cynarion's Carrion Crown PbP

Game Master cynarion

Professor Lorrimor, the renowned investigator and arcanist, has died. You came to his home in the town of Ravengro to pay your respects, but quickly discovered there was more to the wily old man's death than met the eye...


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What Class skill are you looking for Void? There may be a trait for that.


Walthus Harrow wrote:
What Class skill are you looking for Void? There may be a trait for that.

.

.
- Acrobatics (Dex)
- Climb (Str)
- Disable Device (Dex)
- Perception (Wis)
- Sense Motive (Wis)
- Sleight of Hand (Dex)
- Stealth (Dex)
- Survival (Wis)
- Swim (Str)

Rogue got most of them, can get Survival with a trait (there are a few to choose from).

Ranger lack a few of them.

Expert has a problem unrelated to skill.


The ranger is missing acrobatics, Sense motive, Disable device and sleight of hand. Believe it or not, you can actually pick up all of these with the right archetypes, the extra traits feat, and well picked traits.
First, both the urban ranger and the trapper give you disable device as a class skill, and let you find and disable traps like a rogue.
The Beast master Archetype gives you acrobatics as a class skill, though it does swap out a couple of their skills.

Second, you take the feat additional traits, and pick one campaign trait, and three other traits.

One you take to get sense motive, and you have plenty of options.
Suspicious is a social trait, and gives you sense motive.
World traveler is a Varisian human racial trait, and gives you sense motive.
Cyncic is a regional(Mendev)trait, and gives you sense motive.

You're second trait picks up sleight of hand.
Vagabond child is a regional Taldor trait and gives you sleight of hand, while Varisian wanderer does the same for a Varsian racial trait.

I'd personally play a Varisian human Trapper Ranger to pick up trapfinding and disable device, take additional traits as my human bonus feat, and grab Varisian Wanderer for sleight of hand, and World Travler for sense motive, and finally I'd have him worship Irori, the god of self-perfection and Enlightenment to take Wisdom of the Flesh to get acrobatics as a class skill that you use wisdom for instead of dexterity.
You end up with a ranger with a full BAB, all the skills you wanted as a class skills, and the ability to set traps as well as find them. He can't cast spells, but he's got a lot of flavor as a Varisian who's wandered Golarian, maybe as part of a gypsy criminal, or a lone wanderer of the wilds. You'd need a 14 intelligence and the human skill point to pull it off, but you are a very versatile and mobile character, and excellent scout, and a solid combatant that you get combat based feats for. Honestly, if you don't submit the character, I just might have to myself!


Hmm interested, Glaive wielding Polearm Master Fighter.

Edited for money roll
5d6 ⇒ (6, 2, 2, 6, 1) = 17
5g less than average...average it is

Silver Crusade

And I would like to introduce Vandrill Ag'Roe - a Magus of the Kensai archetype.

Vandril Ag'roe's Character Sheet

A good natured soul looking to find his place in the world and prove himself to his deceased father, a cleric of Nethys -- he works himself to the bone in his home city of Kyonin to acquire enough wealth to travel to the Immortal Principality when a turn of luck comes his way to get him to the lands of his supposed ancestors. Now, after making the trip, he's excited to work and, hopefully, reclaim his family history his father always spoke of, and avenge him.


First character idea withdrawn, it didn't feel flavorful enough and was rather bland looking back at it...lets go more exotic this time.
3d6 ⇒ (1, 1, 4) = 6 starting gold nets me...60g...lovely I'll take the average of 105g.

Shadow Lodge

Oh, sorry, Ta'Mara is CG.


Question: How viable would a Cavalier be for this Adventure Path? I'd like to try playing one however I don't know how well I would do given the Cavalier is focused on being mounted and mounted combat.


I'm considering dropping in a second possible character, one with a few more skills.

4d6 ⇒ (1, 1, 2, 6) = 10 x10GP = 100GP or AVG 140GP


Walthus Harrow wrote:
Honestly, if you don't submit the character, I just might have to myself!

