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gm Violant wrote:
@Evanora I'd be down to port it, but that's a 2e weapon. I also need to remember how racial weapon familiarity works for 1e, as I haven't looked at it in a hot minute.

Yeah, I think that it would be a fun spin for the enchantress. I'm also thinking that her getting others to do her will is why she is currently on the run. She got the wrong person wrapped around her magic finger and they finally broke free of the enchantment. It was all in good fun, kinda. But sometimes you need a good scatter gun to make a hasty getaway.


Evanora Alaenree wrote:
gm Violant wrote:
@Evanora I'd be down to port it, but that's a 2e weapon. I also need to remember how racial weapon familiarity works for 1e, as I haven't looked at it in a hot minute.
Yeah, I think that it would be a fun spin for the enchantress. I'm also thinking that her getting others to do her will is why she is currently on the run. She got the wrong person wrapped around her magic finger and they finally broke free of the enchantment. It was all in good fun, kinda. But sometimes you need a good scatter gun to make a hasty getaway.

I've got a draft of the Dwarven Scattergun, being essentially a Blunderbuss with a bit more range. Correct me if I'm wrong, but doesn't Adopted give you a race trait, and not a racial trait? The latter being something like the Weapon Familiarity, while the former could be something like Spellcaster's Anathema?

Dark Archive

GM Violant wrote:
Evanora Alaenree wrote:
gm Violant wrote:
@Evanora I'd be down to port it, but that's a 2e weapon. I also need to remember how racial weapon familiarity works for 1e, as I haven't looked at it in a hot minute.
Yeah, I think that it would be a fun spin for the enchantress. I'm also thinking that her getting others to do her will is why she is currently on the run. She got the wrong person wrapped around her magic finger and they finally broke free of the enchantment. It was all in good fun, kinda. But sometimes you need a good scatter gun to make a hasty getaway.
I've got a draft of the Dwarven Scattergun, being essentially a Blunderbuss with a bit more range. Correct me if I'm wrong, but doesn't Adopted give you a race trait, and not a racial trait? The latter being something like the Weapon Familiarity, while the former could be something like Spellcaster's Anathema?

You are absolutely correct. I don't think that I have ever actually understood that correctly until now. I will need to switch that trait out for one of your campaign traits then.


Ouachitonian wrote:
Lady Emilia Vosk wrote:
@GM Violent Gotcha, it was more if I was profienct if I am not then will stick to what I have! Though the Brassiere gun still seems comically practical!!! Otherwise I just need to retool my background
The recoil, though…

True, she isnt a Femmebot

Dark Archive

Dotting for interest. Bouncing between two character ideas: Either a wastelands mutant Shifter (Oozemorph or Adaptive Shifter) or a self proclaimed pirate queen (Bard with a dip of Mysterious Stranger Gunslinger) who gets drunk and tells tall tales.

Decisions, decisions....


@Rosc I'll just warn you now: Oozemorph might be a bit rough.


Note of interest PM'd the GM

Sczarni

I've glanced at this one, and after some deliberation, I feel like reaching for the weirdness of Alkenstar!

GM, quick question - I'm looking at the proficiency alternate race feature of Military Tradition for Humans - it might be a big ask, but could one of the proficiencies be Firearms? (I understand if the answer is no, but I had to ask about that interaction!)

Second question - Would the Druid Herbalism also count as non-magical in the same way that the Alchemist's Extracts? The magical potions, probably not, but it's mostly about cure extracts.

Just as a general thought, I'm looking at the concept of bringing nature and progress together. Or, considering the outlaw angle, "I'm a healer, but...". I need to figure out if I prefer the idea of a child of outlaws that moved to the bad part of Alkenstar (with hereditary memory of druidic magic), or the bright scientific mind that had learned a thing or two in the Mana Wastes before being sent starry eyed into Alkenstar and gotten tossed under the carriage!


Hi! Here's my submission, a Mutated Defender archetype Vigilante. His background and stats are in the spoiler. The stats show his social identity, but when he's in his Vigilante identity, his alignment changes from CN to CG, and due to his mutant deformity, his Intelligence drops four points.

Nevai Sige:
A younger son of a wealthy merchant family that considers itself nobility, Nevai Sige early on recognized that he couldn't rely on handouts from his family to ensure his success. While his family maintains its fortune in supplying crucial ores and minerals to the Grand Duchy of Alkenstar's gun trade, Nevai does the bare minimum of his duties, and devotes much of his available time managing smaller side deals of minerals (and sometimes firearms, when he can get them) to buyers outside of proper channels.

