Level 15 Gestalt one shot homebrew. (Heros of Azalia)


Recruitment

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Silver Crusade

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Heya folks, this is the official recruitment for a one-shot I wanted to do based on my own design. Its a one shot based off a full game I created.

what has happened:

The Continent of Azalia has been under siege, an undead legion from the north, and demon horde from the south lead simultaneous assaults against the land. The races, and kingdoms, long fractured and fueding fell. One by one great nations collapsed to the seemingly unstoppable assaults. Kings and rulers always sure in their own sbility, and that it was the other kingdoms own weakness for their fall. Finally, after 65% of the nation had fallen, The nations finally chose to stand together. However, it seems to be too late. Even the united efforts were pushed back, battle after battle was lost. Then, a group of hero's rose from the ranks leading them to victories, which only drew out great demons and undead generals, beasts of untold power and magic. Can the hero's lead their remaining people to victory? Or will they fall to horde.

There may yet be another hope, for it does not seem the two great hordes are working together....

You would be playing as these said hero's. The game starts with you defending the Last great Coastal City, and if you manage victory will have you assaulting the advance positions of each army to "cut off the head". Of course this leads to the idea that it is a heavy combat Oriented game, well yes, however it is likely that the keeps of each army will be trapped and protected, and of course the coalition members will always need inspiring and disputes always need settling, indeed if the coalition is to survive things need to be changed. Basically, don't make a pure combat machine, Lets get a little something invested eh?

brief overview of Races/nations/etc:

The Races in Azalia are limited. There are-
Humans
Elves
Half-Elves
Orcs
Half-orcs
Halflings
Dwarves
Catfolk
Kitsune
Gnomes.

Many of the Races have developed a distrust, or plain Hatred for others.
Races that are disliked or hated: The following races are exceedingly rare
Catfolk
Kitsune
Orcs/Half-orcs.

These races are looked at as nothing but trouble, and often were hunted down by humans/Halflings/Dwarves and each other. Even now as part of the coalition many of these feelings still show, with them getting front-line duty often, or forced into menial tasks. As such, Catfolk and Kitsune have no grand Kingdoms, instead forced to live in small villages on the skirts of normal society. Very few are left after the assualts and they are on the brink of disappearing completely. The orcs did have a mountain stronghold in the Northen Mountains, but their stronghold was one of the first to fall, and with their hated status they received little to no aid. These races still rely on more mystical practices, with little technology for themselves.

Kitsune/Catfolk:
These people have come to a mutual understand of each other, and often choose to live together in their small villages, while many within their society hate the other races, save perhaps, Gnomes and Halflings, some choose to focus on one day being accepted by all. They see the Nation states of Oswell, who all but protect their kind when they can, as a start. Even if the populace at large in the nation still regard their kind with distrust and malice. This has lead to several close calls of fracturing, with half the folk of both races seeking to fight the others, and the other half wanting only to show kindness in hopes of one day walking the streets, should they ever desire, without pain of death. They live in clay/wooden/mud huts in swamps, mountains and forests to far in the wilds for most races to wander. The only race that treats them with a modicum of respect are the elves, for they see the same type of fey-like touch on them as they have themselves. However most of the intentions of the elves are not stemmed from kindness.

Ors:
Aggressive by nature, and always following the rule of "might is right" they are seen by all other peoples as brutish, uncivilized, and warlike. Of course, they have a long history of their warrior culture, before even their line of rulers had their then enslaved half-orcs build their fortress. They follow a code of honor, crude as it may be.

Elves:
Elves see themselves as the rightful masters of Azalia, their long lived lives giving a sense of superiority over other races. While good-hearted they often seem aloof to others, with schemes reaching forward and back for decades. They found the Kingdom of Elsehien in the southern forests. Using Magic and tech to reshape the trees therein into their homes. Magical by nature, their society relies heavily on magic to survive. They get along well enough with humans and Halflings, however their megalomania causes many problems and they view other races as untrustworthy and uncivilized or crude.

