
GM Warhawk |

Welcome to the Territories, pardner.
Now, I reckon ya got yer reasons fer comin' out here to make yerself a fortune-be it gamblin' in Gunsmoke, gold pannin' up north, or some good ol' fashioned banditry- but just be careful out there. If it ain't the indig* elves that gets ya with their strange magicks, it'll be the bullet of some spellgun-slinger bandit. Don't say I didn't warn ya.
* - derogatory slang for indigenous elves.
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Greetings folks. This is my recruitment thread for my fantasy western game. It's a homebrew setting taking place in a wild western frontier where elves, catfolk, magic, some steampunk, and guns can be found everywhere. It's a mix of Wild Arms, Trigun, and Brisco County Jr with magic and guns.
Here are the guidelines:
- Characters start at level 1.
- Race and Class must be chosen from the list in the guide.
- Starting gold is the listed average for the class chosen, or you take the random roll here on the forums that I can roll for you using the class' dice..
- Stats are 15 pt. Buy.
- Choose two traits plus one campaign trait from the campaign guide.
- Please come up with a compelling background.
Recruitment goes on from now until 22 November. I look forward to seeing everyone's submissions.
Here is the Campaign Guide.

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15 point but level one.... And still requires "compelling" backstory..
There's no way we've been adventurers for longer than yesterday, couldn't have been a soldier, or a sherif/deputy or even a compatent cowboy...
Can't have a story of how you fought with the natives (you'd be dead or higher level by the time you have stories to tell, most likely the former)
Don't have enough money to be owner of a local bar, or have your own cattle to drive (not that you'd be all that good at protecting it you'd die in a single shot,) you can barely afford a horse.
We are normal people, who must have been forced into saving their own hide (and the hides of those they care about)
Heck a decent gun and a horse is outside your price range, not to mention, armor, amunition, food, water, things to make a living off of
Your options are basically
Town drunk
Someone's hired hand or apprentice (and a cheep/inexperienced one at that)
Kid wet behind the ears and in over his head
Missionary who's penniless by design.
Amateur bard
The most important of these issues is the lack of equipment, but our fragility and otherwise lack of combat ability is still a concern
Don't get me wrong I think this is an awesome idea
If I didn't I'd just scoff and be on my way and you'd never hear from me
I have an idea rolling in my head about an alchemist (grenadier) or maybe a spark that I think would be awesome, but I can't play him because of the 15 point buy level one

GM Warhawk |

Fine.. lol. Start at lvl 2 with 1000 gp.
Change stats to 20 pt buy or the standard 4d6 roll and drop lowest. Houserule of mine is if you get all 6s you get a free 19 stat. ONLY ONCE!!
I need to see the rolls.
Also, firearms are martial weapons. The palmer pistol and hog leg are simple weapons.
Add the gun oracle and frontier huntsman from the MCarchetypes website to the class list.
One thing for sure.. a healer will be needed.
LF2, I'm curious to see your build.
If the item/price isn't listed in the campaign guide, use standard price. I'll add a few items and price adjustments here in the forum later. If you think it fits in this campaign as mass produced, please let me know and I'll evaluate it.

The Dragon |

15 point but level one.... And still requires "compelling" backstory..
There's no way we've been adventurers for longer than yesterday, couldn't have been a soldier, or a sherif/deputy or even a compatent cowboy...
Can't have a story of how you fought with the natives (you'd be dead or higher level by the time you have stories to tell, most likely the former)
Don't have enough money to be owner of a local bar, or have your own cattle to drive (not that you'd be all that good at protecting it you'd die in a single shot,) you can barely afford a horse.
We are normal people, who must have been forced into saving their own hide (and the hides of those they care about)
Heck a decent gun and a horse is outside your price range, not to mention, armor, amunition, food, water, things to make a living off of
Your options are basically
Town drunk
Someone's hired hand or apprentice (and a cheep/inexperienced one at that)
Kid wet behind the ears and in over his head
Missionary who's penniless by design.
Amateur bardThe most important of these issues is the lack of equipment, but our fragility and otherwise lack of combat ability is still a concern
Don't get me wrong I think this is an awesome idea
If I didn't I'd just scoff and be on my way and you'd never hear from me
I have an idea rolling in my head about an alchemist (grenadier) or maybe a spark that I think would be awesome, but I can't play him because of the 15 point buy level one
The way I usually handle that conundrum in a fantasy environment is write a backstory that implies the character has a for serious destiny ahead of him, but right now he's scrub.
That said, that doesn't really fit the archetypes of the 'western' genre. So having some experience fits here.
Anyway, browsing through that CG.

