Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Perception:1d20 + 18 ⇒ (19) + 18 = 37So close to 38!
If these people were eating arsenic they probably went mad as hatters in here. I'd think everything's trapped.
Jan absentmindedly thumbs 4 steel back into his rifle to have 15 shots available again.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Oh, and chocks are angled wooden blocks used to stop movement, usually on wheels.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Hey look! A secret door!
Jan steps back with his rifle in hand and then kicks the secret door in.
No, Jan steps back and kicks the door. You can give me a damage roll if you like, but you actually aren't strong enough to get past the hardness of wood on a 1d3+1.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Does anyone have the gunslinger deed to shoot out a lock?
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Special key works for me. Although you don't think it could be that the door opens but a trap is armed if you don't use the actual key?
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Jan activates light from his wayfinder to get an idea of what's going on in the secret room.
Seven large burlap sacks sit against the northern wall of this small room, while to the west sits a small desk and chair. A leather-bound ledger lies atop the desk.
Within are seven burlap sacks. Five are stuffed with gold dust and are worth 1,000 gp each. The last two actually hold gold nuggets and are worth 2,500 gp each. Each sack weighs 40 pounds. Hidden behind one of the sacks is a small coffer holding 14 uncut gems the brothers found, worth 50 gp each.
The ledger on the desk contains several detailed maps of the regions the brothers were mining, and locates all of their assay points and mines. Notes on the payout of each mine are listed—it appears that all of them have played out without imparting any particularly rich lodes. Several pages near the end of the ledger have been torn out.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Is there a full listing of the mines and if so can I roll Dungeoneering to locate the mines that mat have been mentioned in the last few pages?
I'd get you're right. What if the last mine ran into a Thassilonian ruin or woke up something that drove the miners crazy?
The pages of the ledger describe a number of different mines that the brothers had developed. The locations are explicitly noted. As mentioned, there are a number of pages ripped out at the end.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
I'm surmising then that means none of the maps in the ledger are included in the last few pages and there's no clue beyond the nature of the ledger what the last few pages contain.
We should probably finish exploring this complex. After that I'll see if I can decipher the maps and on the carpet outside we can see if there's anything visible on the outside that's missing from the book. Although why just take a few pages? Why not the whole book?
You were sent here owing to the claim that the brothers had found Xin Shalast. They had organized an expedition to loot the lost city during their last trip to Janderhoff, but never returned from the expedition.
I'm not sure what you are asking about. You searched the first floor. You have searched one room on the second floor, and there's a bunch left to explore. You cave not seen any sign of anyone having been here in years.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
How long ago did the Vekker brothers' expedition supposedly leave?
They expedition left Janderhoff about 70 years ago. It is a reasonable assumption that they could have come here on the way since it was their normal base camp for mining in the area.
This room obviously doubled as the main living quarters and kitchen for the inhabitants of the cabin. A stone hearth and chimney occupy the southeast corner, with an iron hook holding a cauldron above the grate. The rest of the room is in a horrific state—firewood, cooking utensils, pots and pans, and even the furniture lie in scattered heaps. A painting of two dour-looking dwarves standing in front of an enormous elk hangs askew on the northern wall. Ancient bloodstains mar the walls and floor and bits of overturned furniture here and there, but there are no bodies.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Derp.
Wisdom Check:1d20 ⇒ 4
Hey guys, did you ever wonder if you could catch a bullet in your teeth if it's fired at your face? Obadiah, Bo - I'll stand over there and you shoot at me.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Considering you left 6 points of will and reflex save on the table by taking the wrong weapon training abilities, blaming the class is like a poor craftsman blaming his tools. With Weapon Masters Handbook, a fighter can be damned close to a Paladin in saves (Bo being a mutant exception because he has all that multi-classing which boosts saves).
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3
He ended up a bit more optimized than I figured he would I must admit.. Almost makes me wanna build something similar in pfs, except he would just have old school weapons..
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
I picked the Versatile Training I did so I could have two extra skills to use to do something besides full attack (which is pretty monotonous).
Plus Armed Bravery doesn't help a straight Wisdom check or rolling a 3 on a Fort save.
Yes, I will be running Rise of the Runelords Anniversary Edition.
However there is a bit of a twist.
