Ruins of Pathfinder: Reign of Winter (Inactive)

Game Master Robert Brookes

"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot


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Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I actually did the exact same thing Tel. XD


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I looked over my post and I can see how you got that impression Ord, it didn't come out quite as questioning and uncertain as I had intended it to seem.

I can't edit it at this point however, so, nothing can be done.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

No worries. We're still waiting for Captain Andoran

cheers

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

sorry guys!

sorry about all the excuses, but my girlfriend's brother is visiting from out of state for the weekend in addition to the new job.

post in progress though!


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

@Lucent

I'm ready for you to describe our breaking and entering into the double geese establishment.

cheers


Awesome :D Wanted to make sure I didn't force anyone's hand to go anywhere too early.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Modified my post slightly to reflect the frozen nature of the alcohol.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

critical success!

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

This is an awesome campaign so far :3 Even though its been kind of slow, the level of detail everyone's putting in it is just making it so worth it. :D


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

Ordrud's story took hours to assemble and post from a half-dozen PMs. I hope I got enough right.


You definitely did. I was checking to see how you presented it based on all the info I gave you. That's pretty well done!


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

It should be noted that while my character is a 'Cleric' his build is very far from the traditional Cleric in role and abilities. I cannot channel (so no undead killing/commanding, no bursts of healing/harming) and I spontaneously convert spells to inflict, not cure... If we want healing from me, I have to memorize specifically and at the moment I have few slots I can devote to such things. We may have to rely on Rasso, the Druid, and other means as well.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

I'm just playing Ordrud to assume that someone in a large team would be a magical medic. He will be sufficiently discouraged with the new group if there is no medic and will fight accordingly.

EDIT
@Lucent, please confirm that Ordrud has 10 rounds for the infernal healing before the next encounter begins.

Is everyone aligned on posting speed? Are we one post per day? This game is too richly detailed to disconnect some players.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

We have numerous people with magical healing abilities, but no 'dedicated' healer, which is fine. Talavuc has a Wand of Cure Light Wounds with 10 charges, Rasso has Infernal Healing, as does Teladon, Ar'Z can at least prepare healing spells, even if he can't spontaneously cast them, and.. I think thats all for our magical healing, minus the two potions everyone but Ordrud has.

As for Nonmagical Healing, Fenyx has one rank in it, so he can at least assist, and then both Ar'Z and I have class-skill ranks in Heal with healer's kits for the both of us. I also have a Surgeon's Kit, which helps a bit for treating deadly wounds. Ar'Z is better at the skill than I am, though.

So, we have a lot of people who can heal, just no one who's absolutely amazing at it. Means teamwork is that much more important.. but at least we won't be screwed in the same way as a group with a dedicated healer, and the healer goes down.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

We're supposed to be limited to one post a day? I thought that was a minimum.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I think there are just a few of us going nuts, while the rest post when they can. We're not really going forward in the story itself, just talking while we wait for everyone else to post their actions. The 1-post a day thing was probably just a minimum. Lucent probably didn't have plans for us posting 'too' much. Hehehe


Actually the minimum is once every two days. I wanted to give people (including myself) leeway for life to happen and distract us (and it's been really helpful for Styvanus with his new job). But there's no maximum post limit. Feel free to talk and discuss as frequently as you like, but realize not everyone will be able to keep pace with prolific posters. If I think we're drowning anyone in particular out I'll let you know.

I don't even mind if you post non-action related descriptive stuff between turns in combat, like inner monologues, thought processes, or just reacting to the carnage through your characters' eyes.

While I've been posting a lot of things (especially during the weekdays) I try to keep major scenery changes/events at least two days apart. As evidenced by your docking at the town, then making it to the inn, etc. That way everything falls at least within the two day window I'd like people to post in.

Fluff beyond that is supplemental.

@Ordrud: That all depends on what Talavuc (vis-a-vis Naasvit) and Teladon do in regards to what they may/may not have seen outside. You have at least two rounds, I figure, before anything potentially happens given reaction times. If they do something that requires I go to round-by-round tracking in the next couple of posts, I'll let you know how far along the healing is.


Additionally, just use common sense. If it's obvious future actions pend on a specific character's reactions, hold off on anything that might hinge on that. Like right now, Teladon and Talavuc are the only ones who may have seen something, so waiting to see their reactions would make the most sense by and large. Though stuff that could be happening at the same time they're noticing (a few lines of conversation or thought) also makes sense.

If I see anything that needs to wait, I'll be sure to say something.

Also, I've decided that as we go, I'm going to compile all of the writing from the gameplay thread into a campaign journal (with some editing for timeline/flow/consistency) in the Reign of Winter forum for others to read. Once you leave Falcon's Hollow it will conclude "part 1" of Snows of Summer, so I'll likely start there.

