The Patrician Maker (Inactive)

Game Master Shadowtail24

Gun powder comes to the Disc World with a bang, and then a drawn out murder investigation

Player’s Guide


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Kings and Queens come and go, but two men tinkering in a warehouse can shape the world
-The Truth, Lord Vetinari

Freedom, when done properly, is not necessarily easy, or nice, or expedient, it’s just freedom; and the interesting thing about it is that every other citizen has it as well, which is where, of course, the fun starts.
-The Compleat Ank-Morpork, Lord Vetinari
The Hook:
You’ve done it, you’ve discovered gun powder; a substance with the power to shake up, or just shake, the political structure, or even the structure, of the world! Well, it was really your colleague that discovered gun powder but in true Ankh-Morpork fashion you offed him and claimed the discovery as your own. Well, someone offed him and you sure aren’t taking credit... er, blame, for that murder.
And, as if the city deck wasn’t already stacked, or rather thrown on the floor for you to pick up, against you, now the Guild of Copy Writers, formerly the Copycatter’s Society, has proclaimed that they discovered gun powder. Since they have the aid of mega phones, a device they also claim to have invented, they can say that they invented gun powder much more loudly than you. I don’t have to tell you who the people of Ankh-Morpork are siding with; everyone is aware of their fickleness to believe people who say things in a louder fashion.

The Setting: Discworld:

I am going to run a Pathfinder quest set in Terry Pratchett’s Discworld, and more specifically, Ankh-Morpork. Currency, items and characters will remain as they are in Pathfinder, except where noted in character creation below. I am using the modern Discworld setting where the Industrial Revolution and Night Watch series are set. The timing will be just after Making Money, with Sam Vimes as the Commander and a Duke. I will be using Discworld guides, such as the Compleat Ankh-Morpork, and have created several key characters as Pathfinder characters, good luck bluffing Lord Vetinari’s +25 Sense Motive, to make this quest as immersive as possible. This will not quite be an open world quest, you’ll have a storyline to follow, but there will be extensive directions that you can take the quest in.
Please see the Patrician Maker Player’s Guide for the full setting info

Player Characters:

-Starting Level: 3
-Pathfinder Races: Human, Dwarf (must have Hatred: Troll), Lycanthrope (werewolf only)
-Other Race Options: Vampire (Really a dhampir, see below), Troll (custom, see below),
-Classes: All Pathfinder official classes and archetypes. Exception: Synthesist.
-Attributes: Roll 4d6 and drop the lowest OR 20 + 1d6 point buy.
Note: You can roll 2 sets of 4d6. You can do all of your rolls (2 sets and your 1d6) and then choose if you wish. I personally like reasonably-strong (attribute wise) characters in general but the higher stat spread will be needed for this quest.
-Traits: 2 traits. Discworld Traits are listed in the Player’s Guide. Any official Pathfinder traits are allowed, even region/campaign specific traits. The two traits cannot be of the same type, but it is not required to have a Disc World trait.
-Deities: You can assume that there is a Discworld counterpart for all Pathfinder deities.
-Starting wealth: 3,000 gp (standard for level 3)
-Bonuses: All characters are proficient with a blunderbuss, musket or pistol and begin play with the cheapest version of that weapon. All characters also gain a bonus skill rank in either a craft or profession related to alchemy.
-Magic: The magic system for Disc World is modified from Official Pathfinder. See that section of the Player’s Guide for all of the details.

Races:
Troll

Vampire:
: Vampires in Discworld are not quite as powerful as Pathfinder vampires. For ease of use, use the dhampir template, with the below changes, and treat it as a vampire.
-Ability scores: +2 str, +2 dex, -2 con, -2 cha
-Weakness to Bright Light: Vampires in Ankh-Morpork have adapted to living in sunlight. However, their roots still betray in them bright light. Light attacks that hit the vampire are considered critical hits, though they must be confirmed. Light attacks that are confirmed as critical have a 75% chance of turning the Vampire to ash. Vampires caught in bright light have a 10% chance to turn to ash. If passed, the try is repeated after an additional minute in bright lights. The percent chance increases 10% for every minute in bright light.
-Return from ash: Vampires that turn to ash can be restored to full form with a drop of blood. The process takes until the end of the vampires’ turn in the next round to complete. Enterprising vampires have begun wearing necklaces with a vial of blood attached to it.
-Temperance Movement: Vampires in Ankh-Morpork gain some measure of acceptance if they are a member of Temperance Movement. Members of the temperance movement abstain from drinking the b-word and wear a black ribbon label to note their allegiance. Vampires that are not Black Ribboners take a -5 penalty to all CHA-based skills, but do gain a +2 to intimidate.

