Sixguns over Thassilon (Inactive)

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Very sorry to see you go, RH.

For the rest, I’m going to close recruitment Monday morning in case there are any last minute changes. I’ll spend today (Sunday) looking over submissions. Should announce on Monday.


Good luck everyone!


Definitely, Good Luck!


Here's hoping!


Myrandya vishes all off us ze besht off luck! Famoose zem rrampagink rrunelords’ return!


Good luck to all (also I realized forums ate Eunice's description & gear at some point so I've restored them)


Regretfully I'm not going to get the time to finish up my Shoanti Shaman so will politely withdraw and wish everyone a hootin' hollerin' time of it in the Olde West :)


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Thanks to everyone who applied. I ended up taking 5 characters because of the quality characters and applicants. Head over to Gameplay and Discussion and we will iron out our start, link anyone together who wants to do that, and get things going.

Ellioti: John 'Snake-Eyes' Maverick

SmooshieBanana: Nempura Babblebrook

Tazo: Wes Higgins

Infomatic: Eunice Flint

Phlynn: Jensen ThornebrookeBard


Congratulation folks, I'll be reading along :)


Thanks, GM!


Thanks!


Thanks, GM! For some reason, I'm having trouble posting in either Gameplay or Discussion--trying to fix that.


Howdy, buckaroos!

We have lost some folks along the way in this western themed Return of the Runelords. Open to previous submissions who still want in.

Also open to new submissions. Info in this thread about the build and setting modifications.


Definitely interesting....

Would the Gunmetal Mystic be an allowed archetype for an Unchained Monk?

This is the Gunmetal Mystic modified for the UC Monk (as I see it):

Gunmetal Mystic (UC):
Gunmetal Mystic (UC)
From the weapon adept to the zen archer, many monks understand that physical weapons can be vessels for their skills and ki. The gunmetal mystic is simply keeping up with the times, blending their ancient fighting traditions with the cool metal of the present. They find that bullets can channel their ki energy into a devastating strike, and it is said that their foes fall as if lightning from god had smote them down.
The gunmetal mystic is an archetype of the monk class.

Weapon and Armor Proficiency
The gunmetal mystic is proficient with all firearms in addition to the normal monk proficiencies.

Gunsmith
At 1st level, a gunmetal mystic gains a battered firearm identical to the one gained by a gunslinger. The gunmetal mystic also gains Gunsmithing as a bonus feat.

This ability replaces the bonus feat gained at 1st level.

Grit
At 1st level, a gunmetal mystic gains the gunslinger‘s grit ability. At the start of each day, a gunmetal mystic gains a number of grit points equal to his Wisdom bonus (minimum 1). A gunmetal mystic gains the gunslinger‘s quick clear and gunslinger‘s dodge deeds. In addition, a gunmetal mystic with the Stunning Fist, Elemental Fist, or Punishing Kick feat may use those feats with firearm attacks as if they were unarmed strikes.

This ability replaces stunning fist.

Flurry of Blows
A gunmetal mystic may use this ability with a combination of unarmed strikes, firearm attacks, and pistol whips (once he gains the pistol whip deed at 3rd level). A firearm attack made as part of a flurry of blows does not provoke an attack of opportunity from its target if it is threatening the gunmetal mystic; however, it still provokes from other creatures threatening him.

Note: To make a firearm attack multiple times with Flurry of Blows, the firearm must either carry multiple loads, or be able to be reloaded as a free action.

Bonus Feats
A gunmetal mystic gains a bonus grit feat at 2nd level and every 4 levels thereafter. He must meet all the prerequisites for the feat, using his monk level as his effective gunslinger level.

This ability replaces the normal bonus feats gained at those levels.

Pistol-Whip
At 3rd level, a gunmetal mystic gains the gunslinger‘s pistol-whip deed. When making a pistol whip, he may use his unarmed strike damage die if it is higher than the pistol whip damage die and treat it as an unarmed strike for the purpose of using his ki pool to overcome damage reduction.

This ability replaces the Ki Power gained at 4th level.