I thought it would be a fun way to showcase everyone's hard work and let others enjoy it, sort of like how Gluttony has done with her Rise of the Runelords campaign, if you're familiar.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Sounds good Lucent. I look forward to seeing some other people's comments on our storyline so far :3

I also have not heard of Gluttony's campaign.. but I'm going to avoid reading it for now, as I'm currently in a RotR PbP campaign on here as well. I obviously know the major plot to the campaign, but not the small tidbits. I'm playing a Shoanti Oracle/Sorcerer/Mystic Theurge in that one... looks like its going to be fun :D


Also, if the pace ever feel too fast or too slow, or you have any concerns at all don't hesitate to shoot me a PM. I'm pretty prompt about responding to them.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Lucent,

I don't know about Gluttony's Rise of the Runelords campaign, but if the quality compares to ours I want to take a look! This is quickly becoming one of my favorite campaigns. I like how much people post and how detailed they are. Each members of the group are unique and they all have interesting perspectives and backgrounds. My only regret is that I had not stayed as a bladebound whip magus and my weapon remained a spiked whip marked with Lissala’s holy runes. I would have loved to see how Ar'Zarrcal would have played off it when he discovered I carried a “holy” weapon of his goddess.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

This is indeed my favorite campaign as well. This is my first PbP campaign (although I've joined two others since joining this one), and I'm loving it so far.


Gluttony's recaps are more narrative than direct prose, but there's a lot of great fun in them. I'm really happy with this group and how it's been playing out too.

If you're curious, Teladon, check out the prologue and Part I of my roll20.net Pathfinder campaign. It's kind of similar in terms of depth/texture.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3
Ar'Zarrcal wrote:
I spontaneously convert spells to inflict, not cure... l.

Hey Ar'Z, I was reading up on people's character sheets and I just noticed yours says positive energy.. that a typo? I didn't see this when I was looking them over earlier. I'm mainly going through everyone's sheets to see our strengths and weaknesses when I came across dese.


Some good news for you guys, I just had a great conversation with Jim Groves (author of the second book of Reign of Winter) and he passed along some info to me about a couple of cut subplots in that book that I'll be incorporating when we get to it. :)


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I probably just never changed it over. Originally I was going to have the dwarven pantheon still granting Ar'Zarrcal divine powers for mysterious reasons, but have since changed to Lissala at our GM's suggestion.

EDIT: Marcellano, I couldn't find anything about positive (or negative) energy in my profile. Am I missing it? Where did you see it?

EDIT: Conversing with the author of the second book. I am unsure whether to be excited, fearful, or a combination of the two.

Fearful excitement it is.

Final EDIT: Lucent, I have been playing up the infernal aspect of Infernal healing, but that's more for flair, however I wanted to get your ruling on it as I know there is a lot of debate about that spell on the forums. It's got an evil descriptor and it does have temporary side effects. How do you rule on it?

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Its under "SQ Traits" in your "Stats" spoiler. Says "Spontaneous Casting (Positive Energy)"

Also, I too am fearfully excited about this turn of events with the 2nd part of the book.. but I'm sure it'll be good :X


@Ar'Zarrcal: No, it's totally an evil spell that uses all the power of fiends and hell itself to bind wounds. Casting that around certain people (who could properly identify it) might get some hilariously unfortunate reactions. It's not going to make someone evil, outright, but it's definitely using Satan's shammie to wash your car.

Heh, as for my conversation with Jim I wouldn't be too worried. There was a whole subplot cut out that gave some more context to the penultimate encounter, so I'm going to be reincorporating it based on his notes.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I have to admit that I wasn't really happy when Teladon cast the spell in his room, and just threw the flavor out the window turning it into some ancient elven magic. I would much rather the spell be seaweed goop and have nothing to do with devils, but it's not.

Do you prefer we stick to original spell descriptions Lucent?


When they're alignment based, yeah. Teladon still had it traffic with devils, I believe. It's just that he was emphasizing that elves did it a long time ago. More of a difference in traditions, is all, is what I inferred. It's all still devil's blood and unholy water, but the methods of application may differ. Amounting to little other than flavor.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I like the idea of it being an evil spell that makes you use the blood of devils itself to cast it. Its quite a whole different story than using positive energy to heal.. its similar to drinking a vial of alchemically prepared troll's blood to staunch bleeding, but instead, its far more powerful, and that just a drop can close up wounds within a minute.

Also happens to be one of my favorite arcane spells.. a wizard with healing? Yes please! (Also makes it being one of the best 1st level wands you can get, and I do hope we have 3-4 of them being tossed around at later levels. Just sayin'.)

:P

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Also I just remembered a question I wished to ask you Lucent.

