The Memory of a Lost World

Game Master DM-Beowulf

Sixty-four years since everything we've built has come crashing down. Perhaps now the rebuilding can begin.


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Feel free to come over to my house any time later and I'll get you your fluff. XD


DM-Beowulf wrote:

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!

Actually, if you really want me to submit something I can.

Creating a backstory and a personality is not a problem for me.
What is a problem for me is being able to create a character in a low magic game. That is the only thing keeping me from submitting something, I like the concept, but I have to be really careful what I submit so that I don't use magic. I'm thinking really hard as to what can and cannot be used.

That being said, nothing against the concept or the DM, but I would need lots of help creating the character.

Dark Archive

Hello Baird *wave* Should be really interesting to see what everyone comes up with. As I got the go-ahead on Cafolk last night I've gotten the majority of the crunch done for Cassandra. Sad to see DoubleGold dropping out(Edit: Or not perhaps!).

@Beowulf that means that we can begin roleplaying even before you decide who is in the game? Or am I misunderstanding?


Pretty much don't be a sorcerer, summoner, wizard, witch, druid, cleric, oracle, magus, or bard.

So (off the top of my head):
Fighter
Barbarian
Spell-less Ranger
Spell-less Paladin
Rogue
Alchemist
Gunslinger
Monk

Plus all dem prestige classes and ACG stuff.

Edit: @Zain Indeed. Just so I can get a feel of everyone's character and how they interact. Just don't use magic if you have it or fight anything. XD


I also have to be careful what traits and feats I select? Unless the rule is as long as they don't have a magic spell it isn't magic. For example, could I take fire touched as a trait? which is under magic traits, but is nothing more than damage reduction of 1 to fire.

Also monks don't use magic? I thought some monks shoot fireballs out of the hands? I'm not to familiar with the pathfinder monk until I spend 2 hours reading it, but in a lot of games, they have magic in a way.

Dark Archive

@DoubleGold Monks use 'Ki' which is not traditional magic all of it extends from near-mystical physical abilities making it no more 'magic' than the Barbarians rage. So they were likely unaffected by the loss of magic.


Right, the loss of magic is due to a severed connection to the weave. Supernatural abilities are generally self-projected so I have no issue with having them.

Traits that don't outright give you the ability to cast spells are cool. Fire touched is not only okay, you could even flavor it as being from a desert or volcanic area. I'm flexible.


Dotting for interest right now. Thinking of a gunslinger/fighter. I'll post and pm later.


Checking in again. Saturday is ready to go. I'm enjoying this concept even more than I thought I would. :)

I changed his avatar away from the skull face because it isn't always manifested. Most of the time he looks like a fairly normal fellow.

Unfortunately Paizo doesn't have any avatar images of lanky black men in john lennon glasses and top hats. They should really do something about that.


Providing character for consideration, will be posting in the gameplay thread momentarily.

Alias should contain accurate and up-to-date statistics.


Question for DM
How would Multi-talented racial trait work with gestalt?


Mundane Characters
Jon the Unlucky: Elf Chirurgeon Alchemist/Beastmaster Trapper Ranger
Mandra the Shredder: Catfolk Rogue/Unsure
Durran McAnti - Human Mysterious Stranger/Bandit
Jeremiah Hawthorne - Half-elf Grenadier/Pistelero

Arcane Characters
Istiel Jadanas - Elf Lore Warden/Wizard (Maybe?)
Rednal: Harumi, Half-elf Witch/Sorcerer
Mister Saturday: Half-orc Witch Doctor/Shadow Summoner

Let me know if I've missed anyone or messed anything up, but this seems to be the tentative list to-date of applicants.

I notice there are a lot of alchemist and gunslinger applications. Interesting.

@Azure You can't get a favored class bonus twice in the same level. It would be handy if you picked both alchemist and fighter (if that's what you are) and decided to dip out of either on either side. You'd always get one or the other. It also gives the versatility of getting to choose either class' favored class bonus every level instead of locking yourself into one.


The Hirtz Factor is the same submission as Jeremiah Hawthorne.


Gotcha. I forgot to delete that from when I was noting everyone as I went. Thanks.


Gunslingers seem to get banned a lot, too... maybe it's just people's desires coming to the forefront? XD Anyway, I opened with a post in the gameplay thread - if anyone does want to RP right now, I'd be happy to respond.


