Valeros

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11 posts. Alias of Michael Johnson 66.




M Human unchained monk 8/paladin 6

Discussion thread established!


Players interested in participating in the Game of Mortals should read the campaign info and submit a character concept with backstory and character sheet (see creation rules in campaign info).


M Human unchained monk 8/paladin 6

Six deities decide to play a Game of Mortals. They create a demiplane called the Grand Court, consisting of a central hexagon 30 miles across called the Courtyard, surrounded by six hexagons of equal size known as the Outer Domains.
Each domain has its own thematic nature.

The Fire Domain is a volcanic landscape of lava flows, walls of fire, etc, inhabited by fire creatures.

The Water Domain is an aquatic environment of coral reefs inhabited by aquatic creatures.

The Earth Domain is a cavernous labyrinth of tunnels and caves inhabited by subterranean creatures.

The Glacial Domain is an arctic landscape of ice formations and snow inhabited by arctic creatures.

The Wild Domain is a wilderness of jungles, hills, swamps, deserts, and mountains inhabited by all kinds of wild beasts.

The Urban Domain is a sprawling metropolis inhabited by warring factions of humanoids and city dwelling creatures.

Each domain is contested by multiple factions at the start of the Game of Mortals.

At the heart of the central Courtyard lies the Pantheon, a magnificent temple dedicated to the six deities who devised the Game of Mortals: Kwan Yin, Chinese goddess of compassion; Thor, Norse god of thunder; Marduk, Babylonian god of civilization; Bast, Egyptian goddess of cats; Hades, Greek god of the Underworld; and Kali, Hindu goddess of destruction and creation.

Inside this temple, sealed within a permanent prismatic sphere, is an artifact called the Throne of the Gods. Whoever first sits upon it after the prismatic sphere is dispelled is granted divine status and joins the deities as an equal!

The prismatic sphere can only be dispelled by conquering all six of the Outer Domains and installing a single Overlord in each. But only one can sit upon the Throne of the Gods and become a god-king!


M Human unchained monk 8/paladin 6

Here we can discuss as a combined group the campaign as it progresses from the point of unification.


There are already 8 or 9 active players between tables 1 and 2 combined. I am opening recruitment for up to 4 more players.

Submit a fully detailed character concept including backstory and basic crunch to be considered.


M Human unchained monk 8/paladin 6

In the world of Fairytale Earth, circa The Year of Our Lord 1437, two separate bands of adventurers have begun quests that have come to crucial moments, and led their paths and fates to interwine.

The Crusaders of the Catacombs have tracked the Antichrist Nero to his secret subterranean sanctum under the Roman Catacombs, while in Morocco, the Desert Jackals have liberated a number of slaves from a despotic Arab slavelord, and are poised to assault his palace with the Crusaders' help!

If the combined might of the courageous Crusaders of the Catacombs and the daring Desert Jackals is sufficient to topple the tyrannical Emir of Marrakech, the combined champions of Good will then travel to Rome to finish the Antichrist, and go on to even more legendary adventures in the wild world of Fairytale Earth!


M Human unchained monk 8/paladin 6

Establishing Discussion thread...


M Human unchained monk 8/paladin 6

It is the New Year of Our Lord 1437, at the dawn of the Age of Exploration, and the dawn of New Years Day. Winters have been colder and longer than usual in recent years, and folk of Scandinavia and Northern Europe whisper rumors of Fimbulwinter, the endless years of winter heralding Ragnarök, the Twilight of the Gods, the End of Days...

All the lands north of the Alps are blanketed with snow, and even the southern kingdoms of the Mediterranean Coast are colder than usual.


Table 2 has been created to accommodate a second party, as the many awesome submissions were too good for me to narrow down to only 6 to 8!

Sandbox style campaign, with a different start point than table 1;
Level 1
20-point buy
Any 10-point race published by Paizo
Any class published by Paizo except gunslinger
Max starting wealth
Max HP per level

Explore a fantasy version of Early Renaissance Earth, circa 1437!


M Human unchained monk 8/paladin 6

Establishing discussion thread for Year of Our Lord 1437 PBP campaign...

To reiterate the character creation rules from Campaign Info:
Sandbox RAW
1st level to start, fast track experience
20-point buy
Any playable race published on PRD that is CR 1/3
Any class published on PRD except gunslinger
Max hp per level
Max starting wealth
Two traits from any publication on PRD

Once you have been selected to participate, you may post here and on Gameplay. Until then, please post only in Recruitment. Thanks!


Hear ye! Hear ye! Brave adventurers are sought to explore the fantasy swords and sorcery sandbox that is DM MJ’s Renaissance Earth campaign! Heroes needed!


M Human unchained monk 8/paladin 6

The Antichrist, Enperor Nero, became a lich after his supposed suicide many centuries ago, and disguising himself as such villains as Atilla the Hun, or Constantine, wreaked havoc and mayhem throughout the many kingdoms of Earth throughout the ages, according to his father’s (the Devil) will. Most recently disguised as some Italian nobleman in Rome, Nero called down from the firey planet Mercury a terrible red fire dragon named Wormwood, who now lairs in Mount Vesuvius and demands annual tribute of maidens and treasure from every prince and potentate throughout Europe and North Africa. With this dreadful ally, the Antichrist leads a secret Luciferian cult with branches all over Europe, the British Isles, and parts of North Africa and the Middle East. The Maid of Orleans has been burnt at the stake as a witch, after having been captured by Philip the Good of Burgundy, a high ranking member of the Church of Lucifer, and handed over to the English (the young King Henry VI’s Lancaster uncles were also in league with the Prince of Darkness).

The world is on the brink of Apocalypse! It is in dire need of heroes!


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The Rambling Litany of Saint Jove of the Hermitage

We awoke from the most hideous nightmare into another nightmare today. I just knew it were gonna be one of those bad, crummy days, where you start out by failing to wake up from a bad dream--ye just dream that ye hath been woke, only to realize you keep on dreaming bad, bad stuff...

After breaking free of the cells we awoke in, we made quick work of sondry suspicious bystanders suchs as I'd sniffed the stink o' evil on. It was me, Saint Jove of the Hermitage, the one who writes these very words; Firestarter the Sarcastic; Flintstone Lightdrinker; Monocles, with his mighty Earth breaker; Reiki the half-ogre and his pet, Chuckles; and Calisthenics, who is apparently some kind of swamp elf wizard...

It seems the gods may be trying to tell us something with the strange dreams we woke up from today, yet even now, my memory of them doth wither like the grass in winter. My mind, my damned, accursed, flawed mind... I know I be mad, and I try best as I can to understand it myself, but if I could only recall that crummy dream... something about choices--directions, and options changing ominously, a yellow fog, a withered and inhuman monster hiding in the fog... This is the part that becomes to painful, apparently. My mind, my weak, wimpy mind has covered it up for me, it seems.

