One Howl and Two Smoking Barrels: Gestalt Gunslinging Werewolves in the Wild West (W20 setting with PF 1e rules) (Inactive)

Game Master Sebecloki

Gun-toting werewolves in the Weird West.


251 to 300 of 330 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Here we go! Could be formatted a little better, will work on that. Daedalus has a nice layout. Need to add a saddle and a few bonus tricks to the companion, but everything should be in here and correct for the baseline - lots of situational bonuses that can come into play.

Jamisen:
Jamisen
Human Werewolf Gestalt Legendary Gunslinger 4 (Solemn Traveler) / Marksman 4 (Shroud) ; Mythic Tier 2 (Trickster, Psion)
NG Medium humanoid (human, shape changer)
Init + 11; Senses: Perception +13, LLV, Scent 30'
--------------------
Defense
--------------------
Defense: 22
Touch AC: 18
DR: 7 / adamantine (Hybrid Form is DR 10 /-)
Vigor: 48 (4d10+2x4)
Wound Points: 36
Fast Healing 2
Fort +8, Ref +12, Will +11

Unseen: 7/day as swift, invisibility for 6 rounds
Salve: 3 doses, 15 minutes to create 2 at a time. 2d8+6 HP healed. Can treat one character up to 8 times per day.
--------------------
Offense
--------------------
Speed 30 ft.
Ranged: +14 , 1d10 +7 (18-20/x2) Capacity 5, free action reload, 80' range. Attacks Touch AC in first 5 increments. Free action Intimidate check on hit for -2 attacks, skill checks, and saves
Melee: Shifted form bite, +11, 1d6 + Trip (+2 bonus on trip)

Special Attacks
Judgement: Spend 1 grit for +2 damage, +1 Attack, +1 AC, DR 1/magic, +1 saves,
Challenge: swift action 1/day, adds Character level -2 damage to each attack vs one target. Lowers AC by 2 points vs all other foes. +1 + (CL-2) / 4 morale to attack vs encountered species in previous 24 hours.
Deadly Aim: -2 attacks, and +4 damage
Combat Expertise: -2 attacks and +2 dodge to AC
Barrage: attack action (1 acts): Take -2 to attacks, make 2 attacks at full BAB. Can make 3 attacks if all 3 are vs different opponents.
Hair Trigger Trait: +2 damage vs opponents who have not acted yet

Assumed to be in Battle Mantra Stance at all times, with the +1 in AC.

Manuvers: 6 known, 4 readied. Strikes add +2 damage while maintaining psionic focus.
* Half Gone: Counter, make opposed stealth check vs attack. Veiled Moon 1
* Intercepting Shot: Counter, make a disarm vs a foe within 30'. Tempest Gale 2
* Ego Wounding Strike: DC 17 WIS or take -2 to attacks, damage, skills, and saves. Can augment to increase the effect. Lasts an additional round for every successful attack on enemy.
* Disarming Shot: Make a ranged attack; on success, deal damage as normal and get a free disarm attempt using Sleight of Hand vs CMD
* Ghost Hunting Blow: Boost, swift action for 1 round all attacks are made as if by a ghost touch weapon. Veiled Moon 1
* Cursed Fate: Target takes 2d6 additional damage. DC 18 Fort or take -4 penalty to all d20 rolls for the next round. Veiled Moon 2

Marksman Powers Known: CL 4, Concentration +10, 5 + 12 + 4 = 21 power points
. . 1st (3)— Offensive prescience (min/level, +2 insight to damage, 2 actions), Control Light, Thicken Skin
. . Talents (6)—Detect Psionic/Magic, My Light, Ectoplasmic Trinket, Conceal Thoughts, Trick Shot, Far Hand (25 lbs within 45')
--------------------
Statistics
--------------------
STR: 8, DEX: 24, CON: 16, INT: 19, WIS: 22, CHA: 17
BAB +4; CMB +11; CMD + 21
Stamina points: 7 points
Mythic Power: 7 points
Grit: 6 points
Hero Points: 1 point
Feats: Advanced Study: Black Seraph Glare, Intimidating Shot, Mythic Intimidating Shot, Toughness, Discipline Focus (Sleeping Goddess); Deadly Agility, Feral Vitality, Mythic Paragon, Black Seraph Style, Natural Telekinetic
Traits: Hair Trigger (Combat), Fate's Favored (Faith), Classically Schooled (Magic), Meticulous Drawback: -2 with untrained skills
Skills: Acrobatics +11 (1), Autohypnosis + 10 (1), Bluff + 10 (4), Climb + 4 (1), Craft: Alchemy +11 (4) , Craft Weapons (Firearms): +11 (2), Diplomacy + 10 (4), Disguise +8 (1), Escape Artist + 11 (1), Handle Animal +12 (3), Heal +10 (1) , Intimidate +15 (4) , Linguistics + 8 (1), K. Geography +8 (1), K. Nature + 5 (1), K. Engineering +8 (1), K. Local +8 (1), K. Psionic +8 (1), K. Planes + 5 (1), Perception +13 (4) , Ride +11 (1) , Sense Motive + 13 (4), Sleight of Hand +14 (4) , Spellcraft +12 (4), Stealth + 16 (4), Survival + 8 (1), Swim +4 (1), UMD + 10 (4)
Languages: Read Lips*, Sign Language*, Common (English?)* French?* (*Racial) + one more (Native?)
Automatic Bonus Progression: +1 weapon, +1 armor, +1 deflection, Resistance +1
Other Gear: Buckler (5 gp), MW Rifle (modified with Concentrated Shot, 600 gp), +1 Haramaki (153), MW Tool for Intimidation (25 gp), Portable Alchemists Lab (300 gp), Sunderblock x2 (35 gp), 6 doses of Desna's Star Tea (30 gp), Beast Whistle and Training Harness (Horse) (15 gp), Spring Loaded Wrist Sheathes x2 (10 gp), Travelers Any Tool (125 gp), 1298 gp spent

