Sixguns over Thassilon (Inactive)

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GM SuperTumbler wrote:
Phlynn wrote:

Raised in room over a saloon owned by his uncle, learning to play cards, drink, and the ways of the world, then eventually moved on to join with some Longriders (Think Texas Ranger types, maybe?) much as his father had, years before. Currently leaning toward Order of the Road.

Also, any chance you might snag 5 of us rather than 4? I'm seeing a lot of cool ideas in this thread...

I was thinking of an order called the tin stars? silver stars? siccatite stars? Anyway a sort of national group like US Marshals, or Varisia only group like Texas rangers, or maybe independent like Pinkertons, but more noble. A way for someone to play the Lone Ranger type as a paladin or cavalier.

And of course the "stars" are sihedrons.


Still looking at other options than the 'trench fighter.'

GM ST would you approve of the Crab Games: Slayer Archetypes Black powder hood? Would the class be able to do the same as the gunslinger class and lose the gunsmith class feature and instead gains the gun training class feature at 1st level?

Also, could the 'battered' fireams for any of the classes that are 'gifted' one at first level be selected from the list of advanced weapons?


That archetype is good. And yes, lose gunsmith for gun training.

Any class that gives a battered firearm can choose one of the advanced firearms. This really is a downgrade since firearms only cost 10% of the listed prices.


GM SuperTumbler wrote:


I was thinking of an order called the tin stars? silver stars? siccatite stars? Anyway a sort of national group like US Marshals, or Varisia only group like Texas rangers, or maybe independent like Pinkertons, but more noble. A way for someone to play the Lone Ranger type as a paladin or cavalier.

And of course the "stars" are sihedrons.

Obviously! ;)

I think I like Silver Stars.


I'd like to apply for the Giant Slayer campaign trait. Do you plan to update this because of different monsters, or are we still expecting giants? Just asking, doesn't impact the build, only the background story.


Ok, with the 3PP slayer class will come a new character idea. Going back to the 'accidental Clone' AP trait, but the character will transform from this to this. With your permission, re-flavoring 'Varisian' slightly as 'Hispanic.' Hopefully will have something more substantial on both fluff and crunch soon.


GM SuperTumbler wrote:
Phlynn wrote:

Raised in room over a saloon owned by his uncle, learning to play cards, drink, and the ways of the world, then eventually moved on to join with some Longriders (Think Texas Ranger types, maybe?) much as his father had, years before. Currently leaning toward Order of the Road.

Also, any chance you might snag 5 of us rather than 4? I'm seeing a lot of cool ideas in this thread...

I was thinking of an order called the tin stars? silver stars? siccatite stars? Anyway a sort of national group like US Marshals, or Varisia only group like Texas rangers, or maybe independent like Pinkertons, but more noble. A way for someone to play the Lone Ranger type as a paladin or cavalier.

Maybe a Hellknight order? There’s definitely some overlap there, with all of the being big into enforcing The Law, and at least a couple being known for hunting down fugitives and/or locating the abducted.


Robert Henry wrote:
Ok, with the 3PP slayer class will come a new character idea. Going back to the 'accidental Clone' AP trait, but the character will transform from this to this. With your permission, re-flavoring 'Varisian' slightly as 'Hispanic.' Hopefully will have something more substantial on both fluff and crunch soon.

That works for me.


Ellioti wrote:
I'd like to apply for the Giant Slayer campaign trait. Do you plan to update this because of different monsters, or are we still expecting giants? Just asking, doesn't impact the build, only the background story.

I think you might be looking at Rise of the Runelords traits. This is Return of the Runelords.


GM SuperTumbler wrote:
Ellioti wrote:
I'd like to apply for the Giant Slayer campaign trait. Do you plan to update this because of different monsters, or are we still expecting giants? Just asking, doesn't impact the build, only the background story.
I think you might be looking at Rise of the Runelords traits. This is Return of the Runelords.