So now we're still trying to suss out our confusing situation. Unfortunately, my companions seem to have minds just as foggy and befuddled as mine own at the nonce. I pray to what gods will deign to hear my humble plea that we can make some sense of it all, in time to make a difference against... whatever the dreams tried to warn us of.


M Human unchained monk 8/paladin 6

Here we go. So, it seems that there is not a Knowledge (technology) skill in RAW? If a link to such a skill can be provided, then it can be used. At any rate, Lady Zal's Knowledge (engineering) check would have the same modifiers, and she could put the rank she had in Knowledge (technology) into Knowledge (religion) or another skill if desired.


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M Human unchained monk 8/paladin 6

Our saga begins in the Spring of 4714 AR, in the rugged, barbaric, irradiated Numeria, Land of Fallen Stars....

In the shadow of the great Silver Mount sprawls the decadent, barbaric City of Starfall....

The foul smokes of this dangerous, violent city mingle with the alien radiations of the colossal Silver Mount, a crashed vessel of some ancient starfaring race, according to legends.... haunted by the spirits of the dead voyagers, monsters from across the starry void, and strange creatures of living steel, and filled with magic from an advanced civilization....

The Mages of the Technic League have held true power in Starfall ever since the current Black Sovereign, Kevoth-Kul, formed an alliance with the technomancers in his bid for the throne of Starfall.... For decades now, the Technic League has been the true power behind the throne in the Palace of Fallen Stars.... Once a mighty conqueror, Kevoth-Kul has been corrupted by his allegiance with the cunning technomancers, who ply the barbarian king with strange ichors distilled from the Silver Mount, bedevilling and beguiling him, and enabling his decadence and escapism into his darkest carnal desires by providing new playthings....

As Kevoth-Kul descends into addiction to the unwholesome ichors of the Silver Mount, a cunning advisor whispers in his ear: Ozmyn Zaidow, Admiral of the Technic League....


The 1st-level adventurers begin the campaign as slaves of the Technic League, either convicted criminals or those chosen by lots, trained in techniques of survival and exploration of the strange metal ruins that fell from the sky so long ago. Implanted with tracking devices capable of killing them to ensure their cooperation, they are sent into lesser metal ruins scattered throughout Numeria to recover technology for their arrogant masters.

Races: Any from Core Rulebook, any featured race from ARG
Classes and Archetypes: Any from Core Rulebook, Pathfinder Unchained, ACG, UC, UM, or OA
Abilities: 20-point build
Max starting wealth
HP per level: max first; half average plus one, plus Con mod per level after 1st
*Please be willing and able to commit to posting at least once every other day; campaign will start up New Years Day 2017.*


June 1st, 1430 AD

It was a motley crew indeed that responded that evening on June the first, in the Year of Our Lord, 1430, to the clangor of a great bell falling from its mooring in the north belfry of Notre Dame cathedral. They had all been strangers to one another at that moment, enjoying tankards of beer in the common room of L'auberge du la Grotte, an inn on Isle de la Cite, just a bowshot from the cathedral.

An English knight, Alphonse Veritas.... A fugitive ninja from Nippon named Hisao.... A Norse sage and alchemist, Tyr Magnusson.... A charming Irish rogue named Paddy.... A more unlikely quartet of companions, one could hardly imagine.... Nonetheless, it was these diverse adventurers who answered the clarion call of a fallen bell that night.

Dashing out of the inn and through the cobbled streets that lead to Notre Dame cathedral, these four strangers came into the shadow of the great cathedral's facade, and as they rushed across the square in front of the three great portals, they became the latest targets of the gargoyles perched along the roof over the facade!

Though they had long been the benign protectors of the clergy and parishioners of Notre Dame, these gargoyles were lately the victims of a dark curse laid upon them by a necromancer, a traitor who had once been one of the priests of the cathedral, but now laired in a secret chamber within the subterranean catacombs that riddled the earth beneath the streets of Paris.

Now the gargoyles dislodged slate shingles, loose mortars, or crumbling pieces of architecture, and hurled them forcefully at the four approaching interlopers!


M Human unchained monk 8/paladin 6

Discussion board open for Team Roma!


M Human unchained monk 8/paladin 6

Here's the discussion thread for Team Paris....


All PCs for this campaign have already been submitted and accepted, so please, NO MORE SUBMISSIONS. Thank you, GM Mike


M Human unchained monk 8/paladin 6

This is the PbP for Team Rome in my Medieval Eurpe PbP campaign II...,


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M Human unchained monk 8/paladin 6

The kingdoms of Europe suffer under the tyrannical yoke of a new overlord: a great red wyrm named Conflagratius has flown to Earth from the fiery planet Mercury to make a new lair in the caldera of Mt Vesuvius, and demands annual tributes of treasure and maidens from every realm in Europe....

The Holy Roman Empire, the Italian city-states, the kingdoms of England, Scotland, Wales, Ireland, France, Spain, Greece, Turkey, Transylvania, Poland, Hungary.... All must bow before the mighty dragon or face it's fiery wrath!


Hear ye! Hear ye!

Now recruiting for a RAW 1st to 20th level Pathfinder PbP set in a version of Medieval Europe where magic and monsters of myth and legend exist....

Gilgamesh, Beowulf, Arthur, Robin Hood, et al are historical figures rather than semi-legendary or outright myths....

Artifacts such as Excalibur, the Holy Grail, and Mjolnir are real....

A great red wyrm from Mercury has flown to Earth and has taken up residence in Mt Vesuvius, and demands (and receives) annual tributes of gold, jewels, and maidens from the kingdoms of Europe....

Who will (eventually) bring an end to this fiery tyrants reign of terror (after first gaining levels chasing gremlins out of cathedrals and purging catacombs of undead)?


M Human unchained monk 8/paladin 6

Kinyama is likely otherwise engaged ATM.

I like the builds, fluff, and RP so far, this is going to be fun! :)


M Human unchained monk 8/paladin 6

On December 21st, 2012, the stars were aligned and the way was opened for the desperately insane dictator of North Korea to perform the vile ritual that raised the sunken city of R'lyeh from the depths of the Pacific, unsealed the tomb of dread Cthulhu, and resurrected the Great Old One, unleashing an apocalypse of unimaginable horror and madness on the world.

In a matter of days, civilization had collapsed into screaming barbarism worldwide, as Cthulhu and his monstrous spawn reveled in bloody slaughter and wanton destruction. Humanity has been reduced to scattered bands of traumatized survivors struggling to eke out stealthy existences in ravaged and blood soaked wastelands.


No race restrictions, as bio-engineering can pretty much explain any racial crunch. RAW Core races, and all races from ARG, are acceptable.

No class restrictions.

25-point buy for Ability Scores, optimizing is encouraged.

Maximum starting wealth.

Max starting hit points, one-half max plus 1 hit points each level after 1st.


This is a 32-page guide to happiness from "an anonymous stranger", who would appreciate feedback.

Nothing herein is intended to offend, and at the very least, hopefully it will provide some amusement to whosoever takes the time to read it.