Character Backgrounds and Style:

Though this quest is based in Discworld and has a certain element of ridiculousness, it will still require a reasonably strong character to use. I am not a fan of min/max characters and they should especially not be needed with the attribute score options. I am a fan of special mechanic characters, such as a Teleportation Wizard/Fighter that relies on the dimensional agility feat tree, a maneuver master super fast monk, or a variant channeling cleric. All characters will have fire arm proficiency in this quest, so this would also be a good quest for Holy Gun, Spell Slinger, etc archetypes.

I do not need an entire written out background; I am more interested in an idea of your character’s background and the personality stemming from that. In saying that, go crazy if you want to. I will read and appreciate longer submissions. You characters will be involved in the research team that discovers gun powder and, as such, will need to have some mention or predisposition to that end. You can use any additional knowledge you have of Discworld to shape your characters, including but not limited to other nationalities (Uberwald, Borogravia) or events (Holy Wood, any Borogravian War)

Associations: Since the original premise for this quest was getting to interact with Discworld personalities, associations and relationships will shape a lot of this quest. Establishing associations in your background will go a long way in improving the quest and also improve your chances of being picked.


I plan on running two instances of the quest, which means I will be taking a total of 8-10 players. I will keep recruiting open until at least Monday, 11/18 at 6 PM. I will extend it if needed and will certainly wait for any who express interested prior to that point.

Schedule: I would like players to post at least once a day. I work 8-6 EST but constantly check campaigns on my phone and can do move along updates during that time. Most of the major updates will come at night or over the weekend though. In saying that, my experiences with PbPs lead me to believe that posting times are not a major factor and will not be heavily considered.


I've only started reading the initial post, but you have caught my attention. I really enjoy the Discworld novels, despite the fact I've only managed to read a few so far.

Stat Set 1 (4d6 - Drop Lowest):
4d6 ⇒ (5, 3, 3, 4) = 15 - 12
4d6 ⇒ (4, 3, 1, 1) = 9 - 8
4d6 ⇒ (4, 4, 4, 4) = 16 - 12
4d6 ⇒ (4, 4, 3, 5) = 16 - 13
4d6 ⇒ (4, 2, 4, 3) = 13 - 11
4d6 ⇒ (3, 6, 1, 6) = 16 - 15

Stat Set 2 (4d6 - Drop Lowest):
4d6 ⇒ (1, 5, 1, 4) = 11 - 10
4d6 ⇒ (3, 2, 3, 4) = 12 - 10
4d6 ⇒ (6, 1, 3, 4) = 14 - 13
4d6 ⇒ (2, 4, 4, 1) = 11 - 10
4d6 ⇒ (3, 1, 2, 2) = 8 - 7
4d6 ⇒ (3, 4, 4, 4) = 15 - 12

Stat Set 3 (20 pts + 1d6):
20 + 1d6 ⇒ 20 + (1) = 21

Wow, talk about some abysmal rolls. I feel like these are the types of rolls Rincewind would of come out with...well let's see what I can come up with.


You piqued my interest. Although, I have to say, I am worried as to the directions that a game set in Disworld would take. Would the mood be the same as the one in the disworld novels? Would it be more on the Rincewind style or more the watch/witches style? Would characters be expected to follow those norms or would it be possible to make.... hummm how to put it... "normal" characters?

Also, from the intro, are we to understand that the disworld's equivalent of da vinci was murdered? Also, do we have to justify why "someone else" murdered the inventor?


@Captain Fremont: Yeah, not a lot of dice love there. At worst though a 21 point buy is decent.

TheCelticCircle wrote:

Would the mood be the same as the one in the disworld novels? Would it be more on the Rincewind style or more the watch/witches style? Would characters be expected to follow those norms or would it be possible to make.... hummm how to put it... "normal" characters?

Also, from the intro, are we to understand that the disworld's equivalent of da vinci was murdered? Also, do we have to justify why "someone else" murdered the inventor?

Short answer: much less Rincewind. I've only read the opening witches novel so far but I would say even less crazy than that. The quest is not near as crazy as floating cities of dragons in the sky or something like the summoning dark. I thought of a storyline, placed it into the disc world setting, and then planned how some of the world would affect it. The idea is that the distinct characters of Ankh-Morpork help you solve a murder, not that gun powder, now unleashed on the world, overthrows Vetinari and secures itself as the ruler of A-M. Characters can be completely normal or as crazy as you want them to be. The major exception to Pathfinder normality will be the magic system, found near the end of the player's guide. If you have played the parody Castle Greyhawk module, it will be much more normal than that.

The discoverer of gunpowder in this quest is the equivalent of a normal alchemist, not one of the greatest minds ever. You do not need to justify why the person is murdered, you'll be the ones solving it.

