Reksew_Trebla's Untitled Campaign

Game Master Reksew_Trebla


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Panic was in the streets. Buildings were destroyed. The ground had violently shook. This wasn’t the first time this had happened in recent times. The past few months minor earthquakes had occurred, but this one was so much worse.

A meeting of the village elders was called into the town hall. The villagers could hear arguing from inside the building, but nothing specific was heard. After an hour was passed, the elders came out and declared one single sentence to the villagers. “The time has come for us to reclaim our lost home!”

When pressed for further information, especially about the earthquakes, the elders simply say there is nothing to worry about. They also say they will need to gather a group of adventurers, who will need to accompany the elder Feejan Baulns. (Don’t worry about a dmpc scenario. He’s only going to be there for story purposes, which is why he is an elder now. However, he also isn’t that weak. He was an adventurer in his youth. So you also won’t have to worry too much about protecting him. He’ll mostly just hang out in the back and take care of any enemies that manage to get past the melee/tank people, and occasionally heal with his lay on hands ability.)

The campaign will be modified modules and adventure paths. We’ll start with a modified Crown of the Kobold King, and go from there. The goal of the group is to reclaim their ancestral home in the Darklands, and figure out what the elders are keeping from them. I plan on taking this to at least level 15.

Character Creation:

First and foremost, if you made a character for Dwarves Deep, link the post where you submitted said character in that thread, and you won’t be required to change anything if you don’t want to, except the deity, as I’m using Golarion Deities. I’m also going to reserve 2-3 slots for characters that tried to get into Dwarves Deep, so keep that in mind if you decide to make a new character instead.

Level: 2. You’ve done some adventuring before, but not much.

Race (in order of likelihood of getting in): Dwarf, Oread (Dwarf Blood only, equal chance as Dwarves of getting in if made for Dwarves Deep), Human (Racial Heritage Dwarf only), races that can count as Human (Racial Heritage Dwarf only), small chance of Gnome or Svirfneblin (higher than humans’ chance of getting in if the character was made for Dwarves Deep).

Stats:

Step 1: Roll 4d4 (yes d4s), take highest 3 numbers, and add 6. This will equal the same as if you had rolled 4d6 while rerolling all 1s and 2s, thus saving you the trouble of having to reroll. If you made a character for Dwarves Deep, skip Step 1 (unless you wish to make a new character for some reason, just know that I’m reserving 2-3 slots for characters that applied to Dwarves Deep).

Step 2: If the total points spent using the point buy formula would make your end result less than or equal to 25, ignore Step 1’s results, and use a 25 point buy. If your total is above 25, use the number of points you got to rework your stats under the point buy rules. This may seem like a lot, but it’s really just me giving the randomness of dice rolling merged with the player choice of point buy.

Classes: Any Pathfinder Published class. Yes Gunslingers are allowed.

Skills: Background skills are a go. You should have some sort of Profession, Craft, or Appraise to represent your Dwarven nature, which will make your character more likely to be chosen.

Feats: Everyone gets a bonus feat. Oreads must use that feat on Dwarf Blood, and Humans and races that can count as humans must use it on Racial Heritage (Dwarf). This does not replace the bonus feat humans get; it is in addition to that bonus feat.

Traits: Traits must be related to your backstory. 2 traits, 3 with a drawback (which must also be related to your backstory). No traits that give money. You may pick traits that reduce the cost of something though.

Wealth: Normal Starting Wealth plus wealth for a second level character. So 1000+Level 1 starting wealth. Roll for first level wealth, unless you did so already for Dwarves Deep, in which case use that value.

HP: Max HP first HD, then roll for every HD afterwards (minimun half+1). You use the result you got for Dwarves Deep if it is higher than half+1, otherwise upgrade your HP to half+1 for second HD. All creatures follow this rule, except summoned/created creatures (unless they are a specific individual being summoned every time, such as a guardian spirit, or an eidolon, in which case they still use the rule), who use max HP for first HD, then always half+1 for the rest of the HD, to make it easier on us.

Deities: Unlike Dwarves Deep, we are using Golarion Deities.

