Fatespinner's Pathfindered Iron Kingdoms


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Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Heya Fatespinner, quick question!

What year are we playing in? I sorta assumed for my background that we are playing current year as of the World Guide (605 AR). If thats not the case, let me know.

And I am tooling around with my equipment just a bit to finish spending some of my remaining gold and to better reflect my character traveling to Corvis, as opposed to someone equipped better for living in the city.


Male Human (Ryn) Gunmage 2
Fatespinner wrote:
Garrison Wyngarde wrote:
Ooops sorry meant Combat Loading. I'll work on the background soon.
I also note that your Stealth skill seems to be off. It's not in-class for Tempest gun mages, so your bonus should be +5 (2 ranks + 3 DEX). I'm guessing this might've been a holdover from when you were considering an Orphan gun mage (which DOES get Stealth)? Perception looks off, too. Should be 2 ranks + 3 trained - 1 WIS = +4.

The +2 is due to the Alertness feature of the bonden magelock pistol link. Or are you not using that chart. And yeah the stealth was from orphan, I'll fix that.

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Garrison Wyngarde wrote:
The +2 is due to the Alertness feature of the bonden magelock pistol link. Or are you not using that chart. And yeah the stealth was from orphan, I'll fix that.

Ah, yes, I am using that (but I've built the bonuses into the class progression instead of making it separate). That's fine, then. I was going to get rid of the Alertness thing just because I didn't want to give the gun mages SO MUCH stuff at 1st level, but... it's not going to be unbalanced. Just made the 1st level look very overloaded on paper. :)

Yasha: Yes, we're playing in the current World Guide year.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Fatespinner!

Spoiler:
Since I had to go and take the Aurum Ominus Alchemist feat and put myself in debt by 1500gp...I'll need to know how you are handling the creation of alchemical items. I looked at the rules and I know the benefits of the AOA feat above...but! The Craft skill wording doesn't really say much about how fast you can make items except for briefly about x2 or x3 speed.

So does that mean that at my fastest, I could only make 1 tindertwig per day? How is that supposed to work/how will you rule it?

Here is the math.

Example 1) Tindertwig: Cost 1gp. Craft cost: 10sp. Raw cost: 3sp ea.
Craft: Alchemy +14, take 10. 26 (incl+2 from Alchemy Lab)
26x20 (Tindertwig craft DC) = 650
650/7 to determine Progress by day = 92.86
Rounded down, thats enough progress in 1 day to make 9 Tindertwigs.
With the Aurum Ominus Alchemist feat, I can make Alchemicals in 1/2 the time...so 18 would be able to be made per day.

Example 2) Alchemist's Fire: Cost 20gp/200sp, Raw Cost: 66.7sp ea.
26x20 (alch fire DC 20) = 650
92.86 sp/day. cost is 200sp/flask. 3 days work = 278.57sp
Aurum Ominus divides time by 2...1 Flask of Alchemist Fire every 1.5 Days, looks like.

Don't worry, I'm not asking this for a get rich quick scheme or anything, I'm just trying to figure out how my character might be able to work in his spare time to begin paying off his debt. Let me know if you think there is anything weird with this or if you have any other suggestions for paying off the debt. Of course, there is always treasure!


M human (Tordoran) fighter 2

Mechanics look about done, I'll get to the background soon.

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Yasha0006 wrote:
Fatespinner!

Yasha!

Spoiler:
Yeah, I re-read the crafting rules and that looks correct. Obviously this requires that you have an entire day that you can spend slaving away for your craft, but you could very rapidly produce goods in this way. Something to note, however, is that with the Order of the Golden Crucible effectively under Khadoran control is that alchemical goods and reagents (including gunpowder) will be slightly scarce and may have their prices increased based on where you're attempting to purchase them.

Also, erm, an alchemy lab is not very "portable." I'm assuming that Vahn is renting one somewhere in Corvis for his work? Or does he have some giant folding cart that he wheels around with him? :) I'll let you know that I don't intend to KEEP this game in Corvis for very long, so you may wish to address the notion of portability.