Dwarves:
The dwarves have carved out Mountain homes across the continent. The northen mountains, where they fought often with the orcs, the Southern Fringes, where the Coastal mountains roll across the land, and the heart of Azalia, where mountains larger than life rise high into the clouded mists. Dwarves see themselves as The only useful race aside from Gnomes, with perhaps a fleeting hope for humans. They are perhaps, the least magical race on Azalia. Their cities built from technology, hardwork, and gadgets. All dwarven metal is of quality and work surpassing even the best smiths of other races. (They will get a bonus here.) Any magic they do implement is that gifted by their gods to the priests, or extremely rare, eccentric dwarf wizard who is often seen as a fool and potential problem. Their cities are built with several wonders of engineering and are a marvel to behold. However, they are very stagnant in their mind set of "if its not broke, don't fix it". And little innovation happens lately. They despise elves, orcs, catfolk, kitsune, and have both a curiosity, and worry for humans and halflings. They get along very well with gnomes.

Gnomes:
Gnomes are, at best, Eccentric, at worst, insane. They have no great kingdoms, or lands, but instead, have several Gnome Metropolises set up about the land. Their Home City of of Steamclock nestled in the central mountains. A peculiar lot, they are the most technologically advanced. Their cities run of gadgets and innovation aplenty. Their guards, steam golems, clockwork creations, and constructs. Both magical and mechanical in nature. They are 1 of only 3 races that utilize and craft airships. (Others being dwarves and humans) and were the first to invent them (however it was humans that first had the idea). They are exceptionally friendly, and have a hard time hating any of the other races, seeing the good, and the bad, in all of them save orcs. Gnomes hatred for orcs stems deeper than even that of dwarves because of the great burning of the Gnome city in the north. The orcs pillaged and burned it to the ground over a century ago, killing all inside. Only a few escaped. They haven't returned that far north sense. Their cities are useful, and they provide many new works, even if 1/4 of them backfire, malfunction or explode. They are friendly with Dwarves, humans and halflings, viewing them as curious, yet frustrating. They view elves as strange for their love of the land and seemingly refusal to use the technology they see as making their lives easier and more interesting. They have a passing fancy of cat folk and kitsune, often providing them with the most friendly atmosphere but they have a fair distrust for both races.

Halflings:
The halflings are peaceful, and simple, for the most part. They enjoy tending their fields, gardens, homes, or forests, and live happy, easy going lives across the land save The Kingdom of Razeria. Welcomed by most other races, and viewed as lucky charms they are often not drafted into the military, and their homes are often spared the horrors of war. Some Halflings however, are born with a thirst for adventure and thrills. These often become spies, scouts, traveling minstrels or some other trade that allows them to travel the world. These have begun to give halflings an air of slight distrust, and while still treated good-naturedly by most, often times humans will keep their coins closer when they know some half-folk are around. They have no kingdoms of their own, save a comfy small, bastion nestled in the foothills just south of the central mountains, where all are made welcome to visit.

Half elves, and Half orcs.
The offspring of inter-race love such as these are viewed negatively. Half-orcs are often shunned and hated by other races as much as Orcs are. With sayings of you can't trust them, or never know when they'll go wild. While some Cities and a couple of the Great kingdoms accept half-orcs as citizens, they are relegated to poor districts and often have to make a living as thieves, bandits, thugs, physical laborers or soldiers. Only adding fire to the rumors of their war-like ancestry. Half-elves receive a different kind of hate. They are often viewed at with jealousy for their centuries long life-spans and their natural beauty inherited from their elven blood. While generally more accepted than their half-orc counter parts they are often treated distantly, many having few to no friends. Dwarves, who see the elf in all half-elves show almost as much hatred to them as they do pureblood orcs and elves. Elves tend to treat half-elves as lesser beings, only slightly better than the other races, and as such, while not out-right hostile to them, often work to keep their presence in their society low, and out of higher ranked offices. However, the Empire of Belthouse, and the Sovereign states of Oswell are perhaps, the most accepting of both, seeing potential in their blood, with both nations seeking to one day unite the lands. (though, one wishes to rule, the other seeks a diplomatic solution.

