Into the West (Inactive)

Game Master Simeon

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Thanks for confirming the firearms proficiency GM. I did consider being one of those mad crossbow-wielders, but it's the Wild West... gotta have some six-shooter action :D

Robert Henry: That's almost bang on actually! (in a distaff counterpart kind of way ;) No
dog collar but pic reference here!

Without further ado, I would like to introduce Farasha Aeval, dhampir inquisitor


Her first and only childhood memories were of the stark Eastern European orphanage she was raised in. Sponsored by the church of the cross, it provided a roof over her head and two meals a day, and demanded everything else in return.

Farasha was always told her 'condition' made her less than the others around her, those who could bask in the warmth of healing energies when injured, whilst she had to wait to heal by herself. Alone.

She was eventually recruited and trained to seek out those who were deemed too dangerous for normal hunters to seek; vampires. She proved competent enough that when a hue and cry was raised in the new world, the church sent her in response.

New York was an ordeal for several reasons, not the least of which being her complete unpreparedness for the sheer number of people, the intermingled cultures. They assigned a local to guide her, wise in the ways of the new land. Though he had not been seen before or since, he spoke to her like she was all that mattered. This follower of Coyote showed her that faith did not need to be blind, nor filled with misery and suffering. Curiosity and open-mindedness were to be treasured, not locked in a box. She learned more about both herself and the world in those few days she spent in his company than she had in the years preceeding.

Finally ordered to assault an enclave of undead, she barely succeeded in her mission, her team were killed to a man. Upon her return to the church she learned the job was supposed to be a suicide mission. As they ordered her back to Europe with not even a thanks uttered from their lips, she snapped, instead walking away to find her own path.

In the wild and untamed tumult of the seething city landscape around her, Farasha had glimpsed another path, one she could freely choose. Coyote smiled on her, and she put one foot in front of the other until she arrived in New Orleans, the spicy Creole cooking bringing warmth and blush to her cheeks, the music soothing and joyous.

Looking to the untamed frontier, she knew where she had to go next, and signed on to explore.


Despite a hardened exterior from spending so much time on her own, Farasha is starting to soften a little and enjoy herself. In the thick of battle she becomes a machine, efficiently destroying her enemies using every trick in her arsenal, no quarter asked or given. She likes to challenge herself by trying new things, trying to conquer her own limits a little at a time.


Her eyes show her as way older than her years. Long dark hair is tied back in a ponytail and covered with a Fedora to keep the sun and dust out of her eyes. She wears a long duster over a white shirt and leather pants, a revolver on her hip and a pepperbox rifle sheathed on her back or in her hands.


This is a work in progress, will finish and buy gear if chosen!

Female Dhampir Inquisitor (Ravener Hunter, Sanctified Slayer, Urban Infiltrator) 4
NG medium humanoid (dhampir)
Init +6; Senses Perception +9; low-light vision; darkvision 60 ft

AC 14, T 14, FF 10 =10 +4 (Dex) +0 (Armour) +0 (natural) +0 (Shield)

hp 24 (8 + (3*4) class + 4 Fave class)
Fort +4 =4 (inquisitor 4) +0 (Con)
Ref +5 =1 (inquisitor 4) +4 (Dex)
Will +6 =4 (inquisitor 4) +2 (Wis)

Speed 30 ft
Melee knife
Ranged ?revolver or pepperbox rifle
Inquisitor Spells (CL 4th; concentration +6)
2nd 1+1 (2/day) - 2
1st 3+1 (4/day) - Cause Light Wounds,
0th (at will)-6

Str 12, Dex 18, Con 10, Int 12, Wis 14, Cha 14
BAB +3
CMD 18 = 10 +3 (BAB) +1 (Str) +4 (Dex)
CMB +4 = 0 +3 (BAB) +1 (Str)

Feats (bonus)Demon Hunter, (1) Point Blank Shot, (3) Precise Shot
Skills (24 class + 4 INT +8 background)
bluff +8 (1 ranks +3 class +2 attribute +2 misc)
diplomacy +6 (1 ranks +3 class +2 attribute + misc)
disable device +11 (4 ranks +3 class +4 attribute + misc)
know (local) +8 (4 ranks +3 class +1 attribute + misc)
know (religion) +8 (4 ranks +3 class +1 attribute + misc)
perception +9 (4 ranks +3 class +2 attribute + misc)
ride +8 (1 ranks +3 class +4 attribute + misc)
sense motive +11 (4 ranks +3 class +2 attribute +2 misc)
stealth +8 (1 ranks +3 class +4 attribute + misc)
survival +9 (4 ranks +3 class +2 attribute + misc)
know (history) +8 (Background skill 4 ranks +3 class +1 attribute + misc)
linguistics +5 (Background skill 4 ranks +0 class +1 attribute + misc)

Traits Faithful (+1 knowledge (religion), +1 to heal/harm from channels and cure/inflict spells cast), Awakened from Stasis (Only require 2 hours rest)
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity & Spell-Like Abilities (Su): Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Weapon and Armor Proficiency: An 'Into The West' inquisitor is proficient with all simple weapons, plus firearms, longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Gifted Detective (Ex): An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Studied Target (Ex): A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Sneak Attack (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.

