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I was wondering about how firm you are with the characters having to be human rule. I was thinking of playing either an actual kitsune (always appears as human, of course) or seeing how much of a kitsune I can take as a human (with, likely, kitsune some where many generations ago in his ancestry).
I am particularly interested in some combination of the change shape racial ability with the realistic likeness feat and/or the magical tail feat. Is it even possible to take feats for non human races?

Degnax 1e |
Rough character idea is a mysterious stranger gunslinger/archeologist bard. He's managed to become a pretty good field archeologist (read as: tomb raider) through grit, charm and no small amount of luck. Along the way hes discovered that those ancient superstitions and tales were more than what they seemed, driving him to seek more and unravel the truths of this world burried so deep.
I was wondering if the free Archetype applies to all classes taken or just the first? Hoping to take desnas divine fighting technique but can't if Versatile performance is already gone lol. Was gonna look into who of the earthen pantheons would be a good replacement god/godess and pickup the star knife through ancient text and divine inspiration.

Billie Shen |

So, as I lay in bed last night trying to get to sleep despite my rather large dog, also laying on the bed, grooming herself so vigorously that the noise and bed shaking made it impossible, I had a bunch of character ideas pop into my head.
I'd love to make an Inquisitor of godless Soviet communism who is an ex-political commissar now RU (predecessor of the GRU) agent.
Or, a Mesmerist actress who's a bit past her prime because she didn't voice test well in the transition from silent films to talkies.
Or, I think this would be a great game for occult classes like the Spiritualist and Medium. The heyday of the spiritualism revival may have been in the late teens and 1920s, but it wasn't over in the 1930s.
I'm not actually switching to any of these ideas though.

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My Idea is Mackenzie "Mack" O'Brian American vet who came into The Great War fought hard and was good at infiltrating other trenches and taking out a group before slinking back to his.
He would at his home trench water a tree and flowers trying to keep them alive. This seemed to attract something strange, little motes of light. His gran from the old country told him of tales of fairies and what not. Not overtly superstitious he let himself give up a small portion of his rations.
In the end believing in his grans superstition managed to save him. On the field of battle he was struck and left in no mans land. There he thought he was dead. he though was rewarded with Food, water and allowed to mend. He thanked who ever had helped him. In doing so he got back to the trench and began to take a few flower seeds and a walnut from the tree.
He carried them with him as he continued on. When the war was over he moved to the UK. He planted the tree and sewed the flowers next to his cottage. He kept a small house as he sought to write and do odd jobs. He hired a maid and took up odd jobs.
The odd jobs got weird as he could see and feel things others couldn't. On one mission he fought a living corpse! A Corpse! He was shocked and worse he began to notice other things, like Street Magicians tricks glowed a bit here and there and others didn't. Eventually at home one night he fou6nd himself face to face with a tiny 6 inch tall creature that was smoothing out a patch of rough wood he had noted.
After a conversation with the creature he found out faeries were real and what's worse things are worse as forces seek to bring worse things into this world. the creature went to go show Mack the sapling and from it a young girl popped out and said the same. In fact it was this Dryads mother who had saved him and bestowed him the gifts he was given.
As he continued doing jobs and old friend from the British Army came to him and asked about his experience in the war. He told it and instead of being deemed crazy the Officer handed him a note and told him to show up in London. Mack asked why and his friend the Captain now Major it was for a job. Mack nodded and telling his Maid he was to leave for London, and to keep up his routine with his plants he didn't know how long he would be gone.
He even told his garden he was living and said he would hope to be back. The young Dryad came out and kissed the kneeling man on the forehead and blessed him more. It was to keep him safe. he smiled and gave her a chocolate. He left gear in hand heading to London ready to see what this job was for.

Billie Shen |

@Helena Conradina Von Der Ahe: Sorry to take a while to get back to you about your idea. Busy day here, and the answer isn't a clear, cut and dry one.
Possible Pros that I see:
1. It's possibly something Billie might do for kicks for a while. Weird new things are interesting.
2. Sounds like fun to me.
3. Billie has been mulling the idea of taking a gap year. She has been at university for 7 straight years and deserves a break.
Possible Cons:
1. Billie isn't an investigator or detective. I'm (probably not now) using the class because it works for making what I'm looking for. But Billie is a doctor, like actually one with a job as a doctor (even if it is a baby doctor trainee job).
2. I'm not sure she has the time between a full time job during the week, and being out on the town weekends. Both are essential. Work hard, play hard.
3. Billie doesn't need the money. At least if it turns out to be possible to have wealthy characters, she's already ridiculously rich. Well, her family is rich. But she's a member of the family, so she's rich.
4. And related to points 2 and 3, if she takes on some side gig as a detective, when is she going to find the time to learn to fly that plane she bought?
But, more seriously. I'll think about it but it kind of depends on what kind of opener the game will have.
If the game starts with all the characters already part of a group or team or oraganization of some kind, then the detective thing works to help explain in part why Billie isn't doctoring.
If the game opens with some sort of situation or event that brings the characters together when previously they'd been leading there own mundane lives, then Billie would be doctoring rather than detecting.

Ouachitonian |

Here is a rough draft of my character bio, leaning more into the paladin side, though I could move him back to the fighter side with only some minor revisions. One thing I love about games set in (more or less) the real world is that I end up putting my history degree to use, doing deep dives into connections I can use to ground the character in the world. It also means I end up writing a novella of backstory. GM, does this sound like it'd fit in the world you're planning? Happy to change things as needed. I'll finish out the crunch build once I'm sure the story works. I do think I'm leaning towards paladin, as long as there's no hiccups. Still trying to decide archetype(s), though.

