The Thin Red Line


Recruitment

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First off, this is a homebrew campaign setting. Here's some information.

How people in this campaign setting

The country this RP is to take place in

How classes work in this world

Races in this world

House rules (this section is important, because I made some big changes, plus there is some 3PP and homebrew materiel that I allow)

Explanations for some of the more WTF house rules

As for the RP itself, you are all members of the Commonwealth Ranger Service. The Rangers exist to handle any monsters more powerful than a goblin that pose a threat to innocent life, as well as high powered spellcasters who misuse their powers. Simply put, Rangers are the thin red line between the numerous examples of magic and nature gone wrong and innocent life.

Rangers are government employees, and the government's general attitude towards them is "I don't care how you do what needs doing, just do it". Though you are assigned your adventures by the government, how you go about those missions is up to you, and you can do whatever you feel best (aside from things like pointlessly slaughtering innocent people) to go about eliminating the threats you are assigned to eliminate. Once the government gives you a mission, they will stand aside and let you complete it.

Party level is 5th, starting gold is by the Core Rulebook wealth by level table, experience track is fast (experience points are handed out at the end of adventures, not at the end of combat or whatever else earned the XP), ability scores are 25 point buy, and if you choose to roll HP do it in this thread.

Recruitment is done on Paizo only, but the RP will be held on Gaia Online. Once I accept five people in this thread, create accounts if you do not already have them and post their usernames here (mine is The Emo Bard), and I will send invites to the private guild where the RP will be.

I'm recruiting here because Paizo is the best place for it, but playing on Gaia because Gaia is better for playing. On Gaia, I can swear (There will be foul language in this game, and Gaia's bad language filter can be turned off in account settings [which I would recommend].), Gaia's policy towards graphic violence is fairly tolerant, Gaia has private messaging, Gaia allows posting images directly instead of links (MAPS!), and Gaia gives us full editing powers over our posts for as long as we want, not just an hour.

Is there anything unclear in the links and information I provided? Is everybody fine using Gaia?

Silver Crusade

This sounds interesting, and the fact that it's more balanced (and on Gaia, thank god) makes it even more so.

I'll have a character concept up for you later on.


Thanks.

One question. Is the feat thing too much?

Silver Crusade

What, that each race gets a free feat? No. Humans are WAY overpowered, and the way that you have everything set up, it seems really balanced.

EDIT: Would you like an alias for the submission, or just spoilers?


Spoilers are fine.

I meant the daily switching feats. I think that is one choice I made that may not have been good.

Silver Crusade

Oh. Yah, that one was a bit odd. I'd stick with the regular rules for feats, myself.


Yea, I'm beginning to think that's a good idea.

All the races still get bonus feats, though :D. I love that rule almost as much as the one about falling Paladins.

Silver Crusade

Just working on an Inquisitor for ya.

Question: What's your ruling on Magic Items? In my games, I usually go with either:
1. One item for every 3 levels, no price limit, excluding magical weapons/armor. (as in 1 for starting 1-3, 2 for starting 4-6, etc.)
2. Any number, none more than 1/2 of PC's wealth at creation, including magical weapons/armor.

Also, concerning Domains: since there's no clear Deities in the world, how would you like me to chose a domain? Just pick a Deity and go from there, or simply pick a domain?


dotting for interest. I'll read through the material and see if I come up with something, at first glance I might go for an Ardwright, a Bard (investigator) or some other rogue theme.


Number two works.

Pick whatever domains you want. You can either create a deity or pantheon to go with it or worship something nondescript.

Silver Crusade

Done, and done. Character sheet is almost complete...just need to work out background, personality, and magical items.


Those guny archetypes are looking really tempting...


Take one. Guns aren't common at all in this world, but they are allowed.

Silver Crusade

Here she is! If there's anything you want changed, lemme know. I shall have her personality/background/appearance up later on. I chose to go with a Goddess who had the Good Domain (Iomedae), and went with her weapon for the proficiency. Hope that's ok. Also, Gaia name is Agent_Yang

Brill Thundergem
Female Dwarf
Favored Class - Inquisitor
EXP - 10,000
Init + 5

DEFENSE:

AC 20 (10+5+2+2+1), touch 12, flat-footed 17
hp 30 (1d8+2x5, Dice average plus Con Mod)
Fort +6, Ref +3, Will + 4

OFFENSE:

Spd 20 ft.

