GM Fuzzfoot's Wild West (Inactive)

Game Master PJP


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Grand Lodge

Are you a sharpshooter? A quick draw? Or maybe you prefer knives, or yer one of them bow n' arrow gents? Or maybe you are just a snake-oil salesman looking to make a quick buck? Or a rogue gambler, quick with a whip? Whatever the case, my ranch wants you! Need able-bodied lads and lasses who think they have the mettle to protect my herd.

I am recruiting for a wild west campaign, with characters starting as hired guns to protect a cattle drive, with later adventures eventually becoming supernatural/horror. The flavor will be old west.

This will be in Pathfinder using Paizo rules. This is a low magic campaign, so initial classes are limited, and race is limited to human only (at least to start)

Character creation rules are:

- 20 point buy
- Race must be human
- Classes can include: gunslinger, brawler, fighter, investigator, alchemist, monk, hunter, slayer, rogue, barbarian - archetypes are ok, but might be limited (mainly to avoid magic) I might even allow another class with the right archetype if I think it will fit.
- spells/magic will be very limited and must be flavored by theme appropriate - native american herbs, ancient chinese powers, etc. But as the more supernatural elements appear, we will loosen up a bit.
- level 1, $150 to begin, max hit points
- Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Money - 1 Gold = 1 Dollar, 1 Silver Piece = 10 Cents, 1 Copper = 1 Penny.

Anyone interested?


Interested. Perhaps an Alchemist- Chirurgeon for a bit of healing.


This is Zyfarion's Chirurgeon.


Dotting for interest. Would Ranger be one of the approved classes? I can't see it on your list.


I'll make a gunslinger, since it seems to be appropriate. I'll even be a former highwayman who turned away from his wicked life after an encounter with something supernatural.


maybe the spell less ranger. Looks interesting.


Was the intention for no one to start with any guns? I ask because while "antique" firearms are within our budget, any of the advanced firearms are not (since the cheapest one starts at $400 after the discount).

Grand Lodge

I was torn on ranger, but I think it would be fine. You have a few levels before spells, and we'll just have to come up with the "why" at some point. Human as an initial enemy is going to be your primary choice, I think... unless you really hate cougars or such.

Healing will likely be rest and healing skills, but there will generally be a lot of downtime between periods of excitement.

I did forget one change... guns and ammo are very commonplace, so they are actually 1/100 the cost listed, not 10%. So a revolver should be $40 (which is still very high by the costs of the time, but then a greenhorn shouldn't be walking around with $150 in his pocket either, so we'll just ignore some of the inconsistencies...)

Scarab Sages

PJP wrote:
I was torn on ranger, but I think it would be fine. You have a few levels before spells, and we'll just have to come up with the "why" at some point. Human as an initial enemy is going to be your primary choice, I think... unless you really hate cougars or such.

I do want to point out that Hunter is in your list of classes in the first post, and they have spells from level 1, which doesn't seem to be what you're going for.


PJP wrote:

I was torn on ranger, but I think it would be fine. You have a few levels before spells, and we'll just have to come up with the "why" at some point. Human as an initial enemy is going to be your primary choice, I think... unless you really hate cougars or such.

Healing will likely be rest and healing skills, but there will generally be a lot of downtime between periods of excitement.

I did forget one change... guns and ammo are very commonplace, so they are actually 1/100 the cost listed, not 10%. So a revolver should be $40 (which is still very high by the costs of the time, but then a greenhorn shouldn't be walking around with $150 in his pocket either, so we'll just ignore some of the inconsistencies...)

Thanks, I'll go with the Trapper archetype, a scout with a lot of time in the wilds.

Grand Lodge

True - but they are pretty limited, but honestly, I forgot that they start with spells. It would be like ranger, but we would have to address some of the issues now.

If anyone wants to submit any idea for a spellcaster, go ahead with just a rough concept (before you put much time into creation), and we can discuss how it might work.

Dr. Alfonzo Fanucci (Chirurgeon) is a good example of something that works. Perhaps he would brew tonics, which seem to promote self-healing (for now). If he later takes Infusion, then is would show continued research into altering other people's chemistry, etc.

While guns are much cheaper, magic items will be far more expensive (when they are available), with the exception of some potions. However, we will allow for enchantments on weapons and armor passed off as non-magical improvement (although mechanically, still magic).

