Crouching Dragon, Smoking Barrel (Inactive)

Game Master Pixel Cube

A Western and Eastern flavored adventure, with gun wielding pistoleros, ninjas and samurais.


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Dark Archive

Well I'm still flesihng out the character into something that might be useful for the team, maybe a single deadly strike type of character, but you can't vital strike with spring attack or charge, so I'm just wondering what feats to give my character and what type of combat.


Pathfinder Rulebook Subscriber

Weeeee!

I did a quick edit...this may help for mechanics purposes:

Zen Gunslinger:

Zen Gunslinger
Some monks seek to become one with another weapon entirely—the gun. The zen gunslinger takes a weapon most other monks eschew and seeks perfection in the pull of a trigger, the haze of a gun's smoke, and the flight of a bullet fired true.

Weapon and Armor Proficiency: Zen gunslingers are proficient with firearms in addition to their normal weapon proficiencies.

Flurry of Blows (Ex): Starting at 1st level, a zen gunslinger can make a flurry of blows as a full-attack action, but only when using a gun (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen gunslinger's flurry of blows otherwise functions as normal for a monk of his level.

A zen gunslinger cannot use Rapid Shot or Manyshot when making a flurry of blows with his gun.

Bonus Feats: A zen gunslinger's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.

Perfect Strike (Ex): At 1st level, a zen gunslinger gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen gunslinger can use Perfect Strike with any gun. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.

Way of the gun (Ex): At 2nd level, a zen gunslinger gains Weapon Focus as a bonus feat with one type of gun. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.

Zen gunslinger (Ex): At 3rd level, a zen gunslinger may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a gun. This ability replaces maneuver training.

Point Blank Master (Ex): At 3rd level, a zen gunslinger gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.

Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a zen gunslinger may spend 1 point from his ki pool to increase the range increment for his gun by 50 feet for 1 round.

Ki Arrows (Su): At 5th level, a zen gunslinger may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen gunslinger's short gun normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body.

Reflexive pistolwhip (Ex): At 9th level, a zen gunslinger can make attacks of opportunity with blow from the butt of his gun. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes). This ability replaces improved evasion.

Trick Shot (Su): At 11th level, a zen gunslinger may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen gunslinger can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round. This ability replaces diamond body.

Ki Focus gun (Su): At 17th level, as long as he has at least 1 point of ki in his ki pool, a zen gunslinger may treat arrows fired from his gun as if they were ki focus weapons, allowing him to use his special ki attacks as if his arrows were unarmed attacks. This ability replaces tongue of the sun and moon.

Just did a find/replace and changed some verbiage to reflect the flavor.


Here comes the first draft on my rangers fluff !=)

Thelnyss Silvermoon:

Thelnyss Silvermoon is a gloomy elven ranger from the wasteland surrounding Hangman's Noose. He stands over six feet tall, as it is common among his kind.Gauntly built, althou he appears to be more sinev and skin then muscles his hands are suprisingly strong and steady. His eyes are dull gray, and small wrinkles are starting to show next to them, giving him the appearance of constant squinting. The most telltale show of age however, is his almost white hair. His kinsmen and friends usually joke that his constant worrying gave him his hair prematurely, altou he is older then any human, he has only lived half of his natural life.

A Hunter by trade, Thelnyss profession is the one thing he loves above all else.He takes great delight from stalking his chosen pray thru the hot days of the desert, or its cold night. When he heard of the reward posted for Adrian Slate, he imideatly said goodbye to his kin and trekked to Hangman's Noose, driven on by the promise of a great hunt, and - ultimately - more money that he could possibly spend during the coming centuries.

Appreciate C&C, will start working on a statblock now


Incoming information on Hangman's Noose, the city where all this takes place. It's a MASSIVE wall of text, and I'm not asking you to read it all. Still, feel free to incorporate elements of it into your background as much as you like, and ask about something that interests you. Will repost this in the campaign info soon.

Hangman's Noose

Hangman's Noose may be a small place, but it's full of people and events. Stuck in the desert and distant from pretty much everything, the town was originally called Seeker's Grace, and it was built on a trade road by the first miners who discovered the mines 5 miles away from it.

About 60 years ago, a disagreement over the mining claims between the mine owners and the Kingdom caused the largest shootout ever between the government authorities and the outlaws hired by the miners. The day after the battle, half of townspeople observed the other half get hanged by the authorities. A massive gallows made of 13 nooses was built for that occasion, and it's still in the main square, haunting with his very presence and giving the town his ghastly new name. Two months after the shootout, the mines were depleted. Despite this, the town managed to survive, since then slowly rebuilding what was destroyed.

It's ruled by a Constable appointed by the King's Government. Between houses, offices and shops, it's made of about 60 wooden and stone buildings. Formerly inhabited by roughly 120 people, the population almost tripled in size since the jade deposit was discovered, and with the recent arrival of bounty hunters due to the 60k bounty, the town now suffers from overcrowding. Entire families live in small houses or share them with other families. While there is a part of the town that is inhabited by the Easterns mostly, the original dwellers and the newcomers live side by side. Merchants and diplomats also built new houses and even large palaces.