One such clandestine business deal turned out horribly. He was supposed to be acting as a site supervisor to the miners employed by his family in the Hellfallen Cliffs when he stole away to offload a cache of illicit firearms he'd gotten his hands on. The buyer turned out toe be a shield-marshall prepared to catch him in the act. Through sheer fortune Nevai managed to flee, but since he was worried about returning to Alkenstar, he had no choice but to flee into the Mana Wastes. And through sheer misfortune, he was mutated by the primal magic found there. The skull around his brain would painfully swell and disfigure, causing him incredible pain.

Eventually forced to return to Alkenstar City, Nevai learned to somewhat control his disfigurement, being able to suppress it when he could, and allow it to hide his true identity when needed, going by the moniker Narl Smathok. He eventually learned that he was ratted out by a financier named Ambrost Mugland, whom Nevai had had poor dealings with in the past.

Nevai believes he can leverage his family's influence to clear his name, but not until Ambrost Mugland is out of the picture first.

*********

Nevai Sige
Human (Garundi) vigilante (mutated defender) 1 (Pathfinder Player Companion: People of the Wastes 9, Pathfinder RPG Ultimate Intrigue 9)
CG Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 12 (1d8+4)
Fort +3, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +3 (1d8+2/19-20)
Ranged double-barreled pistol +2 (1d8/×4)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 16, Int 12, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Combat Expertise, Deadly Aim, Heavy Armor Proficiency, Power Attack, Shield Focus
Traits ratted-out gunner, rich parents
Skills Acrobatics -3 (-7 to jump), Diplomacy +10, Disguise +6 (+26 to appear as part of polite society while in your social identity), Intimidate +6, Knowledge (local) +5, Knowledge (nobility) +5, Perception +5, Profession (merchant) +5, Ride -3, Survival +5
Languages Common, Dwarven, Osiriani
SQ dual identity, finesse weapon attack attribute, mutant specialization (poor ability), social grace, social talent (social grace[UI])
Other Gear banded mail, heavy steel shield, double-barreled pistol[UC], longsword, noble's outfit, signet ring, 535 gp
--------------------
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.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Mutant Specialization Mutant deformity and talents are only available when in vigilante identity.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.


A few notes:
  • I'll buy the rest of this PC's equipment if selected for the campaign.
  • This PC concept may be similar to other PCs that have already been submitted. Apologies if this steps on any toes. Right after expressing interest, I was looking in the SRD at things from People of the Wastes and fell in love with this concept. I've been playing around with the build since then.
  • Finally, I've been playing Pathfinder PbPs for years, and I understand that it's important for the players to help keep the game's momentum going in addition to the GM. I like to think that I'm a laid-back player who just wants everyone playing to have fun.

    Thanks for the consideration!


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    @ The Lion Cleric

    1. Under Commonplace Guns, all firearms are considered martial weapons! Go ahead and gain proficiency with two of them, they definitely fit the setting.

    2. Considering 2e calls them "Alchemical plant items," if the Druid spell has an equivalent 2e elixir, such as a cure spell, I would consider them the same as extracts/infusions from the alchemist. So yeah, at least the herbalist versions of cure spells would be counted as non-magical!


    Resistance is futile!

    Hello All!

    Absolutely enjoy this setting, so pulling the ideas into this for it.

    Constructed Pugilist ....

    Thank you for running!


    I am a bit visually taken with this Archtype too....

    Hinyasi

    If the two stack, I am picturing the Scarecrow from WoO concept...lol.

    Hoping his

    Constructed Limb (Ex):
    A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points (see Table 7-13). She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes.

    The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie).

    can be his Improvised weapon?

    The idea probably still works if not. It does state " She treats the limb as a light weapon and is proficient with it."

    Either way, I am liking the Scarecrow holding an improvised rake and his Constructed Limb idea....ancestry...

    H?mm....this is only "Scarecrow " race option?
    Android


    Android works. I could always try to find the Poppet backport I did a while ago for a friend.


    The 2 Archetype passed approval, then?

    Android Brawler (Constructed Pugilist/ Hinyasi) 1

    Will work on him this week!

    Because of the Settings motif, the Android would be steam punk gears and such. Think Something similar .


    Andostre wrote:
    Hi! Here's my submission, a Mutated Defender archetype Vigilante.

