leatherbound copy of the collected works of William Shakespeare, Mess Kit, Personal Journal, Quality Cigars (5), Scrivener's Kit, Shaving Kit, Small Steel Mirror, Traveler's Outfit, Waterskin
Money: 99GP
Combat Gear: 2 Cure Light Wound Potions (1d8+1)

Liberty's Edge

Background for Edward Wilson (actually Samuel Taylor), a wandering Dune Drifter. Depending on the team attitude, he could be looking to set his life straight or... less straight.

Two small gameplay questions:
1. I gain Gunsmithing and a battered gun like the gunslinger: however, with Guns Everywhere, the gunslinger trades them for Gun Training (which I wouldn't get normally). Would I too get Gun Training? It's quite a powerful feature, I'd be good either way, but it would change my purchases.
2. Would you allow the Cavalier Challenge to work on ranged attacks? It would be pretty useless otherwise, and Dune Drifter doesn't stack with Luring Cavalier.

Background:
Edward Wilson (actually Samuel Taylor)

Five facts:
1. Samuel Taylor was born in Waterloo, Texas, today called Austin, in 1834.
2. His mother was a prostitute. She cared about him, in a way, but his childhood was not very nice. He developed a temper and easily got into fights.
3. His mother died of pneumonia when he was 12, and he had to survive on his own. He worked many small jobs before getting into a life of crime.
4. He joined a band of robbers who mainly attacked coaches. In 1863, a robbery went pear-shaped and he was thrown in jail.
5. He signed up to fight on the Confederate side to get out of jail, although he did not believe in their cause. During a battle in the last throes of the war, Samuel was separated from his company, MIA, and on the battlefield he found the mangled corpse of a fellow soldier, Edward Wilson. A quick switch of tags and documents, and Samuel took Wilson's name and identity before riding west, towards California.

Two goals:
1. A parts of "Edward" would want to live an easier life. He was forced by necessity on a life of crime.
2. He is still afraid that someone in Texas will track him down, and he wants to avoid that.

Two Secrets:
1. Of course the fact that he's not actually Edward Wilson, but Samuel Taylor, is his greatest secret.
2. A couple of members of his old gang are hunting him down, believing him responsible for their arrest and not believing that he died.

Three People
1. Connie O'Donnell, daughter of an Irish rancher. She was his first love, back in Texas, and he hasn't forgotten her.
2. Father Robert Campbell, an army chaplain who tried to help him spiritually. He didn't succeed, but he made him somehow a believer.
3. Terry and James Cobland, twins, the two former band members hunting him down They were the leaders, and never trusted him fully.

Three Memories:
1. Being kicked out of his bed and downstairs to the saloon because his mother had to "work".
2. The kiss he stole from Connie during a dance in Midsummer, and how the bonfires' light played with her red hair and green eyes.
3. The first time he killed a man, a traveler who had tried to shoot him with a Derringer. Samuel shot him in the chest with his revolver.


Sapiens wrote:

Background for Edward Wilson (actually Samuel Taylor), a wandering Dune Drifter. Depending on the team attitude, he could be looking to set his life straight or... less straight.

Two small gameplay questions:
1. I gain Gunsmithing and a battered gun like the gunslinger: however, with Guns Everywhere, the gunslinger trades them for Gun Training (which I wouldn't get normally). Would I too get Gun Training? It's quite a powerful feature, I'd be good either way, but it would change my purchases.
2. Would you allow the Cavalier Challenge to work on ranged attacks? It would be pretty useless otherwise, and Dune Drifter doesn't stack with Luring Cavalier.

** spoiler omitted **...

Great! I will allow the Cavaliers challenge to affect ranged attacks.

Liberty's Edge

Here he is, finished. I assumed the free rifle instead of Gun Training, this leaves me with some gold to spend, but the core is there.


Ok, here's Otamakhpiya, or Many Clouds, an Oglala Sioux (Lakota) ranger who has a bone to pick with the undead.