Hangman's Noose has the typical appearance of a Western town: two rows of buildings built on the sides of a dusty road, a central square, and saloons and shops around. The town exists mainly for trade purposes, so there are quite a lot of shops for a place this small. Here is a list of the main locations in Hangman's Noose: since the town is small, it's assumed that anyone knows about these places after spending a couple days here. More in depth info may require a Knowledge or Diplomacy check.

Main Features:

Main Road - The original trade road, that goes from the centre of town to East, reaching the mountains and eventually the big ocean. The Easterns usually arrive in town through here.

13 Nooses Square - The central square, dusty and circular. Right in the middle of it there are the massive gallows. The occasional executions still take place here.

High Road - The continuation of the trade road, that goes to the West from the centre of the town through the jade Mines, the Whispering Canyons, and eventually reaching the Kingdom's Capital.

Railway - Still in construction, the new railway is a technological marvel, and will connect the town to the Kingdom much easily. There are as many people in town that want it to be completed soon as much as ones that want it to disappear altogether.

Offices and Authorities:

Constable Office - The Town Hall and municipality office, the place where many contracts and affairs take place. It's a recently restaured 3 story building with a clock tower, located in 13 Nooses Square. Here lives Sir Willis Castle, appointed Constable of the Kingdom. Castle is a noble from the big capital, and while he is almost beloved by most of the citizens and merchants (pretty much due to his liberal approach to commerce), there are many that believe that he's into some shady business. Due to the recent war, immigrant waves, and tax increase, he started running the office with a more restrictive approach.

Bank and Postal - Where the town's profits are stored before leaving for the Capital. It also acts a postal office and courier service. Well guarded and located in 13 Nooses Square.

Sheriff Office and Prison - Where the town Marshal lives and the Law is enforced. The current Marshal is a dwarf named Brunt Stonehammer, and he's famous for being one of the few incorruptible people in town. He's also famous for coming to get you in a full suit of armor and a tower shield, in addition to a big ass gun. His new Deputy is a redeemed Ronin called Heihachi, and they usually employ some volounteers or paid swords for guard duty. While the Marshal and his men are quite good at protecting the people of the town, they are not as good at chasing criminals: fleeing outlaws that live outside town usually aren't prosecuted at all. The office, located in 13 Noose Square, also has a few holding cells.

Jade Palace - A newly costructed 4-story pagoda palace, built and decorated in the style of the Easterns, this building acts as a luxury hotel for all the rich merchants, ambassadors and diplomats that arrive here. Many business and diplomatic meetings take place here. There are quite a few geishas and the palace is effectively used as an expensive brothel too. It's also very well guarded by many samurais and ninjas. Located on the edge of High Road.

Places of Interests:

Azure Crane Monastery - Also recently constructed, this stone made monastery was built by the monk of the ancient order of the Azure Crane, but is willing to play host to monks and travellers of every order. It has a training dojo, a meditation hall and large sleeping room. Located on the edge of Main Road.

Elven Mission - The place that hosts and tends to Elven travellers that come to the city. Run by a elf woman named Futoa, a crippled former hunter, this simple house is the place where you can get in touch with elven adventurers and culture. Located in the residential quarters.

Leadbell Church - Burnt up in smoke during the battle of 60 years ago, this church once hosted the religious mission of the Lord of Light. Rebuilt by a lone priest named Prester, the place now serves as an altar for whoever wants to give a prayer to the forces of good. But it's said the place it's still haunted by the ghosts of the people who died in the fire. Located in 13 Nooses Square.

Hearthstrike Mining Company - The ones who discovered that the mines everyone believed depleted had actually jade in it. The Company is run by two dwarf brothers, Maul and Gand, and mostly employs dwarven miners. Due to recent overworking conditions, a Miners Workers Syndacate just formed.

Bars and Public Places:

Clock and Gear Saloon - Run by a gnome engineer named Jimble Perkins, this Saloon is famous for having the first fully automated clockwork pianist, and perhaps more importantly, two automated clockwork bouncers. Other than that it's a fairly decent and quite peaceful saloon, completed with a few chambers upstairs. A lot of Easterns come here. Located in 13 Noose Square.

Red Mist Saloon - A more dangerous place than the Clock and Gear, this Saloon is run by a cunning and fast witted halfling woman named Alessa. While violence is not officially tolerated, a lot of duels and killing took place inside the Red Mist, and the outlaws prefer to come here. Not many Eastners like this place. This Saloon is also famous for the incredibly extensive list of strong spirits and exotic liquors served. Located on High Road.

Zen Garden - Mostly attended by monks and other Easterns, the Zen Garden is a place of meditation, but also a bar where you can chat (preferibly without raising your voice) with the locals and taste rice, dried fish and other spiced food. Run by a extremely old samurai that hasn't revealed to anyone his name, it's a square stone structure with an open roof and seats on the walls, and a counter where food and drinks are served. The samurai costantly draws shapes with a rake in the dust and sand right in the middle of the place. Located on High Road.

Gambler's Alley - The back alley of a series of house building, traditionally the place where you can play dice, cards, underground fight and all sorts of Eastern and Western gambling. Also the preferred hideout of many criminals, and the place where you can find lots of informations. Located in the residential quarters.

