
GMEDWIN |

The theme feat is free.
Sylphs are fine as far as I am concerned.
So a naval veteran of the Yerasol Campaign.
I am glad you didn't want to be a Beran Minotaur or something.
The other thing. Please come up with two contacts in the city and where they live. In the Player's Guide there is a really cool map and the neighborhood breakdown. It is a great help in the campaign and for your backstory. I think I have used everyone's contacts in the game so far.

LeMond Asher |

Alright, I'll work on that.
I should be able to get most details done before tomorrow is over, but some of the specifics on the character sheet might be lacking until Monday or Tuesday, notably equipment.
How are we doing HP rolling, max at first level and rolling beyond that?

LeMond Asher |

Alright, I've got my contacts built into my profile, and I'm adding more statistics and biography with every moment. Let me know if anything doesn't work!

GMEDWIN |

Lemond, Could you write about how you got involved in the RHC? Is your experience due to your military experience or were you on another mission for the department?
Basically, I am looking for some hooks to get you on the team.
I will get you in later this week depending on RP. I have to do some wrap up stuff and the tie in between books.

LeMond Asher |

Will do. From what I've read, it looks like the Yerasol campaign ended about 7 years ago. Is that right? I'm having trouble finding into information on this campaign. Who were we fighting and why? I don't have to know, but it might be worth knowing for backstory purposes.
I'll get more into it when I type up his biography, but I imagine most of his experience comes from the campaign, and only recently has the Powers That Be made him a constable to keep him from tarnishing his heroic reputation by being too idle (He isn't a good dinner guest and isn't able to act like a well-adjusted hero amongst the upper-class like they would want).

LeMond Asher |

Rad! Okay, I think I am mostly done. I have my backstory up. I just need to write up his physical description (pretty much my avatar), do hit points, decide on my favored class points, and do equipment. It looks like starting wealth for level 4 is normally 6,000. Should I just buy gear off of that? Any restrictions I need to know?
I'll roll my level 2-4 hp here.
HP level 2: 1d10 ⇒ 3
HP level 3: 1d10 ⇒ 7
HP level 4: 1d10 ⇒ 3
13+10=23 total HP. I'll... put 2 more HP from favored class into that and the other two into skill points.
Ooooh, being a veteran hero, it looks like I add to the team's prestige when I join!

GMEDWIN |

Don't spend more than 40% on one thing. Firearms are common. Use the look on the player's guide for the cost of fire dust. (as opposed to gunpowder)
6000 seems fair.
@ the rest, I am going to see if Falko wants to speak with the dead Creed and if not then I will move it forward this evening.

Johnathan Eli Holbrook |

Enjoyed reading LeMond's backstory, and realized Johnathan's has been neglected for a long long time. Finally turned the OOC scattered mess into an IC scattered mess. So if you want a look into Johnathan's head, Gods help you, it's in the form of a journal.

Falko Escheus |
Level 4:
+1 Dex;
+1 BAB;
+1 Ref and Will;
+1 2nd level spell per day;
+2 2nd-level known spells (Blistering Invective, Mirror Image);
Favored Class: +1 1st-level spell known (Irresistible Laughter);
+9 skill points: (Bluff, Diplomacy, Disable Device, Intimidate, Know Planes, Perception, Sense Motive 2x, Use Mag Dev);
+1 rogue talent: TBD.
One question: I'm trying to increase my damage output a bit, but I haven't found much for a dex based built. Slashing Grace is weird, as I need to abandon the rapier. Any solution?

Johnathan Eli Holbrook |

Well there's vital strike further on (bab +6). Otherwise there's not much for dex damage unless you want to start investing in two-weapon fighting.
Defensive aimed stuff like dodge+mobility probably wouldn't hurt.
Then again, maybe GM would be willing to just homebrew Slashing Grace into Piercing Grace ;) After all, rapier and scimitar are identical except the damage type, and if you can stab with a scimitar, you can certainly slash with a rapier.

Cretien Dufrene |

booked too much excitement this last weekend, behind on leveling. Hope to be done tomorrow.

