| DM-Beowulf |
| 3 people marked this as a favorite. |
So may the world both freeze and burn to make up for the atrocities of man.
Only sixty years. That’s how long it takes for us to forget who we are. That’s how long it takes for any semblance of how we used to live, think, and die to be extinguished. Problems that were once grouped into politics and controversy have become grounded in survival. Laws no longer govern people and only fear is guaranteed safe travel across the wastes.
The Earth was once a thriving place. The populace was concerned with environmental issues, political relationships, the welfare of the less fortunate, and were fed lies from the media to frighten the masses. The reality was much more docile. While governments did lie to their people and corruption was present, the ideals and intentions were pure. Things had gotten so easy for the masses, that they almost needed the lies to give themselves something to worry about. The United States had spent over 250 of the final years as a world power and, with the help other world powers, had achieved much of what had been dreamed of at the creation of the nation. The creation of a nation that was inspired by thousands of years of human, elven, dwarven, and all of the other races’ combined philosophy, science, and civil rights. A nation that would lead the rest of the world down the same road of advancement that allowed the greatest minds from each race and nationality to truly bring the world to the pinnacle of achievement and it seemed as if there was no end in sight. Yet the people of the world were afraid of war that seemed ever on the horizon.
Only sixty years. That’s how long it took to forget it all. That’s how long after the mysterious magical wave took it all away for it to became clear that it would all just start over.
The Earth had reached the pinnacle of achievement. It was the year 2024 when what is referred to as 'the fall' occurred. Though the world was at war with itself, as it always was, things seemed to be getting more and more peaceful. Fewer people were dieing violent deaths, life expectancies were climbing (even among elves), and starvation across the globe was beginning to finally dwindle into nothingness. A utopia was in the making. Then it all abruptly slid to a halt. That was sixty-four years ago.
Now, the Earth is a wasteland. In many places, vegetation and wild-animals have been able to recover but most of the civilized world lies in rubble. Very little is known about the nature of the explosion that caused the end of the world. What is known is that it killed anything with magic in its blood and laid waste to most things that didn't. By that time magic had become an integral part in the world's technology and it all came crashing down. The few that survived were scarred and struggled for survival. So the world has been for the past sixty-four years.
The connection the world has to the 'Weave', the colloquial term for the alternate plain of existence from which all magic originates, has been severed. Magic has ceased to exist and much of the world has began denying it ever existed or fear what it could do since most of what was passed down from Generation Zero, those who were alive during the magical purge, has been turned into nothing but hatred for the medium used to create the hell they must endure.
Now the gods can only hope that a group of Wasteland Wanderers will rise to get the world started again. And so our story begins in a small town in central Tennessee.
Character Creation:
-25 point-buy
-Level 1 gestalt
-Any core race - others subject to approval.
-No alignment restrictions except classes with alignment based abilities (like paladins or monks), in which case they must have an extreme (IE monks must be lawful or chaotic and Paladins must be LG, LE, CG, or CE). All alignment abilities they possess simply switch to these alignments. Positive energy becomes negative. That sort of stuff.
-Guns Everywhere! (Check out homebrew stuff for more info)
-Combine average starting gold from both classes
-Two traits, third with a drawback (one MUST be a campaign trait that I’ve created, more on those below. If you choose ‘superstitious’ as your drawback, you can pick any 3 traits you want)
-Max HP at level 1. For reference: every level thereafter take 5 hp for d6, 6 for d8, 8 for d10, and 10 for d12. Thank you DM-Duboris for this wonderful way of doing this.
-One free Story Feat
-A basic idea of what you plan to do after level 1. Role, if you have one, any prestige classes you might plan on taking, etc.
-I want a backstory PM’d to me. I want your backstories to be a secret from one another for the roleplay opportunities that presents. I can also work with you one on one on anything I might want to add or adjust. Nothing big, just campaign stuff.
-I also want a small description of personality and
-I want a physical description/picture/both. (Neither have to be sent to me)
-After posting your character you may begin RPing in the Gameplay section (which I’ll have up within the next 24 hours).
-No spell-like abilities unless you are applying as a caster. If your race gets them and you aren't trying to be a caster, switch them for a different racial trait.
Note: There will only be one arcane caster accepted (Alchemists don't count as casters in this campaign). I am looking for a group of FOUR people, as I already have a friend playing. Since the party will only be allowed one divine caster (which he has taken) and one arcane caster.
