Alkenstar


Lost Omens Campaign Setting General Discussion

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Krome wrote:
Dorje Sylas wrote:
Second, why guns? What is was the incentive to improve on the hazardous early weapons that were discarded else where, over more readily available and reliable weapons? Disregarding the lack of magic as not all communities elsewhere in the world have constant access to effective combat magic. I'm not saying their shouldn't be guns, however just a absence of magic should not be a catalyst for their development.

Well, to look at available ranged weapons there are essentially two kinds available in normal D&D.

The first would be any weapon that is thrown. Daggers, axes, spears, javelins. These very quickly loose effectiveness over distance and with superior armors.

The second is any weapon using added energy. Bows, crossbows, slings, and the atl-atl. These weapons allowed greater energy to applied to projecting the weapon. Unfortunately, there became a problem with scale. To project more energetic weapons you needed larger mechanisms. The ballista is just a very large crossbow.

There is another method of projecting something. This method requires an explosion. While there is no listed alchemical listed in the Equipment List that produces an obvious explosion, several come close to that affect. It is not unreasonable to assume that someone somewhere found an alchemical that would produce an explosion, and shrapnel would be a possible side effect. From there it does not take much to make the leap to using controlled explosions to make make weapons. Take a pipe that can be aimed. Place an shrapnel-like item and put it in the tube, cause a small explosion to project that item at the target. It is a relatively simple thing to achieve.

The earliest weapons would have been dangerous, yes, as the science would need to be tested. But the description of the guns in Alkenstar indicates they are well beyond that. At the worst, the rules for accidents are at the same rate as a Rogue trying to use a Wand- and these are optional rules.

They developed guns, because...

Funny thing about science. Some technologies could theoretically have been implemented much earlier than they were if only the people had made said discoveries earlier. I know that sounds somewhat obvious but if you look into the history of the development of firearms there were advances made because people discovered/stumbled upon a simple improvement that no one had thought of or developed until then. Improvements that were technologically feasible much earlier than when they came about.

Just a small thought.

Anyway, it seems like there is indeed some interest in Alkenstar among the customer base. Though I have to say I don't really care much for official content. Why? Hell, after reading the previous posts in this thread I've seen so many ideas for Alkenstar pop up that I don't think I'd like such an interesting place to become static and canonized. I think it's the perfect place for a community (such as the one formed) to put some work into. Better yet, what a community makes doesn't have to be canon, there could be 'Alkenstar Campaign Options' entries placed in the community for different approaches.

That and if I dare to have psionics in my campaign it just makes sense that it be separate from magic. I always disliked the idea that they were one in the same. Blech. Then again... it would be simpler... and simple is good right? :P I think I might pop into this community and see what's what!

You can't see it but I'm all giddy.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Random Thought:

If DR/Material is (EX) insteand of (SU) I could picture a lot of lycnathrops living there. Espeically since (IIRC) They couldn't change shape or spread their curse. (Both are SU)

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Matthew Morris wrote:

Random Thought:

If DR/Material is (EX) insteand of (SU) I could picture a lot of lycnathrops living there. Espeically since (IIRC) They couldn't change shape or spread their curse. (Both are SU)

actually they might be cured within Alkenstar :P

intriguing thought

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DM Doom wrote:
That and if I dare to have psionics in my campaign it just makes sense that it be separate from magic. I always disliked the idea that they were one in the same. Blech. Then again... it would be simpler... and simple is good right? :P I think I might pop into this community and see what's what!

we have been working with the idea of not having psionics available.. why? easy without magic or psions the humans and dwarfs see themselves forced to develop technology to achieve what other cities and nations achieve easily with such resources...

anyway... we can always see how both of them mix for those interested :D


OK I've joined too. I love talking about unusual places and theorizing about differet aspects, and why something should or should not exist. Just need to read over the entry in the Campaign setting again to let the creative juices flow...

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fopalup wrote:
OK I've joined too. I love talking about unusual places and theorizing about differet aspects, and why something should or should not exist. Just need to read over the entry in the Campaign setting again to let the creative juices flow...

excelent :)

yes some things there has some of us hitting our heads against a wall brick... mainly the food thing :P


Montalve wrote:


excelent :)
yes some things there has some of us hitting our heads against a wall brick... mainly the food thing :P

Well the food thing is answered in the Campaign setting, with Gebs nobles providing most of the food in return for Alkenstar's main export, their ice wine.

Gebbites must really love their wine!

Edit: Well the living ones anyway.