The Dragon |

Could you create a cavalier's mount version of the riding bird?
Rolls:
4d6 ⇒ (4, 4, 6, 1) = 15 ->14
4d6 ⇒ (2, 5, 4, 5) = 16 ->14
4d6 ⇒ (3, 5, 1, 4) = 13 ->12
4d6 ⇒ (1, 3, 5, 6) = 15 ->14
4d6 ⇒ (3, 6, 4, 2) = 15 ->12
4d6 ⇒ (5, 6, 6, 6) = 23 ->18
Whoops, wrong code. Let me fix that (can you edit in rolls?)
There we go. That's a lot of fourteens. Not bad at all.

The Dragon |

I haven't been able to find a reference to those, except pheriphically in the modern firearms rules. They're a swift action to reload with?
Basically this?
Do they even exist for rifles? That seems counterintuitive as that one only has a single bullet in the chamber, and the whole point of speedloaders is that they allow you to insert all of the bullets in one go.
So let me see if I get this straight: There's only one way to full attack, and that is with a gun that has a capacity of 2 or greater. These guns may be loaded with a speed loader, making the re-load time a swift action, as opposed to a move action. Yeah?
I was also wondering if I could be a multiclass gunslinger 1/paladin X instead of the Lawmaker archetype. I feel horses are pretty integral to the western setting, and having one as a divine bond mount would be ideal. There's also the issue of reduced rate of acquisition of smite and other such details.

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Thank you very much for seceding the point, it is much appreciated
now we can be newbies instead of corpses (just to be clear this is mostly a joke)
I'm thinking human because it's simpler and I like humans
4d6 ⇒ (6, 4, 2, 4) = 16 14 dex +2 racial for 16
4d6 ⇒ (5, 3, 6, 1) = 15 14 con
4d6 ⇒ (2, 5, 6, 6) = 19 17 int
4d6 ⇒ (1, 2, 6, 3) = 12 11 str
4d6 ⇒ (4, 4, 6, 3) = 17 14 cha
4d6 ⇒ (1, 3, 3, 4) = 11 10 wis
Fairly solid stats, definitely suits my purposes
Well as for the build I'm thinking grenadier in combat making use of bombs and guns, using extracts mostly for cure spells for now
Backstory wise, he's nominally an apprentice engineer and a demolition specialist, but he has interests in learning everything. he's come into town to aid in the work in a mine or railroad (or something of that nature)
And as befitting with someone who plays with such dangerous equipment he well trained in first aid and knows how to brew healing potions.
Question: how would you rule the abundant ammunition spell affects thrown ranged weapons, raw it would work but read as intended is a little bit of a gray area

GM Warhawk |

I kinda just made the rules up for the speedloader. There was a rule somewhere about reloading advanced firearms speed. Check the rapid reload page. The carbine can hold more than 1. For rifles that have more than 1 round capacity, a speed loader will work because of the rule of cool.
And yes to that picture.
You can multiclass all you want. I also houserule that the hallowed gunman MC archetype can pick their gun, armor, or mount for their Divine bond.
And yes to the gunslinger/gunsmith question.
As for the abundant ammunition, it only can be cast on a container like a quiver or pouch. For firearm purposes, it works on a bandoleer. Thrown weapons other than shuriken don't count. To me, that's RAW.

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In d20 modern a speed loader could be used specifically for revolver type weapons, and inserting the ammo into the weapon from the loader was a swift action, with reloading the speed loader being a full round action
And no I'm not asking for this, it's just something I do to amuse myself with characters, and get a better feel for them and this time I feel like sharing,
If we were to be in the gestalt system, he'd have a level dip in gunslinger before continuing on with spark.

GM Warhawk |

Well, in this fantasy western, there are carbine speedloaders, repeating rifle speedloaders, and revolver speedloaders. Machine pistols, which are more smg's than pistols, use a top or side-fed magazine.
Reloading a speedloader is still a full round action, unless you have rapid reload, then it's a standard action.

GM Warhawk |

Oh, and I'm borrowing from this thread with how the character sheet should look. Jelani said it was okay, I promise.

