An Old and Broken World

Game Master Simeon

Adventures in the post-apocalyptic wasteland known as the Barrens.


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There will be a fair amount of travelling, which means there’ll be downtime to craft. Depending on your choices, there may also be some other downtime-heavy subsystems in play.

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don't mean to be a bother, but how much time do we have to get in a proper application before you close? Work decided to give me a ten-day stretch and I won't have much time for mulling over character options until Wednesday this week, especially since it's my birthday today...


Given that there’s been only a few characters submitted I’ll give it until Friday or Saturday to cut off recruitment.

Liberty's Edge

Just wondering if there was anything more I might need for my submission??


You’re good. I’ll have a list of submissions up later today.


Archpaladin Zousha wrote:
I don't mean to be a bother, but how much time do we have to get in a proper application before you close? Work decided to give me a ten-day stretch and I won't have much time for mulling over character options until Wednesday this week, especially since it's my birthday today...

Ha! Well happy birthday, bud! Enjoy it. :)


Ralrae Arkmir:

Tiefling Legendary Gunslinger 3 (Bullet Wizard)
CN Small humanoid (Native Outsider)

Background
Ralrae has always been around High Gulch; he’s been a fixture for decades. His habit of scavenging lower-yielding sites has kept him off the radar of gang leaders, while still providing him with a reliable-enough income to survive and fragments of history to tinker with. Rae does not have a lot of ideals left; between the preconceptions he’s been forced to overcome as a smaller than average example of Tiefling heritage and the struggle to survive, a goody-goody attitude just has no place in his life. He has not let life turn him from cynicism to a darker malevolence, however, and does not pleasure when his cynical thoughts turn out correct. He keeps to himself, not letting anyone get too close to him; but when High Gulch has needed to come together in the past, Rae has stepped forward with other townspeople.

Mechanics:

Statistics
STR: 10, DEX: 17, CON: 14, INT: 17, WIS: 15, CHA: 8
BAB +2; CMB +1; CMD + 14
Grit: 3
Feats: Healers Hands, TBD
Traits: TBD, Scavenger (Campaign, +1 K. Engineering)

Offense
Speed 30 ft.
Ranged: +6 , 1d10 or 1d12 +3 20/x4 Capacity 1, full round reload, 40' range, Misfire 1
Melee: Dagger, +3, 1d4+0

Special Attacks:
Risky Strike: -1 attacks, and +2-3 damage
Defensive Stance: -1 attacks and +1 dodge to AC
Arcane Artillery: Swift action and Expend 1st level slot for +1d4 elemental damage and weapon is always loaded for 1 minute
Arcane Shot: Standard action and 1 grit to cast a ranged touch attack spell through weapon

Defenses
AC: 19 | FF: 16 | TAC: 14
Fire Resist 5
+1 NA to AC
HP: 14 + 2d8
Fort +4, Ref +4, Will +2

Magic
Caster Level 3; 3 1st level spells known. 3 or 4 cantrips. One spell from Bonded Gun.
Spells Known: all cantrips, 10 1st level: Mount, Unseen Servant, Vanish, Silent Image, Snowball, Ray of Enfeeblement, Jump, Hide Weapon, True Skill
Darkness 1/day, CL 3

Skills & Languages
Skills: Acrobatics +7 (1), Bluff + 1 (0), Climb + 4 (1), Craft: Alchemy +7 (1 B) , Craft Weapons (Firearms): +9 (3 B), Heal +8 (3) , Intimidate -1 (0) , Linguistics + 8 (2 B), K. Arcana +9 (3), K. Engineering +8 (1), K. Local +7 (1), K. Planes + 6 (3), Perception + 9 (3), Ride +4 (1) , Sense Motive + 8 (3), Spellcraft +9 (3), Stealth + 15 (3), Survival + 3 (1), Swim +4 (1), UMD + 10 (4)
Languages: Abyssal*, Common*, Elven, Dwarven, Draconic, Elven, Sign Language (*Racial)

Automatic Bonus Progression And Other Gear (5000 gp)
Automatic Bonus Progression: Resistance +1
Other Gear: MW Buckler (155 gp), MW Musket (300 gp), MW Studded Leather (150+60), Portable Alchemists Lab (300 gp), Sunderblock x2 (35 gp), 6 doses of Desna's Star Tea (30 gp), Spring Loaded Wrist Sheathes x2 (10 gp), Travelers Any Tool (125 gp), Gunsmith’s Kit (15 gp)

