Twilight of the Heroic Age (Inactive)

Game Master Simeon


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It is 4847 AR. The skies are oft clouded with smoke, the bustle of the city accentuated by the rhythm of factories. Golarion has entered into an industrial age, with the power of steam and coal reaching the far corners of Avistan and beyond. This change has altered much of the world, notably the life of a wandering adventurer. While long ago a rampaging dragon could’ve once been best stopped by a small group of adventurers, a regiment of skilled soldiers armed with enchanted muskets is now able to achieve that goal with equal effectiveness and far more efficiency. The heroic age is fading, and yet the world still holds great mystery. A new generation of adventurers must rise, to combat great threats an army could not, and uncover the secrets, both past and present, of this changing world.

The Mission:

A merchant has put out a job. The job is simple, escort a shipment from Absalom to Katapesh to Alkenstar. For doing so, you will be paid surprisingly handsomely. Applicants are to meet the merchant at the Drowsy Bugbear Tavern in the Merchant’s Quarter.

Character Creation:

Characters are to be created at 2nd level with a 20 point buy or the standard rolling method of rolling seven sets of 3d6 and dropping the lowest result. All decisions for ability score are final. Any race will be accepted, though the more unusual the race the better the backstory and reason for taking the job must be. Characters will have 1000 gold for purchases. No item can be over half of the starting gold. We will be using the commonplace guns rules, so guns are martial weapons and cost a quarter of the price. Characters will begin with two traits, or three traits and a flaw. I’ll likely close recruitment on the 20th, depending on the level of interest people have expressed and the amount of submissions. I am more than happy to answer questions that people may have.

The Setting:

The game will be set on Golarion, but in an industrial future. The details of the setting can be found here.


Sounds interesting. Was this for roll20 or a play by post?


It will be play-by-post.


If this will be pbp, count me interested!

Will you be using background skills?

Have the nations of Golarion changed much? An overview of this industrial age world would be handy for pinning down character concepts, unless you'd like us to fill in details ourselves.


I knew I had forgotten something, we will be using background skills. The link to the overview of the setting can be found under the spoiler, “The Setting.” I’m fairly certain the link works, but let me know if it does not.


Cheers!

What has become of the gnomes and svirfneblin? I am brewing notions for a gunslinger, one who uses the new technology to best advantage.


You had me at the Title
So colour me interested.

Feeling an Android gum shoe revolver using, Investigator scavenger Steel Hound would be good.

I also want to try out and idea for Investigator, which I feel will be fun.


Are you envisioning encounters as being mostly gunfights, or having some mix of melee? Just trying to get my head in the right place.

How are you doing maps? (i.e. Roll20, Google slides, none of the above)


If we start with a firearm, can we start with a revolver?


Rolling Stats

Stat: 3d6 ⇒ (4, 3, 4) = 11
Stat: 3d6 ⇒ (5, 5, 2) = 12
Stat: 3d6 ⇒ (3, 6, 6) = 15
Stat: 3d6 ⇒ (3, 3, 3) = 9
Stat: 3d6 ⇒ (6, 6, 6) = 18
Stat: 3d6 ⇒ (2, 1, 5) = 8
Stat: 3d6 ⇒ (5, 5, 3) = 13

Wow, that's a good set of stats...


Erick Bonestihl wrote:
If we start with a firearm, can we start with a revolver?

A revolver is an advanced firearm, and as such would be out of our price range.


Decimus Observet:
I image gnomes are still gnoming about in their traditional fashion. Many have moved to Alkenstar, as they are prized innovators.

Redblade8:
Encounters will have a mix of gunfighting and melee. Usually encounters with humanoid foes will have more gunfighting, while monsters will be more focused on melee. Maps will be done on Google slides.


Redblade8 wrote:
Erick Bonestihl wrote:
If we start with a firearm, can we start with a revolver?
A revolver is an advanced firearm, and as such would be out of our price range.

The question was not if we could afford one for 1000 gp. The question was, if the class you are using starts with a free gun, can it be an advanced firearm.


Mdt: I think I’d rule against that. If I were using firearms everywhere rules I’d probably allow it, but firearms in the setting aren’t as advanced as that. However, I will allow you to choose any early firearm. Bonus points if it’s an axe or warhammer musket.


Sure, just thought it would keep the gunslinger and gunslinger type archetypes for other classes feeling special if they had the more advanced firearms, since everyone and their brother will have a gun.