This ability replaces the later iterations of the judgment ability.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Demon Hunter: At 3rd level, a ravener hunter gains Demon Hunter as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity.

This ability replaces the teamwork feat gained at 3rd level

explorer's outfit

6000 gp

Fiendish Zen wrote:

Robert Henry: That's almost bang on actually! (in a distaff counterpart kind of way ;) No

dog collar but pic reference here!

Yeah, that's a far cry from any picture of Mr. Eastwood I've ever seen. I'll get her added to the list! Dang, just noticed she was Dhampir.

GM Coyote, I will have the finishing touches on my 'Muse Touched' Slayer, Angus Elphinstone shortly.

Would a buffalo robe/coat count as "Hide armor"?

Should we focus on pathfinder languages or earth languages, ie, Spanish or Sylvan?

Fiendish Zen:
Looks great!
Robert Henry:
A buffalo robe would certainly count as hide armor. You may focus on either or both. Spanish is less common than the official language of the Mexica, Nahuaña.

GM Coyote wrote:
...Spanish is less common than the official language of the Mexica, Nahuaña.

Thanks, going with the Dilettante trait, so he probably would learned 'European' languages like French and Spanish, when he was younger. Of course he may learn more later in life.

Starting to look at gear thus the question about buffalo hide/hide armor Where do you stand on the availability of Ioun stones?

On the backstory, I do not want to offend, is it ok to use the term 'Comanchero's' as generic bad guys who sold slaves that Angus, as a 'Texas Ranger' would have tried to stop?

You know, I tried to look for a rule 63 of Eastwood's Man with no name... found nothing...

Kind of scary but entirely fitting ^.^

Fiendish Zen:
One note I realized I forgot to give about Farasha. She is neutral good, while Coyote is chaotic neutral. As such, your alignment would need to be chaotic good to be within one step of your deity.

Ah thanks for catching that GM Coyote, yup she's a CG girl now :)

Getting down to the wire, here is the updated list, If I have missed anyone please remind us!

New List: Still in order of appearance in their grouping
Posted Characters:
Zanbabe Zaranna Golden Elf, Drake Hunter Skirmisher
Robert Henry Angus Elphinstone Aasimar slayer
John Thomas O'Hanallon Male human brawler 4 - CR 3
william Nightmoon Machu Whitetail a Myan/Native American Shawman
Fiendish Zen Farasha: Female Dhampir Inquisitor

Posted Dots with Ideas:
Joseph Soltz: a pipe smoking pacifist caster, using nonlethal cloud/smoke spells when he isn't casting something like a buff or a cure. Tentatively, a witch of some sort,
Arknight: a former teacher (Investigator maybe?) turned Musket Master Gunslinger after his family died.
wanderer82: Halfling rogue / gunslinger. Started as an Irish trapper...joined the army...Served during the war, now finds himself in need of a purpose.
"The Lucky Halfling": a human moonshiner who is a veteran of the war.
Ace Matthews: A highlander... a native half elf wishing to explore...a desperado catfolk... I CANT DECIDE AND MORE IDEAS KEEP COMING

Posted Dots and or have made comments:
GM Red Box
Jubal Breakbottle

This is RH's 'Texas Ranger' Angus. I've got Fluff and Crunch listed on the character sheet. If I can answer any questions please ask.

Other info:
If we need someone to deal with traps, Angus can drop one of the slayer talents and pick up trapfinding. It would fit in with him hunting bad guys,

I was considering taking one level in gunslinger. I may still do that depending on how 'alchemy' works when it comes to making cartridges. I will also want to ask a few questions about firearms and how you interpret RAW, that way were all on the same page.

But, we can do all that if Angus is selected.

I'll give recruitment a few more days to let people get ideas in. It'll close the 2nd of July.

Been trying to build my character but its just not hitting the mark. As such, I am going to respectfully withdraw from this recruitment.

RPG Superstar Season 9 Top 32

Just noticed this, what a gem love the concept will have something by the 2nd.

RPG Superstar Season 9 Top 32

I'm thinking a couple dwarven families were among those "lost" back in 1590 in the Roanoke colony. Generally the whole colony went native and ultimately the dwarven families intermingled and learned from the Natives recruiting more into their family tree and moving westward as "civilization" encroached.

My character is from an Apache branch of the family and mixes his Druidic magic with a dip in rogue. Worships the Great Mystery and Coyote, respects the land and stealth. Fought in Mexi-American War as a scout. Since Apache lands are int he hands of the Mexican side of that he'd dislike them more and appreciate getting paid for service. Maybe bonded with some allies and stuck around as a result.

RPG Superstar Season 9 Top 32

Unless you have an objection I'd like to use the statistics for War Bull as a Buffalo animal companion

That is just fine. I've been frustrated several times by the lack of buffalo in Pathfinder.

RPG Superstar Season 9 Top 32

Almost, Done, made a Divine Hunter (Hunter Archetype) Dwarf adopted by Apache. He's a solid Archer and will level into being a mounted archer, he travels with a white buffalo (divine template) that seems to be hardier then normal.

