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20 Point Buy System
Character Level: 2
Starting Gold: 175 gp
Traits: 2
Alignment: Any Good or Lawful Neutral
Type: Pencil and Paper or Computer Graph (Example: A1: Empty, A2: Desk Difficult Terrain, B1: Goblin Rogue, B2: Wooden Chair Difficult Terrain)
Archetypes: From Ultimate Combat Only
Classes: Bard, Cleric, Fighter, Gunslinger, Paladin, Ranger, Spell-Less Ranger, Samurai, Sorcerer, Rogue, Wizard
Races: Asimar, Human, Elf, Dwarf, Half-Elf, Half-Orc, Gnome, Halfling, Tengu
Setting: My own made up world
Skill Checks and Saving Throw Amount: Medium
Fighting: Medium
Here's an entirely homebrewed campaign where YOU, as adventurers, decide the course of action. A scenario will be put forth, and you'll go from there. This is really based largely on backstories (mandatory) and character alignments. The more descriptive the backstories, the more open the campaign! Sure there will be some things not based on them, but a good amount of it will be to get the game rolling.

Been-jammin |

Here's the crunch. A basic background will be coming soon, with more detail after we get some details on the world.
Male Tengu Gunslinger (Pistolero) 2
CG Medium Humanoid (tengu)
Init +3; Senses low-light vision; Perception +10
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 16 (2d10)
Fort +3, Ref +6, Will +3; +2 trait bonus vs. fear, +1 trait bonus vs. divine spells
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Offense
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Speed 30 ft.
Melee Bite (Tengu) -3 (1d3/x2)
Ranged Pistol +5 (1d8/x4)
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Statistics
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Str 11, Dex 16, Con 10, Int 13, Wis 17, Cha 12
Base Atk +2; CMB +2; CMD 16
Feats Gunsmithing, Point Blank Shot
Traits Courageous, History of Heresy
Skills Acrobatics +7, Climb -1, Craft (alchemy) +5, Escape Artist +2, Fly +2, Intimidate +5, Knowledge (engineering) +5, Linguistics +7, Perception +10, Profession (cook) +7, Ride +2, Sleight of Hand +6, Stealth +4, Survival +7, Swim -1; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan, Tengu
SQ deed: gunslinger's dodge (+2 ac), deed: quick clear, grit, up close and deadly +1d6
Other Gear Studded leather armor, Alchemical cartridge (paper) (10), Black powder (10), Firearm bullet (10), Pistol, Backpack, masterwork (5 @ 10.5 lbs), Bedroll, Belt pouch (21 @ 0 lbs), Blanket, Fishhook, Flint and steel, Gunsmith's kit, Powder horn (10 @ 0 lbs), String or twine, Waterskin, 7 GP, 2 SP, 9 CP
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Special Abilities
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Courageous +2 save vs. fear.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
History of Heresy +1 save vs, divine spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the damage.

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It is PBP. I check multiple times a day, but expect everyone to do it at least once a day. Preferably twice.
The world is around 85-90% land, with many little rivers dotting the main continent. Villages are plentiful, but mostly small. Trees and forests line the usually well marked roads and trading routes. The fishing/port village of Selsey is a popular destination, but it's inhabitants aren't really the social type.
A small village resided in haunted woods, but few returned after the last group of "heroes" to head in where never heard from again. This borders Selsey on one side, and it is generally avoided by everyone now.
The continent's main city, Solsun, (off limits to everyone who doesn't stay there currently) is undergoing a self-induced period of reconstruction after a falling-out split it into a North and South district place.
That's a pretty general description, so if you have additional questions I will try to answer them as well as I can.

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Actually, can I throw this paladin into the mix? Adjusting for your specifications and leveling to two won't be rough and I would have went rogue, but you already have one. Backstory would remain effectively the same, Paladin Code would remain the same. All that fun stuff. Only stats and equipment will change.
Plus, worst case scenario, I'd be playing this character in two different PBPs.

Grand Moff Vixen |

I would be interested in this game. Would you be averse to my using the Expanded Spell-less Ranger?
I have a background I came up with a while back that is good for homebrew settings and would love to use it. It is oriented on a gunslinger class but that is easily changed if I make him a ranger.
I sent you a PM with additional details.

Grand Moff Vixen |

Here is Mathurin Kerbouchard, a half-elf spell-less ranger.
Let me know what you think Conner.

Ingrid Troll Slayer |

Ingrid is a Dwarf miner by trade, who has spent much of her early years learning the secrets of her people, namely metallurgy, mining engineering, gemology, and geology. As an experienced miner and caver, she is at home in the dark deep places of the earth.
She is also a master of two weapon fighting, clutching her family’s heirloom War axe in one hand, and a small hatchet with a bone handle in the other. Her skills were learned and perfected during a stint as a guard on an underground trade caravan. At range, she will resort to a crossbow, but at smaller distances, she simply throws her hatchet at opponents. She is capable of stealth, and tends to shun large weapons, or bulky armor. As a female, she is less bulky than the males of her kind, and slips through the shadows with an easy grace. Unlike most rangers, she does not consider nature her home, except the caverns and caves of the earth. She cares little for druids, farmers, and other ‘fur lovers’.
Ingrid was terribly injured in a mining explosion, and her face, as well as her hands was seriously burned. She was lucky to keep her vision, but she lost all her hair, and her right ear due to infection. A large red scar covers her forehead and crown of her skull. She always wears gloves, as her hands are a mess of red and white scars. The injuries have damaged her vocal cords, giving her a gruff, almost male voice. She normally wears a red scarf over her mouth, with a black hood, to cover up the worst of her scars. She prefers deep cleavage, and customizes her armor to extenuate her bosom, as her breasts and neck escaped injury during the blast. Ingrid would be an attractive woman, had she not been so terribly disfigured.
The explosion was a last ditch effort to destroy a cave troll, which has taken up residence in a mine, and was threatening the miners. The group attacked, but the troll tore through the miners like paper, and as an extreme measure, Ingrid threw a lantern at it. The coal dust in the air, simply exploded, burning the troll to a crisp, the other injured miners, and scarring Ingrid. After the injury, she spent several months in bed, receiving medical care. Since then, she left her hometown, and ventured out into the world, beyond her Dwarven Home. She still hears the screams of her companions, roasting alive, on lonely nights.
Perhaps due to her injury, She is disdainful and jealous of beautiful women, seeing them as “simply selling their pretty face, and making men do all the work”, but has a good heart. She dislikes seeing the disabled mocked or cheated, and has a soft spot for children. However, due to her scars, children are often afraid of her. She is not particularly religious, and tends to dwell on the present. She is fond of high quality alcohol, music, and she like short, muscular, bald men, and dreams of marrying a paladin with a white horse, but would never say this aloud.
She has a particular hatred for trolls, and will attack them on sight. This couped with her races historic dislike of giants, has given her the nick name “Troll Slayer” although she hasn’t been too successful at it. With the right party of adventurers, perhaps she could thin the numbers of this deadly menace…
Although a miner, she has a keen interest in the gem cutters art, and collects fine jewelry. She is particularly fond of lapis lazuli, and prefers silver and platinum to gold. She does not wear jewelry except on special occasions, keeping it safely stored on her person, usually in a leather pouch.
Other personality quirks include a profound hatred of fruit, a fondness for pigs (she thinks piglets are cute), and a strong distaste for prostitutes.