Yesterday in my game, a ninja wearing slippers of spiderclimbing, fighting a number of foes in a narrow but high hallway, wanted to jump onto the ceiling over their heads and drop down into an empty square in their midst, and then make an attack on one of them.

It's my understanding that distance jumped counts as squares of movement, so the ninja, with speed 30 ft., jumped 20 feet onto ceiling, leaving him with 10 feet of movement left in a single move action.

Falling prone or dropping something is usually a free action, but in this case, the ninja was not falling prone, he was landing on his feet. Could he still make an attack in that round, even though he fell further than 10 feet? Or would that be a double move?


Here is a superhero base class I'm working on. Please feel free to make the most broken superhero you can so I can fix it! :)

I will first post the class info, then the superpowers, then power stunts.

SUPERHERO
Some are created in the laboratories of mad scientists or wizards; others are changed by exposure to unearthly forces or rare alchemical substances; still others were born as they are, perhaps because of divine blood running in their veins, or the influence of a rare conjunction of the heavens at birth. Those who use their rare gifts to protect others and fight against evil are known as superheroes; those who use their powers to dominate and destroy are known as supervillains; and those who walk the fine line between Good and Evil can be known as either, or both.
Role: The superhero is a formidable combatant, and an exceptionally versatile class. The superhero’s superpowers can potentially allow him to fill almost any role, be it front-line defender, scout, healer, crowd control, or mobile skirmisher.
Alignment: Any.
Hit Die: d10.
CLASS SKILLS
The superhero’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
CLASS FEATURES
The following are class features of the superhero.
Weapon and Armor Proficiency: A superhero is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A superhero is considered proficient with attacks granted by his superpowers.
Major Superpowers: At 1st level, a superhero gains two major superpowers. An additional major superpower is gained at 10th level, and another at 20th level. Some superpowers function like Pathfinder Roleplaying Game spells or special abilities, as noted in the superpower’s description. Superpowers do not require spell components, divine foci, or materials of any kind, even if they duplicate a spell that requires them. Optionally, you can exchange a major superpower for two minor superpowers.
Minor Superpowers: At 1st level, a superhero gains a minor superpower. An additional minor superpower is gained at 5th level, at 10th level, at 15th level, and at 20th level. Optionally, you can forego a minor superpower and save it until you attain a second minor superpower, at which point you must either choose two minor superpowers, or you can exchange the two minor superpowers for one major superpower.
Power Pool: At 1st level, a superhero gains a pool of power points, super-heroic energy he can use to activate his superpowers and power stunts. The number of points in a superhero’s power pool is equal to 1/2 his superhero level + his Constitution modifier, with a minimum of 1 power point. The power pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Power Stunt: At 1st level, a superhero gains a power stunt. An additional power stunt is gained at 4th level, at 8th level, at 12th level, at 16th level, and at 20th level.
Bonus Combat Feat: At 2nd level, a superhero gains a bonus combat feat in addition to those gained from normal advancement. An additional bonus combat feat is gained at 6th level, at 10th level, at 14th level, and at 18th level. Upon reaching 6th level, and every four levels thereafter (10th, 14th, and 18th), a superhero can choose to learn a new bonus combat feat in place of a bonus combat feat he has already learned. In effect, the superhero loses the old bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or ability. A superhero can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level.
Bravery: At 3rd level, a superhero gains a +1 bonus on Will saves against fear. This bonus increases by +1 at 7th level, at 11th level, at 15th level, and at 19th level.
Superpower Exchange: Upon reaching 5th level, and every four levels thereafter (9th, 13th, and 17th), a superhero can choose to gain a new major or minor superpower in place of a superpower he has already gained. In effect, the superhero loses the old superpower in exchange for the new one. The old superpower cannot be one that was used as a prerequisite for a power stunt, feat, prestige class, or ability. A superhero can only change one superpower at any given level and must choose whether or not to swap the superpower at the time he gains the level granting the exchange. The exchange must be equal; a minor superpower can only be exchanged for another minor superpower, and a major superpower can be exchanged for either another major superpower or two minor superpowers.
Heroic Recovery: At 9th level, a superhero can heal his own wounds as a standard action. He can heal a number of hit points equal to his superhero level by spending 1 power point from his power pool.
TABLE 1: SUPERHERO
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Major superpowers (2), minor superpower, power pool, power stunt
2nd +2 +3 +0 +0 Bonus combat feat
3rd +3 +3 +1 +1 Bravery +1
4th +4 +4 +1 +1 Power stunt
5th +5 +4 +1 +1 Minor superpower, superpower exchange
6th +6/+1 +5 +2 +2 Bonus combat feat
7th +7/+2 +5 +2 +2 Bravery +2
8th +8/+3 +6 +2 +2 Power stunt
9th +9/+4 +6 +3 +3 Heroic recovery, superpower exchange
10th +10/+5 +7 +3 +3 Bonus combat feat, major superpower, minor superpower
11th +11/+6/+1 +7 +3 +3 Bravery +3
12th +12/+7/+2 +8 +4 +4 Power stunt
13th +13/+8/+3 +8 +4 +4 Superpower exchange
14th +14/+9/+4 +9 +4 +4 Bonus combat feat
15th +15/+10/+5 +9 +5 +5 Bravery +4, minor superpower
16th +16/+11/+6/+1 +10 +5 +5 Power stunt
17th +17/+12/+7/+2 +10 +5 +5 Superpower exchange
18th +18/+13/+8/+3 +11 +6 +6 Bonus combat feat
19th +19/+14/+9/+4 +11 +6 +6 Bravery +5
20th +20/+15/+10/+5 +12 +6 +6 Major superpower, minor superpower, power stunt

Coming next: superpowers


An old terror has returned to plague the lands that border the forbidding Yatil Mountains! The folk of Perrenland, Highfolk, Ket, and Bissel have begun to whisper with fear that Iggwilv the Archmage has returned to the Lost Caverns of Tsojcanth to reestablish her old kingdom! The first signs were a sudden rash of ill omens observed throughout those realms bordering the Yatils; then came the withering of crops, the curdling of milk, and other signs of black witchcraft; and finally, the return of Iggwilv was heralded in the capitals of the afflicted realms by black-robed witches, who delivered a dire ultimatum--accept Iggwilv as queen and goddess, or suffer drought, pestilence, and plague!

And so began the dreadful drought that has afflicted the lands bordering the Yatils for the last four months. Rats and vermin infest the cities and towns, spreading disease and draining granaries, pantries, and larders. A plague of locusts devoured what was left of the withered crops, and famine was soon felt in the afflicted lands--livestock were lost daily to starvation, and predators deprived of their usual prey.

Already reeling from the news of Iggwilv's return and the effects of her black coven's craft, the lands were to suffer even worse fates:

After the stalwart folk of the afflicted lands had resisted Iggwilv's demands for two months, a gargantuan red dragon began to ravage the countryside, burning the dead groves and causing wildfires to race across the lands. Virtually overnight, the capitals filled with refugees, and the countryside was abandoned. Many folk have fled to safer lands, and as word of the evils affecting the lands has spread far and wide, trade to those lands has ground to a halt, all but delivering the coup-de-gras to the doomed lands.