Wow, yes. I was so deep in thoughts that I didn't realize, I was reading about the wrong AP. and AoN had the campaign traits listed all on the same page. I was in the wrong paragraph, indeed!


Related to that point: How long ago, in campaign, would Rise of the Runelords have been? (Thinking of how that could impact the Sihedron Heroes tie-ins, as well as the Scion of Legend trait, though Intrigued by Thassilon probably makes more sense for me.)


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I'm thinking Rise would be 20-25 years ago, with the Civil War ending 10 years ago.

Rise led to the opening of Xin Shalast, which sparked a sort of "gold rush" of Thassilonian culture, magic, and wealth.

Also prospecting for skymetals would be a thing.

Those discoveries and a new wealth in Varisia funded the Eastern war effort, paralleling California's role in the US Civil War.


Curse of the Crimson Throne only 7 years ago, with Arabasti being a war hero and either Mayor of Korvosa or maybe Governor of Varisia.

Shattered Star one year ago. Magnimar still recovering from that.


Feelings on the mystic pistoleer monk archetype? It's a 3rd party archetype. Alternatively the gunmetal mystic for a similar concept.

I'm thinking of building a character from Kaer Maga, and a pistol-wielding monk seems pretty appropriate for the weirdness that is Kaer Maga.


As talked to GM SuperTumbler, I'm building a Dwarf Zen Marksman :) He will be a winchester-using tough m.f. oldman who works on the mines, especially dealing with the metalworking and TNT use. Excited with the story and build!


Gotcha! Don't want to overlap on your territory then.

Edit: Another question, feelings on the siege marshal summoner?


My build will be Maverick 1 / Suit Seeker Inquisitor of Irez 2.
A professional gambler that roams from town to town, uncovering rigged games, arresting cheaters.


Hey GM ST This is the crunch on my Slayer with the Archetype 'Black power Hood' and trait 'Accidental Clone' I'm still working on the fluff.
The basic idea, a two-gun plainsman who deserted during the war and became an outlaw. Was wounded and being hunted when he stumbled on some Thassilonian ruins, climbing a tower to get a better defensive position, he died at the feet of a statue there. Waking, he found himself in the body of a clone of the statue. What better disguise? Believing it was a shot at redemption he is making an attempt to live straight and stay sober.
I need to come up with a name for 'her' that hasn't been taken yet. The working name is:

Isabella:

Initiative: = 4 [dex]
Speed: 30 ft.
Hit Points: 31 = 10[1st lvl] + 6(2 [2nd-3rd lvl[) + 3(2 [con]+ 1 [FC])

AC: 18 = 10 + 4 [defense bonus] + 4 [dexterity]
Touch: 18
Flat-footed: 18

Fort: + 5 = 3 [base] + 2 [constitution]
Ref: + 7 = 3 [base] + 4 [dexterity]
Will: + 3 = 1 [base] + 2 [wisdom]

Base Atk + 3
CMB + 3 = 3 [base] + 0 [strength]
CMD 17 = 10 + 3 [base] + 0 [strength] + 4 [dexterity]

Melee: + 3 = 3 [base] + 0 [strength]
Ranged: + 7 = 3 [base] + 4 [dexterity]
Finesse: + 7 = 3 [base] + 4 [dexterity]
Stats: Str. 10, Dex. 18, Con. 14, Int. 10, Wis. 14, Cha. 10,

Race: Human
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:
Social: Criminal Disable Device
AP: Accidental Clone: Once per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll.