Shops:

Spice Market - A bazaar set right in the middle of the Eastern quarters, you can find useful goods and food imported from across the Ocean. Most of the stalls are not authorized and sell black market goods.

Goldsniffer Bill's Emporium - The oldest shop in town, run by former miner and elder townsperson Bill. While the man is not in his brightes years, he can still provide pretty much every common household item for a fair price. Located on High Road.

Merrywater and Sons Gun Shoppe - The best firearms shop in miles, run by Herrol Merrywater and his 4 sons. You can find both magical and nonmagical firearms and ammo, you can repair or modify your gun here. Located on Main Road.

Kitara's Den - While most people would prefer that this place wouldn't exist, they are too scared to harrass what it's after all an honest merchant trying to make a living. Kitara the Witch is a charming, dark haired lady that can provide you with obscure magic items, scrolls and wands. Located on the edge of Main Road.

Rickman Saddles and Mounts - If you are looking for a horse, don't look elsewhere. This large wharehouse shop is run by Thunderous Cloud Rickman, half elf ranger. He sells riding equipment as well as horses and even more exotic mounts. Located on the edge of High Road.

Geneve & Durran Smithery and Enchantry - This shop is the largest in town, and it's run both by one of the few blacksmiths around, the half orc Durran, and by his beautiful wife Geneve, a human tailoress. It sells armors and traditional weapons, magical or not, as well as dresses and woundrous items imported from the capital. Located on 13 Nooses Square.

Shoi Lin's Goods from the Dragon Nations - The affable Shoi runs this exotic shop where you can find eastern weapons and armors, fireworks, jewels exotic magical items and much more. Located on Main Road.

Doc Watson's Apothecary - Not a shop per se, the house of the good Doctor Watson is still a place where you can go to get yourself fixed for free. He also sells potions, herbs and alchemical items, provided he doesn't need to medicate someone at the moment. Located in the residential quarters.

Outside Town:

Jade Mines - Once depleted, the Mines saw new light once jade was discovered in it. While most of the beasts that lurked inside where chased away, it's still a dangerous place, full of dark, steep tunnels. Located 5 miles west of the town.

Salt Flats - The Desert nearby, so dry the ground it's always cracked. Since it's very rich in salt, it shimmers during the day, making it difficult to see. Dangerous beasts live in it, like Phase Lions, Giant Scorpions and the loathed Undeath Vultures.

Whispering Canyons - Traditionally an hideout of criminals and runaways, the twisty Canyons are considered a very bad place to be alone. Located 12 miles west of the town.

Elven Camp - The nomad Elven tribe of Jola Gabahuema (Awakened Moon) lives in the general vicinity of the town. The elves are pacific and willing to accept visitors of every race and origin, but don't like to be provoked and harrassed, and have proved to be fearsome warriors. The camp costantly moves to stand close the few damp regions and patches of vegetations that bloom in the different seasons, so it's difficult to know where it at a given time. The Awakened Mooners are mystical people and their chief is a shaman called Talking Bones.


Here comes the stats, 5 minutes after editing of my other post was posible ... o well : )

stats:

The tall man infront of you eyes you wearly from underneath the hood of his cloak. The hornbow and quiver on his back, aswell as the strange broderies on his cloth marks him as one of the elven kin.

Ranger (Guide) 4
N Medium Humanoid (Elf)
Initiative +9; Senses Low light vision, perception +11
[+2 Init & Per in deserts]

DEFENCE

AC: 19 (+3 Dex, +6 Armor)
hp: 30
Fort 5, Ref 7, Will 2
[Immune to sleep, +2 vs enhancements. +4 vs fatiuge, exhaustion, ill
effects from running & continueing to run, suffocation, to hold breath,
+8 vs nonlethal damage from hot or cold enviroments, starvation, thirst, forced marches]

OFFENCE

Speed 30 ft
Melee: Mwk Heavy Flail +6 1d10+10dmg 19/20x2
Ranged: Mwk Composite Longbow +8 1d8+3dmg x3

STATISTICS

Str 16, Dex 16, Con 12, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD +20
Traits: Trapper & Warrior of Old

Feats - Improved Initiative, Power Attack*, Endurance, Step Up

Skills
Handle Animal +6, Heal +8, Know (Nature) +9, Know (Geo) +8, Perception +11, Stealth +15, Survival +9
[+2 on Tracking, +2 on Know (Geo), Per, Stealth & Survival in deserts, +4 on swim checks to avoid nonlethal damage]

Languages: Common, Elven, Sylvan

SQ
Elven Immunities, Keen Senses, Weapon Familiarity, Desert Runner, Track +2, Wild Empathy +3, Ranger's Focus +2 (2/day), Combat Style (Two-Handed Weapon*), Favoured Terrain (Desert), Terrain Bond

Spells (1 DC 11)
lvl1: Redidual Tracking

Items: Cloak of Elvenkind, Mwk Mithril Breastplate, Mwk Heavy Flail, Mwk Composite Longbow (+3str), 40 Arrows, Shortbow, Shortsword, Handaxe, Wand of Cure Light Wounds, Acid x2, Mwk Backpack, Bells x5, Blanket (Winter), Explorer's Outfit, Traveller´s Outfit, Flint and Steel, Trail Rations x2, Healers Kit, Bullseye Lantern, Lamp Oil x3, Silk Rope 50ft, Needle, Ball of String 100ft, Whetstone, Waterskin

Money: 159.66gp

Apperance:
Full Name: Thelnyss Silvermoon
Age: 237 years
Weight: 138 Ibs
Length: 6 ft. 5 in.
Hair: White, with some sun bleached blode straws cut short
Eyes: Dull grey


If anyone see anything weird don't hesitate to ask !