--------------------
Special Abilities
--------------------
Favored Class Bonus: +1/6 of a gun mastery (4 times selected)
VMC: Cavalier (Order of Vengeance): Edicts, Challenge, (VMC, trades 5 feats at 3, 7, 11, 15, 19)
Detect Alignment: At will detect evil (Gunslinger)
Combat Stamina: BAB + Con mod pts (Free feat from Character generation)
Nimble: +1/4 level as Dodge to AC and Competence to Initiative (Gunslinger)
Amazing Initiative: +tier to Initiative (Mythic ability)
Precise Shot: bonus feat, no penalty for shooting into melee (Bonus feat Marksman)
Weapon Focus: Firearms (Gunslinger Deed)
Improbable Prestidigitation: DC 20 for light or 25 for one-handed Sleight of Hand check, move action, extra dimensional 4 cubic feet storage (32 lbs) (Trickster Path, 1/2)
Fleet Warrior: 1 simple action, expend 1 MP and can move + make one attack at full BAB (Trickster base ability)
Surging Psionic: Expend 1 MP, 2 simple actions, and can manifest one power known at +2 ML, with ML level augmentation. (Psion base ability)
Longevity: Cannot die of old age. Do not take physical penalties for old age. (Trickster Path 2/2)
Expanded Knowledge: Add Control Light and Thicken Skin to powers known. (Psion Path 1/2)
Armor of Force: 3+Tier armor. Constant, can be re-manifested with 1 simple action if dispelled. (Psion Path 2/2)
Mythic Surge: Expend 1 MP for +1d6 to a roll as an immediate (Mythic Base Ability)
Deft Manuvers: +2 to trip, disarm, dirty trick, feint, reposition or steal, and do not provoke AoO (from werewolf template)
Gunsmithing: Can craft firearms and ammunition. Ammunition is 1% of listed price: 1.5 silvers per (Gunslinger)
Gun Training: Add Dex modifier to damage on firearms, cannot exceed level before 5th. (Gunslinger)
Grit: WIS Mod points per day. 1 point restored on critical confirmation on enemy, downing an enemy, or succeeding on saving throw. (Gunslinger)
Deeds: Saving throws are 10 + 2 + Wis (Gunslinger)
Gunslinger Reflexes - do not provoke for shooting/reloading while having at least 1 grit
Utility Shot - Stuff.
Trade Quick Clear for Dedicated Specialist: Bonus Weapon Focus and at 8th Weapon Specialization, while having at least one grit point
Solemn Traveler: +1/2 level to Intimidate, Mount (Horse) as equal level Druid, and Judgment for 1 grit (Gunslinger)
Combat Grit: gain 1 temporary point of grit at the start of combat (Gunslinger)
Gun Mastery: Improved Critical (19-20/x2) (Gunslinger)
Unseen: 3+Level per day, can swift action Invisibility for WIS rounds while maintaining psionic focus (Marksman Shroud)
Marksman: +2/3 level to Stealth (Shroud and Mind's Eye)
Favored Weapon: +1 competence to ranged attacks with firearms (Marksman)
Discipline Focus: Sleeping Goddess for +2 to DC for sleeping goddess maneuvers, and +2 damage with ranged weapons, thrown weapons, flails, heavy blades, monk weapons, and spears (First level feat 5/5)
Bonus PP: 1+3 extra PP from sleeping goddess. (Marksman Minds Eye)
Intimidating Shot, and Mythic: free action intimidate on any creature damaged by a ranged attack (Mythic Feat 1/2, and First level feat 2/5)
Cover Fire: 1 simple action shot within 30' that will leave enemy staggered. Can make DC 10 + 1/2 level + DEX reflex save to negate. Does not deal damage, lasts one round. Is affected by Boosts.
Barrage: Make two attacks at -2 penalty. At BAB +6, can expend martial focus to take one more at -4 all. When expending focus, gain another attack and -2 per 5 pts of BAB, to a max of -12 all attacks to make 7 attacks (Martial Tradition 1/4)
Blitz Focus: can regain martial focus as a reaction when using barrage, so long as two attacks hit. (Sphere 1/3)
Spinning Shot: When using barrage, can make an additional attack so long as all attacks are vs different enemies. At BAB +10, can make two additional attacks. (Sphere 2/3)
Strike Fear: Full round action to 30' intimidate. Counts as Dazzling Display. Expends Martial Focus. (Sphere 3/3)
Wayward Path Martial Tradition: trades Solar Wind access for Veiled Moon; Gains a travelogue and Endurance as a bonus feat. Must record journal and events factually. -> character trait of only writing the truth
Uncowed: +1/2 ranks of Intimidate to DC to be demoralized. +1 morale to saves vs fear. (Gladiator Sphere drawback)
Combat Medic Martial Tradition: Custom (rifle, pistol, longsword, dagger, Spear) + Expert Reloading, Alchemy (Salve), and Barrage. (Spheres Martial Tradition)
Deadly Agility: use Dex for damage on natural attacks and finesse weapons (First level feat 4/5)
Mythic Paragon: Count tier as two higher for variable effects (Mythic feat 2/2)
Focused Eye: +2 competence to damage on strikes with ranged or thrown weapons (Marksman Minds Eye)
Black Seraph Style: +1 profane to AC and Saves vs shaken or worse (4th level feat)
Advanced Study: Black Seraph Glare (Level 2 feat)
Natural Telekinetic: Gain Far Hand as Psi-like ability, except the weight limit is 5 lbs per HD. (Level 1 feat 1/5)
Toughness: + HD Wound Points (Human Bonus Feat)
Feral Vitality: FH 2 (First Level feat 3/5)

Stances:
* Battle Mantra: +1 Insight to AC, Attacks, or CMD. Sleeping Goddess 1
* Unbroken Stride: Can move at normal speed on liquids and other surfaces. Does not need to end movement on firm ground. Sleeping Goddess 1
* Black Seraph Glare: Can free action intimidate anyone damaged this round, with a +4 profane bonus

Horse: 32 HP, 38 Wound points; 4 skill points, 2 bonus tricks, Link, Light armor proficiency,
Large: 50' speed, +6 NA, 1d4 bite, STR: 19, DEX:14, CON: 19, INT: 3, WIS: 12, CHA: 6, LLV, Scent, Combat Trained
Fort: +8 / Ref: +6 / Will: +2
Elemental Companion: 20% miss chance vs ranged attacks. Trades away multi attack and evasion/improved.
Combat Reflexes and Bodyguard
Stable Gallop as Bonus Feat (replacing second mythic feat): reduce penalties for charging and for rider shooting while mount is moving
Mythic Combat Reflexes: unlimited AoO
7 uses of Mythic Power, 1d6 surge, Automatically stabilizes at 0 HP
Guardian: Absorb Blow, Burst Through and Indefatiguable Traveler

Jamisen is much younger than he looks - he came into his mythic ascension chasing down a witch as part of the local constabulary. Seconds before his bullet hit the witches head, the witch cast a death curse on him, forcing his body to wither and die. In the span of moments Jamisen aged 60 years; the mythic ascension preserved his physicality, but not his looks. Jamisen left his position with the constables to pursue the knowledge hidden from the masses. Unfortunately, this lead to a very unfriendly encounter with a mad wolf when Jamisen began to pursue rumors of were-wolves. The wolf had more cunning than Jamisen expected, and he was left savaged and bleeding out in a gully. The local pack of werewolves were in the area to put down the mad wolf, and they helped him survive the transition.

Now Jamisen is part of a group of wandering story-finders and mercenary for hire; he might bluff his way into a city, disguise himself to get past guards, and lie to the mistress of the kitchens to get to his target - whether to rough him up, or ply her with wine depends on the employer - but he will never write an untruth, holding the written word to be sacrosanct. He still doesn't know why he ascended, and eagerly follows any scrap of information that could lead him to that answer.


It looks like we have 4 characters almost done -- could those who are working on their backgrounds give some attention to the questionnaire I posed a few posts back if you haven't yet? It will be helpful in getting the story set-up to have those kinds of details.


Here's the breakdown for the questions (they were mostly interspersed through the background, but this is them broken down):

What are your ethnic/national origins? Those of your family, relatives, ancestors, or friends?

Maiitsoh honestly doesn't know what his origins are. He can't remember that far back, but based off of the trinkets and trophies he has, it's quite possible that he's from Ancient Greece or even earlier.
While unknown to the character, I see his origin as having been one of the 'original' werewolves, or at least that made it into myth- he was one of King Lycaon's soldiers, who got caught in the transformation due to circumstance.

What are your philosophical/religious/ethical precepts? If you belong to a historical movement, like the Longhouse religion, then try to work some details about that into your performance on the boards.

He generally tries to be nice to people, but he's all on his own when it comes to institutions. He assumes people will generally act badly, but is quite willing and ready to be proven wrong. Until he's abused, though, he tries to be nice to his neighbors- he generally believes a mishmash of many, many different religions. Mainly a Christian core, but influenced with Roman, Medieval, Navajo, and more kinds of morality.

What is your social class/education? Are you from a trade family, or hereditary elites, etc.?

He's a wilderness man- self taught, but knows the area he lives in like the back of his hand. Long, long ago he was a hereditary soldier, but even he doesn't remember that.

Where were you born, and why are you in Salt Lake City?

Maiitsoh was born in Ancient Greece, came to America for the 'call of the wild,' and is in SLC because he smells trouble brewing and he wants to be around when it boils over.

Finally, what do you think about the coming Civil War, how will you react to events like Harper's Ferry and the gunning of Fort Sumter in the news?

He would react with a sigh and a tired resignation, having seen the same cycle of war hundreds of times, over thousands of years, and knowing it will never truly end, but this is just the next one coming around.


