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My favorite GM had a table rule. No one dies unless they did something incredibly stupid, or they want to. (Our characters were each pivotal to the plot. Any of them being dead would have mucked it up pretty badly.)

Trying to take on a ranger 3.5 times the APL is in the first category. Would you also be trying to find a way to dumb down a Wyrm Red Dragon for them? Have him out there in his Leather Armor +X, with his Black Arrows of Human bane. (If you want to be nice, also stack merciful on there; he is a slaver, and dead people net you little profits)

You are under no obligation to coddle them if they want to take the risks. I would be very upfront about this with them, though. "This is an extreme fight, you will likely all die. Are you sure you don't want to get your revenge later?" Then introduce them to the concept of "The List" (The semi-mythical sheet of paper that the characters/players write the names and locations of anyone they are reserving a beatdown for. Once they hit level 7-10 they can come pay him a little visit.)

Personally, I would have them come upon him checking a trap, and the halfling can backstab him, and it turns out to be a makeshift dummy. They hear his mocking laughter from the treeline, and then begins the deadly game of cat and mouse as they try and make it back to town with all their extremities. Maybe the ranger catches one on his own and takes a finger/toe/ear as a keepsake. (Or a eye, a la Kill Bill.)

I normally don't reccomend a GM torment the PCs like this, but once they have been warned that they are outclassed, and this is not an encounter in the adventure; and they continue? Well, then the gloves come off.

This is not about you trying to "beat" the players. that's not the point of the game. But it IS your responsibility to show them that actions have consequences. If they don't it will be a weak, watery, unsatisfying campaign. (Nerfing the ranger is the equivalent of letting them type in IDSPISPOPD (very very old god-mode code from the demo version of DOOM.))


The real problem with the vorpal stool is that you're spending a metric buttload of ki to give it the vorpal quality, per round. Chances of lucking into a nat 20 in that time? slim.


Reacting after you've been damaged is a little late to get your Dex to your AC. If they are changing the wording, they are likely just making it clear what they already meant. I can only think that you are supporting this because you enjoy arguing or you hate stealth, either way, the rules do support sneak attack from stealth.


Yes it does, DrDeth. You just have to look around a little.

Sneak Attack wrote:
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
Armor Class wrote:
If you can't react to a blow, you can't use your Dexterity bonus to AC.

Or are you saying the rules allow you to react to opponents you are unaware of?


Combine with Skill Mastery at 10th level, and not much should get by you.


Pick up the trap spotter rogue talent. makes it a reflexive check.


Damn, fooled by the glowing, shrieking rope that can be seen through walls!


Very crafty indeed! Just hope the stealther doesn't have a readied action to put an arrow in you if you start casting a spell.


Now if the Party's smart, they'll lay the rope agaist a wall and use a silent image to make the wall 2" furher into the room.

w=wall
r=rope
i=illusion

w r i
| / |
| / |
| / |
| / |

I doubt the scout's walking down the hall with his hand on the wall, I know I don't in my house.

Edit, ok, not silent image, illusory wall.


And the party rogue stealted at the top of the rope ginsu's the scout in the face as he pokes it into the pocket dimension. One at a time monsters who are flat footed are jokes. The wizzy and cleric can even keep their earplugs in.


Your PCs have never tried the old Rope Trick?


Upon closer inspection, yes, you are not noticed (this means you retain the hidden condition) until they are within 5 feet of you, so Sniping is a go. If you're more then 5 feet above their head, they're screwed.


Im wondering if just the final pinpoint is what breaks stealth. I would love to be able to snipe those damned dogs.

Or, failing that, I'll find a wizard to research a spell that makes me scentless.


Well, that link clinches it. As retarded as that ruling is, it is the rules.


No, absolute zero is the lack of temperature or entropy. It's a theoretical state because there's a quantum level of energy that cannot be removed. Nothing about a crystal tho.


It always pisses me off that people think that Scent automatically trumps stealth.

The rule says no such thing, save for a bit of flavor text. Nowhere in the ability does it say that it IGNORES Stealth.

Quote:

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Would someone be so kind as to point out WHICH part of that rule even mentions the Stealth skill? The only things which I could see this negating are Invisibility and Silence.

Now for Blindsight, things are different, because the rule actually mentions something that Stealth depends on.

Quote:
This ability is similar to blindsense, but is far more discerning. Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Now forgive me from not copying the entirety of the Perception section, but this is the relevent bit.

Quote:


Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent.
That bit right there says that creatures with scent still need to make Perception checks to notice things, i.e. charaters using Stealth. They're really GOOD at it, but it's not automatic like Blindsense/Blindsight. It CERTAINLY doesn't work if the Stealther in question makes
meabolex wrote:
a stealth check of 1000

The rules just DO NOT say that. So if you want a familiar to spot your Barbarian friend, get a Common Bat, that little guy has the Blindsense that makes him automatically succeed the Perception test to spot a Stealthed character.

P.S. If you want a real-world example of people with stealth beating Scent, watch either Cool Hand Luke, where he covers his trail with spices to break his scent, or a hunting show where the hunters slather themselves in deer urine to mask their own scent.


Glitterdust.
Detect thoughts.
Dust of Appearance.


It's very difficult to describe something without a frame of reference, and that's exactly what's going on. Just run it as RAW. It lets you pinpoint things in contact with the ground, which would tell you elevation as well.


My mistake it's a feat, Greater Steal. APG.


Do people actually find that 4 encounters wipe them out? (use their resources, not kill them) I never got that. A group of smart players could surely do far, far better. I've seen someone solo Crypt of the Everflame as a barbarian. Without sleeping. The only healing they got was the HPs from levelling.

When did PCs get hit with the wussbat?


@DQ

I was more looking at glibness combined with Rumormonger. Holy MONKIES. you could say whatever you wanted at first level. I'd even wager you could start a revolution with that.


You only get +1 Dex in Fullplate though.