Male Human (Ryn) Gunmage 2

Background, spells and equipment are up.


Female Human (Ryn) GunMage: 1/Witch: 1

Okay, going to throw in with a mutli-classer to both cover a wider amount of ground and not 'compete' as much with those that are 'specialising'. ;)

So, going to go with one level of Gunmage, the llaeless kind and one level of Whitch, the Paizo kind. ;)

Will keep on developing Amber as time permits.

*curtsies*

Dark Archive RPG Superstar 2013 Top 32

Amber Di' Glaeys wrote:

Okay, going to throw in with a mutli-classer to both cover a wider amount of ground and not 'compete' as much with those that are 'specialising'. ;)

So, going to go with one level of Gunmage, the llaeless kind and one level of Whitch, the Paizo kind. ;)

Will keep on developing Amber as time permits.

*curtsies*

Okay... that's... certainly an odd combination of classes. Any particular reason why you want this specific combination? The witch is still an arcane casting class and doesn't really accomplish anything the alchemist isn't already capable of. The different Orders of gun mages are different enough as to provide pretty shockingly dissimilar concepts, particularly with the Tempest on one end of the spectrum and the Rose on the other. I don't think you'd be stepping on anybody's toes if you went full gun mage... and I don't think you'd be losing out on anything significant by not multiclassing with witch.

If you're looking for the "occultist outcast" type, the Orphan gun mage certainly accomplishes that as well. Naturally, if you still want to pursue your original combination, you may do so. I'm just providing some advice that might make the character a little more functional.


Male Human (Ryn) Gunmage 2

I'd be fine with another Gun Mage.

Dark Archive RPG Superstar 2013 Top 32

Garrison Wyngarde wrote:
I'd be fine with another Gun Mage.

Especially if it were a Rose gun mage, I could see a lot of in-character banter between the two of you, kinda like Gimli and Legolas from the LotR movies.

I'm picturing Garrison dropping like 2-3 enemies in rapid succession and calling over his shoulder: "Looks like you're falling a bit behind, Rose! Don't they teach you how to fight back in Llael?"

Then a shot rings out and the Rose gun mage dives in front of Garrison, saving him from a possibly fatal gunshot wound. The Rose mage says "Maybe if you'd stop talking and pay attention, I wouldn't have to constantly be saving your ass."


Female Human (Ryn) GunMage: 1/Witch: 1

Sorry to be a bother and a sticky-beak, but does one get all the fstarting feats listed with the racial notes?

For example, for Ryn it lists:

Starting Bonus Feats: Combat Expertise, Improved Initiative, Quick Draw, Weapon Finesse.
Ability Scores: +2 any stat, +2 CHA, -2 WIS
Automatic Class Skill: Diplomacy
Racial Skill Bonuses: +2 Bluff, +2 Sense Motive
Automatic Languages: Cygnaran (spoken), Llaelese
Bonus Languages: Caspian, Cygnaran (written), Khadoran, Rhulic (spoken), Shyr (spoken, requires 2 ranks to learn)

A player picks/chooses just one of those as their starting bonus human feats, do they not?

Sorry for my confusion, hope things are going well with every one.

*curtsies*

EDIT:

Fatespinner wrote:

Okay... that's... certainly an odd combination of classes. Any particular reason why you want this specific combination? The witch is still an arcane casting class and doesn't really accomplish anything the alchemist isn't already capable of. The different Orders of gun mages are different enough as to provide pretty shockingly dissimilar concepts, particularly with the Tempest on one end of the spectrum and the Rose on the other. I don't think you'd be stepping on anybody's toes if you went full gun mage... and I don't think you'd be losing out on anything significant by not multiclassing with witch.

If you're looking for the "occultist outcast" type, the Orphan gun mage certainly accomplishes that as well. Naturally, if you still want to pursue your original combination, you may do so. I'm just providing some advice that might make the character a little more functional.

