Flintlocks and Feathered Hats (Inactive)

Game Master Treppa

A Three Musketeer style campaign in Golarion.


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MWAH-HA-HAAA

This is the discussion for a "Three Musketeer"-style campaign. I'll start building the campaign info tab soon. My players can feel free to post and start discussing character ideas whenever they like. It's going to take me a little bit to build the campaign, but we can get started with the first encounter fairly quickly once characters are built.

This will be an original and, I hope, organic campaign. A few of us were discussing what made another campaign so fun to play and great to read, and decided that we as players had done a lot of world-building, not waiting on the GM to post and then just relax. Our characters played off one another well and we made up a lot of incidental things that the GM rolled with beautifully. Though this will be set in Golarion in a specific timeframe, I hope players will feel free to help build the world, particularly in setting and feel, but also in NPCs, events, vendettas, etc. Because it's original, there's a good chance I can weave them into the story.

So get ready to buckle some swashes! Be bold and daring! Our adventure begins SOON.


MWAH-HA-HAAA

I'm going to spoil the ending of Council of Thieves. Fair warning.


MWAH-HA-HAAA

I'm rather slow at building stat blocks and thus tend to be restrictive in sources to keep life simpler. But since this should be a fun campaign, I bit the bullet and bought HeroLab and some PF expansions. Legal sources are:

  • Core
  • Advanced Class Guide
  • Advanced Player's Guide
  • Pathfinder Unchained
  • Ultimate Campaign
  • Ultimate Combat
  • Ultimate Intrigue
  • Inner Sea Gods
  • Inner Sea Races
  • Inner Sea World Guide

There's probably not much in the Inner Sea books besides perhaps traits and a few spells, but use 'em if you like. If there's another book you want me to consider, let me know!

If the campaign runs for a while, I might add Mythic. :)


<Large Splash>

<Bearded Old Wizard pops his head up.>

What?!? You SAID to jump in!

:D


MWAH-HA-HAAA

Quick background to the adventure:

We're using the "Flawless Victory" ending to Council of Thieves. You were all affiliated with House Grulios, one of the majestic old pre-Thrune noble houses in Westcrown. Whatever your background, you were house guards (or friends thereof) for that house's mansion and property on the main island in Gemcrown bay.

A few months ago, a rag-tag bunch of adventurers discovered a plot by family Drovenge to overthrow not only the government of Westcrown, but also the worship of Asmodeus. This isn't as good as it sounds, because the devil Mammon was behind the whole thing, attempting to gain a foothold on the material plane. This secret association put an end to the shadowbeasts that stalked the streets at night in the city, overthrew the scions of House Drovenge to prevent Mammon from ruling Westcrown, and managed to negotiate with the Admiral of the Chelaxian fleet - who was poised to take control of the city and impose martial law - to allow free and fair mayoral elections.

All the action of the Children of Westcrown was on the mainland, leaving you idle (and possibly frustrated) in your guard duty. Except for a few random minor devils prowling around on one fateful night, you had no involvement with the secret plots. (Hence L1)

Since that eventful week three months ago, nightlife has returned to Westcrown - and how! Adults who rarely saw the stars now enjoy starry skies, cool night breezes, and a resurgence of eating and drinking establishments. Commerce is booming, unemployment is almost unheard of, and the citizens are lively and happy. The eldest and most statesmanlike of the Children of Westcrown - so the rebels called themselves - was elected mayor in free elections. The city has begun reclaiming the walled-off district that had been used as a penal colony, and another of the adventurers is the new captain of the dottari. Even the Hellknights, who bravely fought devils hand-to-hand in the streets and were severly damaged, are working well with the new government and the dottari.

Thrune doesn't appear to care much about what has happened. To them, Westcrown is still the graveyard of dead old noble houses and a place of exile for disgraced Egorian nobility. But the church of Asmodeus most certainly noticed Mammon's effort to horn in on the mortal realm. Formerly ignored by both state and church, Westcrown now finds itself home to a Cardinal and an influx of infernal militia intent on enforcing the rule of Asmodeus. It started slowly and mostly on the mainland, but they have been getting bolder about enforcing worship as their numbers have grown.

So far, Regia Corna - the "Crown Sector" where the old heart of Chelaxian government and nobility lay - has escaped the worst, as the nobles tend to be grumpy about such heavy-handed tactics. But that is about to change...