Ki Pool
At 3rd level, a gunmetal mystic can treat ki points as grit points for any gunslinger deed gained through this archetype. In addition, his Ki Strike allows his firearm to be treated as if it were an unarmed strike for the purpose of overcoming damage reduction.

At 5th level, as long as the Gunmetal Mystic has at least 1 Ki point in his pool, he may add his Wisdom modifier to damage with a firearm.

This ability modifies ki pool.

Lightning from God (Su)
At 5th level, a gunmetal mystic may spend 1 ki point as a swift action to imbue the next firearm attack he makes within 1 round with his inner power. If the attack hits, it deals an extra 1d6 points of damage; this damage comes from pure ki power and bypasses all damage reduction. This damage is not multiplied on a critical hit. At 9th level and every 4 levels thereafter, the additional damage increases by 1d6, to a maximum of 4d6 at 17th level.

At 13th level, the gunmetal mystic may apply the extra damage to two of his shots.

This ability replaces the Style Strike gained at these levels.

Targeting
At 7th level, a gunmetal mystic gains the gunslinger‘s targeting deed.

This ability replaces the Ki Power gained at 8th level.

Lightning Reload
At 11th level, a gunmetal mystic gains the gunslinger‘s lightning reload deed.

This ability replaces the Ki Power gained at 12th level.

Slinger’s Luck
At 15th level, a gunmetal mystic gains the gunslinger‘s slinger’s luck deed.

This ability replaces the Ki Power gained at 16th level.

Stunning Shot
At 19th level, a gunmetal mystic gains the gunslinger‘s stunning shot deed.

This ability replaces the Ki Power gained at 20th level.


Dotting in here. Also kinda thinking monk like the kung fu masters of the genre. I have a character mostly rolled up, just need to advance her and add an appropriate backstory. Cheers


Hmmm, a lot has changed since August, several games have ended so I feel like I have room on my plate. Are you still at third level? How long will you be keeping recruitment open for?


Laird_Thorne wrote:

Definitely interesting....

Would the Gunmetal Mystic be an allowed archetype for an Unchained Monk?

This is the Gunmetal Mystic modified for the UC Monk (as I see it):
** spoiler omitted **...

That would be fine. Note that we made this change because Gunsmithing isn't all that useful with advanced firearms:

Lose gunsmith for gun training.

Any class that gives a battered firearm can choose one of the advanced firearms.


Robert Henry wrote:
Hmmm, a lot has changed since August, several games have ended so I feel like I have room on my plate. Are you still at third level? How long will you be keeping recruitment open for?

Still at 3rd level. We haven't gotten very far, but we've had some good roleplaying.

I'm thinking we will make decisions beginning of next week.


GM SuperTumbler wrote:
Laird_Thorne wrote:
Would the Gunmetal Mystic be an allowed archetype for an Unchained Monk?

That would be fine. Note that we made this change because Gunsmithing isn't all that useful with advanced firearms:

Lose gunsmith for gun training.

Any class that gives a battered firearm can choose one of the advanced firearms.

Sounds good, thank you!

I'll see if can get something put together the next day or so...


GM SuperTumbler wrote:

Howdy, buckaroos!

We have lost some folks along the way in this western themed Return of the Runelords. Open to previous submissions who still want in.

Also open to new submissions. Info in this thread about the build and setting modifications.

I’m interested in being a new submission. Looking to play a Desnan Elf magus from Mierani Forest looking to spend his youth traveling, and gaining wealth, knowledge and experience before returning to the forest to serve his people (possibly looking to resettle Celwynvian, if it still lies empty as wiki implies)

What deliverables are needed to be considered?


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Hey folks, I'm one of the players and figured I'd chime in with a few things.

Character Creation:
Almost everything in the original recruitment post still holds. Here are some notes that might help.

We ARE using the Class Defense Bonus rules which means attacking Touch AC is not a big advantage.

We are NOT using Wounds and Vigor.

As explained in this post, from 0 to -9 HP you are Disabled (and have to make stabilization checks below 0), -10 HP to -(Con+HD) you are unconscious and dying. Past that dead. In the spirit of Westerns, you can go down fighting.

