The Artisans Guild (Artisan Gestalt Game)


Recruitment

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Welcome to the Artisans Guild- We’re the guys who work on the walls, keep the wilds out. We’re the men who build the warp gates. We’re the ones who build the cities. You, however, are the ones who get the materials needed to do this. Now, grab some stuff to get yourself armed, we have a job to do, get to the Airship.
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Hello, and welcome to The Artisans Guild, a gestalt artisan pathfinder play by post where everyone is a member of the Artisan's guild, going out to gather materials to continue rebuilding society. Prepare yourself for times of adventure, hardship, crafting, and combat. Get ready to get going!

What I’m looking for
I’m looking for three to five players to join the game- Each corresponding to at least one role on the Forge of combat.

  • Anvil: These characters are all about dealing with the enemy, whether through walls of stone or ancient curses. They hold the enemy down, and limit their options.
  • Arm: Commonly thought of as buffers, Arms are the support center- they make hammers hit harder, avils to hit enemies better, and permit a character to use fewer resources per encounter.
  • hammers represents characters built to defeat the encounter by dealing damage or otherwise permanently removing an enemy as a threat.

In addition to filling one of those roles, I request that you also provide a small amount of detail about your character: This is primarily in the form of backstory and personality.

Finally, I require each player to tell me how they make their magic items. How they create things is intimately tied to each character, as such, how they make magic items should detail far more than anything else who the character is.

The posting rate should be at least once every two days, maybe daily. Recruitment ends December 23rd.

The setting:
One hundred years ago, something came to golarion. Nobody knows what it was that came, or how it came, but it broke the word to ashes. Most of the Gods from the old world have died, as have most societies. However, from this chaos and madness, new magic was born. Akashic magic, Magic of Spheres, Psionics, and many other forms that nobody has even thought possible. From this chaos, the world was remade, with most of the stories from long ago long forgotten, and with new stories taking their place.

The world, however, is now full of creatures beyond mortal comprehension, creatures that could kill whole squads of mortal men with ease. The world was reforged as ten megacities, connected by those adept with the talents of teleportation, and Warp Gates designed to permit things to travel between the cities.

Each city consists of five rings- The inner city, where lords and the chief artisans work, the midcity, where trade and commerce are as common as the wind, the outer city, where most folks live, the forest city, where farms and forest reside, and the Border City, where most artisan guilds and guards guarding the walls against those who wish to break them down reside.

Outside the city walls are the Wilderness, a wild expanse of chaos and madness- Few are willing to travel outside the city for fear of what lies beyond- Outside the city walls lie beasts outside of most comprehension- But many things worth more than any sort of comprehension. However, there is a lot that remains out there in the Wilderness, and there are the occasional small town, isolated outside of the Cities. They are few, and very isolated.

Those who go out into the Wilds are called “Foragers,” who are sent out to gather materials to keep the cities running- Usually in the form of materials, or salvaged weapons, or similar materials or metal. They are sent out into the wild to gather materials to make things they needed.

You are an artisan in the Artisans guild, with training as a Forager, as most artisans are. Your home city isn’t that far from the Mana Waste, which you will have frequent incursions to. The Mana Wastes primal magic is also far, FAR more chaotic than before in their wild magic. To the north, beyond the mana waste, the Nex Ruins, where arcane wonders lie, and where every artisan hopes to one day travel to to make their fortune. But magic there is particularly wild, in those ruins, but the danger does not stop your lust for knowledge.

Welcome to the Artisans Guild.

The Artisans Guild is a homebrew, high-magic Gestalt game I’m going to be running here on the Paizo forums.

Character Building rules:
-Sourcebooks: Paizo permitted by default, as is Spheres of Power (And expanded) and Psionics on the SRD.

-Starting Level: 9 (Gestalt rules). Everyone must Gestalt with the Artisan class.
If your skill points per level are less than that of an artisan, subtract your classes skill points from the Artisans. Those skill points must be put into Disable Device, Use Magic Device, Craft, or Profession.

-Starting Wealth: 1,000 gp worth of mundane items, starting WBL in Gold Coins, and 98,000 gp worth of magic, alchemical, or costly items you can craft. If you have Efficient Enchanting, add 16k to your WBL. If you have Spark of Creation or Hedge Mage, increase your WBL by 3k. No Item worth more than 25k. No pre-game crafting- that’s listed above.