So yeah, AC 25


Uhh, yeah, bard, OMG bard. One glibness check later and you can have everyone believing that the King is having an affair with the High-Cleric and their biggest kink is literally destroying tax money while summoning devils to crap on their chests before releasing them to kill townsfolk.

A skilled RPer could use that to such great effect. Thank you for bringing that to my attention!

Edit: Oh yeah, and tell a little white lie first, THEN drop the bombshell that needs the super DC Bluff checck.


"Holy crap you knocked his head clean off!"


I mostly boils down to the party MUs wanting to do things every round, and not being content with their mace or crossbows.

It may be the 2nd edition player in me, but I never demanded the party sleep after I cast my ONE magic missile.

Thank you all for the advice, honestly I've tried much of it before, and I don't mind PCs sleeping once or twice in-dungeon, it's the 15 room dungeon that takes two weeks to clear that makes my head hurt.

Time limits are a good way to go, I agree; we had a single day to complete the High Clerist's Tower. That was much more intense and fun than if we'd cleared it in a month. The problem, as has been noted, is that doing it too often makes it frustrating and stale.

I guess the PCs will have to deal with solo goblins and whatnot shooting them while they sleep if they leave the dungeon to rest-up.


I'm prepping for a new game, and I'm thinking back to the olden days. We never used to have the problem of the 15 minute work day (Taking an eight our rest after each fight) back before, say... 2005. I'm not sure what changed in my group since then (It happened after we finished the Dragonlance chronicles, in which we CERTAINLY didn't do it.) The few campaigns we tried to start since then always died quick deaths because the PCs blew their wads in every fight, so it wasn't a challenge unless the monsters were far too overpowering. How do you guys prevent this sort of tomfoolery. I tried the "You aren't tired yet", and they just left the dungeon and waited 24 hours. They didn't mind a casual respawn, and I got slapped with the proverbial "Killer GM" label when the entire dungeon emptied out to come for them.

Thanks in advance.


I take it that wild shape doesn't give tremorsense? Becasue dem earth elementals use that to "see." The reason they have norma sight is to see those damned air elementals when they surface to fight them.


1 person marked this as a favorite.

HEY, what's wrong with being a short, beardy, ale-swilling, mauntain-loving, fiscally enthusiastic Nord/Scto?


Now add on the taent that makes the target unaware that something has been stolen!


Actually, you're now using the victim as a "meat club" it's still unarmed attack, you're jusst pummling his allies with his impaled body.


well, you don't HAVE to give up those antics, as I said, a Martial artist uses his monk levels as fighter levels for feats (basically... see ultimate combat), and in the mean time you're progressing your flurry, AC, and unarmed damage.


Yes there is.

And Welcome to the fold!

Read about it here


Yes, I know all that, but you're giving up tons of monk abilites and upgrades for dipping those 4 levels. It's really not worth it.

Wait, Sohei? That doesn't grant weapon specialization. It gets weapon training.


And yes, you COULD go Fighter4 before dipping into monk, but that's just silly.


The OP was asking about Flurrying


You need weapon specialization in the weapon you have impaling crit for.


Ok I just got the image of both hands, both feet, and your face buried in the enemy. But you can use any part of your body, so... I guess. Honestly, I would say you're just punching the same hand deeper.

Edit: Keep in mind you MUST be a Martial Artist to do this.


Is there an Errata or FAQ where they have addressed this issue? The point is that there is no place in the rules where it says that AoMF can't use the throwing enchant. There are enchants that have RULES that prevent them from working with unarmed strikes (Keen and Vorpal) because it's the wrong damage type.

It's fine if you want to disallow it in your home games tho. The bottom line there is make up whatever rules you want.


Well, to be fair, that list does include the Throwing enchant. And it just says it CAN be thrown, not that it MUST be thrown to be used as a ranged weapon.


There are no strictly RAW reasons not to.

Based on this discussion, though, I'm making a witch with the prehensile hair hex, which then transfers to monk.


The problem with that statement is that it doesn't have a list of what can go on an AoMF....

Ok, I solved this particular issue. Just throw slingstones or whatever. You hands count as a weapon (if you place the throwing enchant on them, they have a range increment of 10,) and magic weapons bestow their enchantment of the ammunition you use with them. So if you have a monk, just pimp up your fists, and throw shurikens.


Trikk wrote:
Fenrisnorth wrote:

It sure reads to me like this:

20th level character with GTWF:

+20 attacks first Main/off or off/main
+15 attacks second Main/off or off/main
+10 attacks third Main/off or off/main
+5 attack last main

Not really, since the additional off hand attacks aren't gained from high BAB but from feats.

Ahh, I see. I thought it said you made your attacks in order of attack bonus.


1 person marked this as a favorite.

It sure reads to me like this:

20th level character with GTWF:

+20 attacks first Main/off or off/main
+15 attacks second Main/off or off/main
+10 attacks third Main/off or off/main
+5 attack last main


Ah, but you forget it is now enchanted spit, and is being used as part of a monk's flurry, so is likely also ki-laden.

Heck I can't find the part where it says you have to let go of a thrown weapon in general. By RAW, it actually looks like you don't actually have to throw it. But that' can't be right, so I'm going to keep looking.


It's mostly in jest, but I can't think of a reason it wouldn't work, though it would look incredibly stupid.


So spitting is a go?


My reaction to you

That is all


1 person marked this as a favorite.

Well, I just had a thought. A monk can use any part of their body to flurry. What is he flurries by... spitting? It's sorta like a throwing attack...


If it makes you feel better, Wordcasting is pretty simple.

You have the Main Effect:
Fire Damage
Healing
Charming
etc.

The targetting:
Personal
Targetted
Mass

And other variables
Duration
Range
etc

and you just mix & match. It''s not super difficult, just search it out on the PFSRD, and read it over for 30 minutes.


So Fiery would burn the wielder too? I know I would be taking damage if I literally lit my hands on fire.

