Guns of the Dead Wastes

Game Master Wandslinger

Four brave souls set forth from Alkenstar to discover the depths of hell in the Gunworks...


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It all happened so fast. One day, everything was fine. The next, it was like Hell had risen up to the face of the earth.

Within a week, the dead had surrounded Dongun Hold and the city of Alkenstar itself. We haven't had word from Martel in over a month, and the last messages from Nex and Geb leave us to believe that they have suffered similar fates. That and...the wastes are spreading. It seems that the mighty magical powers have been swallowed by the same wastes that birthed our country. Without their magical might, how could they fight back successfully?

It doesn't matter right now. What does matter is this: we haven't had word from the Gunworks in nearly a month. We're far past late reports here. The Duchess is assuming that something catastrophic has happened, and she's sending you lot in to find out what's gone wrong. You'll be outfitted from the Duchess' own stockpile. Be grateful. Now get out there, and find out what's going on.

Facts:
So, combining some recent interests of mine, I'm proposing a PBP game here on Paizo for 4, count 'em 4, players. This won't be a high speed game. I work a full schedule, and some days I don't want to think about game things when I come home. To that end, I'll be setting a 3 post per week minimum. Make more if you care to, but realize that I'm going to be aiming at making 3 posts myself. Any more is icing on the cake. This adventure will last at least until the Gunworks mystery is solved. At that point, we'll see if I have the time,and you the inclination, to continue. If you're still interested, here's the details:
-3rd level
-Core races only
-Gunslinger, or gun archetypes only (The base class, its archetypes, and any class that has a gun archetype).
-Generally, you can expect magic to work about 50% of the time normally, 30% of the time in a warped fashion, and 20% not at all.
-Any player may begin with a single advanced firearm of their choice, and 25 rounds of standard ammunition. Early firearms may be purchased from starting gold at 10% of their value. This applies to alternate ammunition as well.
-What I want: A basic mockup of the character. Put it all in a post, don't tell me to read your profile, or you'll be disqualified immediately. Focus on concept, not on stats. Make things fun more than powerful.
-What I need to know, from you as a character: Where you were, and what you were doing when you first heard that the undead were swarming the wastes. Show me how you feel about surviving in a world where magic is untrustworthy, and the dead lurk around every corner.
-Have fun!


Ooh! Can I play a Spellslinger Wizard? I know my magic will only work properly half the time, but I actually think that having that weakness could be really fun. I'll have that basic mock up soon.

I do have one question, since I don't know too much about the mana wastes. Would it be possible for a sufficiently determined individual who lived on the very edges of the mana wastes to become a Wizard, albeit one used to having spells fail or go haywire do to the environment, or does magic flat out not work in Alkenstar?

Shadow Lodge

Interested, making idea now. Point buy?

Dark Archive

Very interested will work on character tomorrow

Liberty's Edge

I've got an idea for a musketeer of the order of the book, dedicated to the protection and control of the knowledge of gunsmithing and gunpowder creation.

Shadow Lodge

Katherson the Dwarf, for consideration. Most gear isn't purchased, focused on character story and basic stats. If accepted character sheet will be cleaned up.

Katherson:

KATHERSON CR 2
Male Dwarf Gunslinger (Musket Master) 3
NG Medium Humanoid (Dwarf)
Init +5; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+4 armor, +3 Dex, +1 dodge)
hp 28 (3d10+6)
Fort +5, Ref +6, Will +4
Defensive Abilities Defensive Training; SR 8
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +4 (1d3+1/20/x2)
Ranged Rifle +6 (1d10/20/x4)
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload: Musket
Traits Alkenstar Defender (Mana Wastes), Killer
Skills Acrobatics +6, Bluff +5, Climb -2, Craft (Alchemy) +4, Escape Artist +0, Fly +0, Knowledge (Local) +5, Perception +9, Ride +0, Stealth +0, Survival +9, Swim -2
Languages Common, Dwarven
SQ Deadeye (Ex), Deeds, Fast Musket (Ex), Greed, Grit (Ex), Gunslinger Initiative (Ex), Hatred, Pistol-whip (Ex), Quick Clear (Ex), Rock Stepper, Slow and Steady, Stability, Steady Aim (Ex)
Combat Gear Chain Shirt, Metal Cartridge (25), Rifle;
--------------------
SPECIAL ABILITIES
--------------------
Alkenstar Defender (Mana Wastes) +1 trait bonus on all rolls to confirm critical hits with ranged weapons.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
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 c
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Killer Add weapon's critical modifier to its critical bonus damage.
Pistol-whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Rapid Reload: Musket You can reload fast with one type of Crossbow.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (8) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
--------------------