Aestereal |

Okay, since you want my character to look like my current avatar, I'm thinking Vera Lyngriff. She's a Tenderfoot Halfling (Pure Steam) Investigator (with the Steel Hound archetype to allow for firearms). I'll be taking the "Looking for Work" campaign trait (bonus to Craft {Gunsmithing}) and refluffing it. The rough idea for the character is she worked for Leninir Long-Irons as a saleswoman. On her most recent business trip, her fellow employees were ambushed by a rival company's agents. Now, she's stuck in the Territories (wherever we're starting) with only a beat-up rifle and her wits, and with the rival company's agents still out there, somewhere. I'll be working on her over the next couple of days, getting a character sheet and proper background finished.

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4d6 ⇒ (6, 6, 4, 1) = 17 16
4d6 ⇒ (5, 5, 4, 6) = 20 16
4d6 ⇒ (3, 6, 6, 4) = 19 16
4d6 ⇒ (2, 1, 6, 3) = 12 11
4d6 ⇒ (4, 5, 2, 5) = 16 14
4d6 ⇒ (3, 1, 4, 1) = 9 8
So my ability to formulate a concept for the space game has fallen through pretty much entirely much to my frustration but seeing this and taking a look at the guide has provided me with some inspiration for this game!
Firstly I just want to check and see, is the lack of Slater as an option intentional? It seems like it would fit especially with the Bounty Hunter archetype, if so then I will work on a variation of my idea but that's what I'm hoping to do.
With my array as it is and my plan to go with an Elgatos here is what I'm looking at with stats
Str: 16
Dex: 18
Con: 14
Int: 8
Wis: 14
Cha: 13
Not particularly bright but a pretty solid physical threat, I'm thinking of going a more melee claws-centric route in terms of combat(though with a sidearm for ranged combat purposes)
If allowed I'd love to do Slayer(Bounty Hunter) but if not I might go Hunter or Ranger

GM Warhawk |

I'm fine with multiclassing. As for the Pure Steam races, they are not available online. If you are interested in a particular race, let me know and I'll get you some info on them.
I don't have access to my file atm (@ work atm and responding via phone), but off the top of my head are:
Leatherfoot halfling - country folk
Tenderfoot halfling - city folk
Jade elf - Asian elves
Drogue dwarf
Another dwarf I can't recall the name to.
There's also 1 or 2 subraces of gnome.. but I'm not a big fan. (The gnomes in pure steam kinda remind me of carnies)

Viluki |

Dot and something for your setting...
These blasphemous wretches should not exist...yet they do. In our moment of weakness they came and we gave in, now we must live with this stain upon society and faith forevermore...
-Cardinal Duscont-
Foolish Darkwatch murderer, did you think striking down a Society member was without punishment? No matter you will soon learn the error of your ways...
-Lord Hector, Judge of the Society-
The Occult Society has in one form or another existed since ancient times yet it was a thousand years ago that they rose to power, it was a time of great chaos and death. The Old Countries had been brought to the brink of dissolution as war and dark forces ravaged them. Meanwhile the militant inquisition of the goddess killed thousands upon thousands of innocents as it tried to root out the hated magicians who "must" have caused the End Times.
It was during this dark hour that the Occult Society finally revealed itself, for while they had not caused the End Times they did realize that the End Times were an opportunity of unparalleled proportions.
Seemingly appearing overnight the Occult Society first proceeded to annihilate the Inquisition and free the thousands of prisoners that had been taken by them. Next the legendary Reliquarium unleashed some of the most devastating relics contained within it's vaults, the gathered armies of the Destroyer were annihilated.
Thanks to the Occult Society's actions they were now seen as heroic defenders of the Old Lands, saviors who had delivered them from the horrors of two goddesses. The Church of the Creator, viewing magic other then their own as an abomination were not happy about this but were severely weakened.
Many expected that a bloody war would take place between divine and occult, this was not the case however. Rather then risk is all the Occult Society used it's popularity and power to force the church into the (in)famous Reformation.
The Reformation clearly laid out rules designed to both ensure the Occult Society's power and weaken the Church gravely. First it established that never again on pain of war with the Occult Society would the Church be able to establish an Inquisition.
Second it forced the Church to recognize the eternal existence of the Occult Society and prohibited the Church from fomenting hatred against the Society on pain of death for all clergy and so forth involved.
Third it declared that all youth who displayed Occult Talent (basically anyone with magic that is Occult/Arcane) were to be given the status of expectantes novitius (waiting novice) and are to be kept within their community as special "guests" (basically don't do anything to them) until Occult Templars arrive to take them to the nearest/safest Occult Academae for training. If a expectantes novitius during this period the Occult Templars proceed to cleanse the settlement of all who harmed the novice, they are not merciful in this task.
Will expand later...
Do you like GM? If you do I'll expand it, I was thinking that a "counterbalance" to the Church (the Creator sounds to me to be an organized religion like Catholicism at least in hierarchical terms) could be interesting...