-Race: The Artisan Guild doesn’t give a crap about what you are- The reforging resulted in nearly every type of character to move to the major cities. So, generally, if it’s outside core or featured, then talk about the race for a bit.

-Alignment: Generally speaking, the Artisans Guild is one that greatly prefers you follow the laws of the city. They live at the edge of it, and even though they do permit seediness, if you do anything that actually threatens to get people to hate the Artisans guild, then you're f~~%ed, and are going to be thrown into the wasteland to be eaten by colossal magic bears.

-Hit Points: Roll or take the average per hit dice.

-Ability scores: 12 point physical buy, 12 point mental buy, with one point added to the ability type of your choice. Alternatively, roll two sets of four 4d6b3s, select the best three for your point buy for your physical score or mental score.

-Skill Points: As normal, but Background Skills are in use. You cannot select a Craft skill for this purpose, and if you're a bard, you cannot select a Perform skill.

-Traits: Two traits, three with a drawback.

-Deities: Many of the gods changed after the reforging. In some cases, they gained a bit of Artifice. The biggest thing, however, is the fact that Brigh is now the biggest god in the world, thanks to the number of her disciples who got things to work well.

-Alternate Crafting Rules: We will not be using the standard Paizo crafting rules. We will be using the Unchained Dynamic Item Creation, Unchained Craft and Profession, Unchained Afflictions, and Skill Unlocks. You can choose to take Unchained classes, but are not required to.

-High Level Spells: Spells above level 7 cannot be scribed down, or learnt by spontaneous casters. They must be learnt from monoliths found in the Wild, from consuming the blood of an outsider, or by pact with a divine deity (This doesn’t mean clerics gain higher level spells). You still have the spell slots, but must use metamagic to derive. Level 7 spells require an entire spellbook to be scribed. You can either prepare a spell from a monolith (If a prepared caster), or add it to your spells known for one month (If spontaneous) from a monolith.

Spell DCs: The DC for all spells are now 1/2 level + Spellcasting Mod. Primarily for simplicity sake.

-Hero/Action points: If not a spellcaster, Gain a one action point every week, up to your Charisma mod. Two action points can be used as a hero point.

-Third Party and homebrew: Primarily due to lack of support for item crafting, I’m permitting some third party material. Generally speaking, I’m relatively lenient in my acceptance, especially for the purpose of flavor. If I cannot be linked to it legally, then I will probably not permit it. However, I have a lot of D&D 3.5 material, and, if you desire to use any of it, just ask.

As such, here’s a list of pre-approved 3rd party material, besides the listed above:
From Pathfinder in Ebberon:
Dual Wand Wielder and Wand Mastery
Item Creation Feats, except for the Artisan feats.
Symbionts, Implants, Elemental Binding, Wondrous Vehicles, Schema, Wands (Eternal).
Dragonshards, in those cases, are replaced by Memory Crystal. You may spend up to 20k gp in Memory Crystals.
Spells, more specifically, Infusions from the Artisan list. No dragonmarks, so keep that in mind.
Constructs. All of them you can craft, you can craft.

I have a few homebrew and minor house rules, as listed below:

House Rules/Minor homebrew:
-Improved Familiars can take the Valet archetype (Only).
-If you can fit it into your background how you got the soul, you can have a Soulbound familiar as a Improved Familiar.
-If your Caster Level is equal to that to craft it, you may take any of the alternate homunculi as an Improved familiar/Homunculus familiar.
-You can take 1 on any roll. This means that you take literally the worst possible roll without taking any more time.
-Magic Items are crafted from History Stone, and History Dust. History stones and History Dust are basically Gold and Platinum pieces for the purpose of magic items, and can be gathered at a 50% rate from magic items by tools at the Artisans guild from magic items.


Dotting for Interest


Dotttz
That is a great document, by the way


Dotting Interest - Gear Gnome Gestalt Gunslinger (Experimental Gunsmith) | Artisan.

Although, I guess I should ask what the status of firearms are ... lol?


MacMata, here. Playing an alchemist, and far from being done :)


Abroshtor Zazzle wrote:

Dotting Interest - Gear Gnome Gestalt Gunslinger (Experimental Gunsmith) | Artisan.

Although, I guess I should ask what the status of firearms are ... lol?

Hey! I was gonna ask that. Also, if there are no deities, does that mean that clerics are devoted to no particular deity, or are they banned? (or warpriests, inquisitors, druids, oracles or any other divine caster).