Tara Ravenheart |

It seems like there are a lot of martial characters. I am thinking about pivoting into some kind of a caster - Kind of want to use the same backstory, but somehow in the trauma of WWI she was exposed to something ancient and primal that infused her with magic power, maybe an oracle, witch, or psychic.
How to you feel about a reluctant caster who views their magic as a form of curse or torment?

wanderer82 |

A lot more great questions and ideas. I hope I did not skip anyone. I will put together a list of applicants by category a bit later.
Pauljathome
ABP & Animal Companions Good question, I am going to tweak ABP a little bit, and will figure out something for animal companions, familiars, and their ilk.
Kitsune, and racial feats No, I am sorry, you cannot be a Kitsune. All players will be human, though some may have interesting heritage and/or abilities. As for the abilities of the Kitsune, I had asked that racial abilities only come from Core Races - but If there is something outside those that you really want, please put it in a PM, explaining why and how it will tie into both your backstory and the playable nature of your character. Send over your thoughts and we can discuss.
I am open to players taking feats that build on racial abilities they gain. Though with the dirth of additional feats, “magical tail” could grant at 7th level what it was previously a best case scenario of 15th level with regular feat progression. I hope you can see my concern.
Degnax 1e
Multi class and Bonus Archetype yes, each class gets a bonus archetype (if you multiclass).
Racial Feats as mentioned above, you would qualify for them if you took those base racial abilities.
Gods & Fighting Technique the Greek God Tyche was the goddess of Luck, Fate, and Chance. Might be a good option. I am not familiar with divine fighting techniques themselves, and will have to look into them.
Master Han Del of the Web
ABP & Class granted Magic Progression As mentioned above, I'm going to tweak the ABP a bit. I will definitely take into account consideration for these class granted abilities.
Trawets71
The wealthy Playboy, whether an old-money aristocrat or self-made millionaire, both play well into the Pulp concept. Definitely curious to see what spin you put on this.
Monkey God
I am intrigued by your idea for the Ghost Rider-esque concept. Any more thoughts on cavalier vs gunslinger?
Ouachitonian
I definitely applaud your integration of factual history, ancient mythology, and theoretical Christian orders to create a compelling backstory for a Paladin in a modern setting. I will PM you with a couple thoughts on archetypes a bit later.
Billie Shen
Hahaha, love the new ideas as well, all very flavorful.
Critzible
Very enjoyable backstory, I like the passion for life amidst the darkness of the trenches. Are you thinking of tying a nature focus into your character mechanics?
Javell DeLeon
Thank you, I am excited to see what your Brawler manifests as.
Tara Ravenheart
What you would like to apply with for a character is absolutely your choice. I will agree there seem to be two clusters, the first skill heavy (rogue/bard/investigator types), the second warrior/martial. I think the idea of a person who views magic they never sought out as a curse / punishment / problem has some very intriguing roleplaying potential. I am interested to see your concept develop.

Billie Shen |

Alright, I have Billie converted over to Rogue now. Phantom Thief is her free archetype, and she will be taking Sniper as a second, regular archetype.
I haven't added a campaign trait yet because it seems there will be a trait that gives the Pilot skill in class. I don't see one that seems to match currently so I will hold the space open to see what comes.
I have tentatively chosen Gnome for the bonus race traits Inquisitive and Wright. It's downright weird that there is a race trait out there that improves driving ability. But, I'm still mulling Elf instead. Considering I won't be lacking for skill ranks the Slender and Fleet-Footed traits might be better since they help with things that can't be fixed with skill ranks.
I still have a bit of work to do on background and so forth. Here are some baseline things.
Billie's personality framework will fall roughly with Meyers-Briggs ISTP "Virtuoso") , or if you prefer Enneagram Type 8 "Challenger". I'm not a huge fan of those kinds of personality tests myself, but they can be useful for maintaining coherent characters.
Fundamental through-lines or deeply held beliefs:
1. Billie is a rationalist and materialist. She believes in what can be objectively known and doesn't have much time for things like religion, spiritualism, etc. If there's no material evidence of a thing, she doesn't buy into it. (Maybe we'll see how long that position remains tenable.)
2. Billie likes to tinker and fix things. In her view medicine, especially surgery, and mechanical repair are not different in any fundamental way. The body is a flesh rather than metal machine, but it can be repaired if one understands the systems and functions. Find the flaw or damage and restore it to working order.
3. Billie does not like others exerting control or authority over her. There is a reason she lives in the UK and has only been back to Shanghai once, at the end of her first year at university, in seven years. She has learned to play a delicate game with her parents. Biilie keeps them pacified and her in their good enough graces, while finding ways to extend her time away and keep their money flowing where she is largely outside their direct power. If she can wait them out a while longer, she will be sufficiently old and over-educated enough that her prospects for marriage will drop precipitously. As things stand now, a return would place her in peril of a marriage to one of her father's business protégés, whoever he chooses as next in line to him. That is unacceptable.
4. Billie is a thrill seeker. She's addicted to adrenaline surges and enjoys performing under pressure.

The Fantastic Fortunato |

A lot more great questions and ideas. I hope I did not skip anyone. I will put together a list of applicants by category a bit later.
I got skipped, and I'm cool with that, things happen. However it occured to me later while driving home from work that perhaps my concept isn't accepted? Are you ok with an Eldritch Scoundrel archetype for a rogue, used to represent a stage magician?

Master Han Del of the Web |

This is what I've got for my build at the moment. The idea is the most magical a fighter can be without multi-classing. Mechanically, he's a shockingly stealthly strength-melee fighter. In a couple of levels, he'll be hurling greatswords around the map with aplomb and casting the odd spell here and there.
I'm still toying with his exact characterization but I think the shape of it is that he is an Irish-American whose family has been in service to the Morrígan for generations. Currently, he is bringing the body of an old friend back to Europe after a messy business in Georgia.