Feats:
Elephant in the room Feat tax: Relevant feats usable free: Combat expertise, Power attack, Deadly aim
Human Feat@ 1st lvl: quick draw
1st lvl feat: Two-weapon fighting
2nd lvl. Class Feature: Rapid reload
3rd lvl feat: Precise shot

Slayer Archetype: Black Powder Hood
Weapon Proficiencies: The black powder hood is proficient with all martial weapons and one handed firearms, as well as light armor. This replaces the slayer’s normal weapon and armor proficiencies.
Gunsmith (Ex): At first level the black powder hood gains a pair of battered pistols each of these firearms are identical to the firearm gained by the gunslinger at level one, except they both must be pistols. The black powder hood gains Gunsmithing as a bonus feat at level one. The gunslinger Black Powder Hood loses the gunsmith class feature and instead gains the gun training class feature at 1st level. This ability replaces track.
Grit (Ex): @ 2 At first level a black powder hood gains the gunslinger’s grit ability. At the start of each day, a black powder hood gains a number of grit points equal to his Wisdom bonus (minimum 1).
Deeds: quick clear, dodge
Rapid Reload (Ex): At second level the black powder hood gains rapid reload as a bonus feat. This replaces the slayer talent gained at second level.
Bullet Rend (Ex): At third level when a black powder hood deals damage to a single target with two different firearms within the same round, he deals an additional d6 damage. This damage cannot be dealt to the same target more than once per round. This damage increases by an additional d6 at 6th level and every three levels afterwards.[/i]This ability replaces sneak attack.[/i]
Juggling Reload (Ex): At third level, the black powder hood can holster a firearm as a free action as long as he has at least one grit point.

favored class bonus: + 1 to Hit Points per level.

Skills
27 = 3(6 [class] + 1 [human] + 2 [background])
The slayer’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str) + Disable Device from trait.
Acrobatics + 8 = 4 [Dex] + 1 [rank] + 3 [class skill]
Bluff 6 = 0 [Cha] + 3 [rank] + 3 [class skill]
Diplomacy + 1 [trait]
Disable Device + 13 = 4 [Dex] + 3 [rank] + 3 [class skill] + 1 [trait] + 2 [MW tools}
Escape Artist + 10 = 4 [Dex] + 3 [rank] + 3 [class skill]
Heal + 2 [Wis]
Knowledge (geography) 6 = 0 [Int] + 3 [rank] + 3 [background skills]
Knowledge (local) = 0 [Int] + 3 [rank] + 3 [class skill]
Perception + 8 = 2 [Wis] + 3 [rank] + 3 [class skill]
Ride + 8 = 4 [Dex] + 1 [rank] + 3 [class skill]
Sense Motive + 8 = 2 [Wis] + 3 [rank] + 3 [class skill]
Sleight of Hand + 10 = 4 [Dex] + 3 [rank] + 3 [background skills]
Stealth + 8 = 4 [Dex] + 1 [rank] + 3 [class skill]
Survival + 8 = 2 [Wis] + 3 [rank] + 3 [class skill]

Gear
Items Worn: ( lbs)
explorer's outfit: This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches, vest, rain coat, gloves and a wide-brimmed hat.
MW Revolvers @ 2: 600 gp. 8 lbs. 1d8, ×4, range: 20 ft. misfire: 1, capacity: 6, B and P
Daggers @ 2: 4 gp 2 lbs. 1d4, 19-20/x2, 10 ft. P or S
Ioun torch: 75 gp. N/A
Bandolier @ 2: 1 gp. N/A
Items with belt, bandolier or in pockets.
Pocket Watch: 250 gp. 1 lbs.
MW Thieves Tools: 100 gp. 2 lbs.
Sub total: 1,030 gp. 13 lbs.

Magical Items:
+1 Poncho of Resistance: 1 lbs. 1,000 gp.

Consumables:

Total weight of all gear: 14 lbs.

Transportation:
Horse, light: 75 gp. 14 hand white and brown piebald paint mare
Bit and bridle: 2 gp. 1 lb.
Saddle, riding: 10 gp. 25 lbs.
Items normally with saddle:
Saddlebags: 4 gp. 8 lbs.
Kit, Ranger: 9 gp. 18 lbs. This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
Sub-total: 100 gp.

wealth 3,000 gp. - 2,130 gp.

Carry Capacity
Light load: 33 lbs. Or less
Medium load: 34 lb./ 66 lbs.
Heavy load: 67 lb./ 100 lbs.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

Defense Bonus
Wounds and Vigor


Nice build and backstory, Robert Henry. I don't need a long complex backstory unless that is just something you like to write. I am curious about goals. You say he is looking for redemption. What would that look like?