I think you should. You can submit more than one, and no one else will love your baby as much as you do. Not even if it squares their circle.

(FWIW, you could also get Sleight of Hand from Child of the Streets. I'm just saying for completeness, not recommending it.)


Because if you try hard enough, a samurai fits in every setting.

Nobutaka Iyori's Character Sheet

A shamed Ronin seeks a new life, and his new life is rescued by the late Professor. Not even able to give the man thanks Nobutaka continues to wander the land until he hears the nears of the Professor's passing. Unable to fill a debt, does he not suffer enough already? He set's out to pay his respects, and thank the man he owes his life too.


Fredrik wrote:
Walthus Harrow wrote:
Honestly, if you don't submit the character, I just might have to myself!

I think you should. You can submit more than one, and no one else will love your baby as much as you do. Not even if it squares their circle.

(FWIW, you could also get Sleight of Hand from Child of the Streets. I'm just saying for completeness, not recommending it.)

There's actually a lot of other traits out there that get you more class skills, especially if you add in faction traits. And while I'd love to submit the character, I'll give Void first dibs. While I might have cobbled it together, it was his idea before it was mine, and I don't want to steal away his idea. That being said, I'll probably never play a rogue again in pathfinder, since the swiss army knife ranger is a fantastic jack of all trades with some fantastic flavor.


dotting and putting some final thoughts into my submission.

Trying to research some stuff for this character's story, and couldn't find any references to any arcane colleges. Are there any in Ustalav? I saw some more mundane universities, but nothing to train a magus. :)

Lantern Lodge

Dotting for interest. Will have a concept up tonight after the Super Bowl.

Go Pats!


Cavalier 5d6 ⇒ (5, 4, 5, 1, 6) = 21 x 10 = 210g

I will be working on submitting an application, last night our ISP's power was out so I couldn't get online.


Pathfinder Adventure Path Subscriber

Howdy folks. Busy workday so no character feedback today, but to answer a couple of quick questions...:

Kyle Smith, Role Player wrote:
Question: How viable would a Cavalier be for this Adventure Path? I'd like to try playing one however I don't know how well I would do given the Cavalier is focused on being mounted and mounted combat.

There's a fair bit of urban exploration and dungeon-crawling involved. Being able to fight well without being mounted would be of great benefit, if combat efficiency and effectiveness is important to you. Cavaliers as team leaders might be quite useful, though. And if you particularly want to play a cavalier because that's what you want to do, then go ahead.

The other option of course is to play a Small cavalier with a Medium mount. They will fit just about anywhere. But I'll tell you that I am somewhat prejudiced against Small cavaliers anyway, they just don't gel in my head. Even goblins, who are known for being skilled mounted warriors, I see as more mounted fury barbarians or roughrider fighters than cavaliers. But your mileage may vary, and I strongly believe you should submit the character that you would most like to play rather than one you think I would like. Real enthusiasm will show through and I am chiefly interested in taking on players who are thoroughly invested in their characters than I am characters that fit my worldview. Make sense? : )

Eben TheQuiet wrote:
Trying to research some stuff for this character's story, and couldn't find any references to any arcane colleges. Are there any in Ustalav? I saw some more mundane universities, but nothing to train a magus. :)

I'm not aware of any arcane college in Ustalav itself, but then I don't know everything. The closest (geographically) that I'm aware of is the Acadamae in Korvosa, but that may not fit the bill for this character.

Another option could be to have him spend time as part of the military in Lastwall, or train with the Knights of Ozem. They're nearby. Will see if I can dig up anything else, but I tend to envision magi as rather solitary individuals anyway, not really fitting into the framework established by society and more than likely to learn the combination of arcane and martial skill from an individual rather than an institution. But see my opinion above about characters you are passionate about. : )

Aleksandyr Issceran wrote:
I will be working on submitting an application, last night our ISP's power was out so I couldn't get online.