The Exchange

Stat Set 1 (4d6 - Drop Lowest):

roll: 4d6 ⇒ (4, 3, 6, 4) = 17
roll: 4d6 ⇒ (1, 2, 4, 3) = 10
roll: 4d6 ⇒ (1, 2, 3, 4) = 10
roll: 4d6 ⇒ (3, 1, 5, 3) = 12
roll: 4d6 ⇒ (1, 1, 2, 2) = 6
roll: 4d6 ⇒ (5, 6, 5, 4) = 20

Stat Set 2 (4d6 - Drop Lowest):

roll: 4d6 ⇒ (3, 1, 5, 5) = 14
roll: 4d6 ⇒ (3, 5, 6, 2) = 16
roll: 4d6 ⇒ (1, 2, 5, 3) = 11
roll: 4d6 ⇒ (5, 3, 1, 4) = 13
roll: 4d6 ⇒ (4, 5, 2, 1) = 12
roll: 4d6 ⇒ (6, 2, 5, 6) = 19

Stat Set 3 (20+1d6):

roll: 1d6 + 20 ⇒ (6) + 20 = 26

looks like I am using a 26 point buy.


Dotting for interest.


Trying to decide whether I can fit this one in.


Dotting as well...


Stats 1:
4d6 ⇒ (6, 6, 1, 3) = 16 = 15
4d6 ⇒ (6, 1, 2, 5) = 14 = 13
4d6 ⇒ (6, 2, 2, 6) = 16 = 14
4d6 ⇒ (3, 6, 6, 2) = 17 = 15
4d6 ⇒ (2, 6, 4, 2) = 14 = 12
4d6 ⇒ (6, 1, 1, 6) = 14 = 13

Stats 2:
4d6 ⇒ (6, 4, 4, 1) = 15 = 14
4d6 ⇒ (6, 2, 3, 5) = 16 = 14
4d6 ⇒ (1, 6, 6, 5) = 18 = 17
4d6 ⇒ (3, 1, 4, 1) = 9 = 8
4d6 ⇒ (5, 4, 1, 4) = 14 = 13
4d6 ⇒ (3, 3, 3, 2) = 11 = 9

Stats 3:
1d6 + 20 ⇒ (1) + 20 = 21

I'm gonna be a troll 'wizzard' (magus). Stat set 2. Let's do this thing.


You have caught my interest, I will have something up by tomorrow night.

Question: Can I use the gods from the Discworld MUD? If ya were unaware:

Good:
Pishe - Goddess of Slight Showers (Healing, Water, Good domains maybe?)
Gufnork - God of Fluff (Protection, Good, not sure about others)
Gapp - God of Fine Clothing (NO IDEA)

Neutral:
Sandelfon - God of Corridors, Lawyers, and Bureaucracy (NO IDEA)

Evil:
Fish - God of FISH (Water, Evil, Law, not sure)
Hat - God of Unexpected Guests (Travel, Evil, Chaos, not sure)
Sekk - 7 Handed God of Destruction (Destruction, Evil, Chaos, Fire)

ROLLS:

Roll Set 1:

4d6 ⇒ (4, 4, 3, 4) = 15 = 12
4d6 ⇒ (1, 1, 2, 3) = 7 = 6
4d6 ⇒ (5, 5, 5, 1) = 16 = 15
4d6 ⇒ (4, 3, 4, 3) = 14 = 11
4d6 ⇒ (4, 3, 3, 6) = 16 = 13
4d6 ⇒ (6, 6, 6, 5) = 23 = 18

Roll Set 2:

4d6 ⇒ (1, 2, 5, 1) = 9 = 8
4d6 ⇒ (5, 6, 2, 3) = 16 = 14
4d6 ⇒ (3, 1, 5, 5) = 14 = 13
4d6 ⇒ (5, 6, 4, 6) = 21 = 17
4d6 ⇒ (5, 5, 1, 6) = 17 = 16
4d6 ⇒ (2, 4, 6, 6) = 18 = 16

Point Buy Option:

1d6 + 20 ⇒ (6) + 20 = 26

Prolly gonna use Set 2 OR the Point Buy, since I got 26...

I am actually thinking this might be the time to try out my Alchemist (Internal Alchemist) / Monk (Drunken Master) who is basically a drunken alchemist, member in the Alchemist guild, and obsessed with experimenting on folks.


Stomphoof wrote:

Question: Can I use the gods from the Discworld MUD? If ya were unaware:

Sure, go crazy. If you are a cleric or such that uses domains or favored weapons there needs to be a Pathfinder equivalent. IE, for some reason there is no diety with the Travel domain and a polarm as a favored weapon.

And don't forget Anoia, the Goddess of things that get stuck in drawers. She's very popular these days.


Shadowtail24 wrote:
Stomphoof wrote:

Question: Can I use the gods from the Discworld MUD? If ya were unaware:

Sure, go crazy. If you are a cleric or such that uses domains or favored weapons there needs to be a Pathfinder equivalent. IE, for some reason there is no diety with the Travel domain and a polarm as a favored weapon.

