
Luc Dantés |

Dean, after much analysis, I'm going to go for general ranged combat specialization, applying it to the crossbow and later firearms, depending on their availability (2 pistols would look cool!). I'll keep the rapier for melee encounters, fits with his backstory.
Ok, this is what I am thinking, if I survive this long:
1st level feat: Point Blank Shot
2nd level feat via Rogue talent: Rapid Reload
3rd level feat: Rapid Shot

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@Mark, one more would certainly be welcome!
Don't worry too much about having similar weapons, and having to fight over spoils....I'll make sure there are plenty of appropriate rewards, since I'm going to have to rejig treasures to keep the magic influence to the level I want.
Yes, sword canes are likely to appear in treasure, if nothing else, it would be surprising to fight people in this sort of thing who don't have them <wink>
I think we have four characters statted up just about now.
Luc - Half-elf Rogue
Ninian - Human Inquisitor
Marius - Human Ranger
Emanual - Human Fighter
an Alchamist should be on the way, and whatever Mark decides on.
That will be six, which I think is about right, so I'll close the request for more players now.
I'll open up a discussion thread today, and we can fine tune characters/backgrounds for a few days, and when everyone is ready, I'll kick off a game thread.

Luc Dantés |

Don't worry too much about having similar weapons, and having to fight over spoils....I'll make sure there are plenty of appropriate rewards, since I'm going to have to rejig treasures to keep the magic influence to the level I want.
Well, after reading this, ignore my last post. I will stick to Weapon Finesse at 1st level and concentrate on the rapier, maybe taking the Spring attack tree. We'll see.

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May I present Wits Fizzlewick, gnome Alchemist? His stats are in the profile.
I wasn't sure what starting cash Alchemists get, so I went with the cleric cash. Let me know if I need to change him!
That seems reasonable. Starting cash doesn't exactly matter for long. ;)
He is a damn cool little character though. Sounds very fun...

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Oh, while I'm here. With regards to firearms.
Consider firearms to be martial weapons, rather than exotic. Costs are going to remain as per the book, so they will come into play a little later than you may expect.
How does everyone feel about the optional rules (Explosive dice and Missfire)? I would use either both, or neither, and I'm leaning towards both...

Dean Ninian Beard |

Oh, while I'm here. With regards to firearms.
Consider firearms to be martial weapons, rather than exotic. Costs are going to remain as per the book, so they will come into play a little later than you may expect.
How does everyone feel about the optional rules (Explosive dice and Missfire)? I would use either both, or neither, and I'm leaning towards both...
Misfire seems appropriate since the guns are going to be unrelieable, but I don't know about explosive dice. If you are talking about what I think you are talking about, it seems like an easy way to get killed in one series of lucky rolls. I have never played with explosive dice before so I may be entirely mistaken.

Dean Ninian Beard |

Wits Fizzlewick wrote:May I present Wits Fizzlewick, gnome Alchemist? His stats are in the profile.
I wasn't sure what starting cash Alchemists get, so I went with the cleric cash. Let me know if I need to change him!
That seems reasonable. Starting cash doesn't exactly matter for long. ;)
He is a damn cool little character though. Sounds very fun...
Somewhere on here I found a thread where one of the "gurus" said which APG classes got which starting gold. That is where I found out I should use rogue for the inquisitor.
Ah, here it is: Starting Gold
Though after double checking, I think I probably should have MMOB.

Castarr4 |

I'm not part of this, but I thought I'd pop in and say a couple things about firearms that I noticed.
First off, crossbow feats such as rapid reload don't apply to them (unless the DM says so). This means that a revolver is actually better than a pistol.
The upside vs crossbows is that there's a feat that lets you not provoke when firing a firearm.
Also, I feel that misfire chances should get modified when you have a masterwork firearm (perhaps so that only revolvers have a misfire chance, for instance).

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Misfire seems appropriate since the guns are going to be unrelieable, but I don't know about explosive dice. If you are talking about what I think you are talking about, it seems like an easy way to get killed in one series of lucky rolls. I have never played with explosive dice before so I may be entirely mistaken.
Indeed, the explosive dice means if you roll max damage, you roll again. So yes, it can runaway.
The way I look at it, missfire is going to penalise your characters over time, more than the people you face. Explosive dice should work out better for you over time though, so it will kinda balance out.
Anyway more comments please!
Just waiting for one more character then we can get going. I'll sort out the discussion thread later today.
Oh, and I love the idea of the air crossbows, sounds fun. I'm all for tweaking the descriptions of stuff, especially if it doesn't tweak the rules! :)