Some things, like detect magic and spellcraft, become less useful (unless you are planning to be an artifact hunter or occultist of some sort). Instead, appraise or craft skills can be used to identify properties. Alchemy will still work for potions.


I loved the Kung Fu TV series, with Monk on the list I would enjoy playing a fuative Monk


Dotting! I have an Unchained rogue who was made for an old west game a while ago. I’ll need to adapt him to the creation guidelines, but he’s almost good to go as it is.


Thinking about a Wild Child Brawler. Only issue possible that I see is the animal companion. ?? If allowed, what animals would be allowed?


Are we talking Earth, post Civil War here (or some equivalent)? If so I might have a Cavalier/former Confederate (or losing side of some similar war) Officer idea I might want to explore and then run by you.

-Zorblag R'Lyeh

Grand Lodge

@MrStr4ng3 - Kung Fu! Yes, good concept.

@Perry Moran - animal companions are quite fine, as long as it fits in the old west. Dog, wolf, horse, birds, etc are good choices, but you could go with a cougar, snake or even a bear... just know, these are going to really stand out! Try to avoid anything too exotic - rhino or ape are probably out.

@Zorblag - Sure, Earth post-civil (or even during) is fine. I wasn't necessarily picking a date, but a former confederate soldier sounds just fine.

Everyone I didn't specifically respond too - all of the concepts/choices sound good so far!

I didn't specify a time frame, but maybe we can give everyone until Monday for final submissions. Will that be enough time? If you are tight on time, it is more important to have a character description and mannerisms, some back story, and then the crunch (in that order).


Wolf sounds fine. I'll work up something quick. Sounds like an interesting game idea.


I just rewatched Quigley Down Under, so I kinda have the hankering to play a single-shot cartridge rifle specialist.

I'd like to come up with chain-smoking bounty hunter with a gambling problem, he has to take such risky work to keep up with his vices. Someone who did good business working the frontier, but the frontier keeps moving West, leaving something more akin to civilization in its wake. He's following it, signing up for the drive to get paid to head the way he was going anyway, and get the lay of land while he has the relative safety of numbers before going back to work hunting. Probably a Slayer (sniper archtype).

Grand Lodge

"Said I didn't have much use for 'em, never said I didn't know how to use 'em."


Oh HELL yes! I'd love to play this! Quick question ...how about a Zorro/Lone Ranger style vigilante? If that's a no go, I've plenty of other ideas.

Grand Lodge

I am expecting you to act as a group for most things, but as far as style, either of those is fine. I didn't have swashbuckler in my original list, but that would be fine too.


Good point. Sneaking off to put a mask on doesn't make sense on a cattle drive. Going with a Maverick/Mysterious Stranger. A fast-talking city-slicker.


Background skills?


Here's my Cavalier proposal. The focus will be on making those around himself better as he progresses, but here's where he starts.

Personality and Mannerisms:
Beauford “Curly” Jackson is in many ways a man still running from the circumstances of the battle of Jenkin’s Ferry. He needs to reclaim his personal honor, and takes personal risks beyond those he should. He will tactically and strategically weigh options rather than charging into a situation blindly, but if he sees a chance to improve the situation of his companions at his own expense when everything else is equal, he’ll probably take it.

Curly makes assumptions for the best about those he travels with, and will defend them to strangers even in cases when they might not deserve it. He is quick to forgive, and slow to take offense for himself, but will gladly jump into a conflict, verbal or martial, on behalf of others.

With a keen eye for the land, and some formal military training, Curly tends not to talk much outside the mission while on the when on the job, but he’ll kick back and enjoy time off with his companions, often telling jokes and engaging in pranks and light hearted ribbing. He’s aware of troop morale and tries to keep things under control, but occasionally when drinking can go further than he intended.

If confronted with his past he’ll mostly keep quiet. He doesn’t like to talk about it and will try to deflect to other topics. When asked about the future, he talks about vague plans of making his way west to the Oregon, but seems to be in no hurry to get there.

In an engagement with enemies in the open Curly is all business. He will use his rifle to attempt to draw threats to him without regard of his own safety. If an enemy isn’t downed by the gunfire, he’ll draw his sabre for close combat purposes. He stays mounted as much as possible, and will try to direct his allies to take advantage of any openings in enemy movements he can perceive. In a close quarter setting he’s at more of a loss and will tend to lash out at enemies he can see near him, but it’s not the style of conflict he has been trained for, so he’s more likely to miss openings that a dedicated brawler might see.