Good skill monkey with decent range of spells, archery, fair melee, and the animal companion is an absolute melee bruiser. Not really speced out to be so specialized that's he's crazy at any one thing but good at a variety of things. There's a lot of tactical options.

RPG Superstar Season 9 Top 32

Here's a google doc sheet, I'll translate that to a profile Monday Kuruk Vetrov

I told a friend about my character and learned of this series Guy on a Buffalo

I chose a Golden Eagle as my bird Animal Companion. I was reading about falconry at the time (in our own timeline), and it seems like it was happening in America, and that the Golden Eagle is a bird that would be found in America that is sometimes used in falconry, but if there is something that would fit the flavor of the game better, let me know.

I had also updated my background with the information about River Drakes, etc, but I never posted that, so just wanted to make sure you knew that my character is all up-to-date.

Thanks for your submission!
A golden eagle is just fine. They're found all around the U.S. so it's a good pick.

Here's Vathan. Half-orc veteran of the 2nd dragoons ready to make his fortune out West.

New List: Just a couple of changes
Posted Characters:
Zanbabe Zaranna Golden Elf, Drake Hunter Skirmisher
Robert Henry Angus Elphinstone Aasimar slayer
John Thomas O'Hanallon Male human brawler 4 - CR 3
william Nightmoon Machu Whitetail a Myan/Native American Shawman
Fiendish Zen Farasha: Female Dhampir Inquisitor
Jubal Breakbottle Vathan Male half-orc ranger (divine marksman) 4
GM_Solspiral Kuruk Vetrov TN Dwarven Divine Hunter 4th

Posted Dots and Ideas:
Joseph Soltz: a pipe smoking pacifist caster, using nonlethal cloud/smoke spells when he isn't casting something like a buff or a cure. Tentatively, a witch of some sort,
Arknight: a former teacher (Investigator maybe?) turned Musket Master Gunslinger after his family died.
"The Lucky Halfling": a human moonshiner who is a veteran of the war. While he had learned to use alcohol to enhance his skills, he also uses it to cope with his memories of the war.
Ace Matthews: A highlander raised in the old clan ways, a native half elf wishing to explore his estranged homeland, a desperado catfolk born by brazilian parents but raised in texas.... I CANT DECIDE AND MORE IDEAS KEEP COMING

Posted Dots and or have made comments:
GM Red Box

Alright, recruitment will close at 10PM EST tonight. Selections will be posted within a few days. There are a lot of great characters here, choosing won't be easy.

Alright, I've made my selections.
Zaranna (Zanbabe)
Angus Elphinstone (Robert Henry)
John Thomas O'Hanallon (Twistlok)
Farasha (Fiendish Zen)
Kuruk Vetrov (Gm_Solspiral)
Those selected please report to the discussion thread. Thank you all for applying, I'll make sure those who weren't selected are contacted if people drop out.

As brave explorers have ventured through the west, they've found themselves sorely lacking in arcane skills. As such, I will be reopening recruitment to find a new player with expertise in, and spellcasting with, the arcane. The character creation rules can be found here. I'll be closing recruitment around the end of the holiday season. I'm excited to see what people might come up with!

I'm interested. What are the character creation reason. The link points to a blank campaign info tab. Should I assume the same as the first page of recruitment?

Yes, same as on the first page. I must've done the link wrong.

Silver Crusade

Definitely interested.

Some obligatory questions :-)

Are characters still 4th level?
Is starting cash the normal for their level?
If one has the appropriate skills and/or feats can one craft magical and/or mundane items at reduced costs?

Edit: Is scrimshaw magic a thing that PCs can use? If so, how does it work? I always like to at least investigate world specific oddities :-)

I would definitely be interested in submitting a character. Perhaps an illusionist or a spellslinger wizard. Maybe a Frenchman. Which might work better with the group?

I wound be considering a spellslinger/eldritch archer

Dotting for interest, I loved westerns, especially the Sackett books. :)

Either a Wizard or a Sorcerer, I'll see what fits the setting best.

Knowledge and item identification has been the biggest problem so far. The characters are still fourth level, as well as starting cash. I will allow crafting feats provided one can access materials and/or crafting facilities. Scrimshaw magic is a thing, and I'm currently working on a witch archetype that uses it. It'll be done fairly soon, so anyone interested in carving magic runes onto animal bone is welcome to PM me.

Hi potentials I'm one of the players in this campaign. I'm pitching in to help the interested.

We could really use a knowledge and arcane resource.
In my opinion what would work best: Wizard, Arcanist, Magus, Bard, or Witch
Not as well but could work with the right build: Cleric or Inquisitor (with high int and knowledge or Magic Domain), some of the int focused occult classes, Int built Sorc.

What we struggle with is not combat but the stuff that arcane casters tend to bring to non-combat. Identification, knowledge skills, and linguistics.

Combat wise we have a monk and a buffalo holding the front, a gun toting slayer, archer ranger, and archer hunter taking down ranged threats. The hunter is also the main healer.

@Tiger Claw we started in New Orleans so Cajun French would make sense. I could see one with a caymen familiar having fun RP potential. Illusion to misdirect could be VERY effective with all our ranged power.