Many Clouds:

Otamakhpiya - "Many Clouds"
Male human ranger 2
NG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 18 (2d10+2)
Fort +3, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6+2) or
. . dagger +4 (1d4+2/19-20)
Ranged mwk composite longbow +7 (1d8+2/×3) or
. . sling +6 (1d4+2)
Special Attacks combat style (archery), favored enemy (undead +2)
Ranger Spells Prepared (CL 2nd; concentration +4)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits hongal bloodrider, magical knack
Skills Handle Animal +6, Knowledge (nature) +4, Linguistics +1, Perception +7, Ride +10, Sense Motive +4, Stealth +9, Survival +7
Languages English, Lakota
SQ track +1, wild empathy +2
Combat Gear potion of cure light wounds, potion of hide from undead, raining arrow (3); Other Gear leather armor, arrows (30), blunt arrows[APG] (20), club, dagger, mwk composite longbow (+2 Str), sling, ioun torch ioun stone[APG], animal call[ACG], animal call[ACG], beast whistle (ungulate), canteen[UE], flint and steel, light horse (combat trained), 1 gp, 3 sp
--------------------
Special Abilities
--------------------
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------

--------------------
Wichaphi
Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Ten Minute Background:

Five Things
1. Otamakhpiya, or Many Clouds, is an Oglala Sioux warrior. He has recently found himself transported to New York City, Central Park, under strange circumstances…(see below)
2. He is extremely mistrustful of Wasicun, the white men, the fat takers. He has learned to be reasonable, but is wary of their promises and does not consider any of them to be his true friend…not forever.
3. Many Clouds was present for the Treaty of Fort Laramie as a just blooded warrior. He had fought the Wasicun and the Crow honorably to defend Oglala land, and was pleased to see that Red Cloud had secured a promise from the Wasicun to honor their territory. The night of the treaty, though, Many Clouds and his fellow warriors were alerted to the sounds of their horses screaming. They ran to the place where the horses were kept to find Crow warriors killing them, and the Crow shaman, Long Hair, presiding over them. Many Clouds and his band stopped the Crow, but Long Hair lifted a hand and uttered terrible words, sending Many Clouds, the other Oglala, the Crow, and several horses, to the Place of Shadow.

There, they were beset upon by the undead of the Shadow Plane and were forced to work together. After several days of relentless running and battle, though, only Many Clouds and one horse were still alive, and he would have soon perished at the hands of zombies and skeletons had he not been rescued by fetchlings. They were able to return him via shadow walk, but warned him that he would be far from home…
4. He has been chafing under the well meaning care of the American National Geographic and Statistics Society, which is engaged in an internal war to either place him in a zoo, or merely speak with him about Lakota customs and return him to the Plains.
5. He is patient, but is preoccupied with his unfinished business; coup with the Crow, return to Red Cloud’s band…but his mind has been on the Shadow Plane…

Goals
1. Many Clouds wants to go home, plain and simple. He is concerned that the Wasicun and the Crow will not honor the treaty. He is worried that Red Cloud will become complacent.

2. Many Clouds also keeps thinking about the Shadow Plane. He would like to bring back the bodies of the dead…and perhaps see someone…
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Secrets
1. While Many Clouds does want to return home, he feels oddly changed by his time in the Shadow Plane. He wonders if spirits will speak to him the way they do to healers and medicine folk. (this will explain his eventual ranger magic)
2. (unaware) Long Hair was trying to save Many Clouds and others. The Crow were paid by the Wasicun to sabotage the treaty and kill off Lakota, but Long Hair put a stop to it by sending the Lakota—and Crow—away.

Friends and Enemies
1. Professor H.F. Chelmsworth - an enthusiastic clarinet player and anthropologist, he would love to help out Many Clouds to return to the Plains. He has been negotiating strongly on Many Clouds’ behalf with the other faculty of New York University.

1.5 Professor Farris Montjoy - Head of the physiology and phrenology department at NYU, who would like nothing better than to measure Many Clouds’ skull and declare him a primitive savage. Intends to lock up Many Clouds in a zoo.

2. Long Hair—an unlikely ally, a shaman known to work strange magic for the Crow tribe. The Crow are enemies of the Lakota, but have been known to occasionally parley.

3. Kalessio—a lovely fetchling of the Shadow Plane, and an oracle of the walled city that rescued Many Clouds. She arranged for his shadow walk return. While their relationship was platonic, they found themselves reluctant to part…

4. K. Chantwell Boyle - an alchemist and secret follower of the Runes of Greed. He has been whispering in the ears of the US Military that there is gold and other precious, unusual metals, in the Black Hills and has been a de facto advisor during the Indian Wars, usually out of sight. He intends to profit off misery created by the military’s despoil of the Indian lands.