Background:
Beauford Jackson was born in Virginia and raised mostly in Tennessee. As a child he was provided the best schooling that was available in the territories he resided in, and when showed the talent and drive deemed necessary, he was sent to the United States Military Academy at the age of 16. It was there that he received the unimaginative nickname of “Curly,” based soley on his Curly hair. It was a name he never cared much for, but it was easy to remember and got his attention, so he’s mostly stuck with it since then.

After graduating as a Second Lieutenant, he returned to Tennessee to serve in the army. Shortly after this return, and much to his dislike, Tennessee was one of the states to succeed from the Union, joining the Confederacy. Beauford served in the Confederate Army, growing more and more disillusioned with the war, up until his unit was employed at the Battle of Jenkin’s Ferry when he had his fill. In a combination of mismanagement on the part of his superior officers, and a poor tactical decision on his part, he found his squad pinned behind enemy lines, taking heavy casualites. When offered the chance to surrender, he sent his NCOs to negotiate, took his rifle, sabre and horse, and snuck away in the night, a deserted in every way.

In the four years since then, Beauford has wandered the middle of the country, generally drifting West, laying low and finding work where he can get it. He’s picked up tricks for getting around in the wilderness that he never learned in Tennessee or at West Point, and he’s learned how to blend in more with the frontier folk he finds out here. He’ll never be meek, but at least he doesn’t draw attention too much to himself now. At this moment he’s found his way to a cattle drive. He knows his way around animals and figures this is a chance to make some money as he continues to head vaguely towards Oregon. He’s not sure why he’s drawn there, but slowly and surely it’s where he’s been headed these past years.


Statistics:
Beauford “Curly” Jackson
Race: Human
Class: Cavalier (Strategist PRPG UC, Luring Cavalier PRPG UC) 1
Sex: Male
Alignment: Lawful Neutral
Initiative +3 Perception +4
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Defense
--------------------
AC 15 TAC 13 FF 12
HP 12/12 Fort +4 Ref +5 Will +0
Special Defenses: As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
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Offense
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Melee
Longsword (Sabre) +1 (1d8/19-20 ×2)
Dagger +1 (1d4/19-20 x2)
Ranged
Rifle +4 (1d10/ x4, Range 80, vs Touch if within 1 range increment), +5 (1d12+1/x4) when within 30 feet
Dagger +4 (1d4/19-20 x2, Range 10), +5 (1d4+1/19-20 x2, Range 10) when within 30 feet
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
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STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 10 (+0) CHA 14 (+2)
BAB +1 CMB +1 CMD 14
Move 30 feet
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Feats
--------------------
Point-Blank Shot (Level 1): +1 to hit and damage for ranged attacks within 30 feet.
Rapid Reload (Musket) (Human Bonus Feat): Reload your weapon quickly.
Coordinated Shot (Tacticain Feat): When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe.
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Traits
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Black Powder Fortune:As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Civilized: You gain +1 on Knowledge (Nobility) checks and Knowledge (Local) checks. Knowledge (Local) is always a class skill for you.
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Skills
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Bluff +6 (1)
Diplomacy +6 (1)
Knowledge (Local) +7 (1)
Handle Animal +6 (1)
Perception +4 (1)
Ride: +7 (1)
Sense Motive +4 (1)
Survival +4 (1)
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Languages
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Common, TBDx2
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Racial Traits
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Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Class Features
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Order of the Dragon
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Tactician 1/day: As the cavalier class feature, except that a strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).
Far Challenge 1/day: Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.

Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has.

Far challenge replaces the challenge ability.
Mount: A Horse to be designed later.
Favored Class Bonus: Extra Skill Rank (1)
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Equipment
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Combat Equipment: Leather (+2 AC, +6 Max Dex, 0 ACP), Rifle, 20 Metal Cartridges, Longsword (Sabre), Dagger
Crafting Equipment: Gunsmith’s Kit
Mundane Equipment: Backpack, Bedroll, Flint and Steel, Mirror (Small, Steel), Silk Rope (50 ft), Signal Whistle, Torch x4, Trial Rations (10 days), Waterskin x2, Whetstone
Treasure: $26.42


I wasn't quite sure what to do with armor, but I figured that riding gear could probably count as leather and be reasonable. What were your plans for armor allowed? Metal armor seems out of place for the setting mostly.