Special: If you have a Familiar, and later take Improved Familiar, your Familiar transforms into the IF. However, if they have an archetype that trades away the speak with others of its kind ability, you must have the feat Polyglot Familiar, which they lose the benefit of once becoming an Improved Familiar, and they thus still retain the archetype in their new form. However, you can only choose an IF that has a similar form to the original Familiar as a result. (Basically don’t want you taking advantage of this by picking a Nycar or something with the Mauler archetype, while simultaneously not wanting to punish you for wanting to stick with your original Familiar for roleplay reasons.) The Small Elemental option will count for this, but this will lock your Familiar’s appearance into looking like an Elemental version of themself.

Now I also want a backstory that answers three things: Why are you going on this journey? What’s the basic gist of the mini adventure you did to go from Level 1 to Level 2? And what are the basics of your character’s backstory?

I won’t require you to make a huge backstory or anything, as I know it is hard for some people to come up with backstories (myself included), but I want you to at least try.

Once again, forewarning, I have to move by January 3rd, so we won’t start until sometime after then, though I’ll be able to pick the players before then (hopefully). Don’t worry (too much) about how long you have to make your characters. You’ll have at least a week, and I’ll give a three day notice when I decide enough time has passed.

Anyways, that’s all I can think of for now, so good luck to everyone.


I will adjust soon.


Application in!

Not sure how to link it. But this character was from the last recruitment thread (hence the last name and participation in the interest thread)


Thurin Foehammer wrote:

Application in!

Not sure how to link it. But this character was from the last recruitment thread (hence the last name and participation in the interest thread)

Just click on the time the post was made, and then copy the web address at the top of the page.


rolls:

stat: 4d4 + 6 - 2 ⇒ (2, 2, 3, 4) + 6 - 2 = 15
stat: 4d4 + 6 - 1 ⇒ (1, 1, 1, 4) + 6 - 1 = 12
stat: 4d4 + 6 - 1 ⇒ (3, 4, 2, 1) + 6 - 1 = 15
stat: 4d4 + 6 - 1 ⇒ (1, 4, 1, 2) + 6 - 1 = 13
stat: 4d4 + 6 - 1 ⇒ (1, 4, 2, 1) + 6 - 1 = 13
stat: 4d4 + 6 - 1 ⇒ (1, 4, 4, 3) + 6 - 1 = 17

dotting, Will also be busy this week, I will try and get Brunner adjusted.

He was a stonelord paladin of Torag in a failed 'Rise of Goblin General' game. I may use that as part of his background.


Reksew_Trebla wrote:
Thurin Foehammer wrote:

Application in!

Not sure how to link it. But this character was from the last recruitment thread (hence the last name and participation in the interest thread)

Just click on the time the post was made, and then copy the web address at the top of the page.

Ah, thank you!

Proof of recruitment post


Rolls:

4d4 ⇒ (2, 3, 3, 2) = 108+6=14
4d4 ⇒ (4, 2, 1, 1) = 86+6=12
4d4 ⇒ (2, 4, 2, 2) = 108+6=14
4d4 ⇒ (3, 4, 3, 2) = 1210+6=16
4d4 ⇒ (2, 4, 3, 1) = 109+6=15
4d4 ⇒ (4, 3, 1, 4) = 1211+6=17

17, 16, 15, 14, 14, 12. Wow. Very nice. Could make just about anything with that.


Alright, here's Kharaz again.

Link

I can change last name/traits/background to fit the new setting, if necessary. I also still need to pick one feat, as the origional Dwarves Deep crew were talking about a teamwork feat, but I can just take Weapon Focus or smomesuch if we don't feel teamish.


Brunner Hammerfell wrote:

** spoiler omitted **

dotting, Will also be busy this week, I will try and get Brunner adjusted.

He was a stonelord paladin of Torag in a failed 'Rise of Goblin General' game. I may use that as part of his background.

By the way I was Khaz in that game. We had a good group going there. Had a lot of fun with you all.


Dot. Will be submitting Grimlack from the other thread once I adjust his background a bit.

Thanks again for running this!

I still like the idea of teamwork feats but it might be better to wait and see who is selected and then decide.