Humans:
Hummans are a strange bunch. The most numerous, but perhaps the most divided amongst themselves. There are 4 main kingdoms with several smaller ones comprise the human legacy.

Kingdom of Aloran To the North, the kingdom of Aloran(a-lor-en), (heavily influenced by medieval Europe) lead by a long running family of kings. The kingdom, the smallest of the great 4, is perhaps one of the better ones. The kings have long lead the country benevolently, and fairly. Though their warrior like culture gives many an unease, they are a noble, proud people and while they do enjoy war to an extent, their poets and bards are renowned across the continent, even the elves, who claim a better grasp of these things than any other race admit to their beauty. Alas, it was the first of the 4 great kingdoms to fall under the undead boots of the Dread necromancer Morzath. And the first time other kingdoms began to worry slightly at the horde. Aloran was perhaps one of the more mystical kingdoms, with exceedingly few airships, few luxuries, and no real electricity or other experimental things.

Empire of Belthouse To the south, the Empire of Belthouse(bell-thoose, as in moose), The largest, and arguably most powerful of the Great 4, centered on the Central Southern plains, the Home city of Espero shines as a beacon of light even still. A metropolis of over 3 million inhabitants, it ranges from the rich, semi-wealthy-poor-and homeless. Its lower streets becoming dens to thieves, guilds, and cults despite the best efforts of the empire and the city watch. The empire makes the most use of technology, arguably more so than the dwarves, with airships seemingly traveling between the cities endlessly, automatons guarding the gates and keeps of the town and running water (sort of, think, aqueducts but, more advanced, with piping to take water to housing) and power for the wealthier districts, and even a sewer system and water for the poorest. The empire is lead by an emperor crowned by a vote of the city barons, Lately, the same line of family has been placed in power for generations though this has actually lessened the power of the emperor, and strengthened that of the barons, who all but rule as an oligarchy, though the kingdom has prospered either way. Armies of Belthouse make use of firearms more than any other race or peoples in Azalia, with over 75% of their military trained in their usage and maintenance, they use siege weaponry and clockwork constructs as well. Due to this reliance on tech their magical academies are growing smaller. The Belthouse Empire has the lowest amount of wizards and arcane practitioners of any human kingdom, but they do have a great academy of alchemy. They also have almost no divine magic users, believing instead to not follow any deities as a whole.

Kingdom of Razeria in the East, Perhaps the kingdom the elves get along with the most, and the one that dwarves and gnomes view uneasily. This kingdom uses little to no tech, even less than Aloran but, has more arcane magic than the rest combined. The great capital is built from arcane energies, floating citadels, endless water, and forced obedience. The kingdom of Razeria is ruled with an Arcane fist by an oligarchy of mages centered at the mages guild in the Center of the capital Kazethi'k (Ka-zay-thii-ik). The most aggressive of the human kingdoms despite its magical heritage. They see mastery of the Arcane as the only true path, and they believe that a forced, obedient society is the path to the future. The guild and academies always via for more power and dominance, and the measure of a man is the amount of arcane energy he can generate and while corrupt, the guilds will always recognize powerful people, as long as they use that power to sustain the status quo. Due to this view, there are only two groups the people of Razeria fall under, those that practice, and are gifted with magical abilities, and the serf work-force that are not, who are all but slaves in name. As such their armies are small, but the destruction they can wreak have kept other nations from attempting to do anything about their aggressiveness. There was a rebellion within the kingdom, or so it is said, lead by a group of powerful mages that wished to change the country, no other word has been heard though, and most believe it was crushed. They view anyone not learned in the arcane arts as lesser, and believe themselves to be the true leaders, the only ones fit to rule the continent.