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fopalup wrote:

Well the food thing is answered in the Campaign setting, with Gebs nobles providing most of the food in return for Alkenstar's main export, their ice wine.

Gebbites must really love their wine!

indeed... or a lot of wine... but I suppose I can live with that

our worries are... why not srop it suddenly... but I digress :P


Montalve wrote:


indeed... or a lot of wine... but I suppose I can live with that
our worries are... why not srop it suddenly... but I digress :P

It looks to me like Geb is trying to become an economic powerhouse and they use items from Alkenstar, either directly or indirectly, as exports. The Ice Wine, the Crystal Mines of Dongun Hold shipped to Vudra are done as it says in the Campaign setting "thanks to lucrative trade agreements with Nex" (Campaign Setting p. 59) (I read that as Nex saying "thanks for the free taxes!"). Frankly Nex has a good thing set up in Alkenstar. They can't send in any of their own workers (ie. undead) because there is no guarantee that they could recover the resources there before all the undead went nuts from the Mana Wastes. It was a very sneaky move to place people there (the undisirables) next to the dwarves and then make it so that they would WANT to work out the resources of the region, and make it so there are no expenditures on Geb's part, yet they gain great benefits from just being their main export partner. Very sneaky indeed.

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fopalup wrote:
Montalve wrote:


indeed... or a lot of wine... but I suppose I can live with that
our worries are... why not srop it suddenly... but I digress :P

It looks to me like Geb is trying to become an economic powerhouse and they use items from Alkenstar, either directly or indirectly, as exports. The Ice Wine, the Crystal Mines of Dongun Hold shipped to Vudra are done as it says in the Campaign setting "thanks to lucrative trade agreements with Nex" (Campaign Setting p. 59) (I read that as Nex saying "thanks for the free taxes!"). Frankly Nex has a good thing set up in Alkenstar. They can't send in any of their own workers (ie. undead) because there is no guarantee that they could recover the resources there before all the undead went nuts from the Mana Wastes. It was a very sneaky move to place people there (the undisirables) next to the dwarves and then make it so that they would WANT to work out the resources of the region, and make it so there are no expenditures on Geb's part, yet they gain great benefits from just being their main export partner. Very sneaky indeed.

jeje sounds like a very interesting possibility

maybe something for the part of secrets as Geb try to manipulate the area opposed by Nex :P


So is there any consensus as to just what Sandkrakens are? I assume at this stage that it is the Golarion version of Sandworms from Dune. I could see a reason for the very large gun in the side of the cliff because of this. Or maybe just the creatures from the movie Tremors, also explains the entire cliff-living agenda...

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fopalup wrote:
So is there any consensus as to just what Sandkrakens are? I assume at this stage that it is the Golarion version of Sandworms from Dune. I could see a reason for the very large gun in the side of the cliff because of this. Or maybe just the creatures from the movie Tremors, also explains the entire cliff-living agenda...

we don't know exactly what they are...

we were looking if there was any reference but haven't cheked it thorughly

but yes, they sound scary...


Montalve wrote:


we don't know exactly what they are...

we were looking if there was any reference but haven't cheked it thorughly

but yes, they sound scary...

Well it looks like they might just leave it up to us. That would be cool. I vote for the 'tremors' type. Then again maybe they could both be considered the same animal, just different HD amount because of size.


Montalve wrote:
Matthew Morris wrote:

Random Thought:

If DR/Material is (EX) insteand of (SU) I could picture a lot of lycnathrops living there. Espeically since (IIRC) They couldn't change shape or spread their curse. (Both are SU)

actually they might be cured within Alkenstar :P

intriguing thought

I would actually argue that as long as they stay within the boundaries of the Mana Waste they would not be able to change into their alternate forms, but would still be able to infect people. A good reason to come and STAY within the borders, but if you left then it's back to square one as far as the changes go.

At the very least, you might have rabies...

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fopalup wrote:

I would actually argue that as long as they stay within the boundaries of the Mana Waste they would not be able to change into their alternate forms, but would still be able to infect people. A good reason to come and STAY within the borders, but if you left then it's back to square one as far as the changes go.

At the very least, you might have rabies...

as a Ravenloft fan I do believe that a werewolf in human form, while having a lookalike to the wolf he becomes, would show himself like any other human...

about the infection... it could be... but its a magical curse... within the confiens of the Mana Waste no magic works... same with cursed items... if you have a cursed item you want to get rid of you go to the mana wastes for a few days until its magic is depleted, you throw it there and move along...

if you survive, of course :P

but yes, once they leave the Mana Wastes... the curses came full strenght...

ok infection might be transferable in an hereditary way, that way a child froma werewolf might be a True Werewolf and he wouldn't know until leaving the region... this i like for an story :D

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fopalup wrote:
Montalve wrote:


we don't know exactly what they are...

we were looking if there was any reference but haven't cheked it thorughly

but yes, they sound scary...