Melee:
+2 MW Shocking Longsword +12 (1d8+4+1d6electricity/19-20/x2)
Dagger +8 (1d4+2/19-20/x2)

Full Round:
+2 MW Shocking Longsword +10 (1d8+4+1d6electricity/19-20/x2)
Spiked Steel Shield, heavy +6 (1d6/x2)

Ranged:
Repeating Crossbow, heavy +7 (1d8/19-20/x2)
Dagger +7 (1d4/19-20/x2)

Spells Known (CL 5, melee touch +9, ranged touch +7):
2 (3/day) Cure Moderate Wounds; Weapon of Awe; Restoration, Lesser
1 (5/day) Cure Light Wounds; Bless; Divine Favor; True Strike
0 (at will) Resistance; Disrupt Undead; Detect Poison; Stabilize; Detect Magic; Bleed

Spell-Like Abilities:
Touch of Good – Standard action/1 round; +1/2 caster lvl to attack rolls, skill/ability checks, and saves; 6/day

Detect Alignment – at will, can detect law, chaos, good, evil; only one at any given time

Discern Lies – 5 rounds/day


STATISTICS:

Str 20 +5, Dex 14 +2, Con 14 +2, Int 10, Wis 16 +3, Cha 8 -1

Base Atk +3; CMB +10; CMD 22

Feats: Two Weapon Fighting; Improved Shield Bash; Combat Reflexes; Lookout (bonus)

Languages: Talmoran, including the Dwarven Dialect

SQ: Inquisitor Domain: Good; Monster Lore; Stern Gaze; Track; Solo Tactics; Teamwork Feat


GEAR:

Combat Gear:
+2 MW Shocking Londsword; Dagger; Repeating Crossbow, heavy; 5-bolt cases, x3; MW Spiked Steel Shield, heavy; Scale Mail

Other Gear:
Tent; Bedroll; Rope, Help (50ft); Grappling Hook; Waterskin x2; Flint & Steel; 2 Belt Pouches; Journal Book; Ink; Inkpen; Miner's Pick; Whetstone; Hammer; Flask

Magical Items:
Handy Haversack
Spell Component Pouch
Amulet of Natural Armor +1
Belt of Giant Strength +2

Tracked Items:
Trail Rations – 30
Wand/CLW – 50

Coin: 23p, 8g, 2s, 3c

Encumbrance: 64
Light = 133
Medium = 134-266
Heavy = 267-400


SKILLS:

Bluff -1
Climb +5
Diplomacy +6
Disguise -1
Heal +8
Intimidate +3
K. Arcana +1
K. Dungeoneering +1
K. Nature +1
K. Planes +1
K. Religion +1
Perception +8
Ride +2
Sense Motive +10
Spellcraft +5
Stealth +2
Survival +3
Swim +5

BACKGROUND:

will submit later

PERSONALITY/APPEARANCE:

will submit later


Alice Tanner
Female Human Gunslinger (Gun Spade) 5
Medium Humanoid (Human)
Init +5 (+7); Senses perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 10 (+5 dex, +1 nimble)
hp 5d10 +5 10 + 4d10 + 5 ⇒ 10 + (5, 8, 7, 6) + 5 = 41
Fort +6, Ref +10, Will +3
Defensive Abilities Nimble +1
--------------------
OFFENSE
--------------------
Speed 30ft
Melee +10
Ranged +10
Space 5, Reach 5
Special Attacks; Deeds, Grit; 3
--------------------
STATISTICS
--------------------
Str 14, Dex 20, Con 12, Int 8, Wis 12, Cha 16
Base Atk +5; CMB +7; CMD 22
Feats; Weapon Finesse, Two-Weapon fighting, Point Blank Shot, Opening Volley, Rapid Reload (Pistols), Gunsmithing,
Skills; Acrobatics +13, Bluff +11, Intimidate +11, Knowledge (Local) +7, Perception +9
Language; Talmoran
SQ; Favored Class; Gunslinger (5 x skill point), Grit (Ex), Gunsmith, Sword and Pistol Training (Ex) +1/+5,
Combat Gear ; Other Gear
10,500 gp.