Set up an alias for Cassandra, at the moment I'm still working with Cavalier. Beowulf aside from switching Ride checks to Drive should I just essentially treat my motorcycle as I would a horse but without needing to feed it?(Perhaps instead of 'feeding' it I simply need to refuel it?)


Cassandra Darkclaw wrote:
Set up an alias for Cassandra, at the moment I'm still working with Cavalier. Beowulf aside from switching Ride checks to Drive should I just essentially treat my motorcycle as I would a horse but without needing to feed it?(Perhaps instead of 'feeding' it I simply need to refuel it?)

Sounds about right. In close combat it will be treated essentially as a horse, but it will be able to partake in chase scenes (which is what driving rules are for) at high speeds if need be.


DM-Beowulf wrote:
Cassandra Darkclaw wrote:
Set up an alias for Cassandra, at the moment I'm still working with Cavalier. Beowulf aside from switching Ride checks to Drive should I just essentially treat my motorcycle as I would a horse but without needing to feed it?(Perhaps instead of 'feeding' it I simply need to refuel it?)
Sounds about right. In close combat it will be treated essentially as a horse, but it will be able to partake in chase scenes (which is what driving rules are for) at high speeds if need be.

Awesome I'll tweak my equipment to account for this.


I mean, it's cool with me if people make gunslingers. I will at most accept two of them though (don't want people having their toes stepped on in the party).

A note on them though, they do lose gunsmithing so you have to pay for your first gun at 10% of the listed price. If you have craft (firearms), you can craft for half price if you can succeed the check by taking a 10.


Fiddling with profile. Added traits and story feat.

Appearance:

Istiel is a slightly built elven woman with long black hair worn in a long braid. There are scars on her wrists and ankles from the chafing of shackles. She looks at the world through sharp green eyes that fix on details and then move on. She wears a sleeveless tunic and sandals, and carries a traditional elven longbow and a quiver of arrows. She also carries a backpack full of various useful things, and an apparently useless collection of scrolls written in ancient elven hanzi.

Personality:

She has a naturally contemplative mindset, and scholarly habits. She can seem cold and distant, particularly to strangers, but it is a calm that is as much a part of her as her skin. She is a devoted and loyal friend to those who have earned her trust, and a passionate enemy to those who cause harm. The only things that seem to excite her are the chance to learn or teach and the chance to kill slavers.


Looks good.

Something I would also like to say with regard to the setting is, as I said before, the setting is Guns Everywhere because everyone is familiar with guns, not because they're easy to comeby. There are plenty of wanderers who use swords, axes, shields, and all of that in the world.

Think of it as the purge basically sending us back to the middle ages, but remnants of modern technology remain.


So if we can manage to make the DC craft check for the early firearm, a pistol in my case, we can basically buy it for 5%, correct?


Indeed. I think that's 75 gp?


DM-Beowulf wrote:

Mundane Characters

Jon the Unlucky: Elf Chirurgeon Alchemist/Beastmaster Trapper Ranger
Mandra the Shredder: Catfolk Rogue/Unsure
Durran McAnti - Human Mysterious Stranger/Bandit
Jeremiah Hawthorne - Half-elf Grenadier/Pistelero

Arcane Characters
Istiel Jadanas - Elf Lore Warden/Wizard (Maybe?)
Rednal: Harumi, Half-elf Witch/Sorcerer
Mister Saturday: Half-orc Witch Doctor/Shadow Summoner

Let me know if I've missed anyone or messed anything up, but this seems to be the tentative list to-date of applicants.

I notice there are a lot of alchemist and gunslinger applications. Interesting.

@Azure You can't get a favored class bonus twice in the same level. It would be handy if you picked both alchemist and fighter (if that's what you are) and decided to dip out of either on either side. You'd always get one or the other. It also gives the versatility of getting to choose either class' favored class bonus every level instead of locking yourself into one.

You forgot me XD


I realized that a bit later. No worries, I remember you. XD, it's hard to keep track on my phone.


A pistol starts out at 1,000 gp, so it would wind up being 50 gp. Also, does that mean we could purchase up our initial ammunition at 5% as well?