    When I posted last night, I forgot to mention that I'm trying to build my PC as a high-AC front liner type. I looked around for things that would defend against touch attacks or firearms specifically, but aside from focusing on dodge and deflection bonuses, there's not a lot one can do in terms of feats and traits that's not for very specific builds I wasn't interested in. When up against gunmen, I'm hoping to try and be more mobile to stay out of a gun's first range increment unless I'm right up in melee with the attacker.


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    @Idari Dorian, yes it passed approval. Keep in mind you lose a combat feat from it, though!

    @Andostre, that's probably a good idea. There is the one campaign trait that specifically grants you +1 dodge bonus to AC against firearm attacks, for the record. I'm not sure if I stated that it's a dodge bonus, but it's a dodge bonus.


    This actually fits the concept too...
    Steel Breaker....


    Dorian 'Grey' wrote:

    The 2 Archetype passed approval, then?

    Android Brawler (Constructed Pugilist/ Hinyasi) 1

    Will work on him this week!

    Because of the Settings motif, the Android would be steam punk gears and such. Think Something similar .

    If you are going Android, go all the way

    Nanomachines!

    Sczarni

    Right:

    Backstory:

    The Mana Wastes are a harsh land, more than most. The few that eke an existence there survive by numbers, ingenuity, and grit, and even that often times proves to not be enough.

    Born to a pair of unusual Nexians - his mother an eighth child of the minor aristocratic house pf Brackern, dabbling in minor golemancy and left to her own devices, his father a Waster follower of the druid Ghorus, a chance meeting of the two led to them escaping to elope in Alkenstar. With nary a penny to their name, and their magic rarely stable, usable, and especially, welcome, they lived (and still do) in the Ferrous Quarter, making due and running a barely-held-by-string clinic faced with the monumentous task of staving back the Ferrous Quarter's smattering of illnesses and injuries.

    As the two came to Alkenstar, so did the reason of their escape - Dunn. Barely affording to feed a single mouth, the young Dunn grew up surrounded by injured miners, crafters, and low-lifes, with the little time he had to spare spent helping around in the clinic. The ability to patch people up even when a mana storm (a perfect time for a robbery, by the way), was highly demanded by the small fries in the Ferrous Quarters, and it was many a night that Dunn spent sleeping in a concealed loft, the back room of a taphouse, or a jail cell. Being the dutiful son that he was, the money not spent on food, basics, or the occasional flagon was sent back to his parents, who, while disagreeing with his lifestyle choices, couldn't say no to the gold.

    Was he known to be a thief and scoundrel - absolutely. A saboteur - often, too, but he'd never been a murderer, despite what the Wanted Poster claimed. A thief, absolutely. A saboteur - often. Seeing the Marshalls walk in the Clinic, rudely throwing and shoving aside people on cruches, looking for 'that killer', was a telltale sign that something, fundamentally, had to change in Alkenstar.

    If you're gonna be a notorious criminal - might as well get rich doing it.

    Mechanically - I'm looking at the 'scoundrel with a heart of gold' idea, taking the Framed in Ferrous Quarter trait and playing a Nature Fang Druid, with lockpicking, pickpocketing, sneaking, and general urban survival abilities, as well as healing of all sorts. I haven't the foggiest of ideas of how it would work, but someone who is capable of some truly druidic feats of sabotage is bound to be useful!

    I've got the basics of the sheet done, but I'd like to give it a second glance, and I should be able to provide that later today.

    For the weapons - I'm guessing that the Arquebus is a more refined weapon than the basics, and not something that the street rats get - that said, I think that firearms are obtained as proficiency as a group with the feat and the Elephant in the Room? If not (which makes sense too!) I'll grab the Pistol and maybe the Arquebus for later, no Advanced ones for me (yet).


    @ Lion Cleric
    I'm fine having you have firearms in general as a proficiency. You only start out with the one gun, however.


    This will be Dorian Grey's work in progress....progress....that's what they say in Alkenstar...progress...


    This is Ouachitonian's summoner. I got a little carried away with the background. It's a weird build. I've never built a caster whose casting stat wasn't his highest mental stat, but since I don't plan on using attack spells much (if ever), and don't care about the DCs on buffs, it's fine. He's on the cusp of middle age, and knows a lot of things, so having lots of skill points made sense. Should function a bit like a self-buffing melee bard or alchemist.