Is that summoner archetype I posted good with you, GM?


Simeon wrote:
Is that summoner archetype I posted good with you, GM?

Yes, give it a shot, as it were. I think I'd need to see a build to know how I feel about it.


Question about the Dune Drifter archetype:
While I know the Cavalier class says it's for melee, would it be possible to get challenge damage on firearm attacks? Since it's a 'ranged weapon' kinda game, I figured it couldn't hurt to ask.


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@Phlynn: The luring cavalier archetype has the ranged challenge ability.


Thanks, Lapyd. I'm severely tempted, and would love a ranged challenge, but I like the feel of the Dune Drifter more.

Should have this character done tomorrow, methinks.


Ouachitonian wrote:
GM SuperTumbler wrote:
Phlynn wrote:

Raised in room over a saloon owned by his uncle, learning to play cards, drink, and the ways of the world, then eventually moved on to join with some Longriders (Think Texas Ranger types, maybe?) much as his father had, years before. Currently leaning toward Order of the Road.

Also, any chance you might snag 5 of us rather than 4? I'm seeing a lot of cool ideas in this thread...

I was thinking of an order called the tin stars? silver stars? siccatite stars? Anyway a sort of national group like US Marshals, or Varisia only group like Texas rangers, or maybe independent like Pinkertons, but more noble. A way for someone to play the Lone Ranger type as a paladin or cavalier.
Maybe a Hellknight order? There’s definitely some overlap there, with all of the being big into enforcing The Law, and at least a couple being known for hunting down fugitives and/or locating the abducted.

Just to follow up on this idea, GM: are there Hellknights in this setting? With the defense bonus being used, heavy armor seems like a bad idea in general. Are there hellknight-type lawman figures that don't wear armor? It had occurred to me to play a Gun Tank Gunslinger, possibly multiclassed with another martial class, maybe Paladin, but heavy armor seems like a poor choice in this setting.

Edit: also, does anybody know if the Defense Bonus system is an option in HeroLab? I don't see it inthe starting Cofigure Your Hero screen where you usually pick options like that. I can kludge it in if need be, but if I'm just missing it I'd like to know, lol.

Another question: Can we take a drawback for an additional trait? I've got three I really want. I'll take the Additional Traits feat if need be, but if there's another way I'm interested.


Phlynn wrote:

Question about the Dune Drifter archetype:

While I know the Cavalier class says it's for melee, would it be possible to get challenge damage on firearm attacks? Since it's a 'ranged weapon' kinda game, I figured it couldn't hurt to ask.

Going to have to ponder that. It seems like a plain upgrade from challenge. Maybe it should cost grit or something?


I hadn't thought about Hellknights much. They should definitely be around, but I'm not sure what makes the most sense. How would they have been involved in the War? I'll read up on them more tomorrow and seek inspiration.

Ruleswise there isn't much reason to wear armor.


Bit of an intro of Hermit Oracle Eunice Flint (or her family, at least). Still working on crunch

Visual.

background:

Everybody told Jorj Flint that the mountains would be the death of him. That it took a generation to be proven right didn’t stop anybody from tut-tutting when he finally vanished for good.

For more than 20 years they’d been telling Flint that, when he made his twice-yearly trips down the Chavali to Roderic’s Cove for food and other supplies. He usually had something to sell, as well: raw gemstones usually, sometimes a hunk of precious metal and — too often — blocks of polished stone from the Thassilonian ruin he was systematically dismantling. No one ever bought that stuff, at least not in the open.

On some level, the older townsfolk understood. His first love, Ellys, had died there, they knew; one of the heroes who had fought to reveal a slumbering menace. Her comrades went on to victory and fame, but her body was never found. And ever since Jorj has been working to scour the site of a millennia-old taint; make it a fit place for Ellys to rest.

