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Daerokh Arrandur |
![Gorm Greathammer](http://cdn.paizo.com/image/avatar/PZO90118-Gorm_500.jpeg)
Archpaladin Zousha reporting in with my completed character: Daerokh Arrandur, Ranger and Prospective Skyseeker!
1. Daerokh is a young dwarf, evidenced by how his beard is comparatively short compared to his braided, black hair. His wiry frame is unusually slim for a dwarf, though he is no less strong and hardy than his kin. He has a sweet-natured smile and kind blue-green eyes.
2. He is one of the younger sons of Clan Arrandur, a family of merchants in Dongun Hold whose caravans travel the length and breadth of the Mana Wastes, with clients even as far as Quantium in Nex. With older siblings and cousins poised to inherit the family businesses, Daerokh has made himself useful as a caravan guard but is starting to grow bored with it.
3. While Daerokh is a noble-hearted and generous man, he can also be rather naive. Honest to the point of bluntness and too trusting of others, he sometimes finds he prefers exploring and hunting in the Mana Wastes, alone with his thoughts and his weapon.
4. Daerokh considers himself a bit of an amateur historian, proud of the accomplishments of his ancestors in Dongun Hold, and intrigued by how much Alkenstar, its neighbor, has changed even in the few decades he's been alive. Now that he's come of age, he hopes to make his own mark on history and create a legacy to match his kins'.
5. Ever the careful craftsman, Daerokh treats his gear and weapons with great care, always tinkering and polishing to make sure they perform at peak efficiency and look their best.
Goals:
1. Daerokh wishes to explore and understand the place he calls home, both the Sky Citadel of Dongun Hold and the twisted lands of the Mana Wastes, wondering if one may hold the key to understanding the other.
2. I'd like to disenchant Daerokh of his naivete a bit, helping him realize he can't just run off into the wastelands and avoid dealing with people who don't have the best interests of others in mind, help him grow as a person.
Secrets:
1. Daerokh has begun to get curious about magic, and wondering if it can be used to fix what it broke in the Mana Wastes, since otherwise it will continue to fester.
2. Suldarra Haurhammer, Daerokh's mentor, has become increasingly embittered by Alkenstar's relative prosperity in the Mana Wastes, believing that they've leeched off the dwarven people's innovations and given them nothing in return, and would willingly sell out Alkenstar and the Gunworks if she thought it would help Dongun Hold eclipse them.
3. Reserved for GM-created secret.
Connections:
1. One of Daerokh's idols is the Skyseeker Suldarra Haurhammer, who instructed him in battle tactics and how to survive in the Mana Wastes. On the rare occasions both she and Daerokh are at Dongun Hold, Daerokh eagerly spars with her, but she spends a lot of time roving the Mana Wastes alone.
2. The Vudrani merchant, Bahadur Jayakumar, is a regular customer of Clan Arrandur's trade caravans, purchasing quartz and other crystals from them and supplying them with Vudrani goods to sell in Dongun Hold and Alkenstar. Daerokh is fascinated by his anecdotes of his homeland and their spirituality that makes these crystals so valuable, prompting him to wonder if it's not unlike dwarves' spiritual connection to metal and stone. Though most of their business is done in Quantium, with Daerokh and his family guarding the caravan as they cross the Mana Wastes, sometimes Bahadur has made the dangerous journey to Dongun Hold himself, usually to discuss and renew his trade agreements in person.
3. Daerokh has a strained relationship with his cousin, Odyle Arrandur, as she's much more conservative than he is, thinking he spends too much time among non-dwarves and getting strange ideas. She especially feels that sharing the secrets of firearm manufacture with outsiders was a mistake, and that Alkenstar takes advantage of Dongun Hold. She prefers to spend most of her time in Dongun Hold, practicing politics and coordinating business arrangements with other clans. Should Daerokh and her somehow manage to mend their bridges, Odyle could leverage Clan Arrandur's wealth or political clout in Dongun Hold to help him.
Memories, Mannerisms and Quirks:
1. Daerokh is scrawny for a dwarf, but he treats this with good humor sometimes telling strangers that he is in fact a very tall gnome or halfling as a joke.
2. Some of Daerokh's fondest memories are of him and his mother visiting the shooting range at the Gunworks to test out new batches of firearms. One such trip was where he met the Skyseeker Suldarra Haurhammer, who became a mentor and hero to him.