As explained in this post, Max HP at first level, thereafter you get half your hit die + half of a roll. So a d8 hit die gives you 4+1d4, d6 hit die gives you 3+1d3, d10 is 5+1d5 (or half 1d10). So you get better than average HP.

Current party membership:
Myrandya, LN Tiefling Gnome Legendary Alchemist (Urban Adept) 3, creation of a mad scientist, serious German(?) accent.
Nempura Babblebrook, NG Aquatic Elf Legendary Gunpowder Mage Wizard 3, smart and seductive elf recently employed as "Bella Blue" at Creekside, who's seizing the opportunity to become something more.
Wes Higgins, NG Human Hunter (Colluding Scoundrel, Urban Hunter) 3, straight-shooting bounty hunter / law man, and his trusty black stallion Midnight.

Story so far:

(Minor spoilers):
The party has been tasked by the spirit of the town's founder, Roderic, to retrieve a relic (some bracers), which seems to relate to mysterious murders committed using another relic (a sword with an incorporeal(?) blade). Evidence seems to suggest that The Order of Resplendence may have taken possession of the sword and used it to murder a group of folks, and may also be on the track of the bracers. The Order of Resplendence is a local group of scholars, or a school, or some say a cult, whose members often use peacock feathers in their clothes and iconography.

The victims of the murders are from the Horn Fang Gang, aka the Gildersleeves Gang.

The Nightthrush Boys are another group of troublemakers, bandits who base themselves in the Churlwood, robbing stagecoaches and wagon trains.
A group of them tried to rob us. They failed and are now in jail, their fates uncertain.

The current party of three have been deputized by the town sheriff, and call themselves Roderic's Rangers.


Thanks for the information Wes!

This is RH's Slayer Archetype: Black Powder Hood William James used to look like this and they used to call him 'Red.' Now, reborn, he looks like this and now they call 'her' Roja.

I intend to play this character as a man in a woman's body. Still seeing himself as himself, but his new body being a potentially permanent type of costume. I play my characters with a PG or PG13 rating and will be careful with the material, I hope it isn't something that anyone will find offensive, but if there are questions, please PM me.


I had looked at the original post on character creation. Thanks for posting the changes/clarifications since then.

Do I need to do something now that I’ve expressed interest?


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Snow_Tiger wrote:

I had looked at the original post on character creation. Thanks for posting the changes/clarifications since then.

Do I need to do something now that I’ve expressed interest?

Hello! The usual thing is to put together a character with a background/appearance/personality type section and a character sheet type section. You can then post it here under a spoiler or stick it in an alias and link to it. If you look earlier in this thread, you can see how other folks did it last time. Next week, the GM will choose who to add from the interested parties. In this particular case, he's allowing the players to weigh in also.


Thanks for pulling all of those rules mods together, Wes.

I don't have any problem with Isabella as submitted. As long as we aren't playing the gender switch just for laughs. It's a fun hook built into the campaign traits.

Snow_Tiger, we would want to see a character and some backstory from you.

We haven't really talked about how those elves fit into an Old West sort of setting. My guess is that they are something like a Pacific Northwest group of Native Americans?


GM SuperTumbler wrote:
I don't have any problem with Isabella as submitted. As long as we aren't playing the gender switch just for laughs. It's a fun hook built into the campaign traits.

Cool, not for laughs at all.

There will be a juxtaposition between his mannerisms, habits and language with those of a traditional Varisian woman, But the purpose will not to be funny. There may be potentially humorous situations where he is attempting to behave like a Varisian woman (like trying to sit with his legs crossed, when he's not used to doing it) But that would be more about self-realization, than attempting to be funny.

I am imagining the Varisian people similar to the 'stereotype' Spanish in most westerns. I will try not to play to tropes and reflect the people group respectfully. But one of the 'characters' I've based Roha on is from the movie "Barbarossa" as you've probably guessed from the images


That works for me.


There is a new show on Amazon Prime called The Head of Joaquin Murrieta.