Take your time folks, polish up your submissions and ask questions as much as you like; we've got another week and a half or so before I close this off. : )

Sczarni

GM:

Any thoughts to improve Braeden the Archivist? Is it close to how you envision Ustalavians?

I'm also toying with making a wanna-be noble rake. How much you like to see multiple submissions really? I don't want to bog you down.

Grand Lodge

I will be applying... Will send a submission soon. Located in Syd so we are on the same time zone. Do you have issues with two submissions? The reason being there is a lot of concepts being tossed around here and it's a wee bit confusin where the potential gaps are.


Just a heads up, Aleksandyr is the Cavalier I will be submitting. Thanks for your response, I'll keep it in mind while working on my character.


Aleksandyr's Animal Companion HP 2d8 + 4 ⇒ (6, 1) + 4 = 11

Taking the average of 12 HP over the rolled 11 HP.


Have to do some touch ups but here is my submission.


Question for the GM:
Will i be able to Craft my starting Ammo or Will I have to save crafting in game? Also the same with upgrading my battered Gun?


Starting Gold check
2d6 ⇒ (3, 3) = 6 x10

EDIT: Looks like we'll go with the 70gp average instead


Updated and ready for review.


Ridge here: I don't have anything but the Corebook and Hero lab, so archetypes and so on aren't an option for me. If that isn't a problem though, I've whipped up an elf diviner. I've never played a diviner, and it's been awhile since I made an elf so I figured "What the hey" :)


Starting gold 4d6 ⇒ (6, 2, 5, 4) = 17 x 10 = 170 or 140.

Submission will be up today. I really like this guy. :)


Pathfinder Adventure Path Subscriber
Darksmokepuncher wrote:
** spoiler omitted **

I suspect I will get to Braeden tomorrow, one way or another.

On the topic of characterisation of those from Ustalav, my current thinking has them a lot like the folks depicted in the film Sleepy Hollow. I will add more as we get closer to closing submissions. Essentially repressed peasants plus a strong, frequently corrupt and sometimes possibly undead nobility. That help?

As I said, more direct feedback as I have time tomorrow.

And on the topic of multiple submissions, I'm game. Up to three per player is fine. I sent time last year recruiting for a job ad had to winnow 100+ resumes. This should be much more fun. : )


Pathfinder Adventure Path Subscriber
Helaman wrote:
I will be applying... Will send a submission soon. Located in Syd so we are on the same time zone. Do you have issues with two submissions? The reason being there is a lot of concepts being tossed around here and it's a wee bit confusin where the potential gaps are.

Quite happy to have up to three submissions per player. Go for it.

I'm also happy to have an 'unbalanced' party if I think that's best for storytelling purposes, so will not be considering the traditional roles too much when making my final selections. Submit the character(s) you'd like to play rather than the ones that fill in gaps. : )

I also have a (now slightly outdated) list of submissions on the campaign info tab if that helps.


Pathfinder Adventure Path Subscriber
Alenthor Blackfrost wrote:
** spoiler omitted **

It's currently 11:30pm and I am writing this post on my phone while I should be sleeping, so I can't give you a definitive answer right now, but my inclination is to say you may craft your ammo now, but that your gun remains battered until you can fix it during the campaign.

I will tell you in the morning if I have an epiphany that changes my mind. ; )


Pathfinder Adventure Path Subscriber
Landrel wrote:
Ridge here: I don't have anything but the Corebook and Hero lab, so archetypes and so on aren't an option for me. If that isn't a problem though, I've whipped up an elf diviner. I've never played a diviner, and it's been awhile since I made an elf so I figured "What the hey" :)

No problem whatsoever. I look forward to reading your submission properly. : )

Plus I'm sure there will be plenty of people to help you out with newer options on the Discussion thread, if you're successfully selected, and if that is what you'd like to do.

Thanks for taking the time to submit!

Grand Lodge

Well... finally got my guy. Haven't added languages as I am not sure if regional languages are free, otherwise he's just got Common.