Well it looks like they might just leave it up to us. That would be cool. I vote for the 'tremors' type. Then again maybe they could both be considered the same animal, just different HD amount because of size.

maybe they are different creatures (tremors & sand krakens), but options could be interesting to see... but aye... we need a creature like in tremors, definitively


Pathfinder Adventure Path, Lost Omens Subscriber

I believe there is an example sandkraken in House of the Beast (Legacy of Fire book 2), if I recall it's part of the beasiary for that book.

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Robert Jordan wrote:
I believe there is an example sandkraken in House of the Beast (Legacy of Fire book 2), if I recall it's part of the beasiary for that book.

thanks for the referency, and no its not part of the bestiary but the text says its on the Tome of Horrors II

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Sand Krakens are exactly what the name would suggest, desert-dwelling cephalopods. Large-sized Aberrations, 10 tentacle attacks and a bite, plus improved grab and constrict, so it's a CR 8. Tremorsense and Camoflage, an automatic Hide/Stealth ability (DC 20 Spot/Perception to notice), too. Kinda nasty.

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Kvantum wrote:
Sand Krakens are exactly what the name would suggest, desert-dwelling cephalopods. Large-sized Aberrations, 10 tentacle attacks and a bite, plus improved grab and constrict, so it's a CR 8. Tremorsense and Camoflage, an automatic Hide/Stealth ability (DC 20 Spot/Perception to notice), too. Kinda nasty.

cool... ok sounds nasty... also fun...

mmm now that I remember...
there is one anime that uses wind ships to travel in the desert... they don't fly they just travel like sail ships... with the wind... would be interesting to confront an aberration like that in such a ship :D


James Jacobs wrote:

Alkenstar certainly has a unique feel to it; but it's also one of the more polarizing and more "out of context" areas in the entire campaign setting. The preponderance of guns and technology and the strange characteristics of the Mana Wastes make it a somewhat difficult region to reconcile in many minds (including mine) with the nature of the surrounding regions of Golarion.

Guns in fantasy settings tend to have this polarizing effect. In my opinion, when you put guns into a fantasy setting, you should go all-out with them, and they should be common and well-known. Final Fantasy does this very well, as does the Iron Kingdoms (created by Privateer Press).

Golarion is, for the most part, not a "guns in fantasy" world. Yet it IS supposed to be a world where everyone can find at least one corner of the world that they really enjoy. Thus, we have a gun/tech region with Alkenstar (along with vikings, science fiction/fantasy, pirates, and other specific "D&D" traditions elsewhere).

Well, I think that you could develop Alkenstar a little bit, but only if this developement is not unbalancing, overboarded and remains "sensible". So giving every farmer in alkenstar a colt would be a bad move. But having a few specialist companies with "Dragon-muskets" and making revolvers (as depicted in the CG)extremely rare and expensive "prototypes" should not unbalance the setting. Also the occasional selling of flintlock pistols to pirates or wealthy alien collectors should not be a big problem. At least not more problem than having an interdimensional society which lives more or less openly in Katapesh.

What more interesting is, is that fireweapons have normally an certain technological level as prerequisite. But how to present this techlevel without getting cheesy and too much into unwanted scifi?

I would recommend to leave Alkenstar bascially as fantasy society with some fantasy twists, but also introducing clockwork wonders and science fantasy elements. Think like Moorcock in this way. So I would introduce: running or flying constructs or golems as riding animals, flamecannons, some few antigravity techs, golem/constructs as wardens for important places - like the gates to the manawastes, some practical things like a mechanical clock in the center of each city, some steam-factories, some davinci-machines and maybe if you are adventureous a steam railway.

I think the important thing during design of Alkenstar is to let the players feel that it does belong to Golarion and is not too alien. Another fact of Alkenstar seem to be that it this nation energy is mostly fokused on defense against its neighbours like the mana wastes and (maybe) Geb. so its should have some potent weapons against undead or the horrors of the manawastes. (And I dont mean muskets with this)


Montalve wrote:

indeed

in the case of Valkyria Chronicles, what makes em think of Alkenstar is the feeling the characters give you... and the uniforms of the empire... they use a dark red uniform with a breastplate and helmet, protections in both feet and arm... while its not that useful against bullets... against the creatures of the mana wastes would work wonders

Okay, now that I can get behind. I love their outfits, and the animation style is just AMAZING!!!!!