MWAH-HA-HAAA

Notes on characters and environment:

You are starting at Level 1 because the poverty inherent at that level seems to be a good representation of the Musketeers' general state of being. Those guys could never hold on to money. Or horses. Or good wine.

House Grulios is ruled by its patriarch, Asad Grulios, who has a reputation of being more than a dabbler in wizardry. The family has never supported the Thrune regime, nor the rule of Asmodeus. They keep their heads down and don't cause trouble, but they take little heed of the common prejudices of Cheliax, which is strongly pro-human. This gives you the option of playing non-human races without trouble in your employment (at least).

Pick whatever background you like, as long as you have a reason to associate with House Grulios. If you want to be a noble, let me know and I can give you some established family names. The old noble houses are generally either fallen or have gotten on board with Thrune for their own profit. Feel free to use names you've seen in other APs or PF tales as your own, too, but you should generally be cut off from financial support of a noble house for some reason.

Non-nobles work fine, too. Grulios is more open-minded than other houses and pick the best rather than profiling by race or socioeconomic status.


Thpoilerrrrrth! :P


MWAH-HA-HAAA

I warned you! :P


Legendary Merchant of Pins

I'm guessing bards, swashbucklers, and vigilantes are a good starting point for classes in this one.


MWAH-HA-HAAA

Discussion from other thread:

Treppa wrote:
You wouldn't have to be a swashbuckler, either, as long as your character had that feel and similar abilities. My old tumbling/rapier wielding cleric would work in this, for example.
Ragadolf wrote:
Swashbuckler/Musketeer/Magus anyone?
Tilnar wrote:

Have more than a few ideas popping into my head -- would be easy to make a warpriest of Cayden Cailean fit right in, for one.

A paladin of Shelyn could easily be quite the dandy, while a paladin of Arshea would totally fit (going holy gun would even get the mechanics work). Paladin could end up Aramis-like if you're heading for the devout, or a bit more D'Artagnian-like.

Roguish character would be pretty simple -- I mean, you almost have to try to build a rogue that wouldn't fit in the swashbuckler world -- urban ranger, investigator, hunter, slayer -- all have a lot of options (and, of course, Arcane Duelist, Dervish Dancer or Archaelogist bard)...

Rags -- I'd looked at multiclassing swashbuckler/magus before -- I recall that there's an arcana that you can take that lets you use your arcana pool like panache.... And I seem to recall there's an archetype that goes that way too.


Legendary Merchant of Pins

Possible concepts of uselessish characters:

  • Male Halfling Vigilante (stalker): Vigilante identity is Halfling masked hero who infiltrates balls, galas, parties, and other events to eat the rich and often unobtainable food that halflings wouldn't necessarily be allowed to eat due to their status in Chelaxian society. His social identity is GM eyes/need-to-know only!
  • Female Human Vigilante (Magical Child): At the tender age of 15, this scion of House Grulios fancies herself a member of the newly formed swashbuckling team. Being their employer's daughter makes this hellion both an asset and a liability for their adventures.
    -social identity: Utterly spoiled brat
    -vigilante identity: Unwarrantedly self-entitled hero
  • Male Gnome Alchemist (type undetermined): Absolutely mad scientist who specializes in crafting and gearing up the team with gadgets and potions. Travels with the team because field testing and watching the results of the experimental items is one of the best parts of the job. <insert cackling here>

Voting begins now! Also, if one of you likes one of these concepts, I am willing to share, but I get first dibs on the brat!


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Rags - there's 2 arcana -- one (the better one) gives you parry/riposte and derring-do -- which I would think is a huge step toward the musketeering. ;)

Advance Class Guide wrote:
Flamboyant Arcana (Ex): A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from arcane deed. He can't use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points in his arcane pool the way a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect the arcane pool of a magus with this arcana.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Still flipping ideas -- may wait to see what others make before I drift down the path.


MWAH-HA-HAAA

Firearms are restricted to early models. They're very expensive, so I don't see them coming into play for a while, but wanted to let you know for planning purposes.

If you haven't read the book (or if it's been a while), you can read it free online. The Three Musketeers .


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

I've read it in the original French. Own a copy, even.


A book!? Where would I ever find such a thing!?


Ooh, I haven't read it in French. I now feel inadequate.

Mahorf, you obviously need the assistance of a librarian...


