Sorry for the delay, everyone. It took me a while to come up with a character concept that I thought was a good fit for the setting. Here's a quick summary ;)
Lyle Langston (Risuri Spirit Medium Human Hunter -Augmented Animal Companion-):
If asked Lyle Langston would describe himself as entrepreneur. But those who have had the pleasure of dealing with him would be more likely to call him a fraud. Claiming to be nothing more than a travelling business man, Lyle journeys from town to town, selling his wares to the gullible and the insecure. Always moving on before his falsehoods are discovered.
While the man has some talent for druidic magic, the hunter makes most of his money by selling falsely advertised merchandise. Suffering from hair loss? A single bottle of Lyle Langston's Miracle Elixir will have you growing hair in places you didn't even know you had! Struggling to find the woman of your dreams? Well just take one of Lyle Langston's Astonishingly Amazing Amulets and you'll be falling in love in no time at all!
Unfortunately a string of poor decisions has left Lyle with some rather persistent enemies these last few months. The latest incident nearly cost him his life, and left his only pet and travelling companion –Mr Beaky– badly wounded. Deciding that he needed both a place to lay low and a job that would supply him with enough income to purchase prosthetics for his animal companion, Lyle Langston signed on with RHC.
He is rather good with a sword, after all. And being able to speak to the dead is a rather handy talent for a man to have in this particular line of work.
I should have his character sheet ready and his backstory properly fleshed out within the next day or so.
Right now I'm kind of stuck between two concepts. As karlprosek has already said, it seems we need a good front liner + healing.
1) Risuri Eschatologist Human Warpriest (Sacred Fist)
2) Risuri Spirit Medium Human Hunter (Augmented Animal Companion).
Is it safe to assume that the majority of this campaign will take place in an urban environment? Or will there be a variety of locations?
Hello everyone! If you're still looking for players I'd be happy to join. I don't really have any preferences on systems or rules, though Pathfinder is the roleplaying game I know best.
Still thinking up a character, but it looks like currently the party is a gunslinger/investigator, a rogue (dancing courtesan), and a wizard (spellslinger), so I'd probably pick something to fill in any roles not already covered.
Thanks for the invite, Krisam!
A little last minute, but here is my submission. Pardus Margay, the Skinwalker Gunslinger (Maverick/Pistolero)
Male Skinwalker Gunslinger 3 (Maverick/Pistolero)
N Medium Humanoid (Skinwalker) (Shapechanger)
Init +2; Senses Perception +7
AC 16, Touch AC 13, Flat-Footed 13 (+3 Armor, +2 Dex, +1 Dodge)
HP 25 (1d10+7)
Fort +5, Ref +5, Will +4
Speed 30 ft.
Machete +4 (1d6+1/19-20/x2)
Pistol +6 (1d8/x4)
Abilities Str 12, Dex 15, Con 14, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +4; CMD 17
Gunsmithing, Rapid Reload, Quick Draw
Brigand (Campaign): You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Never Stop Shooting (Combat): If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm.
Criminal (Social): Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Bluff +7, Climb +5, Craft (Alchemy) +2, Handle Animal +8, Heal +7, Intimidate +7, Perception +7, Profession (Gambler) +8, Ride +5, Sleight of Hand +5, Survival +9, Swim +4
Pistol, Machete, Studded Leather Armour, Endless Bandolier, 60 Bullets, 60 Black Powder Doses, 5 Alchemical Cartridge (Paper), 5 Alchemical Cartridge (Flare), 2 Bear Traps, Oil of Silence
Low-Light Vision (Ex): In dim light, skinwalkers can see twice as far as humans.
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks.
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain one of the following features:
2 claw attacks that each deal 1d4 points of damage
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as he wants.
A skinwalker can return to his humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to his humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 his character level.
Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level.
Deeds: A maverick gains the following three deeds.
Stacked Deck (Ex) At 1st level, the maverick can spend 1 grit point when he attempts a Bluff, Profession (gambler), or Sleight of Hand check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to her Wisdom modifier (minimum 1).
This deed replaces the gunslinger’s dodge deed.
Fist Fighter (Ex) At 3rd level, as long as the maverick has at least 1 grit point, he gains the benefit of the Improved Unarmed Strike feat.
This deed replaces the pistol whip deed.
Gun Twirl (Ex) At 3rd level, as long as the maverick has at least 1 grit point, he can use flashy gunplay to intimidate his opponents. He gains the Dazzling Display feat and can use it with any firearm, even if he doesn’t have Weapon Focus in that firearm.
This deed replaces the gunslinger initiative deed.
Weapon Proficiency: Instead of proficiency with all firearms, a pistolero only gains proficiency with one-handed firearms. He must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.
Gunsmith: A pistolero must take a pistol when he chooses a battered firearm at 1st level.
Deeds: A pistolero swaps a trio of deeds for the following.
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, he can spend 1 grit point to deal 1d6 points of extra damage on a hit. If he misses with the attack, he grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.
Deadeye (Ex): At 7th level, the pistolero gains the deadeye deed, which is normally a 1st-level gunslinger deed. This deed replaces the startling shot deed.
