An Old and Broken World

Game Master Simeon

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

Map of the Barrens


101 to 150 of 159 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Thanks for the submission! I’m going to close submissions on Friday morning, and have decisions up after that, probably Friday night.


As shiny as Spheres is, I think I will stick with the Bullet Wizard I actually submitted, so please just ignore my musings on Armiger or Technician concepts.


Thx for the headsup GM Coyote.


Weeeeell, s h i t.


Alright, I’ll be closing recruitment in about 12 hours.


And recruitment is closed! Thanks to everyone who submitted characters, it won’t be an easy decision. I’ll have selections up later today.


Would the following players please join me in the discussion thread:
Casey Jayne
Saraon Duskdragon
Ralrae Arkmir
Sprig Snaggletooth
Bas
Brindle Ghostfur

Thank you to everyone who submitted characters. This was probably the hardest recruitment decision I’ve had to make, but I couldn’t take every character.


Howdy folks! This intrepid band of wasteland wanderers has found intself in need of a one or two new characters.

The party is level 5, but the build specs are the same as what’s outlined in the initial recruitment post.

The game’s general theme has settled on something of a post-apocalyptic fantasy western, imagine cowboys with laser guns fighting mutants wielding blasphemous magic.

Our current party consists of a wizard, a druid, a gunslinger, and a fighter/rogue. We have a decent spread of things, but some dedicated healing and some more melee and/or skill support could come in handy.

I’m not sure exactly when I’ll close submissions, but it’ll mostly depend on the level of interest. I’m hoping to bring on two more characters, and folks who are willing to tie their backstories together for ease of entrance into the group will be given preference.

If there are any questions about things, I’m more than happy to answer them!


Dotting in!


Interesting. I posted the first time but seem to have never submitted anything. Gonna have to take a second look at the build rules.

4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (1, 4, 1, 2) = 8
4d6 ⇒ (6, 4, 5, 4) = 19
4d6 ⇒ (1, 2, 2, 2) = 7
4d6 ⇒ (6, 4, 4, 6) = 20
4d6 ⇒ (1, 6, 4, 4) = 15

Uh. That's maybe the worst I've ever rolled. Any chance of rerolling 1s or something, or am I just falling back on Point Buy? Geez that's bad. Four 1s in one roll!?


Ouachitonian wrote:

Interesting. I posted the first time but seem to have never submitted anything. Gonna have to take a second look at the build rules.

4d6
4d6
4d6
4d6
4d6
4d6

Uh. That's maybe the worst I've ever rolled. Any chance of rerolling 1s or something, or am I just falling back on Point Buy? Geez that's bad. Four 1s in one roll!?

Anyway, thinking I might go with the Jistkan Artificer. The whole "replaces one of his arms with a golem arm" shtick feels like it would really fit the "Mad Max" feel.


I started reading the recruitment thread without realizing the original post was from 2019! Whoops. Well, while doing that, I started developing a psammokinetic, tearing enemies to shreds with desert sand.

I wanted to see if you were okay with the material from Legendary Kineticist I/II. In particular, I’d like to use the variant base class from the second book. It makes the class more viable. At the moment, I haven’t looked closely at any other aspects (like feats) from those books, but if I see something, I’ll run it by you first.

Now for some rolls:
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (3, 5, 6, 4) = 18
4d6 ⇒ (3, 6, 1, 5) = 15
4d6 ⇒ (3, 6, 5, 3) = 17
4d6 ⇒ (6, 3, 1, 5) = 15
4d6 ⇒ (5, 2, 4, 1) = 12


Ruin Explorer wrote:

I started reading the recruitment thread without realizing the original post was from 2019! Whoops.