No. Ammunition remains the same. It's valuable in the wastes. You can make ammo for half cost though.


Sorry, that is what I meant. If we have the ability to make said ammunition by taking a 10, we can purchase it for 5% in the same fashion that we could purchase the starting gun.

That being said, can those with Craft (Alchemy) purchase alchemical items they could craft by taking a 10 at half cost?

I was not initially thinking of such things when I laid out my character, but it is handy to know.


Well ammo would be 50% of the listed price, so say 5 gp instead of 10 gp. I think that's how much a blackpowder round is.

Anywho, I'm umbrella ruling that if you can craft it by taking a 10, you can have it for half price.

Also! I completely forgot to mention this in my houserules. In this setting crossbows are firearms for all purposes dealing with gunslinger abilities, feats (like weapon focus), and the like. It's to offset the expensiveness of firearms. And they work about the same in terms of use. So it just makes sense.


I was going off the "Guns Everywhere" rule, which you already stated.

PRD wrote:
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.

And then I was applying your half price rule for crafting. That is why I was stating 5% since that is half of 10%.

Thusly a 12 gp Alchemical Paper Cartridge would be 1.2 gp normally and .6 gp to craft.

Instead you would like for us to use the normal 12 gp cost for such a round and it would drop to 6 gp when crafted personally?

I'm fine either way, I just want to make sure I pay the right cost for my equipment.


The latter. Go with the cost actually listed, not 10%. I want to keep ammo valuable.


That will definitely make ammunition a valuable item at about 6 gp a shot. I will have to pick and choose my shots along with possibly investing in another back up weapon beyond his bombs and war razor.

When we get in game, will the crafting cost drop down to the normal 1/3 cost?


That's what I was hoping for.

And yes, once the game gets started, crafting will return to 1/3.


@ GM
I'm think of a Half-elf Brawler/Bloodrager (where the spells are passed off as high end martial art techniques)
If you don't want Bloodrager, I'll change it to Ninja

ACG playtest download if needed.


Could I inquire into what you would set the DCs at for crafting a pistol at and alchemical paper cartridges for it? They have basic stuff under the craft skill, but I'm not finding specific DCs for those.


Azure_Zero wrote:

@ GM

I'm think of a Half-elf Brawler/Bloodrager (where the spells are passed off as high end martial art techniques)
If you don't want Bloodrager, I'll change it to Ninja

ACG playtest download if needed.

I'll be looking over the ACG as time progresses, but you have the go ahead. I just will want to see your crunch.

Set the DC for early firearms at 15 and advanced at 18. Ammo is also at 15. I didn't realize it wasn't provided.


Also, I have updated campaign info to include all houserules, including ones I have been asked to clarify about. I will continuously update as people ask so that everyone is familiar with how I'm doing things.


Fortunately, my character build doesn't need to worry too much about most of that stuff, so it'll be easier to keep straight... XD

I do have one question, though! Since this is a "magic is rare" setting, I'm guessing that most materials (besides the obviously common and mundane) will be... er... a little hard to come by. Do you have a plan for dealing with that, or should casters think very, very carefully about the spells they choose?


Jeremiah is basically done at this point in time beyond some simple addition for things like Hit Points, AC, Saves, and Attack.


Mundane Characters
Jon the Unlucky: Elf Chirurgeon Alchemist/Beastmaster Trapper Ranger
Cassandra Darkclaw: Catfolk Catburglar/Cavalier
Durran McAnti - Human Mysterious Stranger/Bandit
Jeremiah Hawthorne - Half-elf Grenadier/Pistelero
Valeria Ingrid Bridgette - Half-elf Brawler/Bloodrager (Spell-less)

Arcane Characters
Istiel Jadanas - Elf Lore Warden/Wizard
Rednal: Harumi, Half-elf Witch/Sorcerer
Mister Saturday: Half-orc Witch Doctor/Shadow Summoner
Yldrath Wyrmblessed - Tiefling Draconic Sorcerer/Summoner

Once again, if I've missed anyone or gotten something wrong, let me know. This is just the applications I've received to-date. Jon the Unlucky has submitted full fluff, I just don't know his character's name yet. XD


Aaaand Baird's public info is complete.