Unfortunately, the true coup-de-gras has finally been delivered:

Demons have begun to stalk the crowded streets of the cities, torturing and killing in wanton raids until they are driven off by the mightiest clerics, wizards, and other adventurers in residence. The subjugation of the afflicted lands has already begun--Ket and Perrenland have submitted to Iggwilv, and an exodus from those realms has begun, but many who try to flee are captured by Iggwilv's monstrous minions and publicly tortured to death. It seems that a second reign of Iggwilv the Witch-Queen is at hand!


This is for anyone who wants to run a PF-compatible post-apocalyptic RPG based on "the world's first sci-fi RPG". Enjoy! :)


Here is the most recent edition (as of 4/18) of R&W. Numerous edits have been made to fix errata, and the page count has been reduced by about 120 pages by reducing font and using double columns. Enjoy!


At long, long last:
Here is the final draft of my "World's-First-Science-Fiction-RPG"-inspired, PF-compatible, post-apocalyptic RPG.

Here is a ms word version for dm4hire, sketchpad, and anyone else who would like to modify a personal copy.

Enjoy!


ERRATA (thanks, Evil Genius!): On pg. 84, the last sentence of the section entitled "PSIONIC ITEM CREATION FEATS" should be replaced with: Psionic item creation feats, psionic items, and Psicraft checks are treated as magic item creation feats, magic items, and Spellcraft checks respectively.

Any other errata will be posted here as it is discovered.


One of the PCs in my game on saturday summoned a Large air elemental (CR 5), which has a speed of 100 ft., whirlwind is DC 18, and slam damage is 1d8+4. He used it to mow down several foes in a way that had everyone at the table rather increduluous (including the player who summoned the AE). By running back and forth across a line of three or four foes, the AE was able to hit each foe at least 4 or 5 times with its 100 ft. speed, forcing them to make DC 18 Ref saves to avoid being caught and a 2nd save to avoid 1d8+4 dmg on each pass.

Now imagine the same tactic used against a single foe, with the AE passing into and out of the foe's square ten times in one round (which it can do with 100 ft. speed), purposely dropping the foe (a free action) any time it gets caught in the ww in favor of forcing the foe to make a new save vs. the slam damage on every pass. If the foe makes its Ref save on half of the passes, that's still an average of 42 dmg per round. If the foe fails all of the saves, thats an average of 85 dmg per round, with the potential to do as much as 120 dmg in 1 round. Does that seem broken for a CR 5 monster?


Can anyone tell me which version of the OGL I should attach to a PF-compatible product? Thanks in advance!


Hi all, I'm working on a post-apocalyptic RPG that is compatible with PF RPG. I've read the Pathfinder Compatability agreement, and I understand what I need to do on that end, but I'm unclear on how to use the OGL. Do I need written permission from WotC? And if so, how do I go about that? Is there a form someone could kindly link for me? I know I need to copy and paste the OGL at the end of my document, but I'm not sure which version I need to use, or where to find it, and would greatly appreciate some help. Thanks!


I noticed that there is a table in the CRB giving AC for objects based on size, but there seem to be no guidelines for determining what size category a given object falls into, or am I missing it?


Here it is as a word doc, for those who would like to do a bit of editing for their personal use.


Last night, a player in my game wanted to sunder a foe's weapon. He succeeded, then asked if he could Cleave the foe. My ruling was no, because it says "two adjacent foes". But I did think it was interesting, and thought I'd post here to get other opinions. Did I rule correctly?


Here is a free, unofficial, Pathfinder-compatible edition of Gamma World, the classic post-apocalyptic RPG originally published by TSR in the 70s. It was based on James Ward's earlier sci-fi RPG (the very first!), Metamorphosis Alpha. I welcome comments, suggestions, critiques, et cetera, and especially would appreciate feedback based on playtesting! Enjoy!

http://docs.google.com/fileview?id=0BxCliOSSjOuZMjM0Yjg2NzMtZDMwYS00ZDVhLWE 2ZDAtMDViNjgyYjg3MmJi&hl=en


Can you target a square you suspect has an invisible foe in it with a cleave attack?


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PATHFINDER: GAMMA WORLD
ROLEPLAYING GAME

GENOTYPES

PURE STRAIN HUMAN
PURE STRAIN HUMAN TRAITS
+2 to One Ability Score: Pure strain humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Pure strain humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pure strain humans have a base speed of 30 feet.
Bonus Feat: Pure strain humans select one extra feat at 1st level.
Skilled: Pure strain humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Radiation Resistant: Pure strain humans get a +2 genotype bonus on saving throws to resist the effects
of radiation sickness.
Languages: Pure strain humans begin play speaking their native language (English in Meriga and Eukay). Pure strain humans with high Intelligence scores can choose any languages they want (except secret languages).

ALTERED HUMAN
ALTERED HUMAN TRAITS
+2 to One Ability Score: Altered humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Altered humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Altered humans have a base speed of 30 feet.
Bonus Feat: Altered humans select one extra feat at 1st level.
Skilled: Altered humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Mutated: Altered humans must choose at least one minor or major mutation from the list of mutations, and select one or more drawbacks from the list of drawbacks to reach a balance of 0 Mutation Points. (See Mutations).
Languages: Altered humans begin play speaking their native language (English in Meriga and Eukay).
Altered humans with high Intelligence scores can choose any languages they want (except secret languages).