Feats, Special Abilities and Details
Favored Class Bonus: +1/6 of a gun mastery (3 times selected)
Gunsmithing: Craft firearms and ammunition. Ammunition is 1% of listed price: 1-3 silvers each
Gun Training: Add Dex modifier to damage on firearms, cannot exceed level before 5th.
Grit: WIS Mod points per day. 1 point restored on critical confirmation on enemy, downing an enemy, or succeeding on saving throw.
Prehensile Tail: Tiefling Racial Trait
Eagle Eyes: +1 morale to Perception
Slingers Quirk: Two Wisdom or Charisma based skills are based off of Int instead (Heal, Perception, Intimidation, Sense Motive, Bluff)


Hey GM Coyote, would you allow a Savage as far as classes go? Thinking of a lost tribal-type who has found High Gulch and struggles to call it “home”. Either that or a an emissary from a far flung group hoping to find assistance for their people. Actually I like the second option more...


Ocean: I’d say that Savage seems good. I haven’t read it exceptionally closely, so I may do some tweaks if you get in, but I’d say you’re good to go.


GM, would you allow Spheres of Power/Might classes and such? I'm a big fan of post apocalyptic and desert/punk sort of campaigns and i also love the spheres system.


Tenro: I’d allow Spheres of Might, as I’ve managed to wrap my head around it. The same can’t be said for Spheres of Power, so unfortunately I’m going to say no to Spheres of Power.


sounds good i was kinda leaning towards might anyway, given the post apocalyptic feel and guns commonplace. was thinking maybe an armiger, technician, or scholar that makes liberal use of tech sphere and maybe alchemy, with barrage or sniper. the kinda guy that can survive off the land to an extent but still has something to offer in settlements and is at least a passable shot.


Ooooohhh.... Shiny.... Tech sphere might actually fit into this setting...

EDIT:
I think I will throw together an Armiger submission, if Tenro goes for one of the other options on his list... There's lots of cool tricks in Spheres of Might, and they can pretty well accomplish a lot of what I was going for with the Bullet wizard, though giving up some magic capability.

@GM, how would you feel about the Natural Telekinetic feat? It's a DSP (I believe) feat that gives Far Hand as an at will psionic ability, with a weight limit of 5 lbs per HD.


Tenro: I would say that I'm going to bar the Tech sphere, at least in the beginning. Alchemy, however, would be fitting for the game.

River: Can't say I've seen that feat before, though I can look through my DSP psionics books and get back to you about it.


@GM, here's the online wiki entry from Library of Metzofitz. It is from Psionics Augmented.


River: I'll allow it. Seems like it's a pretty balanced feat.


bar the tech sphere? might i ask why? i figured you might not want lasers or whatever but i thought rifles and/or machine guns might be alright and i was gonna get a vehicle (they dont fly so it wont be a helicopter or anything)


Tech items are virtually nonexistent for most wastelanders. There will definitely be a point where tech items become more common.


ah. i thought since Mad Max was referenced that a vehicle would be cool (i loved the PC game as well and most people that want to live cobble together a car or a dirtbike), and fallout that was referenced has power armor (though that is rare and not what i was going for) and borderland has some pretty rad vehicles (though a bit advanced for what i had in mind) and claptrap (which i did kinda consider a drone or something along those lines).

EDIT: I was picturing starting with something along the lines of a beat-up car, graduating to a faster car and then maybe getting up to a big rig or something as we level up. so as far as tech sphere goes, i was thinking to start something like:

Collapsible Vehicle (to get a vehicle)
Drone (combined with Collapsible Vehicle, the vehicle is no longer collapsible but gets some HP to it enough to survive a hit)
Dermal Plating (early on or as part of leveling up adding armor plates to it because that is Mad Max as hell)

mechanical ranged weaponry would be good for the modded weapon feel but then again i could just buy a gun possibly or something i dunno, wouldnt have the same fun feel

would those, or some of those possibly be available to wastelanders? maybe a stipulation of the drone talent can only be used for the vehicle until we unlock more tech-y stuff later, or just have the vehicle from Collapsible Vehicle be treated as if it were a drone?


Tech level is more old west than Fallout or Mad Max, as I referenced them more for the general feel and aesthetic. As I said before, advanced technology is incredibly rare and yet again, you will gain access to tech items and I have plans in place for when that happens. I don't want to say more than that to avoid spoilers, but at the moment, the tech sphere and other options related to advanced tech are off limits.