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    For "fun," I made a list of submissions:

    Phlynn: Fhrank Graywood - Human Dune Drifter Cavalier
    mahuffma: Evanora Alaenree - Elf Witch
    Evindyl: Erryll Reyven - Half-elf Bonded Witch
    Red Heat: Kayley Wayland - Human Unchained Monk
    Critzible: Lady Emilia Vosk - Human Weretouched Shifter
    Andostre: Nevai Sige - Human Mutated Defender Vigilante
    Dorian 'Grey': Abel of Rahadoum - Android Brawler (Constructed Pugilist/Hinyasi/Steel Breaker)
    Wyshart: Wulfrith Kreesp - Gnome Tinkerer Alchemist
    Ouachitonian: Ruaidhrigh Katanalisko - Gnome Synthesist Summoner

    I didn't list any posts where people only expressed interest or were just discussing ideas, but if I missed any completed submissions, please let me know.

    Aside from one person saying they're thinking of a ratfolk gunslinger, I'm surprised nobody as submitted an actual gunslinger.

    *********

    GM Violant, I don't see any submissions in the healing role. Would you allow me to create a 2nd PC to submit for consideration? They'd be some sort of healer. If you'll only allow one submission per player, I'll stick with the PC I've already submitted.


    There was someone with a Druid focusing on Herbalism (ruled the same as Alchemy), but they haven't submitted a character sheet yet! I'll probably put together a post sometime today or tomorrow, and I'd like to stick with one post per player, sorry Andostre. Perhaps a straight Gunslinger feels too on the nose? There's been a fair few gunslinger-adjacent ideas thrown about (Drifter, Steel Hound, Gunchemist), but the lack of a proper gunslinger is surprising me too to be honest.


    I initially thought Ratfolk Gulch Gunner, but it was already claimed....

    I like the way Abel is progressing.

    His background is maturing in my head and will be added this week.


    GM Violant wrote:
    I'd like to stick with one post per player, sorry Andostre.

    No apologies necessary. Makes sense.

    GM Violant wrote:
    Perhaps a straight Gunslinger feels too on the nose?

    Maybe! It wouldn't surprise me if you see a gunslinger and/or healer submission before you wrap up this recruitment.

    Dark Archive

    I'm currently playing a rat folk gunslinger/Eldritch archer with my home group. I love Snikk so much that I don't feel that I could play another like him just yet.

    Sczarni

    Good to see that I'm still within the deadline! I was still playing with the sheet and I couldn't get it working yesterday. Presenting one Dunn Brackern, Nature Fang Gunslinger.

    Dunn Brackern:

    TN Medium humanoid (human)
    Init +4; Perception +7
    Favored Class Bonus +1 to HP
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+3 armor, +4 Dex)
    hp 11 (1d8+3)
    Fort +4, Ref +4, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee Dagger +4 (1d4/19-20)
    Ranged Pistol +4 (1d8/x4)
    --------------------
    Statistics
    --------------------
    Str 10, Dex 18, Con 14, Int 12, Wis 16, Cha 8
    Base Atk +0; CMB +0; CMD 14
    Feats Weapon Proficiency (Firearms), Eschew Materials
    Skills: 4 from Druid, 1 from Int

    Stealth +11 (1 rank, 3 class, 4 Dex, 2 race, 1 trait)
    Disable Device +9
    Survival +7 (+4 in urban environments)
    Heal +7
    Perception +7

    Background Skills
    Craft(Firearms) +7 (1 rank, 1 int, 3 class, 2 trait)
    Sleight of Hand +10 (1 Rank, 4 Dex, 3 class, 2 Race)

    Languages Common, Druidic, Dwarven
    --------------------
    Special Abilities
    --------------------
    Studied Target (Ex) +1
    Heart of the Slums (Alternate Racial Ability, replaces Skilled)
    Military Tradition (Alternate Racial Ability, replaces Bonus Feat)
    Spellcasting (Ex)
    Nature Bond: Druidic Herbalism (Ex), 3/day

    --------------------
    Traits
    --------------------
    Framed in Ferrous Quarter (+2 to Craft(Firearms))
    Mechanical Expertise (+1 to Disable Device, gains as Class Skill)
    Bandit (+1 to Stealth, gains as Class Skill)

    Drawback (Infamous) -4 Diplomacy to Law Abiding Citizens (Note to GM, happy to exchange for Family Ties or Overprotective)

    --------------------
    Spells
    --------------------
    To be determined, as Druids are prepared casters with the whole list

    0th, -/day, DC 13
    1st, 2/day, DC 14

    Gear
    Dagger
    Thieves' Tools
    Flintlock Pistol
    Studded Leather Armour Duster
    20 alchemical cartridges
    Healer's Kit
    A Large Hat As Those Conceal Your Identity

    Personality:

    When all is said and done, Dunn is a survivor and a street rat. He's got loyalties and, as every Alkenstari, will stick to his guns and principles. Drilled into his head are his father's words about 'taking care of the people, and the land', and while the land might be a little more poisoned, the people a little more divided, he still believes in improving things one at a time - when coins and power brokers allow.