MUTATED ANIMAL
MUTATED BAT TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated bats are agile and highly aware of their surroundings, but they are frail and less intellectual than humans.
Medium: Mutated bats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated bats have a base speed of 30 feet.
Blindsight: Mutated bats have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated bats cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated bats using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Light Sensitivity: Mutated bats are dazzled (-1 penalty on attack rolls and Perception checks) in areas of bright illumination (sunlight, flashlight beam, et cetera), but are not penalized when relying on their blindsight ability.
Low-Light Vision: Mutated bats can see twice as far as humans in areas of dim light.
Languages: Mutated bats begin play speaking the native language of local humans (English in Meriga and Eukay) and Bat, the special language of mutated bats. Mutated bats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED BEAR TRAITS
+4 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence: Mutated bears are freakishly strong and tough, but tend to be clumsier and less intellectual than humans.
Large: Mutated bears are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated bears have a base speed of 30 feet.
Claws: Mutated bears have nonretractable claws that function as natural weapons. Each claw deals 1d6
points of slashing damage (plus the mutated bear’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated bear’s full base attack bonus, and the mutated bear can make one claw attack with each claw per round. Mutated bears with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Poor Vision: Mutated bears have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated bears begin play speaking the native language of local humans (English in Meriga and Eukay) and Bear, the special language of mutated bears. Mutated bears with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED CANINE TRAITS
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Mutated canines are hardy and have keen senses, but they tend to be dull-witted and uncouth.
Medium: Mutated canines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated canines have a base speed of 30 feet.
Low-Light Vision: Mutated canines can see twice as far as humans in areas of dim light.
Scent: Mutated canines have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules
on the scent ability).
Languages: Mutated canines begin play speaking the native language of local humans (English in Meriga and Eukay) and Canine, the special language of mutated canines. Mutated canines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED DOLPHIN TRAITS
+2 Strength, +2 Intelligence, -2 Dexterity, -2 Wisdom: Mutated dolphins are strong and highly intelligent, but somewhat clumsy and foolhardy.
Medium: Mutated dolphins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated dolphins have a base speed of 30 feet.
Blindsight: Mutated dolphins have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated dolphins cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated dolphins using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated dolphins can see twice as far as humans in areas of dim light.
Hold Breath: Mutated dolphins can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated dolphins begin play speaking the native language of local humans (English in Meriga and Eukay) and Dolphin, the special language of mutated canines. Mutated dolphins with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ELEPHANT TRAITS
+4 Strength, -4 Dexterity: Mutated elephants are powerful but clumsy.
Large: Mutated elephants are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated elephants have a base speed of 30 feet.
Tusks: Mutated elephants have a pair of tusks that function as natural weapons. Each tusk can gore for
1d6 points of piercing damage (plus the mutated elephant’s Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated elephant’s full base attack bonus, and the mutated elephant can make one gore attack with each tusk per round.
Poor Vision: Mutated elephants have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated elephants begin play speaking the native language of local humans (English in
Meriga and Eukay) and Elephant, the special language of mutated elephants. Mutated elephants with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED FELINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated felines are agile and have keen
senses, but tend to be less sturdy and less intelligent than humans.
Medium: Mutated felines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated felines have a base speed of 30 feet.
Claws: Mutated felines have retractable claws that function as natural weapons. Each claw deals 1d4
points of slashing damage (plus the mutated feline’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated feline’s full base attack bonus, and the mutated feline can make one claw attack with each claw per round. Mutated felines with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Low-Light Vision: Mutated felines can see twice as far as humans in areas of dim light.
Languages: Mutated felines begin play speaking the native language of local humans (English in Meriga and Eukay) and Feline, the special language of mutated felines. Mutated felines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED MONKEY TRAITS
+4 Dexterity, -2 Constitution, -2 Intelligence: Mutated monkeys are extremely agile, but more frail and less intelligent than humans.
Medium: Mutated monkeys are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated monkeys have a base speed of 30 feet.
Natural Acrobat: Mutated monkeys gain a +2 genotype bonus on Acrobatics checks.
Natural Climber: Mutated monkeys gain a +2 genotype bonus on Climb checks.
Low-Light Vision: Mutated monkeys can see twice as far as humans in areas of dim light.
Languages: Mutated monkeys begin play speaking the native language of local humans (English in
Meriga and Eukay) and Monkey, the special language of mutated monkeys. Mutated Monkeys with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ORCA TRAITS
+4 Strength, +2 Intelligence, -4 Dexterity, -2 Charisma: Mutated orcas are intelligent and freakishly
strong, but they are clumsy and aggressive.
Large: Mutated orcas are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated orcas have a base speed of 30 feet.
Blindsight: Mutated orcas have blindsight out to 60 feet. They use echolocation to “see” their
surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated orcas cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated orcas using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated orcas can see twice as far as humans in areas of dim light.
Hold Breath: Mutated orcas can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated orcas begin play speaking the native language of local humans (English in Meriga
and Eukay) and Orca, the special language of mutated orcas. Mutated orcas with high
Intelligence scores can choose any languages they want (except secret languages).
MUTATED RAT TRAITS
+4 Dexterity, +2 Intelligence, -4 Strength, -2 Charisma: Mutated rats are bright and very agile, but they
are uncouth, and much smaller and weaker than other Medium creatures.
Medium: Mutated rats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated rats have a base speed of 30 feet.
Low-Light Vision: Mutated rats can see twice as far as humans in areas of dim light.
Scent: Mutated rats have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on
the scent ability).
Languages: Mutated rats begin play speaking the native language of local humans (English in Meriga and Eukay) and Rat, the special language of mutated rats. Mutated rats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED RHINOCEROS TRAITS
+4 Strength, +2 Wisdom, -4 Dexterity, -2 Intelligence: Mutated rhinoceroses are powerful and alert, but tend to be clumsy and dull-witted.
Large: Mutated rhinoceroses are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated rhinoceroses have a base speed of 30 feet.
Horn: Mutated rhinoceroses have a horn on their snout that functions as a natural weapon. Their gore
attack deals 1d6 points of piercing damage (plus 1-1/2 the mutated rhinoceros’ Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated rhinoceros’ full base attack bonus, and the mutated rhinoceros can make one gore attack per round.
Poor Vision: Mutated rhinoceroses have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated rhinoceroses begin play speaking the native language of local humans (English in
Meriga and Eukay) and Rhinoceros, the special language of mutated rhinoceroses. Mutated rhinoceroses with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED SNAKE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Mutated snakes are agile and have keen
senses, but tend to be frail and unfriendly.
Medium: Mutated snakes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated snakes have a base speed of 30 feet.
Fangs: Mutated snakes have fangs that function as natural weapons. Their bite deals 1d4 points of
piercing damage (plus 1-1/2 the mutated snake’s Strength modifier) and threatens a critical hit on a natural 20. Bite attacks are made at the mutated snake’s full base attack bonus, and the mutated snake can make one bite attack per round. Many mutated snakes take the venomous bite mutation.
Low-Light Vision: Mutated snakes can see twice as far as humans in areas of dim light.
Languages: Mutated snakes begin play speaking the native language of local humans (English in Meriga and Eukay) and Snake, the special language of mutated snakes. Mutated snakes with high Intelligence scores can choose any languages they want (except secret languages).

