| GM Infinity +1 |
Crypt of the Everflame
A cloaked squad of magi enters Kassen...ready to retrieve the Everflame.
Fluff: Give me a writing sample....but stories about family members are boring. I don't know/care who Dirty Harry's mom is. I know nothing about Vincent Vega's teenage years. You can make an interesting character without those trivial details, and many great authors/playwrights do the same. Capture their essence in a nutshell while showing me your creativity. Good authors aren't long-winded, they say what they mean efficiently. Also, give me a few short sentences for appearance.
Dust off your spellbooks and kiss your magic mouth goodbye. Join me on a wizards only crypt game. You are smart, creative, and powerful...is it enough for the dangers the crypt may hold?
Deadline: June 12th, 12 GMT
| Segtikk 'Whisper' Erfow |
Alright, here's my character submission! Crunch is in the profile, and here's her backstory.
He, was now a she.
After that, she rebelled against her new status in life, devolving into a life of crime. Smuggling people and goods past city-posted curfews to further her own gains. She stopped when she was caught up, incidentally, in a city-wide sweep trying to net a large number of culprits at once. After that, she struck out on her own once more. Having adjusted to her new body, and still having her arcane prowess backing her, Whisper set out to ensure she wouldn't be caught by her opponents, and to carve a comfortable niche for herself to live out.
| Crispin Xantrian |
Ok, here's Randall.
RANDALL BLAINE
CR 1/2
Male Human (Taldan) Universalist 1
None Medium humanoid (human)
Init +2; Senses Low-Light Vision, Perception +6,
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 8 (1d6)+2
Fort +1, Ref +1, Will +2
OFFENSE
Speed 20 ft.
Melee club +0 (1d6)
Ranged club (thrown) +1 (1d6)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +1 (1d4/19-20)
Special Attacks Hand of the Apprentice,
STATISTICS
Str 11, Dex 12, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Combat Casting, Cosmopolitan (Perception, Sense Motive), Scribe Scroll
Skills Acrobatics -2, Acrobatics (Jump) -6, Appraise +7, Artistry +4, Climb -3, Craft (Untrained) +4, Escape Artist -2, Fly +2, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Planes) +8, Perception +6, Ride -2, Sense Motive +6, Spellcraft +8, Stealth -2, Swim -3,
Languages Ancient Osiriani, Common, Draconic, Infernal, Osiriani, Thassilonian, Undercommon
SQ Arcane Bond, Arcane School, Bonus Feat, Cantrips, Familiar, Familiar's Alertness ability active, Low-Light Vision, Skilled, Universal School,
Possessions club; outfit (explorer's); spellbook (wizard's/blank); Wrist Sheath [ Dagger (x2); ]; Backpack, Common [ Survival Kit (Common); Soap (per lb.); Bullseye Lantern; Rope (Silk/50 ft.); Grappling Hook, Common; ]; Waterproof Bag [ Stationary; Inkpen (x2); Ink (1 oz. Vial) (x2); ]; Belt Pouch [ Mirror (Small/Steel); String (50 feet) (x2); ];
Spellbook (Wizard's/Blank)
SPECIAL ABILITIES
Add Spoken Language (Infernal, Osiriani)
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 7 times per day.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Universal School You have chosen not to specialize in a single school of spells.
And his thrilling life story.
Randall will be the first to tell you he's a real Wizard. He has a staff and everything!
Admittedly most of his magical education is self taught, but he can do spells, he's still working on a proper beard though.
Living most of his life on the streets has made him reasonably perceptive, he was perceptive enough to find a nearly full adventurers backpack unattended outside Rosalee the local 'Lady of negotiable affection's' room.
Clearly it was a sign from the gods that Randall was destined to be an adventurer!
It's this kind of positive thinking, and eye for opportunity that's got Randall where he is today.
Hurriedly trying to leave town before the watch, or the adventurer catch him.
| The Emerald Duke |
Have the concept, two questions though before I get started: are the alternate racial mods from the Advanced Race Guide fair game (so long as they are modding a core race of course) and would the Spellslinger archtype be permitted from Ultimate Combat (used the link to the PRD for convenience, it is the third one on the page).