Gavmania wrote:
Abroshtor Zazzle wrote:

Dotting Interest - Gear Gnome Gestalt Gunslinger (Experimental Gunsmith) | Artisan.

Although, I guess I should ask what the status of firearms are ... lol?

Hey! I was gonna ask that. Also, if there are no deities, does that mean that clerics are devoted to no particular deity, or are they banned? (or warpriests, inquisitors, druids, oracles or any other divine caster).

Well, I do have the same question about Warpriests too ... lol


Abroshtor Zazzle wrote:
Gavmania wrote:
Abroshtor Zazzle wrote:

Dotting Interest - Gear Gnome Gestalt Gunslinger (Experimental Gunsmith) | Artisan.

Although, I guess I should ask what the status of firearms are ... lol?

Hey! I was gonna ask that. Also, if there are no deities, does that mean that clerics are devoted to no particular deity, or are they banned? (or warpriests, inquisitors, druids, oracles or any other divine caster).

Well, I do have the same question about Warpriests too ... lol

Stop thinking like me! I forbid it, lol!

Seriously though, one more question: the 96000gp worth of crafted stuff, is this bought at cost (surely not)? or just it's base cost (as in cost as if you bought it)?

I'm leaning towards Magus or Arcanist at the moment. This would make a Robust caster or an equipment-centric Magus. I have some ideas for what I could do as a Magus that might work out. I'll see.


LOL

And I wouldn't think it would be purchased Cost.

Either of those two class would be strong!


Alternatively, roll two sets of four 4d6b3s, select the best three for your point buy for your physical score or mental score. ??

Did you mean 4d6, drop lowest?


Gilthanis wrote:

Alternatively, roll two sets of four 4d6b3s, select the best three for your point buy for your physical score or mental score. ??

Did you mean 4d6, drop lowest?

Yep, 4d6 ⇒ (3, 1, 6, 3) = 13 = (3, 3, 6 or 12)


@Divine Deities: Dangit, forgot to edit that line: While I said most, there are still plenty of gods still around. Brigh rose to be pretty much THE household god.

Generally speaking, I'm not too familiar with the Golarion pantheon, so that was mostly a cop-out. I can confirm that most gods of forging and creation are still alive. Desna is alive and kicking even more, becoming the most common god of foragers.
But, generally speaking, tell me the god you worship, and I'll tell you if they're dead. Feel free to alter them a bit better for post-apocalypse society.

I can confirm that Iomedae and Lamashtu are dead.
I can confirm that Desna, Brigh, and Torag are alive.

@Guns: Guns are Commonplace, BUT due to the quality of steel and the difficulty in gathering it, they are bought as if they were commonplace guns, and crafting advanced firearms require the remains of an advanced firearm, and a blueprint.

@Die Rolling: Similar to how you define your ability scores in point buy, you also define your ability scores as mental and physical when you roll your scores. You designate one set your mental ability scores, and one set your physical ability scores. You then roll four sets of four d6s, dropping the lowest die in that group, then you drop the lowest die set in your set.

Just watch:

Example:

Physical: 4d6 ⇒ (3, 5, 5, 3) = 16 13
Physical: 4d6 ⇒ (6, 4, 5, 3) = 18 15
Physical: 4d6 ⇒ (3, 2, 1, 2) = 8 7
Physical: 4d6 ⇒ (1, 2, 2, 1) = 6 5

Mental: 4d6 ⇒ (4, 5, 3, 1) = 13 12
Mental: 4d6 ⇒ (4, 6, 1, 4) = 15 14
Mental: 4d6 ⇒ (3, 4, 2, 4) = 13 11
Mental: 4d6 ⇒ (3, 2, 2, 6) = 13 11

@Cost: I mean at the cost to buy the item. No pre-game crafting, as I said above.


dice rolls:

phy: 4d6 ⇒ (4, 1, 1, 3) = 9
phy: 4d6 ⇒ (1, 5, 2, 3) = 11 =10
phy: 4d6 ⇒ (5, 6, 5, 1) = 17 = 16
phy: 4d6 ⇒ (2, 6, 5, 5) = 18 = 16

men: 4d6 ⇒ (2, 3, 4, 5) = 14 = 12
men: 4d6 ⇒ (3, 1, 1, 6) = 11
men: 4d6 ⇒ (6, 2, 3, 4) = 15 = 13
men: 4d6 ⇒ (4, 6, 5, 2) = 17 = 15

Will you allow the Machinesmith 3pp from the SRD?