3. A more recent, painful memory for Daerokh was a family dinner and business meeting in Dongun Hold, where he quarreled with his cousin Odyle. He doesn't quite remember whether he started it or Odyle did, but they both made their opinions on Dongun Hold's relationship with Alkenstar plain and it got so noisy their respective parents had to separate them. One thing that sticks strongest with him was Odyle's parting shot: "If those humans mean more to you than your own clan and kin, why don't you go off and live in the Wastes with them?"
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Ouachitonian |
![Tiger](http://cdn.paizo.com/image/avatar/PZO1129-Tiger_500.jpeg)
So, I have a question about the implication of some class features. I was thinking possibly an Eldritch Archer Magus. Now, they get the following:
Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.
So, then we look at the wizard’s arcane bond:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material.
So, if I want to play a gun-toting Eldritch Archer, RAW it seems like I get a masterwork firearm at 1st level. Even with the 25% cost bit of Commonplace Guns in play, even the cheapest masterwork firearm breaks WBL. It also doesn’t seem entirely fair for a Magus to be running around with a shiny masterwork firearm when even a gunslinger has a battered old one.
What do you think, oh great and mighty GM?
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Brainiac |
![Pallid Mask](http://cdn.paizo.com/image/avatar/PZO90114-Pallid_500.jpeg)
Dotting for interest. Will think of a concept and try to get it done by the end of the week.
Any chance we could get a list of completed submissions? That will help guide my class selection. Thanks. :)
EDIT: By my quick count, we've got a brawler, oracle, cavalier, swashbuckler, alchemist, gunslinger, rogue, and two rangers up for consideration. Looks like I'll make an arcane character. Details to follow.
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Hubaris |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A14-Plague-Doctor.jpg)
Here's what I found so far:
Daerokh Arrandur, Dwarf Ranger (possible Skyseeker)
Alorea, Slyph Bard (detective)
Xada Nivrublox, Halfling Order of the Sword Cavalier
Amelia Reed, Human Ranger (dandy)
Jase Everluck, Human Swashbuckler (musketeer)
Carnival, Tiefling Alchemist (gun chemist)
Joie Patronne, Half-Elf Brawler (strangler)
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Dragoncat |
![Spooky](http://cdn.paizo.com/image/avatar/PF22-05.jpg)
Okay, here's a list of the applications I've received so far!
Martial
Amelia Reed (Human Ranger [Dandy])
Daerokh Arrandur (Dwarf Ranger)
Jase Everluck (Human Swashbuckler [Musketeer])
Joie Patronne (Half-Elf Brawler [Strangler])
Xada Nivrublox (Halfling Cavalier of the Sword)
Zig'y (Goblin Gunslinger [Black Powder Vaulter])
Arcane
Carnival (Tiefling Alchemist [Gun Chemist])
Divine
Faithe (Fetchling Oracle of Bones)
Skill
Alorea (Sylph Bard [Detective])
Ibsituu (Dhampir *Svetocher* Unchained Rogue [Gun Smuggler])
EDIT: Huh. Ninja'ed.
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CampinCarl9127 |
![Gambler](http://cdn.paizo.com/image/avatar/PZO1124-Gamblr_90.jpeg)
After reviewing the concept, I think I'd rather try my hand at getting to explore guns and the gunslinger class, even if it means I face stiffer competition in the already-crowded martial category.
I submit Ryder Craw for consideration. A human gunslinger with a dark past and a nasty reputation, but who's trying to turn over a new leaf. He saw very brief action for another campaign that died before it hit 100 posts and I've always lamented not getting a chance to play him. Not only is it a build I think I'll enjoy, there should be quite a bit with the background and drawback to pick apart for story opportunities. I always welcome any and all feedback!