Starting Money - 5d6 ⇒ (3, 5, 5, 4, 6) = 23 + 150 for trait

He is straight up character, No BS, No bells and Whistles - he is a Ustalavian Merc with a bad case of being a Suspicious Bastard. He's a professional, through and through, Harder than nails, participant of half a hundred bar brawls and has a commanding presence that just says "Do NOT screw with me".

I think he's the sort of guy you'd hire to protect your daughter

I'll want to check some odds and ends and its 2am at the moment but here is what I got.

Spoiler:

Dragomir Vuk

BASICS
__________________________________
Perception +0
Fort:+4 ;Ref:+2 ;Will+0
Experience(0)
Carrying Capacity 100 lbs. or less/101–200 lbs./200-300 lbs.

DEFENSE
__________________________________
AC:=? (10 +?[? Armor]+2[Dex])
Touch AC [12] Flat-Footed [?]
HP: 15/15 (1d10+Con+Toughness)
CMD:17

OFFENSE
___________________________________
BAB:+1; CMB:+5; Init:+2
Speed:?
Melee: Great Sword (2 Handed) +5 (2D6+6) (19-20 x2, S)
Dagger +5 (1D4+4) (19-20 x2, S)
Brass Knuckles (1D3+4) (20 x2, B)
Other weapons yet to be bought
FEATS
_________________________________
Toughness, Unarmed Combat, Intimidating Prowess

TRAITS
__________________________________
On the Payroll (+150 Gold), Suspicious

SKILLS
__________________________________
2+Race+Favoured Class
Intimidate 1 (+10), Profession: Mercenary 1 (+4), Sense Motive 1 (+5), Survival 1 (+6)


1 person marked this as a favorite.
Helaman wrote:
Well... finally got my guy.

Is he handsome? Hmm? Is he?

Oh, my hair's a mess!

*Casts Prestidigitation*

Grand Lodge

Forgot Stats - heres the link

Go to Dragomir.

Vuk incidently means Wolf in Slavic

Contributor

Gah, I want feather subdomain for my inquisitor, but I also want to worship Pharasma. I want a cool owl buddy! Choices, choices...

:\

Also, would it be okay to make a character older (middle aged) without taking any of the bonuses or penalties? I just want it for role-play reasons.


Howdy!

Let me start by saying I've never played Pathfinder before. I have just recently purchased Core Rulebook, Advanced Player's Guide, Ultimate Magic, and Ultimate Combat. My Campaign Setting book should be here this week, but I'm not sure if I'll have time to get savvy enough before the submission deadline. I have an idea for a character and a back story, but I'm not sure I'll be able to connect it to the game world just by using the AP Player's Guide. If I were to write out the story would you (and by "you" I mean anyone reading this) be willing to help me tie the elements of my story into the proper regions and organizations of the game world?

I am pretty familiar with both D&D 3.0/3.5 and PbP games, but I've never played one on these boards.


Well I'd like to throw my hat into the ring as being interested. I have three character ideas in mind but one of the races is from the dragon empires gazateer. Do you have this book?

I am thinking about playing a Nagaji Monk(if you have the Dragon empires gazateer), A human fighter(archer), or a half orc barbarian(wild rager). Not sure on an archetype for the monk yet...I'd have to think about it but will probably end up going ki mystic.

I'll have builds up tomorrow(got to love not having a job/life and being able to build characters all day).

I am currently playing in this game in real life and we just finished book one. I promise I won't meta game but I figured I'd let you know and if you have a problem with it I understand. I also have limited computer access but should be able to post daily(the only acception to this is sundays and national holidays when libraries are closed).

Oh and I'm also a DM here on the bored and have several of your applicants in games of my own...you have a very hard job ahead of you I must say as they are all excellent gamers.

Starting gold rolls:
Barbarian:3d6 ⇒ (1, 5, 5) = 11
Fighter:5d6 ⇒ (1, 3, 1, 4, 4) = 13
Monk:1d6 ⇒ 5


Jodokai wrote:

Howdy!