Background:

The dwarf calling himself Katherson admits to no other name. Arriving in Alkenstar at a young age, covered in burns and without others. Saying only that he wished to learn the Way of the Gun, he refuses to talk of his past.

50 years have passed, and Katherson is closer to his mastery. Although he knows he has far to go, he is learning to fire a long gun with the best snipers in the realm.

The recent undead infestation has slowed his training, and he considers the horde to be an affront to his training and way of life.

Standing 4' 4" and 185 pounds, Katherson shaves the side of his head that isn't covered in burn scars. He wears the holy symbol of Torag tattooed on his head, and refuses to grow a beard. Once hoping to serve as a paladin of the order, his hatred of those that killed his family kept him from the holy path.

Katherson has never trusted magic, the burns on his face giving testament to his hatred of those who use magic to harm. He puts his trust in steel and mechanical devices. When he heard the undead were swarming the wastes, and that the nation might be overwhelmed, he jumped at the call. The chance to test his prowess against these creatures would prove to be a good field test for the day he knows is coming. The day he heads into the wastes to find his revenge.


Did I forget the point buy? 20 pts is what I was aiming at. If I remember this correctly from the Inner Sea World Guide, the Mana Wastes tends to twist magic. Some areas, such as around Dongun Hold and Alkenstar, are instead dead magic zones, where magic doesn't function at all. Most areas, however, have the listed chances for magic to function. If an Arcane Gunner sounds right to you, then go ahead and do it!


How do you feel about level dips? Indifferent, hate with a passion, good to go rock, or does it fit the concept (alright then)?


Zoe, Lawful Good Half-Orc Wizard (Spellslinger) 3

Zoe hails from a small community within a couple days travel from Martel. She was always a fairly reserved child, and never had much skill in social interactions. Her orcish blood didn't make her childhood any easier, especially since it was the result of an orc chieftan's successful attempt to break her mother, the local human milita commander. Nobody, not even her mother, had any great deal of affection for her. Lacking positive social interaction, she turned to scholarly pursuits instead. Engineering and technology fascinated her, but one thing fascinated her even more than that: magic.

Of course, she lived in Alkenstar, so learning magic wasn't an option for her. She had to content herself with idle study of an art she couldn't pursue. However, the arcane arts maintained a hold on her, and in her teenage years she eventually decided that perhaps it'd be best to leave the town that didn't want her. She managed to make her way to Absalom, where she took on whatever jobs she could find. Having left the mana wastes, she decided that perhaps she should learn how to use the arcane arts she had read so much about, and she worked as hard as often as she could to make enough money to afford the necessary materiels. Unable to find any wizard willing to take on someone with orc blood, she ended up having to teach herself, spending every waking moment when she wasn't at one of her jobs studying. Eventually, through sheer effort and determination, she gained a fairly good mastery of the arts. Next was to use them.

The opportunity can when she met a Paladin in need of a cohort. She managed to convince him to take her on, and served loyally up until he took a job as a watch captain in Andorran. She decided that it was time to part ways, though not out of any dislike of or disagreement with her master. She just felt it was time to write her own destiny. Now she's back in Alkenstar. She doesn't know why, but she felt the desire to see her hometown again, even if nobody was particularly fond of her. Then she heard about the undead, and felt the desire to lend aid. Though not a Paladin herself, she has been a dedicated servant of one, and holds true to a Paladin's outlook and code of conduct out of agreement with it, has taken an oath to obey and live by the code of conduct of a Paladin, and is a highly devoted servant of Iomedae. As such, she feels it is her duty to render whatever assistance she can, up to and including risking her life in combat. She's pretty scared about fighting in an area where her arcane skills are difficult to wield, but firmly believes in the righteousness of this cause.