Razmun Foehammer from before.

new backstory:

Razmun was trained as an advanced scout/specialist with the guards of the village. He was trained to patrol in the wilderness and to eliminate particular targets then be able to slip away with anyone none the wiser. On one of his assignments he was told to break up a goblin raiding party as best he could. He ended up causing a fight between the goblins by sneaking around and making it look like one of the goblins had stolen stuff from another. In the ensuing chaos he slipped in and killed the leader. Unfortunately he also dropped some of his gear that led the goblins back to the village. Due to there being no leadership, it was an unorganized mess and the goblins were dispatched without causing much damage the the town but the damage to his reputation had been done.
He was removed from his assignments and put on kitchen duty. Being a good soldier he accepted his punishment with no complaints. That was life for now until his fortunes improved. When the earthquakes started, he started petitioning his commanding officer to let him out of the kitchens and help. With the decisions of the elders to gather a group of volunteers, he was assigned to the expedition as an official military presence within the group. Seeing this as his way back into the good graces of his superiors he gladly accepted.

I'm thinking I'm going to modify my previous build. I'll take away the dangerously curious trait and find one that adds slight of hand as a class skill. I'd also move the skill points from one to the other. I feel like that is a better fit for my idea of his training. Naturally I'd also have to finish spending all his gold, probably on various grenades and alchemical items.


Rolls:

4d4 + 6 - 2 ⇒ (3, 2, 4, 2) + 6 - 2 = 15 (7)
4d4 + 6 - 1 ⇒ (1, 2, 3, 2) + 6 - 1 = 13 (3)
4d4 + 6 - 1 ⇒ (3, 3, 2, 1) + 6 - 1 = 14 (5)
4d4 + 6 - 1 ⇒ (2, 1, 3, 3) + 6 - 1 = 14 (5)
4d4 + 6 - 2 ⇒ (4, 2, 2, 3) + 6 - 2 = 15 (7)
4d4 + 6 - 1 ⇒ (2, 4, 3, 1) + 6 - 1 = 15 (7)

7 + 3 + 5 + 5 + 7 + 7 = 34

Ok, those are some pretty boring rolls, but I can work with a 34 point buy. I have a few ideas. Time to percolate.


Dolores Foehammer returning from Dwarves' Deep. Will work up the backstory a bit.

Dwarven stonesinger bard, archery specialization. (Still thinking about teamwork feats, though.)

Original recruitment post.


4d4 + 6 - 2 ⇒ (2, 3, 4, 2) + 6 - 2 = 15
4d4 + 6 - 1 ⇒ (1, 3, 4, 1) + 6 - 1 = 14
4d4 + 6 - 2 ⇒ (3, 4, 2, 4) + 6 - 2 = 17
4d4 + 6 - 2 ⇒ (4, 4, 3, 2) + 6 - 2 = 17
4d4 + 6 - 1 ⇒ (1, 2, 4, 4) + 6 - 1 = 16
4d4 + 6 - 1 ⇒ (3, 1, 4, 2) + 6 - 1 = 15

Only Point Buy 55.

Liberty's Edge

Roll: 4d4 ⇒ (4, 1, 3, 1) = 9
Roll: 4d4 ⇒ (4, 3, 3, 2) = 12
Roll: 4d4 ⇒ (2, 3, 3, 2) = 10
Roll: 4d4 ⇒ (4, 2, 3, 3) = 12
Roll: 4d4 ⇒ (2, 3, 4, 3) = 12
Roll: 4d4 ⇒ (4, 2, 3, 3) = 12

Edit
So it would be:
4+1+3+6=14
4+3+3+6=16
3+3+2+6=14
4+3+3+6=16
4+3+3+6=16
4+3+3+6=16
I can work with that, chracter coming soon


Dang Lazyclownfish, don't sound so disappointed... haha


I'm not sure if I have room for another game, but I'll know this weekend.

I have to think of something sub-optimal to do with these stats if I apply. lol


Huh. This is entirely unknown territory for me. I'm interested.