Well Im starting to flesh it out, just thinking of going assassin way, probably even try the Red mantis assassin prc but just call it different since it would be fitting.

I was thinking of a Crane Swordsman from Legend of the Five rings with a super quickdraw instant kill hit hahaha but it's hard to pull of in pathfinder I think. Still deciding on a secondary trait between Imperturbable Mind and Quick drawing dueling one that would fit my theme.

Grand Lodge

Thelnyss said wrote:

STATISTICS

Str 16, Dex 16, Con 12, Int 12, Wis 12, Cha 8

I think maybe you forgot to add your attribute point for 4th level...?


Here is the preliminary crunch for my Zen Gunslinger...

More crunch to follow.

Dark Archive

Any recomendations for ninja armor besides mistmail?

Other thant that I was wondering if I could later enchant regular clothing to give bonuses like elven cloak and stuff like that. Sine I will make my self a nice "ninja" outfit propperly.


Pathfinder Rulebook Subscriber

Glammered mithril chain, if you can afford it :P


@Soran I think I managed to calculate it correctly, but thanks for looking =) Doesn't eating just rice gets kind of bland after a while xD?

math:

Base stats:
Str 16 - 10
Dex 15 - 7
Con 15 - 7
Int 9 + 1
Wis 11 - 1
Cha 7 + 4

Racial:
Str 16
Dex 17
Con 13
Int 11
Wis 11
Cha 7

+1 Str for lvl 4

+1 on Int/Wis/Cha, -1 Str/Dex/Con for middle aged

Final:
16
16
12
12
12
8
:)

@Mordechai
After putting your lvl 4 upgrade into dex, your racial in wis I get the following pointbuy:
Str 12
Dex 14
Con 12
Int 10
Wis 14
Cha 8
It adds up to 12 ... =)?


Ok so Im feeling a bit like a dunce but Im not understanding what this equates to - "Hit points: max at first level, average (rounded down) the following levels."

What would this be for a d8?


Pathfinder Rulebook Subscriber

4.5, or 4 per level.
Or for a true avg, it would be 4, with 5 every other level + CON mod of course.


much appreciated!


Very excited about this. I currently live an hour or two away from the salt flats and Great Salt Lake of Utah, so I am already there!

crunch:

Elf Druid(Desert) 4

Str:12
Dex:18
Con:11
Int:12
Wis:16
Cha:10

Traits: Uwaga Highlander, Trapper
Feats: Vermin Heart, Craft Wondrous Item

Skills: Spellcraft, Knowledge(Nature), Survival, Perception, Stealth

I'd like to tweak the traits a bit to have stealth as a class skill, as per conspiracy hunter, but would like to have it be desert themed, so perhaps alter Uwaga Highlander or Desert Child. Would you kindly share your thoughts with me. Push to shove. I'd rather have the appropriate theme than the class skill, but both would be nice.

If you wish, I will happily do a full stat up. *edit* Oh, I also have a fun idea for a Merciful Healer out for the bounty to support his church and attached orphanage.

Background/fluff:

(This will depend on how long the town has been here, obviously.) The town's been around for a long time, but somethings have around even longer. When the men get together, occasionally they tell stories of the old man of the desert. One man claims that he saw the old man staring down a scorpion, for a week. Neither one moving an inch day or night. Others say he's not flesh at all, but a spirit. An elf that got lost on a vision quest and whose spirit haunts the salt flats. Whatever the truth is, the elves don't say.

To the elves, the desert has always been a sacred place. To Katz-ne-ate, it is more; it is home. As a child he befriended the scorpions who make their home on the edges of the salt flats. When the hole makers came and started cutting into the desert's skin. Tensions mounted, shots were fired, and a child was killed. Katz-ne-ate's voice was among those who demanded the outsiders driven from the land, but wiser heads prevailed. They would try peace. Enraged, he forsook his birth name. He would not accept a name given by cowards, and so became Katz-ne-ate, or 'no name' in their language. While in the midst of his rage, the shaman of the tribe quietly made a suggestion. Even if his people would do nothing, surely the desert hated these non-people, and so surely if he journeyed to the heart of the desert on a quest, it would give him the power to drive the outsiders away. At last, some sound advice! And so he went, and found something else: peace.

Now, Katz, or Edum(old), on account of his weathered skin. Spends his time between the peaceful flats and the busy town. While wandering the town as a dog, he likes getting his ears scratched, Katz heard talk of Adrian Slate. Money isn't much use to a desert hermit, but when Slate killed one of the kids who played with him. Rage, from wounds old and new, woke in his heart.

Dark Archive

Kryzbyn wrote:

4.5, or 4 per level.

Or for a true avg, it would be 4, with 5 every other level + CON mod of course.