That's what I did, too :D

4d6 ⇒ (4, 4, 1, 6) = 15 14
4d6 ⇒ (2, 4, 1, 5) = 12 11
4d6 ⇒ (5, 1, 4, 4) = 14 13
4d6 ⇒ (3, 5, 5, 3) = 16 13
4d6 ⇒ (3, 4, 3, 4) = 14 11
4d6 ⇒ (6, 5, 6, 3) = 20 17

I want to play a holy gun I'm-the-law paladin


4d6 - 2 ⇒ (2, 3, 6, 2) - 2 = 11
4d6 - 2 ⇒ (4, 6, 6, 2) - 2 = 16
4d6 - 2 ⇒ (3, 4, 2, 5) - 2 = 12
4d6 - 1 ⇒ (1, 6, 6, 3) - 1 = 15
4d6 - 3 ⇒ (4, 3, 6, 4) - 3 = 14
4d6 - 3 ⇒ (3, 3, 4, 3) - 3 = 10

25 point buy! I like the balanced skills.

I was thinking on playing a hinyasi brawler - I thought he'd be that silent assistant, like a butler of sorts, of whoever is the other character (some sort of healer) that would like to tie backgrounds with me. I'm thinking Alfred Pennyworth... Like someone with a military background, no one gives him much credit, but he can be scarily dangerous when needed, and is very protective of his liege.


Legendary kineticist is fine by me. Kineticist is a bit janky to say the least and the legendary kineticist is more coherent.

Ouachitonian, I’ll let you reroll ones, same goes for the rest of y’all.

Hinyasi and Jistkan Magistrate should fit well with the setting! Looking forward to seeing the post-apocalyptic spin on each of them.


Character I could see working, given that melee and/or healing and/or skill monkey is prefered:

Notes: I dont know enough about the setting to play a cleric, so Oracle prefered if healer.

--Chaotic Good Oracle of Battle. In essence a Barbarian that also heals. Friendly frontline guy. I do not yet have a super interesting backstory for him.
Fullfills Front Line Beatstick and Healer.

--This Business trip went wrong!
A Mercenary bodyguard, from before the cataclysm, who was just visiting Alyushinyrra, protecting his fairly degenerate noble lord on this "business trip with benefits", the cataclysm happened just as he was being planeshifted back getting stuck in time! He has no idea what happened at all. Abyssal Urban Bloodrager Fractured Mind Beatstick. Chaotic neutral (keeps his word if freely given, is quite cooperative in practice) and very lost. Probably does not even fully recognice that he is on Golarion.
Face and Beastick, can, at level 5, totally start with a wand of infernal healing to provide some healing.

--Strikes from shadows
Skinwalker Fanglord Oracle of shadows, should actually be pretty dodgy if not that hard hitting, Good Scout. Hails from a reclusive tribe and Skinwalkers, was exiled for religious reasons, is now for hire.
Healing and scouting/stealth utility, can actually be made semi tanky.


The setting isn't tremendously developed. There's a brief rundown of the world in the initial recruitment post, along with some various gods. If you've got any worldbuilding ideas you'd like to introduce to your character, shoot me a PM and I'm happy to work with you to develop something!

One thing to note is that the game is not set on Golarion, it's another world/setting/cosmology entirely.


GM Coyote wrote:

Ouachitonian, I’ll let you reroll ones, same goes for the rest of y’all.

You're a gentleman and a scholar, sir.

Rerolls:

4d6 ⇒ (3, 1, 4, 2) = 10reroll 1: 1d6 ⇒ 3
4 + 2 + 2d6 ⇒ 4 + 2 + (5, 6) = 17
6, 4, 5, 4
1d6 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10
6, 4, 4, 6
1d6 + 6 + 4 + 4 ⇒ (5) + 6 + 4 + 4 = 19


10, 15, 15, 8, 16, 15

Much better.


GM Coyote wrote:
Legendary kineticist is fine by me. Kineticist is a bit janky to say the least and the legendary kineticist is more coherent.

Excellent!

Rerolling 1s:

1d6 ⇒ 4
-
1d6 ⇒ 3
-
1d6 ⇒ 3
1d6 ⇒ 3

Well, a little better anyway.