Let me know if any of that looks like it needs changing or discussing. It's a fun idea for a campaign!

-Zorblag R`Lyeh


I want to write a background, but kinda need to know the setting. Is this set in a fantasy world or an alternate time line?


Okay, here is my submission:

Henry:
Henry (Really William "Rattlesnake" Masters)
CG Human Gunslinger 1

STR 10
DEX 18
CON 14
INT 10
WIS 14
CHA 10

HP 13
AC 14 (10 base +4 Dex)
BAB 1
Init +9

Fort +4
Ref +6
Will +2

Speed 30'

Revolver +5 to hit; 1d8+4 b+p damage; 20/x4 crit; 20' range; capacity 6; misfire 1

Skills: Intimidate r1 +5, Perception r1 +6, Ride r1 +8, Sense Motive r1 +7

Feats: Improved Initiative, Quickdraw

Traits: Suspicious (+1 trait bonus to Sense Motive and add it as a class skill); Bloody-Minded (+1 trait bonus to Initiative and Intimidate Checks)

Class Features: Grit (2 max), Gun Training 1, Deeds (Deadeye, Gunslinger's Dodge, Quick Clear)

Equipment: Revolver, 100 bullets, gunbelt, quickdraw holster, commoner's clothes, backpack, canteen.

Tall Tale:

Henry was born William Masters, son of infamous outlaw Jack "Jumpin' Jack" Masters, a rather famous outlaw gang leader. He learned to shoot from his father, and quickly took to it like a fish takes to water.

Being an outlaw is a feast or famine lifestyle at the best of times, and not really a career you retire from in your dotage. William saw his father get gunned down in the streets for the $200 bounty on his head when he was only a boy of 10 years, which was when he committed his first murder, killing the bounty hunter who had killed his pa.

Joining a different gang (as his father's gang broke up after his death), William cut a bloody swath through the West, robbing and killing anyone who got in his way.

All of that changed one fateful night.

William had just stepped outside of the saloon to pee in the streets when he saw an old man across the street watching him. William taunted him, but the man across the street didn't respond. After finishing his business, William stalked across the street, drawing his pistol as he did.

He stopped halfway when he recognized his father's face.

Yesss, my son. Follow me to the grave. We're all waiting for you down here.

As the man spoke without speaking, William didn't wait for him to finish. He turned and ran. Ran for days, stole a horse, and ran some more. He didn't stop until he was in a completely different territory.

He spent some time on the prairie alone, thinking about his life and what he had done so far. Deciding not to kill again, he unbuckled his gunbelt and put it in his pack, keeping it so that the weight of it would remind him of what he had done.

When he finally made his way into town, he saw a notice for a job, and decided to try his hand at honest work for once.


Would you allow a cavalier? It's not on the list of classes, but I think it could fit in well.

I'd especially like to use the Spellscar Drifter archetype - and use the PFS rules that allow it to deal challenge damage with firearms, if that's okay.

Also, do archetypes outside the Gunslinger that get a free gun and gunsmithing get to exchange them for Gun Training like the gunslinger does or nah?


so if I had a build in mind, that would potentially multiclass into a caster class, this would be ok, right?

Grand Lodge

@Digger - No to background skills. I considered it, but decided to go without. Since everyone is human, though, you get 1 extra for that.

@Zorblag - armor is what you would think. Not a lot of western movies depicted people wearing armor. Since guns are often going to be against touch AC anyway, it probably won't matter too much.

@Groundhog - yes, Cavalier is fine for a class choice. The archtype you linked looks like a great choice. And yes, I think archetypes that provide the same bonuses would get the swaps.

@Shontar - Sure, that's fine. Probably plan on not adding the spell casting class before level 4 or so, but depending on exactly what you have in mind, we can discuss.

Grand Lodge

@Dr. Alfonzo Fanucci - sorry, I missed you. I am not too worried about complete historical accuracy here, but let's say you all are starting in 1875 in the New Mexico Territory. So this is about 10 years after the Civil Way, about the time Colorado becomes a state, and somewhere between Jesse James and Billy the Kid. Of course, after we start, history will start changing....


Dotting.
This sounds like it would be a lot of fun.

I'm thinking Gunslinger, dipping into Alchemist (Grenadier archetype) When I can.


