PF Post-Apocalypse (Inactive)

Game Master BinkyBo


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On the off chance that you all are still looking for people for this, I'd love to take a stab at it. I'm considering going the Savage Technologist archetype for Barbarians, though I'm still working on the race and all that. Android would look really promising, if they were susceptible to morale bonuses. Once I've got the race nailed down, the rest tends to come together pretty organically, though. Maybe lizardfolk? Thoughts, suggestions, comments, critique?


Good choice of class/archetype. Lizardfolk would be nice. We have none at the moment, and they play a pretty big part in the storyline.


Thanks! I'm really liking the lizardfolk idea at the moment, though my alternative to Barbarian might end up being a Titan Fighter. That'll hinge entirely upon whether you'd allow a re-flavored version of the campaign trait Giant-Blooded from the Giantslayer AP, though. That way I wouldn't have to worry too much about getting all sorts of MAD/feat starved with a bizarre Dex-based Barbarian.

Giant-Blooded:
Giant-Blooded: Your family has always been
dogged by rumors that a bit of giant blood got into
the family’s veins at some point. Whether this was
through alchemical or magical experimentation, or
because your great-great-grandfather married a giant, it
has made you big for your race, and may have given you
other minor cosmetic features of giants, such as f laming red
hair, a bluish tinge to your skin, or oversized hands. When
you wield a weapon that is larger than your size, the penalty
on attack rolls for using inappropriately sized weapons is
reduced by half. In addition, you gain a +2 trait bonus to
your CMD against awesome blow combat maneuvers. If
you’re a dwarf, your stability racial trait applies to awesome
blow combat maneuvers as well.


DM: Would you consider using the Background Skills option from Unleashed? I think it would give some extra fluff for everyone, especially those with very few Skill Points per level. :)

Just a thought. :)


So, is it possible to have "crafted" (with gunsmithing) a revolver for 1000 gp to use?

Note: I am going to try to get equipment in tonight before leaving to go out of town for a week. I will be able to post while gone.


I'M HERE! DON'T RECRUIT TO REPLACE ME!


LAB Rat - That is a hefty trait, but large weapons will be rare for a bit of time. I'll PM an option or two after work.

Arknight - Yeah, I like that option. Let's do that.

Bullo - yes. Okie Doke.

All - add 4 skill ranks. (2 background skills per level)


PSYCHIC! I can't tell you how excited I am about the new psychic class and I'd LOVE to bring one into a campaign like this. Especially where you brought Borderlands to the front of my imagination. Because Lilith.

So, basically what I'd like to try out is a Psychic with gun proficiency, where shooting is more of a back up when s!~% hits the fan. Maybe a bit of a roguish type and multiclass into rogue and go the Arcane Trickster PrC in the future? I'm assuming that the new occult classes will qualify. In reality I have no idea if they are divine, arcane, or if psychics are their own type.

With psychics being an Int based caster (and still spontaneous! Woo!) it pairs really nice with the skill-monkey rogue. Every skill point ever.

I'll get started on a proper character right away. Just wanted to throw my concept out and get my name into the pool!


I can't wait for Occult Adventures to be released..... Especially for this as it looks like there are major improvements to the Kinetecist. :)

I'm working on the basics now, but I'm hoping that no final decisions or anything will be made before then :)


Crunch complete! Take a peek at the Alias if you're interested in how it shook out and thank you again for the reflavored trait. Works beautifully with the character I have in mind. I'll get to work on his backstory and whatnot next.


Mimesyne - sounds good. Big Lilith fan myself.

Arknight - ayep, no worries. Looking forward to seeing how your character turns out.

Skath - looks good.
Most lizardfolk inhabit the Basin (eastern edge of the area map). It is a Fallout-like ruins of a lost mega-metropolis where many of the attacking alien ships came crashing down 100 years ago. The lizardfolk who could not adapt to the increasing radiation of the Blisterskin Sands made their way there, and made it their home.
Though most humans view lizardfolk with fear and/or loathing, there is as much of a range of good and evil among the lizardfolk as humans. The more evil and callously ethnocentric lizardfolk in the basin broke into the elaborate underground shelters, and enslaved the humans within. Many learned from the educational devices in the shelters meant to keep knowledge alive for future generations of humans.


Alright. So, as it turns out psychic magic is massively different from arcane magic so psychics don't qualify for the arcane trickster PrC.

That said I still want to stay true to my original concept, so I've changed to a new plan.

Basically how it all plays out is that psychic is my main class, but I go heavily into rogue for the first set of levels. Now here's where I need some GM approval: I also want to pick up alchemist as a third class, but following the variant multiclass rules from Pathfinder Unchained. The spoiler lays out exactly what that would look like as I gained levels.

The Level Up Plan:

Level 1 rogue with both the underground chemist and scavenger archetypes (stackable) (rogue level 1)
~ finesse training
~ sneak attack +1d6
~ technic training +1 (from scavenger archetype; replaces trapfinding)
~ level 1 feat (precise shot)

Level 2 psychic with the abomination discipline (psychic level 1)
~ phrenic pool (2)
~ phrenic amplifications (mindtouch)
~ dark half (5 rounds/day)

Level 3 rogue (rogue level 2)
~ chemical weapons (from underground alchemist archetype; replaces evasion)
~ rogue talent (potentially firearm proficiency but not sure)
~ alchemy (from alchemist variant multiclass; adds character level as competence bonus on all Craft (alchemy) checks, can use Craft (alchemy) to identify potions.