Also: I will be accepting people based on character, not what role they fill in combat. This is a gestalt game, roles are easily met. I will not, however, accept any more than two people with the same class and neither may share an archetype.
My friend is playing an Invulnerable Rager Barbarian/Bear Shaman Druid.
Nothing! That’s right, I’m not banning any classes or class combos. However, be warned, I can smell an outright powergamer a mile away. So I don’t mind if you’re a summoner or a barbarian alchemist or whatever, but every decision you make had better be reflected in your story and in your personality and if you build something deliberately to be better than everyone else I will not look favorably on you.
If you choose to be evil, I expect you to understand that this does not give you the okay to disrupt the flow of the game.
Note: All bonuses are trait bonuses.
-Wasteland Wanderer: +2 to all survival checks and +2 to fortitude saves against hot or cold environments. This bonus to survival checks improves to +4 to find food and water. Survival is always a class skill for you. You’ve been wandering the wastelands for a long time and have learned well how to stay alive.
-Wasteland Bandit: +1 to initiative and +1 to attack and damage during a surprise round. Never flat-footed in a surprise round you take part in. The wasteland is an unforgiving place and some cannot meet its demands without learning the murder-trade. You’ve gotten pretty good with ambushes.
-Scarred: (Pre-requisite: 64+ years old) You gain a +2 on all intimidate checks and intimidate is always a class skill for you. Once per day a creature you cause to gain the shaken condition instead becomes frightened or frightened becomes panicked. You may also begin play being able to read and write all of your base languages (racial and intelligence gained languages). You were alive during the fall and the explosion did not kill you, but it left you with scarring in places difficult for you to hide. Most people resent you for it, but most fear you.
-Runaway Slave: (Pre-requisite: non-human) You have a +4 to disguise yourself as a human. Further, you gain DR 1/- that stacks with all other DR/- you might have. This DR increases to DR 2/- against nonlethal damage. The humans of the wastes are unforgiving with their superstitions. You happen to be in the wrong place at the wrong time and served some time with particularly narrow-minded humans. What doesn’t kill you makes you stronger. Since then you’ve learned to be more cautious with your appearance.
-Ruined City Dweller: +2 to survival and perception in cities and a +1 knowledge (engineering) checks. You also get a +2 to knowledge (geography) with respect to cities. One of these skills is always a class skill for you. You have spent most of your days in the massive concrete jungles produced by the wasteland.
-Knower of the Lost Arts: +2 to all caster-level checks and may make a sleight of hand check against an opponent’s perception check + (the level of the spell * 2) to cast a spell unnoticed, but it only works on opponents who do not believe in magic. You are the only person capable of casting spells you have ever met and you do your best not to let people know you’re casting spells. The reaction could result in your death.
-Racist (Pre-requisite: Human) You get a +1 to attack against humanoids with no human heritage. Further, you get a +2 to intimidate these races. You’ve been raised among the racist and narrow-minded humans and can’t seem to shake the feeling that maybe they were right.
-Scholar of Old: (Pre-requisite: 80+ years old) Choose 3 knowledge skills. You get a +1 to each of them and one is a class skill for you. Once per day when you fail a knowledge check, you may choose to reroll before any information is given and you must take the second roll, even if it is worse. You also begin play able to read and write all of your base languages known (racial + intelligence modifier). You were scarred like all people that were present during the fall, but you were luckily not scarred as badly as some or the scarring is in more hidden locations. You were a learned person before the world stopped valuing that sort of thing.
-Mechanic: +2 to all drive checks, craft (mechanics) checks dealing with vehicles, and knowledge (engineering) checks dealing with engines or vehicles. You may also use a swift action to keep control of a vehicle every round instead of a move action action. You’ve been working in mechanics for some time and, while you don’t currently have a vehicle, you really know how to work one. Driving Rules
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Houserules:
First: Any monk can pick up style feats (provided they meet all style feat prerequisites), improved maneuver feats, or the feats listed as monk bonus feats. At 6th level they can pick up greater maneuver feats.
Weapon Finesse: All rogues receive weapon finesse as a bonus feat at level 1.
-I don’t like feat taxes.
Weapon Focus: Weapon Focus and Improved Weapon Focus apply to entire fighter weapon groups, not single specific weapons. Note: Weapon Specialization still only applies to specific weapons.
-Makes the feat a little more versatile.