My fault for posting when I was in a rush to get out of the office. I kind of meant that, as an advanced firearm, the revolver still struck me as beyond what we could get as a starting weapon.

EDIT: Axe musket, I must find a way to make that a thing for whatever guy I might make...


3d6 ⇒ (6, 4, 3) = 13
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (1, 4, 1) = 6
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (3, 4, 5) = 12
3d6 ⇒ (3, 5, 1) = 9

Total modifier +1. Is a reroll in order?


Throwing some bones to start my thinking.

Stat: 3d6 ⇒ (5, 2, 6) = 13
Stat: 3d6 ⇒ (4, 1, 1) = 6
Stat: 3d6 ⇒ (4, 5, 5) = 14
Stat: 3d6 ⇒ (5, 3, 3) = 11
Stat: 3d6 ⇒ (4, 4, 1) = 9
Stat: 3d6 ⇒ (4, 2, 1) = 7
Stat: 3d6 ⇒ (6, 2, 1) = 9

Any chance you would be open to Spheres of Power/Spheres of Might?

Edit: Well those are some horrible rolls. Point buy it is unless you'd allow me to reroll?


I won’t allow rerolls, but you may do point buy if it’s equal to less than a 20 point buy.

Aipaca:
I won’t allow Spheres rules.

mdt:
There’ll be chances to get advanced firearms later in the game. They just present a large advantage for second level.


Would you allow this feat? Double Weapon Finesse

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

Point-buy it is... lol


Arknight:
Hm, seems acceptable.

Wow, people seem to be rolling terribly.


Interesting. I'm in
Think I'll take the twenty point option. I'm usually very bad at stat rolls :D
Halfling sorcerer
Str 9
Dex 17
Con 10
int 12
Wis 12
Cha 18
race bonuses added in


I'm not getting what the hook of this campaign is supposed to be. When I think of the Industrial Age, I think of the rise of factory machinery and the steam engine, cheaper and more plentiful mass-produced parts, and (cribbing from Wikipedia here) a rearrangement of "economic and social organization." With the exception of more plentiful guns, none of this really affects most of the Pathfinder classes. Has the new technology affected magic any way? Religion? The civilized peoples' relationship with nature?

The document linked at the top talks about how the individual nations have changed, but most of that seems to be the natural progression of time except for the nations that focus on mining. Is a fighter still the same fighter, except he takes a ride on a steamboat, occasionally? Or is the point of the campaign that the PCs are rather archaic, but they still have a niche to fill?

I really don't want to come off as griping, because I LOVE twists on standard fantasy, but there's a lot of unanswered questions to envision what the campaign will be about.


Andostre:
I’m not sure exactly what you’re asking but I’ll try my best to answer. The fighter, to use your example, has adapted to the industrial era. Using commonplace guns rules, all guns are martial weapons, so in a less mechanical sense, most people trained in martial skills have learned to wield a gun. As seen in the spoiler, “The Mission” you will be hired as the guard of a shipment. As for a broader sense, yes, the concept of the wandering adventurer is archaic in an industrial era, and the party will modernize and adapt that age-old profession.

Gm_Panic:
It’s important to note that Golarion has not modernized exactly as Earth did. While firearms are mass produced, they are not as advanced as they were on Earth at the time. While advanced firearms are available in most major cities, they are expensive.


Ok, thanks. Sorry for the rambling question!


Your document is very interesting, but a few questions. What is the status of the various extra national organisations in the world? Such as the Apis corporation, pirates other than the shackles, pathfinders, the whispering war, and so on.
Also, are advance firearms not available?


chillblame:
Advanced firearms are full priced, and not available to gunslingers as a starting gun. They are available though. Piracy has been affected similarly to the Shackles, being largely reduced. The Aspis Consortium has continued their shady business. The Pathfinders have been working to explore the reigons of the world that are newly available for easy access, namely Arcadia and Casmaron. The Whispering Way took a severe blow after the Radiant Crusade.


@GM Coyote

My rolls were more like a 6-point buy so I'll go with 20. ;)

Kristleifur Ehrenskiöld, a svirfneblin gunslinger, has followed the example of Nivi Rhombodazzle and taken a gamble. His fascination with non-svirfneblin ways such as the new industries has made him unpopular in his home city, so he has decided to leave the darklands for a spell and see how folk live up in the overburn.


Thanks Coyote


turned my dot into a stat roll, bc why not? Maybe the time is finally right for a sunglasses-wearing Kobold!