It's a pretty good modern western that centers Mexicans. With all Latin American creatives. Not surprisingly, it is pretty bloody.


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GM SuperTumbler wrote:

There is a new show on Amazon Prime called The Head of Joaquin Murrieta.

It's a pretty good modern western that centers Mexicans. With all Latin American creatives. Not surprisingly, it is pretty bloody.

I've watched the first episode with my wife. It was too bloody for her, so I'll binge-watch the rest of it without her. However, I do start to twitch a little when they switch from cap-and-ball revolvers, to newer revolvers for the firefights.


Yeah, you definitely have to take the guns with a grain of anachronism.

But the idea of Varisians being displaced by bluecoats works well for our hodge podge of a setting.

Similarly, I was at first bothered by how bad the American accents are in the dub. Then I decided it was a choice to make them more monolithic so I rolled with it.


Here is my submission: Pan Pan Tsang, LN Female Human Unchained Monk 3 (Disciple of Wholeness)

Appearance: Above average height and physically toned, Pan Pan carries herself with an easy grace that belies her reflex to self-defense. Her long dark hair is most often tied up and she wears a gi that was once white but is now stained. She carries few belongings, preferring to travel lightly. She cares for a trustworthy horse named Wildflower, a gray mare she purchased several years ago as a foal and trained herself.

Personality: Pan Pan is nobody's fool and is quick to defend herself. That aside, she is mindful of her temper and is typically good-natured and selfless.

Pan Pan's Story:
"Your father can't save you now!" The shove that came next put Pan Pan on her backside, her school-grays fouled on the muddy cobblestone.

Another bully kicked her in the side. "Go home and cry. Mother will take care of her little girl!" The pack of older girls laughed and took turns kicking the smaller child, finally leaving her to sob face-down in the dirt outside the school gate.

"Well now, aren't you a pathetic soul," announced a gravelly voice.

Pan Pan turned to see a gaunt older man staring down on her from around a post on the opposite side of the thoroughfare.

"Why do they torment you, girl?"

Forcing herself up, Pan Pan sat on her feet. "They hate my father."

"Hmm? And who is your father?" asked the strange man.

Pan Pan considered him before answering. There was a sinister tone to his concern, and he looked disheveled, out of place. How long had he been standing there? Was he waiting for someone at the school? But he seemed interested in Pan Pan, which was enough to loosen the girl's tongue.

"Hon Shin Tsang. He's a mer--"

"I know who he is!" the man snapped. He paused to regard Pan Pan, then straightened, his body elongating with the fluidity of a snake. Then he smiled. "Well, the best revenge is revenge, I always say. Toughen up, girl. Here, take this." He produced from a pocket a little knife.

Pan Pan took to her feet and stepped closer, struck by the notion that she could do anything about the bullies, and that it should involve greater violence. But how she hated them. And then she was standing next to the older man, and the knife was pressed into the palm of her small hand. It felt warm, almost familiar.

"There now. It's not hard to figure out what to do with it. Good luck, girl." And with that, the old fellow drew a hood low, covering the exaggerated features of his face. A moment later Pan Pan stood alone, wondering what to do next.

*****

It wasn't difficult for Pan Pan to convince her father she needed to learn how to defend herself. The elder Tsang was hardly a traditionalist but he believed that martial arts instilled discipline, and Pan Pan needed discipline. It wouldn't serve to have this helpless child representing his interests one day. He was all too pleased to pay for private martial training with a member of the Korvosan Guard. Each day after school Pan Pan was given a gold piece to pay for the lessons. Although she benefited from rigorous exercise, she was unable to shake a natural clumsiness with a weapon in her hand. When she asked to be trained with the little knife, the guardsman laughed at Pan Pan and batted her ears.

Not long after that, Pan Pan took her gold piece elsewhere. Afraid to tell her parents, she looked to The Shingles. There a gang of boys beat her and stole her gold, but another older figure took pity on her and carried her to a ramshackle rooftop abode.

"You are not from here?" The man cleaned Pan Pan's scrapes and served hot tea. The girl shook her head. "Then why are you here?"