    Reserved, but open to speak his mind with directness, he is quite proud of his independence from foremen and gang leaders alike, even if he's now a wanted man on the run with nowhere to go.


    GM Violant wrote:
    Perhaps a straight Gunslinger feels too on the nose? There's been a fair few gunslinger-adjacent ideas thrown about (Drifter, Steel Hound, Gunchemist), but the lack of a proper gunslinger is surprising me too to be honest.

    Huh. Tonight when I get off work I'll redo Fhrank as a gunslinger and see which version I like better. I had assumed there would be a plethora of gunslingers, hence the dune drifter...


    Annnd, nevermind. Cool as Gunslinger is, I've grown too accustomed to Fhrank as the Dune Drifter, methinks.


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    Full Submission
    - Phlynn: Fhrank Graywood - Human Dune Drifter Cavalier
    - mahuffma: Evanora Alaenree - Elf Witch
    - Evindyl: Erryll Reyven - Half-elf Bonded Witch
    - Red Heat: Kayley Wayland - Human Unchained Monk
    - Critzible: Lady Emilia Vosk - Human Weretouched Shifter
    - Andostre: Nevai Sige - Human Mutated Defender Vigilante
    - Dorian 'Grey': Abel of Rahadoum - Android Brawler (Constructed Pugilist/Hinyasi/Steel Breaker)
    - Wyshart: Wulfrith Kreesp - Gnome Tinkerer Alchemist
    - Ouachitonian: Ruaidhrigh Katanalisko - Gnome Synthesist Summoner
    - The Lion Cleric: Dunn Brackern - Human Nature Fang Druid
    Dotted w/ Idea
    - Philo Pharynx: Goblin Winged Marauder Gunchemist
    - Mightypion - You can only submit one idea
    - Calabanian - Ratfolk Gulch Gunner Gunslinger
    Dotted
    - Rosc

    Hoping to end submissions a little more than one week from now, so get your submissions in!


    Last week kept me a bit busier than expected so this took longer than expected.

    But, without further ado

    Presenting Maximillian Augustin

    Stats:
    Ratfolk Gunslinger (Gulch Gunner) 1
    NG Small humanoid (Ratfolk)
    Init +7; Senses Darkvision 60 ft Perception +7

    Defense
    AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 Size)
    hp 11 (1d10+1)
    Fort +3, Ref +7, Will +1

    Offense
    Speed 20 ft
    Melee Tail Blade +7 (1d3-1)
    Ranged Pepperbox (20 ft) +7 (1d6/x4)

    Space 5 ft.; Reach 5 ft.
    Special Attacks Flash and Shock

    Statistics
    Str 11, Dex 20, Con 12, Int 14, Wis 12, Cha 8
    BAB +1; CMB -1; CMD 14

    Feats & Traits::

    Feats
    Gunsmith: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

    Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

    Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

    Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
    Rapid Reload (Firearms): The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
    Traits
    Reactionary: You gain a +2 trait bonus on initiative checks.
    Clever Wordplay (Bluff) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
    Snubbed Out Stoolie +1 to Bluff, +5 to Sense Motive to determine a lie
    Flaws
    Loudmouth: -4 on all Diplomacy and Stealth checks.


    Skills::

    Skills
    Acrobatics +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
    Bluff +8 (2 Int, 1 Rank, 3 class, 1 Trait)
    Craft (Alchemy) +9 (3 Int, 1 Rank, 3 Class, 2 Race)
    Disable Device +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
    Escape Artist +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
    Knowledge Dungeoneering +7 (3 Int, 1 Rank, 3 Class)
    Perception +7 (1 Wis, 1 Rank, 3 Class, 2 racial)

    Background Skills
    Slight of Hand +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
    Knowledge (Engineering) +7 (3 Int, 1 Rank, 3 Class)

    Languages Common, Dwarven, Goblin


    Gear::

    Pepper Box, Tail Blade, Studded Leather, 10 Alchemical Cartridges, 100 Bullets, 100 Doses of black Powder, 3 Powder Horns full, Bandolier x2

    Wealth
    84 Gold 2 Silver 20 Copper

    Encumbrance
    Light 0-23 lbs.
    Medium 24-45 lbs.
    Heavy 47-68 lbs.
    Current Load 12.25 Ibs.


