Angel Mask

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I work at a gaming store in Manchester, NH and was interested in starting a regular Pathfinder game. I was wondering if there was anyone here interested; and, if so, if you were interested in Pathfinder Society or ins a homebrew campaign of my own creation.


Catling
Catlings are distant cousins to catfolk. They are a smaller breed that have become adept at city life.

Type: humanoid (catfolk) (0 RP)
Size: Small (0 RP)
Speed: Normal (0 RP)
Ability Score Modifiers: Standard (-2 Str, +2 Dex, +2 Cha) (0 RP)
Languages: Standard (as catfolk) (1 RP)
Racial Abilities: Cat’s luck (1 RP); Low-light vision (1 RP); Skill bonus (Perception) (2 RP); Skill bonus (Stealth) (2 RP); Skill bonus (Survival) (2 RP); Spell-Like Ability (Feather fall) 1/day (1 RP)
TOTAL RP: 10


High Golem
High Golems are dwarf-golem hybrids constructed during an ancient war. The skill to create new high golems has been lost--but many of these creatures remain dormant, awaiting awakening.

Type: humanoid (half-construct, dwarf) (7 RP)
Size: Medium (0 RP)
Speed: Slow (-1 RP)
Ability Score Modifiers: Greater paragon (+4 Con, -2 Dex, -2 Cha) (-1 RP)
Languages: Xenophonic (Dwarven; common, gnome, goblin, undercommon) (0 RP)
Racial Abilities: Half-construct traits (allocated above); Darkvision 60 ft (2 RP); Defensive training (as dwarves) (1 RP); Stability (1 RP); Hatred (as dwarves) (1 RP); Hardy (1 RP); Weapon familiarity (as dwarves) (2 RP)
TOTAL RP: 13


Here's my version of an elf-orc hybrid.

Erfolc
Erfolc (sometimes spelled errfolk, identifying them as the children of an erroneous act) are the rare, hybrid offspring of elves and orcs. Erfolc are sterile--they cannot produce offspring with their own kind or any other race.

Type: humanoid (elf, orc) (0 RP)
Size: Medium (0 RP)
Speed: normal (0 RP)
Ability Score Modifiers: Greater paragon (+4 Str, -2 Con, -2 Cha) (-1 RP)
Languages: Standard (Common plus elf or orc--depending on where the character lived in childhood; draconic, elf, giant, gnoll, gnome, goblin, orc, sylvan) (1 RP)
Racial Abilities: Elf blood (1 RP); Orc blood (1 RP), Darkvision 60ft (2 RP); Elven immunities (2 RP); Orc ferocity (2 RP); Skill bonus (Perception) (2 RP); Weapon familiarity (falchions and longbow) (1 RP); Sterile (-1 RP)


Sterile (-1 RP): Prerequisites: Humanoid with two or more sub-types. Benefit: Members of this race cannot produce offspring with each other or members of any other race (including parent races).
Standard Weakness ability.


Stephen Radney-MacFarland wrote:
The final rules in Ultimate Combat will have rules if you want to play with firearms that are not new, rare, expensive, and even easier to use, but those will be options rather than the baseline for the campaign.

But we're not playtesting for the campaign, were playtesting for the basic rules. While I understand that the rules being presented with the Gunslinger will also be publish with a campaign setting supplement, this is the Ultimate Combat playtest, not a Golarion playtest.

Playtesting the Gunslinger is useless if we cannot also playtest firearms simultaneously.


Kryzbyn wrote:
Really good point here. No need to replicate existing mechanics under different names.

By using Gunslinger to vary the versatility of the ki-mechanic, a viable alternative to the point-per-level psionics system is created.


seekerofshadowlight wrote:
Really the ki based powers could be once a day with extra uses being allowed with the ki pool. This would allow everyone to use them, but allow the Ninja more use out of them.

Sounds fair enough.


Shar Tahl wrote:
Realist needs to be removed from the equation! No one wants to play a realistic musket guy that takes two or three full round action to load.

While I do not agree that realism needs to be suspended, I do agree that ease and enjoyment of play prevent realistic loading times from being an option. There's already a complaint that loading takes too long. I will agree that, to compensate for the slower loading, firearm damage needs to be increased. My group has been using firearms on and off for several years (we haven't play-tested as many rules sets, mind you), and we find that 1d10 is a decent damage for a pistol and 2d10 for a rifle.


Since the grit system already acts a lot like the ki-sytem, why not just make the Gunslinger just another ki-using class? While ki does have cultural associations, it already exists in Pathfinder as a mechanic for "that little something extra." By allowing grit to be ki, ki can be used from or with other classes.


If the Gunslinger were allowed to be its own base class instead of an alternate class, a sidekick would be a great addition.


Ravingdork wrote:
I just want to know their reasons for going off of fighter when ranger is so much better suited to both the swashbuckler AND cowboy archetypes.

Ranger does have the potential of being both. Perhaps this one alternate class for Fighter should be reworked as two archetypes for Ranger instead.


Perhaps grit should be replaced with a mechanic that augments Hero Points for the class.


Kalyth wrote:

Thats the problem though, they are making a western gunslinger. They are not making a Swashbuckler or Pirate. I personally feel a gun using swashbuckler or pirate should be more of the focus than a Wild West Gunfighter. Swashbucklers and Pirates are more appropriate for the Fantasy Genre that D&D/Pathfinder is primarily set in. They are totally ignoring the classic Archetypes that would use firearms and are constructing a Alternate class that really doesnt have the right feel for the established setting.