Since I've heard of advanced firearms mentioned a few times (once in the recruitment thread, and once in the very first post in gameplay), does that mean that they are available for crafting with the appropriate Gunsmithing feat, and of course the appropriate amount of money? Seeing as we're in Commonplace guns, they still should cost the same amount as listed (which is almost as much as a +2 magic weapon), unless you rule they're also part of the 25% cost. Basically, your answer will help me decide if I want to go Musket Master or some other kind of Gunslinger in the upcoming levels. If muskets will be the primary firearm I'll have to stick with, then I'll go Musket Master for sure. But.. if I can get my hands on a Rifle through crafting (or loot, or purchase), I'll more likely go Gun Tank, because a gunslinger in (mithral) full plate? Why the hell not! Hehehe.

Most likely, if they are available, I'll just make one myself, if we ever get the chance. I'm eventually going to work my guy into being more of a ranged combatant than he is now, representing his adaptation to a more powerful form of weaponry from simple cutlasses and whatnot. A gunslinger with 14 dex.. my friend, an expert at Gunslingers, has already cringed at the thought. :P


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Hrm.. Infernal Healing..

What I was going for, and I may have failed to convey is that the Spire elves are guardians of thousands of years of knowledge and relics from the Azlanti empire. They have safeguarded and searched the ruins of cities lost to the sea and horded that knowledge for generation after generation. I never intended Infernal Healing to be an Elven spell, if you look at my spell list I have another uncommon spell as well “Windy Escape”. Rather (and this is what I was intending) is that the Elves of the Mordant Spire are collectors and protectors of lost history and magic. It’s for this very reason that Teladon is so insular around non-elves. It’s also because of this that he has some knowledge of witchcraft yet carries a blade that was crafted during the height of the Azlant Empire.


@Marcellano: Advanced firearms still cost full price to craft, but you totally can craft them. Muskets are more common, but the chambered firearms using metal cartridges are indeed becoming more common.


Also, I'll be waiting on Styvanus before posting next, since it's been a while since we heard from him and I'd like to give him a chance to catch up before we move ahead to what's happening outside.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Well, full price to craft meaning I still get the 1/2 discount for making the item myself vs buying it, right? While simple firearms would be 75% off, plus another 50% when I make 'em meself. Aye?

Also, sounds good.. we don't want to leave our captain behind in the dust!

Err, snow. XD


Yep, that's correct!


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I believe it is a cleric spell as well, but I don't have Devil's blood on my character sheet and unholy water is costly to create, so i'll probably stick with cure light wounds.

Gunsmithing is a feat, correct? If it is a skill, I'd consider taking skill ranks in it (if taught) and helping you with that crafting.


Crafting guns requires (strangely) the gunsmith feat, yes. Strangely, it also requires no skill check. Making guns has very out of the ordinary rules. It's more like crafting a magic item.


I believe two people with Gunsmith could work in coordination on a single firearm to reduce the creation time, though. Sort of like cooperative magic item creation.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Makes sense, at least. Each of us could be working on a different part of the gun and then combine it for the finished piece. We should get the Leadership feat and get a bunch of low-level mooks with the feat, and make our own mass production factory! Hehehe. Just kidding.

Sounds good, though.. I'll be getting Gunsmithing at level 3, when I take my first Gunslinger level. Still working on if I want to go Gun Tank or Musket Master, though. I believe I've worked out in my head that Gun Tank would be best with a Mithral Breastplate over a Mithral Fullplate, but then I lack the free feat and must stick with slower-reload times with my musket until I get that rifle. Still trying to decide, but its not like we're leveled up yet, anyhoo.

Also, glad to hear about the 1/2 price thing.. that means I can get myself a Masterwork Rifle for only 2650 gp, if allowed 6 days to make it. Masterwork Double Barreled Shotgun for only 3750 gp! :3


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

When considering advanced firearms keep in mind that rules as written rapid reload does nothing for them.


Oh, thanks for reminding me of that, Rasso. In order to bring those rules in line with some semblance of common sense and to make advanced firearms worth more for their remarkable pricing, I'm going to say that Rapid Reload drops the reload time on advanced firearms down one step from move action to a free action.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Considering that you can reload a musket as a free action, it would make no sense that you couldn't reload a rifle as a free action either.. I think that when they wrote the modified Rapid Reload feat in accordance to early firearms, they just completely left out advanced firearms due to the fact that most people wouldn't probably use them - an oversight, to be sure.

I mean have you seen how long it takes to reload a musket irl? Its silly that you can get it down to a free action XD

Sounds good Lucent, I'm glad you rule it that way. I'd have been sad, otherwise, and would have to have probably gone for either a revolver or pepperbox rifle instead.