Sorry, I meant the Ryn background, I.E. from llael and the oucast Gun Mage class. I do apologize for any confusion.

Um, nope, no real reason. it just popped into my head as to be something interesting to try. This grim, outcast Gun slinger with a dark past, kind of thing. I am working through the Oucast Gun Mage and Whitch atm. So I shall be working at trying to combine the 'best' of both. Some one who can supplement the parties healing potions should alwasy be welcome, no? Um, just maybe don't ask about that funny after taste. :p

Though, as a sudden thought. I could always play a Dragon blighted trollkin from the Scharde Isles? Does any one havea suggestion for a suitable avatar on these boards/ ;) :P


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Fatespinner,

Spoiler:
Ah, thanks for answering that for me. As for the Alchemy Lab, as a member of the Order of the Golden Crucible, my character has free use of an Alchemy Lab (and free lodging and meals) anywhere there is a chapter house or stronghold of the Order. So, as long as there is one in whatever city we happen to be in at the time, my character can just grab some supplies and then do some crafting.

Dark Archive RPG Superstar 2013 Top 32

Amber Di' Glaeys wrote:
Sorry to be a bother and a sticky-beak, but does one get all the fstarting feats listed with the racial notes?

No, you get to choose only ONE of the starting feats as a bonus feat at character creation.

Sovereign Court

Female Human Level 4 Bard
Yasha0006 wrote:

Fatespinner,

** spoiler omitted **

My character, while not of the Alchemist class, has abilities with alchemy as well. I figured I would also rent space in a lab whenever the local church doesn't have alchemy facilities available for travelling priests. Given that there are alchemical items such as "Morrow's Hand Creme", I figured church facilities will at least often have alchemical labs set up.

Also, I didn't see any way to handle encumbrance, so...there was no way to bring a lab along with me. :)

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Jess Door wrote:

My character, while not of the Alchemist class, has abilities with alchemy as well. I figured I would also rent space in a lab whenever the local church doesn't have alchemy facilities available for travelling priests. Given that there are alchemical items such as "Morrow's Hand Creme", I figured church facilities will at least often have alchemical labs set up.

Also, I didn't see any way to handle encumbrance, so...there was no way to bring a lab along with me. :)

Actually, it's just named such because of religious-minded alchemists. The vast majority of church establishments will not have an alchemy lab available for use. That said, Yasha's character can probably "hook you up" by means of his connections... or you can always shell out a few crowns to rent one for a few days if necessary.


Male human ranger (urban ranger) 2 -- 21/21 hp -- 0 injury; Init +4; AC 16, touch 12, flat-footed 14; Fort +4, Ref +5, Will +2; Perception +6

I'll be posting some characters stats/info later today.


M human (Tordoran) fighter 2

Any thoughts on the character, Fatespinner?

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Lazo wrote:
Any thoughts on the character, Fatespinner?

While it's certainly a little unusual to see a Tordoran decked out in half-plate and wielding a flail and tower shield, everything looks okay at first glance. Just don't forget that you take a -2 penalty on attack rolls while using that shield. You will definitely be a tough nut to crack, though!

EDIT: I just noticed that three of the PCs at this juncture are Tordoran. What the hell are you all doing in Corvis?! :) (For the record, Tordorans primarily hail from Ord, which is to the west of Cygnar. Corvis is at the northern extreme of Cygnar, near the Llaelese border.)


Female Tordoran Level 2 Cleric of Morrow and Ascended Elenna
Fatespinner wrote:
Lazo wrote:
Any thoughts on the character, Fatespinner?

While it's certainly a little unusual to see a Tordoran decked out in half-plate and wielding a flail and tower shield, everything looks okay at first glance. Just don't forget that you take a -2 penalty on attack rolls while using that shield. You will definitely be a tough nut to crack, though!