4d6 ⇒ (4, 4, 6, 6) = 20 = 16
4d6 ⇒ (4, 4, 2, 1) = 11 = 12
Reroll 1: 1d6 ⇒ 4
4d6 ⇒ (3, 5, 1, 4) = 13 = 12
Reroll 1: 1d6 ⇒ 2
4d6 ⇒ (2, 3, 4, 4) = 13 = 11
4d6 ⇒ (4, 4, 1, 6) = 15 = 14
Reroll 1: 1d6 ⇒ 3
4d6 ⇒ (6, 1, 2, 4) = 13 = 12
Reroll 1: 1d6 ⇒ 2

16, 14, 12, 12, 12, 11

Nothing crazy but good. I will have to ruminate on what I'd play as.


Ok, this is Ouachitonian's Magus. I kept the background a bit vague, mostly because I just don't know the setting that well, partly because I'm not quite sure where I'll take him from here. Went for something like a Clint Eastwood western vibe. The Man With No Name, except that he actually *is* from around here, but he's so different from the kid who left that he may as well be a stranger. And anyway, none of the townsfolk know he right questions to ask. Get him talking arcane theoretics and you'll have a hard time making him shut up.

The archetype's one I've never tried before, but it looks fun. Especially once I start getting some Arcana. But punching people with a hydraulic piston of a mechanical arm, and throwing a Shocking Grasp in to boot? That's great. He won't be much of a healer (though He does have Infernal Healing in his spellbook and a wand of it as well), but he has a lot of skill points, including all the knowledges, Spellcraft, UMD, speaks half a dozen languages, and so on.


Ope, that reminds me of a note I meant to include in the re-recruitment post, the party has ventured fairly far afield from High Gulch, so being from there isn’t a necessity. I’ll likely introduce the new character (or characters) in the town of Exchange, the largest town in the region, though they’ve just freed the town of Glowing Springs from a clan of mutant slavers.

Hezekh looks good! Post-apocalyptic techno-magic cowboys are dead on for the theme of the game.


Are the mutants mechanically Undead? With respect to positive and negative energy etc.?

I have a cleric of Groetus that was meant for an Iron Gods campaign. He's a total nut that wants to reveal the great alien conspiracy.
I can easily adjust him to this setting and might even change class to a witch with healing focus.


Finally got hit with an inspiration.

Half Orc Mercenary with a Chainsaw, who worships 'Mar'Ket'Ing, a pre fall deity or concept that gives its worshippers, also known as Prod'ucts or Serv-Vices, their due rewards!

Has a Chainsaw, is quite charismatic and known for throwing great parties!

He also has a voice in his head (his never manifested level 1 fractured mind Phantom) telling him the lore of Mar'Ket'Ing. While he would be pretty insane by "normal standards".

He is Chaotic good, as he pleases Mar'Ket'Ing by good but very spontaneous deeds, with a clear eye towards the unexpected, and has, according to the Phantom in his head, already reached the lofty rank of Vice-C-EO, whatever that may mean.


4d6: 4d6 ⇒ (4, 1, 6, 1) = 12 reroll 1: 2d6 ⇒ (4, 5) = 9 19-4=15
4d6: 4d6 ⇒ (1, 2, 4, 6) = 13 reroll 1: 1d6 ⇒ 5 15
4d6: 4d6 ⇒ (6, 2, 2, 5) = 15 13
4d6: 4d6 ⇒ (4, 6, 5, 2) = 17 15
4d6: 4d6 ⇒ (6, 6, 6, 6) = 24 18 OOOOOHHHHHH
4d6: 4d6 ⇒ (2, 4, 3, 3) = 12 10

Hell Yes, Truely blessed by the powers of Mar'Ket'Ing!


And here is the actual submission, still WIP, have chainsaw will travel!


re-rolling 1s:

Ellioti wrote:


4d6 ⇒ (4, 4, 1, 6) = 15 1d6 ⇒ 4
4d6 ⇒ (2, 4, 1, 5) = 12 1d6 ⇒ 2
4d6 ⇒ (5, 1, 4, 4) = 14 1d6 ⇒ 2
4d6 ⇒ (3, 5, 5, 3) = 16
4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (6, 5, 6, 3) = 20

no change, still the same array:

14, 11, 13, 13, 11, 17


Going to roll some dice and see if inspiration strikes.