Also, I have a question that confuses me as to its wording. I can't find info on it, either. I'll spoiler it in case others don't wish to read it, as I don't want to flood the discussion with rules questions XD

Spoiler:

The question I have is about the Gun Tank's Armor Training ability and how it works with the Fighter's Armor Training ability. The Gun Tank's description -directly- contradicts itself in the description, unless I'm reading it wrong.

Gun Tank's Armor Training wrote:
This ability stacks with the fighter class ability of the same name. If the gun tank has both class features, she takes the most advantageous benefit of the two class features.

Now, the first part of that would make me think that it stacks - as in, if I have Armor Training 1 from Fighter and Armor Training 1 from the Gun Tank, I'd have a total of -2 ACP and +2 Max Dex. But, the next line, says that it only takes the most advantageous of the two if he has both - why would it even say the first sentence, if they don't stack? I'm not even sure how I'd rule it if this came up in my own campaign.

The reason that I even care, is that I'm definitely going to be getting Armor Training 1 from my Fighter class at character level 4, as I want to be able to move full speed in medium armor (Tumbling in a breastplate? Yes please!), otherwise it wouldn't bother me as I wouldn't need to worry aboot it. If I go Gun Tank, it would be good to have this clarified before I make the choice.

Sorry aboot the questions, btw. I'm a rule-mongerer by heart and if something isn't clear it bothers me XD


Unfortunately the Gun Tank/Armor training/Fighter debate hasn't been officially resolved. The way I think I'm going to rule on it is that they don't "stack" but whichever one you have higher takes precedent. It makes Fighter/Gun Tank somewhat undesirable (unless you take an archetype that gets rid of armor training from fighter).

However, I will say that Gun Tank should get the "move at full speed in breastplate" and "move at full speed in full plate" abilities (at 4th and 8th, respectively). That seems the most balanced to me, I think.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Makes perfect sense. I'll look into what I'm going to go for then given that ruling. If it wasn't for my 7 charisma, I'd look into the Bucanneer Archetype. Heck.. might still do it.. I get a minimum of 1 grit anyways.. and its not like I get any more with my +1 wisdom mod.. and then theres the Liquid Courage ability.. (Grog points! Now the elf CAN'T complain about me drinking during combat! Hehehe!)

Hmmmm...


If I had to make a recommendation, based purely on mechanical benefit, is only to go musket master if you never see yourself using a one-handed firearm. Since your gun training damage bonus will only apply to two-handed firearms, that means your damage with pistols and the like will be awful, so keep that in mind.

Also straight-up do not take buccaneer, even if it's super thematic, because not getting Gun Training 1 until 13th level is a heinous crime.

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Yeah thats the only reason I wouldn't take it.. it would mean I'd be getting Gun Training around the time when we're probably just aboot done with the campaign. But its such an awesome archetype..

Also I'm not against using a one handed firearm, though I'm not interested in dual wielding them. I'll probably have a revolver as a backup weapon, at least.

What if.. I go Pistolero/Bucanneer. Pistol Training doesn't specifically say it replaces Gun Training, so I can still gain my dex mod to damage with that - Unless of course you rule that it *Should* replace it, which makes perfect sense. I'm not against using pistols at all, even if, right now, I'm using a musket. And this way I can not only keep my guy's theme going, but also continue using his cutlass!

Bah I'm theorycrafting again.. I get so caught up in this sometimes.

Edit: Nah just going to go Gun Tank and take my gun training in Rifles to start out, then possibly either revolvers or double barreled shotguns at later levels. I'll reserve that Pistolero/Bucanneer for

Skulls and Shackles Spoiler:
Kerdak Bonefist in my Skulls and Shackles AP. He'll be a bad ass revolver-cutlass wieldin', grog-drinkin' Hurricane King! Seriously, the Fighter/Inner Sea Pirate build they have of him right now bores me greatly.


Pistol training is supposed to say it replaces gun training, that's a yet-to-be-corrected errata, definitely.

Hah, I love the S&S thing. I was dismayed by how much they downplayed guns in S&S, despite it being fit to theme. And then with what lies in store in Reign of Winter's later half, they went to the total other end of the spectrum... >_>

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I know right? I'm currently playing my S&S campaign with guns being.. not quite commonplace, but more common than usual. Cannons, at least, are cheaper than usual. We only have one guy who uses guns right now, and he's a Hobgoblin Pistolero with an oversized (Large) Double Barreled silver-plated Pistol named "Mercy".

I'll probably make firearms more common later in the campaign.. they're a very fun dynamic. I'm honestly surprised I'm the only one in our group in this campaign who's using them, especially given the Commonplace guns rule you put into effect. I didn't want to go pure gunslinger myself, at least not from the start, because I've seen how insane they can be first hand as a DM - at least this way, I can explain my guy's adaptation to the more advanced weaponry over time, to fit in with this campaign.

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