SENTIENT PLANT
SENTIENT BRUSH TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient brushes are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient brushes are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient brushes have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient brushes can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient brushes so resemble ordinary brush that they can use the Stealth skill to hide in
any terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient brushes begin play speaking the native language of local humans (English in Meriga
and Eukay) and Brush, the special language of sentient brushes. Sentient brushes with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FLOWER TRAITS
+2 Dexterity, +2 Charisma, -2 Constitution: Sentient flowers are graceful and beautiful, but tend to be
frail.
Medium: Sentient flowers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient flowers have a base speed of 30 feet.
Darkvision: Sentient flowers can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient flowers so resemble ordinary flowering plants that they can use the Stealth skill to
hide in any terrain where flowering plants can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient flowers begin play speaking the native language of local humans (English in Meriga
and Eukay) and Flower, the special language of sentient flowers. Sentient flowers with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FUNGUS TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient fungi are durable and perceptive, but tend to have
slow reaction time.
Medium: Sentient fungi are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient fungi have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient fungi can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient fungi so resemble ordinary fungus that they can use the Stealth skill to hide in any
terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient fungi begin play speaking the native language of local humans (English in Meriga
and Eukay) and Fungus, the special language of sentient fungi. Sentient fungi with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT SUCCULENT TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient succulents are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient succulents are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient succulents have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient succulents can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient succulents so resemble ordinary succulents that they can use the Stealth skill to
hide in any outdoor terrain where succulents can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient succulents begin play speaking the native language of local humans (English in
Meriga and Eukay) and Succulent, the special language of sentient succulents. Sentient succulents with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT TREE TRAITS
+2 Strength, +2 Wisdom, -2 Dexterity: Sentient trees are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient trees are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient trees have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient trees can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient trees so resemble ordinary trees that they can use the Stealth skill to hide in any
terrain where trees can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient trees begin play speaking the native language of local humans (English in Meriga
and Eukay) and Tree, the special language of sentient trees. Sentient trees with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT VINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Sentient vines are nimble and perceptive, but tend to lack the
strength of other Medium creatures.
Medium: Sentient vines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient vines have a base speed of 30 feet.
Darkvision: Sentient vines can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient vines so resemble ordinary vines that they can use the Stealth skill to hide in any
terrain where vines can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient vines begin play speaking the native language of local humans (English in Meriga
and Eukay) and Vine, the special language of sentient vines. Sentient vines with high Intelligence scores can choose any languages they want (except secret languages).

Full Name

Graxzos Glyphkeeper

Race

Dwarf (Pahmet)

Classes/Levels

Gunslinger (Pistolero) 4/Urban Barbarian 1

Vital Stats:
Current HP: 43/44 | AC/T/FF: 18/15/13 [+1 w/shield, +1 when adj. to 2 foes] | Fort +8 Ref +9 Will +4 | SR 10 | Perception +2 | Current Grit: 0/2 | Remaining Rage: 1/5

Gender

Male

Size

Medium

Age

55

Alignment

Chaotic Neutral

Deity

Cayden Cailean

Strength 14
Dexterity 18
Constitution 13
Intelligence 8
Wisdom 14
Charisma 12

About Graxzos Glyphkeeper

Graxzos Khar-Bulkhet
Dwarf Gunslinger (Pistolero) 4/Urban Barbarian 1
Favored class: Gunslinger
CN Medium Humanoid (Dwarf)
Height: 4'3" Weight: 213 lbs.
Init +4 [+6 if at least 1 grit left]; Senses Perception +2
XP: 12 Prestige: 15 Fame: 24
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Defense
-------------

AC 18 [19], touch 15, flat-footed 13 [14] (+3 armor, +4 Dex, [+1 shield], +1 dodge [+1 dodge when adjacent to 2 or more foes])
HP 44 (4d10+1d12+5+4 FCB)
Fort +8, Ref +9, Will +4
SR 10
-------------
Offense
-------------

Speed 20'
Melee Waraxe +7 (1d10+2 S/x3)
Pistol-whip +7 (1d6+2 B/x2); costs 1 grit; if hits, can CMB to knock prone
Ranged Mwk pistol +10 (1d8/20'/x4/Misfire 1, 5')
+1 to attack rolls when adjacent to two or more foes.
-------------
Statistics
-------------

Str 14 Dex 16[+2 belt] Con 13 Int 8 Wis 14 Cha 12
Base Attack +5; CMB +7; CMD 21
Feats Gunsmithing, Quick Draw, Rapid Reload, Point-Blank Shot, Precise Shot
Traits Fortified Drinker, Deathkeeper
Trained Skills Survival +9 [2 Wisdom, 4 rank, 3 class], Appraise +4 [-1 Int, 2 rank, 3 class] [+5 for nonmagical goods with precious metals/gems thanks to race], Climb +6 [2 Str, 1 rank, 3 class], Intimidate +8 [1 Cha, 4 rank, 3 class], Knowledge (Local) +5 [-1 Int, 3 rank, 3 class], Sleight of Hand +8 [4 Dex, 1 rank, 3 class] Check Penalties: -1 armor or -3 encumbrance, -1 shield
Languages Common, Dwarven (Latin)
Gear Mwk pistol, 14 doses black powder, 14 bullets, 20 silver bullets (-1 damage), 2 powder horns, dwarven waraxe, hide shirt, light steel shield (quickdraw), gunsmith's kit, bedroll, hot weather outfit, handy haversack, waterskin, silk rope, grappling hook, token of House Thrune (grants a +3 bonus to Diplomacy checks against high-ranking members of House Thrune, the Chelish government, or a Hellknight order in good standing), 4 doses of silver weapon blanche, 5 vials of alchemist's fire, 2 flasks of holy water, machete, 1 paper alchemical cartridges (misfire +1), 2 flare cartridges (misfire +2), 1 flask of alkali, 2 iron pellet grenades, cloak of resistance +1, belt of incredible dexterity +2, potions of lesser restoration, cat's grace, and wand of cure light wounds (43 charges), 4 air crystals. This Scenario: oil of bless weapon.
Cash 2567 gp, 4 sp
Encumbrance: 83 lbs. (Medium load)
-------------
Special Abilities
-------------

RACE
Slow and Steady: Speed is never modified by armor or encumbrance.
Defensive Training: All Pahmet dwarves are trained to fight against the larger races, should they descend from the mountains or the Mwangi Expanse. Graxzos gains a +4 dodge bonus to AC against giants.
Magic Resistant: The Pahmet clans are old, and the breath of Torag stills stirs faintly in their veins. Graxzos has spell resistance equal to 5+character level (currently, SR 10). This can be lowered for 1 round as a standard action. Graxzos takes a -2 penalty on all concentration checks related to arcane spells.
Mountaineer: Growing up in the high places has made Graxzos comfortable maneuvering in tight spots. He is immune to altitude sickness and does not lose his DEX bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Greed: Forget about the stories you hear of dwarves; Graxzos puts them all to shame. He gains a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Graxzos is an experienced explorer and is, besides, a dwarf. He gains a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. He receives a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Surface Survivalist: Graxzos has been aboveground for a long time, and has lost the darkvision he once had. However, he is now able to treat wind conditions (when determining whether or not they are checked or blown away) and hot climates as one step less severe.
Hatred: What more needs saying? Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity:The Pahmet dwarves are a vigilant bunch, and are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

TRAIT
Fortified Drinker: Cayden Cailean’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mindaffecting effects for 1 hour.
Deathkeeper: Graxzos's growing up in and around the necropolises of the pharaohs grants him a +1 bonus on saving throws against the supernatural abilities of undead creatures.