Let me start by saying I've never played Pathfinder before. I have just recently purchased Core Rulebook, Advanced Player's Guide, Ultimate Magic, and Ultimate Combat. My Campaign Setting book should be here this week, but I'm not sure if I'll have time to get savvy enough before the submission deadline. I have an idea for a character and a back story, but I'm not sure I'll be able to connect it to the game world just by using the AP Player's Guide. If I were to write out the story would you (and by "you" I mean anyone reading this) be willing to help me tie the elements of my story into the proper regions and organizations of the game world?

I am pretty familiar with both D&D 3.0/3.5 and PbP games, but I've never played one on these boards.

I'd be more than willing to help you tie your character into the game world and if we're both selected I'll also be able to show you the ropes for gaming on these boards.


*Leaves*


And another character for your consideration... a Sanctified Knife Master Rogue. His character sheet isn't all prettied up but the basics are there.


Out of the rain and into the uneven orange light of the smokey tavern steps what you first take to be a tall, powerfully built man of the local social elite. Under his drenched, travel-stained but well-made black long-coat you can see the signs of expensive and fashionable clothes. Crisp white shirt under black and red checkered silk vest. Silver accent buttons and cuffs. Mud-spattered but high-quality black leather boots. Even the black bowler hat on his head looks like one only sold in the upscale shops in Caliphas.

Ashen gray hands slide the coat off limbs thicker than those of most humans. Beady black eyes survey the room from above a tusked mouth and protruding chin. As the surprisingly manicured hands remove the bowler hat, uniform multi-colored tattoos of mysterious arcane marks are revealed on his shaved head -- traveling down his neck and disappearing down into the crisply pressed collar of his shirt. Combined with the wicked scimitar on his left hip and arcane pouch at right, it's fairly easy to guess who just walked into this particular Canterwall dive.

Karrik. The half-orc. Professor Lorrimar's man. Though the locals usually call him Greyskin. Or more recently -- since his return to Canterwall after a long absence and flaunting his high-society apparel -- Lord Greyskin or Earl Grey. Both names thrown out with scoffing laughs or resentful glares.

After hanging his coat with meticulous care at the entrance and scraping off his boots, the big man lumbers across the room, being careful to avoid contact with anyone and everyone. Finding a suitably out-of-the-way table in the corner, he pulls out the corner-most chair and sits down, pulling a few books and some parchment and charcoal from his backpack. After a few unsuccessful attempts at flagging down one of the establishment's servers, Karrik shakes his head, gives one last glare around the room, then settles in to read from both books at the same time. Every few minutes he switches from one to the other -- obviously cross-referencing the two sources, then makes a few notes on the parchment. From your vantage point, you can just see a the corner of an expensive envelope containing an invitation to the funeral of the late Professor Lorrimar.

Background:
Growing up as an orphan in semi-rural Canterwall is tough on any kid. Growing up as an orphan in Canterwall when you look like a grey-skinned, tusk-toothed, black-eyed orc whelp kicked out of Belkzan is brutal.

Karrik -- a life-long outcast -- has been forced to develop the attitude and skills to survive. What few people took the time to realize, however, was that behind his flat orcish face and beady black eyes is a surprisingly sharp mind. A mind with a ravenous thirst for information and answers. And while he spent his days surviving and avoiding the constant stream of street-side and alley-way assaults by the other kids of the community, he moonlighted as an undercover scholar… begging, borrowing, or stealing any books he could get his thick-fingered hands on. Magic. Science. History. Philosophy. Politics. Society. Religion. No subject was beneath his thirst, but he especially loved reading about the wondrous workings of magics and the strange workings of the strangest creatures. He did tend to avoid books wholly devoted to philosophy and religion; the two subjects made difficult for the mind of a child spurned simply because of the color of his skin and the shape of his body.