Memories
1. Many Clouds and three Crow were hemmed in on all sides by the zombies. More lurched towards them in the pervasive half-light. Many Clouds could see them crouched in his periphery…feeding on the fallen Oglala. ”By Wakan Tanka and the Wakinyan, I shall fight the unliving forever!” Somehow, the gods heard his plea, and his arrows struck far truer than before.

2. ”Who are they, Father?” said the youth, not yet given his warrior name. Many Horses turned to his son, his eyes saddened. ”They are the Wasicun, the fat-takers. They have given parley and treaty with the Sioux, but never take your eyes off them. Always they search for ways to break their word.”

3. ”I’ve made arrangements for Keyestrali to come. He has…entanglements with umbral dragons, but he is respected. He can get you passage to the Plane of Light.” Kalessio’s face turned a darker shade of grey. She was a lithe, lively oracle, at home in the pitch black forests of the Shadow Plane. ”…I…shall not forget your time here,” she said, and then broke into a smile. Many Clouds returned her smile with a soft-eyed look, rare for the warrior. ”You’ve given me a second home, Kalessi. If I could…” One slender grey finger on his lips stopped any further apologies.

Appearance:

Appearance
Otamakhpiya is a Lakota of average height, and appears lean and nimble. He is at ease in the saddle and quiet in soft leathern moccassins, with buckskins and light leather armor. His face is at times painted with red for battle, and a yellow zigzag across the forehead for lightning speed. He has a bracelet made of grey wood as a keepsake from the Shadow Plane, and two honor feathers in his hair, those of a hawk. He rarely lets his guard down after having been around dangers for so long, but among other Lakota, or perhaps a trusted friend, he is quick to laugh and joke. The Wasicun are people to be wary around.


Compiled for ease of perusal.

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Submissions so far!
Character - Gender, Race & Class - Player
Albrecht "Professor" Hutton (Background) - M Human Rogue 2 - fbdaury
Clementine Baxter - F Human Swashbuckler - Hymenopterix
Edward Wilson (Background) - M Human Cavalier - Sapiens
Estelle Beaumont - F Human Gunslinger/Investigator - YoricksRequiem
John Boy Macnamara - M Human Rogue - Simeon
Otamakhpiya - "Many Clouds" - F Human Ranger - Axolotl
Sam Abrams - M Halfling Rogue - GM Mowque
Samuel Levins - M Dhampir Psychic - servant6
Steven Anderson - M Human Paladin - Browman
Winona Concord - F Human Mesmerist - Jesse Heinig


Diamondust wrote:
I would like to play a sniper character. Gunslinger 1/Slayer X using a rifle. Would the musket master archetype be able to get rapid reload (rifle) instead?

Yes.


Thank you, YoricksRequiem! Small edit: Many Clouds is a dude. :D I fully support the idea of female Oglala warriors, though.


Axolotl wrote:
Small edit: Many Clouds is a dude. :D I fully support the idea of female Oglala warriors, though.

Whoops - Sorry about that!


Ten minute background is done for Jonah - Bounty Hunter. A Gunslinger 1/ Slayer(Sniper) 1. He will focus his feats and such on long range combat doing his best to stay out of reach of enemies. Possibly getting some shooting from horseback feats if such combats ever occur. Out of combat he is a no nonsense man who enjoys all the usual vices, praying for forgiveness every morning. His dedication to his faith is quite weak but he does his best and has a few rituals that he religiously carries out.

The Bounty Hunter:

5 Facts:
1. Hunting men was a lot like hunting animals. Learn their habits, their connections, territories. It was a simple thing for Jonah to switch his profession when tragedy struck.
2. When he was young he spent some time in a traveling circus. A falling accident saw him hospitalized and unable to continue on with the circus forcing him to return home to recover.
3. His father taught him to hunt with a gun. He also learnt to protect the ranch they owned from savages and outlaws that sometimes tried to raid them and their neighbors.
4. Jonah married and continued to live on the ranch and among other duties took over the horse breeding from his uncle. He seemed to have a way with animals. He was even called a horse whisperer sometimes.
5. Not long ago his wife was unfortunately gunned down by criminals while she was headed to town. He took the law into his own hands, leaving the ranch to find her killer and bring him to justice.
6. After losing her he was never the same and left the ranch, taking his favorite horse, Rundown. He makes his living as a bounty hunter. Sometimes wealthy, sometimes scraping by, always seeking justice for those wronged.