Crunch:

Baird Bearskarn
Male Invulnerable Rager/Bear Shaman
CN Medium humanoid (human)
Init +0; Senses Unremarkable; Perception +
--------------------
Defense
--------------------
AC 13 (+3 Hide Shirt), Touch 10, Flat-footed 13
HP 15
Fort +4, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee Greataxe +4 (1d12+3/ x3) 12 lbs.
Ranged Sling +1 (1d4+3/ x2) 0 lbs.
Spells
Spells Prepared
0 Create Water, Detect Magic, Spark
1 Entangle, Magic Fang
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 15, Int 10, Wis 18, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Raging Vitality, Explorer
Traits Wasteland Wanderer, Berserker of the Society, Focused Mind
Drawback Unlearned (Nature)
Skills Knowledge (Nature) +6, Knowledge (Geography) +6, Survival +12, Lingustics +1
Languages Common, Danish, Druidic
SQ Heart of the Fields, Fast Movement
Armor Hide Shirt (+3 AC, +4 Max Dex, -1 Penalty) 18 lbs.
Favored Class Barbarian (+1 HP/level)
--------------------
Gear
--------------------
7 gp, 8 sp, 5 cp
Masterwork Backpack 4 lbs.
Waterskin 4 lbs.
Bear Trap x2 20 lbs.
50 ft. Silk Rope 5 lbs.
Torch x5 5 lbs.
Bedroll 5 lbs.
Barbed Vest 4 lbs.
Wooden Holy Symbol
Potion of Cure Light Wounds CL 1
--------------------
Special Abilities
--------------------
Heart of the Fields + 1/2 character level racial bonus of Profession (Forester) checks. May ignore an effect that would cause fatigue once per day.
Power Attack -1 to all attack rolls, +2 to damage (+3 if wielding a 2-handed weapon).
Raging Vitality While raging, morale bonus increases by 2. Rage does not end when knocked unconscious.
Explorer Can provide twice as much food and water while making survival checks. +2 to Knowledge(Geography), and +4 at 10 ranks.
Rage 9 rounds/day, +4 Str and Con, +2 to Will saves, -2 AC, fatigued afterwards.
Nature Bond Bear animal companion.
Nature Sense +2 on Knowledge (Nature) and Survival checks.
Orisons Can cast prepared 0-level spells an unlimited number of times per day.
Wild Empathy Can improve the attitude of wild animals. 1d20+Druid level+Cha modifier (+4 with bears and wolverines as a full-round action). Can be used on magical beasts with an Int of 1 or 2 with a -4 penalty.

Stryke
N Medium Animal(Bear)
Init +1; Senses Low-Light Vision, Scent; Perception +17
--------------------
Defense
--------------------
AC 13 (+1 Dex, +2 Natural Armor), Touch 11, Flat-footed 12
HP 18
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +5 (1d4+4/ x2), Bite +5 (1d6+4/ x2)
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Skills Climb +8, Perception +5
Languages Bear
SQ Link, Shared Vigilance
Combat Gear
--------------------
Special Abilities
--------------------
Link Can be handled by master as a free action or pushed as a move action. Master receives a +4 on Wild Empathy checks.
Shared Vigilance Master and companion receive Alertness as a bonus feat when adjacent to each other.
Power Attack -1 to all attack rolls, +2 to damage.

Physical Description:

Baird Bearskarn is a large and imposing man, despite his only slightly above-average height of 5’11”. With a weight of 210 lbs., a toned and muscular build that more closely resembled a beast than a man, and a strong imposing personality that almost always maintains a strong presence, the barbarian of the north appears much larger than his height would give him credit for. His skin is mostly pale with just faint touches of color around his face, and his body is adorned with numerous scars which he wears proudly as trophies of previous hunts and battles. Straight almost completely black hair reaches down past his shoulders, which he usually keeps tied back and out of his face. The lower half of his face is covered by a coarse, dark beard which Baird likes to keep tied into two braids that rest upon his chest when he is seated.

Baird’s preferred attire is comprised of cloth and animal pelts. His hide shirt is mostly made up of bear pelts, complete with a hood fashioned into the visage of one of the noble beasts, while the rest of his clothing is made of leather from lesser beasts. Other ornamentation decorates his body, such as necklaces made from the fangs of vanquished beasts. Even his axe bears a number of fetishes made from creatures that it has slain.