Zoe is fairly attractive for a half-orc, with greenish skin and long canine teeth being the only outward signs of her heritage. She's around 5'8" and of average weight, and has black hair and green eyes. She has a reserved personality and is socially awkward, though she is also highly intelligent, possesses admirable willpower and determination, and is both brave and well intentioned.

Do you approve of this character background? Does it make sense to you? Is it okay for me to play a Wizard who has sworn to obey the Paladin code of conduct and does so consistently? I won't preach at the rest of the party the whole adventure or act lawful stupid or anything like that. I'll play her in a non-annoying and non-disruptive manner.

I can stat her up tomorrow. I'm thinking high Int and Wis, low Cha, and average everything else for stats.


For some of Alkenstar's residents, the thrill of the fight comes from the stacatto drumbeat of pistols fired in the heat of battle. Aleksandr is different. For him, the thrill comes in the stillness of breath that comes moments before the thunderous roar of his musket at it catapults its bullet towards his target.

Aleksandr is a born marksman; capable of hitting targets that other gunmen can not. A reserved man, he does not indulge in the various acts that other gunmen call skill, preferring to only fire his weapon when needs must. He is also a learned man, and a practicing alchemist. Indeed, Aleksandr believes that the two crafts; gunsmithing and alchemy, must go hand in hand.

As adept with explosives as he is with firearms, Aleksandr sees this recent incursion of the undead as an excellent time to practice his skills and is often seen prowling the walls of Dongun Hold, lining up shots and killing those undead that wander the dusty plains beyond the city.

Scarab Sages

Quick question .... does the magic only working 50% of the time apply to Alchemy?

I'm thinking an Alchemist/Grenadier could be fun.

Edit: After further looking ... Mmmm... Mysterious Stranger/Grenadier. Mmmm.... fun....

Scarab Sages

Jenny
Mysterious Stranger 1/Grenadier 2
(Gunslinger Variant 1/Alchemist Variant 2)

Background:

There's not much to say about Jenny, other than she isn't a young adventurer - more of a mature one. This young woman seems unremarkable at first, really - dark hair, dark eyes, generic features. But there is something around her, a heavy air which seems to suck the shadows out of corners and linger around her.

Some would say that Jenny has had a hard life, and her experiences have made her bitter. In some respect, they would be correct.

Some would say that Jenny has seen the worst of the world and is dangerous. They, too, would be correct.

Some would say nothing, and just avoid the mysterious woman when she rode into town. That, generally, would be wise.

Jenny doesn't talk about herself, at all, other than give her name. She is constantly on the move from one place to another, town to town, region to region, like a discarded scarf on the Quadirian Dunes - blown by the hot winds whither they want.

There is one thing that Jenny does do, when she rolls into town - if there is a bully, an oppressor, or some regime, guild, cult or individual that is dirty, evil and despicable ... Jenny ends up taking care of it one way or another.

Then without another word, she rides out of town again.

The truth is that Jenny was born Jeniella Henderthane - a minor young noble in one of the grand houses of Cheliax. Jenny was raised to be a lady, but always took an interest in the weaponsmithing and training of her house. When Henderthane smuggled in some of Alkenstar's latest guns to replicate and hopefully improve, Jenny's talents with a gun shown.

Jenny's mother was an avid supporter of magic, insisting that Jenny learn some as well. Having no talent for magical incantations and the like, Jenny did seem to have a mind for the formulae and mixtures of Alchemy. Thus, Jenny's father saw the potential of mixing the art of alchemy with gun-sport and encouraged the young woman to experiment and perfect the entwining of her two passions.

Jenny was ... sheltered. She was not really interested in the politics of Cheliax, how why Handerthane got so much money for making weapons. It wasn't until Jenny was engaged with a young man of House Arionne that Jenny's eyes were opened. As a betrothed of the house, Jenny was expected to learn, and even actively participate in the House's main business - slavery.