In recent years, there were signs he might give in. His wife came back to Roderic’s Cove for good five years ago — a miracle she stayed as long as she did, everyone said. Then his grown sons. And then, word came that Jorj himself had vanished. Was it giants, in the end? Shoanti? A missed step? A snakebite? Or something worse? No one knew, but everyone hoped the fool’s errand died with the fool.

But then, this spring, came his daughter down the river, the girl with the greenstone eyes — not from his wife, clearly. And she set about buying supplies for the trip back.

The poor girl, everyone said. The mountains will be the death of her.


GM SuperTumbler wrote:
I am curious about goals. You say he is looking for redemption. What would that look like?

That’s a really good question.

relevant backstory and need for Redemption:

I tend to create a backstory, borrowing from tropes and characters I like, combining it with crunchy bits in the build. So many of these elements should be familiar. Not sure on a name yet for the original character. As an outlaw, one of his alias would be ‘Barbarossa.’ For now, let’s call him Red, he'd originally had a light complexion and red hair.

First born son of a large family. His father would be a ‘preacher’ (cleric of ‘Erastil’) who, 'living what he preached' farmed and hunted. Learning to hunt from his father, Red was infatuated with firearms especially pistols. Which upset his father, who preached ‘pistols were only good for killing men’ and ‘you should only kill what you will eat or in defense of self and family.’ Red got in a lot of trouble (that read serious beating) for buying a pistol behind his fathers back. When violence started in their own county (think the violence in Kansas) Red ran away from home and joined in the fight (joining the ‘Red Legs’). Siding with the right moral side (freeing the slaves) for all the wrong reasons. (He wanted to hunt men.)

This would be the first need for Redemption, beyond all the emotional stuff trying to reconcile his nature with the rules of his father. He joined the war to fight, to see if he was as good at hunting men as he was at hunting beasts. He’s learned the emptiness in it, but he is good at it. He wants to be part of a fight motivated by the right reasons, for a good cause not because he’s good at it.

As the skirmishes turned to real war, Red, due to his slight size, was assigned to the cavalry. As the war pressed on, he took to drinking to deal with what they had done. Incidentally Red is a mean drunk. The ‘Red Legs’ he rode with grew tired of ‘orders’ from the ‘regular army’ and returned to making raids and bushwhacking as they had before the war and eventually deserted; turning to a life of crime as the war came to an end.

Occasionally Red would stop robbing and would try another life style. He had pushed north and east into Varisia and had taken up aurock hunting (buffalo hunting) for a time. But it didn’t stick. For a time he took up farming/ranching with a Varisian woman, named Maria. She wanted to raise a family and put down roots. But after a drinking binge he killed a man in a card game and had to flee the ‘law.’ When he finally returned to the farm/ranch Maria had sold everything and left with a Varisian caravan for the open road.

’This would be the second need for Redemption. He wants to give up the bottle and prove he can be the sort of person Maria would be proud of. Maybe find her some day and try to make it up to her. (not sure how he’d try and do that as a woman now)

After Maria was gone, having no reason to be straight, he went back to robbing stage coaches and whatever he could. It was a bank robbery gone bad that he was fleeing from when he was shot and took up hiding in the ancient ruins.

’A new body means a clean slate. He still see’s himself as the same person, and the body as a ‘costume’ he’s playing as a Varisian woman, Isabella Roja (probably) Isabella being he name Maria would have named a daughter, Roja (red) a play on what they used to call him.

You mentioned other guns:
Pistols are listed as ‘one handed weapons’ not as ‘light' or 'Finesse' weapons, so anyone using two of them will be taking - 4 or their attacks.

You mentioned finding/creating a ‘derringer’ would it be possible to also have a ‘pocket’ revolver. A smaller framed, smaller caliber, revolver? There is historical and cinematic support for this style: the ‘Outlaw’ Josey Wales’, Pale Rider, ‘Doc Holiday’ in ‘Tombstone’ I would make it 1d6 but the range would depend on the length of the barrel. A two shot derringer 10 or 15 ft, a small revolver with a longer barrel possible 20 ft.