4d4 + 6 ⇒ (2, 3, 1, 2) + 6 = 14 -1=13
4d4 + 6 ⇒ (1, 4, 3, 3) + 6 = 17 -1=16
4d4 + 6 ⇒ (4, 1, 1, 2) + 6 = 14 -1=13
4d4 + 6 ⇒ (3, 3, 3, 2) + 6 = 17 -2=15
4d4 + 6 ⇒ (3, 3, 4, 4) + 6 = 20 -3=17
4d4 + 6 ⇒ (4, 3, 4, 1) + 6 = 18 -1=17

[edit]Gonna make a gunslinger dwarf, probably musket master. Rolling cash now.
Level 1 Monies: 5d6 ⇒ (5, 1, 4, 6, 3) = 19 x10
Level 2 HP: 1d10 ⇒ 7

Liberty's Edge

Zonan Hookstenges

Starting Wealth: 1d6 ⇒ 1
Level 2 HP: 1d8 ⇒ 1


I applied with Gunnar Foehammer


Jereru dotting. Will adjust Bjarki to the new rules and deities.

Liberty's Edge

Are you potentially going to be using the Feat Tax Rules by any chance? You didn't say anything so I assumed not but thought I'd ask. No worries either way, and good luck with your move


This one from the intial recruitment.
Diety or any other campaign specific could be changed to fit the dynamics better.


A bit interested. Let's see what I roll.

Rolls:
4d4 + 6 ⇒ (2, 1, 3, 3) + 6 = 15-1=14
4d4 + 6 ⇒ (4, 4, 3, 4) + 6 = 21-3=18
4d4 + 6 ⇒ (3, 3, 2, 1) + 6 = 15-1=14
4d4 + 6 ⇒ (3, 3, 2, 3) + 6 = 17-2=15
4d4 + 6 ⇒ (2, 4, 2, 2) + 6 = 16-2=14
4d4 + 6 ⇒ (3, 3, 2, 3) + 6 = 17-2=15

...46 points. Time for MAD build.


Yeah, I don't think low stats are going to be a problem for most of us. Presumably the GM will adjust to our strength as we go along, though I know that can take a bit of work.


Also, picked feats (though I can be convinced to change one out for a teamwork feat), and updated backstory (Most of it was still perfectly applicable, really just changed the end).

Background:

Kharaz Foehammer was a dwarven miner much like any other, albeit a promising one with more endurance than most. Sometimes, Kharaz would spend whole weeks underground in the quarry without returning to the hold, digging a new tunnel deep into the rock, working a vein of ore, or occasionally carving the tunnel walls. Familiar with the hazards of mining, Kharaz also learned the basics of bandaging and healing, the lore of the deep, and a touch of carpentry and engineering to build support beams, but he preferred to stay away from combat if he could, as he was not blessed with great strength or skill in battle. Kharaz seldom spoke of it, but he felt a closeness to the stone and earth he worked in, felt more at home in the deeps than on the surface, where the bright light stung his eyes. Underground was where dwarves belonged, and so long as they respected the earth, it would provide what they needed.

Things changed, however, when one day, on an expedition deep in the tunnels into uncharted territory, Kharaz took a wrong step, and slid into a deep ravine in the rock, beyond the reach of the other members of the expedition, vanishing into the earth. Days later, after he had already been written off as a casualty, Kharaz broke through back into Foehammer tunnels, thoroughly surprising a group of miners working in the same tunnel, even moreso when the passage he had emerged from promptly collapsed behind him, blocking the way to whatever place he had come from. Kharaz speaks little about the time he spent away, save that somewhere in the deeps, he fell into a place that was saturated with the primordial energies of the earth, and he was changed by the experience. Some changes were clear from the start; stone and ores from his mining would sift and sort themselves without the touch of a dwarf's hands, and his skin seemed nearly as stony as that of an oread. Others were less so, as he seemed more confident, more in touch with the stone, and with strange air of earthiness about him that bordered on the supernatural. Things truly came to a head when one of the aberrations of the deep attacked where he was mining, and Kharaz drove it back with a flurry of shards of stone and gravel that formed at his hands, and struck with great force. Many of the Foehammer clan are unsure of what to think of the changes to one who was once a humble miner, whether these things are a blessing or a curse, but Kharaz staunchly remains a solid member of the clan, solid as a pillar of stone, though at the same time, he longs to seek out new places in the deeps, to commune with the earth. He longs to reclaim the ancient homeland of the clan, so that they may dwell deep in the subterranean holds once more.

Kharaz became disquieted when the earthquakes began. No matter what was said, he could feel the pain of the earth, and he could tell these earthquakes were not simply natural. Eager to get to the bottom of this, he was quick to volunteer for the expedition, hoping that his connection to earth and stone might be of use in putting an end to the quakes, and reclaiming the deeps.