This is Digger's Submission. A Mexican charmer who got run out of his village for womanizing. He took to a group of banditos but once they went from robbing the rich to robbing peasants, he split and headed north.


@PJP, Sounds good for the armor.

If we're starting in 1875, Curly will just have to have done more wandering before the start of the game than in the backstory that I wrote up which will be fine with me.

For languages, should we select contemporary languages for the time period, or do you want to leave that abstracted as common, and whatever else?

-Zorblag R`Lyeh


Looking at the armor, I think you could justify padded, leather, and hide pretty easy. Ive seen inventors and Chinese agents with secret chain shirts, but I don't think those are commonly sold. The old "improvised breastplate under clothing" ruse gets used every so often too, with a boiler or fireplace door. Of course, all that armor doesn't do anything but add encumbrance against modern guns...

I was curious about languages as well. I was hoping to speak English, French, and some sort of Indian language. A quick Google searches Navajo, Appache, and Pueblo tribes are dominant in New Mexico. I'll have to do some reading to see who would be friendly with French settlers.

Grand Lodge

Yes, for languages, I think you have it right. You could also include Latin, Greek, Arabic, and Hebrew as some more historic languages.

Most people in this time and place won't speak but one language anyway, although it won't always be English!


Heyo, this is my submission to the game and I do indeed hope you like it! I figured a traditional "Fish out of water Native" could be fun to play as she travels with what seems to mostly be either Englishman or Spaniards.

Personality:
Responsible and proud, Dakota looks down on all non-natives though she is not impolite to them.

A skilled hunter and forager, she enjoys time in the wilderness but recognizes that the settlers are becoming more prominent and must be adapted to.

Backround:
Dakota was once the daughter of the chief of "The cactus drinkers" that was destroyed after going to war with another tribe that had been sold guns by travelers. Outgunned, her tribe fell and where made slaves to the enemy tribe, "The Rattler tails". She traveled east for a roughly ten years with the remnants of her tribe, eventually taking a husband that would fall ill the winter after their joining together. Dying and leaving Dakota alone as one of the last able bodied people in her tribe. Their food running out and still being pursued by The Rattlers, Dakota decided to send them on a road to a place they would be safe as she took up a job to purchase supplies for them.

Grabbing her fathers gun and her ax, she set off opposite her tribe towards the ranch the men they had passed spoke of. Ready to work hard in order to feed what remains of her people.


Right, that makes sense for languages. Here's a slight update to Curly's Background and stats with the new time and language information taken into account.

Background with minor updates:
Beauford Jackson was born in Virginia and raised mostly in Tennessee. As a child he was provided the best schooling in the classics that was available in the territories he resided in, and when showed the talent and drive deemed necessary, he was sent to the United States Military Academy at the age of 16. It was there that he received the unimaginative nickname of “Curly,” based soley on his Curly hair. It was a name he never cared much for, but it was easy to remember and got his attention, so he’s mostly stuck with it since then. He continued to the classic languages as well as military strategy and tactics, and excelled academically more-so than martially.

After graduating as a Second Lieutenant, he returned to Tennessee to serve in the army. Shortly after this return, and much to his dislike, Tennessee was one of the states to succeed from the Union, joining the Confederacy. Beauford served in the Confederate Army, growing more and more disillusioned with the war, up until his unit was employed at the Battle of Jenkin’s Ferry when he had his fill. In a combination of mismanagement on the part of his superior officers, and a poor tactical decision on his part, he found his squad pinned behind enemy lines, taking heavy casualites. When offered the chance to surrender, he sent his NCOs to negotiate, took his rifle, sabre and horse, and snuck away in the night, a deserted in every way.

In the eleven years since then, Beauford has wandered the middle of the country, generally drifting West, laying low and finding work where he can get it. He stays in a spot for as long as it seems safe, sometimes for years at a time, but he knows that he’s not going to be setting down roots, and always has his ear to the wind for the right time to move on. He’s picked up tricks for getting around in the wilderness that he never learned in Tennessee or at West Point, and he’s learned how to blend in more with the frontier folk he finds out here. He’ll never be meek, but at least he doesn’t draw attention too much to himself now. At this moment he’s found his way to a cattle drive. He knows his way around animals and figures this is a chance to make some money as he continues to head vaguely towards Oregon. He’s not sure why he’s drawn there, but slowly and surely it’s where he’s been headed these past years.