Deeds;:

Couldn't-Care-Less (Ex); At 1st level, the pistol spade is already adept at using one-handed firearms in melee against every odds. Once per combat as a swift action, the pistol spade can choose one target within sight against which she will not provoke attacks of opportunity when shooting or reloading a firearm. This effect remains until the target is dead or the fight is over. If needed, she can spend 1 grit point to choose another target against which she will not provoke when shooting or reloading a firearm during one round.
Furthermore, she doesn't suffer any penalty to attack or damage for using a broken firearm ; the misfire range still increases as normal and the weapon can explode. This deed works as long as the pistol spade has at least one grit point left.

Please Don't Interrupt Me (Ex); At 1st level, the pistol spade is able to avoid attacks with an uncanny luck and to retaliate against those who offended him. When an attack is made against the gunslinger, she can spend 1 grit point as an immediate action to gain a +1 luck bonus to AC against the triggering attack and perform an attack of opportunity against the enemy once the triggering attack is resolved. This riposte is made at their best BAB with a -5 penalty to attack. The gunslinger can only perform this deed while wearing light or no armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break orDisable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.


Sorry for taking so long I had to read through a lot of rules for this one, it's the first time ever I'm making a pistol wielder in a fantasy game. Please don't be surprised if I want to edit her feats upon closer inspection.

I'm seeing Alice as a city dweller through and through, a street tough if you will, a bravo with a gun. Provocative and foul mouthed she hides a serious demeanor behind a grin and a rude joke. Raised in a slum on the wrong side of the law she got recruited when a Ranger saw potential in her, offering her parole instead of hard time in the service of the greater good. Accepting the parole Alice found she liked the feeling of participating in something greater, though she was careful not to tell anyone, and continued serving as a Ranger long after her parole.


Gaia username; MrSigz

Liberty's Edge

Dotting. I'm going to read the house rules more closely, and figure something out.


Question about firearms; Your using the emerging guns rules so advanced firearms are akin to wonderous items, so, as we're level 5 would it be feasible for Alice to have crafted her own revolver? If I'm reading the rules right then a masterwork revolver one would cost 2150 gp if I build it myself, having it enchanted to +1 puts it at 4150 which is still under half my starting gold as discussed above.

Scarab Sages

Hi, this does look interesting, but I don't really like feat system, I feel like I would really need to be on top of them to keep up with the game, which is not something I expect to have to do for a PBP game.

I like the premise of the setting and the campaign itself.

I would like to play an Alchemist, is the Grenadier archetype allowed?

http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---a lchemist-archetypes/grenadier

Thanks


Thinking of making one of those charisma-based, grit-using fighter types. Would RP as very much...pro-wrestler. Or a Magus, since I've been meaning to play one of those and never got the chance.

Out of curiosity: The rule for heavy armors all being full-plate and medium armors being breastplate; Is it still true? I understand the thought behind it, and I like it, but since Ultimate combat came out, the Tatami-do and O-Yoroi armors have the same max AC bonus (Armor bonus + MaxDex = 10) as Full Plate, meaning there is a reason for heavy armors other than fullplate, especially for, say, gun-tanks.


I decided to abandon the feat house rule. Feats are handled as per the core rules. I'll remove that rule from the list right now.

Yes, Grenadier alchemists all right.

I still use the armor house rule. I might loosen it for Asian armors when the western parts of Thyressa are ready (as the western coast's countries have large Asian colonist and immigrant populations), but not at the moment.

Sigz, I'd rather advanced firearms not have been invented yet for style reasons.

We have two characters so far and some interest. Once I have five, I'll start handing out invites.


Hmm, count me in, Gaia UN: Anabella Izabella

what are the rules if we don't roll HD?