Dotting.

Roll 1: 4d4 ⇒ (4, 3, 2, 1) = 10 => 8 + 6 = 14
Roll 2: 4d4 ⇒ (2, 3, 3, 4) = 12 => 10 + 6 = 16
Roll 3: 4d4 ⇒ (2, 3, 3, 4) = 12 => 10 + 6 = 16
Roll 4: 4d4 ⇒ (3, 3, 2, 1) = 9 => 8 + 6 = 14
Roll 5: 4d4 ⇒ (2, 4, 4, 4) = 14 => 12 + 6 = 18
Roll 6: 4d4 ⇒ (1, 4, 1, 2) = 8 => 7 + 6 = 13

50 point buy. Let's see what I come up with.

Dark Archive

Pathfinder Adventure Path Subscriber

4d4 ⇒ (1, 1, 3, 4) = 9 8+6=14
4d4 ⇒ (4, 2, 2, 2) = 10 8+6=14
4d4 ⇒ (2, 3, 2, 1) = 8 7+6=13
4d4 ⇒ (1, 4, 4, 1) = 10 9+6=15
4d4 ⇒ (2, 2, 4, 1) = 9 8+6=14
4d4 ⇒ (1, 3, 3, 3) = 10 9+6=15

32 point build shall be interesting. Hrmm, now then, what dwarf to make

Also, are pre-game crafting checks permitted


4d4 ⇒ (1, 4, 1, 4) = 10 15
4d4 ⇒ (4, 1, 3, 3) = 11 16
4d4 ⇒ (4, 1, 1, 4) = 10 15
4d4 ⇒ (4, 4, 3, 3) = 14 17
4d4 ⇒ (2, 1, 4, 3) = 10 15
4d4 ⇒ (3, 4, 4, 3) = 14 17

Wow. So many possibilities. I need to noodle this a bit.


“The time has come for us to reclaim our lost home!”

What is the name of the lost home? This is so I can update the background.

Also if both accepted (fingers crossed) Thurin and Dolores would be brother/sister. Thurin, a risk-taking miner, and his sister the safety engineer always reminding him and the other dwarves of safety regulations.


Phntm888 wrote:

Dotting.

[dice=Roll 1]4d4 => 8 + 6 = 14
[dice=Roll 2]4d4 => 10 + 6 = 16
[dice=Roll 3]4d4 => 10 + 6 = 16
[dice=Roll 4]4d4 => 8 + 6 = 14
[dice=Roll 5]4d4 => 12 + 6 = 18
[dice=Roll 6]4d4 => 7 + 6 = 13

50 point buy. Let's see what I come up with.

That first roll should be a 15, thus it’s a 52 point buy. You subtracted the 2 instead of the 1, is where you made a mistake.

Ouachitonian wrote:

** spoiler omitted **

17, 16, 15, 14, 14, 12. Wow. Very nice. Could make just about anything with that.

Same thing on the 12. It should be a 13, as you accidentally subtracted the 2 instead of the 1.

Raynor Black wrote:
Are you potentially going to be using the Feat Tax Rules by any chance? You didn't say anything so I assumed not but thought I'd ask. No worries either way, and good luck with your move

I will not be using the feag tax rules. Sorry about that. And thank you for the kind words.

Taliesan wrote:

4d4 8+6=14

4d4 8+6=14
4d4 7+6=13
4d4 9+6=15
4d4 8+6=14
4d4 9+6=15

32 point build shall be interesting. Hrmm, now then, what dwarf to make

Also, are pre-game crafting checks permitted

Yes you can craft pre-game, but you still have to pay the cost to craft the item, of course, so keep that in mind.

Thurin Foehammer wrote:

“The time has come for us to reclaim our lost home!”

What is the name of the lost home? This is so I can update the background.

Also if both accepted (fingers crossed) Thurin and Dolores would be brother/sister. Thurin, a risk-taking miner, and his sister the safety engineer always reminding him and the other dwarves of safety regulations.

The city will be called Nurnfaldihr.

I’ll keep the brother/sister thing in mind.

Chobo wrote:

Dot. Will be submitting Grimlack from the other thread once I adjust his background a bit.

Thanks again for running this!