LeMond Asher |

Here's my desired gear, so far.
+1 musket - 2300
oil of silence x2 - 500
masterwork buckler - 155
masterwork chain shirt - 250
Muleback Cords - 1000
The musket is assuming I upgraded my starter gun to masterwork via the gunsmithing feat for 300gp, and then had it enchanted.
I'll also probably "buy" a bunch of ammo (including alchemical cartridges) that I made myself, which are at a reduced cost then the normal sale price (1/10th cost for regular ammo and gunpowder, 1/2 for alchemical) also form the gunsmithing feat.
I've still got about 1000-1500gp to work with after these things, does anyone have any recommendations?
I've also added an in character story into my profile, beneath my backstory

Angus McCormick |

Do please remember that without any ability to channel my Healing can only be stretched so Far :)
L4
Bab +1
Will +1
Spell Known:
L0: +1
L2: +1
6 Skill points
Mystery spell
+1 Str
HP: 1d8 ⇒ 8 + Con +1 Fav Class
----
@ Falko
Fencing Grace feat:
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit(s): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size.
In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
or Use a Scimitar (and the corresponding feat)

Falko Escheus |
Level 4:
+1 Dex;
+1 BAB;
+1 Ref and Will;
+1 2nd level spell per day;
+2 2nd-level known spells (Blistering Invective, Mirror Image);
Favored Class: +1 1st-level spell known (Irresistible Laughter);
+9 skill points: (Bluff, Diplomacy, Disable Device, Intimidate, Know Planes, Perception, Sense Motive 2x, Use Mag Dev);
+1 rogue talent: TBD.One question: I'm trying to increase my damage output a bit, but I haven't found much for a dex based built. Slashing Grace is weird, as I need to abandon the rapier. Any solution?
Ok, so Rogue Talent is Weapon Training, which is a prerequisite of Fencing Grace.

LeMond Asher |

Adding a masterwork rapier to my list, as well as a gunsmithing kit. I'll probably pick up a few dry load and tracer bullets as well at full price (can't make these).
After that, I'll probably spend the rest of my money on ammo and potions!

LeMond Asher |

My math so far has been using the "Firearms are commonplace" rules.
"Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft."
However, in the Zeitgeist stuff it says that advanced weapons aren't obtainable in the campaign setting.
GM?
Oh, a question of mine own about the setting's languages. I found this passage on page 16 of the setting guide.
"Risur speaks Primordial, the language derived from the ancient speech of the original fey titans who ruled the land. Educated people of Risur often speak Common as well."
Then there is a list of other languages that seem to be setting specific. Are we using these languages instead of the pathfinder standard (dwarvern, elven, etc), or is it in addition to the standard, or are we ignoring these setting languages and are just using default pathfinder languages?

Cretien Dufrene |

oh, i see where he said "firearms are common" and then referenced the fire dust

LeMond Asher |

Ack! Sorry GM for the barrage of questions, but I'm having an issue with firedust.
I see "Firedust, cask - 20 gp - 20 lb" in the zeitgeist book, but it doesn't say how many doses this amounts to.
Also, since I've got the gunsmithing feat and the alchemy skill rank needed to make alchemical ammunition, can I assume that I can create firedust as well (though I'm guessing at the 1/2 price reduction since its alchemy instead of the 1/10th for mundane stuff).
Edit: I looked around online and found this:
"I'll address this one...
The original intent was to keep firearms based on the costs in Ultimate Combat. So guns/ammo cost the amount listed in Ultimate Combat (keeping in mind that they only cost 25% as we're using the Commonplace firearm rules). Part of this problem was due to Ultimate Combat being released after the initial Player's Guide, after we had mentioned Firedust costs/effects.
The cost and information listed for Firedust was a holdover from some material that shows up in the adventures. In essence, the firedust costed out in the main book is 'unrefined' and meant for enterprising PCs who want to construct demolition charges and the like.
All this being said, if we do another revision of the guide or (hopefully) a hardcover Zeitgeist book, we'll review this further."