@Slayde77 another ranged combatant might be redundant, you'd need to bring heavy flavor I think.

@DBH good crew of RPers to play amung I'd start with a personality then pick a class.

Liberty's Edge

Oh! Dot!
I have an Elven Eldritch Archer/Kensai Magus that would do wonders in the Far West, if a Magus is arcane enough.
If knowledge is the main problem, I can otherwise be an Investigator, likely a Questioner. If you allowed me to trade poison resistance to also be a Steel Hound (apparently designers hate Investigator archetypes stacking), it'd be nice.
Otherwise, a Wizard or Arcanist would be my way to go.

I wouldn't mind making a spellslinger(wizard), with possibly a level dip into gunslinger or maybe Eldritch knight.

Christmas is looming, so I won't have anything right away. But half-orc naturally, in a nice suit, with a gun and a pair of glasses. Interested in mapping the new land and documenting the travel.

Also dotting, also with a Wizard/Gunslinger that I've been trying to find a home for. Might try Fetchling, but before I build out the general is Gunslinger 1/Wizard 3 with Conjuration (Teleportation) as the school. He's looking for ancient pathways that he believes once connected regions of the world and believes the ancient hidden cultures hide the secrets he needs. Could tie in to some of the Ancient Alien sort of stuff with pyramids/stepped pyramids similarities and other conspiracy theory type stuff.

Silver Crusade

Definitely going for the scholar/Scrimshaw witch character (and I hereby call dibs on that concept :-) :-) :-))

I've a couple more questions.

The scholastic trait from your first post : does that make ALL knowledge skills class skills or just the one skill?

I'd like to take the Irori Deific Obedience. Would there be some Diety/Philosophy that I can reflavour Irori to>

I would allow trading poison resistance.

It applies to just the one skill. In terms of the deity, a Native American god of knowledge would likely work. The obedience is a bit too powerful in my opinion, so I'd scale it down to +2 instead of +4.

DBH here with my Arcanist - Jesse Calder.

She has all the knowledges, and some spells that are useful for a group that uses guns.



Female Human arcanist 4. CG medium humanoid (human)

Init +2; Senses Perception +8,

Languages Common, Draconic, Dwarven, Elven, Kelish, Orc, Sylvan

AC 13, touch 13, flat-footed 11. hp 26. Fort +2, Ref +3, Will +4

Abilities Str 12, Dex 15, Con 12, Int 18, Wis 10, Cha 12
Base Atk +2; CMB +3; CMD 15

Ranged revolver +4 (1d8/x4)
Melee silver dagger, masterwork +4 (1d4/19-20)
Ranged silver dagger, masterwork (thrown) +5 (1d4/19-20)
Melee dagger (cold iron) +3 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +4 (1d4+1/19-20)
Melee quarterstaff (two handed) +3 ((two handed) 1d6+1)

Special Qualities Arcane Reservoir, Arcanist Spells Prepared, Bonus Feat, Dimensional Slide, Lightning Lance, Skilled, Weapon and Armor Proficiency,

Feats Combat Casting, Exotic Weapon Proficiency (Firearms), Fast Learner

Skills (*Background)
Acrobatics +2,
Appraise +9,
Craft (Alchemy) +9,
*Craft (Paintings) +9
Craft (Traps) +9,
Escape Artist +2,
Fly +6,
Knowledge (Arcana) +11,
Knowledge (Dungeoneering) +8,
Knowledge (Engineering) +8,
Knowledge (Geography) +8,
Knowledge (History) +8,
Knowledge (Local) +8,
Knowledge (Nature) +9,
Knowledge (Nobility) +8,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Linguistics(Orc, Sylvan) +9,
Perception +8,
*Profession (Cook) +5
*Profession (Trapper) +5
Ride +2,
Spellcraft +11,
Stealth +2,
Swim +1,
Use Magic Device +7,

Possessions: Ring of protection +1; outfit (explorer's); quarterstaff; spellbook (arcanist's/blank); Revolver ; Handy Haversack [ Alchemist's Kit; Survival Kit (Masterwork); Map Maker's Kit; Grooming Kit; Chronicler's Kit; Artisan's Tools (Paintings/Masterwork); Waterproof Bag (x2); Water Purification Sponge (x2); Coffee Pot; Oldlaw Whiskey (Bottle); ]; Waterproof Bag [ Coffee Beans (per lb.) (x4); ]; Wrist Sheath [ Silver Dagger, Masterwork; ]; Wrist Sheath [ Dagger (Cold Iron); ]; Canteen

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 7 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 13

Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 3, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Cantrips You can prepare 6 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 40 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.

Hardened Veteran: Your service in the Mexica-American war has hardened you and made you better at getting back up after you've been knocked down. You get a bonus to stabilise equal to half your class level and can stand up from being prone as a swift action.

Lightning Lance (Su) You can unleash a lance of lightning by expending one point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 2d6+1 points of electricity damage. The target's vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. The target can attempt a DC 0 Fortitude saving throw to negate the impaired vision.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail


Jesse is a lean woman, tanned from her time outdoors, with her long chestnut hair braided down her back out of the way. She keeps her own counsel and says little, preferring to spend her time with her nose in any book she can get hold of.