4d6 ⇒ (4, 5, 2, 6) = 17
4d6 ⇒ (4, 6, 6, 1) = 17
4d6 ⇒ (2, 6, 1, 3) = 12
4d6 ⇒ (2, 4, 5, 6) = 17
4d6 ⇒ (3, 5, 1, 2) = 11
4d6 ⇒ (3, 5, 6, 6) = 20

Reroll 1s
1d6 ⇒ 3
1d6 ⇒ 6
1d6 ⇒ 1
1d6 ⇒ 6

15
16
15
15
14
17

7 + 10 + 7 + 7 + 5 + 13 = 49 point buy, heck yes.

Off to the drawing board!


Ellioti wrote:
Are the mutants mechanically Undead? With respect to positive and negative energy etc.?

Nope, they’re living creatures, just with a bent for dark magic. Granted, unique cases may exist (they are mutants after all) but as a general rule of thumb they function as living creatures.

Thanks for the submission Lilyashinina!


1d6 ⇒ 4

Rerolling my single 1, this sets my dice set at 10, 11, 12, 14, 16, 16. Even if not fantastic as some of my friends here, I still like it. Does anyone want to tie backgrounds? I'm building a butler of sorts (melee oriented) and it would work well with someone more on the healer side, especially if it was someone with some sort of flair. :)


And mostly ready! I will likely adjust things if selected, to fill knowledge and face skill holes etc.

Meet Adran, Half Orc champion of Mar'Ket'Ting, foe to Slavers and other villains that practice things brought by vile Haaa-ERRRR, and the friendlis Chainsaw wielding lunatic you will get to know!

in reality:

While scavening, He stepped into a sacred chamber called "High immersive VR-Room for Marketing onboarding for senior officials" which both gave him his new faith and a level in fractured mind, as his intellect could not process the genius of Mar'Ket'Ing.


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

reroll hilarity:

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

So {6,3,5}

Final array
{6,6,4}=16
{4,3,4}=11
{2,2,6}=10
{3,2,5}=10
{5,6,5}=16
{6,5,6}=17

Going to make a wright and padre of Steelpaw Sally, the NG goddess of iron and glass, secrets and trade, her iconography is a swift tracker smilodon, with steel paws in a harness pulling a sledge loaded with goods, or a hardworking crafter in front of a forge with a cat faced smoked glass mask and an array of tools and mechanisms in metal and glass. Animal/Artifice/Good/Luck/Moon/Travel.

Not sure on the details yet, but that's enough to get started.


I'm still in the race. Narrowing down my options. Can we translate this feat into your setting?


I’ll say yes, with the caveat that you must be a worshipper of the Rust Saints.


This is Ellioti's submission. Background in the profile.

Rough Crunch:
N Half-orc Feral Champion Cult Leader Warpriest 5
Feats: Additional Traits (unless I can take another trait for a drawback), Healer's Hands, Incredible Healer
Traits: Reformed Raider, Tusked, Fate's Favored
Skills: Knowledge (Planes), Heal, Perception, Stealth


I’m fleshing out my character background. Are there any lawful desert gods?

Radiant Oath

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

In practice the closest would probably be The Fallen Gods. None have any explicit ties to the desert, but they also don't have as tight a focus as the Rust Saints or Raider Mysticism. My character in this game (Saraon Duskdragon) is a Druid, and he venerates The Fallen Gods as part of nature and keeping the memory of the Old Faith alive.


Ruin Explorer wrote:
I’m fleshing out my character background. Are there any lawful desert gods?

Just about what Archpaladin Zousha said. If you’d like though, PM me an idea for your hypothetical lawful desert god and we can work something out.