CLASS
Gunsmith: Graxzos begins play with a battered pistol, and gains Gunsmithing as a bonus feat.
Grit: (Max: 2) At the start of each day, Graxzos gains a number of grit points equal to his WIS mod (2). He can spend grit points to accomplish deeds, and regain them by making critical hits or killing opponents with his firearm. His grit cannot normally go above his maximum (2).
Deeds: Graxzos can spend grit points to accomplish deeds. He has access to the following deeds:
Up Close and Deadly When the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she 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.
Gunslinger’s Dodge: 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: 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.
Gunslinger Initiative: As long as Graxzos has at least 1 grit point, he gains a +2 bonus on initiative checks. Additionally (because he has Quick Draw), as long as his hands are free and unrestrained and the firearm is not hidden, he can draw one firearm as part of the initiative check.
Pistol-Whip: Graxzos can make a surprise melee attack with the butt of his pistol as a standard action. He is considered proficient with this weapon, and gains a bonus to the attack and damage rolls of the attack equal to the firearm's enhancement bonus (if any). A medium pistol deals 1d6 points of damage. If the attack hits, he can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot: As long as Grax has at least 1 grit left, he can perform any of the following utility shots: Blast Lock, Scoot Unattended Object, and Stop Bleed. (See here.)
Nimble: Graxzos gains a +1 dodge bonus to AC when he's wearing light or no armor; any situation that causes him to lose his DEX bonus to AC also negates this dodge bonus.
Crowd Control: Graxzos gains a +1 dodge bonus to AC and a +1 bonus to attack rolls when he's adjacent to two or more enemies. His movement is never impeded by crowds, and he gains a bonus equal to 1/2 his barbarian level (0) to Intimidate checks to influence crowds.
Controlled Rage: Graxzos gains the barbarian's rage ability, but instead of a normal rage, he can choose to gain a +4 morale bonus to either STR, DEX, or CON. He can apply the full bonus to one score, or split it up in increments of +2. When raging, he takes no penalty to AC, gains no bonus to Will saves, and can still use DEX-, INT-, and CHA-based skills.

FEAT
Gunsmithing: 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.
Quick Draw: Graxzos is a fast hand; he can draw a weapon as a free action instead of a move action. He can draw a hidden weapon as a move action.
Rapid Reload (Pistol): Graxzos has trained with his friend Thaia Rossenvelt to learn how to reload his weapon more efficiently. He reloads pistols as a move action (or a free action when using an alchemical cartridge).
Point-Blank Shot [Gunslinger Bonus]: Graxzos gains a +1 bonus on ranged attack and damage rolls against targets within 30'.
Precise Shot: Graxzos can fire a ranged attack into melee without penalty.

VANITIES AND BOONS:

Caravan: (Pathfinder Society Field Guide p. 62, 5 PP) Graxzos owns a controlling share of a caravan that carts goods from Absalom through the northern Garundi trade routes and thence, making a sea run, to the Mwangi Expanse and Sargava. It's not particularly ethical (and parts of it aren't entirely legal) but it's heavily armed and it gets the jobs done. He can make Intimidate checks for his Day Job.
Golden Crown Advantage: While in the Bandu Hills, Graxzos obtained a favorable deal with the Golden Crown Company, which specializes in transporting goods. Once per scenario, he can use this boon to waive any custom fees or expenditures to secure transportation worth 25 gp or less. He can cross this boon off his chronicle sheet before attempting a day job check to automatically get a result of 35.
Gripplis' Favor: Also while in the Bandu region, Graxzos befriended the Krihirik tribe of the Kaava Lands. This grants him a +2 bonus on all Charisma-based checks to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more characters access to grippli-related options.
Sky Key (Sargava): Graxzos helped recover one of the five components of the mysterious relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
[ ] Righteous Redemption: Graxzos's work bringing a lost hero's legacy to light has caused the leaders of Lastwall to look on the Society with a more favorable eye than before. He can check the box preceding this boon to requisition one of a variety of items from Lastwall's supplies.
[ ] [ ] [ ] Worthy Foe (Scoundrel): Graxzos has proven himself a bulwark against the scoundrels of Lastwall. As a swift action, he can check one of the boxes preceding this boon to gain a +2 bonus to attack and weapon damage rolls against humanoids of the human subtype, and a +2 dodge bonus to AC against their attacks. (Or he can boost his spellpower against them, but...) This benefit lasts until the beginning of his next turn.
[ ] Gloomspire Explorer: Having explored the upper levels of Sevenfingers's Tomb, Grax is now one of the Pathfinder Society's foremost experts on the Gloomspires! While adventuring in the Gloomspires, he gains a +2 bonus on all Perception checks to find hidden objects (such as traps, treasure, secret doors, etc.). He can check the box preceding this boon to gain that benefit for one adventure set elsewhere, too.
[ ] Elemental Conquest: Grax took part in the quest to recover the Cosmic Captive, Ranginori, and fought on a variety of elemental battlefields. He's particularly attuned to Earth, now; he gains a +1 insight bonus on saving throws against the spells, SLAs, and effects of creatures with the earth subtype, and against spells with the earth or acid descriptors. While adventuring on the Plane of Earth, he instead gains a +1 insight bonus on all saving throws. As a swift action, he can check the box preceding this boon to gain DR 5/adamantine for one minute; once the boon has prevented an amount of damage equal to 5 x his character level, the effect ends.
[ ] [ ] Ranginori's Debt: Graxzos was part of the epic battle that recovered the Untouchable Opal, and Ranginori, Duke of Thunder, has gifted him with a token of power. He can check one (or both) of the boxes preceding this boon to gain a spell-like ability (which scales with level; see full chronicle for The Cosmic Captive).

Inventory Tracking:

The Horn of Aroden:
Starting GP: 4910.4
Purchased: belt of incredible dexterity +2 for 4000 gp (Hall of the Flesheaters chronicle)
Sold: None
Received: 1857 gp (chronicle sheet)
Ending: 2767.4 gp
-------------------------------------
Signs in Senghor:
Starting GP: 2767.4 gp
Purchased: 4 x air crystals for 200 gp
Sold:
Received:
Ending:

Appearance:
Graxzos is a medium-high dwarf, stoutly built, and generally keeps his battered leather armor on unless he's in a tavern or other place he knows he can relax. He has shiny chestnut hair and beard, excepting one striking streak that runs from his widow's peak back all the way through his hair in a broad stripe. This streak is dead white, but seems to almost absorb light, making it appear gray. Under the robes he wears in Osirion, one can find a large network of ropy scars lacing his shoulders, in a pattern that looks, at a glance, like spread, feathery wings.