Liberty's Edge

I think I'm going to give the Ardwright a shot.


If you don't roll, assume half the maximum roll (so a 10 side gives 5, and an 8 side gives 4).


Assume max HD at 1st level, roll or take half for the rest?


Yes.


So far;

------

NAME: Anabella Izabella

RACE: Female Human

Lang:
Move: 40 ft.

CLASS: Berzerker <- Favored (Skill Pts:0 / HP:5)

STATS:

STR 15
DEX 14
CON 15
INT 14
WIS 14
CHA 14

Senses: Perception +10

DEFENSE:

AC: 16 (+2 dex, +3 armor, +1 ring), Touch 13, Flat Footed 14 (+1 DEX)

CMD 19,

HP: 56 (5D12 + 10 CON + 5 Toughness +5 FCB)

SAVES:

Fort: +7
Reflex: +4
Will: +4

OFFENSE:

INIT: +6

Hand +7 1d3+2 (20/x2) (b)
Masterwork Dagger +8 1D4+2 (19-20/x2) (P or S)
+1 Greatsword +8 2D6+4 (19-20/x2) (S)
BAB: +5 CMB: +7

RACIAL ABILITIES:
Humanoid

Medium Size

30 ft movement speed

Bonus Feat

+1 Skill point per level

+1 to all saving throws

CLASS ABILITIES:
All of the following are class features of the barbarian.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
- Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.
- Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
- If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

FEATS:
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Mounted Combat (Combat)
You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

SKILLS:
Acrobatics (Dex) +10, Climb (Str) +10, Handle Animal (Cha) +10, Perception (Wis) +10, Ride (Dex) +10, Survival (Wis) +10, Swim (Str) +10

BACKGROUND:

APPEARANCE & PERSONALITY:

EQUIPMENT:

Capacity | Light - 66 lbs; Medium - 133 lbs; Heavy - 200 lbs

All Gear:
Masterwork Dagger, +1 Greatsword, +1 light fortified Leather, Backpack, Bedroll, Candle (5), Fishhook, Flint and steel, Belt Pouch, trail Ration (5), Soap, Waterskin, Antitoxin (vial), Tindertwig (6), Traveler's outfit, +1 Ring of Protection,; 46,5 lbs / 1622.75 gold


Should be everything. Let me know if I missed anything

Gaia UN: Irulesmost

Scarab Sages

Ok here is mine, Gaiga UN: DragonBellow <- Notice the double L

Edlethorn aka "Smokedog"
Male Elven Alchemist (Grenadier) 5th

Stats:

STR: 14
DEX: 16
CON: 12
INT: 16
WIS: 10
CHA: 10

Defense:
HP: 45
AC 19 (+1 chain shirt, +1 ring of protection, +3 Dex bonus)
Fortitude: +5 (+4 Base + 1 Con)
Reflex: +7 (+4 Base + 3 Dex)
Will: +1 (+1 Base)
CMD 18

Offense:
BAB +3
CMB +5
Standard attack: +7, 1d6 +3 (Short Sword)
Two Weapon Fighting: +5/+5, 1d6+3/1d6+3 (2 Short Swords)
Bomb: 3d6+3 (Splash 6)

Skills:
Craft (Alchemy) +11, Disable Device +11, Knowledge (Arcana) +7, Knowledge (Nature) +7, Perception +10, Sleight of Hand +9, Spellcraft +11, Survival +8, Use Magic Device +8

Feats:
Throw Anything, Weapon Focus (short sword), Extra Bombs, Toughness, Two weapon fighting

Formulae:
1st level: Bomber's Eye, Cure Light Wounds, Detect Secret Doors, Disguise Self, Enlarge Person, Identify, Shield
2nd level: Cure moderate wounds, Invisibility

Gear:
+1 Short Sword x 2 (2310 x 2 = 4620)
+1 Mithral Chain shirt (2100)
+1 Ring of Protection (2000)
Wand of CLW: 50 charges (750)
Formula Book
+ TBD

Background: TBD

Scarab Sages

Hit points: 11 at first level + 4d8 + 12 (+1 fav class, +1 con, +1 toughness) x 4 4d8 + 23 ⇒ (5, 6, 7, 4) + 23 = 45

Silver Crusade

Interesting team!