Statistics with minor updates:
Beauford “Curly” Jackson
Race: Human
Class: Cavalier (Strategist PRPG UC, Luring Cavalier PRPG UC) 1
Sex: Male
Alignment: Lawful Neutral
Initiative +3 Perception +4
--------------------
Defense
--------------------
AC 15 TAC 13 FF 12
HP 12/12 Fort +4 Ref +5 Will +0
Special Defenses: As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.

--------------------
Offense
--------------------
Melee
Longsword (Sabre) +1 (1d8/19-20 ×2)
Dagger +1 (1d4/19-20 x2)
Ranged
Rifle +4 (1d10/ x4, Range 80, vs Touch if within 1 range increment), +5 (1d12+1/x4) when within 30 feet
Dagger +4 (1d4/19-20 x2, Range 10), +5 (1d4+1/19-20 x2, Range 10) when within 30 feet
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 10 (+0) CHA 14 (+2)
BAB +1 CMB +1 CMD 14
Move 30 feet
--------------------
Feats
--------------------
Point-Blank Shot (Level 1): +1 to hit and damage for ranged attacks within 30 feet.
Rapid Reload (Musket) (Human Bonus Feat): Reload your weapon quickly.
Coordinated Shot (Tacticain Feat): When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe.
--------------------
Traits
--------------------
Black Powder Fortune:As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Civilized: You gain +1 on Knowledge (Nobility) checks and Knowledge (Local) checks. Knowledge (Local) is always a class skill for you.
--------------------
Skills
--------------------
Diplomacy +6 (1)
Knowledge (Local) +7 (1)
Handle Animal +6 (1)
Linguistics +6 (1)
Perception +4 (1)
Ride: +7 (1)
Sense Motive +4 (1)
Survival +4 (1)
--------------------
Languages
--------------------
Arabic, English, Greek (Ancient), Latin
--------------------
Racial Traits
--------------------
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
--------------------
Class Features
--------------------
Order of the Dragon
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Tactician 1/day: As the cavalier class feature, except that a strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).
Far Challenge 1/day: Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.
Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has.
Far challenge replaces the challenge ability.
Mount: A Horse to be designed later.
Favored Class Bonus: Extra Skill Rank (1)
--------------------
Equipment
--------------------
Combat Equipment: Leather (+2 AC, +6 Max Dex, 0 ACP), Rifle, 20 Metal Cartridges, Longsword (Sabre), Dagger
Crafting Equipment: Gunsmith’s Kit
Mundane Equipment: Backpack, Bedroll, Flint and Steel, Mirror (Small, Steel), Silk Rope (50 ft), Signal Whistle, Torch x4, Trial Rations (10 days), Waterskin x2, Whetstone
Treasure: $26.42

-Zorblag R`Lyeh


Background in progress:
Recent background pertinent to setup to campaignDr. Alfonzo Fanucci is an Italian immigrant . His father had fought in the war of 1812 and moved his family west after the conflict.

Dr. Fanucci held a practice for many years in Santa Fe. When he was a younger man the city excited him: loose women, gambling, and caravans coming in almost every day.
One of those caravans brought in a man named Harold "Seven Card" Stills. Know for winning a Seven Card Stud tournament in New Orleans, Harold had traveled to Santa Fe to try his luck here. Dr. Fanucci could not pass up the chance to play such a skilled player.

Harold beat Dr. Fanucci easily and gloated. Angry, the good doctor bet his office and house against Harold. He lost it all.

Humbled, and humiliated Dr. Fanucci decides this call for a cattle drive might be the very thing he needs to straighten out his life.

Personality Dr. Fanucci is all business when it comes to medicine, but at night he is prone to vice of all sorts. His hedonism can become excessive at times, and now finally at his old age he is starting to realize this. In the past Dr. Fanucci could be described as gregarious, but now he is withdrawn and tends to have long moments of quiet reflection. He never married or had kids and regrets that.

Apperance Dr. Alfonzo Fanucci is a bald middle aged man with grey hair. He looks slightly older than he actually is. He is short and thin 5'9" and 122lbs. Dr. Fanucci appreciates fine clothing, but his recent financial troubles make that a luxury of the past.


any suggestions on gods and religion? Can I make up domains for Babtism and Methodism? :)

Thinking of a Spellscar Drifter of the Order of the Lone Star with Variant Multiclass Cleric. A Lawman/Priest.


count me interested with a Rogue - Knife Master

I actually have one close to ready that was made for another Western style game


Hmm.... True. Leather armor makes a lot more sense than a chain shirt!