I though was to make a Dwarven Machinesmith/Artisan.


error rolls:

physical: 4d63 ⇒ (43, 44, 57, 44) = 188
mental: 4d63 ⇒ (47, 46, 62, 63) = 218

dice rolls:

physical: 4d6 ⇒ (6, 5, 3, 3) = 17
physical: 4d6 ⇒ (1, 6, 6, 3) = 16
physical: 4d6 ⇒ (6, 3, 4, 2) = 15
...
mental: 4d6 ⇒ (2, 4, 2, 2) = 10
mental: 4d6 ⇒ (1, 1, 4, 2) = 8
mental: 4d6 ⇒ (2, 6, 6, 5) = 19
...
physical: 4d6 ⇒ (4, 4, 5, 5) = 18
mental: 4d6 ⇒ (1, 6, 3, 1) = 11


dice rolls:

Physical: 4d6 ⇒ (1, 4, 5, 5) = 15 14
Physical: 4d6 ⇒ (4, 2, 2, 4) = 12 10
Physical: 4d6 ⇒ (1, 2, 4, 4) = 11
Physical: 4d6 ⇒ (5, 3, 4, 2) = 14 12

Mental: 4d6 ⇒ (6, 3, 6, 5) = 20 17
Mental: 4d6 ⇒ (6, 6, 5, 4) = 21 17
Mental: 4d6 ⇒ (3, 6, 4, 3) = 16
Mental: 4d6 ⇒ (6, 6, 4, 5) = 21 17

I'm looking forward to be a possible Hammer.

Hi,
I am very interested in joining your campaign as a dragon rider.
Pariah, a venerable retired and forgotten Hammer and artisan attempts to reclaim his life's meaning by immortalizing himself as a legendary hero. With the assistance of a very enthusiastic and knowledgeable halfling helper, Ruby Goodbottom, the old fighter is transformed and lays an intricate plan to achieve his ultimate goal. Hearing rumors of young Forager's excursions, Pariah, the old fighter who lost his way and even forgotten his own name, hopes his answers lie outside the walls of the Artisans Guild. Pariah is rejoined by his dragon companion Torro, and the three set off to join the hired adventurers and to once again serve the Guild.


@GM Vagabond - Since we acknowledge firearms exist. Instead of Experimental Firearm creations being part of an archetype, can we create stuff like that on our own as artisans with the right skill sets? I really don't see Experimental Gunslinger fitting the roles, specifically hammer, as much as Musket Master would but being a Gnome and/or Gunsmith, firearms would be modified with which seem like crazy inventions at the time, become the norm in the future.


Alright, let's check out the third party I see...

Alright, we begin with the Machinesmith. Adding half his craft level on craft checks is pretty decent, but not too powerful. Six level "Caster" in a non-literal sense. Checking out it's spell list, looks somewhat like a mix of summoner and alchemist, so isn't TOO bad.
Mechanuses... The biggest one is the Creation one, which grants you a TON of versatility, gestalten with Artisan. My knee-jerk reaction is that it's a bit powerful, but I tend to be reactionary with this type of stuff.
All in all, my scan over it, it seems roughly on-par with an alchemist. Personally, myself, I would just go Alchemist, or Investigator, but that might just be me. The mechanics of the class just feel clunky, and it kinda stretches my disbelief somewhat (Where does he get all the materials? Does he just carry them around?), so maybe provide a more thorough reason you cannot use other classes to mimic the fluff of the class? I might let you use it, but looking it over, there's just a lot of stuff that breaks my suspension of disbelief. If you can explain how to overcome it, I'd be fine with that.

Now, onto the Dragon Rider, as with Pathfinder.

Looking it over, the Dragonrider looks roughly on-par with a Eidolon. However, ALL GOOD SAVES. Which doesn't make all that much sense to me. Continuing with drawing from the sorcerer/wizard list, which is a bit awful (In a powerful way) for most spellcasters, so that's another thing. Looking it over, you could probably get close to the same fluff by playing a summoner, bound to a dragon, or a Incanter or any mid casting sphere class with a few talents plopped into the Summoning sphere in place of spells. So, I'm just going to say no to the dragonrider, and would just recommend summoning a planar dragon, or grabbing a dragon with the leadership feat, to get what you desire with fewer rule hassles. Comboing an intelligent, powerful animal companion with Leadership also feels very, VERY cheesy, and grants you three sets of actions, which isn't that great.