Legendary Merchant of Pins

Ha! And he asked that from work, too.


Legendary Merchant of Pins

Also, GameMastery Guide, Ultimate Magic, and Ultimate Equipment are not allowed sources, correct?


Uhhh, I thought I bought Equipment, but am away from my tower and can't check. I will verify tonight /early tomorrow.


Legendary Merchant of Pins

Does the House Grulios have a family animal that symbolizes them?


Same as last answer. I will look.


Tossing around ideas.

In my mind.

Cuz I likes all of mine, AND all of the above, so far. ;P

Hrm,... A variance on the Magus I'm playing in another PbP ?(oft delayed, but we refuse to quit!) ;)

Based on the idea that more blades is better, he specializes in ALL of the spells/powers that provide/create/animate/etc another blade. (My original used 3PP Arcana, Dancing Blade, to get that power before you can normally get it with the regular points/lvl) ;)

His ultimate goal, (Obviously a higher-lvl goal) is to swing into action, while wielding his rapier in one hand, have his 'Defending/Dancing' weapon beside him, animating yet another sword/weapon with arcane pool, while spells animating daggers/etc for defense and offense fly around him.


pinvendor wrote:
Also, GameMastery Guide, Ultimate Magic, and Ultimate Equipment are not allowed sources, correct?

Well, I don't have these in HeroLab, since what I bought was about my limit (or a bit beyond). You can add items/spells in manually if you like. I just couldn't drop any more on this game, sorry.


pinvendor wrote:
Does the House Grulios have a family animal that symbolizes them?

The house animal is the cricket and the house motto: dulcis est veritate (in whatever passes for Latin in Golarion - probably Thassalonian).


MWAH-HA-HAAA

If anybody is playing a sneak attack class, I'll be happy to play tumbling cleric and be a flanking buddy.

If you like, I could be another character's younger sibling, so you can tell my character to sit down and shut up if she is too active.


Legendary Merchant of Pins

Magical Brat concept!:

Portia Grulios
Human (Chelaxian) vigilante (magical child) 1 (Pathfinder RPG Ultimate Intrigue 9, 57)
CN Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +3 (1d6+1/18-20) or
. . starknife +3 (1d4+1/×3) or
. . unarmed strike +3 (1d3+1 nonlethal) or
. . war razor +3 (1d4+1/19-20)
Vigilante (Magical Child) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—grease, mage armor
. . 0 (at will)—detect magic, mage hand, open/close (DC 14), read magic
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 14
Feats Noble Scion Of The Arts[ISWG], Weapon Finesse
Traits imposing scion, obsessed with success
Skills Acrobatics +7, Disguise +4 (+24 to appear as part of polite society while in your social identity), Intimidate +9 (+11 vs. creatures of your bloodline type), Knowledge (local) +5, Knowledge (nobility) +7, Perform (act) +9, Perform (dance) +9 (+13 when in your social identity), Ride +7
Languages Common, Infernal
SQ animal guide, seamless guise, social grace, social talent (social grace), staunch ally, transformation sequence
Combat Gear flash powder[APG], thunderstone; Other Gear silken ceremonial armor[UC], rapier, starknife, war razor[ISWG], belt pouch, courtier's outfit, perfume, common[ISWG] (10), signet ring, spell component pouch, waterskin, pendant (worth 50 gp, 0.2 lb), 36 gp
--------------------
Tracked Resources
--------------------
Flash powder - 0/1
Noble Scion of the Arts (3 rounds/day) - 0/3
Obsessed with Success (1/day) - 0/1
Starknife - 0/1
Thunderstone - 0/1
--------------------
Special Abilities
--------------------
Animal Guide (Ex) A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish famili
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Social Grace (Perform [dance]) +4 circumstance bonus to selected skill while in your social identity.
Staunch Ally (Ex) Familiar can use startling, frightening, stunning appearance, and vengeance strike as master.
Transformation Sequence (Su) Shifting identities takes half the normal time, but is obvious and flashy.

Tobias
Cat (Pathfinder RPG Bestiary 131)
CN Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +3
DR 1/magic
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1 nonlethal) or
. . bite +4 (1d3-4), 2 claws +4 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6, Climb +6, Intimidate -1, Perception +5, Ride +3, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Damage Reduction (1/magic) You have Damage Reduction against all except Magic attacks.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

As I said, I'm rolling a few concepts around -- trying to see what roles need to be filled before I start messing around too much with concepts.

