Tides of the Accord (Inactive)

Game Master Sebecloki

Loose underwater rendition of AEG's Warlords of the Accordlands Campaign Adventure Book using Alluria Publishing's Cerulean Seas.

Campaign Documents:

House Rules

Overview of Ghostlight Keep

Maps:

Images and map of Ghostlight Keep


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Hp is double everything. It's an alternate rule from the beta pf core book I'm going to use.

Thanks for the info wannabe. I'm going to work on these tabs


Here we go. Try to add some more campaign materials at the top of the page over the next week.


To answer the question about defending a fort against massive beasts, I would probably go with druids and/or people with mind control magic. The Druids could also double as artillery fire (with spells like flamesteamstrike, Healers (Since Druids do eventually get all healing spells), and melee combatants (Because they can turn into things like octopi).

There could even be an entire order of Druids that specialize in siege combat that people hire as mercenaries.


Also pacts could work, maybe the fort has a deal with a local kraken or a conclave of aboleths?


Also, since we're talking about kaiju scaled things, there should definitely be a fort that is guarded by Godzilla (Gojira!)


Thanks for all the great ideas friends. Ghostlight Keep is maintained by an order of sea eleven druids with the animal pacifying trait grumbaki mentioned. They are in some kind of dispute with the ice eleven delegation and many have withdrawn and it's not clear if they'll help if something happens. There are lots of nasty things in the area. The Gorh'Tonhs have a huge weapon of some sort mounted on their tower.

I am using that druid siege master mercenary group at some point. I love that!

Will work on a little document this week with a brief description of the layout history and interested parties at the keep to orient you for the first scenario.


Are we using traits and drawbacks?


I don't have any problem with it. I'm not planning on using them for all npcs so I'll leave it optional


Would a Sahuagin be acceptable as a race? He would be a Neutral Druid/Barbarian and be part of a group of mercenaries.

Rolls:

5d6 - 8 ⇒ (4, 4, 6, 6, 6) - 8 = 18
5d6 - 6 ⇒ (4, 5, 5, 5, 2) - 6 = 15
5d6 - 5 ⇒ (2, 3, 3, 4, 5) - 5 = 12
5d6 - 4 ⇒ (6, 3, 1, 3, 3) - 4 = 12
5d6 - 5 ⇒ (3, 3, 2, 6, 6) - 5 = 15
5d6 - 3 ⇒ (3, 6, 1, 5, 2) - 3 = 14

18str - 14dex - 15con - 12int - 15wis - 12cha


Yes for rules. I need to come up with lore for you. Want to be part of the druid siege mercenaries we brainstormed in this thread?

And thank you for your interest!


Yea that would definitely work. At level 1 I'm probably very low rank but I would easily be associated with them.


Great ill pm you some more lore sometime this week. You're staying in my mind in the Gorh'Tonh tower as associates of some of the legion representatives.


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

For the question about what to do with HP, why not just combine the Hit Dice for both classes? It's simple and easy to figure out that way.


The idea in gestalt is you take the higher of the two, it's not really two classes, it's the best features of two classes, but it's conceptualized as two 'sides' to help for some rules discussions.

So you really only have the one hit dice = constitution bonus, which would be the highest of your two classes, and you should double that.


Also, I'm leaning towards making an NPC/PC who's a sanctified slayer inquisitor/gunslinger, working towards Shield/Grand Marshall prestige class, Squawk (Penguin race); he'll be a part of the mercenary band in one of the towers -- he serves an ancient Pre-Accord deity of law named Kasugoan -- gun kata Penguin!


So it begins.


Anyone else have their crunch done?


Working on it, I'm torn between Aegis/alchemist or Aegis/Aquanaut from wave of thought. Both allow me to mutate into somesort of monstrosity.


In a similar boat as Teiidae. Still thinking about my classes. Thought they were decided but my muse keeps kicking me.


I'm going with Occultist/Mesmerist.


Definitely going to be using a Flayspear. What does the barbed property do?

@GM: Can Barbarian's fast movement apply to swim speed instead of land speed? Seems obvious for underwater barbarians but the rules do say land speed.


If you look at the class section of Cerulean seas-underwater campaign setting it has sections for most of the base PF classes. The monk section specifically says that the increase in speed applies to swim speed, pretty sure they did the same with barbarian.

EDIT:Just checked they do in fact.

