
Wyshart |

Hey! First of all, thank you for the clarification, Nevai. I decided to follow up on the Bard concept, so here is the character sheet and background. The end of the background story is a bit ambiguous to allow, if accepted, the character to join in whichever situation you find best.
A few other notes: I am taking the Inexplicably Expelled trait from the Player's Guide which would require backporting. I'm assuming just a bonus in one skill or whatever, don't really need it to be anything. Also, the archetype I am taking gives the Brigh's Knowledge ability which I assume stacks with Bardic Knowledge, but I am not sure. And if it doesn't, it's fine as well.
Also, no points yet in Diplomacy due to Versatile Performance only coming online on level 2.
Finally, I'll make the alias if accepted.
Rohan Korpal
Bard 1 (Voice of Brigh)
CN Medium humanoid (human)
Init 3; Perception +4
Favored Class Bonus +1 spell known that must be at least below the highest spell level the bard can cast
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1, max at first level)
Fort +1, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee Rapier +3 (1d6/18-20)
Ranged Shortbow +3 (1d6/x3)
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Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 18
Base Atk +0; CMB 0; CMD 13
Feats Extra Performance, Lingering Performance
Total Skills: 10/level [6 (Bard) + 1 (Int Mod) + 1 (Human) + 2 (Background Skills)]
Adventuring Skills: 8/level
Intimidate +8 (+4 Cha, +1 Rank, +3 Class Skill)
Knowledge (arcana, dungeoneering, religion) +7 (+1 Int, +1 Rank, +1 Bardic Knowledge, +1 Brigh’s Knowledge, +3 Class Skill)
Knowledge (local) +6 (+1 Int, +1 Rank, +1 Bardic Knowledge, +3 Class Skill)
Knowledge (nature, planes) +2 (+1 Int, +1 Bardic Knowledge) [No points spent, just here since can be rolled untrained]
Perception +4 (+1 Rank, +3 Class Skill)
Spellcraft +5 (+1 Int, +1 Rank, +3 Class Skill)
Use Magic Device +8 (+4 Cha, +1 Rank, +3 Class Skill)
Background Skills: 2/level
Knowledge (engineering) +7 (+1 Int, +1 Rank, +1 Bardic Knowledge, +1 Brigh’s Knowledge, +3 Class Skill)
Performance (oratory) +9 (+4 Cha, +1 Rank, +3 Class Skill +1 trait)
Knowledge (geography, history, nobility) +2 (+1 Int, +1 Bardic Knowledge) [No points spent, just here since can be rolled untrained]
Languages Common, Dwarven
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Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level. [Chosen Lingering Performance]
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Traits
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Voice of Velvet (Racial Trait): You have the ability to sing a song and spin a story that captures the hearts of those around you. You gain a +1 trait bonus on Diplomacy and Perform (oratory) checks.
Inexplicably Expelled (Campaign Trait): Requires backporting
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Class Features:
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Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Brigh’s Knowledge (Ex) [From Voice of Brigh Archetype]: A bard adds half his class level minimum 1) as a bonus on Knowledge (arcana), Knowledge (dungeoneering), Knowledge engineering), and Knowledge (religion) checks and can attempt these skill checks untrained. In addition, a Voice of Brigh can affect constructs with his bardic performance, even if they would normally be immune to or unaffected by his performance.
Bardic Performance (10 rounds/day [4 + 4 Cha Mod + 2 Extra Performance): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Brigh’s Soothing (Su) [From Voice of Brigh Archetype]: A Voice of Brigh can use Brigh’s calming voice to pacify constructs. This functions as the fascinate bardic performance, except it can target only constructs.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
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Gear [Total Weight 32.1 – Light Load]
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Rapier (2 lbs)
Shortbow (2lbs) + 40 arrows (6 lbs)
Studded Leather (20 lbs)
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Spells
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Cantrips – Detect Magic, Light, Message, Prestidigitation, Read Magic [1 extra from Human FCB]
1st level (2/day) – Deja Vu, Grease
Background:
Rohan Korpal was born in Alkenstar, son of a simple immigrant family from Jalmeray. His mother, always a devotee of Brigh, wanted to be closer to a center of her religion and his father, who already worked with gemstones, found work in the mines of Alkenstar as soon as they arrived.
Rohan was born not long after, growing up among the clergy of the temple, quickly becoming a Brigh faithful. As a boy, he always loved telling stories, specially repeating those he heard from his parents about their home island. Soon it became apparent, when Rohan spoke, some of the clockwork in the temple reacted to it. He could whisper to the bronze, so to speak.
Such an ability is rare, but not unheard of, so the temple of Brigh took upon itself to help him hone it and lobbied the Blythir College to accept him as a student when he came of age. Against all odds, being from a poor family and having spontaneous magic from his voice, he was accepted, helped by his breadth of knowledge in many topics.
The happiness was short-lived, however. After trying to exert better control on some clockwork by speaking to them and making them run out of control and explode, he was expelled. The reasoning was “theft of intellectual property”. His recent friends from debate club and mentors shunned and Rohan was now a wanted criminal.
Following the money trail, he figured out Ambrost Mugland did not want Rohan to finish his research, for whatever reason. Afraid to go back home or even to the temple of his goddess in fear of putting his family in even more jeopardy, Rohan now lives in abject poverty doing petty crimes to survive and take revenge on Ambrost Mugland and clear his name.
Driven by desperation, he takes a heist as a golden opportunity to involve himself in a plot of bring Mugland down.
Personality:
Rohan is a young 19 year old vudrani human with big aspirations that were taken from him. He never lived in luxury but had a sheltered and pampered upbringing in the temple of Brigh so he is deeply naive about the way the world works having never picked up a gun even being an Alkenstar native. The whole expulsion situation is forcing him to face this facet of the City of Smog he was only theoretically acquainted with. Life on the streets has taught him how to intimidate, but not yet how to follow it up.