The powers that be in Alkenstar, the capital of mundane technology in Golarion, located amid the Manna Wastes, the physical manifestation of the excesses of unrestrained magic, have heard of some dire news. Some goblins and bandits in Varisia have been found with signs that indicate that the power of the Rune Lords of ancient Thassilon may be stirring. Knowing the legends of the power of the Runelords, the scale of potential mayhem is almost beyond comprehension. Alkenstar must act. A team is assembled. The elite of the Alkenstar citizenry are picked for this mission. They are equipped with the latest gear in firearms and other technological tricks, and send on their way to Varisia to investigate and deal with the threat they may find. Yes, they are going into the world of magic without any magic on their side, but you can fight fire with firepower.
OK, the team is from Alkenstar so that means there's a significant restriction- no spellcasters.
You can play:
fighters (modified)
Rogues (modified)
Ninjas
Barbarians
Cavaliers
Samurai
Monks (no maneuver master)
Alchemists (there are a few modifications to make them a bit more mundane)
Gunslingers
Ranger (with trapper archetype)
Paladins (with Warrior of the Holy Light archetype)
Other classes are not allowed.
Players begin at 4th level (start in second part of the AP)
Point buy is 25 points.
Assume for the purpose of the party, the Guns Everywhere rule is in effect. There are some modifications to firearms and the hitting of touch AC. I'll get houserules up soon.
Everyone in the party gets one bonus teamwork feat. The group should coordinate this among themselves.
This campaign is expected to run fast as I post often and wish to recruit players who can do likewise. If you can't post every day (at least during the week), it's really not for you. Fair warning, this is something of an experiment. We'll see how viable a non-magic party can be. It certainly shouldn't be much of a problem at low level, the interesting part will be at high level.
I won't be tracking experience points, but rather leveling people at appropriate times during the adventure.
I'm shooting for a six person party and have one already.
There will be magic items. I might consider crafting, but without spellcasters, one might think it rather limited. I'll consider whatever race, but make sure it would have some reason to be in Alkenstar.
Alchemists will also get extracts which will basically be your spells.
Sounds really interesting. Never played a Gunslinger before and this sounds like a perfect opportunity to do so. Posting everyday is not a problem. I'm playing in a couple campaigns already that require daily posting.
I'll get a character posted for approval tomorrow. How much background do you want?
Oh, one other restriction, no evil alignments. Tiefling ghost is fine. Sword Saint is fine.
I'm not going to play the 'get billions of submissions so I can pick and choose game' . Once I have six payers and it is reasonably balanced we go.
We are in:
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.
As for backgrounds, something to fit in Alkenstar is good. I'm not expecting people to belabor them since the story is waiting to be told, not already existing.
I might be interested in a Spell Sunder build for a Barbarian. I think it would do wonders to have the ability to break some spells. That is, if you think it fits the campaign. I'll try to have a build up by morning.
Edit: now I want to build a paladin and aim for Ultimate Mercy early entry. I've always wanted to to that. Dang it, I'll have something for you in the morning we will see which inspires better.
I'm interested in playing as well. I have a Ratfolk Gulch Gunner that's been waiting on the backburner for a while for lack of a campaign. If the race is fine for you, I can have him cleaned up and posted by tomorrow after I get some sleep.
As for backgrounds, something to fit in Alkenstar is good. I'm not expecting people to belabor them since the story is waiting to be told, not already existing.
Allow me to present Billy 'Two-Guns' for your review. Details are in the profile. Still need to decide on equipment and skills but everything else is finished. Here's Billy's background:
Billy grew up in the Capitol city of Alkenstar; his father a member of the elite city guards. Unfortunately, Billy's mother died giving birth to him which his father never recovered from. The relationship between the growing boy and his father was always strained. The only thing that they seemed to have in common was their love of guns and shooting. Under his father' supervision, Billy grow very skilled at using 2 pistols at once and has proven his worth as a peacekeeper many times in expeditions into the Spellscar Desert. While in the desert on his last mission, Billy found out that his Father had died in a shoot-out involving a criminal gang. Before he died though, Billy's dad killed every single last criminal.
With his family ties to his city broken, Billy quickly leaps at a chance to investigate goblins and bandits in Varisia that have been found with signs that indicate that the power of the Rune Lords of ancient Thassilon may be stirring. Knowing the legends of the power of the Runelords, the scale of potential mayhem is almost beyond comprehension.