Dαedαlus wrote:
My WIS had a base score of 22, +2 Racial modifier, +2 from being a Werewolf, +2 from Mythic Tier 2, +1 from level-up, +3 from being Venerable, +2 from the Master Werewolf prestige class.

Venerable? Do you mean the age modifier? First time I see it used xD Good trick! I always thought it carried severe penalties to physical stats, and long ago one of my characters actually died of old age (though that was another game), so I've never really bothered to read about it.

All I managed to pump my Dex was to 26. Could have gone a bit further, but I didn't think it was worthy to hurt the rest of the stats for a +1. I think I'm more concerned with the huge amount of options I'm adding to the character - I'm sure I will forget to use half of them when it comes to combat :P

Also, queuing my questions for the GM for easier review:

When picking Inspired Spell / Wild Arcana, should we use the printed version or the suggested errata? I'm inclined to use the errata, since it makes them a bit more balanced and puts both features at the same level which seems more fair.

Those of us who are using SoP/SoM, can we take Legendary talents?


that's fine


Sebecloki wrote:
that's fine

I guess that's the answer to Legendary Talents. What about the specified abilities from Mythic? Have you checked? Sorry to bother you about it.


i meant your solution to that was fine too


Ah, right, sorry, didn't get it :)

So here is, more or less, Bringer-of-Hope. There might be some things needing to be fixed, it is still under review. If you find anything, please tell me.


I just have to say again, these submissions are totally awesome, I'm going to be bringing my A game to run a campaign worthy of such wonderfully imagined personalities.


Do we have any deadline for when we need to be done with our character?


Can everyone be done in another week?


Sebecloki wrote:
Can everyone be done in another week?

Certainly! I missed the questionnaire, will complete that and throw it up later today.


Wall of Background:

Jamisen is of Irish descent. His parents Jaime and Eimerade immigrated from Ireland to northern New York. before he was born, when his older sister Amily was only 3 years old. Eimerade was a homemaker, while Jaime worked as a tinsmith. When Jamisen was 8 years old, Jaime was killed on the street in a mugging. Eimerade threw herself into the church after being widowed, leaving Amily to the day-to-day business of raising Jaime. Jamisen watched the hanging of the man convicted of mugging and murdering his father with no delight or enjoyment - only a sense of fulfillment. He followed that sense into the constabulary, working to preserve the peace and security of his town. Amily left town as soon as Jamisen could fend for herself, to pursue the life she never had - chasing dreams of gold to California. Four years ago now, rumors began to reach the ears of the constabulary about a witch practicing his unholy craft and pledging souls to the devil. Jamisen was not a superstitious man; while Eimerade sought solace in the church, Jamisen took a more active route to dealing with the evils of the world. He did not expect to find anything real in the mists of rumor - and it cost him dearly. Jamisen panicked when the night lit up with maroon flares of light, flaring to the rhythm of the witch's chants. He pulled his rifle from its sling and shot at the witch. He killed the witch - but not before his death curse leapt out and swamped Jamisen. He aged six decades in the next breath, falling to his knees in the agony. Before his knees hit the ground, the world around him exploded in light and noise, sending him into unconsciousness. When he awoke, he still looked a decrepit, elderly man; but as he pulled himself to his feet, his joints did not ache, his feet were firm beneath him, and when he pulled his rifle forward he found his aim to be as accurate as he ever remembered - maybe even better. Jamisen has no idea what happened that night - according to the constabulary, he died and his body was never recovered.
Jamisen attempted to see his mother - that did not go well. He was able to convince Eimerade of who he was, which was not a kindness; she could not reconcile reality and went mad, lost in her own reality. The nearby convent readily took her in to care for her, in respect for her prior service over the years. Given his mothers response to his new reality, Jamisen wrote a letter to Amily explaining that he was going to travel, and would write occasionally to keep her updated. In the midst of the chaos and turnover, Jamisen searched for rumors and myths of near-death experiences and otherworldly creatures, following dead end after dead end across the country. Eight months ago he tracked rumors of the wolf-man to a small mountain village without a name - just a collection of rough built houses and disturbing carrion piles that a passing trader mentioned. Jamisen followed the trail from the remains to an empty den. Unfortunately for Jamisen, he tracked the wolf as if it were only an animal; and he paid the price. He was ambushed in a gully near the den, savaged and left for dead. Two days later, he was found by the pack who had followed the mad wolf to put him down. They helped Jamisen through the transition and offered him a place with their pack, to settle and live; Jamisen was not willing to give up his search for information about his survival, and declined. Although Jamisen has never had much use for the church, he recently came across some writings suggesting that the Mormon church leaders in Salt Lake City may have actual experiences with the unexplainable, if not divine. He is now in SLC trying to get admittance to the church to question them about possible non-divine resurrections and near-death experiences.
Jamisen was not born into privilege, and has never had it to enjoy it; he did take the opportunity to learn to read and write while working towards a position with the constabulary, and has learned many odd and varied things in the last four years of chasing dead ends. His travels have taught him that the wise man says little and listens much; respects the sanctity of life as something that cannot readily be restored; and appreciates the fact that a quick hand on the trigger can lead to a longer life. During his quest for information he was inducted into the membership of the Walkers of the Wayward path (a semi-secret organization dedicated to information and truth; possibly similar to a less-religious freemason society?) two years ago, and maintains a journal of his travels and findings. Jamisen will not write an untruth, bound by oath to the Wayward Path.
Jamisen is more concerned with the nature of things unseen than the upcoming chaos - working with the constabulary led him to the conclusion that humans are neither good nor bad by nature, but they are certainly chaotic and warring; news of recent events has passed him by, not unnoticed, but without impacting him much. With a mother in the convent, his sister in California, and higher priorities on his list Jamisen intends to keep his head down and let humanity continue on as they have for millennia.

There we go. I really like some of the DSP prestige classes... Might have to look into those more.


Also, I have a recruitment thread for a game set in the Numenera world of Monte Cook's Numenera game if anyone here is looking for another game with similarly ridiculous rules -- we're desperately trying to get a group to finish making characters so we can start -- we have 3 now but we could really use a few more.

The pitch is that you wake up amnesiac, so no setting knowledge is required.


I think we have 5 characters done or nearly done right now. Let' s leave another week for others to finish up, and we can get started -- if we still have stragglers, we can add them in later.

How does that sound -- so we'll start next Friday.


Sounds good for me.

Shadow Lodge

I can probably have at least one of my character concepts built by then


Any suggestions on continuing the point buy costs past an 18?


Monkeygod wrote:
Any suggestions on continuing the point buy costs past an 18?

19 cost 4, 20 cost 5, 21 cost 5, 22 cost 6 etc. It just increase by 1 every even.


I started filling out the campaign page a bit if people want to start looking around -- I have maps of Salt Lake City and the hotel up.


oyzar wrote:
Monkeygod wrote:
Any suggestions on continuing the point buy costs past an 18?
19 cost 4, 20 cost 5, 21 cost 5, 22 cost 6 etc. It just increase by 1 every even.

Eh? An 18 costs 17 points to buy, and is 4 more than a 17(which is 13 points).


As in, that's the increase from the previous value. Here, like this:
A 10 is 0
11- 0+1 = 1
12- 1+1 = 2
13- 2+1 = 3
14- 3+2 = 5
15- 5+2 = 7
16- 7+3 = 10
17- 10+3 = 13
18- 13+4 = 17
19- 17+4 = 21
20- 21+5 = 26
21- 26+5 = 31
22- 31+6 = 37

And so on. I suppose if you really wanted to go full min-max, you could bump a single score all the way up to 27 base, costing 65 points, and making sure that your stat array looks something like 27/11/7/7/7/7. Not sure how advisable that would be, but I suppose that would have gotten me to a base WIS of 40 at the low, low price of being utterly helpless outside of my Hybrid form.