So I am thinking of a gnome with the pyromaniac and master tinker racial replacements (click here for a quick link to the gnome page on the PRD) who's obsession with his pet project (tinkering with his gun) almost got him expelled from his magical academy, until he was able to prove that he was able to combine the two arts. As the PRD points out, the school of the gun takes a lot of time to master though. Thus he would have Abjuration, Illusion, Necromancy and Divination as opposition schools, choosing instead to focus more attention on schools that he felt were better suited to improving his aim or that had spells suited to being channeled through the gun itself.
If you don't want to mess with guns in this one (magical primed or not) I'd understand, and will redirect my vision for him.
Skorn
|
I am quite interested. I like the 15 point buy and I like pushing wizards to fill all the needed roles. And I can support the 5 posts a day requirement through the week and maybe even weekends via my phone. I'd like to ask if you plan to continue past Crypt of the Everflame though. Even though this sounds like a lot of fun I'd like to think that if this works that we would have a chance to continue.
As far as pushing wizards to fill all the roles I wonder if you would consider letting those of us you select tweak our exact builds and spells to be a little more complementary.
I am considering building a half orc transmuter wizard that might serve as a front liner for us. I could also go Elven archer wizard with a bonded strength bow and gravity bow. Regardless I'll commit to a decent backstory to pass your writing test. Thoughts?
| GM Infinity +1 |
Emerald, alternative racials are ok, the only ones I'm uneasy about are the RP ones. Those are certainly fine though.
Branding, I was thinking of giving the party something like that for free.
Skorn, not planning to continue but if its fun why not. And yes expecting to tweak builds a bit and get everyone together after deadline.
Branding Opportunity
|
Here's my partially-finished submission:
Male half-elf wizard (spirit binder) 1 (Pathfinder Player Companion: Familiar Folio 9)
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +2 (1d10+3/18-20)
Wizard (Spirit Binder) Spells Prepared (CL 1st; concentration +4)
. . Opposition Schools Abjuration, Illusion
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 16, Wis 11, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Allied Spellcaster[APG]
Skills Knowledge (history) +7, Knowledge (local) +7, Knowledge (religion) +7, Linguistics +7, Perception +2, Spellcraft +7; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Dwarven, Elven, Hallit, Jistka
SQ arcane bond (illyriana, rat), arcane training, elf blood, forewarned, send senses
Other Gear elven curve blade, backpack, bedroll, blanket[APG], wizard starting spellbook, 37 gp, 4 sp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 1 (Su) Can always act in surprise rounds.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scryer Associated School: Divination
Send Senses (110 feet, round, 6/day) (Sp) Clairvoyance/Clairaudience sensor.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
--------------------
Hemiantus was born in the half-elven town of Erages on the shores of Lake Encarthan. He grew up helping his half-elven parents who fished the depths of the great lake and exploring the ruins at the edge of the town. In his late teenage years he showed an aptitude for magic and petitioned the government of Erages to be able to study in the nation’s capital of Iadara. Even though he did well on his exams, the instuctors felt that he would not be able to deal with the “cultural differences” living among the elves, and they rejected his application.
He tried for a number of years to gain entrance to the magical universities of the city, eventually apprenticing himself to a hedge wizard living as a hermit in the woods.
--------------------
Illyriana
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Psychic Sensitivity[OA], Weapon Finesse
[b]Skills Acrobatics +2 (-6 to jump), Climb +10, Knowledge (history) -1, Knowledge (local) -1, Knowledge (religion) -1, Linguistics -1, Spellcraft -1, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
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.
Swimming (15 feet) You have a Swim speed.
.
As for a writing sample, there are a number of links on my user page you can check out.
William Nightwing
|
he watched nervously as some soldiers laughed at one table.
will they notice? he thought, eyeing his bag on the floor.
finally his client came in, trying hard to appear normal but just making it worse.
"you have my goods?"he asked Will.
Will looked at the man,his gaze like Ice. He nodded at the bag on the floor. "But first, my payment"
Will's client chuckled. "you think I'm stupid? I picked this tavern for this reason exactly. every night those soldiers over there drink to their hearts desire, but each of them are quite against our line of work. I get the goods, or you get them. what is it?