    Special Abilities::

    Class Abilities
    Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
    Grit: A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

    Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

    Daring Adjacent Shot: The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.

    Deeds
    Flash and Shock: At 1st level, the gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker’s aim at close range. When she makes an attack against a foe within her firearm’s first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn. She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load. This deed replaces the deadeye deed.

    Gunslinger’s Dodge: At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

    Quick Clear: At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

    Racial Abilities
    Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

    Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

    Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

    Darkvision Ratfolk can see in the dark up to 60 feet.


    Background::

    Maximillian Augustin was destined for great things, or at least that’s what his parents told him. To show this belief they saddled him with a name clearly unbefitting to an urchin literally living under the streets of the Ferrous Quarter. But to accompany this gift they also gave him as sheltered an upbringing as anyone in Smokeside could wish for. His father was a cook working just across the bridge at Blythir College and as part of his pay took home ingredients to make his family three square meals a day, his mother worked at the Barrel & Bullet Saloon as a bouncer. Together they brought together enough wealth to support the purchase of a small house on the eastern edge of Smokeside when Maximillian was around 4.

    From there on Maximillian lived in what many in Smokeside would call the lap of luxury. He was able to go with his father into Skyside reasonably often, his father became renowned enough at Blythir to eventually allow Maximillian to sit in on some lessons where he learned the basics of alchemical metallurgy. He then took this newfound knowledge back with him to the Barrel & Bullet Saloon where he got a job adding alchemical gimmicks to many of their drinks. This naturally got him in with the frequenters of the Barrel & Bullet including one Ambrost Mugland a undercity mogul who seeing Maximillian’s skill with the alchemical asked one of his hirelings to have Maximillian began manufacturing guns for them.

    At 10 years old Maximillian really had no idea as to what to do so he went to his parents. His father immediately cautioned him and told him to go to the Sheildmarshals of Skyside and warn them of this development. He took this advice and when he got there was thanked but asked if he would be able to take the position and attempt to infiltrate Mugland’s crew to gain intel on them. Maximillian thought he finally had found the destiny of his name so he naturally accepted, however doing so would prove to be the start of his undoing. For 3 years he made weapons for Mugland and worked his way closer and closer to Mugland’s inner circle. All the while he trained with both is mother and Mugland’s crew. His mother taught him close combat with a tailblade and began to teach him how to catch an opponents blade with his own. Mugland on the other hand taught him how to use the weapons he was making, guns and bombs.

    After those three years of training and creating Maximillian went back towards Skyside for a routine quarterly check in with the Sheildmarshals but as he was crossing the bridge found eyes glancing towards him from all directions. Feeling something was wrong he turned back and headed for Smokeside where when he went to his families home he found it ransacked on order of the Sheildmarshals for aiding and abetting enemies of the state. His parents were both gone and all he had as a path to find them was the name on the order Deputy Anjelique Loveless

    Build Plans:
    To keep the plan of using a pistol in melee from being too suicidal my second level is going to be in Swashbuckler which will let me Parry with my tailblade and repost with a pistol shot, as I will be shooting in melee with that repost it will earn back the grit/panache that I spent to parry because of Daring Adjacent Shot. This should let me parry every round and if the parries are successful basically give me an early iterative attack. But naturally it will provoke AoO every round as well.


    Full Submission
    - Phlynn: Fhrank Graywood - Human Dune Drifter Cavalier
    - mahuffma: Evanora Alaenree - Elf Witch
    - Evindyl: Erryll Reyven - Half-elf Bonded Witch
    - Red Heat: Kayley Wayland - Human Unchained Monk
    - Critzible: Lady Emilia Vosk - Human Weretouched Shifter
    - Andostre: Nevai Sige - Human Mutated Defender Vigilante
    - Dorian 'Grey': Abel of Rahadoum - Android Brawler (Constructed Pugilist/Hinyasi/Steel Breaker)
    - Wyshart: Wulfrith Kreesp - Gnome Tinkerer Alchemist
    - Ouachitonian: Ruaidhrigh Katanalisko - Gnome Synthesist Summoner
    - The Lion Cleric: Dunn Brackern - Human Nature Fang Druid
    - Calabanian: Maximillian Augustin - Ratfolk Gulch Gunner
    Dotted w/ Idea
    - Philo Pharynx: Goblin Winged Marauder Gunchemist
    - Mightypion: You can only submit one idea
    Dotted
    - Rosc

    This is a reminder that I aim to close recruitment by the end of Wednesday, EST!