Degnax 1e |
Also are we following normal aging rules? Pf age has humans as adult at 16 and middle age by 35 while by earth standards you aren't an adult until minimum 18 in most cultures and Middle age is around 40 according to most information website (I.e Wikipedia, Britannica). I'm leaning towards being drafted at the tail end of ww1 for an explanation on certain parts of my character but I don't really want the middle aged penalties that would be incurred if we are set in 1935
Well either way here is the crunch of my character while I finish writing out my backstory. Just waiting on HP to be fully finished
Robert Wilson
Alignment: Chaotic Good
Race: Human (halfling and half-orc race traits)
Class: Gunslinger (mysterious stranger/pistolero) 3 / Bard (Archivist/Archeologist) 1
Favored Class: gunslinger
Deity: Tyche (Chaldira equivalent)
Init: 4 | Perception:
Languages: English, Latin, Greek, Ancient Greek
Str 13 | +1
Dex 18 | +4
Con 12 | +1
Int 14 | +2
Wis 12 | +1
Cha 18 | +4
BAB:3
Speed:30ft
CMB:4
Weapons:
MW Pistol: Attack:+8 | Damage:1d8+4 | Crit:19-20/x3 | 2lbs | B/P
MW Heavy Pistol: Attack:+8 | Damage:1d10+4 | Crit:19-20/x3 | 2.5lbs | B/P
Machete: Attack:+8 | Damage:1d6+1 | Crit 19-20/x2 | 2lbs | S
Spells Per Day:
Bard: 0: -/day 1st: 2/day
AC: 21 = 10+6armor+4dex+1gnsl
Touch:20
Flat: 16
CMD: 18
HP:
Fortitude: 6 = 3base+1con+2luck
Reflex: 11 = 5base+4dex+2luck
Will: 6 = 3base+1wis+2luck
Adaptable Luck: 3/day +3 luck bonus to ability check, attack roll, saving throw or skill check if chosen before roll or +2 if chosen after roll (altered by fate favored
Sacred Tattoo: +1 luck bonus to saving throws
Skilled: +1 skill point per level
Bonus Feat: gain additional feat at level 1
Archetype: Mysterious Stranger (free), Pistolero
1.Pistol training: add dex to damage for pistols, +1 damage for ever 4 levels after 1st (altered level for advanced firearms)
1.Grit:4
1.Deeds:
1 - Up Close and Deadly: spend 1 grit to deal 1d6 precision damage on a hit, deal half bonus damage as a grazing hit on a miss
1 - Focused Aim: spend 1 grit as a swift action to gain damage on firearms equal to charisma bonus on all firearm attacks until end of turn
1 - Gunslingers Dodge: spend 1 grit as an immediate action to move 5 feet and gain +2 Ac vs triggering attack (triggers aoo) or can drop prone instead and gain +4 Ac vs triggering attack
1 - Quick Clear: as long as gunslinger has 1 grit they can remove the broken condition from a single firearm they are wielding as a standard action. The gunslinger nay also spend 1 grit to instead perform this action as a move action
3 - Gunslingers Initiative: as long as gunslinger has 1 grit gain +2 initiative and draw a single unhidden fire arm as part of initiative if quick draw feat is owned
3 - pistol whip: spend 1 grit to make a standard action melee attack with butt of firearm, make CM to know target prone as free action. 1d6 20/x2 for one handed 1d10 20x2 for two handed
3 - Utility Shot: as long as the gunslinger has 1 grit point they can make a utility shot (see utility shot deed to see list)
1.Strangers Fortune: ignore firearm misfire 4/day (altered level for advanced firearms)
2.Nimble +1
2.Lucky: +2 luck bonus to will (altered by fates favored
Archetype: Archivist (free), Archeologist
1.Bardic Knowledge: + ½ level to Knowledge Checks and can make all knowledge skills untrained
Archeologist’s Luck: +2 (altered by fates favored) luck bonus for attack, saving throw, skill and damage rolls. 14/day
Spells Known: 0th:4 1st:2
Spells/day: 0th:- 1st:2
Traits:
Relic Hunter: Ancient Greek (campaign)
Fate’s Favored (faith)
Tyche’s Luck (Chaldira’s luck altered for earth) (religion)
Feats:
1.Quick Draw
1.Risky Strike
1.Fortunate One
2.Rapid Reload (Pistol)
3.Precise shot
4.Extra Performance
Acrobatics: 8 = 1rank+4dex+3misc
Appraise: 10 = 4rank+2int+4misc
Athletics: 5 = 1rank+1str+3misc
Bluff: 11 = 4rank+4cha+3misc
Diplomacy: 11 = 4rank+4cha+3misc
Disable Device: 6 = 2rank+4dex
Intimidate: 8 = 1rank+4cha+3misc
Knowledge Dungeoneering: 10 = 4rank+2int+4misc
Knowledge Engineering: 7 = 1rank+2int+4misc
Knowledge Geography: 8 = 2rank+2int+4misc
Knowledge History: 11 = 4rank+2int+5misc
Knowledge Local : 7 = 1rank+2int+4misc
Knowledge Religion: 11 = 4rank+2int+4misc
Perception: 8 = 4ranks+1wis+3misc
Sense Motive: 9 = 4rank+1wis+3misc
Survival: 5 = 1rank+1wis+3misc
0th: Detect Magic, Read Magic, Know Direction, Light
1st: Cure Light Wounds, Abundant Amunition
Carrying Capacity: 50lbs, 58lbs with MW Backpack
MW Backpack 4lbs, MW Thieves Tools 2lbs, Climbers Kit 5lbs, Flashlight 1lb, Magnifying Glass, Journal 1lbs, Pen x5, Compass 0.5lbs, Map 2lbs, Mirror 0.5lbs, Silk Rope (50ft) 5lbs, Grooming kit 2lbs, Grappling Hook 4lbs, 10x Rations 10lbs, Mess Kit 1lbs, Flint and Steel, Lighter, 2 x Waterskin 4 lbs
Total Weight: 49.5lbs (including weapon weight)
TBD

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Gonna take a bit to put it all together but I'm definitely going with a youngish Jewish veterinarian who is absolutely superb with animals.
His family were doctors in Africa. There was a monsoon hitting the land at the point just before he was born, destroying the hut his family lived in and forcing them to take shelter in an ancient ruin to some long forgotten monkey God. It was in the inner sanctum that he was born which is (he guesses) the reason for his strange supernatural powers.
Although too young to fully participate in The Great War his memories of it have had a great influence on him and inspired his hatred of almost all things Germanic (but NOT all Germans, just most of them).
Mechanically, a courtly hunter with an ape companion.