Grax is the consummate professional when it comes to tomb-raiding, and his clothes and gear are sewn with a multiplicity of buckles, straps, pockets, pouches, pull-chains, and catches--many home-made--for ease of use. He wears a pair of tinted goggles on his head for bright sun and gunsmithing, and wears a pistol on one hip and his waraxe on the other. His backpack and shield ride on his back, in easy reach

Personality:
Graxzos is a true worshiper of Cayden Cailean: loud, boisterous, gruff, and frequently rude. He's surprisingly outgoing and charismatic for a dwarf--it's one of the traits that's helped him get along so well in the antiquities and smuggling businesses. At the end of the day, Grax believes that the world is full of wicked, cruel, and stupid people: the main thing he's concerned with is figuring out which type he's dealing with. The ale he drinks can give him a bit of a bipolar personality; normally he's good-natured, if crude, enough; but given a drink and a reason for aggressiveness, and his anger can quickly turn him into a devotee of Gorum. Given too much of a push, and too much to drink, and he starts to rage (quietly and internally) against himself and the world, sometimes even going so far as to name the Rough Beast as the only god worth a damn, the only one that makes sense. The next morning he feels the same as ever (despite the hangover), but it's always a terrifying period of time for him.

Despite these dark urges, Grax desperately wants the approval of others, and his loyalty, once won, is unshakeable (which doesn't mean he believes his companions perfect; quite the contrary). He's a tactical thinker and an aggressive explorer, and he's willing to share with anyone who put in their chunk of the work.

Backstory:
Graxzos Khar-Bulkhet grew up in the foothills of the Brazen Peaks, third of five children born to parents who toiled day and night as gem-polishers for the Hall of the Forger, the great temple to Torag not far from Tar Kuata. Graxzos's childhood was pleasant enough, but he longed--unusually for a dwarf--to see the world beyond the fasting. By the time he was nearing 40, it was becoming a problem: courtship, for example, was difficult for Grax, as so few of his fellow dwarves shared his dreams of the world beyond. Travelers were not uncommon there, particularly adventurous ones; and, once Grax was convinced that his younger brother and sister would be able to make their own way without his help, he seized the first chance he could to leave the fasting. Hitching a ride with an ambitious Garundi Pathfinder named Kito, Grax set out for the open road and adventure.

Grax hero-worshiped Kito, and learned from him how to search ancient dungeons, how to survive in the heat and in the cities of men, and--perhaps most important of all--how to use the new type of weapon that Kito had brought with him from Alkenstar: the pistol. Grax was enchanted by the efficacy of the firearm, and holds it in high regard (he's known to sneer at other weapons, though he likes his dwarven axes). Over several years, Kito built a small following of other young adventurers to mentor: Kjell, a hot-blooded young swordsman from Avistan; Barezata, an acolyte of Abadar intent on seeing the world before taking her final vows; and Soki, a dark-skinned, tattooed Bekyar from the Mwangi Expanse, who had the most incredible control over the spirits of the natural world. The five of them traveled happily together for a year and half (and Graxzos started to become fascinated by Soki), when the unthinkable happened.

The team was exploring the tomb of a well known alchemist from the ancient days of Nex, when they sprang a number of traps simultaneously. Kjell, Grax, and Kito became separated from the others; when Grax and Kito fell into a pit that began to fill, slowly but surely, with a terrible acid, Kjell fled, abandoning them to their fate. Kito was trying to work out a plan when a voice whispered in Grax's ear, offering hope--salvation--a way out. Panicked, not thinking to wonder what the voice was, Grax begged for salvation.

An immense roar filled the young dwarf's ears as pain lanced through him and he heard his mentor cry out. There was a cruel laugh inside his head, and the dwarf felt himself rising upwards on wings made of dark, smokeless fire. The wings bore him out of the pit, but when he looked back, there was nothing but a pile of ash where his mentor had stood, already dissolving in the pit's acid. Glowing runes now covered the pit's sides, and he felt a terrible presence barrel past him, out of the tomb, as he landed. Free, he seemed to hear something whisper, snarl, cry: free.

In the end, all but Kito made it out of the tomb alive, though Kjell was shame-faced and Grax was scarred. He still bears the marks of his encounter with whatever the Beast of the Pit (as he thinks of it) was: twisted, knotty scars along his shoulder blades that resemble spread, feathery wings, and a shock of dead white hair among his normally lustrous chestnut mane.

The four youngsters continued on, trying to patch together a living, but to no avail. Grax, in his pain and grief, was searching for someone to listen to him, to share his pain, to be his companion; when he found that Soki preferred Kjell, he turned to drink. He drank more and more each night, abandoning any thought but forgetting what he had seen and, inadvertently, done. And then, late one night when Kjell, too, had gotten drunk, the blackmail began. Small at first--Grax demanded that Kjell tell him where he and Soki would be going that day, or what he and Soki talked about when alone together. If he didn't comply, the dwarf warned Kjell, the young warrior's secret would be spilled to his lover. Then Grax began to demand more: for Kjell to bring him trinkets, from Soki or from other men and women who caught the dwarf's eye, or for the young man to relate the most intimate details of his and Soki's lives. Grax became, over a matter of less than a year, an ale-soaked tyrant.

Of course, it couldn't last. Soki eventually learned where her "misplaced" objects had been disappearing too and, in a rage--for Kjell confessed all--she and Barezata turned against Graxzos, demanding that he leave the group forever. In a drunken rage, the dwarf took his leave.

For the past 15 years, Graxzos has been wandering. The shock of being left friendless and alone helped him regain his sobriety, though he still likes to indulge semi-regularly. In the years since, a strange mix of shame and pride have grown in Graxzos's breast. Since leaving the group, he feels, he's become stronger, more independent, able to tackle any number of challenges--he's been making a good living obtaining and smuggling antiquities. But, deep down, there's a destructive rage with which he hates himself for what he did to Soki, and particularly to Kjell. Joining the Pathfinders is one way that Grax has sought to distract himself from his own self-loathing through work.

Ammunition Prices:

Name of Ammunition / Regular Cost / Gunsmithing Cost

Black Powder (dose) / 10gp / 1gp
Black Powder (keg) / 1000gp / 100gp

Regular Bullet / 1gp / 1sp
Cold Iron Bullet / 2gp / 2sp
Silver Bullet / 25gp / 2gp, 5sp
Pitted Bullet / 5gp / 5sp
Adamantine Bullet / 61gp / 6gp, 1sp
Elysian Bronze Bullet / 21gp / 2gp, 1sp
Alchemical Silver Bullet / 3gp / 3sp
30 Mithral Bullets / 280gp / 28gp
10 Ghost Salted Bullets / 210gp / 201gp

Regular Paper Cartridge / 12gp / 6gp
Cold Iron Paper Cartridge / 24gp / 12gp
Adamantine Paper Cartridge / 72gp / 36gp
Elysian Bronze Paper Cartridge / 32gp / 16gp
Alchemical Silver Cartridge / 14gp / 7gp
Mithral Paper Cartridge / 262gp / 131gp*
Dragon's Breath Cartridge / 40gp / 20gp
Entangling Shot Cartridge / 40gp / 20gp
Flare Shot Cartridge / 10gp / 5gp
Salt Shot Cartridge / 12gp / 6gp

Advancement Notes:

4th level ability increase: CON +1