RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

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OK, here's the discussion thread. It's a good place for you folks to agree on your choice of team feat (remember you all get one agreed upon by the group as a bonus feat).


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Lookout or Shake It Off look to be pretty good feats to consider at.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Dukkan 'Doc' Longpaw wrote:
Lookout or Shake It Off look to be pretty good feats to consider at.

I actually had thought the exact same thing (how's that for teamwork?).

Sovereign Court

My fighting style lends itself to adapting to others, so I am good with whatever you guys want.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

I'm going to vote for Lookout.


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

posting with alias. I like Lookout too.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Concur with Lookout. I also like Precise Strike.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Yeah, I think Lookout is the best for general encounters. Just need to remember to use the buddy system. :)


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Seems like a consensus on Lookout, I'm going to update my profile to include it.


Oh, one other thing. I can give out PFS Chronicles for this if people are interested.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

I'm interested in PFS chronicles, drbuzzard.

I also concur with Lookout.

As awesome as Shake it Off is, it's... a little too awesome. Game-breakingly so, I feel.


I suspect I'll need to have at least 4 people interested, but I don't know. Not really sure how you give out sheets for running an AP with the sheets, but not for PFS characters. Guess I'll have to look into that.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

What would using PFS Chronicles entail? I might have the pdf tucked away somewhere in my files but its been a while since I've even looked at it.


All I would need is a valid PFS character number to ascribe it to. It would have no effect on gameplay.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Hmm, well if its not really necessary for play I'll just keep my character 'unofficial' for now, don't think he's technically legal anyway.

Also, could you go more into depth with the armor penetration mechanic we'll be using? As of now its a bit vague.

(I remember in another game, the GM decided to have armor (natural or equipped) count for half AC against firearms, basically giving everyone the Gun Tank's Bullet Deflection ability.)


I was thinking of something related to the hardness of the bullet. Subtract the hardness of the bullet from the AC+Natural armor of the target. Lead is 7, steel, 10, and adamantine 20.

As for the PFS business, it's not a matter of if this character is official or not, it's whether you do PFS at all and have an ID number for it. If so, then you can get a chronicle sheet to apply to a character if you decide to play PFS. Since we're using non-PFS campaign rules, none of these characters are PFS valid and the sheet could not be applied to them.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Ah I see, on both points. So the standard cartridge would be assumed to be lead. Since we already know the added cost of an adamantine bullet (+60 gp/per), what would be the added ammunition cost for a steel-tipped cartridge?


Assume the steel ones are like cold iron.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

So, they'd cost... double (3 gp)? Cold iron only gives a cost multiplier of x2.


Yeah, something like double. Not terribly expensive.


Gameplay is started.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Aderp, hang on a sec. I seem to have misplaced a decimal along the way when calculating my weapon values (somehow went with 1% rather than 10%). Gonna rearrange my inventory so I'm not over-budget again.

EDIT: Okay, that should do it. Surprised I let that slip for so long.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

OK DM, sheet should be updated with new gear.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Do you have any specific way you want in-character posts to be formatted, GM?


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Dukkan, I really think your character and mine could have a close relationship. They both heal and they both worship Sarenrae. Just a thought.

Lua's Background:
Lua knows little about life outside of the church. Orphaned at a young age, Lua was taken in by a kindly old priest of Sarenrae. Raised as his own, Lua has spent most of her life engulfed in the Church of the Dawnflower.

She earned the Blessing of Sarenrae at the unprecedented age of twelve, in which she soon joined the Holy order of Dawn. Her training at the Palidinhood proved difficult for a girl who had just entered puberty. However, what she lacked in martial skill, she more than made up for in faith, will, and knowledge. She earned the moniker, “Lark”. A name used by both students and teachers, it originates from one of the Gospels of Dawn, “The Unrelenting Lark”.