Will scowled and handed the bag over. the man chuckled and nodded. As the man left, will whispered quietly, whisking his hand through the motions of a spell.
just as the man was about to leave the door, the bag's strap loosened and fell to the floor, spilling the grizzly contents inside. limbs and several skulls from robbed graves. the barmaid screamed and the soldiers saw.
the man looked completely dumbstruck as the soldiers thrust their blades into his gut, and William just smiled.
here's a writing sample... Williams almost done as well, just getting his equipment and bonded item.
note, posting for me will probably be between 10am-3pm mountain time
William Nightwing
|
okay, I'm done now,
here is all the same stuff you can find on my page... just here for easy access.
William is a pushy "I'm in charge here" kind of person. he hates losing and often tries to get his way by using everything at his disposal.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
(3)-lvl 0- all
(2+1/day)1- chill touch, magic missile, mage armor, enlarge person
Necromancy
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.7/day
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
skills(ranks/ability/other)
Appraise (Int)1/4
Craft (woodcarving)(Int)4/4
Fly (Dex)3/2
Knowledge (arcana) (Int)4/4
Knowledge (history)4/4
knowledge (dungeonering)4/4
Linguistics (Int)0
Profession (Wis)0
Spellcraft (Int)4/4
Feats
scribe scroll,
spell focus(necromancy),
Command undead,
Traits
Resilient Caster: Your great force of will makes your magic harder to dispel. Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.
Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
bonded item: Ring(family signet ring)
Money: gp-10 sp-5 cp-7
spellbook(see spellbook above),quarterstaff, wizard's kit( a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin), scholar's outfit( a robe w. decorative trimming, a belt, a cap, soft shoes, a cloak), a folding shovel, shaving kit, 3 empty vials(glass), 5 vials of oil, a mirror, a simple lock, invisible ink(simple), 5 tinder twig, scroll of mage armor,
| Og Booklover |
Here is they application fro Scorn. I hope my background and appearance will serve as a writing sample. If not I invite you to check some of my many PBP games. Perhaps I tried too hard to fill a needed roll in this group. Still I am somewhat proud of my build and think he will be fun to play and play with.
| The Emerald Duke |
So, here is my gnomish spellslinger submission: Medghar "Smokem" Relagh.
Born into a family obsessed with firearms, Medghar's magical talent was almost completely overlooked and ignored.... well, until he nearly set fire to the house using something other than black powder. The academy he was sent to tried their best to redirect his focus onto more... civilized, honorable arts during his time there. All it served to do was force him to find more and more intriguing ways to bend the arcane to aid his work on, as he puts it, his "screeching booming baby".
Now, with his family's disapproval for not abandoning "hidebound" magics, and the ire of the academy for wasting his talents on "pointless" side projects, Medghar has decided to wander away from his homelands in order to finally have the opportunity to prove, once and for all, that power is best served multiplied by a factor of two.
STR: 10
DEX: 12
CON: 12
INT: 14
WIS: 13
CHA: 15
Height: 3'2"
Weight: 70 LB
Eyes: Neon Blue
Hair Color & Length: About shoulder length, ranges is color from golden yellow to a burgandy red, and looks almost like a bonfire as a result.
Facial Hair: None
Skin Color: Light pink, almost the color of a newborn human.
Other Features: His hands, arms, and chest have scars from burns, as well as places where black powder mishaps left their mark, however all seem to have healed fully.
- Appraise (Bonus = 6)
- Craft: Mechanical (Bonus = 8)
- Knowledge: Arcana (Bonus = 7)
- Knowledge: Engineering (Bonus = 8)
- Perception (Bonus = 3)
- Spellcraft (Bonus = 6)
Weapon and Armor Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Gunsmithing: You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Point-Blank Shot: You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Black Powder Fortune: You have little to fear when there's a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you (Knowledge: Engineering)
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger's hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun's enhancement bonus (if any) is a bonus to the spell's attack rolls or to the spell's saving throw DCs. Yet there are dangers inherent to this method. If any of the spells' attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger's space (spellslinger's choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond.
Gunsmith: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.
Mage Bullets (Su): A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
School of the Gun: The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.
(Prohibited Schools: Abjuration, Divination, Illusion, Necromancy)
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own.