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Enpeze wrote:
a lot of interesting facts

I couldn't agree more with you Enpeze

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Freehold DM wrote:
Montalve wrote:

indeed

in the case of Valkyria Chronicles, what makes em think of Alkenstar is the feeling the characters give you... and the uniforms of the empire... they use a dark red uniform with a breastplate and helmet, protections in both feet and arm... while its not that useful against bullets... against the creatures of the mana wastes would work wonders
Okay, now that I can get behind. I love their outfits, and the animation style is just AMAZING!!!!!

oohh yes it is :D

Scarab Sages

So looks like Valkyria Chronicles is PS3 only I see...bummer, it look pretty cool...

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Xaaon of Xen'Drik wrote:
So looks like Valkyria Chronicles is PS3 only I see...bummer, it look pretty cool...

err I forgot to mention it... a friend got it for his birthday... so far I have enjoyed it more... in his own PS3 :D


Having had read the bestiary for Legacy of Fire: Howl of the Carrion King, I had this thought involving those insectile-crustecean gremlin/mites with the hammers...

They go roaming around Alkenstar in invading packs, just waiting for the opportunity to go wreak havoc on all the complicated gears/machinery/widgets/doodads that Alkenstar has to offer.

Only thing is that the Mana Wastes cancels out whatever special abilities those gremlin/mites (forgot the proper names of them) got, so the Alkenstar folk can take them out without any undue magical intereference.

Just found the thought amusing, for some reason.

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Here4daFreeSwag wrote:

Having had read the bestiary for Legacy of Fire: Howl of the Carrion King, I had this thought involving those insectile-crustecean gremlin/mites with the hammers...

They go roaming around Alkenstar in invading packs, just waiting for the opportunity to go wreak havoc on all the complicated gears/machinery/widgets/doodads that Alkenstar has to offer.

Only thing is that the Mana Wastes cancels out whatever special abilities those gremlin/mites (forgot the proper names of them) got, so the Alkenstar folk can take them out without any undue magical intereference.

Just found the thought amusing, for some reason.

je, i suppose them become mostly a nuisance more tahn true horrors, just like rats :P

Paizo Employee Director of Narrative

This seemed like the best place to say...
...want!

Sovereign Court

very cool Daigle :)


I could see the officers using revolvers, while the main wall defenders might have bolt action rifles, and the older citizens would have their old firearms, muskets, flintlocks, etc.

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Daigle wrote:

This seemed like the best place to say...

...want!

ohhh thank you Daigle, those are beautiful

and yes sort of someting like that Xane


Bump, Alkenstar ideas have waned recently, we could use some more ideas here or on Montalve's Alkenstar forum.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Cloudreaver Keep: Why is it being attacked by yetis, and ghosts?

Perhaps the land the keep was built on was sacred to the yetis. Used as a burial ground in the past. The keep gets erected without anyone knowing this fact, or not carrying. Afterward we start to have "Poltergeist" like activity. The guards attacked by the restless dead and even by fallen comrades, cursed to wander until the others spirits find rest.

Maybe the magics that caused the Mana Wastes had a strange effect on this part of the land. Creatures that die there can't move on the to the Boneyard to be judged. The yetis know of this effect and find the building of the keep a bad omen.

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Xaaon of Korvosa wrote:

Sounds like a community project to me...

Who wants to start a Community Alkenstar project?

I'd start a site, but I'm working on some ideas for publication, so I don't want to start a site I would have to shut-down when I became a publisher. I would love to contribute to someone elses community site though.

And Hogarth, I see Alkenstar as a half-Renaissance, quarter-pirate, 1/8th western, and 100% steampunk!

I'd be interested. I like steampunk fantasy.

Edit: Replied before reading the rest of the thread. Looks like some ideas are being bounced around. Let me think on this some and see what I come up with.

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yes, this would be good to revive the project

we have some ideas in the forum, but most of us have beenn busy for the time being

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Montalve wrote:

yes, this would be good to revive the project

we have some ideas in the forum, but most of us have beenn busy for the time being

I have a great interest in Alkenstar, partially because I connected it to Ptolus for my "Ptolus in Golarion" project. And partially because I like the idea of guns in my fantasy, even just a little.