So this dual life of survival and study are all he knew until the day he met Professor Lorimar. Or -- more appropriately -- the day he stole from Professor Lorimar. With so many books, surely the man wouldn't miss just a few, right? Wrong. The Professor had the book thief tracked down, fearing that his precious rare books would soon become little more than kindling or something to fence for tomorrow's breakfast. When Lorrimar's men caught up to the teenage half-orc, they were all surprised at what they found. The boy's hovel -- little more than a lean-to cleverly positioned under an out-of-the-way eave of a Canterwall back-alley building -- held his treasure trove of books, ledgers, and scrolls. All kept carefully wrapped and tucked into folds of cloth to protect them from elements. Apparently the young creature had been stealing for years.

While Lorrimar's men (and everyone else, frankly) were inclined to return all the property and put the young half-orc in a cell, Professor Lorrimar surprised them all. Never one to ignore potential, he took the child on a trial basis. At first the boy was little more than a runner and paige. But over time Lorrimar was impressed with the half-orc's combination of assets. He was strong and resilient. As capable with his muscles and a blade as he seemed with letters and numbers. He was also resourceful and quick to learn. The Professor took him on in a longer-term role, and the young man flourished. He was paid for his services, but the real benefit was the learning. He got to learn about what he wanted as well as see a bit of the world. The rest, as they say, is history.

Karrik's personality, the Professor and some other DM notes:
Karrik is very smart, but incredibly blunt. Either you're right or you're wrong, and we're all better if we know which is which. He's a believer in the power of information and study, which makes him dismissive of the local folks' superstitious outlooks. He's quiet and unassuming, willing to let others assume whatever they want of him. When he does speak, his deep, resonating voice rolls off long strings of intellectual words and thoughts. He's generally a good enough fellow, but he's not necessarily "Good". He does, however, have a soft spot for outcasts, tending to gather those who are on the outside around himself and look after them.

The Professor is the closest to a father figure Karrik ever had, and Karrik is loyal like a son (regardless of whatever the age difference might have been). The way Karrik dresses, carries himself, and views the world is HIGHLY based on the advice and experiences he had with Lorrimar. The death would be devastating to Karrik.

As soon as I saw that half-orcs are rare in this area and adventure path, I was drawn to it. The image of a dapper beast who has a strange mix of superiority and insecurity just sounds fun to me, especially given the fact that he'd be shunned by everyone. Layer this onto the fusion of orc ferocity and a brainiac… win.

And that's it. I hope you like the character. I really do.

And for full transparency, I'm the friend of Stormraven's that he mentioned earlier in the recruitment thread. I know you mentioned that you're not keen on dual submissions, but I just wanted you to know who he'd referred to.

Karrik the Greyskin:
KARRIK "GREYSKIN" CR 1/2
Male Half-Orc Magus 1

NG Medium Humanoid (Orc)
Init +1; Senses Darkvision (60 feet); Perception +0
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 13 (1d8+5)
Fort +5, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d3+4/20/x2)
Magus Spells Known (CL 1, 4 melee touch, 1 ranged touch):
1 (2/day) Shield (DC 13), Color Spray (DC 13)
0 (at will) Read Magic (DC 12), Prestidigitation (DC 12), Detect Magic
--------------------
STATISTICS
--------------------
Str 19, Dex 12, Con 15, Int 15, Wis 10, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats Toughness +3
Traits On the Payroll, Outcast
Skills Intimidate +4, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Spellcraft +6, Survival +5
Languages Common, Draconic, Giant, Orc
SQ Arcane Pool (+1) (3/day) (Su), Spell Combat (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Arcane Pool (+1) (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white vision only).
On the Payroll Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his l
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

--------------------
PROGRESSION
--------------------
Feats - Toughness (1), Power Attack (3), Lunge (5) Weapon Focus: Scimitar (5 bonus), Intensified Spell (7), ? (9), ? (11), Improved Critical: Scimitar (11 bonus)

Still working on gear, but it'll be armor, weapons, and expensive clothes and what-not.