Agile Maneuvers: No longer a feat, everyone has this option.
-Feat tax.
Combat Expertise: Change the prerequisites to: +1 BAB.
-Because why shouldn’t a 20th level fighter with 10 int be considered an expert in combat? This is begging people to spread themselves thin for something that’s already a borderline feat tax.
Combat Maneuvers: I am grouping combat maneuvers. Now if you decide to take improved [combat maneuver], you get multiple. They are Improved Agile Maneuvers (Trip, Disarm, Dirty Trick, Reposition, and Steal) and Improved Power Maneuvers (Bull Rush, Overrun, Drag, Grapple, and Sunder). Improved Agile Maneuvers requires Combat Expertise or Piranha Strike and Improved Power Maneuvers requires Power Attack or Combat Expertise. Note: Greater versions of these feats still require that you choose specific combat maneuvers.
-Most of these never get used and even the ones that do have limited use, so why not get more bang for your buck?
Improved Two-Weapon Fighting: Replace this feat and Greater Two-Weapon Fighting with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);
Improved Two-Weapon Fighting
Prerequisites: Two-Weapon Fighting, BAB +6, Dex 17
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. At 11th level, you get a third attack with your off-hand weapon, albeit at a –10 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
-Feat tax. This second feat invests you into TWF without requiring you to sell your soul again in 5 levels.
Dodge: Replace Dodge and Mobility with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);
Mobility
Prerequisites: Dex 13
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
-Talk about feat taxes. Dodge is weak on its own and mobility is mediocre at best. Together they’re a solid feat and give easier access to spring attack and whirlwind attack. Might also make shadowdancer and duelist more attractive.
Point-Blank Shot: Replace Point-Blank Shot and Precise Shot with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);
Precise Shot
Benefit: You no longer take the -4 penalty for shooting into melee. You also get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
-I hate feat taxes.
-Drive and Pilot are now skills. Both are dex based and they’re class skills for everyone.
-Diplomacy works differently in my games than the book outlines. No need to worry about it, that’s for me to do. This is just a buffer for ‘But I rolled a 57, the Orc should be giving me a footbath! It says so in the rules!’ because that’s just not how I roll.
-Perception is a bit different to help alleviate some of the DM intervention and skill-taxiness of perception. It will be used to spot ambushes and notice disguises and stuff like that, but I will have none of this ‘Crap, the whole party rolled a 1. How am I supposed to further the plot?’ stuff. I will also tell you everything you see in a room. A better perception roll will have nothing to do with that. If I tell you there are certain things in the room and you don’t see the trap coming, I’m sorry.
-This campaign in specific has a special material that can be added to the padding of armor: Kevlar. It increases touch AC against guns equal to half of the armor bonus provided by the armor. The increase in cost is 50% of the normal price of the armor (doesn't increase the cost to enchant assuming you have the ability). Any magical bonus to armor also increases this bonus. Example: Kevlar Fullplate provides +9 armor and +4 touch AC vs guns. +1 Kevlar Fullplate provides +10 armor and +5 touch AC vs guns.
-All guns in the Paizo rules exist and will mainly be what you run into, but different guns exist than those. More on that as the campaign progresses.
-1s and 20s are not auto failures or successes. 1s will be counted up from -5 and 20s from 25. If you can succeed by rolling a -5, you win. If you fail even though you got a 25, you probably shouldn’t have been trying the thing.
-Languages: Anytime you pick up new languages (whether it be from a rogue talent, the linguistics skill, or otherwise) you may choose to either learn to speak a new language or learn to read and write a language you can already speak. Also, all languages that exist in Pathfinder exist in my world, but replace all of the human languages with worldly languages (like French, Russian, English, etc.). English is ‘Common’.
-Currency: Normally in this game I like to disregard currency and force my players to barter, but I imagine that process will take exorbitant amounts of time on a PbP so I will keep currency the way it is. In the game when you are going to buy/sell something, though, ask me how much it is going to cost/make because it will depend heavily on where you are. I'm going to go ahead and say that it's the standard gold used in the book.
What I Expect
I'm working 40 hours/week (a lot, but not too much. You know how it is). That being said, a post every day or two is what I'd like to see. I'm not a huge stickler on time since I'll probably be able to post once or twice per day myself. Let me know if you'll need a week or so, but do so BEFORE-hand. The campaign doesn't have to be totally serious, there are a few amusing things that'll be happening throughout. Mostly it's gritty and I'll be treating it appropriately.