trawets71 |

I have been having trouble finding a class to use for my character. Background wise I was thinking educated at Yale and then his family got him a position as an offer in the army during WWI. There he played poker with an artilleryman named Harry and a guy in the new tanks named George. Being on Pershing's staff he met a British battalion commander named Winston. I had some other ideas as well. He wrangled his way to the front lines and saw things at night outside the trenches he shouldn't have. I'm looking for a charisma based character. I may have found something but the archetypes change a lot so before I finish I'm going to put it here.
I am also concerned about age. My idea might better work in the 20's than '35 as he'd have to be at least 39.
The free archetype would be Spellscar Drifter.
Weapon and Armor Proficiency: A musketeer does not gain proficiency in heavy armor. Musketeers are proficient with all simple and martial weapons, and with firearms. A cavalier’s levels stack with any fighter levels he possesses for the purpose of meeting the level prerequisite for feats that specifically select a firearm, such as Weapon Specialization.
Far Challenge (Ex): Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.
Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him.
This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has. Far challenge replaces the challenge ability.
Gifted Firearm (Ex): At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat.
Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.
At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1), and at 17th level, the musketeer can double the range increment of his weapon. The reduction of the weapon’s misfire chance and the doubled range increment abilities don’t stack with the similar benefits of the reliable and distance magic weapon special abilities.
Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.
If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls. This ability replaces the standard cavalier’s mount ability.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Careful Aim (Ex): At 3rd level, when a luring cavalier makes a ranged attack with his highest base attack bonus, he can ignore the penalties for firing up to three range increments away. If he is using a firearm, he can target touch AC up to two range increments away. This effect stacks with effects that allow the cavalier to make ranged attacks farther without penalty or that allow him to target touch AC with a firearm beyond the first range increment. This ability replaces cavalier’s charge.
Swift Powder (Ex): At 4th level, the musketeer gains Rapid Reload (musket) or Rapid Reload (pistol) as a bonus feat. At 14th level, each time the musketeer issues a challenge, he may reload a wielded firearm as a free action. This ability replaces expert trainer.
Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.
Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Infuriating Aim (Ex): At 11th level, when a luring cavalier confirms a critical hit with a ranged attack made at his highest base attack bonus against the target of a far challenge, the target becomes infuriated for 1 round. While infuriated, the target must spend its turn moving closer to the cavalier, making move, run, or charge actions only (challenged creature’s choice). This is a mind-affecting effect. This ability replaces mighty charge.
Versatile Challenge (Ex): At 12th level, a luring cavalier can expend a use of his challenge to gain the benefit of far challenge or the normal cavalier challenge. He can even change the type of challenge an opponent is under the effects of as a swift action, as long as the target of the challenge is within line of sight.
This ability replaces demanding challenge.
Greater Banner (Ex): At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
Supreme Aim (Ex): At 20th level, the luring cavalier gains the careful aim bonus and the effect of infuriating aim on all ranged attacks. This ability replaces supreme charge.
Spellscar Drifter (Free Archetype)
Weapon and Armor Proficiency: Spellscar drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.
Have Gun: At 1st level, the Spellscar drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.
Daring Deeds (Ex): At 3rd level, a Spellscar drifter gains Rapid Reload as a bonus feat. The Spellscar drifter must choose a firearm to associate with this feat. Additionally, the Spellscar drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat. This ability replaces cavalier’s charge.
Worn Banner (Ex): At 5th level, a Spellscar drifter can choose to use his hat as his banner. If the drifter does not wear a hat, another iconic accessory—such as an eyemask, bandana, or distinguishing coat—can instead serve as his banner. In all other ways, this ability functions as and replaces the banner cavalier ability.
Bonus Feats: At 6th level, and at every 6 levels thereafter, a Spellscar drifter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be either combat or grit feats, and the Spellscar drifter must meet the prerequisites as normal. This replaces the cavalier’s normal bonus feats.
Notorious Deeds (Ex): At 9th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers. This ability replaces greater tactician.
Old Reliable (Ex): At 11th level, whenever a Spellscar drifter declares a challenge, the threat range of the Spellscar drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon and does not stack with other effects that increase the threat range of the weapon. In addition, if the Spellscar drifter rolls a misfire during his challenge, the Spellscar drifter can spend 1 grit point to reroll the attack roll. The Spellscar drifter must accept the results of the second roll, even if it is worse. This ability replaces mighty charge.
Spell Severed (Ex): At 12th level, a Spellscar drifter becomes permanently marked by long exposure to the Spellscar Desert. The Spellscar drifter gains spell resistance equal to 10 + his character level. The Spellscar drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action. This ability replaces demanding challenge.
Infamous Deeds (Ex): At 17th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician.
Tough as Nails (Ex): At 20th level, a Spellscar drifter is able to select three additional deeds for use with his Amateur Gunslinger feat—two from the list of deeds available to 15th-level gunslingers, and one from the list available to 19th-level gunslingers.
In addition, if the Spellscar drifter confirms a critical hit on an attack made with a firearm, the target is stunned for 1d4 rounds. A successful Will saving throw (DC = 10 + the Spellscar drifter’s base attack bonus) reduces this effect to staggered instead of stunned. This ability replaces supreme charge.