Pathfinder Adventure Path Subscriber

Hi folks. Just checking in to say I'm paying attention...but that I also have work that needs doing. You can expect some more character feedback later today, probably in around 4-5 hours or so. We'll see how many I can get through. : )

Grand Lodge

cynarion wrote:
Hi folks. Just checking in to say I'm paying attention...but that I also have work that needs doing. You can expect some more character feedback later today, probably in around 4-5 hours or so. We'll see how many I can get through. : )

I understand my character is more than stats but I've also some work to do as well so I'll throw something together for backstory on Dragomir later. I'll add direct to profile.


I think we all understand the work thing. Look forward to hearing your thoughts. :)

I also realize after re-reading my post that I had the professor's name wrong the whole time... sigh.


Man, you are so fired. :)


I'll go ahead and give this a shot. Lately I've been envisioning a Halfling Summoner named Vel Miro the Scarred.

I took the average starting gold - 70gp. I'll edit my post later with all relevant details and a character bio once I've gotten them done.


5d6 ⇒ (4, 3, 2, 6, 4) = 19For a dwarverish fighter I'm trying to figure out.
5d6 ⇒ (4, 6, 6, 2, 5) = 23For a socially inept half-elf ranger.


Quick question for about my lovely ranger(actually the first I've ever made!), who is just about finished. Having taken craft (bows) in order to be able to make arrows later in the game, I was wondering if I could also use my starting cash to attempt to make some arrows and a composite long bow, using the crafting rules. I know we won't do any in game crafting, but I like the idea of actually rolling the dice for some of my starting gear and maybe managing to get my hands on a decent bow. What are your thoughts?
If you'd rather not have the crafting, please ignore the dice rolls below.

dice:

Arrows DC12 1d20 + 8 ⇒ (3) + 8 = 11 failed, materials preserved.
Composite Longbow 4 DC 23 DC121d20 + 8 ⇒ (16) + 8 = 24 success!
Arrows 2nd try 1d20 + 8 ⇒ (12) + 8 = 20Success!

That's a warm fuzzy feeling. *smiles*


On the note of no mundane crafting please tell me that this won't apply to gunslingers as not being able to craft my ammo could get expensive very quickly.

Also I was planning on taking the feat Master alchemist and using it since i will be getting swift alchemy.

Master alchemist and Swift alchemystuff:

Master Alchemist
Your mastery of alchemy is nearly supernatural.

Prerequisite: Craft (alchemy) 5 ranks.

Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.

In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

This would let me hit a DC 23 (=10(taking 10)+3(Int)+5(Ranks)+3(Class skill)+3(Alchemist level)) on the check or a total of

alchemy math for items:

DC 15 items 15*23*2=690 690/7=98g worth of items a day
DC 20 items 20*23*2=920 920/7=131g worth of items a day

If even with the faster crafting its an issue thats fine i'll change my planned feat selction and maybe look for an archetype that gets rid of switft alchemy but thought i would ask.

EDIT: Note this isn't until level 5 and other than ammo i wouldn't bother until i could at least get it down to a single day to make any thing.


Pathfinder Adventure Path Subscriber

Hi all--more answers later, but I will answer this one right now as it's pretty important to character concepts.

Talonhawke wrote:
On the note of no mundane crafting please tell me that this won't apply to gunslingers as not being able to craft my ammo could get expensive very quickly.

You're right there; this is an example of an unintended consequence of banning mundane crafting.

I'm at work right now, so don't have access to the reference materials I need to reach a properly considered verdict, but I will have a decision for you within 24 hours.

Beyond that, I'm happy to commit to finding a solution that does not unfairly disadvantage gunslingers crafting their own ammo. What that solution looks like, I'm not 100% sure yet. It may, as you say, simply be an exception for gunslingers and their ammo, but I might have a brain wave that works better when I get to grips with the rules.

Is that acceptable?


If it helps I'll post the relevent text.
Gunsmithing

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Bolded the relevant text the only difference in our crafting is it works like magic crafting i can only craft 1000gp a day worth of ammo with 8 hours.

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