And don't forget Anoia, the Goddess of things that get stuck in drawers. She's very popular these days.

I hear Angier, Goddess of Squashed animals is also up and coming.

Also how will Alchemist magic work since its based around potions basically?


I am interested. I think a Vampire (Dhampir) who's trying to start an Intemperate League (nobody said he or she was really well educated). This would be a League who wore red ribbons, but only drank non-sentient blood, not sentient blood ("How dare you look down on me for drinking pig blood, while you're eating Dibbler's Sausages! Do you have any idea what goes into those? Well neither does Dibbler! It's just as likely to be your Aunt Betty as something that might have been vaguely pig shapped in life.").

Assuming that concept would work. I'm thinking perhaps a Vivisectionist Alchemist who works as a coroner or an Oracle of Bones who works the graveyard shift. :)


Rolls:

4d6 ⇒ (3, 5, 3, 4) = 15
4d6 ⇒ (6, 6, 1, 1) = 14
4d6 ⇒ (4, 4, 4, 2) = 14
4d6 ⇒ (2, 3, 1, 2) = 8
4d6 ⇒ (2, 3, 6, 6) = 17
4d6 ⇒ (5, 6, 4, 1) = 16
12 13 12 7 15 15

4d6 ⇒ (6, 3, 4, 5) = 18
4d6 ⇒ (5, 5, 3, 6) = 19
4d6 ⇒ (1, 1, 3, 5) = 10
4d6 ⇒ (6, 2, 2, 5) = 15
4d6 ⇒ (4, 3, 4, 2) = 13
4d6 ⇒ (1, 3, 3, 2) = 9
15 16 9 13 11 8

1d6 ⇒ 2


Stomphoof wrote:
Also how will Alchemist magic work since its based around potions basically?

Alchemists are well established in Disc World, so their magic is unaffected.

mdt wrote:

I am interested. I think a Vampire (Dhampir) who's trying to start an Intemperate League...

Assuming that concept would work. I'm thinking perhaps a Vivisectionist Alchemist who works as a coroner or an Oracle of Bones who works the graveyard shift. :)

Haha, excellent idea. I'm excited to see how it plays out in a character.

The Exchange

Dotting for interest. How familiar with discworld need the players be?

I'm thinking a Werewolf inquisitor who's job is bounty hunting with a vampire specialty. Lots of jaw and steel, not the prettiest or nicest guy to be around. Can you tell me a little more about werewolf's in this setting? Are they treated the same as other civilians? Are they looked down upon or feared? Do they eat raw meat? Are the kept on leashes? (I kid)

Generally, what's a life in the day of a fairly normal werewolf?

RPG Superstar 2013 Top 16

Roll 1:

4d6 ⇒ (1, 4, 4, 1) = 10=9
4d6 ⇒ (2, 5, 6, 5) = 18=16
4d6 ⇒ (2, 4, 2, 4) = 12=10
4d6 ⇒ (5, 4, 5, 4) = 18=14
4d6 ⇒ (1, 2, 3, 2) = 8=7
4d6 ⇒ (3, 2, 4, 1) = 10=9

Roll 2:

4d6 ⇒ (2, 2, 3, 3) = 10=8
4d6 ⇒ (5, 4, 3, 2) = 14=12
4d6 ⇒ (1, 3, 5, 1) = 10=9
4d6 ⇒ (6, 3, 6, 2) = 17=15
4d6 ⇒ (5, 6, 2, 6) = 19=17
4d6 ⇒ (6, 1, 1, 2) = 10=9

Point Buy:

20 + 1d6 ⇒ 20 + (6) = 26

Looks like I'm going with the point buy.

A couple of questions:

How do you feel about using SLAs to qualify to Prestige Classes? It's part of the rules now, but I know it's controversial. Specifically, I'm looking at taking a level in Scryer wizard to qualify for Eldritch Knight.

Is crafting allowed as part of starting wealth? I'd like to use Gunsmithing to craft a pepperbox to start.

The Exchange

Roll 1:

4d6 ⇒ (2, 1, 5, 5) = 13=12
4d6 ⇒ (4, 2, 4, 2) = 12=10
4d6 ⇒ (2, 3, 6, 3) = 14=12
4d6 ⇒ (2, 3, 3, 1) = 9=8
4d6 ⇒ (4, 5, 6, 2) = 17=15
4d6 ⇒ (5, 5, 2, 5) = 17=15

Roll 2:

4d6 ⇒ (4, 4, 2, 6) = 16=14
4d6 ⇒ (1, 6, 4, 6) = 17=16
4d6 ⇒ (5, 6, 5, 5) = 21=17
4d6 ⇒ (1, 1, 3, 4) = 9=8
4d6 ⇒ (6, 4, 1, 3) = 14=13
4d6 ⇒ (1, 4, 4, 1) = 10=9

Point buy:

20 + 1d6 ⇒ 20 + (1) = 21
Lol nope

Well I'll be sticking with the second set of rolls.