EDIT: I just noticed that three of the PCs at this juncture are Tordoran. What the hell are you all doing in Corvis?! :) (For the record, Tordorans primarily hail from Ord, which is to the west of Cygnar. Corvis is at the northern extreme of Cygnar, near the Llaelese border.)

I didn't have a clear idea of the political map of the area, and maybe Imissed it, but I don't know where Corvis is either, using the player's book. Can you give me references?


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

I found a downloadable map of Immoren here at this web address.

While not a full Immoren map, this one shows Corvis and northern Cygnar, Ord and much of Khador. It may or may not be able to cover the entire area for this campaign (as I have no idea where we might be going eventually!).


M human (Tordoran) fighter 2
Fatespinner wrote:
Lazo wrote:
Any thoughts on the character, Fatespinner?

While it's certainly a little unusual to see a Tordoran decked out in half-plate and wielding a flail and tower shield, everything looks okay at first glance. Just don't forget that you take a -2 penalty on attack rolls while using that shield. You will definitely be a tough nut to crack, though!

EDIT: I just noticed that three of the PCs at this juncture are Tordoran. What the hell are you all doing in Corvis?! :) (For the record, Tordorans primarily hail from Ord, which is to the west of Cygnar. Corvis is at the northern extreme of Cygnar, near the Llaelese border.)

The penalty to attack is included. And that penalty is nothing compared to the hit my skills took. But hey, this is a concept I've wanted to work for a long time.

I've included a sort of barebones background, including a basic of why I'm in Corvis. Let me know if that needs more work or should be changed.

Also, if this build is a problem let me know. The balance should show up when I, as the character that should have the highest attack bonuses can't hit anything. And this setting screams that I should avoid damage. However, I understand that even though there are ways around my high AC, it might not be fun to DM for, so I'm willing to switch it up for the sake of fun.


Male Human (Ryn) Gunmage 2
Amber Di' Glaeys wrote:

Sorry to be a bother and a sticky-beak, but does one get all the fstarting feats listed with the racial notes?

For example, for Ryn it lists:

Starting Bonus Feats: Combat Expertise, Improved Initiative, Quick Draw, Weapon Finesse.
Ability Scores: +2 any stat, +2 CHA, -2 WIS
Automatic Class Skill: Diplomacy
Racial Skill Bonuses: +2 Bluff, +2 Sense Motive
Automatic Languages: Cygnaran (spoken), Llaelese
Bonus Languages: Caspian, Cygnaran (written), Khadoran, Rhulic (spoken), Shyr (spoken, requires 2 ranks to learn)

A player picks/chooses just one of those as their starting bonus human feats, do they not?

Sorry for my confusion, hope things are going well with every one.

*curtsies*

EDIT:

Fatespinner wrote:

Okay... that's... certainly an odd combination of classes. Any particular reason why you want this specific combination? The witch is still an arcane casting class and doesn't really accomplish anything the alchemist isn't already capable of. The different Orders of gun mages are different enough as to provide pretty shockingly dissimilar concepts, particularly with the Tempest on one end of the spectrum and the Rose on the other. I don't think you'd be stepping on anybody's toes if you went full gun mage... and I don't think you'd be losing out on anything significant by not multiclassing with witch.

If you're looking for the "occultist outcast" type, the Orphan gun mage certainly accomplishes that as well. Naturally, if you still want to pursue your original combination, you may do so. I'm just providing some advice that might make the character a little more functional.

Sorry, I meant the Ryn background, I.E. from llael and the oucast Gun Mage class. I do apologize for any confusion.

Um, nope, no real reason. it just popped into my head as to be something interesting to try. This grim, outcast Gun slinger with a dark past, kind of thing. I am working through the Oucast Gun Mage and Whitch atm. So I shall be working at trying to combine the...