GM Violant |
1 person marked this as a favorite. |

I'm fine with the Gunpowder Magus, Mark Thomas. It appears in-line with the other gun archetypes. And Wyshart, I backported the traits here

Wyshart |

I'm fine with the Gunpowder Magus, Mark Thomas. It appears in-line with the other gun archetypes. And Wyshart, I backported the traits here
I am an idiot who forgot, since I was even one of the people that asked before. I'll take +1 in Craft (Clockwork) for the trait, then I'm done.

Ouachitonian |

Think I might revisit this, but with a different submission than last time. Maybe a Constructed Pugilist Brawler. Seems like that would fit the theme.

Chalkou |

Alright, here's Ouachitonian's submission: Chalkou, the Gnoll brawler with a clockwork arm, and his similarly augmented hyena companion, Giggles.
Mechanically, he's a Brawler (Constructed Pugilist, Wild Child). His hyena companion uses the Augmented Companion animal archetype. They're not the smartest characters I've ever built, and they can't do magic. But do you need frontliners? They know how to be frontliners. Chalkou does also carry a gun, but he's not very good with it.
Could I build a more effective character and animal combo with a Mad Dog Barbarian, or maybe Druid or Hunter? Maybe. But the Brawler and companion who both have construct parts felt like it really fits with the steampunk feel of Alkenstar to me. It also neatly ties into the Ratted-Out Gunrunner campaign trait; they got their wounds that necessitated rebuilding when the shieldmarshals ambushed their gunrunning operation. And who doesn't love a gnoll+hyena combo? They can even talk to each other, thanks to the Beastkin trait!

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Going with a unique form of magus/gun magic is perfect actually, as it plays into the Inexplicably Expelled trait. Arcane prodigy who develops a unique gun-oriented style of battle magic, ruined by that bastard Mugland while on the verge of a breakthrough.
The interactions with dead/fluctuating magic due to zones or storms will be an interesting challenge, and the alchemical ordnance functioning as non-magical will definitely help with effectiveness when spells aren't a reliable option.
Character should be done in a day or two.

Rana Cassady |

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A once-in-a-generation prodigy in both alchemy and the far more obscure field of the arcane arts, Rana was the pride of her well-to-do family, when she gained acceptance into Blythir College, excelling in both practical design and theory, she was on the verge of realizing her magnum opus, a unique style of blending gunplay and combat magic with remarkable potential when her entire world fell out from under her.
Immediate expulsion, based on trumped-up charges of theft of both intellectual and physical property, ruined her life, her reputation, and her work all in an instant. With no recourse to defend herself against the well-crafted charges, she fled, a wanted criminal, determined to find out, not only who was behind this, but also to clear her name. In the absence of academics, her keen mind focused on the task of ferreting out her hidden enemies, following a trail of money and influence to a disreputable financier by the name of Ambrost Mugland, an outright bastard who had somehow come across her research and for whatever reason, deemed it in his best interest to sabotage.
His mistake. Rich and powerful as he might be, the bastard didn’t realize that he now had an enemy that was infinitely smarter than her was, and fueled by anger and desperation to destroy the man who’d ruined her future.
Since I'm choosing a class that would automatically provide the Gunslinger's battered gun, can I, instead of opting for an advanced firearm, start off with a Masterwork firearm (as if upgraded using Gunsmithing)?