"I'm weak," Pan Pan explained. "I'm a disappointment. Wherever I go I get kicked in the mud. I was hoping..." Her voice trailed off.

"To be treated with dignity, is that it? Krovosa punishes you, for no reason? Your family, same?" The man sighed and took pity on Pan Pan. "Tired, you are. Tired of sadness, of anger. But channel those feelings, and you can learn to defend yourself. Is that what you want? Is that why you are here?"

Pan Pan sat up. "Yes."

The man stood and bowed. "I am Ip-Xi Han, and I will teach you."

*****

For the next year Pan Pan would take her gold piece to The Shingles. Her father never asked about her martial training; it was enough that the girl seemed to stand taller and there were fewer incidents at school. Hon Shin assumed the guardsman's training was taking root in his daughter. But instead, Pan Pan learned from Master Ip-Xi. Her body steadily transformed and as she grew taller she became stronger as well. She learned forms and striking techniques, sparring with a wooden dummy. They raced across the rooftops of the old city and in this way Pan Pan learned balance and speed. For his part, Master Ip-Xi never accepted payment, insisting Pan Pan use the daily gold piece to improve the lot of someone in The Shingles, and this became the first ritual before any training would commence.

One early afternoon Pan Pan spied a street urchin skulking in the shadows, eyeing an older woman carrying a small loaf of dark bread. The dirty child leapt at her with a little knife and she gave up her evening meal. The attacker fled quickly and Pan Pan rushed to help the woman, giving her the daily gold piece. The next day it was Pan Pan who faced the knife.

"You've got a piece of gold in your pocket. Give it to me," said the boy, his voice a mix of desperation and fear. The knife was dirty and it reminded Pan Pan of the one given to her more than a year ago.

Seizing on her assailant's hesitation, Pan Pan grabbed the boy's arm and pulled, tripping him and landing atop his back. She disarmed him of the knife and then let him go. "Here, take it," she said to the defeated child. The gold piece changed hands and the child picked up his knife and ran off. It was the first time Pan Pan had tested her new skills. She would not have to wait long to test them again.

Two days later the same boy was back and two others were with him. This was the moment. If Pan Pan showed weakness she would never be able to return. She had to fight.

The boys were aggressive but not coordinated. Pan Pan slipped the first knife attack and used her attacker's momentum to take him down. Then as the next boy came at her she kicked him in the chest. When the last boy tried to get around her, Pan Pan caught him by the arm and struck him in the face. The fight was over almost as quickly as it had begun.

"You've done well, child," said an old familiar voice. The gaunt man emerged from the shadows. "Took my advice, I see. Good for you. Now I need something in return. You see, those were my boys. They're just like you were, only they don't have rich families to run back to. I show them how to survive, and there are many more of them."

"Who are you?" Pan Pan asked, swallowing fear.

The old man smiled but his eyes betrayed cold malice. "A shadow with no name. But I look after those who got no one else. You were that child not long ago. You know how I mean. But you ain't from here and my children are hungry. You can start paying me back by giving me that gold in your pocket."

Pan Pan was afraid of the Shadow Man, but she also felt a pull of sympathy, and possibly some measure of gratitude. The gold piece found it's way to man's hand as easily as the knife had come to Pan Pan one year earlier.

The Shadow Man knelt down and looked Pan Pan in the eyes. "Now, let's talk about your father."

*****

Everything happened too fast. Pan Pan didn't tell Master Ip-Xi about the Shadow Man for the same reason she didn't tell her father about Master Ip-Xi. She just didn't want things to be complicated. That happened anyway.

Within a month the Shadow Man was plotting to break into the Tsang estate. "No one would get hurt," he promised. Besides, Pan Pan resented her father's role in making her life miserable. The other children hated her because of her father, for the way Hon Shin treated their fathers. Pan Pan didn't want to see anyone hurt, but she didn't object to her father being taught a lesson about greed.