Level 4 psychic (psychic level 2)
~ discipline spell

From what I saw on another of your posts, this campaign was intended to go through level 5. If the campaign is set to wrap up around 5th level, this would actually go into psychic rather than rogue. Everything past 5th level is just in case you planned on potentially running this longer (I like planning ahead)
Level 5 rogue (rogue level 3)
~ danger sense +1
~ level 5 feat (improved initiative)

Level 6 rogue (rogue level 4)
~debilitating injury
~ precise splash weapons (from underground chemist; replaces 4th level rogue talent)
~ luck glitch (from scavenger; replaces uncanny dodge)

Level 7-20 psychic (psychic level 3-16)
~ a lot of this stuff got shuffled for the psychic in the Occult Adventures release so we shall see here in a couple days how this all finalizes!
~ bombs (from alchemist variant multiclass at level 7; create a number of bombs per day equal to his Intelligence modifier + 1/2 his character level, bombs deal damage as an alchemist of his character level)

Basically I give up every other feat for the alchemist class features as stated in the Unchained book.

From an optimization perspective I'm nerfing myself to oblivion by multiclassing a full 9 spell level caster, but I did it for the fluff. I like the idea of her tinkering around with chemicals (Craft[alchemy] boost from the variant multiclass) and being an all around skill monkey (disabling devices, linguistics, etc) and attacking from the shadows with precision spells (sneak attack damage on telekinetic projectile just sounds SO cool!)

It looks rough on paper, but I don't think it will be nearly as much maintenance as I'm making it out to be.

Her background and crunch are both up on this alias' profile page.


How are we doing? Whoever's ready lemme know, and we can work on an entry for you.

Some options for recent background to bring you in easily....

  • Okorn Spring - whether connected somehow to the group or there looking for some action/work.
  • Fort Windscar militia - the militia at this facility has gone too far - you may be part of the security here, or arriving from Windscar upon hearing of the situation here.
  • Resident of Nephyx - Connected to Dr Ergin somehow in the scientific world or known mercenary.
  • Jarakur Peak - Psychic training "monastery" An elder (with no great love of the corporate city-kingdom of New Anodos) has had troubling visions regard this location.


Ack.. never responded to Blink - very nice. Looks fun.


Spots still available

Character creation:
20 pt buy
2nd level (full hp 1st level, half max +1 2nd level)
2 Traits
Available "Campaign" trait:
Specialized Training: Treat 2 skills of your choosing as if you possessed the Technologist feat. If you later choose Technologist as a feat, the selected skills receive a +2.

Any Paizo classes considered, but magic-users are rare. Wizards (and other class/archetypes which need to learn to wield magic) are almost non-existent.

Core races preferred. Other Paizo races considered.

Though this is not Golarion, Golarion gods are present (though not widely worshipped - particularly by laypersons). Abadar is the law of the land.

Bonus Feat (pick one)
Technologist
Power Attack
Combat Expertise
Point Blank Shot
Weapon Finesse
Dodge
Combat Casting
or
Amateur Gunslinger

Prevalence of Firearms:
Early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 20% of the amounts listed in this book (and half that for one with gunsmithing to craft), but advanced firearms and their ammunition are uncommon and cost 50% of the amount listed to purchase (and half that for one with gunsmithing to craft)

For example, buying a flintlock pistol is 200gp instead of 1000gp.
Crafting a Flintlock would cost 100gp.
A Revolver is 2000gp to purchase instead of 4000gp, and 1000gp for a gunsmith to craft.

Heavy Weaponry requires Exotic Weapon Proficiency(Heavy Weaponry)

Gunslingers keep gunsmithing, and receive the gun training class feature at 2nd level

World Timeline/Background:
125 years ago Earth (at the time in a 1850-1900 equivalent industrial age) was bombarded by a meteor shower. The destruction, and resulting effect on the climate was devastating, and nearly "broke" civilization back to a dark age.

120 years ago People began being born with Psychic abilities.

100 years ago Alien ships attacked. Earth was unprepared, and again the landscape battered. Then suddenly the ships came crashing down to Earth. The alien attack lasted one day, and there has been no sign since.

95 years ago Government collapses. The fractured military looks to corporations for guidance. They surely would know best how rebuild with efficiency.

90 years ago Each city becomes ruled by a corporation or conglomerate as a monarchy. Citizens are employees or exiled.

The past 90 years:
The isolationist maneuver was "sold" to the people by pledges of humanitarian efforts toward those who had decided to not conform to this new way of life. The civic leaders of settlements - built upon ruined cities - received vitamin rich rations to supplement their citizen's diets. They also would at times receive discarded self-defense weaponry from the rapidly upgrading city watch. This went on for a while, until the inevitable conflict came - brought by wealth surrounded by destitution.

There were enough reportable incidents to sanction entire settlements. One by one these communities were cut off from civilization. They were left to fend for themselves, and defend what resources they had left from desperate plunderers and murderous gangs liberated by the decline of civilization.

Okorn Spring is the only settlement still receiving rations and medicine from the nearest city kingdom of New Anodos (Anotheurge Multi-Corps). Most assume this is due to Okorn Spring's leader, Bergen Lachlan, being a brother to Kandur... the "Farm Lord" of New Anodos.

Nature has begun to recover, and the denizens of the world outside the walls have adapted in the generations since. Most who still survive no longer have need of assistance. But there are those that band together for a common good. While certainly... not everyone has the same motivations, there is a focus to these well-armed and fairly well-intentioned groups based on a hope. There must some way or somewhere to go, where you can live your last days believing your kin and theirs will have a better life.

Though the "meteor" at this site is the first stage of invasion, it also houses the best possible means to fight the would-be conqueror aliens. There are two scientist-engineers with you at the start who will soon repair a solar generator. However many more you rescue (and later recruit), will determine what you can build to grow your facility.


I'm interested. I'll check out the gameplay thread. What are the posting expectations?


At least a few times a week... closer to once a day during combat would be good.
I have a 3 hour block each day during the week after work, and usually a few times each Saturday and Sunday to check in or post.

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