Thraag the Younger |

Here is Thraag, an occultist.
Thraag is an occultist. He gets access to a range of utility spells and abilities that can be useful to the ability. He can assist with melee which adds utility to the group. He has a reach weapon that works if he is in the front rank or can be used behind a more dedicated fighter as needed. He has a lot of knowledge skills which can benefit the group as it is nice to know what is happening.
Thraag is a second generation Half Orc who was raised by his grandmother. She put a bunch of tattoos on him that were traditional Orc tattoos. This led him to be ostracized by many around their small hovel in Alkenstar. It was the best day of his life when he was invited to join Blythir College. And after only a year and a half at the college he was unceremoniously booted from the college. With his strange tattoo’s and unusual means of tapping into magical powers, the few colleagues he had cultivated in the college were quick to wash their hands of him. Thraag fled back to the poor side of town to escape the criminal charges that were falsified about him. He began looking to try and figure out what he was too close to learning and to discover a way to prove he was innocent and should be allowed back into the college society after destroying the lying creep who had gotten him kicked out of college.

Veniir |

Hello GM Violant. This is Vordel Punks, a fabulous Swashbuckler who fights with a Rapier and a gun. Even if he doesn't get selected into the game, I had fun making him. Cheers.
Vordel Punks
Male Tiefling (Div-Spawn) swashbuckler (picaroon) 1
CG Medium outsider (native)
Init +6; Senses Perception -1 (Darkvision)
Fav class swashbuckler
Fav class bonus +1 hp
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Defense
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AC 17, touch 15, flat-footed 12 (+2 Armor, +4 Dex, +1 Dodge Feat) (add 1 dodge vs firearm)
hp 12 (10 (lvl 1 swashbuckler) +1 Con +1 FavClass)
Fort +1, Ref +6, Will -1
Energy resistance: cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee rapier +5 (1d6+2/18-20x2)
Ranged revolver +5 (1d8/x4) Capacity 6
Two-Weapon Finesse
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Deeds and panache
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Panache total: +3 (regain with crit or kill with either rapier or revolver
Deeds:
Derring-do: Spend 1 panache point to give 1d6 (reroll and add on every nat 6 up to Dex mod) on acrobatics, climb, escape artist, fly, ride or swim
Dodging Panache: Spend 1 panache point as immediate to move 5 ft and add Cha to AC from a melee attack. Provokes AoO.
Melee Shooter: Spend 1 panache point as swift action to shoot firearm once without provoking AoO.
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Other abilities and SQ
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Spell like-ability: Misdirection 1x/day
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Statistics
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Str 14, Dex 19, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats Dodge
Traits Reactionary, Ratted-out Gunrunner
Armor check penalty: 0
Skills Climb Acrobatics +8, Bluff +7, Escape Artist +8, Intimidate +7
Background skills Knowledge (engineering) +4, Slieght of Hand +8
Languages Common, Abyssal
Revolver, Rapier, Metal cartridge x2, bullets x30, Leather Armor, Backpack, Bedroll, Crowbar, Grappling hook, Hammer, Belt pouch, Rations x2, Silk rope, Soap x2, Waterskin,
Alchemical items: Acid flask x2, Smokestick x2
Magic items:
Leftover money
gp: 129
sp: 4
Vordel Punks knows what it is to be the receiving end of aggression and unfairness. Being a tiefling is bad wherever you are on Golarion, and Alkenstar is no different. Being descendant from a wizard from Geb, Vordel has wondered all his life how stupid someone had to have been to make a deal with a creature as hateful as a spitespawn. Now he had to suffer the consequences. Being accused all his life of being a criminal, Vordel decided that he was the one to decide who he was going to be.
The tiefling spent his life taking care of his human mother, Maria, after his father left disgusted by having a tiefling offspring. She became a factory worker in steamhaven after migrating from Geb looking for more opportunities. It was Vordel's calling then, to start a side hustle selling firearms from the Gunworks to people who would have no access to them. He believed to be leveling the playing field. He started to make good money, and even payed most of his mother's debt from the immigration.
Vordel learned an important lesson then. When things start to go too well, you should start to be suspicious. A well known financier called Ambrost Mugland approached him hoping for a cut in the profits. Vordel did not do this to get rich, just to get by. And he did it because he believed it was the right thing to do. One day, the place where he hid his stash was ratted out to the shieldmarshals. Although he was not there when the authorities came, he was able to watch his best friend Kicker be arrested. It did not take long for his name to pop up in the questioning. Now, everyone that helped him in the past believe he let his friend take the fall in his place and won't do business or even help him.
Vordel is sure that Mugland is behind the whole thing, and is determined to have his revenge.