That said, I'm (mostly) toying with something a little roguish -- urban ranger, bard, or maybe giving the slayer a whirl.

Much as I love the paladin concepts (Arshae especially) but I just can't go back to 2 skill points a level. It makes me all sadlike. I keep thinking the warpriest might be a god compromise, though.


Yeah, I weep at the thought of 2 Skill points/lvl too. :(

I dunno, ALL of the swashbuckly-stuff sounds fun to me! (It always has, ever since I first saw those old movies as a kid)

Hows a guy to choose?!?!? :P

Hm,... off the top though, I'd say I'm likely to go swashbuckly-Magus, Straight Swashbuckler (maybe with a few gun feats?), or Cleric Of Cayden.

(I might pick yer brain about that tumbly-cleric yer tawkin' 'bout) ;)


Legendary Merchant of Pins

I'm just being honest here, I intend to play Portia as a spoiled rich girl who has no idea what she is getting into. So she probably won't really be filling any role other than unprepared naive buffoon who thinks she should win because she's an aristocrat, and she's better than everyone else. No metagaming or min/maxing here.

If she actually lives very long, I imagine as anyone faced with real experience, she may actually become worth something. But truth be told, if she ends up with lucky rolls and others intervening despite what is likely her own stupidity, that experience may not be as quick since she will definitely believe the fate she is expecting to have is falling in line exactly as she knew it would.

Mostly, I just hope she's fun to roleplay and cause roleplay opportunities for everyone by basically being a nuisance and an inconvenience for those who actually are capable heroes. My goal is to have everyone playing enjoy her hijinks, sass, and foolish bravery without ruining things (well, not completely) or inducing rage from you all as players.


Daring Infiltrator Concept:

Theo
Catfolk swashbuckler (daring infiltrator) 1 (Pathfinder RPG Advanced Class Guide 56, 124, Pathfinder RPG Bestiary 3 47)
CG Medium humanoid (catfolk)
Init +4; Senses scent; Perception -1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +1, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee rapier +6 (1d6+1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +2; CMD 16
Feats Weapon Focus (rapier)
Traits anatomist, suspicious
Skills Acrobatics +8, Bluff +10, Climb +13, Diplomacy +6, Sense Motive +6, Stealth +8; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Languages Catfolk, Common
SQ cat's luck, swashbuckler finesse
Other Gear mwk studded leather, rapier, bedroll, belt pouch, fishhook, flint and steel, masterwork backpack[APG], mirror, signal whistle, silk rope (50 ft.), soap, torch (10), trail rations (5), twine (50')[APG], waterskin, weapon cord[APG], 28 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having

I was also considering going with a Musket Master, but if guns are really rare that may not be the best idea.


Legendary Merchant of Pins

One question that has come up for me about the Vigilante. Is the Vigilante expected to be carrying their disguise on their person at all times? Or is this just handwaved with the ability?

Having to always have a satchel full of a difficult to explain costume seems to make the Vigilante's unlisted Achilles' Heel a simple "Hey! What do you have in that bag?" situation. :-/


Musket Master idea:

Muskrat
Human gunslinger (musket master) 1 (Pathfinder RPG Ultimate Combat 9, 50)
CN Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 13 (1d10+3)
Fort +5, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged musket +5 (1d12/×4)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (3)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 12, Wis 16, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload, Secret Stash Deed[UC]
Traits resilient, world traveler
Skills Acrobatics +8, Craft (alchemy) +5, Perception +7, Sense Motive +8, Sleight of Hand +8, Survival +7
Languages Common, Halfling
SQ gunsmith
Other Gear silken ceremonial armor[UC], alchemical cartridge (entangling shot)[UC], alchemical cartridge (flare)[UC] (2), alchemical cartridge (paper)[UC] (20), black powder[UC] (40), black powder[UC] (10), firearm bullet[UC] (50), firearm bullet[UC] (10), musket[UC], belt pouch, flint and steel, masterwork backpack[APG], soap, torch (3), trail rations (5), waterskin, 8 gp, 8 sp, 1 cp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Secret Stash Deed Spend 1 grit point to recover 3 bullets and 3 doses of black powder from some hidden stash on your person that you had, until now, forgotten about.