Also I don’t know how detailed you want things but you mentioned ‘Winchesters’ and repeating rifles. This era of repeating rifles fired pistol cartridges. Where the single shot rifles like the sharps rifle (think ‘Quigley Down Under’ and The Outlaw Josey Wales ‘river boat ride’ scene) used a much larger cartridges. Just food for thought.

I added this later, where are you on using the pistol as a club, again historical and cinematic support, would it be lethal or nonlethal would there be a downside?

D20 modern had some interesting weapon options and feats, but thy handled damage differently (touch vs AC) I don't know if any of that would be helpful.


GM SuperTumbler wrote:
Phlynn wrote:

Question about the Dune Drifter archetype:

While I know the Cavalier class says it's for melee, would it be possible to get challenge damage on firearm attacks? Since it's a 'ranged weapon' kinda game, I figured it couldn't hurt to ask.
Going to have to ponder that. It seems like a plain upgrade from challenge. Maybe it should cost grit or something?

I'd be cool with it if you went that route. Having to pick when it was being used would definitely make it more situational and thus more "cinematic". But it's not a necessity, obviously.


Hi GM Supertumbler! Here's Lapyd with my Dwarf Zen Marksman. Please let me know your thoughts and if you'd like me to explain or fix anything on the sheet :)


SuperTumbler, as an alternative to changing the Dune Drifter to spend grit for a ranged Challenge, would you allow a renamed/reskinned Order of the Land? It doesn't give full Challenge bonus for ranged attacks, but it would give +1 for every 4 levels along with the usual melee bonus.


Phlynn wrote:
SuperTumbler, as an alternative to changing the Dune Drifter to spend grit for a ranged Challenge, would you allow a renamed/reskinned Order of the Land? It doesn't give full Challenge bonus for ranged attacks, but it would give +1 for every 4 levels along with the usual melee bonus.

How about you take Order of the Land and you get full Challenge for ranged attacks as Luring Cavalier but not the extra +1/4 levels?


GM SuperTumbler wrote:
Phlynn wrote:
SuperTumbler, as an alternative to changing the Dune Drifter to spend grit for a ranged Challenge, would you allow a renamed/reskinned Order of the Land? It doesn't give full Challenge bonus for ranged attacks, but it would give +1 for every 4 levels along with the usual melee bonus.
How about you take Order of the Land and you get full Challenge for ranged attacks as Luring Cavalier but not the extra +1/4 levels?

You strike a hard bargain, sir. LOL Love it! Thank you.


GM ST any more questions or observations on Isabella, or any opinions on other possible gun options?


SuperTumbler: Is there any issue with using Suli or Oread (gemsoul) and reflavoring them as a sort of half-giant? I’m thinking Eunice’s father had something going on the side, which eventually helped drive his wife off. (Also I liked the reference image but needed an explanation for the weird eyes.)


Phlynn here. This will be my login/avatar for my Bard/Dune Drifter submission. Nothing to see here, otherwise. Soon, but not til I have time to finish, tomorrow.


Robert Henry wrote:
GM ST any more questions or observations on Isabella, or any opinions on other possible gun options?

Love the Isabella story and exactly the sort of thing I was looking for with goals. I just like to be able to customize pre-published stuff to fit characters better. This helps a lot.

As for guns, I'm finding some inspiration in OGL Wild West. The weapon stats seem to line up pretty well with 3.5/Pathfinder weapon damage. Will take a bit of conversion. They don't specify things like light-one handed-two handed, at least not in the tables.

I think a shorter range increment 1d6 derringer (1 or 2 shot) that is light is reasonable, as well as a lighter pistol (short range increment, 6 shot).

The rules in OGL West seem to follow your thoughts about rifles. For example there is a Colt revolving rifle that does 1d6 damage, 6 shots, 100 foot range increment.