Y'know the more I look at the attitude towards unregisterd magic use and the supernatural, the trickier it looks for a witch to work in the setting. Any law enforcement agents, many clerics of morrow etc, would be inclined to either turn you in or kill you on sight. Unless you came up with a pretty spectacular reason, the party would be inclined to let the authorities have you rather that accept outcast status for harboring a witch.

Just my 2 cents but it sounds like the concept you're going for would work just as well with an outcast gunmage, and fit into the setting far better.

Interesting to try is cool, game derailing not so much.


Female Human (Ryn) GunMage: 1/Witch: 1

*raises eyebrow*

Um,Garrison Wyngarde, it's not like I intend to just start randomly eating babies or throwing random people into a big iron cauldron or what have you.....and ginger bread houses are right out.

I am hoping the crossing of the Oucast gun Mage and the Witch will give me a 'rounded' character that can aact in support of the perty. Not a front line gunslinger or tank.

Some who can help share the burden of supplying healing potions to those in need....

*cough* Yes, Amber will be able to shoot people as well. :P

I certainly wont be advertising the Witch side of things...hence the disguise and subterfuge skills etc.

Hope that dispells some of the 'myths' about what i may be trying to do? :)

Cheers!


Male Human (Ryn) Gunmage 2
Amber Di' Glaeys wrote:

*raises eyebrow*

Um,Garrison Wyngarde, it's not like I intend to just start randomly eating babies or throwing random people into a big iron cauldron or what have you.....and ginger bread houses are right out.

I am hoping the crossing of the Oucast gun Mage and the Witch will give me a 'rounded' character that can aact in support of the perty. Not a front line gunslinger or tank.

Some who can help share the burden of supplying healing potions to those in need....

*cough* Yes, Amber will be able to shoot people as well. :P

I certainly wont be advertising the Witch side of things...hence the disguise and subterfuge skills etc.

Hope that dispells some of the 'myths' about what i may be trying to do? :)

Cheers!

Well as long as there's no baby eating..


Female Human (Ryn) GunMage: 1/Witch: 1

*Curtsies to Garrison Wyngarde* Thank'e kind sir.

So, another question; The starting packages for the three different Gun Mages you have described, oh illustrious DM, these too supplant the 'generic' Gun Mage starting abilities/feats?

Dang, *blushes at own bad language* but a Magelock class pistol is expensive. Am currently, desperately, trying to 'ballance' the books as it were in regards as to what equipment to start with.

Now, about the Witch's ability to brew potions. I'm assuming that the spells a Witch knows can be 'potion-ized'? Hence making 'half cost' healing potions is an option?

Again, hope I'm not slowing things down.

Cheers!


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2

Amber, remember something Fatespinner mentioned earlier...you'll likely not have any healing type spells yet.

Earlier, he said that any Arcane spellcasters who typically have access to healing spells like myself (for extracts) or Bards and whatnot, don't get access to them like normal.

In order to keep healing magics in the realm of divine magic (and the Pain of Healing mechanic), all arcane casters who can use healing magics remove all Cure spells from their spell lists and instead get Vigor spells at 1 level higher.

i.e. Cure Light wounds (1st level spell) is removed from spell list and replaced by Least Vigor (2nd level spell). These Vigor spells aren't going to heal damage per se, but instead grant Fast Healing 1, 2, 3, etc.

I'm not sure if that means that a Witch (or an Alchemist for that matter) can only then create Vigor potions instead of standard CWL potions, best to ask.

Dark Archive RPG Superstar 2013 Top 32

Amber Di' Glaeys wrote:
So, another question; The starting packages for the three different Gun Mages you have described, oh illustrious DM, these too supplant the 'generic' Gun Mage starting abilities/feats?

Yes. The items I mentioned in my post are all-inclusive. That post entirely replaces the standard IK Gun Mage. Also, you begin with a magelock pistol for free.

Amber Di' Glaeys wrote:
Now, about the Witch's ability to brew potions. I'm assuming that the spells a Witch knows can be 'potion-ized'? Hence making 'half cost' healing potions is an option?