For a creepy old guy, the Shadow Man was surprisingly nimble. He and his small band of urchin boys evaded the Guard and met Pan Pan near the back gate of the estate. She showed them how to get into the house so that the watchman wouldn't know until it was too late. She told them where the most lavish valuables were kept. She explained where her parents would be at this hour and that they would almost certainly be willing to be locked in the cellar when confronted.

Pan Pan remained out front on lookout. It was her job to deflect the Night Watch from suspicion. The Shadow Man led his crew inside from the back alley but things almost immediately went sideways. Pan Pan heard a scream, then the sound of children howling like wolves. She rushed back inside too late. Her mother's throat was cut and her father lay face-down on the floor, bleeding out from a rough castration. The Shadow Man held a bloody dagger and smiled as his boys looted the place.

The old villain sneered as Pan Pan stood mortified in the hall. "You are your own master now, kid. How's it feel to be free?"

Pan Pan coiled up against her mother's lifeless body until the Korvosan Guard arrived early the next morning. Little of the Tsang fortune remained and her father's creditors demanded the estate. Left with nothing, her spirit crushed, she returned to the only person who had shown her true compassion in her young life: Master Ip-Xi Han.

*****

Though Pan Pan had been bitterly unhappy before, she at least enjoyed lavish meals, a warm fire, a soft bed, and a sturdy roof overhead. Apprenticing to a monk sworn to a Vow of Poverty was a difficult and lonely transition. The Shadow Man was never found, as if he had never existed.

Pan Pan stayed on with Master Ip-Xi for another three years, giving herself fully to Master Ip-Xi's teachings. But eventually the ghosts of her past were catching up to her. Her father's creditors had convinced the Guard to place a warrant for her arrest, believing (correctly) that she had something to do with the elder Tsang's untimely death. She gathered a few belongings and said a final goodbye to her master, and then she fled Korvosa with no intention to ever return.

She started again in the outlands of Varisia, traveling from town to town, always with an alias and a practiced lie on her lips. It was a difficult life, but for ten years she worked and moved on, continuing her training alone. She came to understand with time that the Shadow Man wasn't a man at all, but was an evil spirit which preyed on the innocence of fragile youth. She fought it in her nightmares now as an adult.

Weary of life constantly on the road and of the countless lies which blended together in a confusing story, Pan Pan now looks to find a greater purpose. It's time to stop running.

I went with the Spirit Touched campaign trait to tie into the backstory. As it seems the party is light on healing I opted for the Disciple of Wholeness archetype, which kicks in some healing ability at level 4.

Still need to buy equipment but this should be enough to make a decision on. Please let me know if you have any questions. GM SuperTumbler can attest, albeit from limited experience, that I am a consistent daily poster. I tend to jump right into the action. Thanks for your consideration.

Hit points:
10 + 10 + 2d5 + 6 ⇒ 10 + 10 + (2, 3) + 6 = 31


Robert Henry wrote:
GM SuperTumbler wrote:

There is a new show on Amazon Prime called The Head of Joaquin Murrieta.

It's a pretty good modern western that centers Mexicans. With all Latin American creatives. Not surprisingly, it is pretty bloody.

I've watched the first episode with my wife. It was too bloody for her, so I'll binge-watch the rest of it without her. However, I do start to twitch a little when they switch from cap-and-ball revolvers, to newer revolvers for the firefights.

On this tangent, my monk has Snake Style, which allow for her to make a Sense Motive check as an immediate action in place of AC against a melee or ranged attack, and also Deflect Arrows, which specifically states "or other projectiles."

I imagine something like this. I saw that in the theater a million years ago.

Just want to make sure these are allowed and useful against gunfire.


Looks good, Therenger. I'm good with dodging bullets via Deflect Arrows and Snake Style. Actually like that flavor more than slapping them out of the way, though I could see that flavor working with a harder style.

If you are chosen, I will endeavor to roll your sense motive checks when I attack so I know if the attack hits or not. I'll likely forget.


GM SuperTumbler wrote:

Looks good, Therenger. I'm good with dodging bullets via Deflect Arrows and Snake Style. Actually like that flavor more than slapping them out of the way, though I could see that flavor working with a harder style.