GM Violant |

Reminder. Only a few more hours to go until recruitment closes, I'll DM the players to vote on the player we're going to recruit once it closes at the end of the day. I loved reading these entires, they're all so wonderful! Good luck to everyone! Let me know if I missed anyone.
- Vordel Punks, Picaroon Swashbuckler
- Thraag the Younger, Occultist
- Rana Cassady, Black Powder Magus
- Chalkou, Constructed Pugilist Wild Child Brawler
- Rohan Korpal, Voice of Brigh Bard

GM Violant |

Alright! Two of our outlaws have gone MIA, so I'm opening up recruitment for 2 more spots on this. This time, we're recruiting at Level 2, so keep that in mind! (Yes, current players, that means you should be at level 2 fairly soon)
I look forward to seeing whatever people come up with this time around!

GM Violant |

Oh hey DQ! The party will have received their payment when you join them, after one final encounter, so WBL 2 (1000gp). There's a few items I ported from 2e earlier in the thread as well, should you want to take a look at them, and I'd be glad to backport relevant gods/items into 1e for use in the campaign as well.

Veniir |

This is Vordel Punks upped to level 2, a fabulous Swashbuckler who fights with a Rapier, a gun and a lot of charm. I see you have a vigilante and a front line occultist, but having three front liners is never a bad thing.
HP: 1d10 ⇒ 9
Vordel Punks
Male Tiefling (Div-Spawn) swashbuckler (picaroon) 2
CG Medium outsider (native)
Init +6; Senses Perception -1 (Darkvision)
Fav class swashbuckler
Fav class bonus +2 hp
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Defense
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AC 17, touch 15, flat-footed 12 (+2 Armor, +4 Dex, +1 Dodge Feat) (add 1 dodge vs firearm)
hp 23 (10 (lvl 1 swashbuckler) + 9 (level 2 swashbuckler) +2 Con +2 FavClass)
Fort +1, Ref +7, Will -1
Energy resistance: cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee mwk rapier +7 (1d6+2/18-20x2)
Ranged mwk revolver +7 (1d8/x4) Capacity 6
Two-Weapon Finesse
--------------------
--------------------
Deeds and panache
--------------------
Panache total: +3 (regain with crit or kill with either rapier or revolver)
Deeds:
Derring-do: Spend 1 panache point to give 1d6 (reroll and add on every nat 6 up to Dex mod) on acrobatics, climb, escape artist, fly, ride or swim
Dodging Panache: Spend 1 panache point as immediate to move 5 ft and add Cha to AC from a melee attack. Provokes AoO.
Melee Shooter: Spend 1 panache point as swift action to shoot firearm once without provoking AoO.
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Other abilities and SQ
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Spell like-ability: Misdirection 1x/day
--------------------
Statistics
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Str 14, Dex 19, Con 12, Int 10, Wis 8, Cha 16
Base Atk +2; CMB +4; CMD 18
Feats Dodge
Traits Reactionary, Ratted-out Gunrunner
Armor check penalty: 0
Skills Climb Acrobatics +9, Bluff +8, Escape Artist +9, Intimidate +8
Background skills Knowledge (engineering) +5, Slieght of Hand +9
Languages Common, Abyssal
Mwk Revolver, Mwk Rapier, Metal cartridge x2, bullets x30, Leather Armor, Backpack, Bedroll, Crowbar, Grappling hook, Hammer, Belt pouch, Rations x2, Silk rope, Soap x2, Waterskin,
Alchemical items: Acid flask x2, Smokestick x2
Magic items:
Leftover money
gp: 229
sp: 4
Vordel Punks knows what it is to be the receiving end of aggression and unfairness. Being a tiefling is bad wherever you are on Golarion, and Alkenstar is no different. Being descendant from a wizard from Geb, Vordel has wondered all his life how stupid someone had to have been to make a deal with a creature as hateful as a spitespawn. Now he had to suffer the consequences. Being accused all his life of being a criminal, Vordel decided that he was the one to decide who he was going to be.
The tiefling spent his life taking care of his human mother, Maria, after his father left disgusted by having a tiefling offspring. She became a factory worker in steamhaven after migrating from Geb looking for more opportunities. It was Vordel's calling then, to start a side hustle selling firearms from the Gunworks to people who would have no access to them. He believed to be leveling the playing field. He started to make good money, and even payed most of his mother's debt from the immigration.
Vordel learned an important lesson then. When things start to go too well, you should start to be suspicious. A well known financier called Ambrost Mugland approached him hoping for a cut in the profits. Vordel did not do this to get rich, just to get by. And he did it because he believed it was the right thing to do. One day, the place where he hid his stash was ratted out to the shieldmarshals. Although he was not there when the authorities came, he was able to watch his best friend Kicker be arrested. It did not take long for his name to pop up in the questioning. Now, everyone that helped him in the past believe he let his friend take the fall in his place and won't do business or even help him.
Vordel is sure that Mugland is behind the whole thing, and is determined to have his revenge.