The Sovereign states of Oswell,(which, Oswell being the largest republic kingdom and the original state) leads the union. It is a confederation of smaller kingdoms, city-states, and empires and is hardly a kingdom itself, but more of a coalition of petty states protecting themselves from the others. They are, in a way, a democracy, with overarching laws all members of the union must follow, that are voted on, and decided in meetings held thrice a year in which all leaders of the member lands meet, debate, and vote. While disputes arise endlessly, (as, empires, kingdoms, and republics views clash) few things get done timely, however in this mass of differences comes strength. They are perhaps, the most diverse of all the 4 kingdoms in that they use technology, arcane and divine magic equally. While one kingdom may see technology as bad, they are forced, by the regulations of the union, to learn of it, and on more than occasion, this has caused other states to accept the practice. Empires (that is, small states lead by an emperor) that abhorred magic, now have Imperial wizards, city-states that detested technology, now use air ships. Problems are tackled from several different perspectives, and the union grows continuously as smaller states and petty kingdoms join every year. Sure, there is deception, and corruption among the leaders, but it has been kept to a minimum. Issues of state and jealousy are nipped wherever found, forcing the parties to meet and "talk it out". That said wars within the union are not unheard of, and while often the council meetings attempt to avoid them, they are sometimes the only recourse. They are a mixing pot, and all types can be found within their nations borders. Perhaps they are best known for their grand alchemy school, boasting the most individuals that are determined to mix science and magic. Surprisingly, even due to the nature of this, and the ensuing explosions and destructive qualities that can come from it, the building has never been shut down once, though many rooms have been remodeled countless times.

character application and story:

What I want in your background is-
-Nation you are from,
-Your thoughts of your home nation (for races other than human, its fairly simple as they are united for the most part, if you want to be from a specific faction PM me and I will get you more info on sub-factions)
-Your characters thoughts on the other nations/races before the great war
-Your characters thoughts on them now.
(these don't need to be wholly specific, and it's mostly to help you interact with other races/nationalities)
-What your character did before the war/draft
-What your character did to become recognized during battle
-A couple feats he preformed to garner his renown/power
- Goals, what does you character want to accomplish?
(IE, save and unite everyone, form a religion around themselves if they manage to drive back the hordes, or perhaps rule as tyrant themselves in the end?)
-What drives you.

10 min. backgrounds may help your process.

Character Creation:

level 15 Gestalt.

LE is as far down as you go, NE/CE are out. All the others are fair game.

20pt buy on a 1-1 ratio (10-11 is, 1pt, 17-18 is 1pt). you may lower one score by 2 to an 8 to gain 2 points. No ability score under 7 AFTER racial adjustments (no cha 5/6 dwarves), no ability score over 20 AFTER racial adjustments

Or, you may choose to use focus Foible, with one of the following-
pick a focus for an 18, pick a foible for an 8, use 16pts to determine other attributes on a scaling of 1-1, or roll 1d10+7. If you roll you are stuck with your rolls.

Max HP first level and for the following 6 levels, half+1 for the other 6. (last 6 characters levels are half+1, first seven levels are full HD)

250,000 gold to spend on items, crafting allowed, but you MUST have the spells required, and the CL required, you may only save up to 55,000 gold in your crafting. (giving you the equivalent of 305,000 gold to spend) no more than 50% of your wealth spent on one item without my approval.

Races: only use the races I have listed and described above.

Classes: all paizo classes except summoner, unchained is in use as are unchained skills, signature skill will remain unchanged.

3pp: warlord/stalker/warden from path of war, DragonRider, and Machinesmith, oh and Master Chemist is allowed. Others may be allowed if you can provide a link for me.

Not allowed: Psionics, as they don't particularly fit with my world, and the new occult stuff as I don't have the rules for them.

2 traits, 1 drawback for an additional trait if desired.

No templates. Its just too much of a hassle in my opinion and can add elements that break things.

Dieties: Eberron and Galorian deities can be used, however their importance is lessened in this world. Well, at least it would be at the start of the entire game, for now people would likely be turning back to them.

If you have any questions are want more information on a race or nation please just ask. I am also fine with you creating your own city/town/extremely small kingdom as I can work them into the game easily.


Dotting for interest. Are we allowed to use any of the Path of War Expanded materials, or just the base stuff?