If you are chosen, I will endeavor to roll your sense motive checks when I attack so I know if the attack hits or not. I'll likely forget.

Thanks GM ST. It consumes an immediate action so it's only good at max once a round. It's only a little bit broken. ;)


I have a brawler that I play occasionally that makes much use of both of those. I know exactly how annoying it can be!


Just a heads up to those who are applying in the new recruitment, I mentioned this at the beginning, but there are lots of posts there and you might have missed it.

The plan here is to run the first book of Return of the Runelords in Wild West setting. I'm not sure the concept even works past that, so I'm not committing to run the rest of the Adventure Path.

There should be plenty of good gunslinging fun to have along the way, but I wanted to make sure everyone was on the same page.


Initiating partyneed.exe
Reviewing game premise and build rules

Running minmax.com procedures

Proposal generated:
Lyudmilla "Balalaika" Tereshkova

Background: Personality somewhat patterned after Balalaika from Black Lagoon.

Race:
Fanglord (Arctic Tiger patterned)
Nationality: Irrisen, political exile due to having beaten up a Jadwiga
Class: Lunar Oracle 3

Capabilities:
--3-4 primary natural attacks in melee
--Has an animal companion (another tiger)
--Pretty decent face
--reasonable AC
--Access to divine spells, delayed by 2 levels, but still at reasonable quantities.
--Will eventually dip into Mysterious stranger for gunslinging, but party needs are likely more in the "get a tank and healer/face segment".


@Snow_tiger: You expressed interest. Now you make an alias or you can post your entire character information here under a spoiler.

To make an alias, which I'm sure you already know how to do:
Go to: My Account > Locate Messageboard Aliases > Click the Create New Alias button > Name the character as you see fit. I often suggest a first name only, that way you can use the character differently in the future. And gender-neutral names are great too if you want to switch things up in the future without making tons of aliases. > Submit! > Click Edit on your character > Change the avatar image.

The Crunch of the Alias
As to how to craft alias, there are many different methods. The goal is to give the GM all the information they need. I like my build. Some do a standard bestiary-style alias. Some have other methods. As long as the GM can find what you do and how you come to those numbers in an easy way, that's the goal. If you have any further questions, you can feel free to message me.

After you are done with your crunch (or whenever you want), make a description section and perhaps a background so we can get an idea/theme of your character. It doesn't have to be pages long, usually, just a couple of paragraphs are fine.


Nempura Babblebrook wrote:
After you are done with your crunch (or whenever you want), make a description section and perhaps a background so we can get an idea/theme of your character. It doesn't have to be pages long, usually, just a couple of paragraphs are fine.

I like what you did with the side quest hooks. I'm going to steal that idea. ;)

Dark Archive

Hi everybody!

I'm meditating on what kind of character to submit, but a question does present itself.

Exactly how much of the "Wild West" are we leaning into?

I was planning on my first lines of the character being, "Howdy cowpokes!" and then quickly following up with a line denigrating "all that namby pampy book-learnin'!"

Is that appropriate or is this more a "D&D but with guns!" kinda thing?


As a player in this game, my two cents is that there are lots of possibilities, and leaning hard into the Wild West would definitely be one of them!

By the way, there are some custom guns in this recruitment thread that I forgot to mention.

GM SuperTumbler wrote:

Take a look at these (everyone) and see what you think for additional firearms. I'm not a gun expert (nor is my intention verisimilitude). Just looking for some reasonable options to fill niches not currently in the rules.

Guns spreadsheet


The Gm’s electricity is out atm, so you all have more time to work up a character!


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Atlas2112 wrote:

Hi everybody!

I'm meditating on what kind of character to submit, but a question does present itself.

Exactly how much of the "Wild West" are we leaning into?

I was planning on my first lines of the character being, "Howdy cowpokes!" and then quickly following up with a line denigrating "all that namby pampy book-learnin'!"

Is that appropriate or is this more a "D&D but with guns!" kinda thing?

What we are going for is a western. Whether I’m quite getting that right is up for debate.


I feel it's very western so far! It's been very fun.