Helena Conradina Von Der Ahe |

Helena waits at vauxhall Bridge, the deep mist from the old river of london drifted thick in the air. Most of the streets lights had moved over to the new electrica ones going low and yellow, but a few where still the old gas ones, more orange. The gow from them flickered in the mist. She waited in her long overcoat and hat, in one hand a small briefcase in the other one of her small dark cigarettes. She hated drop offs like this. Standing in the cold london air at 3am waiting for.. and as if the world had read her mind. Two car lights shown at her as a black hackney cap came into view and pulled up stopping. The side door opened and a tall man got out, He too has an overcoat, and small beaf case.
Walking up to her he said. He boxers face looking as blank as a wall.
"The long night holds many delights"
She said the needed words back.
"And in it we shall all partake"
He nodded holding up his case, he opened it, inside stacks of white 5 pound notes. She held up her case and opening it showed the book within.
Closing his case he handed it to her as she handed him hers. A node and he was back in the cab and off. The Taxi cap heading north to westminster palace and old big ben. She turn to move and stopped as she spotted to dark fighters moving in the mist, heading her away form where the taxi had just gone.
"O its like this is it, well now"
She said to herself putting down the case. Reaching under her over coat she bright out odd looking stock wooden case. opening it she pulled out a large hand gun, its broom like handel marking it for what is was. The two strangers kept coming. She held the pistol and slid the now stock in into place, clicking in a 10 round mag, and shildered the gun. At last the two forms walked out the mist and she could see them and they her.
They stopped, she could see the both held initially looking wooden cudules. One was small scar on his face the other large, built like a tree trunk. And the had noticed the gun pointing at them. In an east end accent the small one said.
"No then girly all we want is that case there, no need to get all hot and bofed, hand it over and no need for any trouble."
She looked down at the case than back at them. The larger one had taken the chance to take a step or too closer to her.
With her thick swedish accent she said.
"You know, Wen I wasin world war one, I used to shoot germans wizh this gun at 150 paces. Blow a head clean off. Soo if you want my case, try and take it, but you may have holes yes, if you do."
Instinct mean her move, she stepped to one side as the shaft of a walking stick passed just where he head as being. Now she pointed the gun at the new coming. A tall man in a fine suit,
The other two sort to move but Mr fine suit waved a hand and they stopped.
"You fast"
He said,
"You are more than you seem"
she said back.
"Your the other buyer, I'm sorry zi-book has been sold."
She seemed to think a moment, then said
"That is a pity, it seems we got her a little to late."
She pulled her gun up and slung it under her coat.
"Not quite"
She said her hand came up with a note book.
"I have a copy for the right price"
A big grin now passed over his face, he waved for the other two to back off. Which they did once more stepping into the mist.
"And the price?"
Now she smiled
"A late dinner with me at the Rize, the restaurant should still be open. And a conversation, I wish to talk to you about the missing vatican book."
As she said this she handed him the note book. Which he took and it soon disappeared under his coat.
Then he took her arm.
"Your quit and interesting character Miss Van-Der-Ahe. Lets get a taxi"
"As are you Mr Steed as are you"
And with that they walked too into the mist, lost to the night
I wanted to try and get her swishish voice right, the tone of her. The way she acts and how up front she is. She is an emancipated woman, who thinks her way past a problem over bashing her way past them.

Helena Conradina Von Der Ahe |

Helena AND politics, she is a Social Democratic / with communist sympathies, even if she thinks the communist ideology is fundamentally flawed. And a number of run ins with far right groups means she has a deep seated dislike of the fascists paties rising on across europ. While in london she spent some time with the vorticist art movement group in London and knows Wyndham Lewis well. As well as Talkin, T. H. White and Jean Rhys, Storm Jameson and the poet Stephen Spender, who she often has tea with when she drops off a book for him.
She likes to spend her summers traveling around old stately homes sales looking for books and camping. In her little red Morris Eight, who she calls Tommus.

Monkeygod |

Sorry, had a bit of a busy last several days, but I think I've probably settled on Gunslinger. However, question regarding the two archetypes I'm considering:
Pistolero replaces Gun Training 1-4 with something mostly similar while Mysterious Stranger trades out just Gun Training 1 for a slightly different ability regarding misfires.
Would it be possible to still somehow take both, one as my free archetype and one as a normal one? If so, how exactly would they interact? Would I lose out on the first instance of Gun Training entirely, thus not getting my Dex to damage?

wanderer82 |

It's exciting to see so many of the characters coming together. I hope all the responses to PMs I've received in the last couple days have been helpful. If I missed a question, please reach out again.
As a general reminder, I am looking for story-driven characters. I highly encourage you to develop a concept and backstory before delving into the mechanics (crunch). If you have hook, but are having a hard time finding out how to build the character, let me know, I am happy to assist.
Onto some general questions and then personalized replies:
Ability Scores
My apologies for any confusion. Everyone starts with 86 points for their initial scores. After this you have a +2 from race, and a +1 from 4th level. This gives everyone a total of 89. Please ensure your scores add up accordingly, and match if entered in multiple locations on your character sheet.
And I hoped i would not have to include a written rule like this, but I have been sent a couple initial builds, so here it is: no more than two scores of 18 (or higher).
Hit Points
Max for all levels!!!
Aging Rules
We are not going to apply aging rules at this point. They are easily abused for casters, and punish any kind of physical stat based character who's slightly older to fit a backstory.
Equipment & Firearms
Please do not stress about these right now, there are some specific details and rules that will be addressed once the party is selected.
Coffee Dragon
Apologies, looks like I started making notes to reply on the fantastic fortunato, but never finished them up. I do need to consider how Eldritch scoundrel interacts as a free archetype. Not saying no at this point, but gaining six level progression casting is a substantial boon.
Master Han Del
I like the tie-in to Celtic mythology, curious to get a little more of your thoughts on backstory. I need to spend a little time looking at your two archetypes, they are not familiar to me. Though not as substantial as gaining 6-level casting, the impact of freely gained casting of any kind has to be considered carefully.
Degnax
Your two bonus racial traits need to come from the same race, not two different races, sorry. Hoping to see a backstory and concept.
PauljatHome
Intriguing hook, and I like the use of the Courtly archetype to get you a “pocket companion” for when in traditional society.
Trawets71
I like the tie in with multiple historic figures with future roles. Could be useful campaign tool. Hopefully my note above solved the age issue - alternately, you could spin his college as after the war - was about to head of to school, but opted to go serve instead. I will spitball on class options as well.
MonkeyGod
I would recommend taking Mysterious Stranger as your free archetype, so you don't lose Gun Training, and then Pistolero would apply normally.

Coffee Dragon |

Coffee Dragon
Apologies, looks like I started making notes to reply on the fantastic fortunato, but never finished them up. I do need to consider how Eldritch scoundrel interacts as a free archetype. Not saying no at this point, but gaining six level progression casting is a substantial boon.
No worries, and I completely understand. Would a Sorcerer with the Seeker archetype be better? I'm not going for a broken or munchkined character.
Barring all that, if the full caster idea is a bit much for the 1930's, perhaps a different character, perhaps a Monk might be a better choice for my application? I have a few ideas in that area...

wanderer82 |

Coffee Dragon
Full caster is 100% allowed.
I would be curious what the Sorcerer (seeker) would look like in comparison to the Rogue (eldritch Scoundrel), especially with the skill bump taken into account. There are also a few bard archetypes that take lessen the musical side of the bard, and would fit the performance focus. Just some thoughts.

trawets71 |

Aging Rules
We are not going to apply aging rules at this point. They are easily abused for casters, and punish any kind of physical stat based character who's slightly older to fit a backstory.Trawets71
I like the tie in with multiple historic figures with future roles. Could be useful campaign tool. Hopefully my note above solved the age issue - alternately, you could spin his college as after the war - was about to head of to school, but opted to go serve instead. I will spitball on class options as well.
Your ruling on the aging rules helps. My main concern was his life of fast cars, fast planes, fast women, wine and gambling was a reaction to his experiences during The War. I'm not certain a 39 year old or even 35 pulls it off the same. Hence my saying better for a campaign in the 20's. I do like his NPC collection (who wouldn't like a president, a prime minister and a general as friends) and have some ideas on a few more (maybe Tollers and Jack), and probably some not so famous ones.
If you don't have issues I will use the cavalier with archetypes as the class.