It reviled Jenny to see the beatings, torture, starvation, and diabolical nature that was the underbelly of Cheliax - a nation she had innocently thought of as great. She did not realize the extent of the Infernal influences until she saw the gleam of evil in the eyes of her betrothed every time a slave was raped, tortured or even killed. Jenny /KNEW/ that no matter how she maneuvered, he would treat her in the same way.

Therefore, Jenny left.

Hunted now by her own former house and her former betrothed of Arionne - who would not be denied his lovely property ... er ... wife - Jenny is constantly on the move. Knowing she had a hand, innocent and blind though it may have been, in the harm done to countless beings, Jenny does what she can, where she can, to atone for her own sins, and for the sins of her family.


Motivation:

What better place to hide from possible divinations than in the Mana-Wastes? While Jenny's alchemy may not work completely, her gun does. And there are so many ruthless places in the wastes that need to be purged and cleaned - so many opprotunities to atone. Jenny has wandered to Mana-Wastes when she heard rumors of the dead rising. Dealing with the living is dangerous enough, Jenny headed to Alkenstar to find what truth and information she could about the devilish things going on. One never wades into a sea of undead unprepared, after all. Not to mention, with magic not working properly in the Mana-Wastes, how was it even possible for the dead to rise?

Jenny made it to Alkenstar in time for the city to be surrounded. Well, there was the truth of it - dead walking. Not good, indeed. Jenny then volunteered for any scouting patrols, or service on the walls that she could. Not to mention volunteering for the city guard to keep peace in the streets. Just because an army of undead was sitting at the city gates, rotting, did that justify the taking advantage of others within the city walls.

I have her mostly stated, but not in a very clean way. Anyone know of a form, or a web page to plug in numbers and get a good statblock out of? That's clean and nice and pretty to go as a beginning sketch like our dear DM wants?


I believe I listed the available classes already. To make it clear, you can play: Gunslinger(base, Musket Master, Mysterious Stranger, Pistolero, Gun Tank); Wizard(Spellslinger); Cavalier(Musketeer); and Paladin(Holy Gun). Where is this Grenadier archetype from? I don't have it in my pfsrd app.


I've got two different ideas for two very different characters:

Character 1: Ranger (infiltrator/trophy hunter/ trapper) 3 half elf

His human father after years of adventuring became a law enforcer of some type and persuaded his elven mother witch to move to the Alkenstar area from Geb, where she got into a bit of trouble with other local necromancers and undead. The parents relationship was very love/hate based mostly on the mother's desire to continue practicing magic and deep desire to not see her husband die. Eventually it all went up in flames when she forced him to become undead. In his new form he attacked that which created him and the child burned down the house in fear while trying to escape. Both the mother and father are presumed actually dead. The father's friends in the law enforcement took it upon their collective selves to finish raising the young boy in the precinct building.

Character 2: Gunslinger 1/Monk(Qing Gong Sensei) 2

This guy would be more of a firm but friendly drill sergeant. He trains new recruits in tactical movement and cover finding techniques since armor is less useful against firearms than simply not being able to be shot. I'm a bit torn mechanically on this guy -- I want more monk levels to help get the restoration and wholeness of body abilities to help keep the party in good shape (at later levels) but I would also like to take tower shield specialist fighter too (since at level 9 they get to use their tower shield on touch AC) because tower shields would be so helpful by providing total cover. With the fighter levels I would also look at taking teamwork feats and shield feats to help provide cover for other party members. He would use a double barreled shotgun as his primary firearm and have a back up pepperbox pistol that his father left to him.

Shadow Lodge

DM Deathslinger wrote:


Where is this Grenadier archetype from?

PFS Society Field Guide: SRD

Scarab Sages

Sorry, I just went ahead and was using d20pfsrd.com

Which, if you aren't careful, you can scoop up fan created or adapted material. My bad!


Marcus
Human Holy Gun 3 of Iomedae

Str 12
Dex 16
Con 14
Int 10
Wis 13
Cha 14 (16)

Marcus is a nobles younger son, given quite a bit of freedom to explore his own path as long as he kept his nose clean (think...4th or 5th son, maybe...far enough that it's unlikely he'd ever hold any real power). At a young age he gravitated to the study of Iomedea and found a calling as a paladin. While he was comfortable with the tools of the order, they never felt right to him.