Thomas Surovati
Human (Taldan) Fighter (Weapon Master) 3/Monk (Master of Many Styles) 1
LG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +7
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Defense
--------------------
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 31 (3d10+1d8+4)
Fort +6, Ref +7, Will +3 (+0 vs. fear, +0 vs. fear, +0 vs. fear, +0 vs. fear, +0 vs. fear); +1 bonus vs. effects targetting a Sword, Aldori dueling held by you
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork sword, aldori dueling +10 (1d8+3/19-20) and
. . unarmed strike +7 (1d6+2)
Special Attacks stunning fist (1/day, DC 12), weapon training
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 20 (21 vs. disarm, 23 vs. grapple, 21 vs. sunder, 23 vs. trip)
Feats Crane Style, Dodge, Exotic Weapon Proficiency, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits bruising intellect, omen
Skills Acrobatics +11, Intimidate +11, Knowledge (dungeoneering) +9, Knowledge (nobility) +6, Perception +7, Sense Motive +7, Stealth +11
Languages Common, Sylvan, Thassilonian, Varisian
SQ ac bonus, fuse style, hero points, stunning fist (stun), unarmed strike, weapon guard
Other Gear Masterwork Sword, Aldori dueling, 150 GP
--------------------
Special Abilities
--------------------
AC Bonus +0 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Omen (1/day) As a swift action, Demoralize an opponent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Weapon Guard +1: Sword, Aldori dueling (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Sword, Aldori dueling (Ex) +1 to hit and damage with your chosen weapon.
Also, what is starting gold and how are hit points done?
I'd like to submit a Alchemist, Mind chemist Archetype sent with the party. Primary will be to craft potions for the group (cure primarily) and provide intelligence/scout. Has there been rulings on traits/staring Hp?
What changes to the Alchemist are you looking at by the way? So I can come up with the correct Stat block.
I can tell you this much about him though, I was thinking Elf with a bow. Point-blank and precise shot as his feats and precise bombs and explosive missile as his discoveries.
Introducing Abasi, breach and crowd-control specialist.
Gist of the crunch, double-barreled shotgun to provide the party with some AoE capacity. No replacement for an alchemist or wizard, but should come in handy. Sheet will be finalized once house-rules for guns are announced. I could also remake him, with only minor tweaks to a sniper type if that would be preferable. I picked shotgun assuming you weren't allowing the machine guns or flame-thrower from Rasputin Must Die. However, if you want to open that can of worms...
Appearance:
Tall, lean and muscular, Abasi is Garundi, like most that make up Akenstar's population, though he is darker than some courtesy of a Mwangi grandfather. Hair cropped down to prevent it being grabbed, or catching fire, and the blue freckle tattoos of powder burns show his love of the gun, and he wears the wide-brimmed hat common to those who patrol the wastes. The most noticeable thing about him however, is the battered, but well cared for, double-barreled shotgun that is never out of arm's reach.
Personality:
Abasi is a man in love with life. Though he understands the mission's gravity, Abasi intends to make the most of every breath, for who knows if it will be his last.
A devotee of Gorum, Abasi embraces the Lord-in-Iron's doctrine that the only thing that matters is how you acquit yourself today, and prowess in battle the true test of worth, for the past gone and the future only comes to those who survive today, and no success matters if you cannot protect it. Like his god, Abasi has no tolerance for cowards or bullies.
Backstory:
Life is hard in Alkenstar. The wastes try to swallow the archduchy, while machinations of Geb and Nex threaten to crush the small state between them. Denied the magic others rely on, the people rely on one another and the wonders of science, particularly the thunder of guns.
Abasi joined the border regiments out of a need for work, and because it called to him. The nerve-fraying tension of a patrol through mutant infested lands, blowing off that tension in a debauched celebration when rotated back. The fear of being stalked by something unseen, the thrill of ending its life, and preserving your own, in an explosion of shot and powder. This is what Abasi was meant for.
This mission appealed to him for several reasons. First was to get out of the wastes for a while and experience, why use one sense when the gods gave you five, exotic lands he had only heard about, and this is face he usually wears. A litter deeper though, Abasi fears for his country, and the rest of the inner sea. He has seen the horrific power of the mana wastes, and that is raw magic, like loose powder on a table. The thought of a single man bending such power to his will is terrifying.