Inquisitor, Gunslinger, Berserker, Fighter, and Alchemist. Should we invest in a Wand/CLW?

Also, still working on Brill's background.


Only the one of us can use a wand of CLW effectively, but I got a fair amount of spare cash to pitch in. And the 'zerker's got over a thousand left, but should probably spend most of that on herself so she's not deprived (I recommend a Cloak of Resistance +1)

Actually, looking further, DragonBelow seems to have already picked up a wand of CLW. Cool.

But...upon examination. How do you have a +3 weapon?

Silver Crusade

...dammit. I put a +2 instead of +1. Thanks for catching that! After looking at my character sheet, I believe I'm over by 2,000, as well...I'll resubmit with the changes when I get the background finished up.

Also, didn't even look at DragonBelow's stuff.

(I really should get more sleep...too many mistakes when I'm tired.)


Ahhh, it happens; no harm no foul.

Go get some sleep, then XD

Scarab Sages

I think I am going to tweak my character a bit, to make it less focused on melee since we have 3 party members with full BAB


I'm cool with the pistol, I agree it's more thematic for a fantasy setting. So I can go ahead with shopping.

Been thinking about how I can tweak my feats to fit the snap shot --->sword and pistol feat tree and I'm just not seeing it function till 9th - 11th level, the prerequisites for the feats are just too heavy, so I'm going to see if I can come up with a plan focusing on gaining those feats by those levels. (Read; I'm going to tweak my feats before we start.)

Btw, isn't cure light wounds on both the alchemist and the inquisitor spell list?


Question; The firearms in this game are chamber loaded right? By some screw mechanism if I recall correctly. How long does it take to load them? Is it a standard-, move- or a full-round action?


CLW is something alchemists get, but alchemists don't have a "spell list" per se. Extracts function differently in a number of ways. I don't remember if they can cast wands. Hold on...

"An alchemist can utilize
spell-trigger items if the spell appears on his formuale
list, but not spell-completion items (unless he uses Use
Magic Device to do so)." There's your answer, page 27 of the APG. Cool. So wands are a go.

But do you really need snap shot if you can just make your AoOs with your sword? Is it worth the feats? I mean, you could use it to extend your AoO range, but considering how many other cool things you could get, it seems unnecessary.


Sigz wrote:
Question; The firearms in this game are chamber loaded right? By some screw mechanism if I recall correctly. How long does it take to load them? Is it a standard-, move- or a full-round action?

It's handled by the core rules in Ultimate Combat. The screw for a rifle takes longer to open, so it takes longer to load one. I choose breech loaders because the core reload times for muzzle loaders are just not happening. I know rifles taking longer is a bit of a stretch, but I don't know how to properly rebalance for everything to have the same reload time.

Silver Crusade

Okay, I redid my character sheet. Apparently, I had messed up big-time...was using the wrong level for character wealth. It has now been rectified. Background, Personality/Appearance is done, now, too. I should be finished, unless there's anything you want me to change, Kelsey.

Brill Thundergem
Favored Class - Inquisitor
EXP – 10,000
Init +5

DEFENSE:

AC 20 (10+5+2+2+1), touch 12, flat-footed 17
hp 35 (1d8+2x5, Dice average + Con Mod + Favored)
Fort +6, Ref +3, Will +4

OFFENSE:

Spd 20 ft.