GMEDWIN |

The extended player's guide talks about advanced firearms coming from Drakr.
A cask of firedust would still need to be refined for use in a firearm, so 20 lb cask after refinement equates to a 5lb keg of blackpowder. Unrefined Firedust is used as an explosive in the setting for construction and such.
The languages in the setting are the same as in general pathfinder but they are more narrowly defined about who uses them.
••Risur speaks Primordial, derived from the ancient speech of the
original fey titans who ruled the land. Educated people of Risur often
speak Common as well. Risuri speakers have English accents (or
whatever local variant of English you speak: American, Australian,
Canadian, etc.). All PCs gain Primordial as a bonus language.
••The language Common, which served a role in Lanjyr similar to
Latin in Europe, is spoken in Ber, Crisillyir, and Danor, albeit with
some local variations.
••Ber mixes Draconic, Giant, Goblin, and Common, with most state
business conducted in Common. Berans have a Spanish accent (or
Mexican, if that’s easier for you).
••Crisillyir speaks Common as well as Dwarven, with strong Drakran
influences. Crisillyiri sound like Eastern Europeans.
••Danor speaks Common, but its schools and academies are strict in
maintaining the language’s purity. Danorans sound like the French.
••Drakr speaks Dwarven. Drakrans sound Russian.
••Elfaivar speaks Elven, plus the Common of their conquerers.
Elfaivarans should have a non-European accent: perhaps Iraqi,
Indian, or Japanese.
••The fey of the Dreaming speak Sylvan amongst themselves, though
most of them also speak Common. They tend to have a sing-song
cadence and earthy pronunciation, a bit like someone reciting
Beowulf in Old English, though smaller fey like pixies just tend to
sound high-pitched.
••The seldom seen races that live under the sea have a language of
their own known as Aquan, but their affairs almost never interact
with people of the surface.
••The language known as Celestial has only been found in fragments
on truly ancient artifacts, decipherable only by magic. No one can
be said to truly understand the language.
••Abyssal, the language of the fallen Demonocracy, is practically
extinct except for curious scholars, a handful of demented cultists,
and the warriors of the Clergy who strive to stamp out the last
lingering traces of that unholy empire.
You should check out the Extended Player's Guide which came out last year and I actually helped out a little on. Although I made a bigger difference on Adventure 1 in the new version.

Cretien Dufrene |

almost done updating Cretien to a new level and new equipment. alias isn't updated yet, will transfer stats from the notepad to computer once done.
anticipate completion tomorrow.
P.S. - anyone know of an item like a scope for firearms? if so, what book or PFSRD page?

LeMond Asher |

Yeah! I just looked this up, there are two! One lets you see invisible things through it, the other lets you full range increment touch attack.
at the bottom of the page, the two scopes.
edit: @GM - Okay, I think my profile page is pretty much complete, excepting the remaining regular gear I have yet to describe (bullet/firedust cartridges, mundane adventuring gear, and maybe some healing potions, none of which sounds like you have an issue with).
I have a few final questions, though.
First, I see the language list (Thanks for telling me about that, things are much better described in the extended guide!) doesn't include Auran which I get for free, racially. How would you like me to resolve this?
Second, Aquan appears to be pretty rare. Are you cool with me having history in the war that would have led me to interacting with the native speakers of this tongue and learning it from them?
Finally, my ammo... "Reloading involves drawing and tearing open a paper cartridge, which contains firedust and a bullet. The gunman pours firedust down the barrel, then packs in the bullet with a ramrod". I imagine this takes the same loading action as normal, and that this is distinct from the alchemical paper cartridge described in ultimate combat (which is a self contained thing that you load as a quicker action than normal). When buying these rounds, do I just need to calculate the cost of the bullet + a dose of firedust, or do I need to actually calculate the paper cartridge into the price as well?
I'm excited to get going! I'm reading through the back log of gameplay posts, and it's pretty entertaining. Man, that first mission starts off with a whole bunch of poor rolls! Here's hoping my luck fares better than the campaign's original gunslinger!