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![]() |
![Rival Explorer](http://cdn.paizo.com/image/avatar/PZO1124-HalfOrc_90.jpeg)
I choose a Blunderbuss, should be interesting. A gun Tank
Unnamed Hero
Human gunslinger (gun tank) 1 ( Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +2 (1d8+1/19-20)
Ranged blunderbuss +5 (1d8)
Special Attacks deeds (deadeye, gun tank's resolve, quick clear), grit (2)
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Statistics
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Str 12, Dex 18, Con 14, Int 13, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats GunsmithingUC, Point-Blank Shot, Rapid Reload
Traits bruising intellect, never stop shooting
Skills Acrobatics +0 (-4 to jump), Climb +1, Craft (alchemy) +5, Intimidate +5, Knowledge (engineering)
+5, Knowledge (local) +5, Perception +6, Profession (soldier) +6, Survival +6
Languages Common, Dwarven
SQ gunsmith
Other Gear scale mail, black powder UC (25), blunderbuss UC, bullet UC (25), longsword, pellets UC (10),
bedroll, belt pouch, flint and steel, gunsmith's kit UC, hemp rope (50 ft.), masterwork backpack APG, mess
kitUE, pot, powder horn UC, torch (10), trail rations (5), waterskin, 28 gp, 8 sp, 8 cp
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Special Abilities
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Deeds Use Grit to perform special abilities with your firearms.
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Blunderbuss) You can reload fast with one type of Crossbow or Firearm.
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Dragoncat |
![Spooky](http://cdn.paizo.com/image/avatar/PF22-05.jpg)
@Raltus: For the record, we're using these feat tax rules to make things a bit easier on players.
Also, I've never seen a Gun Tank be used before. I like the idea of them stomping about kitted out like Terran Marines. XD
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Simeon |
![Kanya Ismahe](http://cdn.paizo.com/image/avatar/PZO9063-Kanya_90.jpeg)
Presenting Chiv, gun runner, bootlegger, and no-good rascal!
Ever since he was young, Chiv’s been a part of the criminal underworld of Alkenstar. His dad worked as a gun runner, smuggling firearms out of Alkenstar to the mutant clans in the Spellscar Desert and duergar merchants in the Darklands. His mother was a chemist, brewing up drugs and bombs for anyone who wanted a fix, to cause some mayhem, or both. Despite the questionable nature of his parent’s work, they raised him and his nine younger siblings with love, providing most of what they could want. However, he was well and truly a criminal. He started pickpocketing at four, stealing whatever coins he could get his grubby hands on. His parents celebrated his first con with a big dinner, letting him get the first pick of food, a rare treat in ratfolk society.
As he started to come of age, his parents started including them in the family businesses. He took to it with a somewhat worrying enthusiasm. Whether it was smuggling muskets out of Alkenstar through a miles of sewer or brewing up gallons up alchemist’s fire for radical cells, he was happy.
However, his ambition grew, and he started running into trouble. The most notable event came with a con he decided to run on a powerful drug dealer by the name of Gorrog the Pusher. Chiv decided to sell some of his own product as Gorrog’s, using the man’s name to cover him from reprisals from the authorities. It went well for a while, passing off his concoction of narcotic chemicals as pesh and opium to sell to junkies in need of a fix. But one day, Gorrog found out. There’s a reason another of Gorrog’s nicknames is Bloody Gorrog. Gorrog took it upon himself to deal with the ratfolk personally. While afraid, as any mostly sane criminal would be, Chiv knew what he had to do, to honor the legacy of his people and do what his parents would’ve done.
He ran away.
He lit his lab on fire and burned his powder stores. Gorrog had never seen his face, so any traces of Chiv were gone. Still, Chiv was afraid, and decided a more measured approach was necessary. For now, he’s laying low, keeping his snout out of as much trouble as he can handle.
Chiv is a small, wiry ratfolk man. He wears the light, fairly concealing clothing that most ratfolk prefer to wear, though outfitted with many hidden pockets to aid in hiding things. Concealed in the pockets are his pistol, outfitted with a bayonet, vials of alchemist’s fire and acid, thieve’s tools, and impressively, 50 feet of silk rope and a foldable grappling hook.
Chiv is a rather shifty character. He’s almost always looking for some way to pull a scheme, to con some rich snob from Skyside out of their coin. He also claims to know someone for nearly anything one could want, though the validity of his claims do vary. While some of his assertions are plausible, he once claimed that, ”Your tellin’ me you want 39 snakes? Well, I think I know a guy.” He is generally friendly to those he meets. He sees no reasons in making enemies, as there’s plenty of those for a criminal in Alkenstar, especially him. He acts mostly as he pleases, though he does tend towards morality, as opposed to the ruthless cruelty of much of the criminal underworld of the Grand Duchy. He tries to support his family and the other ratfolk warrens of Alkenstar when he has the funds, when he hasn’t spent his money on gambling, gunpowder, and odd trinkets that catch his eye.