Melee: 
+1 MW Longsword +9 (1d8+5/19-20/x2) 
Dagger +8 (1d4+2/19-20/x2)

Full Round: 
+1 MW Longsword +7 (1d8+5/19-20/x2) 
Spiked Steel Shield, heavy +6 (1d6/x2)

Ranged: 
Repeating Crossbow, heavy +7 (1d8/19-20/x2) 
Dagger +7 (1d4/19-20/x2)

Spells Known (CL 5, melee touch +9, ranged touch +7): 
2 (3/day) Cure Moderate Wounds; Weapon of Awe; Restoration, Lesser 
1 (5/day) Cure Light Wounds; Bless; Divine Favor; True Strike 
0 (at will) Resistance; Disrupt Undead; Detect Poison; Stabilize; Detect Magic; Bleed

Spell-Like Abilities: 
Touch of Good – Standard action/1 round; +1/2 caster lvl to attack rolls, skill/ability checks, and saves; 6/day
Detect Alignment – at will, can detect law, chaos, good, evil; only one at any given time
Discern Lies – 5 rounds/day 


STATISTICS:

Str 20 , Dex 14 , Con 14 , Int 10, Wis 16 , Cha 8

Base Atk +3; CMB +10; CMD 20

Feats: Two Weapon Fighting; Improved Shield Bash; Combat Reflexes; Lookout (bonus)

Languages: Talmoran, including the Dwarven Dialect

SQ: Inquisitor Domain: Good; Monster Lore; Stern Gaze; Track; Solo

Tactics; Teamwork Feat


GEAR:

Combat Gear: 
+1 MW Londsword; Dagger; Repeating Crossbow, heavy; 5-bolt cases, x3; MW Spiked Steel Shield, heavy; Scale Mail

Other Gear: 
Tent; Bedroll; Rope, Help (50ft); Grappling Hook; Waterskin x2; Flint & Steel; 2 Belt Pouches; Journal Book; Ink; Inkpen; Miner's Pick; Whetstone; Hammer; Flask

Magical Items: 
Handy Haversack 
Spell Component Pouch 
Amulet of Natural Armor +1 
Belt of Giant Strength +2

Tracked Items: 
Trail Rations – 30 
Wand/CLW – 50
Coin: 10p, 8g, 2s, 3c

Encumbrance: 64 
Light = 133 
Medium = 134-266 
Heavy = 267-400 


SKILLS:

Bluff -1 
Climb +5 
Diplomacy +6 
Disguise -1 
Heal +8 
Intimidate +3 
K. Arcana +1 
K. Dungeoneering +1 
K. Nature +1 
K. Planes +1 
K. Religion +1 
Perception +8 
Ride +2 
Sense Motive +10 
Spellcraft +5 
Stealth +2 
Survival +3 
Swim +5 

BACKGROUND:

Brill is a typical Dwarven Inquisitor: ruthless, cunning, and impersonal. She began her life as a daughter of a politician, with a pleasant childhood. However, she never had a taste for her father's profession, instead leaning towards a more martial tendency. She trained under her father's guards, learning the ways of the sword and shield, and became quite adept. She also spent time in the library, teaching herself in various areas of interest. When she was a young woman, looking into becoming a guard herself, her father was assassinated due to a nasty political complication. After that day, she decided that the Dwarven politics had become too bloody, and vowed to use her cunning and martial prowess to change that.

And so, a new Inquisitor was born. Putting her life in the unknown forces above, she was filled with holy rage to smite upon those who defy the law. Having worked her way up the ladder by exposing numerous Dwarven spies, assassins and two-faced politicians, she was recently sent to the Commonwealth Ranger Service. There, she has not only worked towards the goals outlined by her superiors, but also has kept an eye on said leaders, as well.

No one is above suspicion.


PERSONALITY/APPEARANCE:

Brill was once a happy girl, but in her hardships leading to womanhood, she has become ruthless. She will give anyone the benefit of the doubt, but once there is a reason to use force, she will gladly do so. In her youth, she studied nature, religion, and arcana, among other things, and as such hold each upon an even plane. She holds no ill-will to the newly emerged children of magic, any more than she does the respected scientists, or religious fanatics. Her goal is simply to maintain order, in any way possible.

Physically, she resembles a typical Dwarf. Short, mousy brown hair, deep brown eyes, and chestnut skin, along with her short, stout 5' frame, are a dead giveaway of her ancestry. She proudly dons her scale mail over simple Traveller’s garb, longsword at her side and spiked shield at her back. She carries her varied belongings and inquisitorial items in a magical pack, making it easy for her to get around.


I should probably buy an horse and all.