As for smaller details, both the barbarian and monk’s fast movement should apply to their swim speed. (Page 47)


In my crunch I just put it for land speed, but I’m never one to say no to more swim speed.

I’ll go ahead and change my curse too so that it applies to swim speed instead of land speed. What’s fair one way is fair the other way.


Roll 5d6 = 18 9 13 15 12 17

Squawk Inquisitor 1 (Sanctified Slayer)//Gunlinger (Musketmaster) -- building towards Shield/Grand Marshal Prestige class to get back the judgment - like abilities I'm giving up for the archer build for inquisitor

I have two fizzlepop muskets with spikes from Indigo Ice pew pew pew!!!

Str 15
Dex 20
Con 15
Int 12
Wis 17
Cha 9


Pretty decent all around stats. Especially with Conversion Inquisition. Though the blackpowder Inquisition would give you access to all other firearms (have a dagger pistol and a buckler gun)!

I like the idea as it makes you festooned with guns. And the buckler gun is just really cool.

Also, when you get solo tactics, pick up the teamwork fear Friendly Fire (Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe’s attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw)

Makes for easy shooting.

And at lvl5 when bane kicks in? That’s when the headshots come in.


Musketmaster is built around using muskets, but the free feats would help with my build, I think I'm going to do that. I really don't like playing casters, so I'm happy to get rid of the spells from a domain


I have a question about automatic bonus progression. How do you want to handle temporary enhancement bonuses to things, like the Magus arcane pool or occultist legacy weapon? It's unclear in the rules how it should be handled.


What’s the issue? Those are temporary enchantment bonuses. Enchantment bonuses stack. The auto bonuses replace magical weapons and armor and whatnot. There is no difference in buying a +2 longsword and using your arcane pool to temporarily make it +3 than to do the same to your auto bonus +2.

What gets more tricky is the black blade, as that is a standalone weapon. I’d rather people just not open that can of worms. Especially as how we can get intelligence legendary items in mythic.


I don't have an issue with limited magic items but I have strong aesthetic objection to buying the big six at a store. We can work around stuff as it comes up reasonably; I want to basically use the model from Ghostwalk where every magic item has a name and a story. For example, there is no +3 musket, there is Athrar's Rage, a relic of the last High Templar of Kasugoan before the Accord.

Also the idea of attunment is that your weapons become magical through your hero's power. I want your character's to create new relics through the campaign.


Another musing for the group -- How would the group feel about using the new Health and Resolve system from Starfinder for this campaign? Under the "Health and Resolve" heading".

There's a conversion guide for it in the SRD, based on class hit dice HERE.


I played Starfinder for a little bit. I prefer we stick to the traditional health system but it isn't a big deal if the group wants to use the alternate hp system.


So, how much longer do we think to get characters ready? I don't want to hurry anyone because I'm not in any rush myself, but I also don't want to let the momentum drop and possibly lose most of the group. I was going to suggest another week?

I was going to suggest just aiming to post 1/day on weekdays and having weekends off? How does that seem as a pace to everyone? I'd rather not have anyone get burned out on posting and make more detailed, interesting posts.


Sounds good to me. Then again my crunch is done so easy for me to say


Within a week will be fine for me. I should have been done already but im very indecisive and I tend to over think my characters.

As for the post rate that would be perfect for me.


I want to emphasize that I don't want to loose anyone by setting the start date too early either! Thanks for the replies!


I'm still tweaking my character but in all honesty could have him up tomorrow.


I got sick before Thanksgiving weekend and wasn't able to work on this at all (just getting better now), so I would at least need until next weekend to get anything up. ... Not trying to slow things down though, and perfectly happy if you guys want to start and meet my character later or something.


I'm just tweaking Kawsag the Squawk Gunslinger/Inquisitor, and need a couple of days to get some more material together for the first scenario.

Zanbabe; we're pretty flexible and I'm sorry to hear about your illness -- what's a tentative start date that would work for you? No pressure! We'd really welcome your participation.

Also, I found it helpful to write everything out for my character sheet -- I just cut and pasted from the srd and my pdfs so I could have all the racial traits, class abilities, etc. at my finger tips. I think it will be helpful given all the moving parts on some of these characters! I was a little shocked how much was going on putting it together.

I'd love it if everyone could give me a least a stat block to keep in a campaign file. It'd also be great if you'd be willing to cut + paste in some of the feat and class abilities descriptions from the srd if it's not too much trouble as well.