Lua the Lark knows nothing other than the church and the teachings of Sarenrae which is her total reality. She is a kind and patient soul. She does not judge and she offers healing to any creature-even those that would seem unworthy by others.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Mmm, I actually had a similar idea of eventually forming a partnership just from our similar lines of work; my practical doctoring and your spiritual healing. We might be passing acquaintances beforehand at least. Perhaps we may have passed each other during my runs in the lower quarters. Or you might have volunteered at the clinic I worked at to assist with the sick and injured?


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

However we met, Lua would be fascinated by you. Your character is basically a symbol of the world outside of the church. I think even if we hadn't met before, our time training together would build a strong bond. I could even say that you are the one who taught me the healing skill. What do you think?


I generally go with the standard formatting I've seen in PbP:

"Spoken words"

Thoughts

actions are normal text

dice roll: 1d6 ⇒ 4 you describe what you're rolling

Can't really think of anything else. I'm not all that picky.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20
drbuzzard wrote:

I generally go with the standard formatting I've seen in PbP:

"Spoken words"

Thoughts

actions are normal text

[dice=dice roll]1d6 you describe what you're rolling

Can't really think of anything else. I'm not all that picky.

Gotcha, GM. I'll post tomorrow. Getting turkey fatigue.

-----
@Lua
An apprentice of sorts, eh? Yeah, I think my character would gladly train you. Your conviction and idealism would feel equal parts refreshing and annoying to him, methinks. Dukkan's outlook is a bit worn down by his experiences in the lower quarters, but your own enthusiasm would resonate well with his solid sense of duty and selflessness to others.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Will our transit to Sandpoint be narratively instantaneous or will there be some misadventures along our voyage there considering that we are traveling through the Inner Sea.


I'm thinking of throwing some pirates at you to see how lethal you folks are. It will help to gauge how I need to adjust encounters.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

On that, after the encounter, if we find that our character might need some 'tweaking' would that be too late?


No, feel free.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

k, I might actually do that right now. I don't play paladin's that much, and I just found the 'Word of Healing' feat. Might take that and get some heavier armor.


Of course things will be set in stone once we hit a combat encounter, but I imagine you all knew that.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Shenderik wrote:

I'm interested in PFS chronicles, drbuzzard.

I also concur with Lookout.

As awesome as Shake it Off is, it's... a little too awesome. Game-breakingly so, I feel.

Shenderick don't forget that this is a Guns Everywhere setting...

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

So you get Gun training at 1st level.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Hmmm... Ammunition is also much cheaper. Thanks, Billy. I'll go see what difference that makes.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Hmmm... Actually, I don't get Gun Training at all. It's replaced by Musket Training because Shenderik is a Musket Master. And that doesn't come up until 5th level. I wonder if that counteracts the value of being a Musket Master (particularly since I plan to take two more levels of Cavalier before any of Gunslinger.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

I believe that that just means that you get Musket Training early as well since it replaces Gun Training as the equivalent feature for the archetype at that level.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Yay! Looks like the gang's all here.


OK, I'll get some voyage stuff up tomorrow.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

I know right? W00t!


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

OK, GM. Tweaks added. Team, if you want to take a look at her and tell me what you think, please do. Her main goal in life is to heal.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

So it'll be two to a cabin with one by him/herself in the last one I'm guessing?

I'll take the single room if no one objects. Don't think a roommate would appreciate the alchemical fumes I'll be generating during crafting.


There are six of you and three cabins.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Oops, miscounted. Ah well, looks like someones going to be my unfortunate bunkmate. How will we be dividing sleeping quarters team?


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua will room with Doc.


Need you folks to hammer out sleeping arrangements and watches(if any).


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

If we're going to do watches, Shenderik, Urga or I would be best for the night watch. Urga moreso if he has the acute nightvision racial trait, but its not necessary. We can split the nightwatch into 3 shifts this way; 5 if the others are willing to take the dawn and dusk hours too. Not sure who gets what shift though.

Lua and I have already agreed to rooming together.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Gunner is happy to room with Urga. They can discuss the finer points of shooting a moving target.

Gunner will take the late afternoon watch...basically noon to dusk.

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