We obviously can afford it duh! My question was not meant as wishful thinking but what we can actually afford. I suppose there is always a smartass.

I think he wants us to take just the average 4 if you have a d8 like me it should be 8+4+4+4 Hopefully Kryzbyn is right and it's 8+4+5+4.


Crunch Time!

Huangdi the Chirurgeon:

Old Male Gnome Alchemist (Chirurgeon)
Str: 6 (-2)(11 purchased, -2 race, -3 age; 1 point)
Dex: 12 (+1) (15 purchased, -3 age; 7 points)
Con: 14 (+2) (15 purchased, -3 age, +2 race; 7 points)
Wisdom: 12 (+1) (10 purchased, +2 age; 0 points)
Intelligence: 18 (+4) (15 purchased, +2 age, +1 stat bump; 7 points)
Charisma: 12 (+1) (8 purchased, +2 age, +2 race; -2 points)

Racial Stuff
Size: Small
Speed: 20
Senses: Lowlight vision
Pyromaniac: Treats effective level as 1 higher for determining all effects dealing fire damage, and has the following spell like abilities:
-1/Day: Dancing Lights, Flare, Prestidigitation, Produce Flame
Master Tinker: Receives a +1 bonus to all disable device and Knowledge (Engineering) rolls. Is proficient with any weapon he personally crafts.
Keen Senses: +2 racial bonus to Perception rolls
Obsessive: +2 racial bonus to Craft (Alchemy) checks
Weapon Familiarity: All weapons with the word "gnome" in the name are treated as martial.
Languages: Common, Gnome, Slyvan, Dwarven, Elven, Draconic, Orc

Traits: Doc, Deadly Draw
Feats: Gunsmithing (1st level), Brew Potion, Extra Discovery (3rd level)

HP: 28
Age: 180
Saves:
Fort +6 (+4 class, +2 ability)
Ref +6 (+4 class, +1 ability, +1 trait)
Will +2 (+1 class, +1 ability)

Class stuff:
BAB +3
Bombs Per Day: 10 (Using Alternate favored class bonus at all levels)
Bomb Damage: 3d6 +4
Extracts Per Day: 4 first level, 2 second level
Formulae Known:
-1st Level: Cure Light Wounds, Youthful Appearance, Disguise Self, Negate Aroma, Targeted Bomb Admixture, Polypurpose Panacea, Endure Elements, Bomber's Eye
-2nd Level: Cure Moderate Wounds
Discoveries: Smoke Bomb, Stink Bomb, Strafe Bomb

Skills:
Appraise: 2 ranks (+9)
Craft: Alchemy 4 ranks (+11/15)
Craft: Trapmaking 1 ranks (+8)
Craft: Weaponsmithing 1 rank (+8)
Craft: Gunsmithing 1 rank (+8)
Disable Device: 4 ranks (+9)
Diplomacy: 2 ranks (+3)
Heal: 4 ranks (+8)
Knowledge (Arcana): 1 rank (+8)
Knowledge (Engineering): 4 ranks (+8)
Knowledge (Nature): 1 rank (+8)
Perception: 4 Ranks (+10)
Survival: 1 Rank (+5)
Use Magic Device: 2 ranks (+6)

I'll get around to gear tomorrow, or the day after, at the latest

Grand Lodge

Aaaaarrrgh! After typing out a full history for Soran, I just lost it all when my computer gliched. Basically, I was going to have Soran's mother be a westerner (hence his non-eastern name). He has no idea where she came from. One of the reasons he was sent away to Hangman's Noose was his questioning of the death of the old Master and the direction the new Master was taking the monastery. The new Master thinks he is a dangerous influence and might cause a schism amongst the brothers. He also had a run in with a local when he first came into town, who now hates him.
How does this sound?

Pixel Cube wrote:
I see that this is a PFS character that you are trying to adapt for this game. I'm ok with that, just get more in depth with the background. The only issue I can see so far is the sheer number of Vows you have: some fit the setting quite nicely, other not so much (Cleanliness/Truth).

I was envisioning my character as the 'fish out of water', not only out of place among the westerners, but among the easterners as well. He comes from a very strict order, thus all of the vows. What is the problem with the Vows of Cleanliness and Truth? I can see Cleanliness being a little hard to keep up with in a desert. Is water strictly rationed in the town? Where does it get it's water from? It does say for the Vow of Truth that the monk has the option of remaining silent rather than lie.

Shadow Lodge

Are alchemical cartridges available and, if so, at 1/5 it's original price?


Quick responses because I'm in a hurry.

@Thelnyss
Concept ok, you can introduce some fluff from the town info if you like. No time for getting into crunch apart from the traits: you can only choose the traits posted in OP, no outside sources, not even Paizo ones

@Shosuro
Duels ARE pretty much instakill superfast draw

@Mordechai
Like how you reworked the Zen archer, more thoughts later

@Stiehl9s
Kryzbyn is right so 4 hps per level. it should be d6=3, d8=4, d10=5, d12=6

@Lloyd Jackson
Good concept, will get to crunch later, no outside traits (see Thelnyss), have you considered No Name

@DreamAtelier
Crunch ok, get to the background

@Soran
No worries mate there is still time to submit and write a background, take your time, what about all them Vows

@Dragonborn3
Yes

GOTTA GO NOW NO TIME TO SAY GOODBYE

(PS: would definitely like to see a Samurai somewhere)


Crunch is pretty much done. Ive bought all of my equipment but wont be able to enter it in to my profile and complete all of the math until Thursday or so.