Still gotta work the equipment but I did a short history. Law man's son that embarrassed the old man as a young tyke by being scared of his gun and dropping it!


I’m interested in playing some sort of hunter, probably a patient ambusher.

He’d be a member of the Muscogee (Creek), and former union soldier who joined at the behest of Opothleyahola. If accepted, I would endeavor to be respectful of the range of cultural issues that could crop up when playing a Native American character.

Would you like applicants to create an alias?

Grand Lodge

@Shontar - let me know what you are thinking for domains. A few of them probably won't fit, but there are quite a few that might work.

@Litejedi - You can wait to create an alias until after you are accepted.


Li Wei

character description::

Wei, is tall and wide for someone from china and from a distance it is easy to mistake him for an American in his Sturdy weathered clothing wearing a shapeless hat on his shaven head. All that he owns is in a simple sling bag that he caries at his side and only weapon he seems to carry is an odd dagger with no edge and and pronounced hilt.

Mannerisms::

Wei caries himself very differently than the other peoples from china, railroad workers for the most part in the west, that Americans interact with. He stands very tall and acts as though he belongs where ever he is. He is however very deferential in his speech and interactions.
He has a very Strong sense of right and wrong and Duty, often getting himself in trouble for doing what he sees as “Right” .

back story::

Wei arrived in america via a smuggler into San Francisco, He headed east searching for someone.


Belle Starr is my first cousin, 4 or 5 removed. She was a semi-famous female outlaw from Texas around this time that ran with Jesse James and the Youngers.

She was arrested/caught by the famous Bass Reeves, one of the greatest marshals in Texas history.

Grand Lodge

Wow - that is an interesting tidbit!

So far, I have the following expressing interest. If there is an asterisk, then it appears you have enough to go on for me to fully consider you. You can add more if you like, but don't need to at this time.

DBH - Ranger(Trapper) scout with a lot of time in the wilds.
Cranky Cow - chain-smoking bounty hunter with a gambling problem
Digger Chandler - Maverick/Mysterious Stranger. A fast-talking city-slicker.
*Beauford “Curly” Jackson (Zorblag) - Cavalier (Strategist/Luring Cavalier) 1
*Henry/William "Rattlesnake" Masters (Vrog Skyreaver) Gunslinger 1, renounced killing, criminal past
Groundhog - Spellscar Drifter
spacefurry - Gunslinger, dipping into Alchemist (Grenadier archetype)
Antonio Polanco - Mexican charmer
Dakota Atuo - Cactus drinker in search fo food
*Dr. Alfonzo Fanucci (Zyfarion) - Italian medicine man - Alchemist
Shontar Hadove - Spellscar Drifter of the Order of the Lone Star with Variant Multiclass Cleric: Lawman/priest
Stiehl9s - Rogue knife master
*Perry Moran - Wild Child Brawler - crossbow wielding animal handler
Litejdei - Muscogee (Creek) former union soldier - perhaps hunter
Li Wei (MrStr4ng3) - Chinese searcher, has a sling and a knife - monk?

If I have missed you, don't feel bad - I just made a mistake, so let me know and I'll get you on the list. I haven't seen anything yet I feel I need to reject, so I think everyone has a good handle on the flavor. In fact, I see so many good concepts here, I almost have an inkling to run two tables with different starting stories... but not sure about that yet.

Come Tuesday morning, I will review all of the ones with an asterisk to choose for spots. As I see more details, I will update this list so you can tell once you have hit an asterisk.

Thanks all! I really wasn't sure if this would generate much interest, but am glad to see that it has!


Boss, Digger's submission is Antonio. Went from city slicker to village lothario and former bandit. Will write up a more thorough background.


Yes a monk


Please see the submission for Culver Harjo, hunter and trapper.

Culver Harjo - Description and Mannerisms:

Culver is approximately 5'8" with brown skin, and wavy black hair worn as a short, neat ponytail, and typically covered by a bandanna and broad-brimmed hat. He shaves his facial hair close every day, a habit he picked up in the army. He wears loose-fitting clothing typical of the southwest when in more "civilized areas", but carries with him a set of thick animal hide armor that he wears in the wild. He also has his old Union uniform that he keeps in good repair, and is working to build in armor plates (converting it to an armored coat, over time, not enough $ at the start). He carries a shortbow and a rifle with him most of the time, with a bayonet attachment in a belt loop on his side. He has axes that he keeps in his bag, as well.