Robert Henry |
1 person marked this as a favorite. |

*Waives* Hey all!
A Witch, an Occultist, and a Vigilante walk into a saloon... Sounds like the beginning of a great western. I think I've read enough to discern the recruitment and a little about the characters. It feels like Narl and Thraag have melee covered, though I'm not super familiar with Vigilantes or Occultists and only slightly more familiar with witches. Also, It feels like you need someone with divine healing and secondarily a skill monkey.
GM where are you at on third party classes? Black Powder Hood specifically. I played one in a thematically similar game and wonder about your take on it,

Ruaidhrigh Katanalisko |

Ok, here's Ouachitonian's Gunchemist. Ruaidhrigh is a curious little gnome who was already a professional alchemist when he made his way to Alkenstar and absolutely fell in love with firearms and dedicated himself to their study. Somewhere along the way he acquired a tentacle, which helps him wield two two-handed weapons near-simultaneously (that is to say, he holds the shotgun in one hand and the gnome flickmace in the other, and uses the tentacle as the second 'hand' for whichever one he's using atm, allowing him to switch between them without having to drop either). He also has disable device, and lots of Knowledges. Next time I get a discovery I need to take infusion so I can hand out my extracts, fill in as a healer etc.

Selena "The Spanner" |
1 person marked this as a favorite. |

Hi! I'd like to submit Selena, an Inquisitor of Brigh with the Black Powder Inquisition, based on the Banished Brighite background.
She should bring some divine magic to table, as well as decent Disable Device, scout and face skills. I'm still ironing some of her mechanical details, and will post the final build when I do, but I'm hoping she'll a capable ranged combatant as well (as soon as I figure out what gun or guns I'm building towards - a Rifle was what I had in mind, but at 7,5 gp a shot even with Gunsmithing, doesn't feel like a good choice, at least for now).
WIP build is in the profile, if you want to take a look. Final one shouldn't be much different.
Born to a one of the wealthy and influential families in Alkenstar, Selena always displayed an enormous sense of curiosity and an intuitive ability to easily understand how things worked, be they complex mechanical contraptions or even people. With a love for building things, it was no surprise that she eventually ended up at the temple of Brigh, with an apparently bright future ahead of her.
That all changed on that fateful day, when Ambrost Mugland tried to steal her work away, and eventually managed to ruin her life by getting her expelled from the temple. Now branded as a fugitive, and not wanting to implicate her family as well, Selena fled to Smokeside, and found her skills to be in high demand - from her expertise in disabling, bypassing or destroying (always a last resort for her) mechanical constructs and devices, to her skills at reading, convincing and tricking people, she had no shortage of jobs available to help her survive, and gather information on the man who ruined her life, so she could plan her revenge. He wrecked her future as a cog in the temple, so she vowed to become the spanner in his works instead, opting to use that "title" as her codename in the Alkenstar underworld.
Two years since she was forced to leave the temple and assume her new life have taken a toll on her mind, and she sometimes wonders if she can even go back to being the same person she was before. Whenever her doubts are stronger, she tries to relax by losing herself in her crafting, creating small clockwork trinkets, with a special spot for music boxes, and reminiscing about her days in the temple.
As kind of an extension of her faith, Selena puts as much care in crafting her outlaw persona as anything else. She takes steps daily to make sure her true identity is not clear, resorting both to her divine magic or more mundane means, as needed - which means her pale face, brown eyes and long dark hair can easily be covered or even changed to something else.
Her words are carefully weighted most of the time, her tone serious and professional, although she does make the occasional sarcastic quip when she's more familiar with her companions or is under stress. And while she does her best to hide it, her love for machines and other mechanical devices easily shines through whenever she's working on them. Attentive onlookers may even spot a hint of nostalgia and longing for something she seems to have lost.