What are the stats for lycanthrope? I can only seem to find a template.


Tiasar wrote:

Dotting for interest. How familiar with discworld need the players be?

That is a good question to ask. You do not need to be familiar with Discworld at all to participate in or enjoy this quest. It helps make it more fun, but is not a requirement.

Tiasar wrote:


Generally, what's a life in the day of a fairly normal werewolf?

Uberwald is an entire country that is basically feuding Werewolves and Vampires, so nobody from that region will blink an eye at you transforming. If you were working with a group of people who found out you were a werewolf they would probably be scared and then accept it like every other crazy thing in the world. There is a werewolf in the watch, everyone knows that, but it has never caused any recruiting issue.

The Lyncanthrope Template is added onto whatever human racial traits you have. It does come with a level adjustment though, so you would start at level 2. From experience, you'll still be as powerful as a level three, so the level adjustment shouldn't break the decision. You'll want to be a natural born lycanthrope though, so you can control when you change.

RainyDayNinja wrote:

How do you feel about using SLAs to qualify to Prestige Classes? It's part of the rules now, but I know it's controversial. Specifically, I'm looking at taking a level in Scryer wizard to qualify for Eldritch Knight.

Is crafting allowed as part of starting wealth? I'd like to use Gunsmithing to craft a pepperbox to start.

I'm assuming you mean gaining Scrying/Claivoyance/Clairaudience as a spell like ability to fulfill the 3rd-Level arcane spell requirement? I treat SLAs as being able to cast the spell, IE using a teleportation wizard's school ability for the dimensional feat tree, so I'm fine with the mechanics. I would want to know what the rest of the level builds are though, beyond the initial 3 level.

Crafting with your starting gold is fine, assuming you have the requisite skill. If you do have the required skill to meet the DC (a take 15 should be able to beat the DC), you can simply pay the material cost and assume no problems.

The Exchange

My my, I always forget how terribly complicated inquisitors can be. Plus I have to completely dump on two stats...I also got really excited when I saw a "Vampire Hunter" archetype, but it is one of the worst archetypes I have ever seen (Seriously? Lose the bane ability so you can have a free silver weapon? You can just make it a bane to vampires anyways!) I'll have something solid up in an hour or so.

The Exchange

A bit more work than I thought, probably have something up by tonight.


No worries Tiasar, you have plenty of time.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

As a thought, the book Blood of the Moon introduces the skinwalker race, which allows for werewolves without level adjustment. I don't know if it's on d20pfsrd yet... I checked and it's not. But it's worth looking at. Probably not what you'd want for discworld though, since it only gives human and hybrid forms.


Gender:
1 = Male
2 = Female

Gender: 1d2 ⇒ 2

Points: 1d6 ⇒ 1

Roll 1:

Stat1: 4d6 ⇒ (3, 4, 5, 4) = 16->13
Stat2: 4d6 ⇒ (1, 1, 3, 5) = 10->09
Stat3: 4d6 ⇒ (3, 6, 1, 4) = 14->13
Stat4: 4d6 ⇒ (3, 6, 1, 3) = 13->12
Stat5: 4d6 ⇒ (2, 4, 3, 5) = 14->12
Stat6: 4d6 ⇒ (2, 4, 4, 1) = 11->10

Roll 2:

Stat1: 4d6 ⇒ (2, 5, 5, 4) = 16->14
Stat2: 4d6 ⇒ (5, 5, 2, 6) = 18->16
Stat3: 4d6 ⇒ (4, 4, 2, 6) = 16->14
Stat4: 4d6 ⇒ (4, 4, 5, 2) = 15->13
Stat5: 4d6 ⇒ (4, 5, 4, 2) = 15->13
Stat6: 4d6 ⇒ (2, 5, 5, 1) = 13->12

Hmm, I'm thinking roll set 2. :) Rest is awful.

RPG Superstar 2013 Top 16

OK, here's Benris Carr, the gunslinger. I hope to eventually join the City Watch (and take the Shieldmarshal PrC to represent it).