Not to mention, the fluff seems a bit off. Personally, I would say to think of yourself as a member of the Artisans Guild first, Hero second. You're just going out to get some salvage.

@Gunslinger: Looking at it, I would probably permit one to add, let's say, a 15% increase to the price of the weapon to add a modification. In addition, because a lot of these make sense, you can add them to some non-firearms. However, they still cost a fair amount to add, because it's a freaking magic thingy. Though if I can find the weapon creation rules that apparently appeared in the Weapons Handbook, that will probably get easier.


That artisan class is pretty cool.


Dragon rider is really a Dragoon (Fighter) archetype with added Leadership feat for out-of-combat buffing and healing.

Flavor-wise: Pariah belongs to a long-line of fighters who have bonded to "dragon" mounts (actual creature doesn't have any spells or sla) and together they have a life-long bond. They combine their skills and knowledge to craft magicks from artisan generation techniques. Unfortunately, due to the "change", the dragon mounts cease to exist and the dragon riders continued their tradition.

Is this acceptable? Leadership feat to have normal cohort who would grant overland flight on a mount which may be available to buy in the guild market.

hit points:
9d10 ⇒ (2, 9, 10, 4, 1, 1, 2, 6, 3) = 38


JoshB wrote:
That artisan class is pretty cool.

Yeah it is, the best one so far out of that type of class that I have seen.


Ok, thinking a fetchling magus. Time to cast the dice:

Physical
4d6 ⇒ (4, 5, 1, 3) = 13 =12(X)
4d6 ⇒ (5, 5, 6, 3) = 19 =16
4d6 ⇒ (3, 3, 6, 5) = 17 =14
4d6 ⇒ (6, 5, 6, 4) = 21 =17

Mental
4d6 ⇒ (6, 1, 6, 6) = 19 =18
4d6 ⇒ (6, 3, 3, 3) = 15 =12
4d6 ⇒ (4, 4, 4, 4) = 16 =12(X)
4d6 ⇒ (4, 5, 6, 5) = 20 =16

Well that went pretty darn well!

Kyra, Mistress of Shadows
N Fetchling Hexcrafter Magus / Artisan 9

STR 19 (17+2 lvl)
DEX 18 (16+2 race)
CON 14
INT 18
WIS 14 (16-2 race)
CHA 14 (12+2 race)

Now to flesh her out!

PS - can you clarify on the wealth section? I am reading that we start with the following three things:
1 - 1000gp worth of mundane items
2 - WBL in gold coins (9th level = 46000 gp)
3 - 98000gp worth of magical/crafted gear
***plus any bonuses listed above
Is this correct, and if so, can we spend the 46k of gold, or should we be saving that?

And I believe Kyra would definitely be a 'Hammer'.


iirc, flamboyant arcana was banned; can you confirm that is the case? if it is, I'll probably pick up a level of swashbuckler to get it (though it would delay getting critical perfection until next level, aargh!).


@Gav - I still see it on Pathfinder PRD And why would it be banned, it costs you Arcane Pool points and you can't restore them like panache or grit?


Abro will be a Gunslinger Musket Master | Artisan instead and will be a hammer role since Musket Master fits the roles better than Experimental Gunslinger. But hmm, I see a trend.


Physical: 4d6 ⇒ (6, 5, 4, 6) = 21
Physical: 4d6 ⇒ (5, 6, 4, 5) = 20
Physical: 4d6 ⇒ (6, 5, 6, 5) = 22
Physical: 4d6 ⇒ (4, 2, 6, 1) = 13

Mental: 4d6 ⇒ (5, 5, 2, 6) = 18
Mental: 4d6 ⇒ (4, 1, 1, 6) = 12
Mental: 4d6 ⇒ (2, 4, 4, 1) = 11
Mental: 4d6 ⇒ (1, 1, 5, 4) = 11


Just something I heard. I've never seen a confirmation or seen anyone enforce it, but I still thought I'd better check. I will proceed on the assumption that it's available.