In his teen years, he would find himself practicing with firearms as a pastime. In fact, he was working on restoring an battered revolver that he'd found when he felt or heard something nearby that drew him. He found some children being menaced by undead and was able to use his revolver to call on the power of Iomedae to dispatch them.

Since that time he has devoted his efforts to finding and stamping out undead and has volunteered his services to the Duchess for this investigation.


GM_Deathslinger does the Trophy hunter ranger qualify? I realize the gunslinger monk won't, but the trophy hunter gives up all their combat style feats for gunslinger deeds/feats so I thought he would be okay.


Guess I need to level up my reading skills. Trophy Hunter is allowed, and so long as we flavor the bombs like dynamite or black powder bombs, I'll let the Grenadier stay as well. Gonna have to say that the infiltrator and trapper need to go. This is guns blazing zombie action, not survival horror.


Awesome -- I will work on fleshing that one out more then -- I think I'll stick to the double barrel and the pepperbox pistol (from his father) as his weapons -- now to figure feats and such out...


All backgrounds look interesting so far. I missed your question earlier chibiamy about alchemy. In answer: your extracts are, because the act like spells. Your mutagens have a 10% chance to reverse their effects. Your bombs use so small an amount of magical power that they are unaffected.

Dark Archive

What about Divine Magic?

Thinking of an Inquisitor with the black powder inquisition.


All magic is affected equally. There is a reason the Mana Wastes are so dangerous. As for an inquisitor, you'll likely never face enemy spellcasters, so that inquisition is next to useless. Gonna say no.

Scarab Sages

RL asploded, will post stats on Sat. And thanks for the answers & ruling, Deathslinger. I think this will be a fun combo. I am looking at it as something akin to the Anime 'Outlaw Star' which basically had alchemical bullets that did different things. And I really like the Mysterious Stranger looking for redemption.

But that is just me. ;-)

Trying to talk a friend into making a char.

Would you, out of curiosity, allow firearms for the weapon master variant of fighter? I am good with what I've got, but I am curious.


I'll bite at this one. I have been looking for a dead west game. Gimme a bit to work something up.


Started with the character -- Are we to assume the regular 3,000 gp starting gold for 3rd level?


Breach Shattershield

Basic Mock-up:
UNNAMED HERO CR 2
Male Dwarf Gunslinger (Gun Tank) 3
NG Medium Humanoid (Dwarf)
Init +6; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 19 (3d10+6)
Fort +5, Ref +5, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +6 (1d3+3/20/x2)
Ranged Shotgun, double-barreled +5 (1d8/20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Gunsmithing, Point Blank Shot, Power Attack -1/+2
Traits Child of Zolurket, Reactionary
Skills Climb +7, Craft (Alchemy) +4, Intimidate +6, Knowledge (Engineering) +4, Knowledge (Local) +4, Perception +7, Survival +6
Languages Common, Dwarven
SQ Bullet Defection (+0) (Ex), Deadeye (Ex), Deeds, Greed, Grit (Ex), Gun Tank's Resolve (25%) (Ex), Gunslinger Initiative (Ex), Hardy +2, Hatred, Pistol-whip (Ex), Quick Clear (Ex), Slow and Steady, Stability, Stonecunning +2, Utility Shot
Combat Gear Metal Cartridge (25), Shotgun, double-barreled;
--------------------
SPECIAL ABILITIES
--------------------
Bullet Defection (+0) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
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 c
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Pistol-whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Utility Shot At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before.

Note:No health or gear aside from the weapon added as I did not see how you planned to handle that

Backstory:

The Thunderheads of Alkenstar are renowned for their shotguns,armor, and hammers. Sent in as shock troops meeting their foes with a double blast from their scatter guns then wading in with hammer and axe. Few foes that stand after the intial assault are often laid low by a crushing blow. Bullet, arrow,and claw alike seem to have little affect upon their laquered blue armor as they swarm over into room dealing death to all who stand before them.

Breach is is an up and coming sergeant in clan Thunderhead. Having been the child of exiles from Zolurket, he learned the weaknesses of the undead early in life. Having made a name for himself exploiting these weaknesses, Breach soon found himself being requested in aiding the Alkenstar guard with the flow of undead which now seem to be everywhere. With a great amount of enthusiasim Breach took up the call and even now works toward discovering what has brought this plague to his new homeland.