For my animal companion, could I give it the following mythic templates?

Agile:

Agile (MR 1, CR +1)

Creatures with the agile template are quick and deadly, moving faster than their normal counterparts and striking with incredible speed and agility. An agile creature’s quick and rebuild rules are the same.

Rebuild Rules: Init +20 bonus; AC +2 dodge bonus; hp mythic bonus hit points (see Mythic Bonus Hit Points sidebar); Defensive Abilities evasion (as the rogue class feature); Speed +30 feet for all movement types (up to double the creature’s base movement speed); Special Attacks dual initiative.

Savage:

Savage (MR 1 or 2, CR +1)

Creatures with the savage template are untamed, primordial versions of their non-mythic cousins. Their claws are sharper, their fangs larger, and their hides thicker. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of 1.

A savage creature’s quick and rebuild rules are the same.

Rebuild Rules: AC increase natural armor bonus by 2; hp mythic bonus hit points (see the sidebar); Defensive Abilities gains DR and resistance to all types of energy as per Table: Savage Template Defenses Special Attacks all attacks gain bleed 1 (this stacks with itself ), feral savagery (full attack).


yep that's fine


Oh, I missed that - we can pick a template for the animal companion too? That will increase survivability immensely...


I had earlier said they could have two mythic tiers, he just asked me about the templates, and I'm okay with that

Shadow Lodge

Does this also apply to familiars?


yes


Can I also apply the Mythic Agile template to my mount? I'd ignore dual initiative, but it would help with speed and defenses.


1 person marked this as a favorite.

is this still open for submissions? I just saw this (havent been looking at recruitment in months but now things are slowing down enough for me).

my idea is sorta like gary oldman's character in Book of Eli, in that he keeps random junk around and repairs it and such and is a generally useful bag of tricks sorta guy.


The GM said they'll be closing up recruitment around Friday, so you still have some time. Make sure you read the thread as the GM has the various requirements scattered about.

Shadow Lodge

I have an idea for what to do with all these extra feats, and I’m just gonna make the most lucky character ever, assuming we’re using pathfinder gods yes? He’ll worship Cayden and have the most unearned confidence ever


Lord Foul II wrote:
I have an idea for what to do with all these extra feats, and I’m just gonna make the most lucky character ever, assuming we’re using pathfinder gods yes? He’ll worship Cayden and have the most unearned confidence ever

This is Earth, so the Pathfinder gods don't exist. There are plenty of trickster gods like Coyote and Loki that could easily substitute.


Actually, I believe we'll be using the Werewolf the Apocalypse mythos, so real life religions, as well as the various totems and the Triat of the werewolves. No pathfinder lore to be used here, merely the mechanics.

EDIT: Darn, I thought I was supposed to be the ninja of the group. ;p

Shadow Lodge

.... so if I were to take his very specific deification obedience and religion based feats and fighting styles, how would I reflavor those?


.... so if I were to take his very specific deification obedience and religion based feats and fighting styles, how would I reflavor those?

Come up with an equivalent from the white wolf universe. There are lots of supernatural entities that are tricksters, you should be able to find a reasonable fluff equivalent

Shadow Lodge

Well, Cayden isn’t really a trickster (though the character probably will be to some extent)
From a reexamination of the character, I’m going to have him worship Thor and be quite devout, though as the game goes on his confidence and luck might make him think he’s either Thor or Loki reborn


Finally finished my backstory. Somehow she turned into a Scottish 'ninja', but whatever. Her planned niche is to be a scout/skirmisher/off-debuffer as well as a face if we're in a pinch. Tried doing a TWF build but bleh, with her 3/4 BAB and the way defenses are being calc'd, I don't need more attack penalties for what little extra it gave me. So I went for the full snipe build.

Pleas let me know if I missed something, its 2 am where I am right now so I've probably missed something somewhere.

Appearance and Backstory:

========================================================================
Taylor MacConnel is a fairly young woman, barely 19 years of age. Her shoulder-length, red hair is usually tied back with a green kerchief when she's about and frames a pretty, round face with slightly Asian features. Bright blue eyes twinkle with youthful cheer while an easy smile puts most at ease. She is somewhat tall for her age with wiry strength from spending youth exploring the Virginian foothills. Her demeanor is bright and gregarious and easily makes a good first impression with most people she meets, however she becomes unsettlingly quiet when her temper starts to flare. At times it appears like the shadows swirl around her, but its probably just a trick of the light.
========================================================================

Marcus MacConnel served as soldier in the British Army, serving with great distinction and valor overseas in various oversea expeditions. He retired from the army and returned to Britain with his new fiance, Shina Asumi, a villager from one of the few Japanese settlements on the Chinese mainland. They soon moved to the United States and settled down in Richmond, Virginia for unknown reasons. Not long after, Shina becomes pregnant. It is a happy time for the couple, but complications soon develop and Shina tragicaly dies soon after childbirth, but not before being able to hold and name their only daughter, Taylor. Though devesated by the loss of his wife, in her last hours he vows to raise their daughter to the best of his ablilities, quiting drinking and putting as much effort into making sure that Talor is provided for.

Growing up in a small town north of Richmond, Taylor was often bullied by some of the more bigoted children for her odd looks. It was during this time that she discovered her affinity for the shadows and her skill at hiding. She never lost a round of hide and seek ever and eventually made friends with other social outsiders. On her 16th birthday, her Garou heritage manifests and she is understandably scared and confused. Thankfully, her father is there to help her control her new powers. He explains that their line comes from an ancient tribe of werewolves who once lived in Scotland. Their ancestor was supposedly exiled for percieved cowardice on the eve of a great battle and although they never found out how, the tribe was soon devestated to a man soon after. He tells her not to dwell on their fate as they are ronin now, clanless werewolves, and the best way to honor their ancestor's prudence and courage to walk away is to live a happy life. He also gifts her with a gorgeous silver dagger, saying that it once belonged to her mother, and that she should be careful with it as their kind is weak to such weaponry.

Life continued as normal for Taylor. She becomes an avid hunter in her teenage years, often stalking across the Virginia foothills as a human and wolf, and her father gifts her with her first rifle which she soon names Lupin. She also picks up a hobby as a shadow playwrite, often entertaining children and adults alike in market public spaces, subtly using her powers of shadow and light to make the stories all the grander. It is also in these markets where she witnesses her first slave auction. She is horrified and deeply disturbed by the degeneration and dispair premeating the entire affair. But before she could do anything rash steps in to calm her. He explains that he does not like this state of affairs either, but there is little they can do as they are isolated and doing anything overt will attract the wrong sort of attention. She relents, but her anger at the injustice still burns inside her.

After an incident the age of 17 involving picking off a slave caravan after stumbling across them during one of her hunting trips and helping the escaped slaves find shelter, Taylor joins the Underground Railroad as a conductor. For over a year, she helped dozens of fleeing slaves nothward toward freedom as well as killing or evading slave catchers sent to root her out. She gained the name of Shadow Wolf from her foes while her charges would call her Shephard. One day however, the local government sent out a massive manhunt for her. Usually she would just fade away and let them pass, but this time she was escorting a group of escapees. Hiding them in a nearby abandoned barn loft, she engaged the posse as to lure them away from her charges. Unfortunately, sheer weight of numbers would soon pin and nearly overwhelm her if not for her father intervening and routing them. While angry at her recklessness, he is mostly dissapointed that she would do this behind his back. After all he would have helped her if she had asked.

The two of them soon had to leave the state however, as true to her father's warning, it became too hot for them to stay around as they had attracted attention from both the human government as well as other, less mundane types. They took a train headed west into the frontier, eventually migrating into Utah and settling in Salt Lake City. Her father would become a factory foreman, while she would take up a job as a courier for the local post office.