Recruitment will close on May 22st unless I change my mind!
| Karl Hammarhand |
I am interested. Is the world our world except with actual different species? Is it an alternate history? Sounds different and intriguing. I am thinking of a monk, ranger, or paladin/ranger type. Something along those lines.
If it is our world, I would be interested if I could use my actual koryu ryu (traditional martial arts system) as the basis of my character's skills (just to build from).
| DM-Beowulf |
I am interested. Is the world our world except with actual different species? Is it an alternate history? Sounds different and intriguing. I am thinking of a monk, ranger, or paladin/ranger type. Something along those lines.
If it is our world, I would be interested if I could use my actual koryu ryu (traditional martial arts system) as the basis of my character's skills (just to build from).
Indeed, it's our world if magic existed and all of the standard fantasy races developed alongside humans. Basic world history is mostly the same, with some differences considering the added fantasy.
Bear in mind that if you play a ranger or paladin you'll have to take the spell-less variants (not that I have any issue with that).
And that sounds awesome! I dabble in a bit of martial arts myself. I'm just not familiar with that one.
| DM-Beowulf |
nothing banned, do you allow 3rd party? I'm thinking scholar. Scholar
Sorry, no 3rd party. Normally I'd consider it, but I'm not wanting to have to study a bunch of new classes for the recruitment process if I can help it. If you're going for a scholarly type, there's always a mindchemist or bard.
| GypsyMischief |
Sounds like a good time, I'm thinking of an interesting gestalt concept that meshes with a post-apocalyptic setting.
I'm thinking of a drug-addled witch hunter who's getting on in years, probably represented as a Human Barbarian/Alchemist or...ranger...or something, but I have a feeling that this game is gonna be pretty killer.
I also really like your houserules, right on.
| DM-Beowulf |
Sounds like a good time, I'm thinking of an interesting gestalt concept that meshes with a post-apocalyptic setting.
I'm thinking of a drug-addled witch hunter who's getting on in years, probably represented as a Human Barbarian/Alchemist or...ranger...or something, but I have a feeling that this game is gonna be pretty killer.
I also really like your houserules, right on.
Sounds good, though I would be careful with a barbarian/alchemist. I know that combo can get nasty really fast (off the top of my head, I can make a level 2 gestalt barbarian alchemist that has 4 attacks, +10 each, and does 6d6+1d8+48 if they all hit with a round to set up). Just let me know where you decide to go with it.
I appreciate that, I've decided on them after quite a bit of time at the table. XD
| GypsyMischief |
@DM-Beowulf
Whoa man, that sounds like a pretty nasty build! I don't think I'm quite that capable as a system master as you, my friend. I'm thinking of either a ranged attacker, focusing on bombs and firearms/bows, or a two handed weapon beast.
Then again, I've also been wanting to play a small sized cavalier...
Ah, the wasteland will be such fun.
| DM-Beowulf |
@DM-Beowulf
Whoa man, that sounds like a pretty nasty build! I don't think I'm quite that capable as a system master as you, my friend. I'm thinking of either a ranged attacker, focusing on bombs and firearms/bows, or a two handed weapon beast.
Then again, I've also been wanting to play a small sized cavalier...
Ah, the wasteland will be such fun.
Sounds good! That's why I didn't outright ban any combos (or Alchemist/Barbarian would have been on the list). I wanted the option to be open in case you wanted to be a ranged alchemist and not a 'Mr.Hyde from Hell', which is perfectly acceptable.
| DM-Beowulf |
Boy, gestalts take awhile to make... XD Anyway, I'm currently looking at a Half-Elf Sorcerer/(Bonded) Witch, and I'm probably going to take some Metamagic feats to help hide the spellcasting.
Yeah! If you're going to take the arcane spot, you may as well take it with both hands.
Sounds good. Though I will mention that this is a low-magic campaign, not a no-magic campaign. A lot of the story will end up being figuring out about the purge.
| DM-Beowulf |
Dotting for interest. Thinking of a wandering soul/survivalist who has been gifted by something to ease the pain and suffering of those in the shattered world. So ranger/oracle, or possibly bard(archaeologist)/oracle.
Sorry, no divine casters. My friend has the spot. The bard is up for grabs though.
| Mister Saturday |
Sometimes you just get an idea that drags you along behind it like a freight train...