About Submissions

Ubo the Talker's Plansewalker Campaign:

Ubo the Talker's Planeswalker Recruitment
Recruitment Thread
Original Intrest Thread
Deadline: na
Players: na
Useful Links: Michael Torno's Feat Tax rules
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Submissions by Tier
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Groups are completely interchangeable between, and in some cases during, adventures.

Dots

Spoiler:

OceanshieldwolfJoshB
Monkeygod (Potential GM)
Mr Nevets
The Chess
Whack-a-Rogue
Veltharis
Lessah (eventual, potential GM)
Philo Pharynx
Decimus Observet
TheWaskally
Lord Foul II
Uthraed
Almonihah
Todd Stewart Suprise appearance!
HedwickThwWorldly
DM Skull
Gobo Horde


Level 20
Spoiler:

Complete
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Concepts
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Char Name: (Player Name; Descriptive Text) (Additional Links)


Level 16
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Complete
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Level 12
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Complete
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Level 8
Spoiler:

Complete
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Concepts
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Char Name: (Player Name; Descriptive Text) (Additional Links)


Untiered
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Complete
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Concepts
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Char Name: (Player Name; Descriptive Text) (Additional Links)


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Potential GM's
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Potential GMs
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Expectations
Spoiler:
Expectations
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Valid Sources
Spoiler:
Valid Sources
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Valid Sources:
•Akhashic, Gonzo, Legendary Class Variants, Pact Magic, Path of War, Psionics, or Spheres of Magic, Spheres of Might (Source)
•Monster Classes from "In the Company of..." books by Rite Publishing
•Michael Torno's Feat Tax rules (Source)
•Unchained Classes optional (Source)

•Monster Races are a possibility (Source)
•Created Races are a possibility, although unlikely (Source)
•Petitioners are allowed, including the Larvae stage (Source) Note: be aware of potential roleplaying reprocussions.
•Evil Alignments (Source)
•Commonplace Guns

Unallowed Options
•Clones from another franchise (Source)
•Pre-existing Pathfinder characters (Source)
•Fractional Level-Up bonuses (Source)
•Leadership Feat
•Souleater or Soul Merchant

(Source)


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Character Generation
Spoiler:
Character Generation
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NOTE! Creation rules may change with upcoming Recruitment Thread, which will then superseed these.

•Gestalt, one 'side' cannot multiclass but it can Prestige
•Michael Torno's Feat Tax rules
•Unchained optional
•Commonplace Guns
•Free Exotic Weapon Proficiency



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Houserules
Spoiler:
Houserules
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•The Planeswalker Society may provide Planar Tuning Forks and amulets if needed. Or rent them out.
•pre-errata versions of rules may be used on a case-by-case basis
•Everyone with a Familiar gets Improved Familiar for free. (Source) Confirm?
•Animal Companions and Mounts get a free Template?
•New Elemental flavoured options for Familiars, Companions and Mounts

(source)
(source, source)


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FAQs
Spoiler:
FAQs
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"Which multiverse is this taking place in?"
Golarion's multiverse. It has a suitably rich variety of planes, each with their own individual style, yet is vague enough in some ways to allow myself and other potential GMs a great deal of creative freedom.

"How do we travel the planes if no one can use the proper spells?"
The Planeswalker Society provides the appropriate Planar Tuning Forks and their attuned amulets to members on missions or those who 'rent' them for personal excursions.

"Can I play as a monster?"
Possibly. Monsters are much harder to run games for than basic players and so I need to look at a monster so I can give a definite answer for your specific monster.

"Can I create my own race?"
Also a possibility, but perhaps less likely than a monster PC being accepted. This is not because of power levels, but the place of created races in the Golarion multiverse. While I understand that some races would fit, things like Equestria Ponies, Wookies, and Vulcans would not.

"Can I be a petitioner?"
Yes and that includes even the wonky larvae. Spoiler alert: if you play as a larva and venture to the lower planes or get spotted by a night hag, do take precautions so that you are not made into a snack or currency.

"Can I play as someone from another franchise?"
No. I don't want any Super Mutants running around and making best buds with Moogles and a rogue Xehanort clone.

"Can I play as a pre-existing character within the Pathfinder universe, such as Abrogail Thrune, Alison Kindler, or Avimar Sorrinash?"
That's going to be a definite no.

"Can I play as an evil character?"
Why yes, yes you can. In fact, the Society even has a few lodges in the lower planes, specifically Dis, Urgathoa's section of Abaddon, and the Midnight Isles. Just remember that the Society has rules and regulations regarding member conduct when on missions and has a minimum code of conduct for all members, even if it is pretty low.

"Are the Akhashic, Gonzo, Legendary Class Variants, Pact Magic, Path of War, Psionics, or Spheres lines available?"
While I am against rattling off a huge list of third-party content before I even finalize the recruitment itself, I can confirm that most of the options from those lines are allowed.

"Do you have any adventures ready for your specific groups?"
Indeed I do! There are quite a few, in fact, with several adventures scattered across most of the known planes and a campaign arc that takes place in the Elemental Plane of Fire titled '1,001 Nights in the City of Brass', where PCs get involved in Efreeti politics before being sent on a quest to find a lost satrapy that was swallowed by the Cinder Dunes millennia ago.

"How will you deal with gestalt? Isn't that broken?"
Gestalt isn't broken unless you just allow PCs to level dip like mad on both 'sides' of gestalt. I don't allow that and force PCs to choose one side of gestalt that cannot multiclass, although taking a single prestige class on that side is fine. I also build all of my monsters as gestalt builds except for the 'mooks'.

"Can we use fractional level up bonuses?"
No. This is a gestalt game.

"Will we be using the Michael Torno's Feat Tax rules?"
Yes and we will be using the revised version available for free on his website. No longer will martials have to pay ten feats to be able to swing a sword effectively!

"Will you allow unchained classes?"
Yes, but they are not necessary, not even for Summoner.

"Can I use the pre-errata version of this rule or that rule?"
Depends on what rule you are talking about. If you mean something like the pre-nerf Scarred Witch Doctor, then probably.