@GM Coyote: ok, I’ll get to the submission...

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Okay, so I've got my idea: I'm gonna make a half-elf Halcyon Druid!

Saraon Ebonflame is a benevolent man who looks to keep hope alive in the darkness of the modern age. I'll have him finished up tomorrow!


ok im thinking Scavenger for a campaign trait (figured i would say it as that is story-integral, almost certainly a human, and looking at either Scholar or Conscript for a class. investing HEAVILY into the Trap Sphere probably, which will really live up to his scavenger theme. Probably Alchemy as well.


4d6 ⇒ (3, 4, 3, 3) = 13 = 10
4d6 ⇒ (6, 3, 3, 5) = 17 = 14
4d6 ⇒ (4, 4, 1, 6) = 15 = 14
4d6 ⇒ (3, 2, 6, 5) = 16 = 14
4d6 ⇒ (2, 6, 5, 2) = 15 = 13
4d6 ⇒ (6, 3, 6, 6) = 21 = 18


4d6 ⇒ (3, 6, 2, 5) = 16 - 2 = 14
4d6 ⇒ (1, 6, 3, 4) = 14 - 1 = 13
4d6 ⇒ (1, 5, 3, 6) = 15 - 1 = 14
4d6 ⇒ (2, 5, 4, 4) = 15 - 2 = 13
4d6 ⇒ (3, 2, 1, 2) = 8 - 1 = 7
4d6 ⇒ (1, 6, 6, 3) = 16 - 1 = 15

Hmm. Not looking to have low physical stats as a primal/martial wastelander, and wanted "high" Cha for an emissary. So looks like I'll put my human +2 into making Int or Wis tolerable.


Archpaladin Zousha here with the basics for my application for this game: Saraon Ebonflame of the Halcyon Circle! I still have to level him up to third level and buy his gear, but I wanted to give you an update so you didn't close things without me!

Before I do that, how are we calculate HP leveling up, including for our initial 2 for character creation? I just assumed the 1st level would be our full hit die plus CON and other sundry bonuses like Toughness or Favored Class, since that seems to be what most 1e PbPs use for 1st level HP.


here is the profile for my submission. I am working him up on google docs and will paste things over.

Rado was thrust into the dangerous life from a very young age. His mother died when he was young, and he never knew his father but assumed the same fate. He was raised by his Aunt and Uncle. His Aunt is a crack shot with pistols and his Uncle is a scavenger, going out to get parts and study old ruins and technology that he then sells or uses to make things to sell, with his Aunt holding down the business while he is away. When he was 12, Rado would begin to accompany his Uncle on “practice runs” where the older man would hone his prodigy’s skills. Before he was 16, he would accompany him on the real thing. When not on a run, he would study with his Uncle in the shop to learn the mechanical workings of things so he would know what to look for and what to avoid. Eventually, Rado would spend longer and longer outside of the settlements looking in stranger and more dangerous locations, all the while dreaming of becoming a Rust Saint or something like it. While he has yet to succeed at that goal, he has made a name for himself, gaining the nickname “Ironface” for the stylized mask he wears most of the time, even when not on a run. He makes his living scavenging what he can carry and selling it back in settlements as he travels around, always listening to rumors about some new location people are scared to visit but are rumored to hold good stuff to scavenge. He will often team up with folks to tackle the harder runs, as his Uncle would sometimes do.


Oh, Spheres of Might changes everything I had planned. Well, maybe not everything, but still, much more to think about.


ok Rado is pretty much done just gotta spend some money on gear and then add his attacks and AC on there. will likely have a crossbow, leather lamellar, maybe a cloak of resist +1 and probably a buckler plus some adventuring gear.


I like my bullet wizard... but every time I think that, I also think about a Mythbreaker Technician...


GM Coyote, coming at this from a new angle - would a gnoll be acceptable as race option?


Rado is complete and ready for submission


Power out and bushfire within 20km. I'll try to get to my submission...


I’d say that a gnoll is acceptable, though you’d start at 2nd level instead of 3rd.


Would you be willing to push recruitment out til Monday, with the addition of Spheres of Might I want to look at making a Blacksmith


Yes, I was thinking I’d keep submissions open until Monday or Tuesday.