Stats:

Human Gunslinger (Pistolero) 3
LN Medium humanoid (Ramtopper)
Init +5; Senses Perception +8

DEFENSE
AC 18, touch 14, flat-footed 14
(+4 Armor, +3 Dex, +1 Dodge)
hp 25
Fort +4, Ref +6, Will +3

OFFENSE
Speed: 30 ft.
Melee: longsword +4 (1d8+1/19-20x2)
Ranged: mwk. pepperbox +7 (1d8/20x2, range 20 ft., misfire 1-2)

STATISTICS
Str 12, Dex 17, Con 12, Int 14, Wis 14, Cha 14
Base Atk +3; CMB +4; CMD 18
Traits: Dangerously Curious, Larger than Life
Feats: Gunsmithing, Point Blank Shot, Precise Shot, Deadly Aim
Skills: Acrobatics* +7, Climb* +5, Craft (alchemy)* +6, Diplomacy*** +8, Intimidate*** +8(12), Knowledge (local)*** +8, Perception*** +8, Sense Motive*** +5, Swim* +5, Use Magic Device*** +9
Languages: Common, Dwarven, Klatchian
SQ: Grit (2/day, +3/4 from FCB)
Deeds: Up Close and Deadly, Gunslinger's Dodge, Quick Clear, Gunslinger Initiative, Pistol Whip, Utility Shot

EQUIPMENT
Masterwork Pepperbox, battered pistol, Bullet+Powder(x50), Alchemical paper cartridge(x5), Mithral shirt, Gunslinger's kit (from UE), Masterwork backpack, cold iron dagger, longsword, scroll of Cure Light Wounds(x2), 20gp

Backstory:

Growing up in a remote village in the Ramtop Mountains, Benris Carr always dreamed of heroism. At first he imagined himself bulging with thews and rescuing vestal maidens from the sacrificial altars of eldritch gods, even if he didn't know what all the words meant. But as he remained gangly as a teenager, he began hearing of the mighty deeds of the Ankh-Morpork City Watch, which seemed a much more attainable brand of heroics.

Upon reaching adulthood, he gathered up his belongings and made his way to Ankh-Morpork to seek his fortune. However he was a bit confused about the stories he heard, and thought that making a name for yourself in the city came first, followed by employment in the Watch. To make ends meet, he got a job in an alchemist's shop, though he spent most of his time swordfighting with his shadow and posing dramatically with the experimental weapons his employer left lying around. Eventually he started experimenting with his own versions of the weapons, solving the problem of slow reloading by merely multiplying the number of barrels. He'd only gotten up to 6 on a workable prototype when he found out his employer had been killed, and the Guild of Copy Writers was trying to take credit...


I am noting a distinct lack of dwarves here. Be back later tonight when I'm off work to put up a dwarven barbarian.

Dice 1:
4d6 ⇒ (3, 3, 2, 2) = 10=8
4d6 ⇒ (4, 5, 4, 2) = 15=13
4d6 ⇒ (4, 1, 1, 2) = 8=7
4d6 ⇒ (6, 1, 5, 1) = 13=12
4d6 ⇒ (1, 5, 4, 5) = 15=14
4d6 ⇒ (4, 2, 1, 4) = 11=10

Dice 2:
4d6 ⇒ (2, 5, 6, 2) = 15=13
4d6 ⇒ (3, 4, 1, 1) = 9=8
4d6 ⇒ (5, 5, 6, 6) = 22=17
4d6 ⇒ (4, 4, 6, 6) = 20=16
4d6 ⇒ (6, 5, 3, 5) = 19=16
4d6 ⇒ (5, 2, 4, 3) = 14=12

Point Buy:
1d6 + 20 ⇒ (4) + 20 = 24


Say hello to Raul, freelance bounty hunter, follower of Pharasma (or her equivalent), and killer of undead (his specialty). Chinking out the backstory details, but I think I think I got the crunch done. As for the fluff, I'm going somewhere along the lines of "work is slow, so putting in some hours with the city watch. A particular vampire gave him the slip and he heard a rumor his target is in the city, but he's having trouble pinning him down."


This is Raul's hybrid or animal counterpart. I began creating a seperate stat block under Raul's character sheet, but there's so many small changes that it got frustrating and confusing. So this is his beast form counterpart. Has all the stat changes under the alias.


How common are bounty hunters in this world? Are they a dime a dozen and you often run into competition, or is it a small circle where everybody knows each others name? Just looking for some base inspiration for a solid background.


Bounty hunter in a-m that aren't a part of the assassin's guild and are looking for work, very rare.


Shadowtail24 wrote:
Bounty hunter in a-m that aren't a part of the assassin's guild and are looking for work, very rare.

Is that a deterrent for you? Would you rather I tried for a backstory that fits in a little better?


Sorry, phone hit 6% right then and I wanted to get that up in case you were working on it then. There is precedent for such a case, one of the books focused on such individuals. It would be hard for you to find your kind of work originally, though that could have been what drove you to help the alchemists discover gunpowder.

I don't want it to be a deterrent, I like back stories to be as creative, specific, or such as possible. You'll just have to be careful. If you're going to be a known bounty hunter, make sure you fight off assassin's a couple of times. If you're going to be relatively unknown, make sure your initial time in the city brings lots of trouble in locating a job.