Robert Henry |

I don't think my previous gun-toting slayer is going to work out. Her back story is really driven by the AP she was in. So back to the drawing board.
GM Violant, how long do you plan on keeping recruitment open?

Robert Henry |

The GM ran Return of the Runelords as a western, so the whole thing was highly modified. But the issue of running Isabella is the Trait: Accidental Clone. Her whole personality was built on being a dying scruffy old bandit who was reborn as a young Varisian looking women. No way to bend her to this AP without breaking her. So, I'll build someone else (or a least try to).
I like the idea of an honest member of the Shieldmarshals being framed by Loveless. Was thinking a Paladin with the Holy Gun archetype. Once he joined the gang, would be able to stay a paladin? If not could he be a 'grey paladin' or would he need to be a 'Vindictive Bastard'?
I'm trying to figure out how to do 'Josey Wales' meets 'Roland Deschain'
Maybe Cavalier? Hmmmmm

GM Violant |

Return as a Western? Dang that sounds hilariously fun.
We're using Commonplace guns, so guns are martial weapons (and thus, you have proficiency as a Paladin). You could be a Grey Paladin or a Vindictive Bastard with a gun if you so choose, but the gun would have to be an early firearm. Our first departing member, the one that made way for our Occultist, was a Dune Drifter Cavalier, for the record.

Robert Henry |

So no starting as a Holy gun archetype? I thought both of the other two are what you can become once you're no longer officially a paladin.
I was planning on a dragoon pistol but want the free gunsmithing. Even then he's spending 1.5 gold per shot.
I didn't see anyone investing in horses, so cavalier I'd go musketeer/luring cavalier.
Are you ok with the character's back story being a Shieldmarshal and being setup?

Selena "The Spanner" |

Just checking in to say that Selena's crunch should be done:
Selena
Human Inquisitor ( Sanctified Slayer / Urban Infiltrator) 1;
Chaotic Neutral Medium humanoid (human)
Init: +7 Senses: Perception +7
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DEFENSE
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AC 18, touch 14, flat-footed 14
hp 14 (8 +1 Con, 4+1 con)
Fort +4, Ref +4, Will +6
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OFFENSE
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Speed 30 ft.
Melee
Dagger +5 (1d4+2 19-20)
Cestus +5 (1d4+2 19-20)
Ranged Air Repeater +5 (1d8, x4), Longbow +5 (1d8, x3), Rifle +5 (1d10, x4)
Inquisitor Spells per Day (CL 2; (3/0/0/0/0/0), concentration +5)
Spells Known:
1st (3/day)- Cure Light Wounds, Divine Favor, False Face
0th (at will)- Light, Detect Magic, Guidance, Stabilize, Oath of Anonymity
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STATISTICS
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Str 11, Dex 18, Con 12, Int 12, Wis 16, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Gunsmithing, Precise Shot, Rapid Shot;
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Skills (8 + 2 background per level +2 fcb - 18 ranks, 2 background ranks)
Bluff +8 (2 rank, 3 class, 0 cha, 3 wis);
Craft (clockwork?) +7 (1 background rank, 3 class, 1 int, 2 competence);
Diplomacy +8 (2 rank, 3 class, 0 cha, 3 wis);
Disable Device +11 (2 rank, 3 class, 4 dex, 2 competence)
Disguise +7 (1 rank, 3 class, 0 cha, 3 wis);
Intimidate +5 (1 rank, 3 class, 0 cha, 1 stern gaze);
Knowledge (Arcana) +5 (1 rank, 3 class, 1 int);
Knowledge (Engineering) +3 (2 background rank, 1 int);
Knowledge (Local) +5 (1 rank, 3 class, 1 int);
Knowledge (Nobility) +5 (1 background rank, 3 class, 1 int);
Knowledge (Religion) +5 (1 rank, 3 class, 1 int);
Perception +8 (2 rank, 3 class, 3 wis);
Sense Motive +9 (2 rank, 3 class, 3 wis, 1 stern gaze);
Spellcraft +5 (1 rank, 3 class, 1 int));
Stealth +9 (2 rank, 3 class, 4 dex);
Traits Clockwork Engineer, Empathic Diplomat, Fate's Favored
Drawback Empty Mask
SQ Cunning Initiative; Detect Alignment; Gifted Detective; Stern Gaze; Studied Target; Track; Domains: Black Powder Inquisition;
Languages:Common,
Equipment
Money: 4 gp, 6 sp, 5 cp
Armor: Chain Shirt
Items: 15x Air Reservoir (crafted) (0,15 gp x 15 = 2,25 gp); 20x Metal Cartridge (crafted) (7,5 gp x 20 = 150 gp); 2x Bandolier; 2x Wig; 3x Smokestick; 40x Arrows, common; 5x Alchemist's fire; Backpack, masterwork; Flint and steel; Gunsmith’s kit; Holy symbol, silver; Hook, grappling, common; Kit, disguise; Mask; Outfit, Explorer's; Pouch, spell components; Rope, silk (50 ft.); Thieves' tools, masterwork; Tools, Artisan's, masterwork, Waterskin
Potions: Cure Light Wounds