![]() |

Thinking my fellow might be only able ot speak Sylvan, Welsh, and Latin, due to his interactions with the Fey and it being the quirk of his gifts.
Though not sure exactly. I like Musket master as my other archetype, getting Commando(Free)/Musket Master. With a Exotic Weapon Firearms feat to keep him well fully functional gunslinger.
Gains Detect magic Constant and Low Light vision as an Elf thanks to his blessing of the Dryad I am elaborating on in his back story.
As for languages knonw, English, German, Sylvan, Welsh and Latin. though can only speak Sylvan and Latin(Both thought dead) and Welsh(Learned after the curse)

Helena Conradina Von Der Ahe |

Well GM you wanted to hooks background wise, so here ya go.
Human - Elf Blood [Swedish originally, lived all over Europe, Age 132 Long Lived.
Int 19: She speaks Swedish, Russian, Englesh, Franch, German, Italian, Spanish, Latin, Greek, Sumerian, Arabic, Hebrew.]
She has worked across europe doing an number of things, but a job she always gets work for is book translator and teacher of languages to rich kids.
Feats:
Racial Heritage (Human)+(ELF)
Lets her have
Elf Race Traits.
Low Light vision and
Breadth of Experience{elf} over 100 years old.
From Elf: Traits
Ageless Patience: [Again long lived]
Some elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks.
NEW IMAGE
Helena Conradina Von Der Ahe
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1:She was born in 1803, on what would become the russian swedish barder, deep in the cold woodlands fo the far north. Living most of her 18 year childhood in a. small rural pensent village. The only books where ones on reindeer herding, foraging, cooking, wood and metal craft and the Bible in latin and swedish, she had read every book in the village by the age of 12.
2:Her [Adopted] mother and farther where reindeer herders and spent most of the year out with the hurds. She grow up with her paternal grandmother, a healer, wise woman midwife of the village, who every one said was so old she was ancient. It was from her grandmother she learned about Tróndur the great Viking, who lived far out on the Faroe Islands. Of Risin and Kellingin the pair of giants who live on the island of Eysturoy. Of Skógafoss the great water gateway to another world. Of Reynisfjara the black sand beach the stretches for ever, where the dead walk at night. She learned of the Trolls the rock kin who walked the cold lands when the sun hides in winter.
and of the Huldufolk that lived in the woods. The Storsjöodjuret, the Nøkken, the Mara and the sea Selkie. The evil Dreygur and Wights, and the sometimes good , Älva and Alv.
4:She grow up slow, still looking young at 18, it was then that her mother set her away to live with her sister [Infact her mother] in Stockholm. I teacher and woman of letters nothing like her mother. Her Aunt then told her some facts. For the last 100 year they have moved from country to county across europe, reinventing themselves, some times living as mother and daughter, some time apart. They have a very close bond.
5:She is a Catholic and has links with the Vatican and well as the resianly links to the British royal family.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1: She loves books and there are a number she would just about do anything to get her hands on. The Lost Books of the Bible, which is said to answer some of the greatest questions in christum, such as did christ have a money pouch. Homer’s Margites, a comedic epic poem that was said to tell where atlantis was. William Shakespeare’s missing play Cardenio, which is said has spells hidden in it, and very copy is now owned by someone in power. Inventio Fortunata, a map of the world before Christopher columbus and is said to show where the last tribes of Israel are. Jane Austen’s Sanditon, just because she likes Jane Austen.
2:To find her mother and reinite. It's been 11 years and no a word, its no uncomne for them to spend time apart but the longest was 8 years, 11 is getting too much.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1:She has elf blood, like her grandmother and her aunt are in fact sisters and she was in fact her Aunt's child. Her Antu told her the true she was Helena's real mother, while in stockholm. And the truth about her great grandmother sleeping with an elf lord. Having twins, herself and the woman Helena thought was her grand mother.
2:Her Elven lord grandfather who is an elf knows of her and her mothers existence and has others keep and eye on them,
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1:Her mother, Anna, who is now in the USA somewhere, posible the midwest at the moment, she lost track a year back in 1934, but gets a letter now and then, so one should be coming soon.
2:Cardinal Bernard Demicha, a collector of rare objects and sometimes agent for the vatican in matters occult research.
3:Mr Peter Müller, A disgraced german Preacher, con man, and cheat, who is a hunter of artifacts and occult times. They crosses paths in france in WW1 and He has been after her since then. She thinks he may be working from someone more powerful in germany.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1:Visiting Rome for the 1st time back in the mid 1800s, being allowed to research in the Vatican library. She fell in love with italy and spent almost 3 decades there moving from place to place, teaching private students.
2:The last time she saw her mother in 1914 Germany, sailing off to the USA, to start yet another new life. Mer mother said once she had established herself and the war was over, she would send word to Helena to come visit. It was the last time she saw her or heard from her.
3:WW1 France, the Battle of Verdun, working and as a front line nurse, with three German nurses, all carrying the wounded from the trenches to medical center. She had never been in a full battle before, and the horror of it shuck her to the bone. When a british shell hit the vehicle her fellows where in and they were all killed. She still has nightmares about that event today.

Billie Shen |

With a Exotic Weapon Firearms feat to keep him well fully functional gunslinger.
I don't have the time to go looking for it, but I'm almost positive the GM said firearms are simple weapons in this campaign. Don't know if that covers every possible firearm, but I'd imagine it covers the standard varieties.