Personality:

Baird is a strong and proud man, and he is well aware of it. He is a hunter and a true man of the wilds, and that is where he prefers to spend most of his time. Civilization and the settlements that lie within are strange and foreign to him, though he has gotten somewhat used to them during his travels, and he even values them as a place to find good food and drink when game is scarce. When he can, Baird prefers to live off of the land though. He would never kill an animal without reason, and when he does kill one he makes sure to give its spirit a proper sending, and then he makes sure to use every part of its body. The natural world is sacred to him, and he is humble enough to understand that he and everyone else are nothing before its might. As someone who understands it more than most, he feels that he has a certain responsibility educating and protecting those that do not. He often offers his services as a wilderness guide and escort in the settlements that he passes through.

Despite his strong presence and prideful nature, Baird knows his limits, and he is wise enough to avoid a bad situation or to keep a bad situation from getting worse. He is able to keep his calm, even when he is personally under fire. Those that challenge his pride or provoke him to lose his cool often find themselves becoming quite familiar with the floor that they were once standing on and saying farewell to a few of their teeth. There are a few things that Baird cannot abide by. He feels that those that would harass or commit violence unprovoked are cowards deserving a taste of their own medicine. Banditry is another thing that he cannot understand. Baird knows all too well that the world is a dangerous place, and he believes that those who would take advantage of that fact deserve to meet the blade of his axe and Stryke’s claws.
Above all else, Baird values trust and loyalty. His trust is hard earned, but those that do earn it would have to work hard to find an ally more fearsome and willing to lay down their life for them. This can be best seen in the strong bond that he shares with the bear Stryke. One never goes hunting without the other, and they always wade into the heat of battle together side-by-side. Both of them would die for the other, and together they are a terrifying force. Baird tends to keep to himself as far as humanoids are concerned, but he still enjoys their company every so often and will rarely say no to drinking mates or travelling companions, provided they are willing to get anywhere near Stryke.


DM-Beowulf wrote:

Mundane Characters

Jon the Unlucky: Elf Chirurgeon Alchemist/Beastmaster Trapper Ranger
Cassandra Darkclaw: Catfolk Catburglar/Cavalier
Durran McAnti - Human Mysterious Stranger/Bandit
Jeremiah Hawthorne - Half-elf Grenadier/Pistelero
Valeria Ingrid Bridgette - Half-elf Brawler/Bloodrager (Spell-less)

Arcane Characters
Istiel Jadanas - Elf Lore Warden/Wizard
Rednal: Harumi, Half-elf Witch/Sorcerer
Mister Saturday: Half-orc Witch Doctor/Shadow Summoner
Yldrath Wyrmblessed - Tiefling Draconic Sorcerer/Summoner

Once again, if I've missed anyone or gotten something wrong, let me know. This is just the applications I've received to-date. Jon the Unlucky has submitted full fluff, I just don't know his character's name yet. XD

I'm not a tiefling...

I'm a human.


I actually wasn't sure about your race, the main reason I wrote tiefling was because of the alias you were using. As long as the class is right, it doesn't much matter.

Noted for future reference though.


Just sent my fluff for Oxana, a dwarf Spellslinger/Myrmidarch gestalt. Still working on the crunch, mostly just gear and spells to pick through.


I would like to announce that I am pulling back the time that I will be accepting applications as I am going to have as many as I would like sooner than I expected. That being said,

Sunday night at mignight EST is when I will be announcing who will be in the party!

Happy roleplaying!


That does help a bit. Oh, and speaking of helping... I plan on playing Harumi as a fairly positive character - she likes learning, and trends towards the belief that problems (like those the world is facing) can be solved if you have enough knowledge and the guts to get things done. Accordingly, even in hardship, she won't be particularly... gritty. XD I don't know how important that is (or isn't) for you, but I thought I'd mention it.


Somebody has to lighten the gritty mood of the team, right?


The world is gritty and depressing. That doesn't mean you have to be. XD


So, I'm thinking of submitting a LE Antipaldin/Cleric of Urgathoa. What say you to that combo?


The only issue is the cleric part. There's only going to be one divine and one arcane spot. My friend has the divine spot (as a druid). As long as you archetype out your spells, I'm all for a LE paladin/antipaladin.

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