When I read the Gunslinger Class, nothing in it causes my mind to envision a Swashbuckler or Pirate or dwarven inventor. It all oozes Cowboy Wild West OK Corral Westerns. The feel for it really isnt fitting for the established general setting. While giving it more of a Swashbuckler or Pirate Feel (that can also be used to make a Wild West style gunslinger) would feel like a better fit to me. It just seems like Wild West gunfighter is being shoved down my throat by the class and they arent even trying to leave room for a character with the pirate or swashbuckler feel.

Agreed. This is why I am in favor of renaming the whole alternate class "Musketeer." [Actually, I am in favor of the Musketeer as a new base class.] This would require a complete overhaul of the flavor text, forcing a new name on "grit." But what would that be called? Or would the entire mechanic have to be changed? There are those advocating for a discovery-like mechanic instead of the current ki-like mechanic--this would unite the Musketeer with the Alchemist in a set of almost-tech classes that would be a good fit for renaissance campaigns.


seekerofshadowlight wrote:
Yes, there would be only rogue talents. One list, not two. It is better for everyone.

I agree that Ninja tricks should just be called what they are: Rogue Talents--and they should be available to all rogues, regardless of archetype/alternate class. Those talents that require ki would be limited to either ninjas, or rogues who gain ki through multi-classing. This would make the Ninja feel more an an alternate class (which it is supposed to be), and less like a new base class (which is appears to be). After all, Samurai can take Cavalier orders and vice-versa--the same versatility needs to be allowed for the Ninja/Rogue.


I'm not entirely fond of grit, either. However, it is the best choice for an alternate class called a gunslinger. The two words go hand-in-hand to create the concept. I have argued that "gunslinger" is inappropriate for a fantasy setting (it would work great in a steam punk setting). For what the mechanic represents, however, "grit" is the perfect word; alternately, "moxie." "Grit" is a combination of all your suggestions--it is prowess, daring, cunning, and finesse. The challenge here is to find the western equivalent of "ki."


YuenglingDragon wrote:

Spells get replaced by Grit and Deeds. Animal Companion gets replaced by free guns and maybe free upgrades to said guns around level 9.

The skills per level and class skills are more appropriate to the themes suggested by the class. The bonus feat progression seems more appropriate as well. Parallels can be drawn between Favored enemy and Gun Training, too. Two good saves vs one good save and Brave and Tough seem to hardly make a difference.

Favored Enemy and Favored terrain would not be good fits for the gunslinger, so would have out be traded out for alternate abilities. Really, the only thing to make the Gunslinger-Ranger connection is fighting style. While the ranger class might be a good model for attack, saves, and skills, the similarity really ends there. The Gunslinger really needs to be its own class, one of the greater subset of skill-based characters.


I suppose by making the Gunslinger (I really do prefer the name Musketeer) a Fighter alternate and the Swashbuckler a Rogue archetype, an obvious cross-class option is made plain. Back in AD&D2E, when I wanted to play a pirate, the best option we had was a dual-class Fighter/Thief. With the Gunslinger and Swashbuckler as they are currently presented, that is essentially the way it works here, too.


Matthew Trent wrote:

You claim Wild West... I claim King's Dark Tower.

I think gunslinger is an evocative name of people who carry guns around. I just wish it was a class that worked.

But King's Dark Tower intentionally combined several genres, including fantasy , sci-fi, horror and western elements. The eponymous gunslinger in this series is, in fact, a spaghetti western character placed in a strange world.

Both "Gunslinger" and "Musketeer" invoke people who carry guns around--they are both time-period specific, however. In a settings like Golarion and Eberron (which is the setting I use with the Pathfnder ruleset), Musketeer (IMHO) better captures the idea of the character in relation to the worlds backdrop.

Hopefully we can help Paizo make the "alternate" class over the next couple weeks.


I will agree that the nature of the preferred weapon would demand both Disable Device and Perception as class skills. Not too sure about Survival, though.

I will also agree that this "Alternate" class may be better off as a Core Class in its own right.


While there are those here that have a problem with the use of the names "ninja" and "samurai" and the images they invoke, I take no issue with them. Though clearly Japanese in flavor, the image they conjure is still fantasy, despite a cultural jump from West to East. With the number of Western-specific cultural names (Bard, Druid, Paladin), this is acceptable. I do take [mild] issue with the name "Gunslinger," however.
Not only are we given gunslingers, but they also have grit. This is a very "Wild West" archetype, a genre era on the wrong side of the Age of Enlightenment. The alchemist borders on technological, but remains firmly rooted in the Renaissance and the Gothic. I wonder if a more fantasy-appropriate name for the gunslinger would be Musketeer.
Like the Alchemist, the Musketeer is just on the "correct" side of the Age of Enlightenment. Like the Samurai, it refers to something very specific historically, but fairly generic culturally.


Boxy310 wrote:

Mountain Man avatar

As a bit of flavor, I imagine that evil-aligned paladins (slaughter, tyranny) would have their "mercies" changed to "malices." That seems thematically appropriate.

I like the idea of malices. They should be the inverses of mercies: cause fatigue, cause sickness, cause disease.

I've enjoyed the alternate paladin ever since I first picked up UA. They reached back into BD&D to redeem the Avenger.


This is just a pet peeve of mind, but I feel I should clarify:

"Jabberwocky" is the name of the poem.
Jabberwock is the name of the monster.

Kind of like Odysseus and the Odyssey.