Twin Shot Knockdown (Ex): At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during his turn, he can spend 1 grit point to knock the target prone. He can choose to spend the grit point after the attacks are made. This deed replaces the bleeding wound deed.
Pistol Training (Ex): Starting at 5th level, a pistolero increases her skill with one-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This ability replaces gun training 1 to 4.
Pardus Margay was born in the Mana Wastes, in a settlement located near Lake Ustradi. He has very few memories of his parents, who died when he was young, killed by one of the many mutated monsters that roamed those blasted lands. Left with just a battered pistol and his own bestial heritage, Pardus was just one more child left in the care of the local orphanage.
Like everyone else in the Mana Wastes, Pardus spent the majority of his childhood and adolescence fearing for his life, enduring magically charged storms and desperately fighting back against the beasts that raided his town. When he finally reached adulthood, the skinwalker risked life and limb to flee across the Spellscar Desert, hoping to find himself a more peaceful existence.
For a while he succeeded. Settling down in a remote village to the north, for a year Pardus lived the simple life, far from the dangers of the Mana Wastes. But it wasn't long before the man found himself becoming restless and anxious. It took him 12 months to realise why.
Something in him yearned for blood. Something inside of him craved violence.
It was difficult to pinpoint where exactly these compulsions came from. Were they instincts gained through Pardus's lycanthrope bloodline? Or was it a coping mechanism, formed inside Pardus's impressionable mind during his early years? In the end it didn't really matter. Choosing to embrace this new side of himself, it was here that the skinwalker began his lifelong career as a gun for hire.
Pardus Margay spent the next 25 years of his life travelling the world. He hunted bandits in the deserts of Osirion, assassinated a nobleman in the capital of Taldor, and led a series of strikes upon a smuggling ring operating out of Cheliax. Working for dozens of different governments and factions, Pardus's motto has always been the same. He will work for anyone and everyone, as long as they pay him in gold and point him at something worth killing. That being said, Pardus does seem to have a habit of setting his sights on people who deserve a quick and violent end. Particularly criminals, corrupt officials, and other killers.
But recently things haven't been going so well for the aging gunslinger. After nearly losing his right arm to the blade of an assassin, Pardus has spent the last few months recovering in the nation of Brevoy. During that time, he came to a conclusion. Working for others is good enough, but working for yourself is even better.
Seeing the Stolen Lands as a wild frontier, with plenty of chaos to occupy a mercenary such as himself, Pardus Margay has begun searching for work in this troubled region.
Sounds like a fun campaign. Put me down as interested.
I'm considering a few different classes, but wanted to ask something first. Do you have any objections against using the Gunslinger class (or just firearms in general) in this campaign, Rostam?
Like I said, I'm still throwing around ideas. But gunslinger was one of the classes I was considering.
Dayana Elerye wrote:
To anyone who's familiar with the traits exhibited by Changelings, Dayana's a fairly obviously one; she has the frighteningly pale skin, the heterochromia, the dark hair, and the tendency to creepily stare at people for far longer than is necessary. She's somewhat more subtle with the witchcraft part; after all, it's bad for business to have the barmaid trotting around with a viper prominently curled around her arm, whispering arcane secrets in her ear ;)
Fair enough. So maybe they know each other, but not friends or anything.
DM Kaavek wrote:
I'm not sure if Zalindra and Cecilia have realised yet but Cecilia has been doing a lot of work with Zalindra's grandfather trying to uncover her father's past. They would definitely have met at the Hall of Great Valor and may even have been to a few archeological sites together.
Somehow I completely missed that. It's funny how similar our characters' backgrounds are, looking at them now. So yeah, Cecilia and Zalindra should probably at least be acquaintances. ;)
DM Kaavek wrote:
Thanks for asking! The caretaker's name is Sertanian. He was a soldier in the War of the Red Hand and set up the museum, The Hall of Great Valor, in memory of his fallen comrades as well as in honour of the great deeds performed by the Diamond League and other heroes of the Vale. You're welcome to flesh him out some more but I hope that helps.
Thanks Kaavek. That was exactly what I needed. :)
Hey Kaavek. Just wanted to ask if there was anything important I should know about the old caretaker for the museum (the one about the war with the Red Hand and the Diamond League). I was considering having my character being friends with him, but there aren't really any details in the Player Guide.
If there's nothing really about him, I can just make stuff up. I thought I should ask first, though. :)
I'm not an expert on the Alchemist Class, but here are a few of the basics. Hope it helps.
Discoveries: Infusion (so you can hand out your healing and buff extracts to your party), Healing Bombs (the ability to heal your allies from range can be pretty handy sometimes), Frost Bomb (a good damage type and a great debuff bomb) and Tanglefoot Bomb (another great debuff bomb).
Equipment: Hybridization Funnel (Use this to combine some of your alchemist creations, Acid Flasks, Alchemist's Fire, Holy Water, etc. You even gain a bonus for being a Half-Elf!), Preserving Flask (allows you store more extracts), Admixture Vial (combine some extracts just like the Combine Extracts Discovery, allowing you or your allies to consume multiple buffs with just one extract).