This is habit from childhood, Jesse was one of many children born to a large farming family in New York state. Her interest in reading and studying was regarded as a waste of time when she should be working. As many such children do Jesse ran off, making for New York city.

She survived by doing odd jobs, being able to read and write meant she could make some coin by working as a scribe of sorts, writing letters home for illiterate immigrants. This is where she also picked up a smattering of other languages.

Discovering she could do magic made her happy, she scrimped and saved to make enough money for her first spellbook, doing spells made her more money, which she spent on learning as many spells as she could. And buying all the books she could get her hands on.

Even being able to do magic didn’t make her rich though, She joined the army when the war began for the pay and the food. Learning more offensive magic and serving where she was ordered to. Her spells are a mix of offensive, defensive, detection and utility. Showing her lack of formal training. She turned her skill at art to making maps and sketching the enemy fortifications, which kept her out of a lot of the action. A good thing as far as she was concerned.

When the war ended Jesse mustered out. She didn’t have the connections to make a career in the army, not having been to military college. She had a full purse of coin, a few more books, a revolver she’d taken from a dead soldier, and no interest at all in heading back north.

Hearing the call for adventurers to explore west Jesse decided it was better than trying to find work where she was and signed up as the chronicler and mapper.

Jesse still wears the faded survivors of her army uniform, a pair of boots now worn in and comfortable, a coat that serves as a blanket if needed, and keeps the weather off. She’s added sturdy leather pants and a vest to her wardrobe, along with a battered hat to keep the sun off.

She wears her revolver openly, more for discouragement than a threat, has a pair of knives tucked in her sleeves, and carries a solid staff, more to help her travel than as a weapon. If she needs to fight Jesse gets out of reach of any threat and uses her magic.

Her time in the army taught her how to get along with others and work as a group, especially when it gets dangerous. She doesn’t talk much and tends to be dry and black humored when she does.

Jesse is a survivor who has gotten by on her own most of her life. She’s at the crossroads now, a self taught scholar who wants some purpose in her life beyond just getting by. She sees this expedition as her chance to do that.

Any questions or problems let me know?

Silver Crusade

If it is ok with you I'll create an alias only if I'm selected.

Guujaaw (George) is a Haida man in his mid 30's who is a great scholar and a passable Scrimshaw Witch.

I've bought his core gear but still have bunches to spend (largely it will go on scrolls and alchemical supplies). Can I buy for a reduced rate items that I can craft myself (alchemical stuff) with a take 10?


It really isn't clear if Guujaaw has been incredibly lucky in life. Or incredibly unlucky. Or, perhaps, both in equal measures.

He has had his life totally upended and overturned several times. He is far from home and family. He is a stranger wherever he goes.

And yet he is alive. He has managed to satisfy a great deal of his curiousity. He is an experienced traveller who has seen many things. He is very well educated, especially for a Heathen savage. He has had, largely, a good life.

He was born into a Haida family far, far from where he now is. From an early age it was obvious that he had a great mind, an intelligent and curious nature. It was obvious that he had lots of potential to achieve great things. Or, at least, as great as his upbringing in a remote village would allow.

From an early age he was dedicated to <unknown>, the God of knowledge worshipped by the Haida. He served as an apprentice under the Shaman of his tribe.

When he was 9 years old the first of several disasters that would strike him occured. One day Orc raiders from the East came and attacked his village. Guujaaw was captured and taken away, doubtless intended for the stew pot.

Then the first of his great strokes of good luck occurred. His fertile mind, by pure chance, came to the attention of Slagig, an Orc master of Scrimshaw Charms. The witch Slagig needed an assistant and chose Guujaaw. By Orcish standards, Slagig was a kind and gentle master who treated Guujaaw well and actually trained him as an apprentice. Of course, by human standards Slagig was a fearsome and cruel master who beat Guurjaaw regularly. But he survived, learned, and even in some respects thrived under his new master.

Until has master died, that is. At this point Guuhjaaw was 14 and, fortunately for him, worth more alive than dead to the Orcs. The Orcs didn't want a paleskin in their camp and so sold him to people in the North East of the United States. The latter were quite happy to acquire a skilled witch/alchemist and so paid the price. Slavery being illegal (even for Haida in the lands of the White Eyes) he was officially not a slave but rather an indentured servant, paying off his debt. Still, by the standards he was accustomed to, it was comparatively speaking luxury and George (as he was renamed) had few complaints.

In what has to count as fairly miraculous, after a year or two he was basically adopted by a local clergyman (Harry by name) and allowed to pay off his debt. Harry saw great potential in a Heathen Indian acting as a missionary and so arranged for George to get educated.

George thrived at university, absorbing knowledge like a sponge. It was, however, always made clear to him that he was a second class citizen, a damned Redskin, a savage raised by Orcs. Despite this he managed to pursue his knowledge of the Occult and of Orc scrimshaw magic, becoming something of an expert. Of course, none of the papers published bore his name.