Finally, if anyone's struggling to make a decision between several character options, you're welcome to make more than one character, or have another character join up later, so don't feel like this is the only time you'll have to make a build for the campaign. Just find something you'd be happy starting out with.


Here's a possible suggestion; maybe I can begin some solo material with the players who have their characters together next week if absolutely everyone isn't ready to go; given the way we're doing advancement, it won't matter for XP balance, and it might help develop some of backstory to get into things before first scenario formally begins.


Works for me


Works for me as well, mine should be done by sunday night.

As for the copy paste bit, Ive always done my sheets that way so no problems for me.


Same.


I've almost finished my character sheet. Just wondering what would be a good animal companion. I've never played a druid in the ocean before. Were you still sending me some stuff to help with my backstory?


Here is my submission. I did have a question about languages in the setting, namely what languages are we using, and do we have a list of them?

Walks-A-Shadowed-Path:

LE Ice Elf Occultist 1 | Mesmerist 1

STR 13
DEX 17
CON 12
INT 16
WIS 17
CHA 17

HP 18
AC 21 (+5 armor +2 shield +3 dex +1 Natural) T 13 FF 18
BAB 0 CMB +1 CMD 14
Init +5

Fort +4
Ref +6
Will +6

Speed: Swim 30'

Skills: Bluff r1 +8, Diplomacy r1 +9, Linguistics r1 +7, Sense Motive r1 +7, Knowledge (Arcana, Planes, Nobility) r1 +7, UMD r1 +9, Spellcraft r1 +7, Perception r1 +7

Traits: Reactionary, Resilient

Feats: Extra Mental Focus

Class Features:
Occultist:
Mental Focus (6)
Implements: Enchantment (Resonance: Glorious Presence +1; Focus Powers: Cloud Mind), Necromancy (Resonance: Necromantic Focus +4 HD; Focus Powers: Mind Fear, Necromantic Servant)

Mesmerist:
Archetype: Cult Leader
Hypnotic Stare (-2)
Insidious Personality (+1)
Fanatical Stare (+1 to Attack Rolls, Damage Rolls, and Will Saves)
Mesmerist's Tricks (4/day; Fearsome Guise)

Spells:
Occultist:
0: Daze, Grave Words
1: Memorize Page, Inflict Light Wounds

Mesmerist:
0: Detect Magic, Read Magic, Prestidigitation, Touch of Fatigue
1: Memory Lapse, Murderous Command

Gear: Rapier, Scalemail, Fetish Drum, Necklace, Heavy Wooden Shield


From Cerulean Seas:

The sea holds a new list of languages for the
character to choose from. Whenever you put a rank
into this skill, you learn to speak and read a new
language. Common languages (and their typical
speakers) are shown in the list below. Note that
certain languages are only available for specific races
to learn, due to special physical or auditory
requirements. Languages which are specific to the
Cerulean Seas campaign setting are described in
more detail in Chapter 7 of this book.
· Abyssal (demons and chaotic evil outsiders)
· Aquan (planars, creatures faithful to Undine)
· Auran (flying creatures, air-base creatures)
· Boggard (boggards and mogogols)
· Celestial (angels and other good outsiders)
· Ceti (pisceans, selkies and delphins only)
· Click-clack (Karkanaks only)
· Common (merfolk and the PC races presented in
this book)
· Delatari (sea elves, feykith)
· Draconic (dragons, reptilian humanoids)
· Halbok (sebek-ka and genai)
· Lok’tar (pisceans)
· Nixish (nixies)
· Pelagic (carchardians, ixarcs, and pisceans only)
· Pinnipar (selkies)
· Sahu (boggers, sahuagin and shargs)
· Salatari (deep drow, creatures of the underdeep)
· Sylvan (kai-lio, fey creatures, and plant
creatures)
· Terran (earth-based creatures)


Everyone, I think the easiest path after playing around with the boards a little is if I set up new prologue campaigns for solo play. So you'll be the only character in the game play thread (you can't make multiple game play threads in one campaign; it's going to be a mess if I'm posting and responding to different people doing a flashback solo scenario).

I'll send you a PM when I'm ready to set up your thread sometime next week.