I'd appreciate that, GM Coyote. It'll give me more time to hammer out Saraon's backstory and get him leveled up to 3rd level.

By the way, did you have an answer for my question to how to calculate HP on level-ups for these submissions? Are we doing averages? Rolling randomly?


Average plus one.

Grand Lodge

Hi, I'm submitting Filona, a CN gnome fey sorceress. Character sheet has appearance/personality and a brief background text.

Cheers.


Does “average plus one” on a d8 = 6? Is that for every level or do we get max HP at first level?


This is OSW’s submission, Brindle Ghostfur, Gnoll Savage with the Outlander trait. Still need to appoint skill ranks and finalise a few purchases (ABP always throws me for a loop...*) Will work on backstory tomorrow.

@GM Coyote: I gave Brindle a gunstock club. Thought it might be flavorful given the greater ubiquity of guns. Let me know if you want me to change it to a regular morningstar.

* Working on the “average + 1 HP” for both my class levels. Again, let me know if this is in error.

* Do I use ABP as a 3rd level character even though I only have 2 class levels?


Average plus one would be max at first level, and five HP after that.


Ok, here’s Brindle’s backstory...

Brindle’ Tale:
”Black. White. Grey. The colors of night, and hunting. Orange. Yellow. Brown. The colors of the day, and the land. Once you were beautiful, and carried these hues with you proudly as one of us. Now, you are marked for a higher, separate calling.”

Brindle looked up at the elder, not knowing whether this was a judgment or a sentence, punishment or gift.

”Now you are of the night - not the sleek ebon of the cosmos, but a bright star to be seen from afar. A messenger, to the barbarians. We seek their aid.

The young gnoll looked askance at their home, den-tops fallen into disrepair, their belowground cosiness now mostly dilapidated and in many cases, abandoned. She looked again to her elder, bright questioning eyes meeting orbs milky with sickness and despair, the elder’s mind driving at previously unthinkable concepts.

”Go! Go from us and toward the settlements. Find the answers we seek. Rescue us from this malady, this tortured writhing and final diminishment. Bear your new name proudly - for once your were Brindle Six-Hued, now you are Brindle Ghostfur.

A hush from the few gnolls present at this impromptu sending off gave Brindle pause. A parcel of the sleekest hide was produced, and from it a club made from a discarded settlement “gunne”. The mechanics had been stripped from the weapon, and the wood crafted into something deadly in and of itself.

”Beware the settlements, for their inhabitants are tricksy and not to be trusted. Trust not the elves. Or dwarves. Or humans. Trust your own ways and keep to the night, our brightest star, Brindle Ghostfur. Now go!

And, supplied with what little the tribe could offer, she did. Travelling far from all she knew and held dear. Parents dead, but brothers and sisters left behind, the smallest, little Keet had held her paw and cried, the soft dewy liquid aching on Brindle’s own paw. But Brindle had promised to return, and make the tribe proud, and to save them all.

Pretty much complete, just a little finagling with equipment...


Thanks for the submission!

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

How much time do we have left for submissions, GM? Some things came up and I didn't have as much time to concentrate on Saraon as I'd thought...


I’m thinking I’ll give until Friday.


Nice to know! I'm still struggling to get a solid concept and character together for this, because spheres did shake up my original plan. And now half the ideas I have are similar to submissions people have already put forward... So I'm hoping to get some good inspiration.


cant wait!!!


If Kobold is allowed, I'm thinking of a Kobold Wizard. Maybe a conjuration or transmutation school. Considering some mad science flavor.

4d6 - 1 ⇒ (6, 3, 5, 1) - 1 = 14
4d6 - 4 ⇒ (4, 5, 4, 6) - 4 = 15
4d6 - 1 ⇒ (1, 1, 6, 1) - 1 = 8
4d6 - 1 ⇒ (5, 4, 1, 3) - 1 = 12
4d6 - 1 ⇒ (4, 2, 1, 2) - 1 = 8
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
Ouch, a ten point roll, I'll go with point buy.


This brew kind of took a life of his own! Meet Sprig Snaggletooth, caravan leader and wizard! He hopes to find the secrets of magic, life and maybe even bring the green back to the wasteland. He's a Conjuration Wizard with the Outlander trait.