After eventually graduating, he spent several years acting as a missionary amongst various "Savage Indian" peoples. Because, of course, to the palefaces all Native cultures were the same :-(. He wasn't particularly successful but he managed not to be killed. During one of these assignments he finally found a place for himself amongst the Apache, found love, and got married.

During the recent war his wife and most of his village was slain. Again, he was alone. Again, he managed to survive,

Now 35, he finds himself again alone in the world. His debt to the Missionary society is, in his mind, paid in full. Now that the West is opening up he has decided that it is time for him to see if he can find the people of his birth. He only has dim memories to guide him, dim memories and lots of travellers tales. But it is time


George (as he mostly thinks of himself) is a person who is deeply, deeply lonely. He has almost always been an outcast in whatever society he has been a part of, treated as at best a second class citizen and at worst as a slave.

Despite the above, he is actually a reasonably happy person with remarkably little bitterness. He is curious about the world and deeply satisfied when he can learn new things. He is a fairly quiet individual being content to let others lead (as long as they are leading correctly).

He is deeply, deeply loyal to people who treat him well. If people make the effort, he will come out of his shell and show a quiet, dry kind of humour.

Despite (or perhaps because of) the racism and prejudice shown to him he has very little prejudice of his own and sees others as individuals and not as representatives of their race, culture or religion. He found kindness amongst orcs and great cruelty amongst "civilized" white humans. There are good and bad people everywhere and people have to be taken on their own merits. Even good people have flaws and kindness can be found amongst the most evil of savages.


Human (Haida) witch (Scrimshaw Mystic) 4
N Medium humanoid (human)
Init +0; Senses Perception +0
AC 10, touch 10, flat-footed 10
hp 30 (4d6+12)
Fort +3, Ref +1, Will +4
Speed 30 ft.
Special Attacks hexes (aura of purity, flight[APG], Friends to Animals [Nature Spirit], Entangling Curse [Nature Spirt]. Evil Eye)
Witch Spell-Like Abilities (CL 4th; concentration +9)
. . At will—feather fall (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 4th; concentration +9)
. . 2nd—euphoric cloud[ACG] (DC 17), glitterdust (DC 17), hypnotic pattern(DC 17), web (DC 17)
. . 1st—adhesive spittle[ACG] (DC 16), color spray (DC 16), command (DC 16), ear-piercing scream[UM] (DC 16), mage armor
. . 0 (at will)—detect magic, guidance, light, message
. . Patron Aurora
Str 7, Dex 11, Con 14, Int 20, Wis 10, Cha 14
Base Atk +2; CMB +0; CMD 10
Feats Deific Obedience, Extra Hex, Extra Hex
Traits - Scholastic, Cosmopolitan
Comprehensive Education ; Replaces Skilled
Skills Bluff +2, Craft (alchemy) +14, Craft (Scrimshaw) +11, Diplomacy +2, Knowledge (arcana) +15, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +12, Knowledge (local) +13, Knowledge (nature) +14, Knowledge (nobility) +11, Knowledge (planes) +14, Knowledge (religion) +14 [All knowledge Skills +2 if time to consult books], Spellcraft +12, Swim +2, Use Magic Device +11; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (history), +1 Knowledge (nature), +1 Knowledge (planes), +1 Knowledge (religion)
Languages Common, Haida, Orc, Metaxab, Latting
SQ Comprehensive Education[ISR]
Other Gear handy haversack, traveler's any-tool[UE], masterwork tool (Books, all knowledges), M/W tool (UMD, scrolls only), 3,200 gp
Special Abilities

Aura of Purity (4 minutes/day) (Su) 10 ft radius aura negates diseases, inhaled poisons, and noxious gas effects.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits (+2 on Knowledge skills)
Flight Hex
Friends to Animals : Can spontaneously cast Summon Natures Ally, animals within 30 ft gain +2 sacred bonus on saves
Entangling Curse : Reflex save or be entangled for 2 rounds
Evil Eye: Save or have to roll twice on all d20 rolls

Possible ways join Group:

I don't know if you already have plans for this but I had 2 ideas that made sense to me

a) His attempts to return home brought him to New Orleans just after the PCs left. Realizing that they were going in his direction for a great portion of the way he has been pursuing them hoping to catch up with them

b) His attempts to return home led him into the same terrain the PCs are in. He was, unfortunately, captured by the people the PCs are attacking. Fortunately, he was too valuable to kill and has been enslaved by them


I'm unsure how granular you want languages to be so I've left them deliberately somewhat vague. And I have no idea what the name of the God would be so I've left that also quite vague.