Oh ya, I figured I would have all sorts of problems with the assassin's guild. I get the job done quickly and effectively, but quietly isn't exactly my forte. Besides, being unknown is bad for business!


Castarr4 wrote:
As a thought, the book Blood of the Moon introduces the skinwalker race, which allows for werewolves without level adjustment. I don't know if it's on d20pfsrd yet... I checked and it's not. But it's worth looking at. Probably not what you'd want for discworld though, since it only gives human and hybrid forms.

I didn't know about that but it's definitely worth looking into. I've never liked players having to level adjust, even though I realize it's necessary with the current vampire/lyncanthrope templates. Thanks for the note.

Raul Ulric wrote:
Say hello to Raul, freelance bounty hunter.

Good thinking on splitting the beast form and human form, it does make things easier. Hunter's Blood is a very perfect trait for the background as you've described it so far. Cha of 6 is rough, especially with an INT of 9. You won't be able to talk or charm your way out of anything. I'll wait until your background is ready for a full review.


---Reviews---

Benris Carr - RainyDayNinja

Review:

What I like: Excellent use of traits, even before you get to the background you have an idea for the character. The stats also stacked out pretty nicely, especially 14 on all the mental traits. This character will be more driven by a contrived personality than a forced personality because of dump stats.

What I'm looking forward to: I touched on the personality options, and it certainly comes out in the background. You have a few, distinct phrases that shape the base for the character.

Changes: Everything in the build looks good, and this character can really do some damage. Feel free to add/edit as you like but your set for now. I'll probably select a few players before the deadline so keep checking in.


Rolling Hit Dice

hit die: 2d8 ⇒ (7, 7) = 14


He has quite the background with the assassin's guild now. He started doing bounty hunting and other odd jobs to keep a money income, all the while researching into his parents killers.

It's pretty dark right now and a little unrefined, I plan to sprinkle it up with some more fluff and try to brighten it a bit. Love to hear thoughts.


Introducing Risbeth Von'Telvana Von'Smythe Von'Smeagle Von'Raith Von'Telestra Von'Hogmede, Doctor and Coroner, and former (and parttime) Seamstress.

Everything is done except equipment, I'll finalize that after the character concept and build is approved. :)


I can't decide between this picture and this one for Risbeth fit. The first is a more up town version, while the second is a more rough and ready downtown version. :)


Dice 1:
4d6 ⇒ (4, 1, 3, 4) = 12 11
4d6 ⇒ (4, 5, 5, 2) = 16 14
4d6 ⇒ (1, 3, 4, 3) = 11 10
4d6 ⇒ (4, 3, 3, 2) = 12 10
4d6 ⇒ (4, 1, 1, 2) = 8 7
4d6 ⇒ (6, 4, 4, 2) = 16 14
7 point buy

Dice 2:
4d6 ⇒ (2, 5, 3, 2) = 12 10
4d6 ⇒ (2, 2, 2, 2) = 8 6
4d6 ⇒ (4, 4, 2, 3) = 13 11
4d6 ⇒ (6, 4, 4, 2) = 16 14
4d6 ⇒ (6, 1, 1, 3) = 11 10
4d6 ⇒ (2, 1, 4, 4) = 11 10
2 (or less) point buy

Point Buy: 20 + 1d6 ⇒ 20 + (1) = 21

Since the dice hate me today, I'll be taking the point buy. Playing a troll seems too cool to pass up. I'm also hoping to shoehorn in TALKING LIKE DEATH.


Aaand equipment done (had some time to spare). :)

I love brew potion and craft (alchemy) and throw anything (plus INT bonus to damage of thrown weapons). :)


Risbeth will have the following affiliations, if possible.

Seamstress's Guild (Semi-Retired - Pays Retiree Dues)
Alchemist's Guild
Doctor's Guild
Coroner's Guild (if existent)

From what I can make of the Guilds from the books, as long as you're not part of two guilds who directly compete, and you keep up on your dues, they don't much care (the part about the up on your dues being more important than the direct competition issue). :)


I'll post some reviews tonight but in the meantime, some important updates.

@Risbeth As one would expect from Deviant art, both pictures are good. I think the fact that you don't wield a sword seals it for the "downtown" version. Also, COHORT!

@Bearded Ben Yes, I'm glad the troll race is exciting. And if you're going to talk like death, and your troll is literate, make sure you bring a book, you never know when you're going to have a near Vimes experience.

@Raul I'll give you a full review tonight.


Shadowtail24 wrote:


@Risbeth As one would expect from Deviant art, both pictures are good. I think the fact that you don't wield a sword seals it for the "downtown" version. Also, COHORT!