Today she is delivering some packages to several patrons in the Knutsford Hotel in downtown Salt Lake City. A fairly normal route, she nevertheless keeps her weapons on her, as some of the parcels she deliver can be sensitive and devestating if they were to be stolen.
========================================================================

Stat Blocks:

Taylor MacConnel, CG Human Werewolf
Legendary Gunslinger 4 / Unchained Rogue (Shadow Walker) 4
========================================================================
Initiative: +11 (+6 Dex, +1 Nimble, +2 Trait, +2 Mythic)
Senses:
Perception: +14 (+5 Wis, +2 Eagle Eyes, +3 Class, +4 SP [+2 in dim light or darkness])
Low-Light Vision: x2 normal vision
Darkvision: 80 ft. (60 base + 10ft every odd level)
Scent: 30 ft. (15 ft. when upwind, 60 ft. when downwind)
Favored Illumination: Normal Light; +2 Initiative, Acrobatics, Perception, Sleight of Hand, Can take 10 on Stealth Checks.

Ability Scores:
STR: 11
DEX: 22
CON: 14
INT: 16
WIS: 20
CHA: 14
========================================================================

Defense
========================================================================
Defense: 22, Flat-Footed: 12 (+10 Base, +6 Dex, +1 Armor, +1 Shield, +2 Dodge, +1 Dodge(Nimble), +1 Deflection)
Damage Reduction:
Human: DR 5/Magic: 5/Armor
Hybrid: DR 10/Adamantine: 5/Magic, 3/Silver, 2/armor
Animal Form: DR 5/Adamantine: 3/Silver, 2/armor
Critical Defense:+12 (5 DR + 6 Dex + 1 Deflection)
VP: 42/42 (4d8)+(10 Mythic)
WP: 28/28 (2x(14 Con))

Resources:
Grit Pool: 1/1 Combat Grit, 5/5 Grit Points
Ki Pool: 5/5
Illumination Points: 2/2
Stamina Points: 5/5
Mythic Power: 7/7

Saves:
Fort: +7 (+4 Base, +2 Con, +1 Res)
Ref: +11 (+4 Base, +6 Dex, +1 Res)
Will: +7 (+1 Base, +5 Wis, +1 Res, [+2 vs. curse, fear, emotion effects])

CMD: 19 (10 base +3 BAB +0 Str +6 Dex +0 Size)

Special: Uncanny Dodge, Evasion

Armor:
- Mithral Chain Shirt: +5 DR, +1 AC
- Mithral Buckler: +1 AC
========================================================================

Offense
========================================================================

Speed: Human: 60 ft, Wolf: 80 ft, Spend 1 Mythic power for +20 ft for 1 hour
CMB: +3 (3 BAB +0 Str. 0 Size [+6 Dex with an finesse weapon while attempting: Trip, Disarm, Sunder])
Attack Roll +9 = (3 BAB + 6 Dex + 0 Size)
========================================================================

Weapons:
Masterwork Rifle "Lupin"
- Silencer: Makes no sound when fired. (Legendary Gunslinger)
- Scope: +2 to attack and damage rolls when sniping, -1 to attack rolls when not sniping (Gunslingers of Porphyra)
- Concentrated Shot: At firearm with x3 or x4 crit multiplier increases crit range by one (Stacks with other increases) and is added last, reduces crit multiplier to x2. (Gunslingers of Porphyra)
- Attuned: +1 Enchantment bonus to attack and damage rolls

Ranged, Single Attack: +11, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Single Attack; Sniping: +14, (1d10+4+1+2) 18-20/x2, 400 ft. Range
Ranged, Single Attack; Risky Strike; Sniping: +13, (1d10+4+1+2+3) 18-20/x2, 400 ft. Range

Ranged, Full Attack: +11/+6/+1, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1: +9/+9/+9/+4/-1, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2: +11/+11/+6/+1, (1d10+4+1) 18-20/x2, 400 ft. Range

Ranged, Full Attack; Risky Strike: +11/+6/+1, (1d10+4+1+3) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1; Risky Strike: +8/+8/+8/+3/-2, (1d10+4+1+3) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2; Risky Strike: +11/+11/+6/+1, (1d10+4+1+3) 18-20/x2, 400 ft. Range
========================================================================

Masterwork Revolver "Anna"
- Silencer: Makes no sound when fired. (Legendary Gunslinger)
- Magnum Shot: +2 to damage rolls, -1 to attack rolls (Gunslingers of Porphyra)

Ranged, Single Attack: +10, (1d10+4+1+2) 19-20/x2, 100 ft. Range
Ranged, Single Attack; Mythic Risky Strike: +9, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range

Ranged, Full Attack: +10/+5/+0, (1d8+4+1+2) 18-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1: +8/+8/+8/+3/-2, (1d8+4+1+2) 19-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2: +10/+10/+5/+0, (1d8+4+1+2) 19-20/x2, 100 ft. Range

Ranged, Full Attack; Risky Strike: +9/+4/-1, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1; Mythic Risky Strike: +7/+7/+7/+2/-3, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2; Mythic Risky Strike: +9/+9/+4/-1, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
========================================================================

Masterwork Silver Kukri
- Finesse Weapon: Use Dex mod for attack roll

Melee, Single Attack: +9 (1d4+6) 18-20/x2
Melee, Single Attack; Risky Strike: +9 (1d4+3+6) 18-20/x2

Melee, Full Attack: +9/+4/-1 (1d4+6) 18-20/x2
Melee, Full Attack; Risky Stike: +8/+3/-2 (1d4+3+6) 18-20/x2

========================================================================

Attack Modifiers
Precise Shot: No Penalty firing into melee
Mythic Weapon Focus (Firearms): +2 to attack rolls; as a swift spend a mythic power to add half of tier (+1) as an additional bonus to attack rolls
Mythic Rapid Shot: -2 attack roll, +2 extra ranged attack at highest BAB or no penalty to rolls
Mythic Deadly Aim: -1 to attack rolls, +3 to damage; (-X to attack rolls, +3X dmg; X=BAB/4), multiplied on crit; applies to Risky Strike
Opportunities Aplenty: +4 circumstance dmg; (+2X dmg, X=[Sneak attack die #]), valid targets: flanked, denied dex, detrimental condition (any condition other than: energy drained, incorporeal, invisible); multiplied on crit
Moonlight Stalker: When having concealment from an opponent, gain a +2 bonus on attack and damage rolls against that opponent.
========================================================================

Skills
========================================================================
(8 + 3 Int)/level, 11x4= 44 SP

Adventuring

Acrobatics(Dex)*
+10 = 6 Dex + 3 Class + 1 SP
Bluff(ChaWis)*
+12 = 5 Wis + 3 Class + 4 SP
Climb(Str)*
+4 = 0 Str + 3 Class + 1 SP
Diplomacy(ChaWis)*
+10 = 5 Wis + 3 Class + 2 SP
Disable Device(Dex)^*
+10 = 6 Dex + 3 Class + 1 SP
Disguise(Cha)*
+5 = 1 Cha + 3 Class + 1 SP
Escape Artist(Dex)*
+10 = 6 Dex + 3 Class + 1 SP
Fly(Dex)
+6 = 6 Dex + 0 SP
Heal(Wis)*
+9 = 5 Wis + 3 Class + 1 SP
Intimidate(Cha)*
+6 = 2 Cha + 3 Class + 1 SP [+2 in dim light or darkness]
Knowledge (arcana)(Int)^
+4 = 3 Int + 1 SP
Knowledge (dungeoneering)(Int)^*
+7 = 3 Int + 3 Class + 1 SP
Knowledge (local)(Int)^*
+7 = 3 Int + 3 Class + 1 SP
Knowledge (nature)(Int)^
+4 = 3 Int + 1 SP
Knowledge (planes)(Int)^
+4 = 3 Int + 0 SP
Knowledge (religion)(Int)^
+4 = 3 Int + 1 SP
Perception(Wis)*
+19 = 5 Wis + 3 Class + 4 SP + 1 Class [+2 in dim light or darkness]
Ride(Dex)*
+10 = 6 Dex + 3 Class + 1 SP
Sense Motive(Wis)*
+10 = 5 Wis +3 Class + 2 SP
Spellcraft(Int)^
+4 = 3 Int + 1 SP
Stealth(Dex)*
+16 = 6 Dex + 3 Class + 3 Focus + 4 SP [+2 in dim light or darkness]
Survival(Wis)*
+10 = 5 Wis + 3 Class + 2 SP
Swim(Str)*
+4 = 0 Str + 3 Class + 1 SP
Use Magic Device(ChaInt)^*
+9 = 5 Wis + 3 Class + 1 SP