Kawsag

LN Male Squawk Gunslinger (Musketmaster) 1//Inquisitor 1 (Sanctified Slayer)

Strength: 15 (+2)
Dexterity: 20 (+5)
Constitution: 15 (+2)
Intelligence: 12 (+1)
Wisdom: 17 (+3)
Charisma: 9 (-1)

Combat Statistics:

Hit Points: 7
Stamina: 9 (7+2)
Resolve: 6 (1 +5)

Armor Class: 18 (10 + 3 + 5
Touch: 15
Flat Footed: 15

Attacks: Double barreled Fizzlepop musket + 5

Racial Traits:

Racial Buoyancy: -20A.
Depth Tolerance: 1500 feet.
Anthromorph (lunged): Anthromorphs with lungs can survive underwater for 1 hour per 2 points of Constitution (after that, refer to the suffocation rules in the Pathfinder Roleplaying Game). Air floats (detailed in CHAPTER 5: MONEY & EQUIPMENT) are often employed by lung-bearing anthromorphs both to affect buoyancy and as portable air containers used for extended stays under the sea.
Bestial Senses: Anthromorphs retain some of their animalistic facilities and have an uncanny ability to pick up changes in their surroundings. All anthromorphs gain a +2 racial bonus on Perception skill checks to potentially notice animate creatures or objects. They receive a check to notice movement whenever it happens within 50 feet of them, whether or not they are actively looking.
Landwalker: Anthromorphs can move on land at 75% of their swimming movement rate.
Small: Squawks are Small creatures and gain a +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty to their CMB and CMD and a +4 size bonus on Stealth checks.
Fast Swim Speed: Squawks have a base swim speed of 30 feet.
Battle Training: Squawks gain a +1 bonus to CMD and a +1 dodge bonus to Armor Class.
Hardy: Squawks gain a +2 racial bonus on saving throws against poison, spells and spell-like abilities.
Insulated Hide: Squawks are considered to be wearing cold weather outfits at all times, even while completely nude.
Weapon Familiarity: Squawks consider the skith to be a martial weapon.
Languages: Common, Squawk, and Draconic.

Skills:

Skill Ranks per Level: 6 (+ 1)

Acrobatics (Dex) (1 rank),
Craft (Alchemy) (Str) (1 rank),
Heal (Wis) (1 rank),
Perception (Wis) (1 rank),
Ride (Dex) (1 rank),
Sleight of Hand (Dex) (1 rank),
Stealth (Dex) (1 rank)

Class Features:

Base Attack Bonus: +1
Fort Save: +2
Ref Save: +2
Will Save: +2
Weapon and Armor Proficiency: Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Gunsmith: A musket master must take a musket when she chooses a battered firearm at 1st level. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex):

A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Daring Act & Dares:

Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
Dares: Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache. A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.

List of Dares:

Desperate Evasion (Ex): While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit or panache point when you succeed at two Reflex saving throws while using this dare.
Frantically Nimble (Ex): While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks need not come from the same enemy.
Out for Blood (Ex): While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/x4 becomes 19–20/x4, 19–20/x2 becomes 18–20/x2, and so on). This effect does not stack with similar effects that modify a weapon’s critical threat range.
Run Like Hell (Ex): While this dare is active, your speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
• Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
• Lend Judgment: Ally gains the benefit of one judgment.

Black Powder Inquisition: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.
*If an inquisition’s granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s inquisitor level + her Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor’s class level.

Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
• Daze: A single humanoid creature with 4 HD or less loses its next action.
• Sift: See area as though examining it.
• Bleed: Cause a stabilized creature to resume dying.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Feats:

Rapid Reload (muskets): The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Exotic Weapon Proficiency (firearms): You make attack rolls with the weapon normally.

Gunsmithing: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Precise Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Traits:

Armed Grit (Combat): As long as you have a firearm drawn, you gain a +2 trait bonus on saving throws against fear and the DCs of Intimidate checks to demoralize you increase by 2.
Resilient Caster: Your great force of will makes your magic harder to dispel. Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.

Equipment:

Studded Leather Armor, Fizzlepop Musket, Gunsmith’s Kit


Vrog Skyreaver wrote:

Here is my submission. I did have a question about languages in the setting, namely what languages are we using, and do we have a list of them?

** spoiler omitted **

I like the elf. Very cool. As long as he is willing to accept the sea dwarf’s blessings, I think that together we can overcome most diplomatic type problems. Well...except intimidation. But hopefully a friendly sahugain can handle that. And if not? Our bird-person can always shoot them in the face.


So I guess we're doing Starfinder health and resolve after all?


You're the only response so I'd like to try it out if it won't cause everyone to desert me.

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