"Do Fighters and Chained Rogues get any good toys?"
Yes they do. Fighters actually get enough to make them somewhat viable even without an archetype.

"What is the state of guns in the planes?"
Commonplace guns in terms of rules, even if they are not actually that ubiquitious.

"Can I get an Exotic Weapon Proficiency for free?"
Everyone starts with a single free weapon proficiency in addition to what they get from their classes. I see no point in taxing people for weapons that are not OP.

((Source) for above)

"Can I take a planar being as a familiar?"
Yes you can. In fact, everyone with a Familiar gets Improved Familiar for free. There are a few new ones as well, such as the Elysian Thrush or one of the Elemental Motes.

"What about Animal Companions?"
People with Animal Companions get goodies too. Available 'upgrades' include one of a pre-selected list of templates, such as Resolute, and some unique planar creatures, such as a Moonhound.

"What about Mounts?"
Those rare classes with the Mount ability were not left unconsidered. Besides the obvious templates available, there are also options like the Sleipnir, Nightmare Foal, and Abaddon Wasteworm.

"Is Leadership allowed?"
No. The reasons are pretty obvious as to why not.

"Can I play a Souleater/soul merchant?"
No. One of the big rules the Planeswalker Society has is that souls are sacrosanct. One of the last things the Society wants is to anger Pharasma or draw the ire of their patrons in the upper planes despite the heavy amount of courting lower planar patrons do to convince them to ease that rule.

"Can I play as one of the monster classes from the 'In the Company of...' series by Rite Publishing?"
Yes. I have all of those books and love them to pieces. If you want to play as a sentient gelatinous cube psion, a minotaur paladin, an efreeti bard, or even a motherflipping dragon, then do so.

"Is there a Shadow Lodge equivalent in the Planeswalker Society?"
No and betrayal is looked down on. When I say betrayal is looked down on, I mean that the last traitor was sent on a mission in the Nine Hells and subsequently had his membership revoked, invalidating any protection he had. It's said that a particularly hideous and scarred lemure with a distorted dragon tattoo still lingers in a forgotten corner of Dis. The one before that tried to mutiny and take over a Society-owned Maelstrom Skiff to sell on the planar markets. He was subsequently stripped of membership and thrown overboard near the Eye. People got the idea after those two incidents.

"Will there be the equivalent of PFS boons after each adventure?"
While that is up to each GM on whether or not to include boons and to set the conditions to gain those boons, I strongly encourage it and will have boons created for each scenario that I personally run. If GMs would like help coming up with boons for adventures, I can help with that.

"Will PCs be wealth-starved like normal PFS members?"
No, they will not. While the Planeswalker Society does take it's cut from each escapade as a sort of 'finder's fee', the founders wanted to be sure that members felt adequately rewarded. The real benefit the Society gets from members is the glut of favors from powerful planar patrons. The cut they take from members after each excursion is just used to 'keep the doors open', as it were.

"Am I correct in understanding this is for, at minimum, 8th level, gestalt characters?"
That's the current plan. If there is an outcry for lower level adventuring, I might add in a fifth tier of play for level 4 gestalt players. From my years watching other campaigns though, I don't believe many people will turn down the opportunity to play something eighth level or higher.

((Source[/ur]) for above)


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Packages
Spoiler:
Packages





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Game Setting
Spoiler:
Game Setting
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•Golarion's multiverse.
•The Planeswalker Society provides Planar Tuning Forks and amulets to members on missions. It also 'rents' them out for personal excursions.
•One of the big rules the Planeswalker Society has is that souls are sacrosanct. One of the last things the Society wants is to anger Pharasma or draw the ire of their patrons in the upper planes despite the heavy amount of courting lower planar patrons do to convince them to ease that rule.





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Storyteller Shadow's Magnificent Seven Kinmakers/Iron Gods and Wastelands:

Storyteller Shadow's Magnificent Seven
[url=http://paizo.com/threads/rzs2u99w&page=6?StorytellerShadowsMultiGameRecruitment-III#258]Recruitment Post
Useful Links: Interest Check Thread,
SoM, SoP, Deadlands, Wastelands Map, Freedom Charter,
Firearm Guide
---------------------
Submissions
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Iron Gods/Kingmaker
Spoiler:

Iron Gods/Kingmaker
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Me'mori: (Mira Oralia; Android Holy Gun Grey Paladin/Mysterious Stranger Gunsliner) (Paladin Code)
•Devout Gun-priest
Mira Oralia wrote:

1. Newly awakened Android, welcomed and set on her path by a machine cult of Brigh. Devoted and impartial, she aims to serve as a wandering judge while upholding the Tenets.

2. Numeria/Wastelands.
3. Numerian Archaeologist (Trait), Tough-Minded (Trait).

The Emerald Duke: (Erissa Baine; Android Cavalier Dune Drifter/Construct Rider) (Pitched Android Mount, Construct Rider (Android))

•Android on Android action...
Erissa Baine wrote:

1) Android mounted riflewoman who was a veteran of the war. Seeker/protector of knowledge, but secretly burdened by the lives she has taken.

2)Started in Torch, moved to the Wastes.
3)Traits: Local ties (Iron Gods), Veteran of the Wars, Nanite Revival. Drawback: Grim Servant of Death.

RobL8675309: (Verra Vulcan; Changeling Picaroon Swashbuckler/Steelhound Investigator)

•Changeling Rapier-and-pistol duelist
Verra Vulcan wrote:

1) Tortured soul, driven by curiosity and pride, down a dark path. Now seeking some measure of redemption by using her talents to drive out evil (especially the undead).

2)Brevoy (Freelands)
3)Local Ties, Rostlander
Addendum: if you're okay with me having a drawback for the voices (done as haunting regret), then I would take Pragmatic Activator (Int for UMD) as an additional trait

Gobo Horde: (Joseph Bonkers; Human Armorist/Gunsmoke Mystic) (Casting Traditon/Sphere breakdown)

•Young blacksmith with a transforming metal arm
Joseph Bonkers wrote:

1. Concept - Two sentences. Joseph is a Gunsmith with a very unique trait; he lost his arm in an accident and has crafted a replacement arm for himself that can transform into just about anything. The arm is HIGHLY customizable and Joseph is constantly tinkering with it.