Background: 2/level, 8 BP

Appraise(Int)*
+7 = 3 Int + 3 Class + 1 SP + 0 BP
Artistry(Int)
+3 = 3 Int + 0 SP + 0 BP
Craft (Alchemy)(Int)*
+12 = 3 Int + 3 Class + 1 SP + 1 BP
Handle Animal(Cha)^*
+6 = 2 Cha + 3 Class + 1 SP + 0 BP
Knowledge (engineering)(Int)^*
+10 = 3 Int + 3 Class + 1 SP + 1 BP
Knowledge (geography)(Int)^
+4 = 3 Int + 1 SP + 0 BP
Knowledge (history)(Int)^
+4 = 3 Int + 0 SP + 1 BP
Knowledge (nobility)(Int)^
+3 = 3 Int + 0 SP + 0 BP
Linguistics(Int)*
+7 = 3 Int + +3 Class + 0 SP + 1 BP
Lore(Int)
+5 = 3 Int + 0 SP + 1 BP
Perform(Shadow Play)(Cha)*
+10 = 2 Cha + 3 Class + 4 SP + 1 BP
Profession (Performer)(Wis)^*
+10 = 5 Wis + 3 Class + 1 SP + 1 BP
Sleight of Hand(Dex)^*
+10 = 6 Dex + 3 Class + 0 SP + 1 BP

^: Trained Skill Only
*: Class Skill
========================================================================

Traits and Abilities
========================================================================
Racial Traits
Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Werewolf
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. A werewolf hybrid form is Medium size or the base creature’s size, whichever is larger. A werewolf’s animal form is always Medium size.

Armor Class: In hybrid or animal form the werewolf has a +2 bonus to its natural armor.

Speed: In its wolf form, a werewolf has a base land speed of 50 feet. Otherwise, it uses its own base speed.

Abilities: +2 Wisdom and +2 to one of Strength, Dexterity, or Constitution.

Special Attacks: A werewolf retains all the special attacks of the base creature, and gains the following abilities:

Change Shape (Su): All werewolves have three forms—a humanoid form, a wolf form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A werewolf can shift to any of its three alternate forms as a move action. A slain werewolf reverts to its humanoid form, although it remains dead. A werewolf gains a bite attack when it is in its wolf form. This is a primary attack that deal 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). In addition, when a werewolf is in its wolf form, it also gains the trip special attack with its bite, allowing it to make a trip attempt against a target as a free action without provoking an attack of opportunity if it hits them with its bite attack. If the attempt fails, the werewolf is not tripped in return.

Weapons of the Beast (Su): When the werewolf template is first acquired, the werewolf gains one of the following benefits. Once chosen, this choice cannot be changed, even if the character loses and later reacquires the werewolf template.

Savage Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, it gains the rend special ability with its claw attacks that deals damage equal to its base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, whenever the werewolf charges, it can make a full attack with its natural weapons in place of the normal attack at the end of its charge. At 16th level, it gains a rake attack that deals damage equal to its claw attacks.

Special Qualities: A werewolf retains the special qualities of the base creature, and gains the following abilities:

Damage Reduction (Ex): Werewolves possess DR 3/silver while in hybrid or wolf form.

Low-Light Vision (Ex):Werewolves can see twice as far as humans in conditions of dim light. If the base creature already had low-light vision, they can see three times as far instead of twice as far.

Lycanthropic Empathy (Su): Werewolves can communicate and empathize with canines, including both dogs and wolves, allowing them to make Diplomacy checks to alter such an animal’s attitude. A werewolf gains a +4 racial bonus on these checks. This bonus also applies to Wild Empathy checks made to influence canines.

Scent (Ex): A werewolf can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When the werewolf detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The werewolf can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. In addition, the werewolf can track by sense of smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. While tracking in this manner, the werewolf ignores the effects of surface conditions and poor visibility.
========================================================================

Traits
========================================================================
- Black Powder Fortune: As long as you are wielding a firearm, gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
- Reactionary: +2 trait bonus to initiative
========================================================================

Class Abilities
========================================================================
Legendary Gunslinger:
- Weapon and Armor Proficiency
Legendary gunslingers are proficient with simple and martial weapons, and with all firearms. They are proficient with light armor.

- Gunsmith
Gain a free battered early firearm (musket) worth 4d10 in scrap. Gain Gunsmithing as a bonus feat. Crafting ammunition costs 1% rather than 10%.

- Gun Training (Ex)
At first level gain Dex mod (6) to damage rolls with firearms. Bonus cannot exceed class level until level five. Reduce misfire by 1. Reduce misfire on a broken weapon from -4 to -2.

- Grit (Ex)
Resource pool equal to Wisdom mod. (5) Spent to preform Deeds.
Can be regained by three methods:
-- Critical Hit with a firearm. x2 gains 1 grit, x4 and up gains 2. Must be against an enemy that is not helpless or unaware and has at least half or more HD than the player (4HD).
-- Finishing off an enemy with a firearm. Cause an enemy to fall unconscious by HP damage. Destroying an unattended object, causing a helpless or unaware enemy to fall unconscious due to HP damage, or causing a creature to lose consciousness that has fewer Hit Dice than half the player's level to 0 or fewer hit points does not restore any grit.
-- Successful Saving Throw. Whenever the player makes a successful saving throw against a non-harmless spell, spell-like ability, supernatural ability, or extraordinary ability
originating from a hostile creature, she regains 1 grit point. Making a successful saving throw against the effect of a hostile creature that has fewer Hit Dice than half the player's level does not restore any grit.

- Deeds
See Deeds List

- Eagle Eyes (Ex)
Morale bonus to Perception checks equal to 1/2 class level.

- Slinger's Quirk (Ex)
Select two Cha or Int based skills. Can choose to use Wis mod instead. (Bluff)(Diplomacy)

- Gun Mastery (Ex)
Gain Gun Masteries at level 2 and every 3 levels afterwards.
See: Gun Mastery List

- Uncanny Dodge (Ex)
Cannot be caught flat-footed, nor lose Dex mod against invisble enemies. Will still lose Dex mod if immobilized or if enemy successfuly uses a feint. Upgrades to Improved Uncanny Dodge is Uncanny Dodge is gained elsewhere first.

- Combat Grit (Ex)
Gain 1 temporary grit when rolling for initiative. Cannot gain another temp grit for five minutes afterwards. Temp grit is spent first and lasts for one minute or until spent. At 9th and and every 5 levels after, gain another temp grit.

- Nimble (Ex)
Gain +1 dodge AC and +1 competency bonus to initiative at 4th level and every four levels after (+1 AC, +1 Initiative). Only light or no armor can be worn. Anything that causes the player to lose Dex bonus to AC also causes the player to lose these bonuses.
========================================================================

Unchained Rogue (Shadow Walker)
========================================================================
- Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

- Opportunities Aplenty (Ex)
At first level, whenever flanking a creature, attacking a creature with a detrimental condition (see below to determine what a detrimental condition is) affecting it, or a creature that is denied their Dexterity bonus to AC, gain a +2 circumstance bonus to damage rolls against that creature. At 3rd level and every 2 levels thereafter the bonus to damage rolls increases by +2. If the vicious opportunist is not flanking, the creature must have a detrimental condition before the attack for the vicious opportunist to gain this bonus.