Hah! I had really thought about, but the backstory does set it up pretty well. Ok, let's go with No-Name with +1 on will. Thanks for reviewing. If you would like, I can draw up a Samurai. Some DMs don't like people to submit more than one entry.

Pixel Cube:
Preliminary sketch would be Half-Orc? Ronin employed by the Jade Palace with Warrior Spirit and Killer Eyes, possibly Infamous or The Law. Weapon focus would be on Katana with Power Attack/Furious Focus. Not quite raging barbarian, but almost. He would be there because it's the back end of nowhere, for someone from a cosmopolitan asian capital, and there is a need for violent people. Oh and there is money. Money would please him greatly.


Question you said you'd allow the kensai archetype for the magus would you allow the blackblade as well? I have an idea for a katana wielding bounty hunter who works along side his wife. The blade is for humor mostly.


Question - Under the Sheriff Office and Prison section you mentioned that they sometime hire paid swords (or in this case, paid guns) for guard duty. I'd like for Embrianna to have gotten a part time job at that while she continues her search for the outlaws who killed her husband, if possible.


Fixed the statblock and put it into my profile. Will get to work on the background when I get home =)


Here's the crunch (except for gear) for Elias Coltrain, preacher. I welcome all thoughts on the build. :)

I'm not sure on the Gunsmithing feat. I want him to be able to fix his own weapon and do his own ammo loading if need be....

crunch:
ELIAS COLTRAIN CR 3
Male Human Gunslinger (Mysterious Stranger) 4
NG Medium Humanoid (Human)
Hero Points 1
Init +10; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 25 (4d10)
Fort +4, Ref +8, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d3/20/x2)
--------------------
STATISTICS
--------------------
Str 11, Dex 18, Con 10, Int 14, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 18
Feats Extra Grit, Gunsmithing, Improved Initiative, Quick Draw
Traits Dead Shot +2, Holy Man
Skills Bluff +7, Craft (Alchemy) +8, Diplomacy +4, Handle Animal +6, Heal +5, Intimidate +7, Knowledge (Geography) +3, Knowledge (Local) +7, Knowledge (Religion) +10, Perception +8, Profession (Preacher) +6, Ride +8, Sense Motive +4, Sleight of Hand +10, Survival +6
Languages Common, Draconic, Dwarven
SQ Deadeye (Ex), Deeds, Focused Aim (+2), Grit (Ex), Gunslinger Initiative (Ex), Gunslinger's Dodge (Ex), Hero Points (1), Pistol-whip (Ex), Utility Shot

--------------------
TRACKED RESOURCES
--------------------
Grit (5/day) - 0/5
--------------------
SPECIAL ABILITIES
--------------------
Dead Shot +2 You are an expert in firearms use. You add half your Dexterity bonus to the damage of every firearm you fire. This bonus does not stack with Gun Training. You also gain 1 additional Grit point.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Focused Aim (+2) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
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 c
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Holy Man You are the herald of a deity, seen as a saint by most people. You get a +2 trait bonus to Knowledge (religion), always a class skill for you, and +1 to Reputation.
Pistol-whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Utility Shot At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Still looking through the various character entries, and I have to say good job to everyone so far. Haven't got a chance to reviews every part of your character sheet, but we can still do that in the discussion thread. What I want is concept, background and bare bones stats, and we can adjust and complete them later.

Still tweaking the Duel rules, so here's something you might need to consider and use to recalculate your Duel stats.

Duel rules tweaks:

- REVENGE bonus: Including this one as an external bonus to the final d6 roll, but you must have the proper motivation towards getting REVENGE from a certain opponent. "He looked at me funny" is not a proper one. Also, REVENGE always goes in all caps.
- Gaze phase: Impertubable Mind trait can be added to your score.
- Reaction phase: The way it is you effectively add your Dex modifier twice. So, the new Reaction stat should be Initiative + your BASE Reflex save bonus, without Dex. This way you consider it once. Traits, magic or luck bonuses to the Reflex save still count, as well as Improved Initiative.
- Draw phase: having a one handed weapon should be considered a bonus applicable here, and not to the Attack phase. Using two weapons or a weapon and a shield is actually a penalty here (so -1) but a bonus to the attack phase.
- Attack phase: Evasion and other forms of dodging an attack count towards calculation you bonus. Having a shield will also give you a bonus (always +1 regardless of the shield). You also get a bonus for using two weapons at once.
- Resolution: Forms of precision damage, like Sneak attack, couts for calculating the damage you deal. For example, if you have sneak attack +2d6, you add 12 damage (without multipling for the critical) to the final damage, since the opponent you just attacked is considered flat footed.