You said you only are accepting one Arcane caster, so I decided to go with two arcane classes. Witch and Summoner.
I think I have all the mechanics in order. I'll PM you a backstory and more details as soon as I can crank it out.
| Jon the Unlucky |
I would be extremely interested in joining a campaign like this one! I'm impressed by the level of detail you've shown, and the amount of work that you've put into it.
The Scholar of Old trait really captured my attention. As per your request, I'll PM the character's background to you, but the rough idea is for a peaceful and wise Elven engineer, very old, who survived the fall and now hopes to heal the land.
The character would be a Chirurgeon Alchemist and Beastmaster/Trapper Ranger. He would be a potion maker, tinkerer, scientist and engineer. He would likely use some type of rifle in combat, and would probably craft his own ammunition.
In terms of personality, he would be gentle and caring, dedicated to healing, but haunted by old sadness and guilt.
Traits: Scholar of Old, Forlorn, Seeker of Brightness
Drawback: Doubt (though I will PM you about a possible alternative)
Feat: Boon Companion
Role: Healing, Ranged Support, Knowledge and Craft Skills
Path: (see PM)
Story Feat: Deny the Reaper
Zain Ashvale
|
Oh this sound REALLY cool.
As it is stated that non-core races require approval I would like the chance to request the opportunity to app up a Catfolk going Rogue(CatBurglar)//Something the other half I am not completely sure on at the moment but I'm thinking of something to pair well with the Mechanic trait in the OP since I think it would be really neat and I have a few ideas on how she obtained her skills with vehicles.
She'd be a friendly sort but slow to fully trust but once the trust is there it will have to be they who break it rather than her.(If
I've got a good amount of ideas brewing up so hopefully you'll give me a chance!
| Gobo Horde |
LE paladins o.O
Stacking DR as a trait o.O
You have some pretty interesting things my friend ^_^
In another campaign i am playing, i am an archivist/mindchemist (bard/alchemist) Claptrap from boarderlands and it has probably been the most fun character i have played so far. A complete skillbot and he always has something to do :)
Then i read the scolar upthread.... Shudder...
A scholar/mindchemist at lvl 2
6+ Int skill ranks
Double Int +1 to all knowledge skills.
Int to hit and Int to damage for bombs.
Int to AC
Coagnotign for +4 int (+2 ac, to hit, damage, +4 to knowledge checks)
Later on:
Double Int to bluff, Int to diplomacy and intimidate
Trapfinding/spotting as good as a rogue
Retrieve potions as move actions
Take 10 on all Knowledge checks....
Wowzers! I have never seen something so single stat dependant before o.O
Anyways, i am thinking of a few ways i could go about this :)
1st. I would love to do another Archivist/Mindchemist. Even though it dosent really take off till lvl 2, I would get much enjoyment out of a human Know-It-All, helpful in everything. Think of the shopkeeper from fallout 2, you know the one who always looks on the bright side and even when she gets hit with a literal nuke, she just sees it as another golden oppertunity :)
I would be human with the adopted: helpful trait, combat reflexes and bodyguard feats. My role would be pure support, chucking out bonuses to everything, aiding everyone and knowing everything :)
The second idea is a dwarven ranger/barbarian or horseless cavalier. I wohld stock him up with as much anti giant abilities as i can (hatred, defensive training, favored enemy, titan mauler or challenge, eventual twin thunderers or vital strike/death or glory).
He would be a slayer. A dwarf of old from before the collapse who is wandering the wastelands in search of a glorious death. Just dying wont do and suicide would bring great shame to his household name. Leaving a friend to die or selfishly dying when he could have saved a comrade is also dishonorable. No, he seeks a truly epic death at the hands of some extreme and gigantic foe.
He would be VERY strong against giants, but otherwise would be more of an average front liner. Still, i would enjoy him :)
Which one to go with :(
| DM-Beowulf |
A question for gestalt gunslinger builds - are we still limited to choosing from only early firearms as our first gun (Musket, Pistol, Blunderbuss) or can we choose from the advanced list (Revolver, Rifle, Shotgun)?
You still have to choose an early firearm, but you can flavor it however you want as long as it mechanically reflects everything about one of the early firearms.
The setting is 'guns everywhere' not because guns are literally everywhere, but because the knowledge of them is. Everyone knows what they are and how to use one, but one that works well is rare.
| Azrael Dukshi |
Okay then - flavor wise then would it be all right for a breech loaded single shot pistol that uses metal cartridges, since I doubt there would be much in the way of paper ones?
