Guns and Dragons

Game Master Nicos



- 3rd level, 20 PB, two traits, automatic bonus to AC and saves (but not to weapons, armor, or skills), standard WBL.
- Guns are allowed and encouraged. Guns are simple weapons that target normal AC, everyone starts with a gun (I would like your characters to use guns, though I'd prefer a switch hitter over a full gunslingers because standstill and full attack for an entire campaign sucks).

- I give a minimum of 4+int skill points per level for all non int full casters.

- The ride skill also works with any type of machine you might encounter (motorcycles, jet packs, etc).

- There are no gods. Divine power is fueled by demigods https://pathfinderwiki.com/wiki/Demigod


Didgeridoot.


Male Goblin Vivisectionist Trap Breaker 10

Pingus


What's your expectation of downtime? One of the classes I'm thinking of gets a few crafting Feats for free and I'm wondering whether I should keep or trade them. I might trade them anyway, but it's an easier decision to make if there's little downtime.


Usually, I don't like crafting feats, but it seems thematic enough for a steampunk campaign. There would be some downtime but not much, so I'd say you can try some crafting.


Male Pig CR 1/3 Pig |

Rock and roll, pinged


Male Pig CR 1/3 Pig |

Are there any race restriction and requirements, and if we're allowing sphears I would like to be a Tech/Conjuration Using Gnome who makes steampunk Turrets and Golems. That sound good?


Go for it.


Skibbidy bop mmmn dotdot.


DM. wrote:

- 3rd level, 20 PB, two traits, automatic bonus to AC and saves (but not to weapons, armor, or skills), standard WBL.

clearly, Automatic bonus to stats also.


Mech Suit:
HP:44/44 | AC+6 | Clumsy Flight Speed 20ft | Str 16 Dex 10 I Improvements: Flight, Enhanced Strength
Gnome Suit Pilot 3 *SUITED* | HP 17/17*[44/44]* AC 10*(16)* (Touch 11, FF 15)*| Init +0 | Fort +2 Reflex +3 Will +4 | Perception +9 | Sense Motive: +5| CMD 15 | CMB +4

"My Suit is Raring to go!"


Added some words in the campaign info and the first campaign post. Join when you want.


You said guns are simple, but which ones are available (Simple, Advanced, etc.)? And do they still reload super slowly?


Storm Dragon wrote:
You said guns are simple, but which ones are available (Simple, Advanced, etc.)? And do they still reload super slowly?

Quite frankly, I don't remember much of the official rules for guns beyond that they target touch AC- I'm open to suggestions of house rules and the like, but so far I think Simple guns and slow reload. I do plan to cover the slow reload weakness with special ammo that make the few shots worth it.


Hrm. I'm not really keen to spec a character into using crossbows, but worse.

I think if you're taking away the one unique thing about guns (the Touch AC) they should just work like a bow. Attack normal AC, reload as a non-action, variable damage.

As-is they can fire off a shot every two rounds and have a chance of just...breaking for the rest of the combat any time you fire one. The rest of the day, really, unless you're playing specifically a Gunslinger and level high enough to get Quick Clear.


Making guns like bows is mechanically sound, but not particularly interesting. Though I see your point. Let's discuss the issue in discord.


Male Plumekith Aasimar Gunfighter 3 | HP 27/27 | AC 19 (T 15, FF 14) | Fort +6, Ref +8, Will +4| Init +6 | Darkvision, Percep +9, Sense Motive +3

I say!

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