Additional things:
- Not going to use maps of any kind. I want to keep a cinematic feel as much as possible. Just describe your actions and I'll figure out your position during combat.
- This will be a campaign with an high letality. Due to the nature of the duels and the many bad guys all around, you are constantly at risk of a sudden death. While I'm not going to go heavy on you on purpose, I ain't going to pull punches either: if the dice say you die, you die. This is also one of the reasons why the group will start with a lot of character in it (see below).

I am definitely going to run two groups to not leave anyone behind. They will start in a different place, but face a similar situation. The path and the encounters they take will also differ, depending on their choices. The groups will also be mixed in Western and Eastern characters and in roles to add as much variety. This is the updated character list:

Spoiler:

Dragonborn3 - Witch with Paper Mage flavor
Grymblade - Half Elf Knife fighter Rogue
Shosuro - Conflicted Ninja
Soran - Monk of the Four Winds
Embrianna - Holy Gun Paladin
Mordechai - Zen Gunman
Elias Coltrain - Preacher Gunslinger
Kratzee - Kensai or Bard (Daredevil or Arcane Duelist)
Sanzu - Elf Black Powder Inquisitor
Thelnyss - Heavy Flail Elf Ranger
Huangdi - Gnome Chirurgeon
Katz-ne-ate - Elf Desert Druid (or Halforc Ronin)
Havoc xiii - vigilante or kensai bounty hunter

TO EVERYONE Drop by if I missed your submission or to let me know that you are still interested and working on your character. Still looking for a Samurai-like character to fill a spot.

I would like to play with everyone above, so two parties of 7 characters. Yes, they are quite a lot, but due to the inherent nature of the pbp, some players will probably drop after a while; and due to the high letality of the campaign, some will die gloriously during game.

Also, Seven Samurais. The Magnificent Seven. You get the idea.

As I said, drop by to let me know if you're still into this. AND IF YOU ARE INTERESTED BUT HAVEN'T SUBMITTED A CHARACTER YET, feel free to dot and submit your idea in case someone of the aforementioned players disappear before the start of the game. As I said, still looking for a Samurai.

Now for a round of quick responses.

@Lloyd Jackson: Normally I wouldn't mind, but I'd prefer that spot to be free for someone else. Don't worry, you are most definitely in with your Druid. But I like the Halforc Ronin idea, suppose you don't mind if someone else uses it.
@havoc xiii: Sorry, no bladebound archetype: included the kensai because it's definitely Eastern.
@Embrianna: Of course it's possible. Incidentally, you may want to give me a name and description of the bad fellas that killed your husband (but don't include Slate)
@Arknight: will review the crunch later, get your equimpent meanwhile. About Gunsmithing refer to my first response to Lyod.

If everything works out fine we should be able to start by next monday.

Lantern Lodge

Ok Sanzu should be finalized including removing the double dip of dex in reaction phase.

I used an Alternate racial trait from the APG, I replaced Elven Magic with Desert Runner since it seemed to fit the themes of these elves.


I've got a plan for a gun slinnger bounty hunter who works with her husband (havoc). You say next monday do you mean the 24th or the 31st?


@Pixel Cube: I don't mind at all.


CyraXIII wrote:
I've got a plan for a gun slinnger bounty hunter who works with her husband (havoc). You say next monday do you mean the 24th or the 31st?

24th.

Shadow Lodge

I'm still in. Working on equipment and then the crunch will be done, but I still need to think of a backstory. Possible one of the bartenders in the Zen Garden.

Traits: Not Quite Dead and Dark Magician


Final crunchies

Spoiler:

Mordechai Musashi CR 3
Male Human Monk (Zen Gunslinger) 4
LN Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 18, touch 18, flat-footed 16. (+2 Dex, +4 Wis, +1 Dodge, +1 Monk)
hp 24 (4d8)
Fort +4, Ref +5, Will +8
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee: Unarmed Strike +4 (1d8;20 x2)
Ranged: Guns +7/+7 (1d8+1 x4)
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 12, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats: Amateur gunslinger, Gunsmithing, Dodge, Point Blank shot, Precise shot, Weapon Focus: Revolver, Point Blank Master: Revolver
Traits: Dead Shot +1, Inperturbable mind
Skills: Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +0, Knowledge (history) +5, Knowledge (religion) +5, Perception +10, Perform (Harmonica) +4, Ride +2, Sense Motive +10, Stealth +8, and Swim +5.
Languages: Common, Eastern
SQ: See Zen Gunslinger; Deed - Dead Eye (Ex)
--------------------
TRACKED RESOURCES
--------------------
Ki (7/day) - 7/7
Grit (5/day) - 1/5
--------------------
Equipment of Note: 2 MW Revolvers w/ 60 rounds in holsters and ammo belt, riding horse, gunsmith kit (30 cartridges, 30 bullets, 30 doses of BP) adventuring basics...


dotted for interest...mostly because I just started this game about 2 weeks ago, with near identical house-rules for Reputation and Dueling...freaky.


yukongil wrote:
dotted for interest...mostly because I just started this game about 2 weeks ago, with near identical house-rules for Reputation and Dueling...freaky.

Where, on these forums? I completely missed it. How it's called?