Breach would be the Tank/breaching element for the team. First man in with a blast then hammering opponents to pulp after that.


Dotting for interest. Pistolero coming soon (probably tomorrow) :)

Scarab Sages

I have, no doubt, forgotten a good many things on this.
Please point it out, etc. Thanks.

Jenny:

Jenny
Female Human Mysterious Stranger 1/Grenadier 2
NG Medium Humanoid
Init +2; Senses Perception +6
Faint Good
-------------------
Defenses
-------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, +0 dodge)
hp 25 (3 HD/1d10, 2d8+2);
Fort +5, Ref +6, Will +0
-------------------
Offense
-------------------
Speed 30 ft. (6 squares)
Melee weapon +modifier(s) (damage/critical)
Ranged pistol +4 (1d8x4)
Space 5 ft.; Reach -
Special Actions
Deeds: Focused Aim, Deadeye, Gunslinger's Dodge
Grit
Alchemy
mutagen
Alchemical Bomb
Discovery: Shock Bomb
Bonus Discovery: Precise Bomb
-------------------
Statistics
-------------------
Str 12, Dex 14, Con 12, Int 14, Wis 11, Cha 16
Base Atk +2; CMB +3; CMD 15
Feats
Martial Weapon Proficiencies
Simple Weapon Proficiencies
Light Armor Proficiencies
Firearms Proficiencies
Gunsmithing
Point Black Shot
Precise Shot
Throw Anything
Rapid Reload
Skills: Total Ranks 21
Craft Alchemy +8 (Abil +2, Ranks 3, Misc +#)
Craft Weapons +8 (Abil +2, Ranks 3, Misc +#)
Ride +7 (Abil +2, Ranks 2, Misc +#)
Disable Device +7 (Abil +2, Ranks 2, Misc +#)
Diplomacy +7 (Abil +3, Ranks 1, Misc +#)
Intimidate +7 (Abil +3, Ranks 1, Misc +#)
Knowledge Nature +6 (Abil +2 , Ranks 1, Misc +#)
Knowledge Arcana +6 (Abil +2, Ranks 1, Misc +#)
Spellcraft +6 (Abil +2, Ranks 1, Misc +#)
Perception +6 (Abil +0, Ranks 3, Misc +#)
Knowledge Engineering +6 (Abil +2, Ranks 1, Misc +#)
Use Magic Device +8 (Abil +3, Ranks 2, Misc +
Languages Infernal, Cheliaxan, Common
Combat gear
MW Studded Leather Armor (175gp)
Oil of Silence x2 (500gp)
Alchemist's Fire x3 (60gp)
Other Possessions
Light Horse
Bedroll
Tent
Leather Duster
Gunsmith's Kit 15gp
Alchemist's Kit
Powder Horn 3gp
Powder Keg (1000 gp)
Firearm bullet x60 (60gp)
Formulae
Cure Light Wounds
Disguise Self
Shield
True Strike


Elijah is a bit eclectic in tastes and hobbies. While not a genius he is bright and quick to use technology in new ways on a battlefield.

In his younger, happier days it seemed likely that he would be an engineer, a profession his father happily nudged him towards to keep him out of the dangers of a battlefield filled with firearms. However after the death of his parents and moving into the precinct Elijah quickly began putting his thoughts towards the defense of those around him. Two of his more succesful ideas (subject of course to GM approval):

The use of a prosthetic arm to hold a firearm while it is being reloaded to allow use of tower shields for cover (infamously called a 'cowards plate' by some criminal elements due to its allowing one to hide behind the shield while reloading).

flash powder carefully glued to thunderstones to combined the deafening sound with a disorienting flash of light.

On a side note I'm considering changing out a level of ranger for a level in cavalier -- I kind of want to play up the strategic and tactical angle for this guy and the ability to share teamwork feats would work well for that. If I did so I would be looking at the Musketeer, strategist and either Honor Guard or lurking archetypes. Probably order of the dragon. I would probably be looking at either the shield wall teamwork feat.