Silver Crusade

I'm only familiar with the base stuff, but as long as you provide me links it should be fine. I'll let you know if anything you link is a no go.


Dotting.


Harbinger is what I'm interested in, and this document also includes the relevant disciplines that aren't on the pfsrd.

I've got a character concept in mind. I'm going to try and make vital strike using "hero-killer". Will probably be writing around the "Champion" Story Feat.

Silver Crusade

hmm. I'll allow it, but with the following modifications-

good saves: Reflex/Will instead of Fort/Will, and no bleak prophecy (sorry, no-save shaken period is a bit much for a free gimmick imo, on par or above the shenanigans that is the slumber hex) or at the very least we can provide a save for it.

I will keep rights to change/revoke it if I believe it is causing problems. Is this ok?


I'm fine with the saves, though I'd make the argument that Bleak Prophecy is a 12th level ability when most things are immune to fear anyways. But I probably won't be going full Harbinger levels anyways, so it's a moot point at best.

I do have some questions about your settings. These kingdoms that you have described, have some of them already been destroyed/ravaged by the time we write the campaign? Are there any that remain standing as a last bastion?


Bah, and I wanted to try Harbinger. :P

Ah well, I wanted to try some occult adventures stuff anyway.

I'm wondering how hilarious a spirtualist/summoner would be.

Summon both my lover who was killed and the murderer who done her in.

Silver Crusade

Sorry tark as funny and cool as that sounds, I don't have the occult stuff book atm. So I don't think I will be using it, however you can certainly use the unchained summoner. You can certainly use harbringer as well if you wish, the changes don't bother the class much IMO (since you will be getting INT to your saves anyway) Beside the fact that most enemies you will probably fight ARE immune to fear effects.

johnny-

Aloran is pretty much gone. The Prince is alive, and the remnants of his army are in the Sovereign States, The Belthouse empire is ravaged by demons, most of their lands are burned and lost however their capital still stands, along with their northern provinces. Atm they are trying to rally and gain support for a counter assault to relieve the besieged city. The elves home has been completely destroyed, as the southern forest they inhabited is one of the southern most areas, and was the target of the initial demon hordes invasion.

The only two kingdoms left in a non-desperate state ATM are the Sovereign States of Oswell, and The kingdom of Razeria, although Razeria still doesn't communicate with the others much, and there are rumors of magi in power there working with demons. Though that may just be propaganda. Even then, they have lost some land.

The dwarves lost two major cities, one in the north, one in the smaller mountains to the south. Gnomes haven't lost much, as their two largest cities are near central Azalia.

Orcs are almost extinct at this point.

The main coalition efforts are, of course, being held in Oswell, The capital City of the Sovereign States, Second largest capital of men. They just recently convinced the dwarves to join them with a little help from the Gnomes. The remnants of the elves have also come to, humbly, ask for an alliance.

when I first thought of the one-shot, I was going to put it in more dire situation, but I decided against that. You, the heros, will have to decide what to do, with the knowledge that most likely, not everything will get done.

an example is, do you
a. build defense in the remainin lands
b. Aid the Empire in reliving the besieged captial
c. Travel to Razeria in attempts to form a firm standing alliance.
or
d. Aid the elves in their counter assault on the western part of their forest domain. (which is the most northern area)


Hmmm, ok. I assume we're allowed some freedom in writing our backstories (creating NPCs or communities, etc.) as long as it doesn't conflict with anything you've established here?

I'll be going either half or full elf, I haven't decided yet.


Pathfinder Adventure Path Subscriber

Dotting for interest!


Leadership banned?


Also, Good news!

Does this mean my dreams of the three stooges comes to life?


Hmmm... dragonrider. I've been interested in playing that for a while. But what to gestalt it with...

Silver Crusade

hm. go ahead then.


Philo Pharynx wrote:
Hmmm... dragonrider. I've been interested in playing that for a while. But what to gestalt it with...

I feel like the obvious answer is Cavalier.

Am I wrong?