With max starting cash it's not too bad, it's enough to start out with a good amount of ammo, this is built pretty bare essentials gear with everything else put towards ammo. I'm sure it'll be enough to last until we get more money and craft some more.

Still sort of leaning towards the Catfolk Daring Infiltrator, especially if Marhof is going to be a Ratfolk swashbuckler.


pinvendor wrote:


Mostly, I just hope she's fun to roleplay and cause roleplay opportunities for everyone by basically being a nuisance and an inconvenience for those who actually are capable heroes. My goal is to have everyone playing enjoy her hijinks, sass, and foolish bravery without ruining things (well, not completely) or inducing rage from you all as players.

No rage. Sounds like fun to me! :)

She might frustrate my CHARACTER to no end. But I think I'd sit back and enjoy the show! ;)


Leoian Mousekewitz wrote:
Still sort of leaning towards the Catfolk Daring Infiltrator, especially if Marhof is going to be a Ratfolk swashbuckler.

Ahhhh,.. I DO so enjoy working with professionals. ;)

This is starting to sound like quite the lineup of Characters and ne'er do-wells. I've seen blockbuster movies that didn't have this good of a cast. ;)

How to rise to the challenge? Now I HAVE to come up with something to fit in with this rag-tag band of ruffians.

<BAck to the drawing board> :)


Hm,...

Halfling Swashbuckler/Cavalier w/ riding dog?

On the plus side, Halflings look FABulous in wide brimmed, feathered hats! :)

On the minus, I DO hate that 'small' pointy weapons supposedly do less dmg than 'normal' sized ones. :(

(Have you ever been stabbed with a sword?!? I can promise you, large or small, it HURTS!) :/


A work in progress!

Mouseketeer Gerolamo:

Male ratfolk swashbuckler (mouser) 1
CG Small humanoid (ratfolk)
Init +4; Senses darkvision 60 ft.; Perception +6

DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 12 (1d10+2)
Fort +1, Ref +6, Will +0

OFFENSE
Speed 20 ft.
Melee rapier +7 (1d4+1/18-20)
Special Attacks deeds (derring-do, dodging panache, underfoot assault)

STATISTICS
Str 13, Dex 19, Con 12, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +1; CMD 15
Feats Weapon Focus (rapier)
Skills Acrobatics +8, Knowledge (local) +5, Knowledge (nobility) +5, Perception +6, Stealth +5
Languages Common, Halfling
SQ cornered fury, panache (1 point), swashbuckler finesse
Traits
Combat Gear ; Other Gear masterwork studded leather, rapier, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, 96 gp

Weapon Focus is important since it's a prerequisite of Fencing Grace, but it also seems a bit bland... I might pick something else and take it at level 3, so that I can pick up Fencing Grace as his level 4 bonus feat. Extra Panache, maybe? Or something a little more off the wall, perhaps.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Rags, it's all good. Swashbucklers add dex to damage (not right away, but not too far down).

There's always the Daring Champion Cavalier archetype that pretty much *is* a swashbuckler. No mount, sadly, but you do get an order -- and given that they actually made some orders that don't need you to be mounted to use the abilities, it's good.


Well I think you have to take weapon focus and one of the grace feats to add dex to damage, I don't think Swashbucklers get it for free unless I missed that somewhere.

A large or small sword both hurt for sure, but the larger one is going to do more damage, it has more mass behind it and more surface area. Being poked with a needle definitely hurts, but stabbed with a knife is much worse. However the smaller you are the bigger target you have, and smaller target your enemies have. So less damage but plus to hit and to AC.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Sorry, right, it's level to damage unless you get slashing grace or an agile weapon.


Oooh,... A halfling Swashbuckling Magus,... <wait for it>,...

A STRENGTH build magus!

He'd be the Mini-Mi of Porthos! :)

OK, I'm tired,... that was way funnier than it had any right to be. :/

Ah who am I kidding? It's been a long week. And it's funny in my head. (The voices tell me so!) :)


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Dip Urban Barbarian? ;) Amaze your friends! ;)


MWAH-HA-HAAA

I always thought Porthos was a barbarian, right down to his love of bright shiny clothing.

re: firearms

It looks like all the Musketeers had a couple of pistols and a musket or two, enough that they armed both themselves and their lackeys on their cross-country trip. But they seem to be part of a "one shot, drop, draw" style of fighting. I haven't yet seen them used in the city. It's almost like they were considered war or hunting weapons and used in the country. I can't find a discussion of laws, but wonder if they were illegal in the city.