Yes, but remember what I said about the witch's healing spells. They will be treated as 1 level higher and will function as the 'vigor' spells rather than 'cure' spells since they are arcane. Thus, as a 1st level witch, you won't actually HAVE any healing spells... yet.

Sovereign Court

Female Human Level 4 Bard
Fatespinner wrote:
Amber Di' Glaeys wrote:
So, another question; The starting packages for the three different Gun Mages you have described, oh illustrious DM, these too supplant the 'generic' Gun Mage starting abilities/feats?

Yes. The items I mentioned in my post are all-inclusive. That post entirely replaces the standard IK Gun Mage. Also, you begin with a magelock pistol for free.

Amber Di' Glaeys wrote:
Now, about the Witch's ability to brew potions. I'm assuming that the spells a Witch knows can be 'potion-ized'? Hence making 'half cost' healing potions is an option?
Yes, but remember what I said about the witch's healing spells. They will be treated as 1 level higher and will function as the 'vigor' spells rather than 'cure' spells since they are arcane. Thus, as a 1st level witch, you won't actually HAVE any healing spells... yet.

what will be done about the healing hex? It can only be used once per day on any one person, if I recall correctly...?

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Jess Door wrote:
what will be done about the healing hex? It can only be used once per day on any one person, if I recall correctly...?

The hex is fine as it is. One CLW per day per person isn't going to drastically upset anything.


Male Human (Ryn) Gunmage 2
Fatespinner wrote:
Amber Di' Glaeys wrote:
So, another question; The starting packages for the three different Gun Mages you have described, oh illustrious DM, these too supplant the 'generic' Gun Mage starting abilities/feats?

Yes. The items I mentioned in my post are all-inclusive. That post entirely replaces the standard IK Gun Mage. Also, you begin with a magelock pistol for free.

Amber Di' Glaeys wrote:
Now, about the Witch's ability to brew potions. I'm assuming that the spells a Witch knows can be 'potion-ized'? Hence making 'half cost' healing potions is an option?
Yes, but remember what I said about the witch's healing spells. They will be treated as 1 level higher and will function as the 'vigor' spells rather than 'cure' spells since they are arcane. Thus, as a 1st level witch, you won't actually HAVE any healing spells... yet.

Wait the magelock pistol is free? Ok so I'm not as broke as I thought.

And Amber, if you need cash there's always the rich parents trait. It seems to fit with your background anyway.


Female Tordoran Level 2 Cleric of Morrow and Ascended Elenna

Looking at the very cool map, and considering that Tordorans are seafarers, one possibility is a cargo route that runs through the bay of stone, serpent gorge, the dragons tongue to the big lake by Pt Bourne. A smaller river runs out of there almost to Corvis. I could see goods travelling along waterways that direction...

As a travelling priest of Morrow with rather good sailing experience, I could see Talia ending up in Corvis after travelling as shipboard clergy or delivering some good from one city to another for the church. I could guess that those that follow Asc. Elenna could often end up with such delivery tasks for the church.


Female Human (Ryn) GunMage: 1/Witch: 1

I'm pretty sure the dragon's Tongue river is navigatable by boat all the way from the ocean up into llael, including through Corvis. ;)

Ah, gotcha on the healing thing. No worries, the "Cauldron" hex still gives me access to other uber Alchemy type things. So I may not be healing very one's little nicks and scrapes? Give me maybe one more level and I'll be crafting every one's grenades for them though. ;)

(o.o) We get a Mage Lock for FREE? ! (O.O) Sa-WEEEET! (^_^)

*curtsies again to Garrison Wyngarde* Already thought of that one, thank'e. (^.~)

Hee hee! *runs off to put finishing touches on character*

That was so not a cackle by the way....-_-


Male Human (Thurian) Alchemist 2

Vahn says in his noticeable brogue while looking about at the others.

"Well then...how is everyone coming along on their preparations?"

How is everyone coming together?