For the purposes of this ability, a detrimental condition is any condition other than: energy drained, incorporeal, and invisible.

This ability replaces sneak attack. Abilities that trigger off of sneak attack instead activate off of this ability.

For abilities that use the number of dice of a sneak attack to determine effects, the effective number of dice is equal to the bonus damage from this ability, divided by 2. For example, if a 5th level vicious opportunist has the Bleeding Attack rogue talent, whenever she attacks a creature with a detrimental condition, she gains a +6 circumstance to damage rolls. In addition, she does three points of bleed damage from the Bleeding Attack talent.

- Expanded Sight (Su)
At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet.

When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.

This ability replaces trapfinding.

- Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

- Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

- Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

See 'Rogue Talents' List

- Illumination Control (Sp)
At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will.

She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight.

This ability replaces the rogue talent gained at 2nd level and trap sense.

- Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

- Favored Illumination (Su)
At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level.

When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level).

Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1.

This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.
========================================================================

Mythic Hero
========================================================================
- Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

- Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

- Surge (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

- Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
========================================================================

Champion
========================================================================
- Bonus Hit Points: +5 VP/Tier

- Champion's Strike: Distant Barrage
As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.

-1st: Impossible Speed
Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

-2nd: Limitless Range
Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn’t multiplied by 5, but the weapon doesn’t have a maximum range increment.
========================================================================

Trickster
========================================================================
- Surprise Strike: (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

- 1st: Supreme Stealth: Scent
Choose one of the following senses: blindsight, scent, or tremorsense. A creature using the chosen sense can’t automatically detect you, and must succeed at Perception checks as normal to do so. If you choose blindsight, this ability also affects blindsense. You can select this ability up to three times, each time choosing a different sense.

- 2nd: Compelling Feint
Your parries, attacks, and dodges are sporadic and difficult to predict by those who oppose you. Whenever you feint, you can choose to feint against all opponents within 10 feet, using the same Bluff check for each opponent. If you expend one use of mythic power while you’re feinting, any target you successfully feint against is considered flat-footed against the first attack any creature makes against it before its next turn. You must use this ability after your Bluff check is rolled but before the results are revealed.
========================================================================

Feats, Discoveries, Gun Mastery, Deeds
========================================================================
Feats:
- 1st: Precise Shot
- 1st: Rapid Shot
- 1st: Extra Talent: Ki Pool
- 1st: Blind Fight
- 1st: Skill Focus: Stealth
- 1st Class: Gunsmithing
- 1st Class: Deft Maneuvers
- 1st Racial: Dodge
- 2nd: Extra Talent: Fast Steath
- 2nd: Gun Mastery: Critical Gunner 1
- 3rd: Moonlight Stalker
- 4th: Weapon Focus: Firearms
- 4th: Talent: Ninja Trick: Vanishing Trick
========================================================================

Talents:
- 1st: Ki Pool
A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja’s ki pool, but the rogue’s ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.

- 2th: Extra Talent: Fast Stealth
This ability allows a rogue to move at full speed using the Stealth skill without penalty.

- 4th: Ninja Trick: Vanishing Trick (Su)
As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
========================================================================

Gun Masteries
- 2nd: Critical Gunner 1
The legendary gunslinger may treat the critical threat range of any non-broken firearm she wields as 19-20/x2. This mastery can be selected a second time, instead treating the critical threat range of firearms she wields as 18-20/x2. A legendary gunslinger must be 5th level or higher to select this mastery a second time.
========================================================================

Deeds
- 1st:
-- Feint Shot (Alternate Deed from Gunslingers of Porphyra, replacing Deadeye)
At first level, as long as player had at least 1 grit point, they are treated as if the have the Ranged Feint feat, although they do not have to fire the weapon to use it.

-- Gunslinger Reflexes:
As long as player has at least 1 grit point, does not provoke AoO's for firing or reloading.

-- Quick Clear
As a standard action, as long as player has at least 1 grit point, can remove broken condition from a single firearm currently being wielded, as long as the condition was gained through a misfire. Can spend 1 grit point to clear firearm as a move action instead of a standard action.

- 3rd:
-- Riccochet Shot
As long as player has at least one grit point, can target a wall or solid terrain to riccochet off. Use square immediately in front wall or terrain as new origin of line of sight to a target, at a -2 attack penalty. The attack uses that square to determine effects of cover, and the players's own square to determine effects of concealment. Can spend 1 grit point to ignore all cover and concealment. Must choose before making attack roll.

-- Speedloader
As long as player has at least 1 grit point, reduces the action needed to load a firearm as long as it would be able to be loaded as a full action or quicker.
Full->Standard->Move->Free

-- Utility Shot
As long as a player has at least one grit point, the player may apply any utiliy shot to any single attack from a firearm. They must declare the utility shot before making the attack.

--- Blast Lock
Make an attack against a lock within first range increment of firearm. A diminuative lock usually has an AC of 7 while larger locks have lower. The lock gains a bonus to AC depending on quality. A simple lock gains +10 AC, average gains +15, good gains +20, superior gains +30. Arcane gains +10. On hit, the lock is destroyed and the object can be opened as if it was unlocked. On a miss the lock is still destroyed, but the object is considered jammed and still locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method
of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

--- Scoot Unattended Item
Make an attack roll against a tiny or smaller unattended object within the first range increment of the firearm. A tiny unattended object has an AC of 5, a diminutive unattended object has an AC of 7, and a fine unattended object has an AC of 11. On a hit, does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, damage the object normally.

--- Trap Springer
Make an attack roll against a trap within the first range increment of the firearm as long as it is able to target the trap's triggering mechanism (such as a floor plate), treating the Disable Device check of the trap as its AC for this attack. If this attack is successful, the trap is automatically activated. If targeting a trap the player or one of their allies created (must have observed the creation of the trap), they gain a +5 circumstance to attack roll while using this deed.
========================================================================

Mythic Feats
========================================================================
- 1st: Rapid Shot
When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.

- 1st: Dodge
The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.

- 2nd: Weapon Focus: Firearms
Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.

- 2nd: Deadly Aim
When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
========================================================================

Items
========================================================================
Weapon(s):
Masterwork Rifle
Weapon Modifications (3 max):
- Silencer
- Scope
- Concentrated Shot

Masterwork Revolver
Weapon Modifications(2 max)
- Silencer
- Magnum Shot

Masterwork Revolver
Weapon Modifications(2 max)
- Silencer
- Weighted Grip

Masterwork Silver Kukri
========================================================================
Armor:
Mithral Chain Shirt
Mithral Buckler

========================================================================

Magic Items
-

Ammo & Misc:
x100 Metal Cartridges
Gunsmith Kit
Masterwork Tools
Concealable Thieves’ Tools
Bullseye Lamp

Bedroll
Blanket
Rations
Small Tent
Diary
Pen
Inkwell
Soap Bar
Hemp Rope
========================================================================


great fluff! Be aware that as non-Mormons, what the Mormons called 'gentiles', she and her father will be out of place in Salt Lake City, which is a fairly insular community during this period.

I'm also going to tie in her history somewhat to Jereru's Indian character if that's okay, and make James Harris in his story part of an extended slaving clan, one of whose caravans Taylor freed.


How's my backstory look? Anything I should tweak?


Thanks, I wasn't sure if it was coherent enough since I hammered out most of that out in the wee hours of the morning.

And sure thing, it wouldn't be the first time they'd felt like outsiders (and the ancestral clan I'm alluding to were the White Howlers, now the Black Spiral Dancers).

Also, do I still need to answer the questionnaire or does my backstory cover most of the points well enough?

