Carver Hastings

Calabanian's page

25 posts (55 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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I could be interested in this!


So sorry for the delay! I finally am here! I'll be making my alias and posting this evening!


I wouldn’t mind joining! Do you want to wait for more applicants or can I pop to the discussion page?


I likely would be intrested!


I’d definitely be intrested in either of those proposals when they come together! I feel like having a slightly unbalanced party wouldn’t be terrible (especially in 2e)!


Okay, my ideas have finally coalesced! I’m thinking I’m gonna make a Half Elf Investigator (yay keeping to 1 of each class) who is the bastard son of a Restovan noble who’s trying to make a name for himself so his father will claim him.


Dotting for intrest, not fully sure what I'm thinking yet but I should have more of an idea in the next day or so!


Intrested as well! I'd love a discord invite!


Dotting in, seems intresting, I should be able to make something up by Tuesday or so!


Hello Everyone, and thanks for the selection!

The lack of magic doesn't effect me in the least so I'll stay out of the discussion on it, I'm fine with as much or as little as other folks are!

Really looking forward to this game! Should get a profile put together in the next few minutes and dot in.


Good luck everyone!


I don’t think I’ll be able to finish in time, good luck to all though!


Dotting for interest!


If the date is getting pushed I actually also may toss my hat in, I’ve been watching this but wasn’t gonna have time to put together a submission till the weekend!


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

But, without further ado

Presenting Maximillian Augustin

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

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

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

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

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

Feats & Traits::

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

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

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

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


Skills::

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

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

Languages Common, Dwarven, Goblin


Gear::

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

Wealth
84 Gold 2 Silver 20 Copper

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


Special Abilities::

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

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

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

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

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

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

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

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

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

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


Background::

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

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

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

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

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


Sorry, this week proved busier than I thought, that’ll continue into the weekend but Monday and on I should be more active again. I don’t have anything I need to do before the seminar though!


I'm thinking of a Ratfolk Gulch Gunner Gunslinger multiclassing into Swashbuckler using a tail blade and pistol in melee.

I've had the idea brewing for a while but haven't made a build before. He will really come online as a melee tank at level 2 but be perfectly functional at first level as a striker.


also interested! Not super familiar with the 2e paths but looking at the ones mentioned here all seem cool!


Billie Shen wrote:

Ouch! That's a pretty harsh set of rolls for sure. If you're stuck with them, maybe go with an elderly character, or one who has a chronic illness like tuberculosis? If this wouldn't explain a 25 Strength and Constitution, I don't know what would:

In the 1920s and 1930s, following trends in Germany and America, collapse therapy was a popular method of treating pulmonary tuberculosis in Britain. The intention was to collapse the infected lung, allowing it to rest and heal. ‘Artificial pneumothorax’ achieved this temporarily by introducing air into the pleural cavity; ‘thoracoplasty’ permanently collapsed the lung by removing part of the rib cage. The MRC provided small grants to medical practitioners working in tuberculosis institutions who wished to assess such treatments.

Yeah, I was planning to play the archetype of the doting aged professor, very booksmart but not too socially apt and physically very frail, should have a draft of him finished shortly!

He also should have an easy buy into the game though Prof. Smith!


Looking at a Danish linguistics author/professor at the moment! so I'm doing a scholar Professor

• Strength (STR): Roll 3d6 ⇒ (1, 2, 2) = 5 and multiply by 5 =[25]
• Constitution (CON): Roll 3d6 ⇒ (1, 2, 2) = 5 and multiply by 5. =[25]
• Size (SIZ): Roll2d6 + 6 ⇒ (3, 2) + 6 = 11 and multiply by 5 =[55]
• Dexterity (DEX): Roll 3d6 ⇒ (3, 4, 1) = 8 and multiply by 5 =[40]
• Appearance (APP): Roll 3d6 ⇒ (4, 5, 4) = 13 and multiply by 5 =[65]
• Intelligence (INT): Roll2d6 + 6 ⇒ (1, 4) + 6 = 11 and multiply by 5 =[55]
• Power (POW): Roll 3d6 ⇒ (2, 6, 4) = 12 and multiply by 5 = [60]
> Education (EDU): Roll 1d6 + 13 ⇒ (2) + 13 = 15 and multiply by 5 = [75]

• Luck: Roll 2d6 + 6 ⇒ (5, 4) + 6 = 15 and multiply by 5 = [75]

EDIT
Damn, those look like some unfortunate rolls


Runelord_GM wrote:
Recruitment is closed. I am still working on all the different permutations of the selections. I will be back shortly.

Good luck everyone!


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Im also intrested, not super familiar with the rule set but I’ve always been interested in CoC! Let me pick up the book and Quick Look though. Should be able to build an applicant over the weekend!


Presenting Gair!

I ended up shifting a bit from my original plan as I saw we already had a witch applying and I also was stuck by inspiration for a Oracle! Gair is a young boy scarred deeply by the late unpleasantness seeking to make a new name for himself by using his newfound powers!

Party wise as a Lore Oracle he is a general caster with an emphasis on buffing/debuffing and utility especially knowledge!

Background:
Gair was born the only child of Veznutt and his wife Giovanna a gnome family living on the northern outskirts of Sandpoint. At around 11 Gair began working at the Sandpoint Chapel across the street from his childhood home under Father Tobyn. While there he became familiar with the six primary deities of Sandpoint. He quickly developed a fondness for the divine and the care the gods have for mortals but eschewed the choice of a patron deity choosing instead to hold them all up as paths to truth.

He continued to work at the Chapel. As he grew he took a role of slightly more import there. On his 15th birthday he became the head scribe and bookkeeper for Sandpoint’s chapel and by extension the town as a whole. Father Tobyn became a sort of second father to Gair as he spent more and more time working with him. By the time he was 17 he rarely left the temple as the clerics could create lights for him to read and write by late into the night so his father wouldn’t have to purchase oil.