Character Summary:
Sarah Steelscale's parents were successful adventurers. One a cleric, another a gunslinger, they were one job from retirement when their ticket got punched by the mutants. All Sarah was left with was entirely too many books, their home, some trinkets, and Allison. Luckily, Sally Steelpaw provides. Allison had hired her parents and out of some sense of misplaced guilt adopted the young teen on the spot when she confronted her. Sarah still isn't entirely sure how that was supposed to make up for sending her parents to their deaths, but Allison grows on you. While she wasn't much for lecturing about adventure, she was a successful merchant and wagonwright, driver, retired wizard, friend, surrogate mother and occasional brewer. As she would say, she was only occasionally prone to strong drink in excess, birthdays for example, and funerary days, and any day she had to deal with more than one idiot. Sarah wasn't sure she'd ever seen the elf entirely sober, but she'd certainly seen her in all her various stages. The things she could talk about if you got her going would definitely enlighten a young woman's mind about the way the world didn't work, or did, depending on your perspective. Still, her life was calm and the levels came easily. Driving a wagon and studying Shiba and the teachings of Sally Steelpaw while trying to keep Sheeva in kibble wasn't an easy life, but it was somehow soft. Sarah never quite lost that touch of young enthusiasm that the world beats out of others. Some of the unkind merchants said Allison sheltered her, others would call her naive, but Sarah's faith kept her warm and certain, in the face of so much change, that her time was coming. When it walked into the bar looking like that? Well.

A background scene:

"This isn't much of a bar, and it's not much of a forge, it's a church. Oh, there's a bar and a forge, but people come here to worship, they just need to be lubricated and have their animals looked after while they talk things out with Sally or Allison depending on their inclination. I'm a business women by training, although father tried to teach me to shoot, but I'm a priest by calling. Those are his over the hearth there, honestly I'm terrible at it, this is my gift. I know to point those at the other person and basic safety, but it's not my thing. Never felt like I needed to, though with you lot here maybe it's time I learned. Not much to say, I have a team and wagon, but we just got back from selling all our goods. I was going to stay local and make more, keep an eye on Allison... You say you have a need, and you found this place. Sally would want to help you. I'll come along, assuming you aren't dry of course. A girl needs her lubrication. Give me a moment and I'll get her majesty's ride ready and leave a note for Allison. No, best we don't wake her, it's barely noon. The wagon? It's for Shiba and Sheeva, you'll see. She's a sacred acolyte of Sally herself. Waiting to get her Steelpaws, claws, after she serves some time watching over idiots and fools and me. Say, I don't suppose any of you are idiots or fools, professionally? Shiba would be easier to convince to come along if she might get extra credit. Sheeva won't care as long as we feed her. Anyways, wait here. I'll go get the gear loaded and the lady ready and we can head out right away." Sarah heads to the back, and an absolutely shattering roar follows, after which you presume Sarah responds, and then some loud feline grumbling follows. A few tense moments later, a large wagon rounds the edge of the bar and waits in the street, pulled by a team of 4 oxen, with a tiger's tail hanging out along the back of the bench. Sarah waves from the seat.

A Statblock:

Us!
Sarah Steelscale
Female ophiduan cleric (ecclesitheurge) of Steelpaw Sally 5 (Pathfinder RPG Advanced Class Guide 91, Ultimate Wilderness 186)
NG Medium humanoid (reptilian)
Init +4 (+6 during surprise rounds); Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 13 (+1 deflection, +4 Dex, +1 enhancement, +1 natural)
hp 48 (5d8+20)
Fort +8, Ref +6, Will +10; +2 racial bonus vs poison.
--------------------
Offense
--------------------
Speed 40 ft.
Ranged mwk double-barreled shotgun +4 (1d8) or
mwk mosin-nagant m1891 rifle +4 (1d10/×4)
Special Attacks channel positive energy 3/day (DC 12, 2d6)
Domain Spell-Like Abilities (CL 5th; concentration +10)
At will—mending
8/day—artificer's touch (1d6+2 , bypasses DR and hardness 5), touch of darkness (2 rounds)
Cleric (Ecclesitheurge) Spells Prepared (CL 6th; concentration +11)
D Domain spell; Domains Luck (Imagination subdomain), Darkness (Moon subdomain), Artifice (Toil[APG] subdomain), Travel (Trade[APG] subdomain)
Cleric (Ecclesitheurge) Powers Known (power points 4, ML 6th; concentration +11)
0 (at will)—
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 10, Wis 20, Cha 11
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Boon Companion[UW], Combat Expertise, Deadly Aim, Power Attack, Spell Focus (illusion), Unlocked Talent, Wild Talent
Traits - custom trait -, restless wayfarer
Skills Acrobatics +4 (+8 to jump), Appraise +4, Craft (blacksmith) +4, Craft (glass) +4, Diplomacy +4, Disable Device +5, Fly +8, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Heal +9, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +5, Perception +7, Profession (driver) +9, Profession (engineer) +9, Ride +4 (+8 to force this mount into an Unnatural Aura.), Sense Motive +9, Spellcraft +4; Racial Modifiers +2 Perception, silver-tongued haggler
Languages Common, Draconic, Ophidian
SQ active energy type, animal companion (roc (augmented) named Animal Companion), blessing of the faithful, bonded holy symbol (holy symbol), domain mastery, eyes of the hawk, finesse weapon attack attribute, secondary domain (feather[APG]), serpent's bite, spell-only domain ()
Combat Gear scroll of abeyance, delay poison, communal endure elements, protection from arrows, lesser restoration; Other Gear cold iron metal cartridge[UC] (50), mwk double-barreled shotgun[UC], mwk mosin-nagant m1891 rifle, mwk silver metal cartridge[UC] (50), divine bond holy symbol[ACG], handy haversack, muleback cords[APG], caravan master's wagon, haversack gear (worth 3,770 gp), musk ox, musk ox, musk ox, musk ox, tiger (combat-trained), 25 gp, 6 sp, 7 cp
--------------------
Special Abilities
--------------------
Active Energy Type (-Choose-) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Artificer's Touch 1d6+2 (8/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 5 hardness.
Blessing of the Faithful (+2 sacred bonus, 35 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Bonded Holy Symbol (Holy Symbol) (1/day) (Su) Can cast one extra spell/day with bonded item.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Cleric (Ecclesitheurge) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric (Ecclesitheurge) Domain (Trade)
Cleric Channel Positive Energy 2d6 (3/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Serpent's Bite (Ps) Once per day, an ophiduan can alter his jaws, gaining a bite attack that deals 1d8 points of damage, plus an extra 1d8 points of damage per five character levels beyond 1st. This effect lasts for 1 minute. The manifester level is equal to the ophidua
Silver-Tongued Haggler (+2, 8/day) (Su) +2 Bluff, Diplomacy, or Sense Motive
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Touch of Darkness (2 rounds, 8/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Unlocked Talent Manifest chosen power as if level 1 manifester.
Wild Talent (4/Power Points) You are a psionic character and gain 2 power points.

--------------------
A friend!
Shiba
Animal Companion CR –
Roc (augmented) (Pathfinder RPG Bestiary 236)
N Medium animal
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 18 (+1 deflection, +5 Dex, +7 natural)
hp 14 (5d8-1)
Fort +4, Ref +10, Will +3; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +8 (1d6+1), 2 talons +8 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 9, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +8; CMD 20
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Valiant Steed
Skills Acrobatics +9 (+5 to jump), Fly +9, Perception +5
SQ augmented body, finesse weapon attack attribute, not quite animal
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Augmented Body (Ex) Heal 1/2 as much for positive energy effects and construct healing effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Not Quite Animal Handle Animal on your companion is 5 higher.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.

--------------------
4x Wagon Team

--------------------
4/4
Musk Oxen CR –
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 22 (3d8+9)
Fort +7, Ref +4, Will +2
Immune immune to cold weather effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Skill Focus (Perception)
Skills Acrobatics +0 (+4 to jump), Perception +9
SQ docile, finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.