There are a few Sharps rifles in there, one is the Big 50 which does 2d6 and has an 18-20 crit range. Another is the buffalo gun which is 2d8 and crit range 19-20 crit range (for some reason). I like the idea of a larger caliber rifle with more damage potential but longer reload cycle. Sort of a heavy crossbow of rifles.

Also some other cool gear ideas in there that I may convert.


Beryl Graypowder wrote:
Hi GM Supertumbler! Here's Lapyd with my Dwarf Zen Marksman. Please let me know your thoughts and if you'd like me to explain or fix anything on the sheet :)

Pretty badass character for 3rd level. I didn't run all of the numbers, but looks good to me. Backstory looks good. If you get chosen I have a pretty good starting hook for you if you like it.


Eunice Flint wrote:

SuperTumbler: Is there any issue with using Suli or Oread (gemsoul) and reflavoring them as a sort of half-giant? I’m thinking Eunice’s father had something going on the side, which eventually helped drive his wife off. (Also I liked the reference image but needed an explanation for the weird eyes.)

Those are both fine.


A few notes for people as you are putting builds and backgrounds together:

Make sure to use Elephant in the Room and background skills.

If there is something you need to work with to make your build work, just let me know here. I've already worked to help some people find published or 3pp solutions, and in some cases done some house ruling.

The adventure begins with characters in town for a market day. Some opportunities there for bargains, so save some cash if you want to take advantage of that. You could know each other or not. After the inciting incident I'll have a way of getting you together. I'll probably try to write some fun action movie meet-cutes for you in the first encounter.

In general, I'm loving the submissions I'm seeing and how well this is working out storywise. Both the Western genre and the structure of adventuring groups owe a lot to samurai movies, so it isn't too surprising that the tropes overlap, but it is still fun to see things come together.


GM SuperTumbler wrote:
Beryl Graypowder wrote:
Hi GM Supertumbler! Here's Lapyd with my Dwarf Zen Marksman. Please let me know your thoughts and if you'd like me to explain or fix anything on the sheet :)
Pretty badass character for 3rd level. I didn't run all of the numbers, but looks good to me. Backstory looks good. If you get chosen I have a pretty good starting hook for you if you like it.

Thanks mate! Sure, in case I'm selected just let me know. I love these hooks to the story as they help me get engaged and build around it ;)


Hellknights:

Did some reading about Hellknights and thinking about the mythology of the West.

After some pondering, I see a few good options, all of which can be true since there are many Orders.

Some orders straight up joined the Western (Chelaxian) States as mercenary forces, considering the pressure from the Eastern (Andoran) States illegal interference with local matters.

Some orders fought on neither side, seeking to limit the impact of the war on the common folk.

One order was almost certainly focused on fighting abolitionists and hunting down people running away from their enslavers.

Other orders that leaned more lawful neutral are focused on the frontier as lawmen for places where the law doesn't reach.

There is still a Worldwound, so some would be focused on that threat.

Definitely want to hear your ideas as well.


Rifles are really expensive. Is there anyway to actually start with a rifle or pepperbox rifle? Or would an Air Repeater count as a rifle for the purposes of class abilities and feats?

I am working on a soldier character who would have trained and used a rifle.


We are starting at 3rd level, and you should have 3000 gp.

Also Guns Everywhere rules, so guns and ammo costs are 10% what is listed. So that basic rifle is only 500 gp.

I am working on some other options for available firearms. If there is something in particular you are looking for let me know.


I missed that guns were also reduced in cost. That solves that problem.

The only other question I have, since you are adapting this to make guns everywhere, are there any gods who have adopted them as favored weapons?


Good question. I would imagine that Abadar would have the pistol instead of the crossbow.

And Asmodeus as well, going for pistol as a symbol of law.

Gozreh's favored weapon should be artillery? Maybe a Gatling? Not sure. I'm open to ideas.


Erastil for rifles?


I do like the thought of using a massive rifle...


Can we make Nivi Rhombodazzle not a Gnome Deity? I need a God of luck and gambling and this one comes closest.

this is my submission in progress

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