The only modification to the alchemist will be the lack of blast shaping. Explosions will be explosions and everyone in the area will get their due. I will probably allow extra extracts in exchange for losing this ability (say an extra one known and usable per level).
Also, just to warn people in advance a tiefling is allowed, but the extreme cheese of using a prehensile tail for reloading will not be. To be honest, I'm going to discourage the two weapon/two pistol notion now because while it might be great in a John Woo film, it really isn't practical. If someone really wants to do it, I will cook up rules for the purpose, but I doubt they will be loved (or even liked for that matter- along the lines of losing any damage bonus which looks aimed on the second gun, so no deadly aim, no bonus dice from pistolero, no weapon spec bonus etc. so like in reality, a second gun is a flashy prop but not much more).
Also before everyone gets too set on their character concepts you should understand the changes to fighters, monks, and rogues, which will likely make them more appealing.
Fighters get 4 skill points per level. At first level pick 3 additional class skills, and pick one more good save (will or reflex).
Rogues get full BAB, but only ½ counts towards feat qualification. They get a strong will save. In addition get get Canny defense (from the duelist), except it can only be used when the off hand is free (no two handed weapons, shields or weapon in second hand).
Monks get full BAB and 1d10 HD. This does not affect flurry since that is already based on full BAB.
Paladins will get 4 skill points per level instead of 2.
Also, another note, you are going to start with advanced firearms, and stick to them. The muzzle loaders will not be following PF rules. Their reload times will be much, much longer (as befits any even vague nod to reality) so any idea of doing a double barreled flintlock pistol with stupidly fast reload times stacked up won't fly.
Think of the firearms as being from around 1873 or so. We can consider pushing to around 1893 which will get us to bolt rifles and pump shotguns, but that's about it. No semi-autos or smokeless powder. Also the firearms rules are a bit too rough in terms of reliability. Any revolver which failed 5% of the time would not be sold (even in 1890), and while on advanced firearms, it is just a misfire, any ammo company pushing a product with that high a failure rate would be mocked out of business. Misfires will be on a 1, and then you roll to confirm failure (as in miss again). If you roll a 1 again, it will be a jam which is more serious. A misfire means the bullet just didn't go off, which means very little in a revolver, lever rifle, or pump shotgun. You just fire the next one after cycling. Jams, however, will require clearing.
Another quirky little rule is that if you have a bayonet on a rifle, and you have weapon focus/spec/training on the rifle, it will apply to the bayonet.
Also as I mentioned I will be changing the touch AC rules for firearms a bit.
You don't get the generic pass as RAW. Instead you get a degree of armor penetration based on the type of bullets you are using. There will likely be a cap, and it will be affected by the hardness of the armor (so adamantine armor isn't just as soft as steel- though since adamantine on critters is about as common as hen's teeth that's probably moot). Something on the order of the hardness of the bullet is how much armor bypass you get (take lead as hardness 7, steel 10, and adamantine 20).
We will be going with the PFS style on HP, so 1/2 max +1 at each level past first, max at first.
Also, to start, remember you are fresh off the boat from Alkenstar. You will have 7000 in starting gold. However being in Alkenstar magic items really aren't available. Potions are common, because they are just alchemical products there, but other magic items are not present. You will have equipped yourself though. One caveat, if you can come up with a colorful steampunk tech justification for a magic item, I will likely let it pass (it will have standard cost). Everyone can get one of those. Personally I would focus on taking advantage of good materials. Being from Alkenstar, your attitudes should be fairly distrusting of magic since you have come from a place where it is unreliable at best, and deadly at worst, even for those supposedly controlling it.
Oh, I should mention that you get supernatural abilities from classes(or races), not spell like ones. Spell like abilities are just as affected by the manna waste as normal magic, hence are unlikely on someone in Alkenstar. You might look at racial swap outs for those.
You can take master craftsman if you are set on crafting magic items.
Though it seems pretty unlikely that someone in Alkenstar would specialize in crafting magic items. What you do after you leave is a different matter, but remember you're coming from a place where magic is not appreciated at all.
The only modification to the alchemist will be the lack of blast shaping. Explosions will be explosions and everyone in the area will get their due. I will probably allow extra extracts in exchange for losing this ability (say an extra one known and usable per level).