I will do what I can and I hope I will be of some assistance.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Grr, the Alkenstar forum ate my post. But I got some it retyped

Post my thoughts here

I don't think the Mana Wastes is a death sentence for the gnomes. Having taken a look at the description of the Bleaching, gnomes while they should be rare in the land could easily get along well in the Wastes. The Bleaching is brought on by lack of experiencing new wonders. And I for one think the wastes would be full of deadly and exciting things to do. Weither it's the gnome how plans to ride a Sand Kraken, the gnome bravely staying the night in Cloudreaper Keep, or the gnome planing on a barrel ride over Alken Falls.

Now I could see a tribe of wandering "Bleachlings" either barely surving the wastes or trying to bring the dead land back to life. While at the same time gangs of Spriggans roam the land and depths of Alkenstar spreading misery and destruction, having been driven mad and twisted by the magic that caused the Mana Wastes.

Liberty's Edge

good good
thanke
we have there some discusion
je as you would see everyone want certain thing or another

in this i tend to go with James Jacobs, the reason there in guns and technology is because there was no other thing to ocupy that place, so no magic, no psionics

the rest... is a bit of everyone likings for such a place

Scarab Sages

Welcome to the Alkenstar team, I've been lax of late, I have my PDF publishing venture I'm working on, in addition to what amounts to a second job (third job if you consider that I have 9yo boys and a wife) starting very soon...

Liberty's Edge

understandable, i beliebe we all have been one or otherwise busy.. the idea is too keep the interest :)

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

One thing I noticed is the repeated mention of Valkyria Chonicles.

So for those of you how haven't seen it here are the first two episodes

Valkria Chronicles 1

and

2

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Lazaro wrote:

One thing I noticed is the repeated mention of Valkyria Chonicles.

So for those of you how haven't seen it here are the first two episodes

Valkria Chronicles 1

and

2

oh yes, a good mention... not for the tanks... i see it more on the imperials with fierarms and breastplate and helmet... and the lances with rockets!

Liberty's Edge

A whole AP would be pushing it (I'm pushing for a Mendev/Worldwound big war AP) but I'd definitely love an Alkenstar companion and possibly a module. And Steampunk/Guns is far far more fantastical feel to me than the Numeria stuff or even the Shory stuff.

Don't let James get the Alken-fans' hopes down though! He's also said that a Dwarves of Golarion would be the LAST of the races to get a companion and sure enough it's now the NEXT racial companion!

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Coridan wrote:

A whole AP would be pushing it (I'm pushing for a Mendev/Worldwound big war AP) but I'd definitely love an Alkenstar companion and possibly a module. And Steampunk/Guns is far far more fantastical feel to me than the Numeria stuff or even the Shory stuff.

Don't let James get the Alken-fans' hopes down though! He's also said that a Dwarves of Golarion would be the LAST of the races to get a companion and sure enough it's now the NEXT racial companion!

yeah, but he said that because he doesn't like dwarves :P

and since the threat is to let it as it is... maybe is up to us to make something interesting for such interesting place


Pathfinder PF Special Edition Subscriber

Just recently spent a week of vacation time visiting my brother out of town. The devious fellow has a PS3, widescreen tv, surround sound system, and Valkryia Chronicles and got me hooked... and a 3 hour drive (6 hours round trip) and a full tank of gas is just a little too much just to play the game. I love the story and art on that game!

I also like the idea of having a little "steampunk" flavor in one corner of Golarion.

Perhaps not a full AP but I for one would also vote for at least a Companion to broaden the game info for Alkenstar after awhile to help inject new questions/ideas into a community project. A few item cards with pistols, muskets, and rifles would not be out of place either! :)

After just reading through all the posts... I'm pretty sure I remember someone mentioning Equilibrium. Gun Kata does sound fun to add. Perhaps a vuldrani monk found his way to Alkenstar and founded the style.

I'd also suggest having more than a few upgraded or "proto-type" crossbows to be found in Alkenstar. Before stumbling upon the means to make firearms they'd use and improve what they had at hand. I'd say that repeating crossbows would also be more prevalent in Alkenstar. A great crossbow outfitted with "gnomish sites" from the Arms and Equipment guidebook makes a fairly good "sniper rifle" and packs a wallop. Considering the upgraded nature of poisons in the coming release of the Pathfinder RPG, a simple pistol crossbow could also be more than just "1d4 damage". Adding in a repeating hand crossbow (a dart gun) wouldn't be too far off base. However... ultimately... I see the crossbow evolving into a means to launch alchemical solutions. Effectively becoming proto-type grenade launchers. These evolved crossbows could even be spring or steam driven weapons.