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


GM Coyote wrote:

Arknight:

Hm, seems acceptable.

Wow, people seem to be rolling terribly.

Well, it is 3d6. Most people do 4d6 drop the lowest from each roll, rather than 7 x 3d6 and drop the lowest roll. With 3d6, there's a lot more variation. I've also seen 6+2d6 x 7 drop lowest, and mixed (12+1d6 x 1, 6+2d6x4, 3d6 x 1). Honestly haven't seen 3d6x7 drop 1 before on the boards.


mdt:
My god you’re right. I’ll allow people who rolled badly to reroll their stats using the 4d6 method. I must’ve confused the dropping the number for dropping the roll.


Huzzah! Here's try two:

4d6 ⇒ (5, 5, 6, 3) = 19 16
4d6 ⇒ (3, 2, 3, 3) = 11 9
4d6 ⇒ (5, 5, 3, 4) = 17 14
4d6 ⇒ (3, 5, 2, 3) = 13 11
4d6 ⇒ (5, 1, 5, 2) = 13 12
4d6 ⇒ (3, 4, 1, 3) = 11 11
4d6 ⇒ (1, 3, 4, 5) = 13 12

It's a slight improvement over the points buy but it's nice to have nontheless.


DeviousDevious wrote:

turned my dot into a stat roll, bc why not? Maybe the time is finally right for a sunglasses-wearing Kobold!

3d6
3d6
3d6
3d6
3d6
3d6
3d6

try #2:

Try #2!: 4d6 ⇒ (3, 3, 5, 1) = 1211
Try #2!: 4d6 ⇒ (3, 1, 2, 4) = 109
Try #2!: 4d6 ⇒ (3, 4, 6, 1) = 1413
Try #2!: 4d6 ⇒ (4, 2, 3, 1) = 109
Try #2!: 4d6 ⇒ (5, 4, 1, 6) = 1615
Try #2!: 4d6 ⇒ (2, 1, 3, 1) = 76


No problem. :) I do stuff like that all the time. Should I reroll using the 4d6 or just keep the 3d6 rolls from before?


Drop lowest: 4d6 - 2 ⇒ (5, 6, 2, 4) - 2 = 15
Drop lowest: 4d6 - 1 ⇒ (2, 4, 2, 1) - 1 = 8
Drop lowest: 4d6 - 5 ⇒ (6, 5, 5, 6) - 5 = 17
Drop lowest: 4d6 - 2 ⇒ (2, 6, 5, 4) - 2 = 15
Drop lowest: 4d6 - 1 ⇒ (1, 1, 1, 4) - 1 = 6
Drop lowest: 4d6 - 1 ⇒ (6, 1, 5, 1) - 1 = 12

Yeah, look up "swingy" in the dictionary, look, there I am! :) I'll just stick with the 20pb, assuming I can figure out some way to make an axe-musket guy. :)


I should probably go ahead and roll anyway.

4d6 ⇒ (4, 5, 5, 1) = 15 14
4d6 ⇒ (3, 2, 6, 3) = 14 12
4d6 ⇒ (6, 4, 2, 5) = 17 15
4d6 ⇒ (6, 1, 3, 2) = 12 11
4d6 ⇒ (5, 2, 2, 3) = 12 10
4d6 ⇒ (4, 6, 5, 6) = 21 17

Hmm, about the same. I'll use this one though since it's under the correct roll type, so I'm like everyone else.


Decimus here, presenting Kristleifur Ehrenskiöld, a Svirfneblin armed eccentric making his way in the Overburn.

Appearance and Personality:

Kristleifur Rindr Ehrenskiöld stand 3' 7" tall and weighs 39lbs. But he has the confidence and swagger of someone twice that or more. He chafes under regulations far more than his people are prone to, but he is oddly enough less erratic in mood and far less xenophobic than his kin. What he has learned about the Overburn is fascinating and he would see much more.

Background:

Kristleifur Ehrenskiöld, a svirfneblin gunslinger, has followed the example of his favourite goddess, Nivi Rhombodazzle, and taken a gamble. His fascination with non-svirfneblin ways such as the new industries and less regimented personal lives have made him unpopular in his home city. Firing a battered musket he had cobbled together at vermin in the streets was the final straw. So he decided to leave the darklands for a spell and see how folk live up in the overburn.