I am considering going with the Commonplace Guns scenario described here. That seems about right for the Musketeer era. It makes firearm use martial weapon proficiency instead of exotic.

What think you, O Readers of the Book? Does that sound about right?


Legendary Merchant of Pins

That seems about right for what the common conception of Musketeer era swashbuckling was like.

One thing I do want to note, I'm pretty sure advanced firearms as Pathfinder sees them were nonexistent in Musketeer era Europe.

Based on this excellently concise article, multishot firearms didn't exist until our man Samuel Colt invented them in the early 1800s. Since Musketeer era is 1600 France, I'd say that you would be in your right to only allow flintlock as the most advanced type.

The matchlock and the wheel lock probably still exist as well and flintlock may have been more "the cutting edge" tech meaning it could still not be widespread.


MWAH-HA-HAAA

Yep, I already indicated only early firearms are available; sorry I forgot to mention that again.

I'm more interested in recreating the feel of the book than in being historically perfect; though Dumas' father was involved in events of that time, so 3M might be quite historically accurate.

So from your article, pin, I'd see the pepperbox being struck from the early one-handed list. I think the double-barreled guns are fine because each has a separate striker and the barrels can be fired individually. Does that sound about right?

I'm also thinking of penalizing anybody who uses a warhammer musket by having a large anvil fall on their head.


MWAH-HA-HAAA
pinvendor wrote:

One question that has come up for me about the Vigilante. Is the Vigilante expected to be carrying their disguise on their person at all times? Or is this just handwaved with the ability?

Having to always have a satchel full of a difficult to explain costume seems to make the Vigilante's unlisted Achilles' Heel a simple "Hey! What do you have in that bag?" situation. :-/

I haven't found a good answer to that on the forums. Did you guys come up with anything in discussion?


Ragadolf wrote:
On the minus, I DO hate that 'small' pointy weapons supposedly do less dmg than 'normal' sized ones. :(

This is why I always play a class that has sneak attack damage if running a small character.


Damage die aren't really a big deal anyway - it's that fat damage modifier that you want.

And I don't think guns are terribly important to the musketeer flavor, despite them being called, well, musketeers. That being said, commonplace guns sounds fine to me, if we're not worrying about Golarion canon too much. Alkenstar is probably going to be pissed. ;P

Also, I am rather enjoying the book so far. The advice d'Artagnan's father gave him was positively terrible, but it will definitely make for an interesting story. :)


I've read the 3M, many times,. but the most recent was,... well, not recently. ;P

Going by all of the MOVIES, (and the excellent TV series) they used their firearms almost as much as their swords, however it IS still primarily 'point, shoot, drop, pick up after fight is over' style of fighting.

I can wax philosophic about reasons the Musketeers didn't/don't use their guns (often) in town,...
Just a few guesses,
-Against the law? They WERE the law, not counting the Cardinal's Guards, who basically got promoted ahead of the Musketeers on the legal-authority-food-chain. (And Musketeers were still expected to obey the law, hence the whole 'your under arrest for dueling' problem in the book) ;P

-Still mainly inaccurate weapons, more likely to hit a bystander in a crowd than the intended target,

-Goes against the Musketeers creedo and dueling code. They prefer to face their opponents man-to-man,

-Plus, in a swordfight they get to show off that whole Swashbuckle-thing they are all about. :)

-Musketeers didn't kill for fun, only when they had to. They would much rather beat your pants off in a swordfight and let you live if they could. Guns make that hard to do. ;)

Yeah I have a headache, that's all I got right now. :)

I'm good with 'common guns' Treppa, although I DO believe that the pepperbox pistol was 1600's as well. (I will be happy to research later tonight) As I recall, it worked, but like all the rest was prone to misfires, meaning you could very well blow your hand off if all the chambers went off at once. Plus they were much smaller bullets than the larger pistols and rifles, and had a much shorter (Accurate) range. It was an easily concealable, save-or die weapon, not a reliable six-shooter like in the old west. :)


MWAH-HA-HAAA

We're going by the book, not the movies. Not the TV series. Not the cartoons. No airships!

That pepperbox pistol sounds like a menace to everyone, including the wielder! Let me know what you find out, Rags.

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