So I started forming my character in my head so I decided I'd put down my character background now and do stats later. I used "he" a lot since I don't have a name yet.

Background:
"I never wanted this. I never wanted any of this." he grumbled as he paced back and forth around the barracks (the others had learned to ignore him when he got like this). "I just wanted to be a doctor and live a safe, normal life. Why was that so much to ask!?" He thought back to the days...before everything went to Hell...

Before everything fell apart, he (don't have a name yet, haven't built anything yet in fact) was training to go into medicine. When the dead rose, he was quickly snatched up by bandits who wanted him for his expertise. After months spent treating the wounds of many a raider, he one night escaped, taking a revolver and some ammo with him. Every since, the revolver has been one of his best (only) friends.

After wandering the wastes for a while, he finally stumbled upon Alkenstar where he immediately boasted of his medical skills in the hopes he'd get assigned a job within the hold and never have to trudge the wastes again. When the call came from Duchess though, he found out he was wrong.

What he calls pragmatism could (and has) been misconstrued as cowardice (and honestly, they wouldn't be far off from the truth). He doesn't like fighting the undead and as a matter of fact is not completely confident in his ability to kill them (though he did survive the mana wastes for a short time by himself, how much is attributable to fast legs is any ones guess). He picked a revolver because, of the guns he could find, it was the gun that could hold the most ammo. More ammo, more shots, more chances to hit one of those abominations.

Would you mind if I dipped 2 of the first 3 levels into Alchemist(Chirurgeon) for medical expertise or should I just stick with a high Heal skill?

I'll probably add more to this later but as a general concept I think it's pretty solid :)


3000 is right. No dipping into chirurgeon,sorry. To make this perfectly clear, you cannot take levels in any non gun oriented class or archetype. No weaponmaster fighter. Gunslinger's built on a fighter chassis, so that's the class to us if you want to be great at guns.


Two more questions:

1. Traits -- I've noticed a few people with them and I hadn't gotten any yet, do you want them or not?

2. Quilted Cloth armor from the APG -- will it work on firearms?

With those two answered I'll finish up my character both mechanically and story wise tonight.

I'll be looking to fill the police/defender/tactician role, not a tank but one that provides defensive and tactical options for his group.

Scarab Sages

I don't THINK I put one on my char... I couldn't find one that was Paizo legit that fit...

If I did, it was a legacy of one I found then realized it was fan-created, not legit.


Traits are acceptable. Quilted cloth will only be able to apply its DR against firearm attacks that are outside their Touch AC firing range: 2nd range increment and beyond for early firearms, or 6th range increment and beyond for advanced firearms.


Fair enough and a nice solution, I was mixed in opinion on it myself.


Are all slots taken? I have never taken part in a PbP but I am very interested in the concept and can whip up a character probably fairly easily.


Recruitment is running to the end of the month, and I'm not running a first come first serve, so put something up!


Monkeyfeet here is a trait you might want to look at -- the only problem I see with it is the fact that it's for Zon-Kuthon... but it seems almost tailor made for a doctor: Battlefield Surgeon.

Lantern Lodge

I know that this has already been addressed, but I wanted to re-address the topic of a Inquisitor of the Black Powder Inquisition. My idea originally formed around a Holy Gun, but I revised it based on the fact that a Paladin has to be Lawful Good and I wanted my character to worship Pharasma (my reasoning for his hatred of undead).

The concept I worked up before reading back over these boards was an Black Powder Inquisitor of Pharasma - essentially, a special forces operative called in by the Church of Pharasma as a last resort to the rising undead threat against the Gunworks.

This gives the character the ability to fit into Pharasma's alignment as well as giving him all the necessary protocols and requirements that qualify him for a position in the campaign. I know the bonuses that are granted against the spellcasters were a big reason you turned it down before, but I still wanted to run it back by you with the full concept so you could see where I'd be going with it.

If not, I appreciate your time nonetheless.


Hmm. Well, I suppose if you are fine with having abilities that will be rather less useful, I can't really oppose it. I really wish there was an actual archetype to go with it, but I suppose it will do. Consider the ban lifted. Man, I'm bending my own rules already!