--------------------
A Mount
Sheeva
Tiger (combat-trained) CR –
Tiger (Pathfinder RPG Bestiary 265)
N Large animal
Init +6; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+1 deflection, +2 Dex, +3 natural, -1 size)
hp 45 (6d8+18)
Fort +9, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +9 (2d6+6 plus grab), 2 claws +9 (1d8+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +9, 1d8+6 plus grab)
--------------------
Statistics
--------------------
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +10 (+14 to jump), Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in areas of tall grass
SQ combat riding, finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

haversack mundane gear

I'm not super attached to any of the mechanical bits, feel free to kibosh as needed. We're an ecclesitheurge of Sally Steelpaw, a custom goddess I sketched out up above. In combat we probably use our actions blessing the faithful or casting a spell, and letting Shiba claw things. Out of combat we're spreading the word of a goddess of trade and secrets. Pretty exciting.

Originally I was going to try to work shifting/lycanthropy into Sarah's background but it just didn't work out that way, so we ended up the upbeat ophiduan. Imagine if the geico gecko was a relentlessly cheerful cleric.


Looks good to me! I’ve got a question and a comment. First, which campaign trait did you take? Second, we aren’t using modern firearms rules, so no mosin-nagant (tempting as it is).


Hezekh Ironfist wrote:

Ok, this is Ouachitonian's Magus. I kept the background a bit vague, mostly because I just don't know the setting that well, partly because I'm not quite sure where I'll take him from here. Went for something like a Clint Eastwood western vibe. The Man With No Name, except that he actually *is* from around here, but he's so different from the kid who left that he may as well be a stranger. And anyway, none of the townsfolk know he right questions to ask. Get him talking arcane theoretics and you'll have a hard time making him shut up.

The archetype's one I've never tried before, but it looks fun. Especially once I start getting some Arcana. But punching people with a hydraulic piston of a mechanical arm, and throwing a Shocking Grasp in to boot? That's great. He won't be much of a healer (though He does have Infernal Healing in his spellbook and a wand of it as well), but he has a lot of skill points, including all the knowledges, Spellcraft, UMD, speaks half a dozen languages, and so on.

It occurs to me that I never picked a campaign trait. Scavenger seems like the best fit. Who even knows where he found the parts for his mechanical arm?


GM Coyote wrote:
Looks good to me! I’ve got a question and a comment. First, which campaign trait did you take? Second, we aren’t using modern firearms rules, so no mosin-nagant (tempting as it is).

I took faithful! I can sub the rifle into literally any other weapon of your choice, I picked the rifle more for character than mechanics. (She’s not proficient and doesn’t have gunslinger levels to fire vs touch). Just a named rifle in hero lab and on brand with “mom and dad were adventurers” during the fall. What’s a reasonable survivor of the fall weapon to be non proficient but holding onto? Imagining the various taverns with grandfather’s sword, but for post apocalyptic settings.

Honestly guns are expensive so swapping to something cheap is just more disinfectant/moonshine…


The calamity happened a long, long time ago, such that nobody alive even remembers what exactly it was or how life was. The pre-apocalypse technology is fantastically rare and advanced, but something like a rifle or a shotgun would be reasonable for a person to have, with the world having technology similar to that of the Old West in the USA. Melee weapons are very much in use, so a parent's sword could be a decent option.


Shotgun and machete or fire-ax?


Inspiration struck! I wanted to run this concept by GM Coyote.

This person is a middle-aged Samsaran Speaker for the Past (Shaman archetype). Every now and then they have glimpses of what they believe to be past lives, whether their own or the myriad of ancestors and spirits that they commune with on a regular basis. So they know a shocking* amount about ancient history and technology, and are quite mechanically adept. They have fanciful, vague ideas of what the world was like before the Calamity and are, like the Rust Saints before them, hoping to bring the world back into tune: to bring community and harmony to a world that has lost both.

*In that they know anything, whether they can verify it against a historical record or not.

Basically, I want to turn the shaman ideas on their head. This is a technological shaman, because the past was rooted in technology.