One other thing - as this is a magepunk post-apoc world, do spellbooks have to come in book form? Just thinking of someone possibly accessing their spellbook in a digital tablet, on a flash drive or an e-reader?
| DM-Beowulf |
Okay then - flavor wise then would it be all right for a breech loaded single shot pistol that uses metal cartridges, since I doubt there would be much in the way of paper ones?
One other thing - as this is a magepunk post-apoc world, do spellbooks have to come in book form? Just thinking of someone possibly accessing their spellbook in a digital tablet, on a flash drive or an e-reader?
That's fine, just be sure to pay the same amount for ammunition as you would if you were buying black powder rounds.
If you have a way to charge it or something, I couldn't care less what form the spellbook is in. It's all in flavor an narrative, friend.
| DM-Beowulf |
I'm curious: How did dragons stand before the Scarring? Were they like in Shadowrun, influential, powerful, and leaders of multinational conglomerates?
Ah, good question. For thousands of years, dragons were feared and hunted, but the last couple of centuries the relationship between the races of the world and the dragons improved along with the developments in societal civil rights. Dragons were rare, but good and evil existed among them. With the good dragons now working for the betterment of the world and not having to fear persecution, the world was better able to protect itself from evil dragons and beasts of the like. The dragons became seen as protectors and providers of wisdom. They also did have a hand in economic matters.
But not one has been seen since the purge.
| Azrael Dukshi |
I have anotehr flavor question regarding the world. I imagine that the US was a hodgepodge of different races emigrating from all over the world - but ethnically where did all of the races come from? Were orcs the dominant race in the Americas before Spain crossed the Atlantic? Did dwarves keep to the mountain ranges - the Alps and the Himalayas? Was North America the land of the elves before manifest destiny pushed them back? Are halflings native to the island nations in the ring of fire?
I know that considering its post-apoc that it's perhaps pointless fluff, but I'm curious, and I want to make sure I'm being accurate with my character's background without altering the GM's own headcanon.
| DM-Beowulf |
I have anotehr flavor question regarding the world. I imagine that the US was a hodgepodge of different races emigrating from all over the world - but ethnically where did all of the races come from? Were orcs the dominant race in the Americas before Spain crossed the Atlantic? Did dwarves keep to the mountain ranges - the Alps and the Himalayas? Was North America the land of the elves before manifest destiny pushed them back? Are halflings native to the island nations in the ring of fire?
I know that considering its post-apoc that it's perhaps pointless fluff, but I'm curious, and I want to make sure I'm being accurate with my character's background without altering the GM's own headcanon.
Oh, I should have included that in the opening post to be honest. Evolutionarily speaking, all of the races share a common ancestor that came into being after the human's common ancestor with the chimpanzee. Each species/breed of people developed in a different environment, some more than others (which is why humans, elves, and orcs are all the same species, yet dwarves are not). Otherwise you hit the nail on the head. Dwarf civilization sprang up in the tallest mountains in the world, orcs in central asia, elves in east asia, etc. Humans developed first and migrated the fastest during their early cicilization.
| Joshua Hirtz |
A rough draft of what I have so far. While it still needs some work, I'm going to leave it here since I will be switching computers soon.
- N/A
Name:
- Jeremiah Hawthorne
Race:
- Half-Elf
Classes:
- Alchemist (Grenadier) / Gunslinger (Pistelero)
Role:
- Damage Output, Tactician, Tracker
Progression:
- I plan on going straight class Alchemist (Grenadier) / Gunslinger (Pistelero) while picking up various discoveries to augment his gunslinging capabilities.
Backstory:
- N/A
Personality:
- Jeremiah is a confident man with steady hands, however his eyes seem to constantly be a movin' as if he doesn't trust a single man alive. While he might seem a brute by appearance, it is clear that he is an intelligent man once one takes the chance to try and get to know him.
Physical Description:
- Jeremiah is a lithe man with a semi-muscular body reflecting the various traits he has inherited from his mixed heritage. Standing about 5'10", he keeps his brown hair and beard meticulously groomed when given the chance.