Background:
Sprig was raised like many of his kind in a deep mountain, hearing the tales of how the world used to be before the Tallfolk ruined it for everyone. Stories of green trees and dragons always fascinated the youngling, and he would spend many hours listening to the ramblings of his elders. Trained like the others to steal from the unawary or weak, Sprig’s perception of the world changed when he stole some books from an unwitting traveller. Sprig, unlike the majority of his tribal peers, could read. Voraciously reading through the books, he came to understand some of the basics of alchemy and magic.

The exposure to the knowledge and magic of the outside world had unleashed a hunger that his tribal roots could not satisfy, so one day set out from his tribe into the unknown. He found that most of the people he met had little understanding of magic and his talents were richly rewarded. Within four years, Snaggletooth had gone from lone kobold in an unfamiliar world to running a small caravan. He set up shop in the town of High Gulch, hoping to come across more secrets of the arcane. Perhaps one day he could bring the green back to the world.

Crunch:
Sprig Snaggletooth
Lv. 3 LG Small Kobold Wizard
HP: 20/20
AC: 15 (FF:12, Touch 15)
CMD: 11
Fortitude: +2
Reflex: +5
Will: +3

BAB: +1
CMB: -2
STR: 6 (-2)
CON: 10 (0)
DEX: 16 (+3)
INT: 17 (+3)
WIS: 8 (-1)
CHA: 12 (+1)

Traits
Languages: Draconic, Common, Undercommon, Dwarven
Speed: 35 Feet
Darkvision: 60ft
Sunlight Sensitivity
Beast Bond: +2 to Handle Animal and Ride, They’re also class skills
Armor: +1AC Natural Armor
Bandit: +1 to Stealth checks and it’s a class skill.
Outlander: +5 movement speed and +1 to Knowledge (Geography)
Summoner’s Charm: Summoning spells have a duration increase of 1/2 Wizard level (2)
Acid Dart: Standard Action, does 1d6+ 1 per two wizard levels (6/6)

Feats
Scribe Scroll
Exotic Weapon Proficiency: Firearms
Brew Potion

Skills
Stealth +12, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Arcana) +9, Spellcraft +8, Bluff +4

Background Skills
Appraise +7, Handle Animal +7, Craft (Alchemy) +9, Craft (Firearms) +7

Equipment 15.5/20 Light load
23 PP 122GP 36SP 90CP (3PP & 22GP on Person)
Pistol
Dagger
Firearm Bullet (4)
Black Powder (4)
Explorer’s Outfit
Flint and Steel
Canteen
Tactical Eyewear
Journal
Signal Whistle
Spell Book
Impact Foam
Dust of Dryness

Handy Haversack (16/20) (20/20) (79/80)
Compass
Caltrops
Hooded Lantern
Mirror
Marbles
Piton (4)
Grappling Hook
Chocolate Bar
String (100ft)
Alchemical Solvent
Water Purification Sponge
Smokestick (2)
Ink
Inkpen
Oil (4)
Bottle (2)
Oldlaw Whiskey
Tobbaco (5lbs)
Alchemist’s Kindness
Alchemical Cement (4)
Defoliant
Paper Candle Firework (4)
Fishing Kit
Folding Chair
Crowbar
Blanket
Miner’s Pick
Sack (2)
Scroll Case
Shovel
Silk Rope (50ft)
Tent (small)
Waterproof Bag
Waterskin
Bear Trap
Cold-Weather outfit

Heavy Wagon
4 Light horses
2 Guard Dogs
3 Trained Guards (paid for a month)
Alchemist’s lab
Ladder
Folding Table
Barrel (3)
Bedroll (4)
Block and Tackle
Large Tent
Board game (2GP)
Horeshoes game
Trail Rations (120 Days)
Mead (75 gallons)
Coffee Beans (650lbs)
Citrus (650lbs)
Locked Chest (medium)
Light Detector
Lock (good)
Horse Feed (28 Days)
Dog Food (14 Days)

Spells
Conjuration School // Enemy Abjuration, Divination

Level 0
Acid Splash
Drench
Daze
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark
Ghost Sound
Haunted Fey Aspect
Oath of Anonymity
Vacuous Vessel
Bleed
Disrupt Undead
Sotto Voice
Touch of Fatigue
Chameleon Scales
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Scrivener’s Chant
Arcane Mark
Prestidigitaion

Level 1
Grease
Summon Minor Monster
Summon Monster 1
Charm Person
Snowball
Alter Winds
Expeditious Excavation
Reduce Person

Level 2
Create Pit
Summon Monster 2

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