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theasl |
![Medical Drone](http://cdn.paizo.com/image/avatar/PZO9085-SpiderRobot_90.jpeg)
So pending the answer to my above question (no rush), I think I'm pretty much done with Ibsituu. Everything is in the link for now; I'll make an alias if selected. I've copied the background below; does it make sense within the framework of your plot, Dragoncat?
Ibsituu considered returning in disgrace to Mechitar, but a chance encounter in the streets led her to a new path. One day, she ran afoul of a group of street thugs, but was saved from a brutal end by a rival gang. With nowhere to go, she was taken in by the nameless gang, who turned out to operate an illicit gun factory specializing in more exotic combination weapons like dagger pistols and axe muskets with long-term hopes of becoming a legitimate business. With some contacts still remaining from her time in both Geb and Skyside, the young svetocher quickly became an important asset for the gang, helping coordinate their activities and sales from Skyside with the help of friendly and corrupt officials and Shieldmarshals, out of reach of their rivals in the slums.
Recently, though, something bad has been happening in the city. Ibsituu had initially paid little attention to the news of the scribe murders, until one of her contacts - and one of only a few close friends she had in the city - numbered among the dead. With both a personal and "professional" connection to the case, Ibsituu worms her way into the investigation, hoping both to find closure on her friend's death and to ensure that there is no threat to her livelihood.
Thanks!
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theasl |
![Medical Drone](http://cdn.paizo.com/image/avatar/PZO9085-SpiderRobot_90.jpeg)
@theasl: Unchained Rogues add the Agile Combatant feat instead of Weapon Finesse.
Also, the background fits in fine with the framework. :)
Alright, thanks!
I'm currently considering a SpellScar Drifter Cavalier, but I'm not 100% sold on it yet. This is actually tougher than I thought, especially with all the gunmen already having been submitted. :p
Given that the campaign takes place in Alkenstar, it would make sense for everyone in the party to be toting a gun. Honestly, it might be stranger if they didn't.
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Azih |
![Sosiel Vaenic](http://cdn.paizo.com/image/avatar/PZO9074-Sosiel_90.jpeg)
Hi. I'm very intrigued as I've got a character concept that I never thought I'd get to play and might fit perfectly. It'll take to level 2 to come online but....
I really want to play a Witch gunslinger that can deliver spells via bullet! So that'll be a Spellslinger at first level and then Witch all the way after. There are probably better ways of doing this, but this is the combination that I've got my heart set on :).
A few questions.
Is the concept fine?
Hexes are mostly supernatural or Extraordinary rather than spell like, how would they interact with Primal and Dead magic zones? Being a Witch might be a good fit for the setting.
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CampinCarl9127 |
![Gambler](http://cdn.paizo.com/image/avatar/PZO1124-Gamblr_90.jpeg)
I'll post an updated list of applicants when I get home.
Let me save you the trouble.
Martial
Amelia Reed (Human Ranger [Dandy])
Daerokh Arrandur (Dwarf Ranger)
Jase Everluck (Human Swashbuckler [Musketeer])
Joie Patronne (Half-Elf Brawler [Strangler])
Xada Nivrublox (Halfling Cavalier of the Sword)
Zig'y (Goblin Gunslinger [Black Powder Vaulter])
Ryder Craw (Human Gunslinger [Musketeer])
Unnamed Hero (Human Gunslinger [Gun Tank])
Haji Hamidi Musaraji* (Half-elf Paladin [Tortured Crusader] 1/ Inquisitor [Ravener Hunter] 0)
Rafi Coleman (Ifrit Cavalier [Spellscar Drifter])
Arcane
Carnival (Tiefling Alchemist [Gun Chemist])
Divine
Faithe (Fetchling Oracle of Bones)
Skill
Alorea (Sylph Bard [Detective])
Ibsituu (Dhampir *Svetocher* Unchained Rogue [Gun Smuggler])
Chiv (Ratfolk Rogue? No statblock)
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Simeon |
![Kanya Ismahe](http://cdn.paizo.com/image/avatar/PZO9063-Kanya_90.jpeg)
Here's the statblock for Chiv.