Ability Scores:
- Str 13 (3)
- Dex 18 [16 (10) + 2 Racial]
- Con 12 (2)
- Int 14 (5)
- Wis 14 (5)
- Cha 10 (0)
Feats:
- N/A (Free Story Feat)
- Point-Blank Shot/Precise Shot
- Skill Focus [Knowledge (Alchemy)] (Adaptability Racial Trait)
Skills:
- Acrobatics
- Craft (Alchemy)
- Craft (Guns)
- Knowledge (Nature)
- Perception
- Spellcraft
- Survival
Traits:
- N/A
- N/A
Extracts:
- Cure Light Wounds
- Disguise Self
- Shield
- Targeted Bomb Admixture
Discoveries:
- (2nd) Explosive Missile
Items:
- Absinthe (3 gp - -)
- Alchemy Crafting Kit (25 gp - 5 lbs)
- Artisan's Outfit (1 gp - 4 lbs)
- Artisan's Tools, Masterwork (55 gp - 5 lbs)
- Backpack, Masterwork (50 gp - 4 lbs)
- 2x Bandolier (1 gp - -)
- Bedroll (0.1 gp - 5 lbs)
- Chain Shirt, Kevlar (150 gp - 25 lbs)
- Cowboy Hat (5 gp - 0.5 lb)
- Traveler's Outfit (10 gp - 5 lbs)
- Flint and Steel (1 gp - -)
- Formula Book (15 gpp - 3 lbs)
- Gunsmith's Kit (15 gp - 2 lbs)
- Horse, Combat Trained Light (110 gp - -)
- Hip Flask (1 gp - 0.5 lb)
- Hybridization Funnel (200 gp)
- Ink (8 gp - - )
- Ink Pen (0.1 gp - -)
- Iron Pot (0.8 gp - 4 lbs)
- Journal (10 gp - 1 lb)
- Mess Kit (0.2 gp - 1 lb)
- 50x Paper Cartridge, Alchemical - (20 gp - -)
- Pistol (100 gp - 4 lbs)
- Poncho (0.5 gp - 2 lbs)
- Rope, 50 ft (1 gp - 10 lbs)
- Saddle, Military (20 gp - 30 lbs)
- Saddlebags (4 gp - 8 lbs)
- 10x Trail Rations (2.5 gp - 10 lbs)
- War Razor (8 gp - 1 lb)
- 2x Waterskin (2 gp - 8 lbs)
- Whetstone (0.02 gp - 1 lb)
| Istiel Jadanas |
This calls for an arcane archer, a class I've always wanted to play but it just looses too much in a non-gestalt game.
1-6 Fighter (Lore Warden)/Wizard
7 Arcane Archer/Wizard
8-10 Arcane Archer/Fighter
11 Arcane Archer/Wizard
12-14 Arcane Archer/Fighter
15 Arcane Archer/Wizard
16 Arcane Archer/Fighter
17-20 ??/Wizard
20 levels of caster, full BAB, feats by the bucket, plenty o' skills. Since the elves are east asian, I can see her as very wuxia, painting characters with arrows in the air before firing them.
Unnamed Hero
Elf Fighter (Lore-Warden) 1/Wizard 1
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +2
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d10+1d6)
Fort +2, Ref +4, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft., shift
Melee heavy flail +2 (1d10+1/19-20/×2)
Ranged longbow +5 (1d8/×3)
Wizard Spells Prepared (CL 1st; concentration +5):
1st (2/day)—mage armor, abundant ammunition, gravity bow
0 (at will)—detect magic, dancing lights, prestidigitation (DC 14)
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Statistics
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Str 12, Dex 18, Con 11, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Combat Expertise, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +2, Spellcraft +8 (+10 to determine the properties of a magic item), Survival +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ elven magic, opposition schools (enchantment, necromancy), specialized schools (teleportation), summoner's charm
Other Gear Heavy flail, Longbow, 17 GP, 5 SP
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shift (5') (7/day) (Sp) Short-range teleport
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Story coming soon.
| Baird Bearskarn |
That'd be me. I don't have my character quite finished just yet, but I have stats and most of my feat progression and class abilities planned out. Just need to knock on the DM's door sometime and ask him about backstory things.
If it helps, the role I'm going for is tag-team bear maulings with my animal companion, along with some buffing when there isn't a face to be shredded.
| DM-Beowulf |
That's a shame. I am getting more applications than I anticipated though! I'll probably oganize them and post what we have so far in a few hours when I'm not on my phone.
I would like to remind everyone that you may begin roleplaying in my gameplay thread if you have sent me your fluff, even if we haven't finished discussing yet! Happy character-making!