Wolfwaker RPG Superstar 2013 Top 8 |

I'm fine with multiclassing. As for the Pure Steam races, they are not available online. If you are interested in a particular race, let me know and I'll get you some info on them.
I don't have access to my file atm (@ work atm and responding via phone), but off the top of my head are:
Leatherfoot halfling - country folk
Tenderfoot halfling - city folk
Jade elf - Asian elves
Drogue dwarf
Another dwarf I can't recall the name to.There's also 1 or 2 subraces of gnome.. but I'm not a big fan. (The gnomes in pure steam kinda remind me of carnies)
Mainly curious about the dwarves, whichever one would be a good gearhead. (I'm thinking either that or an elf or tengu shaman.)
Are you familiar with the Tinker or Machinesmith? They are kind of cool steampunk techno guys also.
http://www.d20pfsrd.com/classes/3rd-party-classes/interjection-games/tinker
http://www.d20pfsrd.com/classes/3rd-party-classes/louis-porter-jr-design/ma chinesmith

GM Warhawk |

We already have the spark, and gearhead from Pure Steam. I wanted to limit the steampunkish classes to those two for this game. I wanted to focus more on teh Western aspect of the game, rather than the steampunk-level tech in the main cities and in the Old Countries. Resources for a lot of tech-using classes may be limited out in the Territories.

GM Warhawk |

Anyone have an idea for a name for this Campaign? I'm having difficulty thinking of something, and DM Jelani mad me jealous of his/her campaign's name.
Originally, I had Guns, Magic, and the Open Range... then I changed it to Guns, Magic, and the Wild Wild West. Both don't really roll of the tongue very well.
That being said, I transfered 'most' of the info from the campaign guide to the new Google Site.
Here is the website.

Seth86 |

Gurahl
Human (azlanti) gunslinger 1/hunter (primal companion) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Class Guide 26, 97, Pathfinder RPG Ultimate Combat 9)
LN Medium humanoid (human)
Init +3; Senses low-light vision; Perception +8
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 17 (2 HD; 1d8+1d10+2)
Fort +5, Ref +7, Will +3
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Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20)
Ranged mwk revolver +5 (1d8+3/×4) or
. . mwk throwing axe +5 (1d6+1)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (3), gun training +3 (revolver)
Hunter (Primal Companion) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, keep watch, summon nature's ally I
. . 0 (at will)—detect magic, guidance, know direction, read magic
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Statistics
--------------------
Str 12, Dex 16, Con 12, Int 11, Wis 16, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing[UC], Mounted Combat, Point-blank Shot
Traits blood of dragons, never stop shooting
Skills Acrobatics +7, Craft (alchemy) +4, Handle Animal +5, Heal +7, Knowledge (geography) +4, Knowledge (nature) +4, Perception +8, Ride +8, Stealth +7, Survival +7
Languages Azlanti, Common
SQ animal companion (horse (bodyguard) named Animal Companion), nature training, primal transformation, shared vigilance, wild empathy +1
Other Gear mwk parade armor, dagger, metal cartridge (60), mwk revolver, mwk throwing axe, alchemy crafting kit, bandolier, belt pouch, belt pouch, fishhook (2), flint and steel, gunsmith's kit, hip flask, sewing needle, signal whistle, string or twine, thread (50 ft.), whetstone, 58 gp, 2 cp
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Special Abilities
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Animal Companion (animal companion (horse (bodyguard) named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Never Stop Shooting Act as disabled when dying, but can only use a gun. Death at neg Wis or Con score.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Primal Transformation (1 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Animal Companion
Horse (bodyguard)
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 20 (+7)
Fort +5, Ref +4, Will +1
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Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves +3 (1d6+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+9 to jump), Perception +5, Ride +1 (+3 to stay in the saddle), Swim +7
SQ animal focus, attack any target, combat riding, shared vigilance
Other Gear bedroll, masterwork backpack, military saddle, saddlebags, tent, large, trail rations (7)
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Note: Activating the master's Shared Vigilance ability will activate this ability, too.