Female Human (Ryn) GunMage: 1/Witch: 1

Except for CMB and CMD (which I still can't get my head around) I have everything done and dusted. :)

Skills selected, spells checked, gear bought and ready to lock and load!

Pushes hat lower over features. Allows great coat to fall clear of pistol, riding easily in its holster.

Time to make some profit, me thinks, hey what?


Male Human (Ryn) Gunmage 2

Trigger finger's itchin', let's do this.

Just some last minute gear and I'm done


Female Human (Ryn) GunMage: 1/Witch: 1

In passing, I have come to realise that I can not, in good faith, shoot any one for less than 40 Gp per shot/person.

*tuts to self* Hmmm, descisions, descisions......

*Goes about checking their rapier and daggers*


Female Tordoran Level 2 Cleric of Morrow and Ascended Elenna
Amber Di' Glaeys wrote:

In passing, I have come to realise that I can not, in good faith, shoot any one for less than 40 Gp per shot/person.

*tuts to self* Hmmm, descisions, descisions......

*Goes about checking their rapier and daggers*

I myself have noticed the significant cost involved in gun ammunition - I only have 30 bullets! But, as my character would rather (1)Talk, (2)Reason or (3)Run her way out of bad situations, and all her weapons are hidden to help facilitate these other actions, it works out for me pretty well.

Fatespinner, as I have little real knowledge of the setting, even with the player's guide, please feel free to make whatever changes you feel the story or setting need me to make.


Male human ranger (urban ranger) 2 -- 21/21 hp -- 0 injury; Init +4; AC 16, touch 12, flat-footed 14; Fort +4, Ref +5, Will +2; Perception +6

I'm hopefully going to finish up Russwin today. Thanks for your patience!


Male Human (Ryn) Gunmage 2
Talia Nerini wrote:
Amber Di' Glaeys wrote:

In passing, I have come to realise that I can not, in good faith, shoot any one for less than 40 Gp per shot/person.

*tuts to self* Hmmm, descisions, descisions......

*Goes about checking their rapier and daggers*

I myself have noticed the significant cost involved in gun ammunition - I only have 30 bullets! But, as my character would rather (1)Talk, (2)Reason or (3)Run her way out of bad situations, and all her weapons are hidden to help facilitate these other actions, it works out for me pretty well.

Fatespinner, as I have little real knowledge of the setting, even with the player's guide, please feel free to make whatever changes you feel the story or setting need me to make.

I know, it would actually be more cost effective to shoot gold coins at people.

Dark Archive RPG Superstar 2013 Top 32

Garrison Wyngarde wrote:
Talia Nerini wrote:
Amber Di' Glaeys wrote:
In passing, I have come to realise that I can not, in good faith, shoot any one for less than 40 Gp per shot/person.
I myself have noticed the significant cost involved in gun ammunition - I only have 30 bullets!
I know, it would actually be more cost effective to shoot gold coins at people.

Yup. Ammo is expensive. This is why it is not always in your best interest to shoot people. You have melee proficiencies for a reason. ;)

(Gun mages get an ability called "Spellshot" at level 5 that lets them burn spell slots to instantly conjure short-duration bullets that can be fired as normal. That should help.)

On the flip side, though, there are no "magic marts" in IK, so you won't be spending thousands of crowns on stat boosters and +1 armors. Instead, you'll be buying alchemical items, ammunition, and the occasional bit of mechanika!

Dark Archive RPG Superstar 2013 Top 32

Those of you who are not aware: Corvis (otherwise known as the City of Ghosts) is built alot like Venice in that there are no real streets, only waterways plied by a gondoleer's guild to get from place to place. There aren't a lot of railings or anything of the like to prevent someone from taking a plunge, either, and while there are plenty of stairs and ladders leading up out of the waters in the event of an accident like that... you may not want to entirely ignore your Swim skill, especially those of you in heavier armors. :)


Female Tordoran Level 2 Cleric of Morrow and Ascended Elenna
Fatespinner wrote:
Those of you who are not aware: Corvis (otherwise known as the City of Ghosts) is built alot like Venice in that there are no real streets, only waterways plied by a gondoleer's guild to get from place to place. There aren't a lot of railings or anything of the like to prevent someone from taking a plunge, either, and while there are plenty of stairs and ladders leading up out of the waters in the event of an accident like that... you may not want to entirely ignore your Swim skill, especially those of you in heavier armors. :)

Yay! Go Profession(sailor)!