    GM Violant wrote:
    This is a reminder that I aim to close recruitment by the end of Wednesday, EST!

    Looking forward to seeing your decisions!


    1 person marked this as a favorite.

    I must apologize but I will be withdrawing my submission for this game.

    I just realized that I currently have 15 active PbP! Not certain how that happened...lol.

    Good luck, shooting, gambling and drinking!


    1 person marked this as a favorite.

    15? That's a lot to suddenly realize you have!?

    Here's the updated list. Note you have about one day left for submissions!

    Full Submission
    - Phlynn: Fhrank Graywood - Human Dune Drifter Cavalier
    - mahuffma: Evanora Alaenree - Elf Witch
    - Evindyl: Erryll Reyven - Half-elf Bonded Witch
    - Red Heat: Kayley Wayland - Human Unchained Monk
    - Critzible: Lady Emilia Vosk - Human Weretouched Shifter
    - Andostre: Nevai Sige - Human Mutated Defender Vigilante
    - Wyshart: Wulfrith Kreesp - Gnome Tinkerer Alchemist
    - Ouachitonian: Ruaidhrigh Katanalisko - Gnome Synthesist Summoner
    - The Lion Cleric: Dunn Brackern - Human Nature Fang Druid
    - Calabanian: Maximillian Augustin - Ratfolk Gulch Gunner
    Dotted w/ Idea
    - Philo Pharynx: Goblin Winged Marauder Gunchemist
    - Mightypion: You can only submit one idea
    Dotted
    - Rosc

    Dark Archive

    GL everyone.

    Also, GM Violant, I've amended my background to fit the AP.


    Evanora Alaenree wrote:

    GL everyone.

    Also, GM Violant, I've amended my background to fit the AP.

    I did likewise. Good luck, folks!

    Dark Archive

    GM Violant wrote:
    @Rosc I'll just warn you now: Oozemorph might be a bit rough.

    Oh I am well aware. I have Pathfinder Society experience with it.

    Should get a sheet posted a little later today.


    Rosc wrote:
    GM Violant wrote:
    @Rosc I'll just warn you now: Oozemorph might be a bit rough.

    Oh I am well aware. I have Pathfinder Society experience with it.

    Should get a sheet posted a little later today.

    Good luck with that build, as you have about 7 hours or so!

    Dark Archive

    Last second bard here. Inventory is a placeholder and the skills are just listed as the ones I trained but it should give you an idea. Melee support bard who's going to go into the Bodyguard feat to protect allies and dip mysterious stranger gunslinger for a stylish backup ranged attack.

    Backstory/Hooks:

    Riavaan Spiritsong has a head for stories, a heart for song, and a stomach for rum. Growing up in a seaside village, she fell in love with romanticized tales of pirates in the shackles and their grand adventures. She eventually set out to star in her on real-life story of high seas adventures, but met spectacular failure at every turn.

    Her latest endeavor and her third attempt at landing a crew brought her to Alkenstar, where she hoped to find a suitable (read: affordable) cannoneer. The city’s mixture of prosperous wealth and corrupt upper class stoked a fire in her heart that burned hotter than the holes in her pockets. It was here that she attempted to establish herself as a real and fearsome pirate, despite what might be the worst possible choice of terrain this side of Osiron.

    In a brilliant flash of luck, one of drunken boasts was mistaken for a credible threat by the local guards, and the aspiring pirate has earned her first real bounty. With a newfound vigor and the beginning if a reputation, she hopes to finally find herself a crew and become the pirate queen she always wanted to be!

    Reasons for (Character) to adventure
    - Prove she’s truly worth the crimes that she was accused of.
    - Achieve immortality in song and story.
    - Have a good time along the way!

    Character Sheet:

    This dashing woman has a rapier at her side and an outfit that fits the style of a Shackles pirate.