I might be interested. Can we base our characters heavily on historical figures (not for class necessarily, more appearance/personality)? This is just an example I won't be submitting (because he's not arcane), but say a tall, thin, bearded midwesterner in a top hat with Inquisitor(Vampire Hunter) levels? :)

Doctor Frederick Sinclair
Bookish Bureaucrat Spellslinger Wizard 4


The second son of Virginia socialites, Frederick Williams was a peculiar child. Not as strong or charming as his older brother, Frederick spent his days in his family’s library. At 11 years, he claimed to have read every one of his father’s books, and cleared out a gardening shed where he taught himself how to machine metal parts.
Frederick’s first invention was a simple tool the family’s groundskeepers found useful. At 13, he built a refrigerator from a diagram in a book. At 15, he had built a replica of Benjamin Franklin’s printing press.
At 20, Frederick graduated summa cum laude from the University of Virginia School of Engineering and Applied Science, and at 22, received his doctorate. The next year, he began instruction in a new field: Applied Magical Engineering. Before Christman of that year, the program shut down.
Frederick’s fierce anxiety had always seemed to others as a curious side-effect of his genius. Teaching had led to a complete break of the Doctor’s nerves. He would spend the next year at his family’s estate and discovered his new passion: surveying.
After recuperation, Frederick began working for the United States Government, surveying for the General Land Bureau. He rose quickly in the office, and felt much more at home in the rigid structure of government bureaucracy. When he suggested to the Bureau’s Director how they might restructure their offices outside the Department of Treasury, his bosses acted quickly.
The Department of the Interior was created before the new president would assume office. The transition was not as smooth as Frederick had thought of, as he was never one to pay any attention to politics. His bosses were immediately dismissed by the new Director, and Frederick was forced into the last place he wanted to be: the field.
Frederick had never put any thought into the West. A frontier, by nature, was mysterious. But he had access to the best libraries in government. He’d simply have to become an expert in exploring.


A tall and well kept fellow, Doctor Sinclair prefers brown three-piece suits and bowler hats. He’s clean-shaven and rarely makes eye-contact, as it often leads to unwanted conversation.


20 Points
Str [10][+0]
Dex [14][+2]
Con [10][+0]
Int [20][+5][+2 Race]
Wis [10][+0]
Cha [8][-1]


Base Atk +2;
RA +4 [+2BAB+2Dex]
MA +4 [+0BAB+0Str]
CMB +2; CMD 14
Ranged Weapons
Revolver +4 (1d6+0/x3) (10ft RI)


AC 12, touch 12, flat-footed 10
(10, +2Dex)
HP 0/0 1x(4d6)
Fort [+01][+1Class+0Con]
Ref [+03][+1Class+2Dex]
Will [+04][+4Class+0Wis]


Skill Ranks per Level: 1x[2 + 5 Int modifier +1Skilled +1FC] = [9]
[< Class Skills]
+12 Appraise
+12 Craft (mechanical)
+6 Disable Device
+12 Knowledge (Arcana)
+12 Knowledge (Dungeoneering)
+13 Knowledge (Engineering)
+12 Knowledge (Geography)
+12 Knowledge (History)
+12 Knowledge (Nature)
+12 Knowledge (Religion)
+12 Spellcraft


1:Mathematical Prodigy
Benefits: 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.
Benefits: You have studied at prestigious academies or have much acquired knowledge on a few topics. Choose one knowledge skill, in which you gain a +1 and they become class skills. Your spellcasting stat is also considered one higher for the purposes of calculating extra spells.

Race Information:

Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Human are Humanoids with the human subtype.
Base Speed
Humans have a base speed of 30 feet.
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Bonus Feat
Humans select one extra feat at 1st level.
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Information:

Wizard [Spellslinger] L4
Saves F+1/R+1/W+4
Hit Die: d6
Class Skills
Skill Ranks per Level: 2 + Int modifier.
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency
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.
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. 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.
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.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed 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).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane Gun
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.
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.
Opposition Schools
Conjuration, Enchantment, Illusion, Necromancy
Mage Bullets
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.
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.


Typical Preparation

1st Level Spells
1:Detect Magic
4:Magic Weapon
2nd Level Spells
1:Detect Thoughts
2:Scorching Ray


HB: Skill Focus: Engineering
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6
L1: Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
L3: Craft Wonderous Items
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
SSB: Gunsmithing
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.

GM Coyote mentioned probably picking someone as the holidays wrap so I'd expect recruitment to close sometime between 1/2-1/5.

Feedback so far:

DBH a.k.a Jesse Calder-

The Good: Neat build, got a lot of smart skill choices good equipment and solid versatility. Glad to see a female character and her background is just enough to intrigue me but not so much that you don't have room to grow. I think Jesse would be an interesting fit into the party dynamic particularly with our drakehunter elf.

The Bad: Am I missing where you put your spell selections? Did you budget for some? Might seem minor but spell selection also tells me a bunch about your playstyle as a castwer which may influnce our GM's choice.

pauljathome a.k.a. Guujaaw (George)

The Good: Really dived into the world with both feet picking up Scrimshaw Witch. I suspect that will make you a contender. You're meeting the party's needs and might interplay well with my Apache dwarf in particular with that background. You gave hooks into the group which is very helpful and your spell selection tells me you're going for battlefield control which can be rather helpful.

The Bad: Quiet native loner personality might overlap a bit with my character, masterwork books for a bump on knowledge skills is something I'd question mechanically. Clever if it's legal.

Tiger Claw a.k.a Doctor Frederick Sinclair

The Good: You're nailing the skills needs, and I like the wild west engineer take you're making on the character. I could see this played a little dandy-ish which could be rather fun with our survivalist oriented party.

The Bad: Detect Magic is a 0-level spell, we have 3/4s of the existing party are already rather adept ranged shooter be it arrow or bullet which probably hurts your odds.