Seth86 |

Well GM you wanted to hooks background wise, so here ya go.
Human - Elf Blood [Swedish originally, lived all over Europe, Age 132 Long Lived.
Int 19: She speaks Swedish, Russian, Englesh, Franch, German, Italian, Spanish, Latin, Greek, Sumerian, Arabic, Hebrew.]She has worked across europe doing an number of things, but a job she always gets work for is book translator and teacher of languages to rich kids.
Feats:
Racial Heritage (Human)+(ELF)
Lets her have
Elf Race Traits.
Low Light vision and
Breadth of Experience{elf} over 100 years old.From Elf: Traits
Ageless Patience: [Again long lived]
Some elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks.NEW IMAGE
Helena Conradina Von Der Ahe** spoiler omitted **...
So Integra Hellsing? :P
Also, edited Talia's crunch to fit the HP rules
ill add the removed traits from the archetype later, but the important bits are there
Talia Ravencroft
Human investigator (steel hound) 4 (Pathfinder RPG Advanced Class Guide 30, 103)
LN Medium humanoid (human)
Init +9; Senses Perception +12 (+14 to not be surprised in a surprise round of combat)
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 15 (+5 armor, +4 Dex, +3 dodge)
hp 40 (4d8+8)
Fort +3, Ref +9, Will +7; +2 bonus vs. poison
Defensive Abilities trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee spring blade +7 (1d4+2)
Ranged +1 shotgun, pump action +8 (2d8+1) or
. . mwk magnum revolver +8 (1d10/×3)
Special Attacks deeds (blind shot, quick clear), grit (2), studied combat (+2, 4 rounds), studied strike +1d6
Investigator (Steel Hound) Extracts Prepared (CL 4th; concentration +8)
. . 2nd—cure moderate wounds, lesser restoration
. . 1st—cure light wounds (2), endure elements, identify
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 18, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 22
Feats Agile Maneuvers, Alertness, Amateur Gunslinger[UC], Combat Expertise, Deadly Aim, Gunsmithing[UC], Improved Initiative, Medium Armor Proficiency, Power Attack, Precise Shot, Rapid Reload, Rapid Shot
Traits giant ambivalence, larger than life, seeker, spark of life
Skills Acrobatics +11, Bluff +8, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +8 (+6 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +15, Intimidate +8 (While wielding a firearm, considered one size category larger than your actual size), Knowledge (engineering) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (religion) +11, Perception +12 (+14 to not be surprised in a surprise round of combat), Sense Motive +12 (+10 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +11, Stealth +11
Languages Chinese, English, French, German, Russian
SQ alchemy (alchemy crafting +4), finesse weapon attack attribute, inspiration (6/day), investigator talent (perceptive tracking[ACG]), keen recollection, packing heat, pride, trapfinding +2
Other Gear mwk mithral chain shirt, mwk shotgun[UC], bullet[UC] (28), metal cartridge[UC] (40), mwk nagant m1895 revolver, spring blade[UI], backpack, belt pouch, canteen[UE], do not touch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), hip flask[UE], masterwork thieves' tools, waterskin, 1,032 gp, 2 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
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.
Deeds
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Packing Heat Gain Amateur Gunslinger and Gunsmithing as bonus feats.
Perceptive Tracking (Ex) Can use Perception to find and follow tracks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rapid Reload (Shotgun) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

wanderer82 |

Trawets71
you are good to use cavalier with archetypes, think it's overall pretty fitting for the military-based character. One thought could be: He was living that indulgent lifestyle throughout the twenties to try and cope, and now in the '30s is feeling even lower, having never dealt with his demons, and so is perhaps looking for some other form of either escape or redemption?
CucumberTree
No. I would encourage you to please reread the introduction, setting, and overview materials.
Critzible
While thematically interesting, not speaking a common tongue with the rest of the group could become rather challenging in the long term aspects of a text-based game. Something to consider.
As promised, here is the current list of applicants, my apologies if I missed anyone.
APPLICANTS - SKILLED
RdKnight - Billie Shen - unchained rogue (phantom thief / sniper)
Johnny Panic - Helena Contadina - investigator (psychic Investigator / sleuth)
Seth86 - Talia Ravenscroft - investigator (steelhound)
Akododani - Dakota Smith - rogue (tbd)
APPLICANTS - MARTIAL
Javell DeLeon - Jakob Jones - brawler (tbd)
Degnax 1e - Robert Wilson - gunslinger 3 / bard 1 (mysterious stranger / Pistolero // archivist / archaeologist)
Ouachitonian - Dafydd Cadwallon - paladin (tbd)
Master Han Del - Finn Morrigan - fighter (gloomblade / child of avacna)
Critzible - Mack O’Brian - gunslinger (commando)
Trawets71 - - cavalier (musketeer / Spellscar Drifter)
MonkeyGod - - gunslinger (Pistolero / mysterious stranger)
Dread - Mickey Weber - fighter (seasoned commander)
APPLICANTS - CASTER
Coffee Dragon - Fantastic Fortunato - rogue (eldritch Scoundrel) OR sorcerer (seeker)
PaulJatHome - - hunter (courtly)
Infomatic - Errol “The Eye” Faherty - mesmerist
Pasha of the Night Sands - bard / Oracle / psychic ? (Opera singer)
INTERESTED
Tara Ravenheart - - ranger OR cursed caster?
CucumberTree

Dafydd Cadwallon |

This is Ouachitonian. Went ahead and filled out Dafydd's stats and whatnot. May still tweak his background, especially to cross paths with other PCs; it seems like Helena and I in particular have some significant similarities and might have run into one another before.
I decided to take a Gunslinger dip first; in a Guns Everywhere game, getting Gun Training 1 at 1st is just too good. And he did spend years in the Great War shooting guns, long before he became a holy warrior. I'm going to take Tortured Crusader as my free archetype, I think it best represents his past having seen too much of war, but still carrying on because it's the Right Thing To Do. I'm going to go ahead and pick up Warrior of the Holy Light because it also seems really thematic for me; burning out evil with divine light. I'm also going to pick up VMC Magus, if you don't mind GM; it adds some extra magical power and flexibility that I think will be fun. Plus it allows me to either take a Mount as my divine bond or to enhance both my gun and blade (one with the Paladin's Divine Bond, one with the Magus's Arcane Pool.
Does all of that check out for you, wanderer82?