Edit: think energetic, inquisitive teen out to explore the world for himself.
2. The Character Area of Origin. Joseph is from Torch. He is a Gunsmith there.
3. Drawbacks vs. Traits.
•Traits: Blighted Physology (Campaign), Caretaker [oc](Faith)[/ooc], Favorite Shape (Magic), Natural Shifter (Racial), Skymetal Smith (Campaign)
•Drawback: Lyin' Eyes
•Note: I took the Extra Drawbacks feat.

Gramork: (A-23; Android Zen Marksman Monk)

•Emotional Gun-Fu-Droid
A-23 wrote:

1) An android trained in the use of guns and martial arts, a veteran of the wars who is on the run from the technological fanatics who want him back and has trouble with his emotions.

2) Numeria

3)Veteran of the Waste Wars (Trait), Student of Philosophy (Trait), Reactionary (Trait), Wanted (Drawback)

JDPhipps: (OZ-M1; "Ozymandias"; Unfettered Inevitable Eidolon Gunslinger) (Unfettered Creature)

•Gunslinging Eidolon
Ozymandias wrote:

1. An ancient robot who was found by an adventurer and taught to be a champion for good. After mourning the loss of his master, he has become hellbent on regaining his strength so he can bring his vengeance to bear against the organization that killed his friends.

2. Both the Wastelands and Torch; while he was found in a ruin beneath the Wasteland surface, he spent a large amount of time in Torch and his friends are buried there.
3. Traits are Reactionary, Numerian Archaeologist, and Against the Technic Leauge; Drawback is Grim Servant o' Death. It's such a fun Hindrance in Deadlands, I just can't help myself.

Edelsmirge: (Johnny Mash; Half-Elf Gernaider Alchemis)

•Bomb tossing Gunslinger
Johnny Mash wrote:

1)Johnny Mash is a bomb throwing rich kid who comes from the River Kingdoms the wars having set his family back so he has set out to restore that fortune.

2) thats right, River Kingdom
3) reactionairy and rich parents

---------------------

Wastelands
Spoiler:

Wastelands
---------------------
Jereru: (Reverend Rob; Human Conscript) (Tradition)
•Desna's Chosen with a Rifle
Reverend Rob wrote:

1) His mind shattered after years of abuse, Rob and his long rifle Marianne roam the place in search for a supposed divine quest given by Desna.

2) Freeland/River Kingdoms.
3) Pioneer (Trait), Arcane Delver (Trait), Improper Protocol (Drawback), Magical Lineage (Trait).

Johnnycat93: (Samuel Rodrigues; Human Bloodborn Hunter)

•Flaming Katana-and-Pistol hunter
Samuel Rodrigues wrote:

1) Heroically smug flamethrower-sword man. Spends a lot of time absent-mindedly contemplating things that could have been.

2) Brevoy
3) Eyes of the Spirit Realm (Trait), Sword Scion (Trait), Condescending (Drawback), Armored Hunter (Trait)

Sapiens: (Alsande; Android Technician) (Scrapper Sniper Tradition, Background and Appearance)

•Android Railgunner
Alsande wrote:

1) Android tinkerer and technologist, carrying a jury-rig futuristic gun. Explorer, scavenger and knowledge seeker.

2) Numeria/Wastelands/pretty much anywhere. He was born in a ruin and has been roaming the world ever since.
3) Numerian Archaeologist (trait), Blood Algorithm (trait)

Fury of the Tempest: (Arcantos the Gunsmith; Human Phantom Gunfighter) (Mythweavers, Martial Tradition)

•Dual Pistol-wielding Gunsmith
Arcanos the Gunsmith wrote:

1. Young, optimistic gunsmith and amateur gunslinger. Hopes to revolutionise firearms and firearm fighting.

2. Arcantos was born and raised in Rostland.
3. Traits: Bastard, Rostlander, Propitiation. Drawback: Improper Protocol

Teiidae: Xocualtuatl; Reptoid mechanist Techslinger Gunslinger) (Covert Agent-Reptoid Trait)

•Gunslinging Sheriff from the stars
Xocualtuatl wrote:

1: A Reptoid covert agent in the guise of a gentleman lawman, drifting from parts unknown on a quest to rid the world of wrongdoers. In actuality he plans on bolstering his own technological power to prepare for the great invasion.

2: His quest begins in Alkenstar, working his way up to Numeria.

3:To the Ends of the Earth(trait), Stargazer(trait), Covert agent/Carefully Hidden(trait), Wanted!(drawback)

Nitro~Nina: 2(Kina the Kval; Kval Conscript) (Mythweavers,

Math, Guns Akimbo Tradition, Story)
•Dual-Wielding tiny terror.
Kina the Kval wrote:

1. Incredibly tiny imp with very big guns who loves nothing more than to ricochet around the battlefield shattering skulls with well-placed bullets. Very dedicated to thwarting evil, but not to the extent of moral myopia.

2. River Kingdoms
3. Traits:
River Lander from Kingmaker, Wary with Sense Motive from Daggermark
Adopted (Social) for the Gnome trait Excitable
Drawback:
Umbral Unmasking since I have no shadow.

Idiot Cube: (Mylon Sivalra; Human Desperado Warlord/Juggler Bard) (Mythweavers)

•Human Gun Juggler
Mylon Sivalra wrote:

1. A brash, overconfident young man, enamored by the songs and legends of gunslinging folk heroes. He wants to make a name for himself with his own unique combat style.