Also, I've figured out the rough setup of my levels. Going Ninja 15 - Harbinger 10/Two-Handed Fighter 5. Should be good times.

Silver Crusade

Johnnycat93 wrote:
Philo Pharynx wrote:
Hmmm... dragonrider. I've been interested in playing that for a while. But what to gestalt it with...

I feel like the obvious answer is Cavalier.

Am I wrong?

Also, I've figured out the rough setup of my levels. Going Ninja 15 - Harbinger 10/Two-Handed Fighter 5. Should be good times.

actually... yes, the dragon rider already gets a dragon that scales with his levels. To be honest, I would go with a fighter for combat, or, perhaps a rogue/ranger if you were more worried about skills.


Hmmmm problem with the concept.

The spirit from the spiritualist will not manifest with an Eidolon

I'll probably still stick with it since I can cast Summon Eidolon when I need it.

But it is a bummer when I can't have moments of a vengeful spirit haunting a bound outsider murderer.


.


Blech, and I just abandoned Summoner completely.

Funnily enough both classes are nearly identical in a lot of ways.

So between the 0 benefit of gestalting that way and the compromised concept due to no ghosty on demony action I see no good reason to continue down that line.

And I've played enough melee summoners.

So I'm going to go Stalker instead. Less of a "why yes I have bound my wife's murderer to this realm just so her disembodied ghost can torment it for eternity" more of a "Me and my ghost wife have a vested interest in cold vengeance".


Dotting here.


Dotting for interest. I want to play a character inspired by one of my favorite book characters. He's going to be a fighter/barbarian (gestalt overlap be damned!) and be a kind of black sheep. A human, but born and raised in the savage orc tribes, entirely uncivilized. He wants to do good in the world, but once you bath your hands in blood it's hard to get them clean; all there is to clean them is more blood. I'll get to writing him up!


Dotting for interest :)


Dotting; character should be following soon. My favorite Gestalt concept is an Alchemist/Gunslinger type, though given the hoard of demons and undead looked at here, some sort of Paladin type might be tempting.

Are Advanced Firearms a possibility given the 15th level starting point?


Seems like the perfect opportunity to try out a bloodrager/paladin.


Hmmm... Interesting because I had decided on paladin for my other side. And I decided not to ride a dragon but to be the dragon.

Silver Crusade

Rigor Rictus wrote:

Dotting; character should be following soon. My favorite Gestalt concept is an Alchemist/Gunslinger type, though given the hoard of demons and undead looked at here, some sort of Paladin type might be tempting.

Are Advanced Firearms a possibility given the 15th level starting point?

Yes actually, if you are a gnome, or from the Belthouse Empire you can start with re-flavored advanced firearms. IE, steam like weaponry.

Also, there is a special forging used in armor as well, for a 10% increase in total cost(added after magical enhancements), you can gain half (rounded up)of your Armor bonus to your AC against firearm touch attacks.

It will also be highly likely that I only accept one paladin. Perhaps two, backstories/idea depending.


Speaking of, how many slots for this game and how long is the recruitment?


sounds like a cool game idea


I'm interested!

Thinking an unchained rogue/ranger/stalker.
Real stealthy, silent kills, uses stereotypical elven curve blade, all that.


I'm deep into character creation right now and have two questions for you.

rorek55 wrote:
Max HP first level and for the following 6 levels, half+1 for the other 6. (last 6 characters levels are half+1, first seven levels are full HD)

You say we are starting level 15, but your HP rules only cover up to level 13.

Also, since this is a one shot, do you expect us to be leveling up at all?

Silver Crusade

CampinCarl9127 wrote:

I'm deep into character creation right now and have two questions for you.

rorek55 wrote:
Max HP first level and for the following 6 levels, half+1 for the other 6. (last 6 characters levels are half+1, first seven levels are full HD)

You say we are starting level 15, but your HP rules only cover up to level 13.

Also, since this is a one shot, do you expect us to be leveling up at all?

oops, the typo. 6 should be 7, then I wouldn't have thrown myself off. Its 7/8 respectively for HP.

and most likely not. If people enjoy it, and I have the time, I might run the full game starting at the beginning, but thats a bit away.