He kept working and living in the Chapel until the Late Unpleasantness began when he was 23. After the 6th murder Giovanna insisted that Gair move back into their house so they could all be together and keep an eye on each other. Her worries, as it turned out, were justified. Just 4 weeks later the Chopper would claim Giovanna as his 24th victim, taking her from where she slept in the house they shared and killing her elsewhere.

Gair and, in particular, Veznutt held themselves responsible for failing to notice when Giovanna was taken. As a result Veznutt resolved to hold Gair closer to himself and so he transformed their house into a shop for books, maps, charts and all sorts of paper products that Gair had learned to scribe. Gair then officially left his position at the church just 3 days before the fire that consumed the Chapel.

Living next door to the Chapel Gair noticed long before most of the town that the fire had begun. He rushed into the burning building hoping to save Tobyn. But as he stepped into the fire he felt his spirit leave, replaced by some divine will. Though Gair has no memory of what he did he has been told that he rushed headlong into the library of the Chapel rather than the living quarters. When he got there he began to gather the thousands of volumes in the library and place them in a circle around himself.

When he once again awoke within his own body he saw the building burned to the ground around him. But he found himself situated within a circle of unscathed wood and paper. The pages from the books having formed the outline of a protective rune against fire. When witnesses finally arrived on the scene and found the burned remains of Father Tobyn and a half dozen other attendants along with Gair untouched naturally there were questions. many of those were quickly replaced with yet more questions after seeing Gair’s pupils which had taken the shape of ever-morphing runes.

As it turned out the collective power of the six gods represented at the Chapel had imbued Gair with their powers to preserve what they could from it. However, this revelation left him ostracized and resented by many in the community because he survived when so many others died. His father once again took him in and reopened their house as The Way North a book and map store which Gair took care of as the primary merchant and caretaker. He has held his position there since but he also has looked for opportunities to clear his name in Sandpoint and associate it with something other than tragedy.


Appearance:

Gair is a young frail gnome boy. His skin is a pallid grey almost the color of parchment, its consistency isn’t far off from parchment either. His most striking feature though is his eyes. His pupils seem to shift between different runic shapes, often eclipsing his irises which are forest green. His chestnut brown hair is usually kept combed over framing his square face which is accented by a small goatee. He often wears a fine tunic of brown and tan silk along with thin leather boots that extend past the base of the tunic.

Personality:

Used to being outcast Gair tries to extend conversations he is in and often is rather successful owing to his charm. However when in unwelcoming environments he can become a bit clammy. The spirits of knowledge whirring through his head at all times occasionally get the better of him causing him to spurt out random facts and opinions that are not his own, but they often keep some of his charm.

Stat Block:

Gair Parooh
Alignment NG Size Small Ancestry/Heritage Gnome (Wellspring heritage) Class Oracle
Perception +4;
Languages Common, Draconic, Elven, Fey, Gnomish, Goblin
Skills Arcana +6, Crafting +6, Deception +7, Diplomacy +7, Lore: Library +6, Lore: Mercantile +6, Nature +4, Occultism +6, Performance +7, Religion +4, Society +6
Str -1, Dex +1, Con +1, Int +3, Wis +1, Cha +4

Items Backpack, Clothing (Fine), Playing Cards, Writing Set, Writing Set (Extra Ink and Paper), Basic Crafter's Book, Merchant's Scale, Religious Symbol (Wooden) of Desna, Abadar, Sarenrae, Shelyn, Gozreh, and Erastil, Artisan's Tools (Scribing), 10 Chalk, 2 Rations, Soap, Waterskin, 1 Bedroll, Flint and Steel, Rope, 5 Torches, Studded Leather Armor, 40 Bolts, Staff, Hand Crossbow

AC 16; Fort +4, Ref +4, Will +6
HP 17

Speed 25 feet
Melee Staff +2 (2H d8), Damage 1d4-1/1d8-1 B
Ranged Hand Crossbow +4 (Crossbow), Damage 1d6 P

Empathetic Plea (Audatory, Emotion, Gnome, Mental, Visual) Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack.
The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a Diplomacy check against your attacker's Will DC.
Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn.
Success The creature takes a -2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is -4 if you're an expert in Diplomacy, -6 if you're a master, and -8 if you're legendary.
Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

Divine Spell Repertoire DC 17, attack +7; Daily Slots 1st: (2/2)
Cantrips Forbidding Ward, Read the Air, Message, Approximate, Detect Magic, Read Aura, Bullhorn
1st Quick Sort, Bane, Command

Focus Spells (2 points)
Brain Drain (Uncommon, Cursebound, Enchantment, Mental, Oracle)
2 actions; Cast material, somatic, Range 30 feet; Targets 1 creature, Saving Throw Will
You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.
Heightened (+1) The mental damage increases by 1d8.
Scholarly Recollection (Uncommon, Cleric, Concentrate, Focus, Fortune)
Reaction; Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in.
Speaking a short prayer as you gather your thoughts, you're blessed to find yourself pointed in the right direction. The GM rolls the triggering check twice and uses the better result.

Additional Feats Bargain Hunter
Additional Specials Wellspring Gnome (Religion) (Bullhorn), Lore Mystery: Additional Lore (Lore: Library), Low Light Vision, Mystery Lore, Mystery Domain Spell: Knowledge, Oracular Curse, Revelation Spells,
Pathbuilder URL


Dotting with interest! I haven't been on the boards long but I'm familiar with 2E in person!

I'm thinking of a witch but not set yet!


This seems super interesting! I love a good nautical world.