2. Started in Freedom, moved to the Wastes
3. Duelist (trait), Inspired (trait), Tenderfoot (drawback), Unorthodox Method (trait)

---------------------

Standby Submissions
Spoiler:

Standby Submissions
---------------------
Seth86: (Simmeron; human Cavalier Mother's Fang/Spellscar Drifter) (Dune Drifter)
•Giant Snake riding Gunslinger

Warpfiend: (Skritcha; Ratfolk Gultch Gunner)
•Ratfolk Shotgunner

---------------------
Valid Sources
Spoiler:

Valid Sources
---------------------
•Paizo
•SoP
•SoM
(no Legendary Talents from SoM)
•Psionics
•PoW
•Variant Multiclassing
•Experimental Munitionist (Link Broken)
•Wyrwood race
(Most 3pp upon request)

---------------------
Character Generation
Spoiler:

Character Generation
---------------------
Pathfinder rules.
1. 25 Point Buy.
2. 2nd Level.
3. Max HP 1st level. Roll or 1/2+1 thereafter.
4. 1000gp starting wealth.
5. 200gp bonus for firearm related costs.
6. Guns Everywhere rules in effect.
6a. Note. That means that all firearms and ammunition costs 10% of the listed price.
7. All 3PP Archtypes welcome.
8. I will allow most races but reserve the right to say no if it's too far out there.
9. Background Skills will be used.
10. Two Traits: The Traits should be chosen from Iron Gods Kingmaker or from the Homebrew Traits I posted for the Wastes and Freedom. One Drawback is allowed if it fits the theme of the character. That Drawback can be used to purchase traits outside of these lists. I created new Drawbacks as well.
10a. Ignore the backgrounds of the Campaign Traits and only take the crunchy bits. (source)
11. I will allow alternate submissions on a case by case basis where the build lends itself towards a Gunslinging concept.
11a. Multi-classing is acceptable but I would like 50-55% of the levels to be Gunslinger or a Archetype/Iteration of that class.
12. Characters can be from wherever they want but I will be staring the game I think in the River Lands.
12a. Note that ALL PCs will know one another having adventured in the Wastes at first level (I will create the synopsis of what took place). The group will be taking a well deserved break in the town of Last Stop (see the map I linked above).
---------------------
Traits
Spoiler:

Traits
---------------------
REGIONAL TRAITS – THE WASTE
---------------------
Veteran of the Waste Wars – You’ve already been around the cactus a few times and have seen things that would stop most men’s tickers.
Benefit – Gain 1 point of Grit whenever you have been shot by an enemy and remained upright (not in zero or negative HP situation after sustaining damage). This Trait is only usable once per day.

Eyes of the Spirit Realm – You are descended from or learned from the Shamans of the Waste. As such you are sensitive to the spirit world.
Benefit – 1x per month you may seek out the spirits for advice as per the Augury spell.

The Face of Fear – One of your assignments led you into or you accidentally strayed into the Terror. Your experience here emboldened you against horrors after all, what worse thing could you possibly face?
Benefit - Any Will save to resist fear effects are made at a +2 bonus as that experience has hardened you against the worst of the worst.

Shoot from the Hip – Your hero’s got fanning down to a fine art.
Benefit - If you fire a gun utilizing the Quick Draw feat gain a +1 bonus on the initial attack roll.

Duelist - Your adventurer is a deadly gunfighter, and anyone foolish enough to face him at High Noon winds up in the boneyard by sunset.
Benefit – When facing down a single enemy in a Gunfight gain a +1 to AC while your opponent faces a reduction in AC of -1.

To the Ends of the Earth – Your adventurer is used to surviving in harsh environments.
Benefit – The PC can survive 3 days plus a number of hours equal to his Constitution score before taking non-lethal damage from lack of water. The PC can also endure heat – add double your Constitution score to your hit points when sustaining damage in a hot environment before being forced to make a Fortitude saving throw.

---------------------
REGIONAL TRAITS – FREEDOM
---------------------
Student of Spy Craft – You or your parents served one of the spymasters of Freedom, Ursula Freedom, Lily Teskerton or Yuri Gargarin.
(Choose only one).
Benefit – Perceptive - Lily – +2 bonus on Sense Motive checks.
Benefit – Glib - Yuri - +2 Bonus on Bluff checks.
Benefit – One with the Shadows - Ursula - +2 Stealth checks.

Arcane Delver – You or your parents served the Archmage of Freedom, Isolda Lebeda. Isolda experiments with magic pushing the boundaries of the Arcane into areas to ensure survival for her fledgling Kingdom.
Benefit – You may select a spell from a spell list other than your own at your first spellcasting class level i.e. a Wizard may select a first level cleric spell as a spell known at first level.

Immortality Beckons – You or your parents served the Oracle of Freedom, Yaneshi the Watcher. Yaneshi’s past left her seeking defenses against death and the fruits of her labors were instilled in you.
Benefit - +2 to all Fortitude saving throws vs. death or negative energy effects i.e. finger of death spell or channeling negative energy.

Noble Breeding – You are related to or served Karl Medyved.
(Choose one).
Benefit – Related TO - Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Benefit – Served – Having watched the skilled Karl at Council and in negotiations with other Nations, you have picked up his skill at Diplomacy. Gain +2 on Diplomacy checks with Nobility or other town Authorities.

Inspired - You or your parents served Otto Orcson, Half-orc Paladin of Iomedae. Otto’s impossible standards are hard to live up to but you have never forgotten the lesson he instilled within you of Conviction, Instincts, or Courage.
Benefit – Gain +1 to any saving throw of your choice.

Beast Tamer – You or your parents served Isabella Gargarin the Warden of Freedom.
Benefit – Gain +2 to handle animal checks with wild animals.

Strategic Mind - You or your parents served Gunta Eisenzhan the General of Freedom’s Militia. If you have time to analyze an enemy prior to a combat situation, you may position yourself or direct an ally to the optimal space on the field of battle.
Benefit – Grant yourself or a single ally a +2 to initiative where you have 3 rounds or more to study potential hostilities.

---------------------
RIVER PEOPLE TRAITS
---------------------
Numeria:
Ancestral Weapon: You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.