Ah, so this one as Risbeth, and this one as Igorina Bloodright? :)

I kind of like that. :) Igorina making herself look like a vampire in order to fit in more at the Doctor's office. And Igorina's are proficient with short swords, which that could be. :)

RPG Superstar 2013 Top 16

Oh, I hadn't thought of using Drawbacks. I might take the Vain drawback, and the Ambitious trait for my third.


Sorry I didnt get on last night as promised, my group's game started earlier than anticipated.

Mechanics:
Looks like I'll be taking that second set of dice rolls, arranged as so (racial mods included):
STR 17 DEX 8 CON 18(16+2) INT 16 WIS 14(12+2) CHA 11(13-2)

She'll be using the Armored Hulk archetype, and basically be made to be a living wrecking ball. A surprisingly smart and charming one (for a dwarf anyway), and a bit on the clumsy side (see backstory) but with that STR and CON definitely a smasher.

Backstory:
Fionna is a female (and not afraid to show it - she braids her beard) dwarf from Bonk in Uberwald. Her family are Schmaltzberg fat miners, and from her youth Fionna was supposedly destined (or perhaps doomed) to join them. Two things prevented the young dwarf - otherwise a strong, hale, and perfectly traditional picture of her species - from taking up the occupation of her ancestors: her obsession with tinkering, and her utter clumsiness.

Fionna has all the grace of a grease-slicked banana peel in a mud puddle. Her youth (and, well, some of her adulthood as well) was a constant string of accidents: falling into fat pits, slipping on fresh deposits, tripping over discarded tools, knocking over mining equipment, running into doors, smashing through walls and other obstructions, and such like. It got to be bad enough that some of the lower miners started putting up signs around sensitive or important equipment with the phrase "Go the other way you clumsy git [Fionna this means you]" written on them in dwarfish (so as not to embarrass the whole clan in front of the non-dwarfs, you see). Her years of self- and environment-inflicted abuse only served to make her tougher, in the same way that repeatedly abusing a muscle strengthens it, but when you go from a small, compact, clumsy ball of destruction to a larger, still pretty compact, and still very clumsy ball of destruction, you still end up in about the same location, you just get better at getting there with a navigable clear path left behind you.

If there's anywhere that Fionna has tact, however, it's with tinkering. While her feet and body may be a catastrophe waiting to happen, her fingers are expertise itself, and she's always been extremely interested in how things fit together and work. She learned from family smiths in her youth, of course, and after mastering the basics of the forge she moved on to her own interests in clockwork and similar small mechanisms in her spare time... meaning when she wasn't cleaning up her own messes, working in the mines, or otherwise being hassled regarding the latest chaos.

Upon reaching adulthood, Fionna decided to leave Bonk en route to Ankh-Morpork. No one outside her clan is really certain why, and she's not spoken up about it much. Nobody in Bonk or Schmaltzberg has much put up a fuss about her departure; they're probably glad they don't have to set up the drills three times every day now. As for Fionna herself, she's interested in work, whether it involves taking advantage of her strength and hardiness or her skill with machines as a repairdwarf, tinker, and/or designer. Fionna, despite her clumsiness and strength, is remarkably clever and intelligent. She loves music, reading, and Thud and other board games, as well as her tinkering hobby, which is probably how she got involved in this whole mess with guns and what not now. She's somewhat embarrassed by her klutzy nature, but tends to bury it in enthusiasm for her hobbies and a friendly, eager spirit that is fairly antithetical to the typical dwarven sternness.

Be back around lunchtime to write up her character sheet.


Oh! I forgot we were proficient with firearms. I need to add a pistol to my character sheet, and some ammo, and a rank of Craft(Firearms).

GM! Should we assume we all just get the Amateur Gunslinger feat then? If so, that would let us upgrade our starting weapon to MW for 300gp (and I'd replace my MW sling with the MW Pistol, or MW double barrel if allowed).


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I have been wondering for a while what character I could make that would the discworld. When I just had my idea, I realized that gnomes weren't a playable race, could that be changed?

Here the character idea: A gnome assassin. Doesn't like killing people but gets hired by animals to do their dirty jobs (mostly territorial rats and pigeons, maybe squirrels). I thought he could use major magic to cast comprehend language to talk with his clients.

So acceptable? Or I should concentrate on the races listed above?


Are drawbacks allowed? If so I would like to take the burned one, newly incorporated into his history.


Today is not a good day to not have my not on the corporate network computer at work. As such I'm on my phone and will keep this to quick updates.

Drawbacks and the third trait they bring are allowed.

Firearm proficiency is granted through the exotic weapon proficiency feat. You can take the amateur gunslinger feat, but you do not automatically gain it.

@TheCelticCircle
This idea is awesome, but not quite an option. I an restricting gnomes to cohorts in this quest because the mechanics for a 6 inch tall player are too difficult to overcome. I would love if you could work this idea into a cohort character, and ee could adjust the flyer class to include speak with animals, which i almost included anyway.

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