Cretien Dufrene |

yeah, i was looking for something that lets you take some time, like a move action, to get a better chance to hit. Thunderscape has them, but PF doesn't as far as i have seen (except maybe in the new Technological Gear stuff)

GMEDWIN |

Auran is a language the language of Air elementals of which we had already had one. So it is fine that your character speaks it. Wouldn't it make more sense for your character to speak a more common language like Sylvan.
Maybe you fell off a ship when you were young and learned it from the sea creatures.
As far as I can tell, the original firearms rules without alchemical rounds is closer to the operating system of a Brown bess musket 18th century, alchemical is similar to the mid 19th century operations. It would be quicker because you don't need a powder horn. Which eliminates 2 or 3 steps.
A tracer round would include the dust already.

LeMond Asher |

Wouldn't it make more sense for your character to speak a more common language like Sylvan.
Fair enough, I'll take that.
As far as I can tell, the original firearms rules without alchemical rounds is closer to the operating system of a Brown bess musket 18th century, alchemical is similar to the mid 19th century operations. It would be quicker because you don't need a powder horn. Which eliminates 2 or 3 steps.
Oh okay, so then the paper cartridges they are talking about ARE actually the alchemical paper cartridges that are quicker to fire. The description about tearing open the package to put in the separate components before packing threw me off. I'll convert my bought ammo/diredust doses back into money and just buy paper cartridges if that is the way of things.

GMEDWIN |

ok
Falko... the rapier that Von Recklingshausen gives you is a +1 malice wrought rapier, threat range (18-20)
Malice-Wrought
Aura none; CL 7th; Price +2 bonus
Craft Magic Arms and Armor; magic aura, blindness/deafness
Description
A malice-wrought weapon has no adornments, radiates no magic, and
its steel is typically tarnished and lifeless. A malice-wrought weapon does
not radiate magic, and its enhancement bonus continues to apply in an
anti-magic zone or in specialized areas of null magic, such as Danor. A
malice-wrought weapon is unaffected by a targeted dispel magic. Creatures
with the aberration, outsider, or undead type who suffer a critical hit from a
malice-wrought weapon treat the creature who delivered the critical hit as
though invisible until that creature attacks again, or until 10 minutes pass,
whichever comes first.

GMEDWIN |

I have a few questions for the wrap up of book 2, are there any NPCs that you want me to specifically mention in wrap up?
Could you all prepare a summary of what your character will be doing in the 2 and 3/4 months between adventures... Are you going to make anything?
@Lemond, i think I have thought of a good way of introducing your character, so if you could PM me that would be great.

Johnathan Eli Holbrook |

Can't think of any NPCs to name. Maybe the mechanic Johnathan attacked?
Johnathan will stick to Cretien mostly, watching him work on his machines and pestering him with questions. Especially if Cretien is working on that carriage mentioned earlier. He also takes some time to refresh himself on firing and reloading a musket, since he hasn't used one in awhile. Finally he'll go to Liria's shack, just looking to maybe put her things in order, take a memento, and grieve.
(Don't think I can craft anything)

Cretien Dufrene |

Cretien will focus on learning more about firearms, their use for sure but specifically their mechanical workings.
He will also work on the carriage project, cannibalizing pieces of the mechanus to get closer to completion on it.
As for specific NPCs, the ones i most find interest in are the bad ones, the shadowy character that made the mayor kill himself... LeBrix who skipped town and country... I would like to know what became of that witchoil we pumped out as well.

Falko Escheus |
Will you want the summary in the IC thread?
Over the next few weeks, Falko will spend his time on trying to figure out what happened, and finally get ahead of the action. He'll develop a fascination for Quital, trying to learn more about the man, his estate, or his country. He'll also study the mountain. Which parts are accessible, precautions to access it and possible dangers, and possible locations for a golem factory.
It's slow detective work, looking up old records, talking to people, following leads to nowehere...

Cretien Dufrene |

Cretien is updated with his rebuild.

Cretien Dufrene |

1d8 ⇒ 7

GMEDWIN |

Great, I would like everyone to write something similar to what Chretien to describe what your character has been doing while Saxby has had you on relative light duty.
If Angus could tell me his intentions that would also be good.
I can then introduce Lemond(I almost wrote Lebron... :) ) and then get "Digging for Lies" started.