Blighted Physiology - Exposure to the corruption that seeps through every drop of water and grain of dirt in Numeria has altered your body. Horrific growths beneath your skin provide you a +1 natural armor bonus to AC, but your body does not work as a normal creature’s would. You become sickened for 1 round anytime you receive magical healing.

Daggermark:
The Vessel Between: The assassin ushers her victims from the kingdoms of the living to the kingdom of the dead. You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.

Wary - You survived an assassination attempt once. You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill for you.

Echo Wood:
Crusader Road Acolyte: You trained with the Hellknights at Fort Inevitable or the paladins of Iomedae at Fort Riverwatch. If you trained with the Hellknights, you gain a +1 trait bonus on saving throws against chaotic spells and the spell-like abilities of chaotic outsiders. If you trained with the Iomedaean Paladins, you gain this bonus against evil spells and evil outsiders instead.

Gralton:
Noble-in-Exile: Though forced to live in the River Kingdoms, you never forget you’re a Galtan noble. You gain a +1 trait bonus on Diplomacy checks while interacting with aristocrats and nobles, and a +1 trait bonus on Intimidate checks while interacting with commoners.

Lambreth:
Black Eagle Recruit: You were recruited to serve as one of Lord Arnefax’s feared Black Eagles for a time, but you have since left that life. You gain a +1 trait bonus on saves
against fear effects; this bonus increases to +3 if an evil
outsider caused the effect.

Blackthorn Rancher - Domestic animals from Lambreth are known for their resiliency. You gain a +1 trait bonus on Handle Animal checks and Handle Animal is a class skill for you. Your animal companion or bonded mount gains a permanent +3 trait bonus to its maximum hit point total.

Mivon:
Brevoy Bandit: You fled the persecution of Brevoy authorities and wound up in Mivon. Whether or not you are guilty of your alleged crimes, you seek to build a new life amid new neighbors. Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.

Mivoni Duelist - Your training in Aldori sword fighting included several bouts in the Sevier, which has taught you how to inf lict further punishment in one-on-one fights. You gain a +1 trait bonus on damage rolls when you are the only one threatening your opponent.

Pitax:
Pitaxian Improvisation: Your quick hands can salvage even the most botched performance. Once per day after you attempt a Perform check and before the results of the roll are revealed by the GM, you can attempt a Bluff check and use the result of that check in place of your Perform check. You must use the result of that Bluff check, even if it is lower.

Sevenarches:
Fey-Wise: You grew up around fey and are accustomed to their tricks. You gain a +1 trait bonus on saving throws against the spell-like and supernatural abilities of fey and a +1 trait bonus on Sense Motive checks against fey.

Sevenarches Seeker: You’ve long heard rumors about the mysterious archways of Sevenarches and have spent much of your life trying to unravel the mysteries behind the portals. You gain a +1 trait bonus on Knowledge (history) checks and Perception checks to notice secret doors, and Knowledge (history) becomes a class skill for you.

Tymon:
Valknar Alumnus: You trained at the exclusive Valknar Gladiatorial College. Select one combat maneuver when you take this trait. You gain a +1 trait bonus on performance combat checks and a +1 trait bonus on combat maneuver checks to perform the selected maneuver.

---------------------
OTHER TRAITS
---------------------
Wasteland Hunter (Kellid) - You are an expert hunter among your tribe. Whenever you throw a club, shortspear, spear, or javelin, reduce the penalty for throwing the weapon beyond its initial range increment by 2 (to a minimum penalty of 0). For example, a club (with a range of 10 feet) thrown at a target 25 feet way would incur only a –2 penalty with this trait.

Blood Algorithm (android) - Your inhumanity extends to your very core. Pain receptors were omitted during your construction, so you gain a +2 trait bonus on saving throws against spells with the pain descriptor (Pathfinder RPG Ultimate Magic 138). Additionally, once per day when you are healed by a spell that targets constructs (such as a make whole spell), you heal 1 extra hit point per level of the spell.

Pragmatic Polytheist (Kellid) - You pray to whatever local deity will answer your prayers—and if they won’t, to hell with them. You gain a +1 trait bonus on Knowledge (religion) checks and can make Knowledge (religion) checks as if trained. Once per day, you can cast resistance on yourself as a spell-like ability cast at your highest caster level (CL 1st if you have no caster level).

Destined Pioneer (Taldan) - Your forebears served in an Army of Exploration, and you retain that expansionist spirit. Select a terrain from the ranger’s list of favored terrains on page 65 of the Pathfinder RPG Core Rulebook. Once selected, this choice cannot be changed. Once per day while in the selected terrain, you may move across nonmagical difficult terrain as though it were not difficult
terrain until the end of your turn.

Industrious (gnome) - You are helpful and hardworking. When you successfully use the aid another action to aid an ally’s Craft or Profession check, that character gains an additional +1 trait bonus on the check (in addition to the +2 bonus normally granted for successfully aiding another). If you have a racial bonus on that skill, your ally gains a +2 trait bonus instead.

River Acumen (faith) - Your connection with the river and its tributaries has blended with your reverence for the gods of the river passages so much so that you seem divinely blessed while plying river waters. You gain a +2 trait bonus on Swim checks in rivers or streams, and a +2 trait bonus on Survival checks to forage for food in or near a river or stream.

Splash Attack (combat) - You catch others off-guard when a confrontation escalates. As long as you are standing in or adjacent to water, or holding at least a pint of liquid (including insoluble liquids like oil or alchemist’s fire), you can perform a dirty trick combat maneuver to blind a foe within reach without provoking an attack of opportunity. If you select the Improved Dirty Trick feat,
you gain a +2 trait bonus on dirty trick combat maneuvers to blind foes as long as you are standing in or adjacent to water or holding a pint of liquid.

---------------------
The Wastelands Feats
---------------------
Reputation - Whether the character is branded a hero or villain, he has earned a reputation across the Wastes.
Benefit – You character may add their Strength bonus in addition to their Charisma bonus to Intimidation rolls.