GM Violant |

Robert Henry, I didn't realize Grey Paladin had to be an ex-Paladin archetype, I thought it was one you could choose right of the bat? But either way, your Cavalier idea sounds fine. And that's the second gunchemist to leave/not finish their submission on this campaign. Take it that also applies to the Iron Gods dot as well?
Selena, looks good to me, aside from the fact we're starting at level 2 here, along with 2nd level WBL (since the party will just have gotten paid big when you join)
Finished
Selena - Pancakes - Human Inquisitor [Urban Infiltrator, Sanctified Slayer] 2
Vordel Punks - Veniir - Tiefling (Div-Spawn) swashbuckler [picaroon] 2
Dot
Robert Henry - Cavalier [Musketeer, Luring Cavalier]

Selena "The Spanner" |

Oops, that 1 at the top was a mistake, but the build is for level 2 - everything else should be correct for that level, barring any other mistakes that might have slipped by. I have the initial equipment cost breakdown on my profile, should be right at 1000gp.
I did forget to roll for the 2nd level hp, though:
HP: 1d8 + 1 ⇒ (1) + 1 = 2
And I think you missed Veniir's submission?(Vordel Punks - Veniir - Tiefling (Div-Spawn) swashbuckler [picaroon] 2)

Robert Henry |

Robert Henry, I didn't realize Grey Paladin had to be an ex-Paladin archetype,
I don't know if it can be taken at first level or not, but it does say 'This is an ex-class archetype and can be taken by a character immediately upon becoming an ex-paladin.'
The issue with the character I was considering, I want there to be a 'loss.' Going from 'Holy Gun' to 'Gray Paladin' or 'Vindictive Bastard' makes the loss not just part of his backstory but a mechanical part as well. Obviously, this 'backstory' would be harder to right if he was starting first level, but he's not. At second level this would give a reason for the experience he has.
The character will never be what he thought he would be. He just knows the 'people who betrayed him' need to fall, whatever it takes. I realize that can be just backstory, but it doesn't feel as authentic. So maybe a combination of 'Roland Deschain, 'Josey Wales' and the 'Count of Montecristo.' A tragic tale of revenge.
The cavalier just doesn't have the same feel going for it. If the Paladin can't start as a 'holy gun,' maybe a third idea/backstory to fit a cavalier will come to mind.

Jacquelin Serra |

Hi, this is DQ, with a rough draft of my submission, Jacq Serra, a human ranger. She has two archetypes, coderunner and urban ranger, which I understand is okay as long as the two don't overlap in what class abilities replace, and they don't. She's set up to be primarily a ranged combatant but can switch hit as needed.
Gist is she's a tinker/explorer/scavenger who grew up with a team of tomb robbers. She herself preferred to live relatively on the side of the law (if at the edges) so doesn't know why she's been made an outlaw.
This is mostly done, but I realized belatedly you do allow background skills and are using EITR so I still need to make adjustments for that. I also need to pick a favored enemy (any suggestions?).