(While the firearms of Alkenstar are kept close at hand, perhaps some of these upgraded crossbows are being sold or traded for supplemental food stores and have begun to make their way into greater Golarion.)

On the issue of food, perhaps one or two al/chemists with "green thumbs" and nature knowledge have stumbled upon various alchemical additives for soil. Having a few greenhouses popping up in Alkenstar might be interesting. I wonder what interesting plants might survive in the mana wastes.

Good luck on the Alkenstar project. Hopefully I'll find time to help at some point.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Questions flowed through my mind this evening...

Are the Mana Wastes treated as a HUGE Antimagic Field? Is so, how and why do ghosts exist in Cloudreaver Keep ("Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field")? Perhaps they're not really ghosts, but something else entirely.
If they are ghosts then maybe there's more to the Wastes then meets the eye.

Also what about creatures with spell-like or supernatural abilities. I'm sure most fled the lasnd along time ago, but what the ones that stayed. Would they still have there powers, like the ghost can still materialize, or are they learning to live without them or have they developed new abilities to replace what they lost?

Healing. not sure this has been covered, but how should healing be handled in the Wastes. Could it be thanks to there knowledge of alchemy they've been able to produce potions of healing without the use of spells? Perhaps feats like Master Craftsman are common?

Jason Bulmahn wrote:


Master Craftsman
Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.

But of course changes would need to be made for the item to not be treated as magic. Perhaps feats that grant some type healing x times/day?

Of course you could always just go with "Only Natural Healing work"

The Exchange

I have been playing a gun toting nobleman in my wives Crimson Throne game, all my party mates first thought i had weird clunky wands until a loud BOOM emitted from it and a hole appeared through the head of the alligator! i was inspired by Baltier from FF12, my character traveled far to Alkenstar to learn the secrets of gunsmithing and brought it back to Korvosa. he has not traded the information as per it was an oath he made to his mentor.

we used the Iron kingdoms gun rules 80ft range 2d6dmg 19-20x3 (pay extra for extra barrels) and they have been a very good exotic weapon but no better than a great bow or great crossbow ( that one is 2d8 19-20x2, it actually has a better damage output) either that or i would use the pistols from the dragon magazine ( 30ft 1d6 dmg but is a TOUCH ATTACK )

I love Alkenstar (and its giant F'ing MAKO CANNON!) just unnerf the firearms, why the f$%k they are not using longbows in alkenstar is beyond me. firearms as stated are not even a minor replacement for magic (make it a touch attack and i can see it working)

Liberty's Edge

Thanks Lokie, those are indeed some interesting ideas :)+
and yes this is a Project thatneeds to be revived

Sneaksy Dragon wrote:

I have been playing a gun toting nobleman in my wives Crimson Throne game, all my party mates first thought i had weird clunky wands until a loud BOOM emitted from it and a hole appeared through the head of the alligator! i was inspired by Baltier from FF12, my character traveled far to Alkenstar to learn the secrets of gunsmithing and brought it back to Korvosa. he has not traded the information as per it was an oath he made to his mentor.

we used the Iron kingdoms gun rules 80ft range 2d6dmg 19-20x3 (pay extra for extra barrels) and they have been a very good exotic weapon but no better than a great bow or great crossbow ( that one is 2d8 19-20x2, it actually has a better damage output) either that or i would use the pistols from the dragon magazine ( 30ft 1d6 dmg but is a TOUCH ATTACK )

I love Alkenstar (and its giant F'ing MAKO CANNON!) just unnerf the firearms, why the f$%k they are not using longbows in alkenstar is beyond me. firearms as stated are not even a minor replacement for magic (make it a touch attack and i can see it working)

je that sounds like a cool char Sneaksy Dragon...

I agree... in our game 1 player uses a flintlock like last resource weapon... rules for it?

-touch attack
-halves DR
-Max Damage in the die means you get to rerroll it until you get something different than the highest number
-crit x3

this player got a critical against a very dangerous enemy... he got enough damage to blow his brains in a single shot... 1 round of the combat... that brought moral down enough for them to try to make a run,... time the wizard used to bring them down with a well placed spell, the rest of the aprty was busy saving slaves from a mad man with a wand of Clouskill with 1 shot left...

Liberty's Edge

Sneaksy Dragon wrote:
he has not traded the information as per it was an oath he made to his mentor.

I could see gunsmithing much like the Illuminator's Guild in Wheel of Time, or how to make greek fire; a very secretive craft.

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