Culver is quiet and contemplative by nature, but his experiences in the war taught him how to adapt to travelling, other cultures, and getting along with companions, and so can socialize when the situation warrants. Culver is abstemious and prefers eating food that he's caught himself. He is very deliberate and quiet in his movements and is prone to accidentally sneaking up on people. When asked about his past or people, Culver quietly and respectfully rebuffs the inquiry, saying "the past is in the past." He rarely reacts externally to insults or bad behavior, but mentally notes things that he finds egregious in others' and tries to avoid those people in the future, moving out of the town if necessary. Culver has a set of rituals that he performs that heighten his senses, but they cannot be used by others.

Despite his non-confrontational attitude, Culver is deeply against slavery and injustice. This said, he is profoundly conflicted about his role in expansion of the United States, and what the victory of the Union army meant for the wild places of the world. He has escaped west to an area that is yet to be incorporated, hoping to find more acceptance, or at least that people will leave him be.

He feels a strong kinship with animals and has a horse which he raised from birth, Jack which he has ridden from his former home in Oklahoma out to the New Mexico territory. Jack is smart and adaptable enough to take care of himself in the wild, and knows to stay close to Culver. Recently in his ranging, he came across a wolf pup that had been abandoned and raised it as well. The wolf is named Yahvev, and it looks enough like a dog that he sometimes brings it into more liberal towns. Jack and Yahvev get along pretty well, for two such disparate species, though they prefer to keep their distance from each other when possible.

Culver's Background:

Culver was born in 1845, in Oklahoma Indian territory, and member of the Muscogee Creek Confederacy, He is a traditionalist and followed Opothleyahola. To that end, Culver fought in a number of battles and skirmishes in the West during the war and was recognized for his bravery by the Union. He led a contingent of Creek to skirmishes in the south from the Oklahoma territory and was pivotal in holding back northward military expansions with traps, guile, and cunning. For all of his accolades, he returned home after the war and found that many of his people had been killed by Confederate sympathizing Creek, disease, and neglect by the Federal government, as their reach was not long enough to provide enough support to the loyalists at the various Forts in the territory. Culver resolved to strike out West, partly out of shame and anger, and partly to earn what fortune as he could muster to support his people. He thought he might mine, hunt, trap rare beasts for expensive fur that he could craft.

Statblock:

Culver Harjo
Male human (Shoanti) hunter (patient ambusher) 1 (Pathfinder RPG Advanced Class Guide 26, Ultimate Wilderness 53)
NG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee bayonet +1 (1d6+1)
Ranged rifle +3 (1d10/×4) or
. . shortbow +3 (1d6/×3) or
. . throwing axe +3 (1d6+1)
Hunter (Patient Ambusher) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—aspect of the falcon[APG], heightened awareness[ACG], summon nature's ally I
. . 0 (at will)—grasp, guidance, stabilize, virtue
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Rapid Shot
Traits affable, muscogee steed (shoanti steed reskinned)
Skills Diplomacy +0 (+2 to gather information.), Disable Device +6, Handle Animal +4, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Perception +6, Ride +7, Survival +6
Languages Common, Muscogee, Spanish
SQ animal companion (wolf named Yahvev), animal focus (1 minutes/day), heart of the wilderness[APG], trapfinding +1
Other Gear leather armor, arrows (40), bayonet[APG], metal cartridge[UC] (67), rifle[UC], shortbow, throwing axe, belt pouch, cards[UE], spell component pouch, tailoring tools, trapmaking tools, wooden holy symbol of Muscogee Creation Mythology, light horse (combat trained), backpack, bedroll, bit and bridle, flint and steel, mess kit, riding saddle, saddlebags, soldier's uniform, trail rations, 6 gp, 8 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (wolf named Yahvev)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.

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

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

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

Yahvev CR –
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d6+3 plus trip)
Special Attacks hunter tricks (2/day; rattling strike)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Combat Reflexes
Tricks Attack, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+10 to jump), Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ animal focus, attack, come, defend, down, guard, heel
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

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