Lantern Lodge

GM Deathslinger wrote:
Hmm. Well, I suppose if you are fine with having abilities that will be rather less useful, I can't really oppose it. I really wish there was an actual archetype to go with it, but I suppose it will do. Consider the ban lifted. Man, I'm bending my own rules already!

Well, if you read the entry under Black Powder Inquisition it also states "When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.

The bold text was the aspect of it that I found may be useful given the fact that I know certain undead have spell-like abilities. Of course, there's no way of knowing what undead you plan for us to oppose, which is why I say, "Eh, whatever." to it either way. Thanks again for the speedy response, however. I'll work on statting the character up tomorrow after work. Almost midnight here and I have to be up in six for training. Thanks.


GM Deathslinger wrote:
Hmm. Well, I suppose if you are fine with having abilities that will be rather less useful, I can't really oppose it. I really wish there was an actual archetype to go with it, but I suppose it will do. Consider the ban lifted. Man, I'm bending my own rules already!

All in the name of the Rule of Cool and the Rule of Fun -- hard to go wrong when those two are leading the way.


Ok Ill whip something up and have it posted by this evening. I am going to make a Fusilier which is a Super Genius games alt Base class for the Gunslinger. Its from their Ultimate Options: Grit and Gunslingers guide.


I assume that scrolls and probably wands/staves will fall prey to the spell failure chance. Does it apply to potions and wondrous items that replicate magical effects?


I don't have any SGG stuff, so no you won't be making a Fusilier. You wanna be a gunstar, play a gunslinger. I realize that a lot of overlap might happen, but zombie gun action tends to breed that.

Lantern Lodge

Actually going to step back out of this one. Real life kicked in.


Ill have to bow out then and just watch from the sidelines since I am interested in the game concept but had my heart set on a Fusilier.


Developing background a bit more:
Mother's Name: Fidelia Lyster
Father's Name: William Phelan

Elijah's father had been a guard at the Alkenstar embassy in Geb which is where he met Elijah's mother. Their relationships was rather cordial at first, but over time developed some depth to it. When Fidelia ran into her trouble in Geb she was shocked when William offered the escape route of Alkenstar. Upon arriving Geb was still wanting to call her back and in order to maintain her amnesty in Alkenstar Fidelia had to be a citizen -- for which the easiest track (for her) was to marry a citizen... in this case William.

Without her magic Fidelia relied on her knowledge of anatomy and became a physician -- a career she was rather good at but continuously frustrated her due to the knowledge that all her work would generally be undone in a matter of decades. As a child Elijah had helped his mother on regular occasion, though more out of a child's duty to help rather than a keen interest in the field. As he grew older his own interest in the technology being developed led him to spend his time with the engineers -- a course his father approved of and his mother didn't disapprove of. He rarely invented anything new but he had quite the gift for re-purposing devices for to fill new needs. Aware of the injuries people suffered from firearms (especially police) Elijah regularly turned out devices and ideas to help limit the damage firearms did.

After the tragic fate of his father and mother the police took Elijah in (about age 14~16 I would guess) to keep an eye on him (both for his safety and to watch and make sure he didn't try to follow his mother's ways). With this hodgepodge of new family and responsibility Elijah continued his many studies and became an officer himself in order to make ends meet.

His unit was known for using a lead person with a tower shield to provide cover for the unit as they approached a target. Regular use of thunderstones, flash powder and dark flare mixed together provided an initial shock to help with fast movement and the use of entangling shot helped to capture more criminals alive. Elijah also advocated the use of special made layered armor which is called Quilted Clothe to his unit. While useless close in it did allow for more shots to be survived further out which was a relief to the entire department. Elijah himself usually acts as a front man and wears an armored coat over his quilted armor in case the opposition uses more traditional weaponry. His favored weapons are scatter guns such as a double barreled shotgun and his dragon pistol due to the wide range of effects he can get from both.

While Elijah isn't fully trained in any one craft his broad study usually allows him to make due with that is at hand. Bits and pieces combined with proper know-how quickly allow him to not only assess a situation but find a way to use it to his (and his team's) advantage.


dot for interest, expect something before the weekend.

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