---------------------
DRAWBACKS
---------------------
REGIONAL DRAWBACKS – THE WASTE
---------------------
Tenderfoot - Some people, even adventurers, aren’t cut out for the dangers that await on the wild frontier, and your hero is one such greenhorn. For as long he’s been out in the Wastes, he’s never really seemed to fit.
Penalty - -1 Grit. (Must have a class that utilizes Grit to take this Drawback).

Wanted! - Whether or not your adventurer did something wrong, the law thinks he did! Their face is on posters all over the territory, and maybe farther afield too.
Penalty - -2 on Diplomacy checks with Nobility or the Law. Furthermore, the PC could be a target of Bounty Hunters who may attack them without fear of reprisal from authorities.

Lyin’ Eyes - Lies just don’t come easy to this adventurer. That sounds all good and noble, but often causes problems when dealing with more nefarious types.
Penalty - -2 on Bluff checks.

Grim Servant o’ Death - Your hero’s a killer. His family’s probably pushing daisies, his enemies are worm food, and even a few of his friends have holes in them that are suspiciously the same caliber as his very own shootin’ iron.
Penalty – Any confirmed critical miss on attack roll strikes an ally dealing ½ max damage. Benefit - +1 damage on all damage rolls when using a Gun.

Brush with Terror – One of your assignments led you into or you accidentally strayed into the Terror. Your experience here scarred you for life.
Penalty - Any Will save to resist fear effects are made at a -2 penalty as you relive that experience once more.

Ailin’ – The Wastes are home to all manner of death, like Doc Holliday, your hero has a reservation with the undertaker. It’s just not been confirmed yet. The cause of his future demise is something like consumption (tuberculosis), diabetes, or cancer.
Penalty – Any sustained action (more than your bonus to CON in rounds in combat or engaging in heavy movement such as running or carrying a heavy load) causes your PC to gain the Fatigued condition. If the PC continues without rest for (more than your bonus to CON in rounds in combat or engaging in heavy movement such as running or carrying a heavy load), the PC gains the Exhausted condition. If the PC does not stop for rest they must make a Fortitude saving throw (DC variable) or finally succumb t their illness and die. No amount of magic can restore a PC who has perished in this manner to life, their body has simply given out.

---------------------
REGIONAL DRAWBACKS – FREEDOM
---------------------
Improper Protocol – Freedom is unique in that the Country is ruled by a Council. The informality of that Council has made you very comfortable speaking out of turn where otherwise you would not or should not.
Penalty - 2 on Diplomacy checks with Nobility or other town Authorities.

Home Turf – Your love for Freedom has caused you to focus your training in a way that has curbed your development and ability to adapt to new environments.
Penalty – You take a -1 on Survival and Stealth checks when in any territory outside of Freedom. Benefit – Gain +1 on Survival and Stealth within the boundaries of Freedom.

---------------------
Houserules/rulings
Spoiler:

Houserules
---------------------
•classes that gain a battered starting firearm get to choose from the advanced firearms. (source)
--classes that do, can also repair their starting firearm before the game starts (source)
•Characters that receive the Gunsmithing feat from any source trade it in for the Gun Training class feature. This advances every 4 levels. (source, source, source)
•Characters that receive the Gun Training class feature at a level higher then 1 instead receive it at level 1. (source)

---------------------
Rulings
---------------------
•Gunsmoke Mystics gain access to their maneuvers readied by assigning each maneuver a number and using the inbuilt dice feature. (source)
•Aasimars, Tieflings and dhamphirs use the pre-errata age tables. (source)
•Rifles count as Muskets for effects such as Musket Master. (source)
•Weight listings for unusually sized creatures (Nina ↣_↣) will be calculated post-game start.
•"Gun-orientated Archetypes" include: Magus (Eldritch Archer), Armorist (Whitesmith) build.

•Advanced firearms use Metal Cartridges, Advanced firearms that are loaded with something other then a Metal Cartridge are done so with a standard action, if such an action is possible, and have a misfire chance that is one less then normal. (source)
•You may pre-craft firearms at a reduced cost (after the cost reduction of Guns Everywhere) (source)

---------------------
Game Setting
Spoiler:

Game Setting
---------------------
A brief explanation of the setting as I am envisioning it. Guns are Advanced because we have move 50 years into the future of the Timeline.

The events of IronFang Invasion led to a destructive explosion that wiped out Nirmathas and caused great devastation to the surrounding lands. This explosion in turn freed the Whispering Tyrant from his prison.

The burgeoning Kingdom of the Freelands (Kingmaker) recognized the dangers as the Orcs commanded by the Tyrant once again invaded much of Ustalav with what appeared to be the intent of heading even farther east. The new Council journeyed into Numeria seeking weapons with which to combat the evils of the Tyrant now that much of the strength of Lastwall was spent. There they discovered that Firearms could be produced on a mass scale, if the investment was made.

With the aid of the King of Brevoy the furnaces began to churn out firearms and gunpowder on a massive scale. These weapons turned the tide and pushed the invaders back into the Hold and the Gallowspires. This did not of course come without great loss of life and resources and was a long struggle which ended only recently.

Then the creatures came... invaders from Numeria into the Freelands. Another war the young Kingdom could not afford. With the heroes who founded it old beyond their adventuring years, they will need new heroes to aid them and investigate why their neighbors from the north are invading and if they are not, what exactly is taking place.

First of course, they will need to clear out the creatures that have come south looking for trouble...

---------------------

Template:

XXX Recruitment
Recruitment Post
Deadline:
Players:
Useful Links:
---------------------
Submissions
---------------------
Complete
---------------------
[/url]: ([url=] ; ) ([/url])

---------------------
Incomplete
---------------------

---------------------
Dots
---------------------

---------------------
Valid Sources
---------------------

---------------------

Spoiler:
=Character Generation]
Character Generation
---------------------

Spoiler:
=Houserules]
Houserules
---------------------

([url=]source)
(source, source)


Spoiler:
=Game Setting]
Game Setting
---------------------