You're just mad we're all Tordoran because we all got swimming bonuses! :D

I wish there was a human albino appropriate pic that didn't make her look like she wanted to stab you in the guts. Talia's really not that angry.


Male Human (Ryn) Gunmage 2
Talia Nerini wrote:
Fatespinner wrote:
Those of you who are not aware: Corvis (otherwise known as the City of Ghosts) is built alot like Venice in that there are no real streets, only waterways plied by a gondoleer's guild to get from place to place. There aren't a lot of railings or anything of the like to prevent someone from taking a plunge, either, and while there are plenty of stairs and ladders leading up out of the waters in the event of an accident like that... you may not want to entirely ignore your Swim skill, especially those of you in heavier armors. :)

Yay! Go Profession(sailor)!

You're just mad we're all Tordoran because we all got swimming bonuses! :D

I wish there was a human albino appropriate pic that didn't make her look like she wanted to stab you in the guts. Talia's really not that angry.

So do what I did. I picked the best avatar I could find, then linked to a deviantart pic that best describes the character.


Female Human (Ryn) GunMage: 1/Witch: 1

Just for the DM's edification I do know there's a picture of Corvis some where on the internet.

Yes, I know the internet is a big place....-_-

Um, Buccaneer Bass might be of some service in being able to help out? I have a hard copy of said map in a certain collection of three books, but that isn't going to help every one else, I'm affraid.

As for ammunitiion and such, I am re-thinking the "Gear-bow" as a cheaper way to inflict hamr at range. I agree whole heartely there are times of talking and times of walking, but some times the brutes will only respond to force.

Still, here is to adventure! ^_^


Male human ranger (urban ranger) 2 -- 21/21 hp -- 0 injury; Init +4; AC 16, touch 12, flat-footed 14; Fort +4, Ref +5, Will +2; Perception +6

I'm all done except for choosing a favored enemy and writing up the background, demeanor, and description.

Briefly: Russwin is an ex-sailor, ex-soldier, current explorer/man-for-hire. He's well-rounded in his capabilities. He is generally friendly and very practical. "Whatever gets the job done" is one of his mottoes. He can be kind of a bastard, but he's certainly not evil.


M human (Tordoran) fighter 2
Fatespinner wrote:
... you may not want to entirely ignore your Swim skill, especially those of you in heavier armors. :)

Did you know tower shields carry a -10 acp? As soon as my feet get wet I'm dropping that thing.


Male Caffinated Aboleth Expert 7 (Obscure/useless knowledges)/Monk 2/Psychic Warrior 2
Amber Di' Glaeys wrote:

Except for CMB and CMD (which I still can't get my head around) I have everything done and dusted. :)

Skills selected, spells checked, gear bought and ready to lock and load!

Pushes hat lower over features. Allows great coat to fall clear of pistol, riding easily in its holster.

Time to make some profit, me thinks, hey what?

You're having trouble figuring out your CMB and CMD?

Gimme a sec,

CMB: 10 + BAB + Str. Mod + Size Mod (0 for us mortals)

CMD: 10 + BAB + Str. Mod + Dex Mod + Size Mod


Male Human (Ryn) Gunmage 2

Y'know Amber, looking at both our Dex, Cha and abysmal Wisdom scores, we've got the makings of a psychotic Bonnie and Clyde.

On a side note, ever seen The Musketeer, it's a terrible movie but the action sequences and fighting style remind me of you.

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