I still like the idea of teamwork feats but it might be better to wait and see who is selected and then decide.

Don’t forget to link the post where you submitted him in Dwarves Deep. This makes it easier on me for picking the 2-3 slots reserved for Dwarves Deep characters.

...

Okay, I think that’s everything I needed to address right now.


Okay, I will be submitting a Dwarven Fighter (Lore Warden)/Wizard heading into Eldritch Knight. He's a bit of an oddball, but that doesn't make him any less useful.

Wealth for Fighter 1: 5d6 ⇒ (6, 1, 4, 5, 6) = 22 x 10 = 220 gp

EDIT: HD Roll for Wizard level

Wizard HD: 1d6 ⇒ 1 Minimum Half+1 makes it 4.


Orlov is the member of the Ten-Thunders clan, notable for their traditional use and crafting of black powder weapons. He has 2 brothers and 3 sisters, of whom all now have their own families and contribute to the clan's holdings. Being the youngest of the generation, he's decided to spend a decade or so traveling to broaden his experiences before settling down, finding a wife, whelping a few children, and returning to work for the clan.

He's a dusky-skinned dwarf with sharp gray eyes, a head of black hair, and a muttonchop-beard that exposes a tattooed bare chin flanked on either side by a braid that ends in a silver clasp. On closer inspection, the tattoos cover burn scars that would prevent hair from growing there.

Orlov wears his gunsmith's clothes and a magical bandoleer that helps him carry more ammunition and his tools. A musket hangs from his back on a sling. He has gloves with the forefinger and thumb cut off so he can feel the tools he's working with.

Orlov would gladly adventure to further the cause of his fellow dwarves, as he has a strong sense of camaraderie with his kind. He's got a sense of humor and a desire to show off his skills, and isn't the best person at being stealthy or quiet.

Orlov's Stat Block:

Orlov Ten-Thunders
Dwarf gunslinger (musket master) 2 (Pathfinder RPG Ultimate Combat 9, 50)
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 25 (2d10+8)
Fort +7, Ref +6, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, nimble +1
--------------------
Offense
--------------------
Speed 20 ft.
Ranged musket +3 (1d12-2)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (4)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 18, Int 13, Wis 19, Cha 11
Base Atk +2; CMB +4; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload
Traits gunworker, never stop shooting, nimble fingers, keen mind
Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Bluff -1, Climb +3, Craft (firearms) +4 (Make double the normal progress to create nonmagical items, +6 on Craft checks involving firearms, explosives, and alchemical weapons that deal fire damage), Disguise -1, Heal +8, Intimidate +4, Knowledge (engineering) +6, Knowledge (local) +6, Perception +9 (+11 to notice unusual stonework), Stealth -1, Survival +9, Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ gunsmith, industrious urbanite
Other Gear chain shirt, musket[UC], beneficial bandolier[UE], bullets (100), backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], trail rations (15), waterskin, 44 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


rungok, I think you forgot the drawback. You can have 2 traits, or 3 with a drawback. But looks good otherwise.


His Traits are Gunworker (dwarf), Never Stop Shooting (combat), and Nimble Fingers, Keen Mind (Brigh). He has a Drawback of Vainglory, which makes it that I take a -1 on all bluff, disguise, and stealth checks because I desire recognition for my deeds. (Source: Spymaster's Handbook)

Also, would it be safe to assume I managed to fix my starter musket?

Liberty's Edge

No worries, Zonan is officially done, backstory and skills are now properly included. I will probably look over various equipment and add things to his inventory but feats, traits, stats, ect are locked.


rungok wrote:

His Traits are Gunworker (dwarf), Never Stop Shooting (combat), and Nimble Fingers, Keen Mind (Brigh). He has a Drawback of Vainglory, which makes it that I take a -1 on all bluff, disguise, and stealth checks because I desire recognition for my deeds. (Source: Spymaster's Handbook)

Also, would it be safe to assume I managed to fix my starter musket?

Ah okay. As for the gun, the gunsmithing feat says it only takes 1 day to fix it up, which also makes it masterwork. The costs for this is also only 300 gp, which with crafting rules makes it only 100 gp. So yes, you can do that.


What is the name of the city we start in - the one with lots of earthquakes and buildings falling? I want to get that right for my backstory.