Chiv
Ratfolk unchained rogue (gun smuggler, underground chemist) 1 (Pathfinder Player Companion: People of the Wastes 13, Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Bestiary 3 231, Pathfinder Unchained 20)
CN Small humanoid (ratfolk)
Init +4; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 18, touch 16, flat-footed 13 (+2 armor, +4 Dex, +1 dodge, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +0
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Offense
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Speed 20 ft.
Ranged dagger pistol +5 (1d3/×3)
Special Attacks selective targeting, sneak attack (unchained) +1d6
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Statistics
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Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 14
Feats Agile Maneuvers, Dodge, Gunsmithing[UC]
Traits dirty fighter, ratfolk avenger
Skills Acrobatics +4 (+0 to jump), Appraise +7, Bluff +6, Craft (alchemy) +7, Diplomacy +6, Disable Device +8, Disguise +6, Escape Artist +8, Intimidate +6, Knowledge (local) +7, Perception +4, Sleight of Hand +8 (+10 to hide small objects on your person), Stealth +14, Use Magic Device +6; Racial Modifiers +2 Stealth
Languages Common, Dwarven, Gnoll, Undercommon
SQ cheek pouches, finesse weapon attack attribute, hidden gun, rodent empathy, rules changes, skulk[ARG]
Combat Gear acid (3), alchemist's fire (3); Other Gear leather armor, dagger pistol[UC], bedroll, belt pouch, chalk (10), flint and steel, grappling hook, masterwork backpack[APG], mess kit[UE], mirror, pickpocket's outfit[UE], silk rope (50 ft.), soap, thieves' tools, waterskin, 11 gp, 4 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Cheek Pouches You can store things in cheeks, but suffer 20% failure with verbal spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hidden Gun (+0 to conceal, +1 to disguise DC) (Ex) +0 to conceal a 1-hand firearm on person, +1 DC of disguised weapons (max 25)
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Selective Targeting (Ex) Increase sneak attack dice to d8s with pistol-like weapons.
Skulk -5 on Stealth to hide from creatures you have distracted with Bluff (instead of -10)
Sneak Attack (Unchained) +1d8/+1d4 +1d8 damage with a coat pistol,dagger pistol, or sword cane pistol if you flank your target or your target is flat-footed.
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Rafi Coleman |
![Count Lucinean Galdana](http://cdn.paizo.com/image/avatar/PZO9231-Lucinean.jpg)
@Raltus: For the record, we're using these feat tax rules to make things a bit easier on players.
I keep forgetting to have a look at this document. Need to see if there is anything that applies to Rafi.
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Rafi Coleman |
![Count Lucinean Galdana](http://cdn.paizo.com/image/avatar/PZO9231-Lucinean.jpg)
Just realized that there is a Herolab mod for this Feat tax rule set. I’ll be updating my stat block to reflect the difference.
Also, I didn’t mention it before, but I’m seriously considering delving into the Shieldmarshal Prestige class with Rafi. Thinking that it would both fit his character, and provide some great RP in-game.
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Red Heat |
3 people marked this as a favorite. |
Do you know what that massive list of gun toting martials needs more of? Melee meatshields for them to hide behind.
Cayley Wayland
Female Human Monk (unchained) 1
24 Years of Age
CG Medium Humanoid [human]
Init +2; Senses Perception +6
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Defense
--------------------
AC 15, touch 15, flat-footed 10 [+2 Dex, +1 dodge, +2 Wis]
HP 12/12 [1d10 + 2 Con mod]
Fort +4, Ref +4, Will +1 [+2 vs illusions]
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Offense
--------------------
Speed 30 ft.