Cassius Cunningham |

This is a really intriguing concept. I read it and it keeps nagging at me, so I had to try for it! It’s clear you’ve already put in a ton of work wanderer82. Thanks! I’ll try to match your vigor. I still have some tweaking to do I suspect, particularly with backstory items.
My background and crunch can be seen in my alias. This character really leapt out at me when I read the build notes. I apologize that he’s similar to Billie Shen in some ways. If we’re both picked, I don’t think it’ll mess anything up. We’re both out of combat healers it’s true, but we’re each very different after that and out of combat healing is going to be important I think.
Let me know if you'd like me to explain anything, change anything, whatever. :)
I see Cassius as a support character. He’ll be really good at patching people up after the fight, and not horrible during it. He’s a diplomat as well, preferring to talk his way out of trouble when possible, though he keeps his hand on the revolver in his coat pocket just in case!
I’ve DMed and Played on these boards for over ten years now and been in the D&D realm for over forty. I try to be an active and supportive player in every game. Please feel free to peruse my aliases and campaigns for more recent examples.
I also have a couple easy questions.
- The defensive bonus, what does that apply to? Is it AC only or is it also CMD?
- You opened up Knowledge social sciences. Is that in class for my character or not? I assumed not for now.

Helena Conradina Von Der Ahe |

Helena sat in her books shop smoking one of her small gigaests and reading a 1st edition copy of Samuel Beckett. Outside was wet and cold, london in November was always like this. Somewhere in the back room her cat was hunting. The local rat population had crashed after she had taken over the shop. And he was now hunting anything the moved, even the pigeons know to keep away from the back yard. The doorbell rang as someone entered the shop. At gribby looking man holding a basket, and doffing his head as she looked up. Mr Scribbings who ran the corner shop down the street.
"Corr-blimy Miss Conradina it's a wet en today I tell ya. I has ya thinks here."
He placed the bucket on the counter, As she smiled it him.
"How much do I own you Mr Scribbings"
"Two Shillings and tuppence Miss Conradina, and about that other matter"
She placed the book down and opened the till taking out the coins needed and paying him.
"Arr you brother in-law, Mr Joshua Brown, And his disappearance."
"Yes mam, My sister is awfully Upset so she is, him just not coming back an all. She says he's not the type to have another woman."
She looked at the man now, well she best get this over with, The hole street know that she ran a detective agency and now and then some of the locals came to see her about 'problems' Someone was taking from the local butchers, a missing in inheritance, cheating husbands all that, but this had been a statie up disappearance. The east end of london was a right place and petty crimes where rife, The local 'Old bill' did not really care unless someone was killed or as they said a toff was robbed. Someone had even tried to rob her, that had been fun. Now a man goes to work and dose not come back. It had taken her two days to track down what had become of him and it was a sorry tile.
"Your Brother in law is, sorry I should say was, a big man, what did you say he did for a living?"
"He works down the Docs so he says."
"That is not 100% true, he is sorry was a 'Knocker*' for the Messina Brothers, Arr by you look I can see you know of them. Well last thursday the day he went missing he knocked on the wrong door. One of Billy Hills places. I was told, once Billy Hills boys had done with him, no dead, as good as, they throw him in the river. Drown most likely even if not, he will run for it, I doubt very much he will be coming back anytime soon."
Mr Scribbings sat on a stack of books no visibly pale.
"We had no idea miss, stone the crews will they be coming for me and me sister"
"No Mr Scribbings, I had a word with one of Billy Hills boys and they assured me you family has nothing to worry about, its the Messina Brothers who are in trouble. Have no fear. Now then may I make a suggestion."
Mr Scribbing nodded still in shock.
"Tell nothing of this to you sister, tell her he did have a fancy woman on the side, she is expecting so they have taken the chance to run away to Australia as he found work as a docker over there. She can file for device for abademnet. I have some 'evidence' of this affair here."
Opening a draw she pulled out a bundles of documents,
"Letters of love form her to him, and there plans to run away."
He took them in a shaky hand, then blurted out
"Thank up, but the cost? We ant rich"
She looked out the window.
"The cost Mr Scribbings is that you will owe me a favour, at some point in the future I may ask for your help in return. You can refuse if you feel unable. But I think you are an honest man so will try if you can."
She looked back at him as he nodded understanding.
"Good, then same time next week. O and if you can get some of that tinned salmon from Canada, I would love to add a few tins if I may."
He stood, putting the letters away, and left the shop, still a little shaken.
She picked up her book once more and started reading again, as the sound of her cat at last catching something came form the back room.
*Knocker is someone who knocks on you door to collect debts, often with menice.
The Gangsters named where real ones working in london in the 1930s

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This is the character from pauljathome.
I've got it mostly finished at this point, just writing it all up. My character link will grow and grow :-).
But I do have one question.
How historically accurate should I be in my history? The character is partly Jewish and I want the antisemitism to be a huge motivating factor in what he does. But, in reality, in 1935 while things were horrendous and the writing was on the wall we're still shy of the REALLY egregious things that would be adventure fodder. Jews were not yet being arrested just for being Jews, they could freely leave the country, they still mostly had rights.
As I wrote up some of my past adventures I wanted to do things like a daring rescue of a prisoner from Dachau. stop a deportation of some non german Jews back to Poland, that sort of thing. Still stay away from full on Holocaust but be about as historically accurate as most Hollywood movies (ie, not at all :-)).

trawets71 |

This is the character from pauljathome.
I've got it mostly finished at this point, just writing it all up. My character link will grow and grow :-).
But I do have one question.
How historically accurate should I be in my history? The character is partly Jewish and I want the antisemitism to be a huge motivating factor in what he does. But, in reality, in 1935 while things were horrendous and the writing was on the wall we're still shy of the REALLY egregious things that would be adventure fodder. Jews were not yet being arrested just for being Jews, they could freely leave the country, they still mostly had rights.
As I wrote up some of my past adventures I wanted to do things like a daring rescue of a prisoner from Dachau. stop a deportation of some non german Jews back to Poland, that sort of thing. Still stay away from full on Holocaust but be about as historically accurate as most Hollywood movies (ie, not at all :-)).
Dachu held political prisoners until 1938. It wasn't until after Kristallnacht that it held Jews. You could still try a rescue but it would be a political prisoner, who could be Jewish as well.