2 Goals
1. Jonah hopes to one day settle down and live out his days in peace but knows the proven scripture, "Those who live by the sword..."
2. I want Jonah to become famous for his crack shooting skills and for all to fear his name and wish to never cross his path.

2 Secrets
1. His wife isn't actually dead but was kidnapped and the man he killed for her death was innocent of it (though still a wanted man for other crimes).
2. His brother Bartholomew was the one who kidnapped his wife. He had always been a troublemaker and had run away from home long ago. He always fancied Ruth and now raises Thomas as his own.

3 People
1. Ruth is his wife. They were planning to soon start a family before she was kidnapped. That was three year ago.
2. Thomas is his son. Ruth was pregnant with him at the time of her kidnapping. He is almost three years old.
3. Matthew is his uncle. he taught him most of the skills he knows, guns, horses, tracking.
4. Bartholomew is his only brother. An ex-outlaw, trying to live a peaceful life with his now 'family'.

3 Memories
1. The first time he shot a bird on his own. He was only thirteen years old but he felt so proud of himself.
2. The traveling circus had a pair of lions. He had once snuck into their enclosure and almost lost an arm. Lucking he escaped with barely a scratch.
3. When he became a man his father gave him his favorite firearm. A Sharps, breech-loading rifle. It is Jonah's only weapon.


I have made my selections. In doing so, my first concern is the chemistry of the players and then the symbiosis of the characters. I want to run Blood River as designed. So for that, I have selected:

Albrecht Hutton
Many Clouds
Winona Concord
Samuel Levins
Edward Wilson

In hopes that they play well together. You may head to the discussion thread please. I will attach game play later tonight.

I really didn't want to run more than four campaigns at a time, but I was intrigued by the idea of villains riding into the scenario and how it would pan out for them. So, I will be setting up an additional link for Blood River:Villains as a sort of Western WOTW. Those of you who did not get selected for Blood River are welcome to join Blood River:Villains if you wish. I will be linking that up tomorrow sometime. Both will be run as a sandbox style game. I have multiple story arcs fleshed out, so your choices will influence things differently. I will ask that both teams of players refrain from following the other one's game as it may lead to an urge to meta-game.

I will post a link to Blood River:Villains on this recruitment thread for the other six. You six are welcome to amend your PCs and also to resubmit a more appropriate PC, if necessary. Any questions about the Villains game needs to be asked via pm or in the Villains discussion thread. If you choose not to play, I understand, just let me know. I will not be recruiting any more unless party falls below four characters for either campaign.


I held on the character I thought (and talked to you via PM) as to submit it as a villain, later :) I'm glad you decided to start the BR:V so soon. As soon as you publish the recruitment I'll bring up the idea we talked about, as I think it works much better there.


Thanks, GM! There were a bunch of great submissions--I enjoyed reading through several. See you in discussion land.


Bummer that 'Impossible Sam' didn't make it.

Do those who applied for this game but didn't get in get first dibs on Villains or is it a totally open Recruitment again?


Have fun all who were accepted! I eagerly await the Villains recruitment.
Muahahahahaha!


GM Mowque wrote:

Bummer that 'Impossible Sam' didn't make it.

Do those who applied for this game but didn't get in get first dibs on Villains or is it a totally open Recruitment again?

You get only dibs, you can resubmit a different pc that is more in line with that game. Recruitment is closed. The ones not taken for Blood River will go in the villains campaign.


Axolotl wrote:
Thanks, GM! There were a bunch of great submissions--I enjoyed reading through several. See you in discussion land.

No kidding. Tough choosing. There are movies with less plot than these great back stories.


I will come up with something more appropriate for the villains campaign, a Paladin probably isn't a good idea.


Browman wrote:
I will come up with something more appropriate for the villains campaign, a Paladin probably isn't a good idea.

you could run the same character as an anti-paladin. I would approve of such. He was geared up to be a hard hitter.

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