Silver Crusade

Johnnycat93 wrote:
Speaking of, how many slots for this game and how long is the recruitment?

anywhere from 4-6, and either a week to two weeks around about. Depending on number of applicants and the like.


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I'm gonna go with focus and folible, and....will roll the other four!

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16

Oh, man those are some awesome rolls!

Leaves me with 18, 17, 16, 13, 12, 8.
The possibilities are endless!

Silver Crusade

endless indeed.


I think I'll be rolling.

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12

18, 17, 15, 13, 12, 8! Those are very nearly as awesome as bigrig's - this will be great!

Currently, I'm thinking something with warlord, but you never know.


I'l take focus/foible for my stats with point buy so...
18 - focus
18 - 8p
16 - 6p
12 - 2p
10 - 0p
8 - foible


rorek55 wrote:
Rigor Rictus wrote:

Dotting; character should be following soon. My favorite Gestalt concept is an Alchemist/Gunslinger type, though given the hoard of demons and undead looked at here, some sort of Paladin type might be tempting.

Are Advanced Firearms a possibility given the 15th level starting point?

Yes actually, if you are a gnome, or from the Belthouse Empire you can start with re-flavored advanced firearms. IE, steam like weaponry.

Also, there is a special forging used in armor as well, for a 10% increase in total cost(added after magical enhancements), you can gain half (rounded up)of your Armor bonus to your AC against firearm touch attacks.

It will also be highly likely that I only accept one paladin. Perhaps two, backstories/idea depending.

Great. Given the potential limit on Paladin numbers, I think I will stick with the Gunslinging alchemist concept. Planning on a Belthouse Empire origin, with either an elf or half-elf.


I can definitely do a fun one shot like this.

Trying the rolling...
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (6) + 7 = 13
18,17,16,14,13,8.

Well doesn't that just take the cake.


Question regarding Rapid Reload; as the feat is written, it doesn't provide any benefit to revolver users. Rapid Reload reduces the reload time of a one handed firearm to a move action, but a revolver already only requires a move action to load. Since many weapons can be reloaded as a free action, most GM's I've asked are usually OK with the common sense house rule that instead of reducing reload time to a specific action type, Rapid Reload reduces the necessary loading time by one step, whatever that might be. Would that be acceptable for you?

Silver Crusade

Rigor Rictus wrote:
rorek55 wrote:
Rigor Rictus wrote:

Dotting; character should be following soon. My favorite Gestalt concept is an Alchemist/Gunslinger type, though given the hoard of demons and undead looked at here, some sort of Paladin type might be tempting.

Are Advanced Firearms a possibility given the 15th level starting point?

Yes actually, if you are a gnome, or from the Belthouse Empire you can start with re-flavored advanced firearms. IE, steam like weaponry.

Also, there is a special forging used in armor as well, for a 10% increase in total cost(added after magical enhancements), you can gain half (rounded up)of your Armor bonus to your AC against firearm touch attacks.

It will also be highly likely that I only accept one paladin. Perhaps two, backstories/idea depending.

Great. Given the potential limit on Paladin numbers, I think I will stick with the Gunslinging alchemist concept. Planning on a Belthouse Empire origin, with either an elf or half-elf.

probably best to go for a half-elf, elves are treated rather unkindly, and the feeling is mutual. You would need a pretty good reason to be living there. After all, in this settings the races don't particularly get along as well as normal ;)

@ Rigor, yes, I've always found it odd myself. go ahead and have your swift action reload :D or w/e.


My character concept has drastically changed, i'm going with a slayer/warpriest now.


Strength/Foible Stats, rolling the rest, given that everyone seems to be having remarkable luck this evening:
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (10) + 7 = 17

Final stats: 18,17,17,14,11,8. Anyone check to see if the dice roller is broken (or perhaps it's just in a very generous mood)?