Weapon: clockwork prosthesis, +6 attack, 1d6+4 damage, bludgeoning
Weapon: sling, +3 attack, 1d4+4 damage, 20/x2 crit, bludgeoning
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Statistics
--------------------
Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 8 (-1)
Base Atk +1; CMB +5; CMD 19
Feats: Weapon Focus (unarmed), Dodge+Mobility, Unarmed Combatant, Stunning Fist, Outslug Style
Traits: Highlander [+1 Stealth, class skill]; Mechanical Expertise [+1 Disable Device, class skill]
Skills - [5 points + 1 FC; armor penalties not included]:
Acrobatics +6
Climb +8
Disable Device +7
Know (religion) +5
Perception +6
Sense Motive +6 [Imposter-Wary]
Stealth +7
Skills - background: Craft (weapons) +5, Profession (airship sailor) +6
Languages: Common?, Kelish
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Wealth
--------------------
Adventuring Gear: dagger; sling; flask of alchemist's fire; clockwork prosthesis x2
Coin: 1,8 gp
Other: backpack; artisan's tools; rope; sling bullets (10); grappling hook; torch (10); flint & steel; waterskin
--------------------
Special Abilities
--------------------
Class: Flurry of Blows
Racial: Bonus Feat; Imposter-Wary
Cayley Wayland graduated smoothly from a childhood obsession with airships to a more comfortably adult appreciation for the freedom of flight. So it was no wonder that she, upon finishing her schooling, joined Alkenstar's Aeromantic Fleet as a junior weapons technician. For Cayley, this was a dream come true. Unfortunately, dreams tend to be every bit as flighty as the airships she now worked on.
The Gran Iskra was the first ship Cayley could be proud of. No, it wasn't her's (goodness, no). Nor did she have any particular claim to fame on it. She hadn't even designed its weapons system. But it was the first airship she had worked on in a senior position, and Cayley couldn't help but be proud. One never forgets one's first. Pity then that the Gran Iskra never left the ground. One early morning Alkenstar's shipyard was rocked by a massive explosion. The Gran Iskra's gunpowder storage had mysteriously gone up in smoke, airship included. It was a massive setback for the Aeromantic Fleet. Fortunately, no one was harmed. No one but dutiful Cayley, who had come in to work early.
Cayley's injuries were extensive. She was bedridden for the better part of a year, and when she did finally recover, it wasn't as the woman she used to be: the explosion had claimed both her right arm and left leg. With no family to speak of, this was a dark time for Cayley. The trauma left the woman noticeably more withdrawn, alienating her few friends. Not being able to work her craft, Cayley also quickly found herself without a job. Crippled, mortified, stripped of her dream job, and with no future prospects, Cayley fell into a deep depression. That she was too proud to admit that the incident had fostered something of a phobia against gunpowder and firearms, did not help matters.
But help came from a most unexpected patron: the church of Brigh. Never having been the religious sort, Cayley was skeptical when a representative of the local church offered to "make her whole again"; the adherents of the Whisperer in Bronze were not known for their charity. But with no other option she accepted. And the church did not disappoint. The clockwork prostheses they offered her were some of the most advanced machinery she had ever seen, no doubt worth her own weight in gold. The surgery necessary to mold them onto her frame was grueling, as was the recovery. Throughout the ordeal the priests treated her as if she was no more than a broken instrument to be fixed, but Cayley was willing to do anything to be whole again. The church even brought in a martial artist from Vudra to retrain her to use her newly fortified body. And it was only through those months of training that the woman noticed: she wasn't just whole again - she was better.
Time heals all wounds, but the fallout of the incident still haunts the Cayley Wayland of today. Although she is now faster, stronger and more capable than ever, Cayley is somewhat terrified of what her new limbs and training have turned her into: a living weapon. Why the church of Brigh did this is a question that haunts her, and every morning she wonders if this is the day they will demand some terrible favor for their services.
I am very open to adapting the crunch to better suit the rest of the party, maybe nabbing the Perfect Scholar archetype should we be light on knowledge skills. I'm also considering picking up Master Craftsman down the line, as it doesn't seem like crafting will be likely otherwise.
The obvious one is the church of Brigh. Cayley is essentially in massive debt to them, but not once have they demanded anything of her. Was she just a guinea pig for their technological experiments? Did Eliza Baratella of the Brass Guild put them up to this, as a first step of moving on from clockwork sentries onto augmented humans? Or is Cayley just the chosen one as dictated by the prophecy? Heck if I know.
The explosion of the Gran Iskra is another option. Was it merely an accident, or part of some larger plot?
Now here comes the tough part...
Behold, good people of the recruitment board. Behold this fool about to try to convince a GM to allow his character to start with not one, but two items worth 6,400 gp each. May Gorum have mercy upon my soul.