Also, just to warn people in advance a tiefling is allowed, but the extreme cheese of using a prehensile tail for reloading will not be. To be honest, I'm going to discourage the two weapon/two pistol notion now because while it might be great in a John Woo film, it really isn't practical. If someone really wants to do it, I will cook up rules for the purpose, but I doubt they will be loved (or even liked for that matter- along the lines of losing any damage bonus which looks aimed on the second gun, so no deadly aim, no bonus dice from pistolero, no weapon spec bonus etc. so like in reality, a second gun is a flashy prop but not much more).
Also before everyone gets too set on their character concepts you should understand the changes to fighters, monks, and rogues, which will likely make them more appealing.
Fighters get 4 skill points per level. At first level pick 3 additional class skills, and pick one more good save (will or reflex).
Rogues get full BAB, but only ½ counts towards feat qualification. They get a strong will save. In addition get get Canny defense (from the duelist), except it can only be used when the off hand is free (no two handed weapons, shields or weapon in second hand).
Monks get full BAB and 1d10 HD. This does not affect flurry since that is already based on full BAB.
Paladins will get 4 skill points per level instead of 2.
Also, another note, you are going to start with advanced firearms, and stick to them. The muzzle loaders will not be following PF rules. Their reload times will be much, much longer (as befits any even vague nod to reality) so any idea of doing a double barreled flintlock pistol with stupidly fast reload times stacked up won't fly.
Think of the firearms as being from...
Good to know...still want to play a gunslinger but will get rid of the two gun concept and be a rifleman instead...bayonet rule makes a rifle a really nice weapon...I'll update my profile later today.
Yeah, I think rifles should have more appeal. As my buddy in the army says, pistols exist so you can get back to using your rifle.
Also keep in mind that the rifles are going to have a pretty large magazine capacity. A Winchester 1873 model (which is one of the options) has a 15 round magazine (loading is a touch slow mind you). Alternatively I might consider bolt rifles, and maybe stripper clips, but I'm going to be leery on those since it is a big boost in firepower (fast reloads).
So far there are Thomas Surovati, Abasi Omondi, and Rasverian,. The builds look fine so far, but I think you will need to make minor changes now that I've posted the house rules (more skills, etc.) I'll assume the alchemist will be up soon, so with my previously mentioned character (trapper ranger) that leaves one spot.
I'm not going to play the 'haughty pick and choose' game of what I like, as I never much cared for the subjectivity of that, I'm gonna do first come first served with a ready build. If Gunner Johnson is ok for a rifle rebuild we'll go with him (as it is only fair since I sprung a new rule on him).
I now have to waste more money than I expected buying the PDFs of this module (grr, the damned book, which I have isn't a whole lot more than the pdfs). Then once everyone is ready to roll, I will get it moving.
So far there are Thomas Surovati, Abasi Omondi, and Rasverian,. The builds look fine so far, but I think you will need to make minor changes now that I've posted the house rules (more skills, etc.) I'll assume the alchemist will be up soon, so with my previously mentioned character (trapper ranger) that leaves one spot.
I'm not going to play the 'haughty pick and choose' game of what I like, as I never much cared for the subjectivity of that, I'm gonna do first come first served with a ready build. If Gunner Johnson is ok for a rifle rebuild we'll go with him (as it is only fair since I sprung a new rule on him).
I now have to waste more money than I expected buying the PDFs of this module (grr, the damned book, which I have isn't a whole lot more than the pdfs). Then once everyone is ready to roll, I will get it moving.
Definitely okay with Rifle rebuild and will have a Gunner ready to roll (and role) by day's end. Thanks for including me :-)
Umm, Paladins without Spell like abilities removes Detect Evil and more importantly Divine Bond. RAW, it should also remove Divine Grace, as that's a spell now. If we are going to be fair we might need some differences there.
Divine grace is listed as Su on the paladin, so it counts that way. You do have a point about divine bond. I suppose it could just be suppressed in Alkenstar. We can work on that. Perhaps the spell like abilities just show up once they leave the mana waste. I'm really just trying to avoid overt spell casting in the party.