I had a couple of thoughts for an Elf, and I had actually kind of started with the idea that he was not from there. Given the presence and continual advance of technology in the world, I was thinking that this particular elf might have started to ask serious questions in the age old battle of magic versus science, and through his explorations decided for himself that the future was probably in the realm of science, as opposed to the old (stagnant) ways of magic, which if anything seemed to be getting less sophisticated as more and more of the ancient lore seemed to be lost, without anyone really making any advances in the field. Science and technology however seemed to be catching up with magic in very short order, and was showing no sign of slowing down.

His theories and research being highly discouraged and disapproved by his elders, he moved to Belthouse in order to seek a more like minded milieu. Though his race and theirs might not necessarily see eye to eye, intellectually they were far more accepting, willing to teach, and even willing to listen when his level of understanding caused him to move from student to teacher. (Of course, if this idea doesn't fit with the setting once you get past the elementary details of the culture that I'm familiar with, I could shift over to Half-elf as well.


Wow. Just wow. I finished my build.

Greatsword +35/+30/+25 (2d6+63/17-20) (consumes 3 rounds of rage)

Sweet dice gods this character hits like Rovagug. Not to mention he adds 30 on his will saves against magic. If anybody is interested, here is his sheet.

Working on fluff now.

Silver Crusade

for aid in writing backstories-

Aloran (northen kingdom) Fought similar to medieval times. (heavy knights, with land owners that were lower on the totem pole providing ranged support in crossbows and archery. with the lower peasants forming men at arms. Favored weapon of the men at arms was a longsword or morning star/mace and shield. Very charismatic people, leaders were known for length speeches to bolster morale. no real schools of study.

Belthouse uses tactics in a mix of Napoleonic and medieval. massed units of firearms and siege weaponry supported by shock units of constructs and mobile knights. The most Esteemed position was as a Dragoon Knight, which had two separate units, the chargers, which resemble the normal mounted knight, and the outriders, which focused on using their mobility and firearm powers to pepper foes with hit-and-run tactics. Also were working on ways to incorporate the airships into war.

The Sovereign States mix several types, though they have the smallest outstanding military their use of mixed unit tactics has been shown to great effect when they drove back an attack by the Razeria Kingdom.

Razeria, of course, uses their magi to do most heavy lifting, controlling weather, fireballs, etc. While using their oppressed "workers" as fodder for enemy soldiers.

Elves used guerrilla warfare, and open field combat. Often striking out with raids over several weeks before committing to a full on battle. During the battles they use their speed and agility to out maneuver foes.

Dwarves fight much like they do in Golarian. Save they make use of firearms frequently. Often forming shield walls to protect their gunners from melee charges.

gnomes prefer to let their large quantity of constructs, steam golems and clockwork automatons do the fighting for them, though they often join in with experimental gadgets such as bombs, and ranged support with firearms and siege weapons.

Silver Crusade

Crap I completely didn't notice I left this out-

There are two main Monasteries at the highest peaks of the Central mountains, here they seclude themselves from the world and seek enlightenment. Some travel down on occasion, and some even stay, teaching some of their arts to those that will listen, but for the most part they are shrouded in mystery as not even airships can reach that high. This is where you would be from if you were a monk. (or, would have been to at some point)


Here is my character. Ill finish spells and fluff soon.


Are these monasteries devoted to specific gods? Is there a difference between the two?

Silver Crusade

Philo Pharynx wrote:
Are these monasteries devoted to specific gods? Is there a difference between the two?

No, no particular god.

One, the West monastery, follows the path of enlightenment through the mind. They focus more on their inner self or their Ki. They are less aggressive.

The one in the east seeks enlightenment through physical perfection. They train their bodies more, and have tournaments and are seen as rather aggressive/assertive. Every 2 years a Grand tourney is held, where the two compete in several challenges to determine which has better progressed. The West Monastery was leading with 3 years of victories, until the past year when a strange, unaligned man joined, and proved better than both monastery finest pupils. He left shortly after, no one knows who he is, or was.

Silver Crusade

by the by, The BBEG's you will be fighting are... exceptionally tough. You may indeed level up before it done.

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