+2 CON, +2 CHA, –2 STR: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
1 Burning Hands, 1 Snapdragon Fireworks, 1 Longshot
Hit Points: 7
Hit Dice: 1d6
Favored Class: Wizard
Armor Class: 12
Touch Armor Class: 12
Flat-Footed Armor Class: 11
Saving Throws:
Fortitude: 1
Reflex: 1
Will: 4
Initiative Bonus: 1
Base Attack Bonus: 0
Melee Attack Bonus: 1
Ranged Attack Bonus: 2
CMB: -1
CMD: 10
Spell Resistance: n/a
Spells Per Day:
Level 0: N/A
Level 1: 3 /day
Speed:
Base Speed: 20 FT
Armored Speed:
Lift/Push:
Light Load: 33 lbs or less
Medium Load: 34 lb - 66 lb
Heavy Load: 67 lb - 100 lb
Lift Over Head: 100 lb or less
Lift Off Ground: 200 lb or less
Drag or Push: 500 lb or less
Experience Points: 0
| The Emerald Duke |
Obviously I will make gear selections and create an alias if I get selected, but one piece of gear I think I need to explicitly claim ahead so here it goes: Gunsmith gives me the choice of a blunderbuss, a pistol (single shot variety, given our modern preconceptions when mentioning the word), or a musket. Any of these would be considered "battered" until fully repaired by the gunsmith feat (translation: if I passed it to a companion, they treat it as a broken weapon until I spend 300 GP and a day to get it up to masterwork quality, or would treat it as completely useless if I had somehow got it to break further... that said, I don't take those penalties because I know this gun's ins and outs intimately) and would only be worth 4d10 if I sold it "as is". I intend to take the pistol as my primary weapon.
As a final note, I know that I picked craft: mechanical instead of craft: weapon (the stated crafting skill of choice to make/maintain firearms in UC). I did this delibrately under the premise that guns are more mechanical based than weapon based (at least when compared to bows, swords, etc.) and hope that you will agree that this crafting skill would be more beneficial to knowledge of my gun. If not will swap it out for weapons if I get selected.
| Erald Moral |
Okay failing to resist, and after redoing a serial killer vibe submission, here is Erald a cheerful comedic sort who mostly mocks himself.
"Why should you take me into your party?
I'm handsome and witty with good repartee!
Why should you let me share your loot?
I come with wood, and a goat to boot!
A party without Morals is no good!
So sign up old Erald - you know you should!"
Erald Moral was born with one unusual quirk, he had the shadow of a goat. To counter the insults, mockery, and fear this engendered he learned to tell jokes, and even cultivated a double act with an imaginary goat conducting shadow plays. When he began to study wizardry, Bezoar, his long time imaginary goat friend became a reality - and indeed when present the goat has Erald's shadow, much to his annoyance.
Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Erald's Master is the awakened tree Woodrow Willowsson, and as such the young man has both a great respect for trees, and a tendency to eye branches nervously while making his incessant "witty" comments.
| Og Booklover |
Here is a writing sample from another game I posted in earlier today.
Outside the room Tolvan paced. He was no cold blooded killer but he also had no solution for what to do with Duristan. And if there was a list of men that deserved to die, Duristan's name would surely be on it. Anna seemed determined. But now faced with the reality, and the deed at hand Tolvan began to regret acquiescing to Anna's decision. He would not miss Duristan one whit. No, he believed the world would be a better place for Duristan's absence. But what cost would his killing inflict on Anna's already conflicted soul?
When Oathar pushed past him to enter the room Tolvan was not sure of the paladin's plan. There simply was not good solution, and to keep Duristan a prisoner would endanger their entire mission. And that could endanger the fate of, well, perhaps the entire world.
I do second William's thought that there are more than enough players that met your selection deadline. Why not go with what you have? At least selection will be easier with fewer candidates.
| Erald Moral |
I always thought flip flopping was the stupidest insult ever, what you mean it is possible to change your mind based upon new arguments and facts?! You damn yellow bellied surrender monkey!
I would suspect that the high post requirement was the biggest bottleneck on entries, many people simply do not have the time for that, along with those who do not enjoy playing wizard that gives a smaller pool.
| cuatroespada |
I always thought flip flopping was the stupidest insult ever, what you mean it is possible to change your mind based upon new arguments and facts?! You damn yellow bellied surrender monkey!
eh.. I always viewed it as changing your mind based on irrelevant things like how people will perceive your opinion rather than relevant evidence.