    Riavaan Spiritsong
    Female Bard 1
    N Medium Humanoid (Human)
    Init +4; Perception +4
    --------------------
    Defense
    --------------------
    AC 16, touch 14, flat-footed 12 (+2 armor, +0 natural, +0 shield, +4 Dex, +0 deflection)
    hp 11 (1d8+3)
    Fort +2, Ref +6, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee Rapier +4 (1d6+1) 18-20/x2
    Ranged Light Crossbow +4 (1d8) 19-20
    Bard spells known/prepared (CL 1st; concentration +3)
    1st - Grease, Cure Light Wounds
    Cantrips - detect magic, dancing lights, prestidigitation, know direction
    --------------------
    Statistics
    --------------------
    Str 12, Dex 18, Con 14, Int 12, Wis 10, Cha 14
    Base Atk +0; CMB +1; CMD 15
    Feats Lingering Performance, Combat Reflexes
    Traits (Co)Helpful, (Ma)Magical Knack (Bard)
    Trained Skills Acrobatics, Climb, Linguistics, Perception, Profession (Sailor), Spellcraft, Stealth, Use Magic Device, Perform (Oratory), Perform (Singing)
    Languages Common, Elven, Draconic
    Combat Gear Rapier, Leather Armor, Light Crossbow with 10 bolts
    Other Gear Bard’s Kit

    Theme song


    2 people marked this as a favorite.

    And with that, recruitment is closed! I'll announce the selected players within the hour, or perhaps within a few hours if I manage to fall asleep.


    Good luck everyone!


    2 people marked this as a favorite.

    Alright, I'm going with one extra member for a total of 5. It was fun reading everyone's build, but without further ado, here's the final selection.

    Phlynn: Fhrank Graywood - Human Dune Drifter Cavalier
    Evindyl: Erryll Reyven - Half-elf Bonded Witch
    Andostre: Nevai Sige - Human Mutated Defender Vigilant
    The Lion Cleric: Dunn Brackern - Human Nature Fang Druid
    Calabanian: Maximillian Augustin - Ratfolk Gulch Gunner

    Congratulations to those selected, and please report to the Discussion Thread and Gameplay Thread.


    1 person marked this as a favorite.

    Alright, seeing as our Cavalier is missing since over a month ago: I'm going to reopen recruitment for one, potentially 2 characters. Here's the link to the build rules we're using here.

    Some things to note is that we will be using Surgetime and Bronzetime rules here. They won't be in affect for the entire campaign, but we do start out in Smokeside. Check the slides and the links for how that will work.

    Our current characters are:

    Dunn Brackern, Nature Fang Druid
    Erryll Reyven, Half-Elf Bonded Witch
    Maximillian Augustin, Ratfolk Gulch Gunner Gunslinger
    Narl Smathok / Nevai Sige, Mutated Defender Vigilante

    And our (presumably) departing character is a Dune Drifter Cavalier.


    Surprised no one has answered yet.

    I'd be willing. I was a participant before but the character (an alchemist) clearly wouldn't fit anymore in the party. Also, everything I said before about myself (new to PbP, for example) is stil true, so I understand if that's an issue.

    About making a new character, I'm having a hard time thinking of something that would fit. I've thought about a Bard (Voice of Brigh, to be able to affect constructs) to support the group and also be a face, but I saw that Nevai Sige has high diplomacy and I would not want to step on that.

    Another option was a Bloodrager (Air Elemental) basically for cool electricity powers which I assume might be handy?

    Anyway, I'm rambling, consider this "dotting for interest" :P
    Until when are you recruiting?


    Anywhere from a week to two weeks to at absolute most three weeks from now, hopefully. I'm still trying to decide whether to have the new player join in after the party flees the bank, or join in in the middle of the fray. The fight hasn't started yet since between me and Fhrank, it's been lagging.


    Wyshart wrote:
    support the group and also be a face, but I saw that Nevai Sige has high diplomacy and I would not want to step on that.

    This PC can only pull off the high Diplomacy in his Social Identity, which isn't always available. I hadn't even considered the face roll until I saw what a low-Diplomacy party we are. If you decide to go the face route, you wouldn't be stepping on anything.

    RPG Superstar 2009 Top 16

    I'd definitely be interested in rolling up a character.

    Out of curiosity would you allow the Black Powder Magus?


    1 person marked this as a favorite.

    I think I'll be fine with it. It just seems like the Spellslinger/Magus combo shoved into one class. Will give you a definitive answer later, though.

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