I'm sorry, but I'm going to have to bail on you. I didn't think I'd get picked up on another PBP I signed up for, and I really don't have time for both. I think that bowing out now while you still have some interested parties is a good plan, as it will save you the making of a new thread in a couple weeks when I'm burnt out.
This really was looking to be an awesome AP, and I was working out a steampunk/Mysticism way to make the Paladin work, but I'm just bonking my head against the wall knowing I'm overcommitted. I apologize for the tease. Have a good game.
Here is updated Thomas with adjustments from your post
Thomas:
Thomas Surovati
Male Human (Taldan) Fighter (Weapon Master) 3/Monk (Master of Many Styles) 1
LG Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+6 armor, +5 Dex, +1 dodge)
hp 31 (3d10+1d8+4)
Fort +6, Ref +8, Will +3 (+0 vs. fear, +0 vs. fear, +0 vs. fear, +0 vs. fear, +0 vs. fear); +1 bonus vs. effects targetting a Sword, Aldori dueling held by you
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 sword, aldori dueling +11 (1d8+4/19-20) and
. . unarmed strike +8 (1d6+2)
Special Attacks stunning fist (1/day, DC 12), weapon training
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 15, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 21 (22 vs. disarm, 24 vs. grapple, 22 vs. sunder, 24 vs. trip)
Feats Crane Style, Dodge, Exotic Weapon Proficiency, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits bruising intellect, omen
Skills Acrobatics +11, Climb +1, Escape Artist +4, Fly +4, Intimidate +10, Knowledge (dungeoneering) +9, Knowledge (local) +6, Knowledge (nobility) +8, Perception +7, Ride +4, Sense Motive +7, Stealth +11, Swim +1
Languages Common, Thassilonian, Varisian
SQ fuse style, hero points, stunning fist (stun), unarmed strike, weapon guard
Other Gear Mithral Breastplate, +1 Sword, Aldori dueling, 480 GP
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Special Abilities
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Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Omen (1/day) As a swift action, Demoralize an opponent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Weapon Guard +1: Sword, Aldori dueling (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Sword, Aldori dueling (Ex) +1 to hit and damage with your chosen weapon.
I think I've got all the pertinent details for my character done, just need to tally up the price of my goods and see if I can afford any wondrous items with the leftovers.
Question gm: what would you say would be a fair cost for converting exotic bullets and special alchemical shot (like salt-shot or dragon's breath) from paper cartridges to metal?
Here's the ones I'm looking at, I've picked up a bit of all of them:
- Salt Shot
- Entanglement Shot
- Dragon's Breath Shot
- Silver Bullet
- Adamantine Bullet
I'm sorry, I will have to bow out of the game. It isn't because of the rules, I'm going to be going on vacation next week, then reporting to a ship so I don't know if I will have much time.
As for ammo costs, but you guys count as 'guns everywhere' ammo costs for anything which isn't a special material is 10%. So the metal cartridges which your weapons will use (being advanced firearms) are 1.5 GP per. However an adamantine bullet still has to deal with the price of the adamantine, so it is 61.5 GP per.
So to directly answer your list:
Salt Shot: 1.5 GP (costs will not be less than the metallic cartridge itself, if it gets below it, it is it)
Dragon Breath Shot 4 GP
Entangling Shot 4 GP
Silver 25.5 GP
Adamantine 61.5
(basically I don't want special materials to be any cheaper for guns than for arrows, and this way keeps parity)
Since you are an official team from Alkenstar, you will be issued 100 rounds of ammunition for your main firearm for free. That doesn't count towards your starting gold.
Also, people should not have actual magic items coming off the boat from Alkenstar. Thus an adamantine sword is good, but a +1 sword really isn't.
You can work up some steampunk magic item, but normal ones really don't exist there. There is nothing stopping you from picking up ones in the future or purchasing them in Varisia, but you should have spent most of your money as you are not so familiar with where you are going.
Submitting Xi'an. A Vishkanya Ninja 4. Will change her profile (she's written for 1st level). I'm sort of new to the PF game, but I played a lot of 3.5. Hope to hear back soon. Thank you.
You will probably need to take a closer look at firearm options and things since you're going to be missing some upside there if you limit yourself to melee weapons in a world of guns.
That whole 'knife to a gunfight' thing. However a ninja would be helpful at times I imagine, though the party might be a touch short on healing with just one alchemist and no channeling paladin.