To all: our GM has largely shown himself to favor story > crunch shoring up your hooks can never hurt.

Ouachitonian: You can take inspiration from existing historical figures, but I won't allow actually playing as an actual figure.

DBH: Thank you for your submission!

PaulJathome: Thank you for your submission, and I will allow buying alchemical items for three quarter the price, assuming you are able to craft them by taking 10.

Tiger Claw: Thanks for you submission!

To all: I'll be leaving recruitment open until 1/4, to allow time for others who expressed interest to submit. Kuruk is quite correct when he says that I favour a solid story over mechanics, so fleshing out background, appearance, and personality will greatly improve ones submission.

Awesome. Holidays are definitely slowing me down lol

@Kuruk Vetrov. Thanks for the feedback, and pointing out my lack of spell information.

Jesse's Spells:

Spells per Day: (6/3/1/0/0/0/0/0/0/ DC:14+spell level)
0th - Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Spark
1st - Burning Disarm, Fabricate Bullets, Mage Armor, Magic Missile, Protection from Evil, Weaken Powder
2nd - Create Treasure Map, Darkvision, Glitterdust, Scorching Ray, See Invisibility

I tried for a mix of utility, defense and information spells, with some offense added for her attacks. Thinking of spells for a game where firearms are common is fun, it changes the standard spell selections.

As for her background I like to leave room for my characters to grow, often they go in directions I hadn't thought of.

I like how Jesse came out. I can see how both her Arcanist exploits can be traced back to 1. Get me outta here! And 2. Get it before it before it gets me!

@Kuruk Vetrov Thanks for the feedback, I really appreciate being considered, and that so many of you have read our submissions. I definitely thought of Frederick being the kind of guy who builds guns; good at target practice but more likely to duck and cover if a real fight breaks out.

Sadly, for Spellslingers, they must prepare Detect Magic in a 1st level spell slot as Mage Bullets trades away their cantrips.

I was originally going to go with a scrimshaw witch of some kind but that's covered quite well already, so I'm going to put together a skinwalker (tigerkin) character from the Mexica Federation, and I have a question about the Mexica religions.

Do worshipers of Quetzalcoatl and/or Huitzilopochtli still practice human sacrifice? Do they do it openly or is it illegal in the Mexica Federation now? I ask because he's obviously working for the US government and therefore (officially or otherwise) against Mexica now, so he clearly has a pretty serious beef with his home country and a family member getting his/her heart cut out would piss anyone off, to put it mildly. His family dying as a result of common government corruption would work too, but is less scarring (ie. interesting) I think.

Mechanically he's an empiricist investigator with a focus on knowledges and other practical skills, who fights with his natural attacks. He'd be a front-liner but not a particularly beefy one.

The broad strokes of his background and personality are that he left the Mexica years ago after losing multiple family members and now hates the country and its government with a passion. He still worships [whichever god still condones sacrifice] but is having a crisis of faith since his family died; he can't reconcile his love for and belief in the god with his utter hatred of the priesthood that murdered his loved ones. He's very intelligent and the fact that he can't reason out his problem with his faith is quite a hit to his (otherwise robust) ego. He might be a little resentful of Americans, especially those that took part in the war that bit off a chunk of his country, but he'd get over that pretty quickly once he learned to respect their abilities.

As I said, these are just a rough outline. I'll write up the details in the next day or two. Hopefully the fact that he's not a full caster won't be too much of an issue, since he can cover most of the out-of-combat roles with his skills or alchemist extracts.

I look forward to your answer about the religions, thanks.

Kuruk Vetrov wrote:

Hi potentials I'm one of the players in this campaign. I'm pitching in to help the interested.

We could really use a knowledge and arcane resource.
In my opinion what would work best: Wizard, Arcanist, Magus, Bard, or Witch
Not as well but could work with the right build: Cleric or Inquisitor (with high int and knowledge or Magic Domain), some of the int focused occult classes, Int built Sorc.

What we struggle with is not combat but the stuff that arcane casters tend to bring to non-combat. Identification, knowledge skills, and linguistics.

Combat wise we have a monk and a buffalo holding the front, a gun toting slayer, archer ranger, and archer hunter taking down ranged threats. The hunter is also the main healer.

@Tiger Claw we started in New Orleans so Cajun French would make sense. I could see one with a caymen familiar having fun RP potential. Illusion to misdirect could be VERY effective with all our ranged power.

@Slayde77 another ranged combatant might be redundant, you'd need to bring heavy flavor I think.

@DBH good crew of RPers to play amung I'd start with a personality then pick a class.

Hmm, just noticed that. I'd been thinking about a gun-toting Eldritch Archer magus. Spellstrike with a revolver would be pretty cool. But I can go a different direction.

Another question based on the above: if it’s really the skills you’re looking for, would a rogue work? With the right build they can have most everything as class skills.

Lekkric18: The Mexica practiced it infrequently before the war, but one term of their surrender was the cessation of sacrafice. One skill the party needs is the ability to identify magic items, so if you can figure out a way to do that as an investigator then that would certainly work.

Ouatchitonian: A rogue would work, provided you could identify items.

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