He wandered up in the remains of Cheliax and was unperturbed. The sheer anarchy of the place suited him, one more gnome barely went noticed amidst the day-to-day conflicts and movement of people. He ran into groups of Overburn cousins, half-bleached as they appeared, and realised they were very suspicious of him. But then he found out that there were areas infested by dwarves - unchallenged by the gnomes! He felt the traditional grudge against the dwarf folk but didn't feel compelled to act upon it. He did learn common from them, and traded a few 'special jobs' in exchange for tools he could fiddle with. He wandered about the mountain ranges for a spell, trying to figure out what the dwarves saw in them. The rocks were very handy for hiding behind, he had to admit.

His travels brought him to Absalom, because this apparently, was the hub of the world where hustle and bustle and all the fanciest toys were to be found. As for the job, well, black powder and shot don't come cheap. And a gnome has to eat!

Mechanics:

Kristleifur Ehrenskiöld
Svirfneblin Gunslinger 2 (Musket Master)
Chaotic Neutral Small Humanoid (gnome)
Init +6; Senses Perception +8, Sense Motive +3, Darkvision, Low-Light Vision

Favoured Class: Gunslinger
--------------------
Defense
--------------------
AC 19/20, touch 17, flat-footed 13/14 [10 +4 dex +2 armour +2 dodge +1 size +1 shield]
hp 11 (1hd, d10 + 1)
Fort +6, Ref +9, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee

Ranged Small Musket d10 ×4 40 ft. 1–2 (5 ft.) 1 B and P

--------------------
Statistics
--------------------
Str 9, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +0; CMD 14
Feats
L1: Additional Traits, Gunslinger: Gunsmithing, Musket Master: Rapid Reload

Traits
Excitable, Highlander, Indomitable Faith, Trap Finder

Excitable
Requirement(s) Gnome
You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.

Highlander (regional trait)
Requirement(s) Hills or Mountain
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Indomitable Faith (faith trait)
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Trap Finder (campaign trait)
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Languages
Common, Gnome, Undercommon

Skills
Class Skills

The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Disable Device (Dex) and Stealth (Dex) are class skills because of traits.

Skill Ranks per Level: 5 (4 + 0 Int +1 favoured class)

+2 background skills

Armour Check Modifier:

+Acrobatics +8 |+4 Dex +1 rank +3 class skill
Appraise +0 |+0 Int
+Bluff -1 |-1 Cha
+Climb +3 |-1 Str +1 rank +3 class skill
+Craft +5 /+7 |+0 Int +2 rank +3 class skill (+2 racial to alchemy)
Diplomacy -1 |-1 Cha
+Disable Device* +9 |+4 Dex +1 rank +3 class skill +1 trait
Disguise -1 |-1 Cha
Escape Artist +4 |+4 Dex
Fly +4 |+4 Dex
Handle Animal* -- |-1 Cha
+Heal -1 |+3 Wis
+Intimidate +3 |-1 Cha +1 rank +3 class skill
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
+Knowledge Engineering* +4 |+0 Int +1 rank +3 class skill
Knowledge Geography* -- |+0 Int untrained
Knowledge History* -- |+0 Int untrained
+Knowledge Local* +4 |+0 Int +1 rank +3 class skill
Knowledge Nobility* -- |+0 Int untrained
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* -- |+0 Int untrained
Knowledge Religion* -- |+0 Int untrained
Linguistics* +1 |+0 Int +1 rank
+Perception +8 |+3 Wis +2 rank +3 class skill +2 racial
Perform -1 |-1 Cha
+Profession +3 |+3 Wis
+Ride +4 |+4 Dex
Sense Motive +3 |+3 Wis
+Sleight of Hand* +8 |+4 Dex +1 rank +3 class skill
Spellcraft* -- |+0 Int
+Stealth +15 |+4 Dex +1 rank +3 class skill +2 racial +4 size +1 trait
+Survival +7 |+3 Wis +1 rank +3 class skill
+Swim -1 |-1 Str
Use Magic Device* -- |-1 Cha

Special Qualities
Size: Svirfneblin are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.

Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.

Spell Resistance: Svirfneblin have spell resistance (SR) equal to 11 + their class levels.

Skills: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.

Stonecunning: Svirfneblin gain stonecunning (as dwarves.)

Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—blindness/deafness (DC 12 + Charisma modifier), blur, disguise self; caster level equals the svirfneblin’s class levels.

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarf subtypes due to training against these hated foes.

Darkvision: Svirfneblin can see perfectly in the dark up to 120 feet.

Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, svirfneblin have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Gear
Small Musket 0 987.5 4.5 30

Small Coat Pistol 187.5 0.5
Explorer's Outfit 0 ___

Small Mwk. Leather 160 7.5
Small Mwk. Buckler 155 2.5

Firearm Bullets (20) 20 ___
Gunsmith’s kit 15 2
Black Powder (20) 200 ____
Powder Horn (2) 6 2
Grooming Kit 1g 1 2
Small Bedroll 0.1 2.5
Compass 10 0.5
Small Steel Mirror 10 0.5
Signal Whistle 0.2 ____
Gnome Rations (7) 14 3.5
Small Belt Pouch 1 0.25
Canteen 2 1
Bandolier 0.5 ____
Pocketed Scarf 8 0.25
Concealable Thieves' Tools 190 0.5
Glass Cutter 5 ____
Flint and Steel 1 ____
Dice 0.1 ____
Cards 0.1 ____
Wooden Holy Symbol 1 ____

Starting money: 1000g
Spent: 987.5g

Remaining: 12.5g

--------------------
Special Abilities
--------------------
Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

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.

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. 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.

A musket master must take a musket when she chooses a battered firearm at 1st level.

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

The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

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.

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.

This deed replaces the gunslinger’s dodge deed.

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.

Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

This deed replaces the utility shot deed.

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

Musket Training (Ex)
Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

This replaces gun training 1, 2, 3, and 4.


GM Coyote wrote:

Arknight:

Hm, seems acceptable.

Wow, people seem to be rolling terribly.

THanks. :)

Here is my 4d6 rolls. :)
4d6 - 4 ⇒ (4, 4, 5, 4) - 4 = 13
4d6 - 2 ⇒ (2, 3, 4, 4) - 2 = 11
4d6 - 2 ⇒ (6, 4, 2, 6) - 2 = 16
4d6 - 1 ⇒ (2, 1, 1, 4) - 1 = 7
4d6 - 1 ⇒ (1, 5, 6, 6) - 1 = 17
4d6 - 1 ⇒ (1, 6, 1, 6) - 1 = 13

Hmmm.... that's actually a 26 point buy, but that 7 looks lousy.... I might just go with it though....


How do we calculate Hit Points?


@GM Coyote:

Will you be allowing 'daring acts' to restore Grit?

Quote:

The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

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.


GM Coyote, I must say the work you've done on the campaign looks amazing! Great work!
That being said, let's see what the Dice Gods (long may they reign) have to say. Crosses fingers.
3d6: 3d6 ⇒ (1, 2, 2) = 5
3d6: 3d6 ⇒ (2, 6, 5) = 13
3d6: 3d6 ⇒ (6, 5, 5) = 16
3d6: 3d6 ⇒ (3, 2, 2) = 7
3d6: 3d6 ⇒ (1, 2, 2) = 5
3d6: 3d6 ⇒ (4, 4, 1) = 9
Ehh. Kinda sickly there. Perhaps the 20-point method is best. It's not a fickle.


The Waskally, you can roll 4d6 instead of 3, as noted above


chillblame wrote:
The Waskally, you can roll 4d6 instead of 3, as noted above

Oh! I must have missed that! Thank you, chillblame.

4d6: 4d6 ⇒ (1, 6, 3, 4) = 14 13
4d6: 4d6 ⇒ (2, 4, 5, 3) = 14 12
4d6: 4d6 ⇒ (4, 4, 5, 5) = 18 14
4d6: 4d6 ⇒ (6, 1, 2, 2) = 11 10
4d6: 4d6 ⇒ (2, 5, 5, 2) = 14 12
4d6: 4d6 ⇒ (3, 5, 6, 6) = 20 17
Great! I'll take 'em!


4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (4, 6, 6, 5) = 21
4d6 ⇒ (1, 2, 4, 4) = 11
4d6 ⇒ (1, 2, 2, 6) = 11
4d6 ⇒ (5, 3, 6, 4) = 18
4d6 ⇒ (4, 4, 4, 5) = 17


So that is 12/17/10/10/15/13
Not so bad for an investigator.


mdt:
It will be half hit die +1 per level.

Kristelfur:
Thanks for the submission! One note, you have two too many traits. You'll have to get rid of two, or only one if you take a drawback. I will be allowing daring acts, though I will notify you after the act if you regain a grit point.


GM Panic here, and here is Sapphire Night, about 90% done, just some odd bits to fix.


GM_Panic:
Thanks for the submission! I'm getting a real Nick Valentine vibe from her.

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