You want the GM to let you play a lv.1 character with 13,000 gp in eqipment? 13,000 gp over every other PC in the game? How high are you, pray tell, and where I can I get some of that dank kush?
Madams, sirs, I am sober as the grave and the items in question are these: clockwork prostheses, one arm and one leg to be exact. For my wish is to play a monk. A cyborg monk.
A novel idea perhaps, but no sensible GM is about to shatter the recommended wealth-by-level table simply for the sake of novelty. Nor should any GM, sensible or otherwise, show such gross favoritism as to shower riches onto only one player among many.
Ah, but it is here I argue that the value of these two items, in the grand scheme of things, is effectively nil. Consider, what advantages do these clockwork limbs offer this character that flesh and blood cannot? Lethal damage via unarmed attacks? Nay, the PC in question is a Monk; he already has that capability. Situational bonuses to CMD? Houserule them away, I don't care for them. Likewise with the extra carrying capacity.
But the enchantment option, you charlatan. The prosthesis can be enchanted much like a weapon, thereby bypassing the traditional Monk's need for the ubiquitous and costly Amulet of Mighty Fists. Not only are you sneakily tricking the goodly GM into allowing you cheaper weapon enchantments down the line, you are freeing up the prized neck slot for an Amulet of Natural Armor, an item the Monk is otherwise locked out from. You are exploiting the system. Shame! Shame!
You do me a great injustice. For you see, while it is true that the Amulet of Mighty Fists is twice as costly as other weapon enchants (4000 vs 2000 gp), it is not out of a dearth of other options that the typical Monk gravitates towards it. The Unchained Monk uses the Amulet of Mighty Fists because this item, contrary to its name, enhances any body part capable of striking the enemy. This is crucial for the Unchained Monk, for this class's so called style strikes specify specific body parts. The Flying Kick style strike, for example, requires that the attack "must be a kick." Note that my proposed character is missing both an arm and a leg. Hence, I will have to enchant both of his prostheses. Two plus two equaling four, I posit that my character's equipment will be just as expensive as the average Monk's, and that I am in no way cheating the system. If anything, factoring in the price of masterworks and special materials, it will be even more expensive...
Aha, you have revealed yourself, villain! Special materials by which to bypass damage reduction, such as cold iron or silver, cannot be applied to the oft mentioned Amulet and is thusly something otherwise unavailable to the unarmed Monk. Your clockwork limbs allow you to employ these tools, giving you a minor but significant advantage. You are undone, min/maxing scum.
Just three months ago you would be correct. But not today. I bring your attention to the recently released handwraps, a 'weapon' designed for unarmed characters. These have all the same capabilities as the proposed prostheses, including the option to incorporate special materials. Again, I hold that the prostheses offer me no advantage whatsoever.
If this is true and your PC really is no more powerful than any other lv.1 Monk, despite the extra 13,000 gps, then why do this? Why all this trouble?
Because a Monk with a literal iron fist is effin' rad. I rest my case.
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Rafi Coleman |
![Count Lucinean Galdana](http://cdn.paizo.com/image/avatar/PZO9231-Lucinean.jpg)
Took longer to write than I expect, but here's the background for Rafi.
Life as a slave was hard, though he was always gratful that his master was never cruel. He was a just and lawful master who worked as keeper of the peace. In fact, when Rafi was old enough, his master saw to it that he was not only trained to ride, but also how to wield a weapon. He was told that some day, he may have to protect himself. This was nothing new to him, as his heritage had always brought him scorn from others, often resulting in conflict. Despite this, he learned whatever he could with grateful acceptance. Eventually, a day came when he would need to use these skills.
His master's house was attacked in the night. Despite his best attempts to repell the attackers, his master forced his to flee on one of his best horses moments before he was killed. So Rafi made his way out of Katapesh, traveling through the country of Nex and into the Mana Wastes. He eventually found himself in the Grand Duchey of Alkenstar, and through unusual circumstances (and with the help of his horse, which he grew to call Blaze) he was able to stop a killer that was on the loose.
That was six months ago, and just recently he was deputized by the Grand Duchey of Alkenstar, at which point he was given the chance to take a surename. Though, he loves nothing more than to spend his time wandering the wastes with his horse and protecting those that need it.