Liberty's Edge

Tohlar Flamebellows
Male Hybrid (Dwarf/Gnome) Ardwright 5
Favored Classes – Ardwright & Magus (+5 hp)

Defense:

AC: 19, touch 12, flat-footed 18 (+6 armor, +1 Dex, +1 shield, +1 deflection)
HP: 39 (5d8+15[5 Con, 5 fav class, 5 feat])
Fort +2, Ref +2, Will +4

Offense:

Speed 30 ft.
Melee: +1 Warhammer; +7(1d8+2/x3)
Ranged: Light Crossbow; +4(1d8/19-20/x2)
Dwimmers (7 drams):
1 dram: Magic Property (defending, distance, flaming, frost, ghost touch, keen, ki focus,
merciful, returning, seeking, shocking, spell storing, throwing, thundering / arrow catching,
arrow deflection, bashing, blinding, glamoured, light fortification, slick, shadow) (5 min.),
+2 enhancement (5 hours), Guidance (+2 to skill or +1 to save) (5 min.)
2 drams: Ability Dwimmer (+4 to one attribute) (5 min.)
Variable: Inscription Dwimmer (1 dram per spell lvl.)
Spells (CL 5, Concentration +10)
2nd (3/day): Knock, Find Traps, Versatile Weapon
1st (5/day): Gravity Bow x2, Identify, Lead Blades x2
0 (at will): Arcane Mark, Detect Magic, Mending, Read Magic

Statistics:

Str 14, Dex 12, Con 12, Int 20, Wis 10, Cha 14
BAB +3, CMB +5, CMD 16
Feats: Scribe Scroll, Skill Focus (Spellcraft), Toughness, Brew Potion, Craft Wondrous Item, Skill Focus (Use Magic Device),
Magical Aptitude, Craft Magic Arms and Armor, Craft Wand, Craft Construct, Weapon Focus (Warhammer)
Skills: Appraise +13, Craft(armor) +13, Craft(weapons) +13, Disable Device +9, Knowledge(arcana) +13, Knowledge(engineering) +13,
Knowledge(planes) +13, Perception +8, Spellcraft +18, Use Magic Device +15
Languages: Talmoran
SQ: Dwimmers(su)(arms and armor, guidance, inscription, ability), Trapfinding, Peerless Craftsman(ex), Distill Radical(su), Unravel Dweomer, Plural Dwimmer

Gear:

+1 Warhammer, Light Crossbow, Mithral Breastplate, Light Mithral Shield, All Tools Vest, Ring of Protection +1, 153 gp

Schema Book:

0: Arcane Mark, Detect Magic, Light, Mage Hand, Mending, Open/Close, Read Magic, Sift, Spark
1st: Crafter’s Fortune, Cure Light Wounds, Disguise Self, Gravity Bow, Identify, Lead Blades, Mage Armor, Magic Weapon, Enlarge Person, Reduce Person, Shield of Faith
2nd: Find Traps, Knock, Make Whole, Versatile Weapon

Backstory:

TBD

Gaia UN: George Gordon


Maybe add an NPC Atomie Cleric.


I'll add an NPC with plenty of healing magic if we end up lacking a healing character.


Been staring at the screen now for half an hour drawing blanks, started of trying to compile a planned progression for feats and am now wondering if I should insert some rogue levels into the character... Going to sleep.


Kelsey MacAilbert wrote:
I'll add an NPC with plenty of healing magic if we end up lacking a healing character.

Hmm. If there's 6 people interested and with characters posted up etc... and the recruitment is for 5 plus a healer if one doesn't show up...Then I could make a Cleric, Oracle, or Paladin instead and everyone in the thread could play.

I dunno, that sound like a thing we could do?


I'd love to play-- if I weren't confined to my phone. I gotta say u have created a very interesting and intriguing world! Good Luck!


That sounds like it could work, Irulesmost.

Thanks, E-terah.


I'll give it a couple days before accepting characters.

Also, I wanted to tell you guys that I am very open to the idea of collaborative worldbuilding, so if you guys have ideas for things to add to Thyressa, I'm open to them.

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