Mechanics:
This is just a rough sketch; I plan to create a full character sheet once I get any feedback and go equipment shopping/spell-hunting.

  • Race: Samsaran (with Mystic Past Life)
  • Class: Shaman
  • Archetype: Speaker for the Past
  • Traits: Scavenger (campaign), Mechanical Expertise
  • Feats: Healer's Hands, Extra Hex (Lure of the Heavens), Incredible Healer
  • Spirit: Heavens
  • Hexes: Chant, Evil Eye, Lure of the Heavens
  • Revelation: Temporal Celerity
  • Stats: Str 13, Dex 14, Con 14, Int 18, Wis 20, Cha 16, HP 41, Fort +4, Reflex +4, Will +10, AC 22, Touch 13, Flat 20
  • Skills: Diplomacy +7, Disable Device +11, Fly +6, Heal +13, Knowledge (engineering) +13, Knowledge (history, local, planes, religion) +12, Knowledge (nature) +9, Perception +13, Spellcraft +12, Survival +9, Use Magic Device +11

    Basically, the character is designed to be a buffer, a debuffer, a healer, and a librarian, with enough skill expertise to go around and help with odds and ends.

  • Question 1: Is the Technologist feat required to do fun things with technology and skills? Or is that feat not strictly necessary in this setting?

    Question 2: When is recruitment closing?

    Question 3: Any feedback on the concept (and/or mechanics)?


    Is the Chainsaw fine? It could alternatively be a standard "Orc Butchering Axe" which looks like a WH40K Chainaxe, but for which he has no power source.


    Here’s my submission for Fen Kalahari. I’ll have to add a couple of pieces of equipment before starting.

    Description:

    Fen Kalahari grew up in the slums of High Gultch (or some other town). As the oldest, it was his job to find (steal) food for his mother and siblings. When he was a teenager, he met the daughter of a local artisan. She convinced him to seek an with her father, and was successful. He proved to be quite skilled, but was thrown out when his mentor found out that Fen was sleeping with his daughter.

    Angered, he left town and ended up joining a group of raiders. He worked and lived with them a couple of years before an opportunity to raid High Gultch came up. Fen told the raiders about the artisan’s shop, and it was made one of the targets. During the raid, however, the shop was put to the torch, and just before the roof collapsed, he saw his ex-lover crying from the window for help.

    Appalled at what he had done, Fen wondered out into the desert seeking death. When a sandstorm whipped up, he thought he’d found it. However, he discovered something else, The Fallen Gods. It was here he began his transition into a psammokinetic, dedicating his life to fighting injustice.

    Personality:
    Fight against raiders and defend people who cannot defend themselves.

    Enjoy a fair game of cards, a smoke, and a drink when you can. The chances are few and far between.

    Physical description:
    Fen is 23 years old. He has redish-brown fur. He stands 5’ 9” and weighs 165 lb. He has a scar that runs from the back of his left hand around to the inside of his elbow. The scar is much less noticeable in human form. Speaking of which, his human form has a darker shade of redish-brown hair, but does not have facial hair.


    2 people marked this as a favorite.

    Ash: Both/either of those should work just fine!

    Polyfrequencies: I like the concept! All looks sound to me. Technologist isn’t necessary to figure out the basic gist of technology, but the feat represents a much higher baseline knowledge of tech than the standard wastelander. I’ll probably close recruitment in about a week, let’s say.

    Ardran: Tech gear is rare enough that I’d ask that you go for the butchering axe instead. It could even be flavored as a broken chainsaw that you could eventually repair.

    Ruin Explorer: Fen looks good to me, thanks for the submission!


    Works. I'll make an alias if I get in, glad to keep the same theme of "ancestors were violent heroes, we're bad at it but we keep their weapons as tokens."

    151 to 159 of 159 << first < prev | 1 | 2 | 3 | 4 | next > last >>
    Community / Forums / Online Campaigns / Recruitment / An Old and Broken World All Messageboards

    Want to post a reply? Sign in.