Dark Archive

Pathfinder Adventure Path Subscriber

1st level money: 5d6 ⇒ (5, 4, 5, 5, 1) = 20 20*10 is 200gp to start
2nd HD: 1d8 ⇒ 2 Lower than half plus 1, so yay, 5 HP


Orlov seems like a copy of Gunnar

Scarab Sages

I'm thinkin this might be a bit interestin!

4d4 + 6 ⇒ (2, 3, 3, 3) + 6 = 17
4d4 + 6 ⇒ (2, 4, 1, 2) + 6 = 15
4d4 + 6 ⇒ (1, 3, 2, 2) + 6 = 14
4d4 + 6 ⇒ (3, 3, 3, 1) + 6 = 16
4d4 + 6 ⇒ (3, 4, 2, 4) + 6 = 19
4d4 + 6 ⇒ (2, 4, 1, 4) + 6 = 17

By my reckoning that is a 45 point build, yes?


Gilfyn Glyphwarden wrote:

I'm thinkin this might be a bit interestin!

4d4+6
4d4+6
4d4+6
4d4+6
4d4+6
4d4+6

By my reckoning that is a 45 point build, yes?

Yeah, that’s a 45 point build.


Helikon wrote:
Orlov seems like a copy of Gunnar

... Who? Oh! Your character. Got it. Since you just linked a character on mythweavers I didn't even see you had posted one when I checked to see what people are doing. I had rolled and started building before you posted either way.

*shrug* Sorry.

Since you had applied with a character from the last recruitment I'd have given your character priority. I'll retract mine until I can think of something else.

Reksew_Trebla, do you want me to re-roll stats or something?


rungok wrote:
Helikon wrote:
Orlov seems like a copy of Gunnar

... Who? Oh! Your character. Got it. Since you just linked a character on mythweavers I didn't even see you had posted one when I checked to see what people are doing. I had rolled and started building before you posted either way.

*shrug* Sorry.

Since you had applied with a character from the last recruitment I'd have given your character priority. I'll retract mine until I can think of something else.

Reksew_Trebla, do you want me to re-roll stats or something?

You can use the same stats.


Phntm888 wrote:
What is the name of the city we start in - the one with lots of earthquakes and buildings falling? I want to get that right for my backstory.

Just making sure you saw this, GM.


Phntm888 wrote:
Phntm888 wrote:
What is the name of the city we start in - the one with lots of earthquakes and buildings falling? I want to get that right for my backstory.
Just making sure you saw this, GM.

Oh my bad. I guess I missed that post. Anyways, it’s Dhar Malduhr.


Ok, currently working on a magus. So, here's the wealth roll:
Starting wealth: 4d6 ⇒ (4, 5, 3, 2) = 14
So, 1140gp.

And HP
HP: 1d8 ⇒ 8


I'm going to make a dwarf wizard. I'll have him ready after I get some sleep and think about spell selection and whatnot. Going to start with some scrolls crafted if that's okay. I shouldn't step on anyone's toes with this one.

Since you're going for a 2-15 game, what is your stance on crafting feats and how often we'll get to use them?


4d4 ⇒ (4, 1, 4, 4) = 13 -1 +6 =18
4d4 ⇒ (3, 3, 2, 1) = 9 -1 +6 =14
4d4 ⇒ (4, 4, 4, 3) = 15 -3 +6 =18
4d4 ⇒ (3, 2, 4, 1) = 10 -1 +6 =15
4d4 ⇒ (3, 1, 3, 2) = 9 -1 +6 =14
4d4 ⇒ (2, 1, 3, 2) = 8 -1 +6 =13

Wow, if I did this right then 54 point buy. Hope I did that right. I'll get to work on a character now.


Okay, here is my submission Rogrin Stonehammer, Dwarven Stonemason and Wizard going into Eldritch Knight.

At present, my plan is for his spellcasting to lean towards buffing as his primary focus and battlefield control as a secondary. If another person submits a Wizard and wants to handle battlefield control, I can switch the secondary aspect of his spellcasting over to blasting, focusing on spells with an attack roll as opposed to a saving throw.

For combat, he'll be fighting in melee, ideally with a reach weapon so he can be a second row fighter - I figure a lot of submissions are going to be melee-focused, so I thought I'd avoid taking up a spot on the front line.

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