Pixel:
I love the idea of my preacher/gunslinger, but there are definitely a lot of gunning competition going on. :)

I'd like to put an idea in for the Samurai. Son of a traveling diplomat, his parents were killed when the caravan they were in was wiped out by marauding elves. Found by a group of warriors on patrol, he was taken in by the ranking Samurai and taught the ways of Bushido. However, when he discovered his father's journal in his Sensei's possession, he learned that the attack on the caravan had been prompted by the Samurai he lived with now. Somehow knowing that it was the truth, he fled. Working as a sword for hire, he struggles to understand what his path is and where it leads. Along the way, he's learned to use a pistol, but still preferes the blade.

Thoughts?


Pixel Cube wrote:
@havoc xiii: Sorry, no bladebound archetype: included the kensai because it's definitely Eastern.

Ok I can live with that doesn't really change anything. Just means the blade won't be as important.


Slowly checking every character. Sanzu, you're good to go, just double check you Reaction and Attack phases. Report on the Discussion thread (as soon as I open it).

@Arknight: Absolutely ok with it, also I like the concept.

So when have the samurai (that doesn't mean we can't get another one), but there's still room for 1 character.


Will words of power be allowed or no?


Awesome I have my own archetype "Conflicted" xD hahaha, Shosuro is done I think if you want to take a quick peek incase of any errors I could have.

My character will probably be found in one of the monks places


Pixel Cube wrote:
yukongil wrote:
dotted for interest...mostly because I just started this game about 2 weeks ago, with near identical house-rules for Reputation and Dueling...freaky.
Where, on these forums? I completely missed it. How it's called?

Sorry for the confusion, home PnP game, been working on the game for about a month, just had first game last sunday. It's just crazy how we the same concept and even freakier, the same house rules (they are a little diffrent in function, but same name and concept)

I called mine Six-Shooters and Sorcery

anyways I'm very interested in watching your game (looks like you have enough players or I'd ask to play) and seeing what ideas you have for such a world.

and hey, if you need a couple of pre-written adventures for such a world, maybe I could help :p


Changed my avatar as not to be confused with the padre...


Added a little bit to my backstory, mainly to get a hang of Thelnyss feelings towards Hangman's Noose, and humanity in general. I think I can work a revenge based plothook in there if its preferable ?


Ok, couple of questions :)

1) A Samurai isn't proficient in firearms so does that mean he needs to take Exotic Weapon Proficiency (firearms)?

2) With the Guns Everywhere, firearms are 10% listed cost? So a revolver still costs 400gp?

Just trying to decide if worth it to take a firearm or stick to normal weapons :)


Something I am curious about involving firearms as well. You said that early firearms are simple and advanced are martial. Does that mean that we don't need to take exotic weapon proficiency for them? Cause I was thinking of having a coat pistol on my kensai since he is proficent in simple weapons.

Also if I was to spend the money on a psudeodragon would that be ok? He wouldn't be my familiar he would just be a partner of mine and Cyra's character.


@Arknight Actually, slightly more then 400gp. From the first post in the thread: "- Firearms: Firearms are common and easy to find in this setting. Early firearms are simple weapons and cost 1/4 of their original price. Advanced firearms are considered martial weapon and cost half of their original price. Ammo is abundant and cost 1/5 of the original price. " =)


Havoc here some equipment still needed and spells.


Saerdna wrote:
@Arknight Actually, slightly more then 400gp. From the first post in the thread: "- Firearms: Firearms are common and easy to find in this setting. Early firearms are simple weapons and cost 1/4 of their original price. Advanced firearms are considered martial weapon and cost half of their original price. Ammo is abundant and cost 1/5 of the original price. " =)

Whoops! I missed that part. I don't have a spare 2000 for a revolver... Although might be able to squeeze out 438 for a double barrel flintlock..... :)

Would it still be considered exotic because I'm a Samurai though is the question...


You know what, I don't think I'm going to be able to devote sufficient energy to this sweet campaign. Good luck, it look likes lotsa fun.


@havock xiii: I know absolutely nothing about them (how do they even work?) but if you are familiar with them, then I'm willing to allow them. I just want to be sure than at least one of us can use the wordcasting rules. About the weapon: coat pistol is indeed a simple weapon, you can use it. Also ok with the pseudodragon. Will review you sheet once it's done.

@Arknight:Samurais are proficient with all eastern weapons and armors, exotic ones included, like ninjas and monk (monk don't get the armors). Unlike the rest of the classes, they are not proficient with firearms, even early ones. About the guns price, Saerdna is right: a revolver is 2000 quids.

@Shosuro: I'm not sure if you attack bonuses are correct. Also, please include your Duel stats, and how you spent your money (the price of the items you have). Other than that background and concept ok, report to the Discussion thread when it's opened.

@Thelnyss: Same as Shosuro, include the price of the items. Also, review your Attack phase (wich weapon are you using?). Other than that everything fine, report to Discussion. Your additional toughts on the town are fine, but you mispelled REVENGE. Don't do it again.

@Mordecai:Work out your general stats. Also you stat point buy doesn't add up. Also check your feats, I'm not sure it's the right number and Perfect strike is missing. The concept is solid but I would like you to go just a little more in depth in the background so you can be tied into the setting.

At yukongil: this is very interesting, maybe we can discuss it by mail. By all means do send me some material if you want.

email:
robertoinchingolo@gmail.com

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