Shadow Lodge

to take bard with alchemist VMC or alchemist with bard VMC
decisions decisions (main class fighter)


Go Alchemist, VMC bard. The VMC for Alchemist has an unusual obsession with poisons (which, I suppose, if that's what you want, go for it). But the Bard, more of your abilities actually apply.

Shadow Lodge

The reason to go Alchemist vmc would be to flavor extracts/potions as fancy booze, that being said, I have enough time left now that I know what to do with my feats and concept I could just make both and see which one I like better

what I was able to pound out of his backstory on break from work:

Cayden Murphy
Murphy was what those who knew him best thought of as the luckiest man alive. From birth, fortune seemed to smile on him. To start with he was born to a wealthy merchant family who were known for prize quality alcohol and alchemical elixirs, but his luck was no simple mater of just being born to the right people. He was a lycanthrope of the vulpine variety and thus a fox in both the literal and figurative sense. Mr Murphy grew up loving life and living it to the fullest, wanting to see the world and make his impact on it and the world seemed to want to reward his drive by lining up all his ducks in a row. He even took up the somewhat outdated art of fencing, and choosing to carry a rapier as his weapon of choice alongside a revolver, but more than winning, Cayden enjoyed playing dirty, thinking it just another game, and how he loved games. Usually when he wasn’t actively working for his family’s business selling alcohol to people, he was out playing games in whatever substituted for the local casino.


Hey, maybe your family invented Coca-Cola!

Shadow Lodge

Ha! That could be a great idea!
Mechanically I’ll be going for a lot of the human luck racial feats and because I have just so many feats, i’ll snag the dirty trick line and the sword/tankard fighting style (giving up shield proficiency to get it for free and quick draw to pull my gun when I need range


I won't be ready in time for Friday, but would dearly love to play in this game. Would it be OK if I joined late?


1 person marked this as a favorite.

I think I'm actually going to move it back to Sunday or Monday because of my work and school schedule -- that just mean's I'll start posting -- it wills start slow so there will be plenty of time for late submissions to join in -- so basically yes

Shadow Lodge

rough draft of mechanics:

Cayden Murphy
Male Human Bard/fighter 4 Marshal/Trickster 2| [Chaotic Good]
DESCRIPTION
Age 27
Looks Red hair, Green eyes
Height 5ft 11 tall, (Medium)
Deity Thor/Loki

STRENGTH
12 (+1)
DEXTERITY
18 (+4)
CONSTITUTION
14 (+2)
INTELLIGENCE
17 (+3)
WISDOM
10 (+0)
CHARISMA
20 (+5)

Initiative +4 = 4 [Dex]

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +6 = DEX 4+0+0+2
Appraise +5 = INT 3+0+0+2
Bluff +12 = CHA 5+4+3
Climb* +3 = STR 1+0+0+2
Craft (alchemy) +9 = INT 3+0+0+2+4
Craft +5 = INT 3+0+0+2
Craft +3 = INT 3+0+0+2
Diplomacy +12 = CHA 5+4+3
Disable Device*† +6 = DEX 4+0+0+2
Disguise +7 = CHA 5+0+0+2
Escape Artist* +6 = DEX 4+0+0+2
Fly* +6 = DEX 4+0+0+2
Handle Animal† +7 = CHA 5+0+0+2
Heal +7 = WIS 0+4+3+2
Intimidate +12 = CHA 5+4+3
K (Arcana)† +12 = INT 3+4+3+2
K (Dungeoneering)† +7 = INT 3+0+0+2+2
K (Engineering)† +7 = INT 3+0+0+2
K (Geography)† +7 = INT 3+0+0+2+2
K (History)† +7 = INT 3+0+0+2+2
K (Local)† +7 = INT 3+0+0+2+2
K (Nature)† +7 = INT 3+0+0+2+2
K (Nobility)† +7 = INT 3+0+0+2+2
K (Planes)† +7 = INT 3+0+0+2+2
K (Religion)† +7 = INT 3+0+0+2+2
Linguistics† +5 = INT 3+0+0+2
Perception +7 = WIS 0+4+3
Perform +12 = CHA 5+4+3
Perform +7 = CHA 5+0+0+2
Profession† +2 = WIS 0+0+0+2
Profession† +2 = WIS 0+0+0+2
Ride +6 = DEX 4+0+0+2
Sense Motive +7 = WIS 0+4+3
Sleight of Hand*† +11 = DEX 4+4+3
Spellcraft† +10 = INT 3+4+3
Stealth* +11 = DEX 4+4+3
Survival +2 = WIS 0+0+0+2
Swim* +3 = STR 1+0+0+2
Use Magic Device† +7 = CHA 5+0+0+2

* Armor Check Penalty 0
† Trained Only

EQUIPMENT
Mwk Cold iron Rapier
Mwk Revolver with an ivory handle, 20 silver bullets
Fancy mohagony mug

Base Speed [ 30 (6 sq.) ]

AC [18] = 10 +4 [Dex] +4 [armor]
Touch AC [14] Flat-Footed [14]

BASE ATTACK BONUS
+4
Basic Melee Attack +9
Basic Ranged Attack +9

FORTITUDE SAVE
+6 = 4 [base] +2 [Con]
REFLEX SAVE
+8 = 4 [base] +4 [Dex]
WILL SAVE
+4 = 4 [base] +0 [Wis]

CMB
+8 = 4 [BAB] +4 [dex] +0 [size]
CMD
+19 = 10 +4 [BAB] +1 [Str] +4 [Dex] +0 [size]
FEATS

TRAITS
CARRYING CAPACITY
Light Load: 43lbs.
Medium Load: 86lbs.
Heavy Load: 130lbs.
Lift Over Head: 130lbs.
Lift Off Ground: 260lbs.
Push or Drag: 650lbs.

LANGUAGES
English, Norse, Uktena, Spanish

Common
3 Bonus Languages (Int)
Bard Spells Per Day
Level 1 3 + 2 [Cha]
Level 2 1 + 1 [Cha]
Bard Spells Known
Level 0 6
Level 1 4
Level 2 2
SPECIAL ABILITIES
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Bard
Inspire Competence +2
Versatile Performance (1)
Well-versed
Bardic Knowledge
Channel Energy 2d6
Cantrips
Countersong
Distraction
Fascinate
Inspire Courage +1

Martial Tradition (give up proficiency in martial weapons)
Courtesan
Courtesans are students of courtly manners and artistic pursuits, and are often experts at painting, dancing, music, and engaging conversation. In a world of magic and court intrigue, courtesans are often also trained as bodyguards and assassins.
Bonus Talents:
* Equipment: Dancer Training, Unarmored Training
* Fencing sphere
* Variable: Courtesans gain either the Dual Wielding sphere or a talent from the Fencing sphere.

Fencing tree
Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.
When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Fatal Thrust
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Belt Cutter (exploit)
You may attempt a steal combat maneuver against the target as a free action which does not provoke an attack of opportunity.

Unarmored Training
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Shadow Lodge

oops, forgot to include the +2 to one stat for mythic and include the trench fighter archetype and to list my mythic path abilities and feats (I chose them but forgot to list them)

feats and path abilities:

3 combat
Combat reflexes
Deft maneuvers
Arcane strike

7 regular
Skill focus
Eldritch heritage
Defiant luck
Inexplicable luck
Lucky
Hero’s fortune
Fencing grace

1 teamwork, can change each day, doesn’t treats everyone within 30 ft as having the feat for the purpose of

Mythic path powers

Trickster
Fleet charge
Master didilantee

Marshal
Advance
Lightning performance, if there is another bard in the party I instead choose Extra order: rally
Tactical genius

Mythic feats
Eldritch heritage
Arcane strike

251 to 300 of 330 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Gesetalt werewolf gunslingers in the Old West: Pathfinder 1e Werewolf 20 game All Messageboards

Want to post a reply? Sign in.