GM SuperTumbler wrote:
What we are going for is a western. Whether I’m quite getting that right is up for debate.

My character would likely represent a less typical take on the western. Everybody probably knows that Chinese immigrants were crucial to completing the transcontinental railroads in the American West. Their cultural impact has been largely forgotten by history but it was important at the time. Anyway, that's how Pan Pan fits into the setting.


WIP version of Mightypions submission.

Russian/Irriseni Alaska is clearly western yesyes?

Look Blyad, guns have problems! You cant fire them if you dont have ammo, because the ammo depot is on another dimesnion, and if someone is in your face its also pretty meh, meanwhile, claws work!


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@Pan Pan: Yes, there were many Chinese who came to help build the railroads. I'm not sure if that's happening in Golarion yet (we will see!). The Chinese made about half as much money (or even down to about 30%) as other workers did and were not treated well. It's likely a good arc for a character to join into the realm of adventuring, as it probably holds a high return comparatively!

@Lyudmilla: I know that even in America's history, "Big Nose Kate" was a Hungarian, and "Russian Bill" was claiming to be a Russian noble in Tombstone, so I'd imagine there were some Russians that made their way all the way to the Wild West from even that central European area, let alone Alaska. (If you've seen the Tombstone movie, BGK was Doc's 'wife' and Russian Bill was the dandy guy who loved the actor who came to town, I believe)


@GMSuperTumbler - I'm considering a change from my premise of a Gun Monk, to a (primarily)Dagger/Starknife throwing one and was wondering if these couple of feats from Purple Duck Games might be allowed?

Purple Duck Games wrote:


Adept of Many Styles
You are used to combining several styles to create your unique martial art.
Prerequisite: Base attack bonus +2 or 2nd-level monk, two style feats that do not require each other.
Benefit: As a swift action you may enter one style you possess and select an­other you possess. You may use feats that require either style without having to switch from one to the other.
Normal: You may only use feats associated with style you have currently entered.

Weapon Kata (Combat)
You have learned to mix your flurry of blows with your weapon of choice.
Prerequisites: Weapon Focus (any manufactured melee weapon), flurry of blows class ability
Benefit: Choose a weapon for which you have the Weapon Focus feat; you may use that weapon as though it were a monk special weapon. You may select this feat more than once, each time applies to a new weapon.


Pan Pan Tsang wrote:
My character would likely represent a less typical take on the western. Everybody probably knows that Chinese immigrants were crucial to completing the transcontinental railroads in the American West. Their cultural impact has been largely forgotten by history but it was important at the time. Anyway, that's how Pan Pan fits into the setting.

Translating some real world details into our setting, the population of somewhere like Magnimar could be as much as 10% immigrants from Lung Wa (I think that is the Chinese analogue in Tian Xia, could be wrong.)

The railroad comes as far west as Korvosa and Magnimar, with the Magnimar railroad only completed a few years ago.


Laird_Thorne wrote:

@GMSuperTumbler - I'm considering a change from my premise of a Gun Monk, to a (primarily)Dagger/Starknife throwing one and was wondering if these couple of feats from Purple Duck Games might be allowed?

Purple Duck Games wrote:


Adept of Many Styles
You are used to combining several styles to create your unique martial art.
Prerequisite: Base attack bonus +2 or 2nd-level monk, two style feats that do not require each other.
Benefit: As a swift action you may enter one style you possess and select an­other you possess. You may use feats that require either style without having to switch from one to the other.
Normal: You may only use feats associated with style you have currently entered.

Weapon Kata (Combat)
You have learned to mix your flurry of blows with your weapon of choice.
Prerequisites: Weapon Focus (any manufactured melee weapon), flurry of blows class ability
Benefit: Choose a weapon for which you have the Weapon Focus feat; you may use that weapon as though it were a monk special weapon. You may select this feat more than once, each time applies to a new weapon.

In theory, I'm ok with both of those. I'm not sure how I feel about Weapon kata in that we are using Elephant in the Room and that makes Weapon Focus apply to a whole weapon group. I'd have to ponder if that if a problem.

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