@Dragon Rider: Personally, I would prefer if you made a construct with the Simple Monster Creation method, then show it to me and I'll price it. If it's a low enough CR, I'll probably allow you to take it as your homunculus familiar, satisfying both the bonded dragon and the more "I made s%&~" feeling of it. Push comes to shove, you take the price out of your WBL, get your breath weapon, get your bonded companion, ect. If it's CR is less than 3, then you can take it as a Homoculus Familiar with no debate. If it's more than 8, then it'll cost more than you can afford.

@Magus Arcana: No, I'm not banning any Magus arcanas.

@How much gold you got: Dang, I INTENDED for it to be your starting character wealth, as if you were level one, in gold.

@JoshB: Aye, it's really cool, and I like it.

Also dang, why is most everyone a hammer? Why is nobody an Arm, or an Anvil? It's just really odd.


Vagabond? wrote:
Also dang, why is most everyone a hammer? Why is nobody an Arm, or an Anvil? It's just really odd.

Well, I intend to make a bodyguard build. That counts as an arm, right? and I will be making an evasion tank, which is an anvil. Only when he goes Nova could he be considered a hammer.


I hear ya GM Vagabond! Anyway to be multiple role like Abro can shoot wire mesh nets or caltrops or goo to slow/hold enemies. Maybe shoot players in the arse with darts filled with healing potion or some other potion? Then provide hammer range sniper support? Can you tell I am thinkin' Gnomish Steampunk? ... lol

Just asking because there are so many hammers and looking for alternatives to make a more well rounded party. As an alternative, I was thinking of Warpriest | Artisan with a sacred firearm.


Flamboyant Arcana wasn't banned, just changed.


Dice Rolls:

4d6 - 1 ⇒ (1, 3, 6, 1) - 1 = 10
4d6 - 2 ⇒ (2, 4, 6, 3) - 2 = 13
4d6 - 2 ⇒ (4, 2, 6, 5) - 2 = 15
4d6 - 1 ⇒ (1, 6, 5, 6) - 1 = 17

4d6 - 2 ⇒ (5, 6, 5, 2) - 2 = 16
4d6 - 1 ⇒ (4, 1, 3, 5) - 1 = 12
4d6 - 2 ⇒ (3, 5, 2, 2) - 2 = 10
4d6 - 3 ⇒ (4, 5, 3, 5) - 3 = 14


Just curious, is the point buy traditional point buy as described in the rules or 1-for-1? Meaning if I want an 18 in Dex, I remove 8 from the Physical 12 and have 4 remaining to distribute to STR and CON?


Oh, I so want to make a Kobold Snare setter rogue. Total anvil, with insane traps to mess with the enemy.


4d6 - 1 ⇒ (6, 5, 1, 5) - 1 = 16
4d6 - 1 ⇒ (4, 6, 4, 1) - 1 = 14
4d6 - 2 ⇒ (5, 5, 2, 3) - 2 = 13

4d6 - 2 ⇒ (6, 2, 4, 6) - 2 = 16
4d6 - 2 ⇒ (6, 5, 2, 3) - 2 = 14
4d6 - 3 ⇒ (5, 3, 3, 3) - 3 = 11

Not bad, I can work with that.


Nice! I have no clue what to play.


forgot rerolls:
top: 4d6 - 2 ⇒ (4, 2, 5, 6) - 2 = 15
bottom: 4d6 - 1 ⇒ (5, 1, 5, 3) - 1 = 13

so (16,15,14) mental and (16,14,13) physical


Most likely

STR 13
DEX 17
Con 15
Int 16
Wis 14
Cha 12

Thinking of an Elf, so +2 Dex, +2 Int, -2 Con and level-ups will go to Int. That will give

Str 13
Dex 19
Con 13
Int 20
Wis 14
Cha 12

Before Equipment.


4d6 - 1 ⇒ (1, 2, 4, 6) - 1 = 12
4d6 - 1 ⇒ (6, 2, 1, 5) - 1 = 13
4d6 - 1 ⇒ (6, 1, 4, 5) - 1 = 15
4d6 - 2 ⇒ (5, 5, 6, 2) - 2 = 16

4d6 - 1 ⇒ (4, 1, 4, 3) - 1 = 11
4d6 - 3 ⇒ (6, 3, 6, 5) - 3 = 17
4d6 - 1 ⇒ (1, 5, 3, 2) - 1 = 10
4d6 - 2 ⇒ (5, 4, 5, 2) - 2 = 14

Hmm, I can work with these better than the 12 point purchases.


D'oh! plants face in palm Rapier isn't eligible for keen weapons! and I'm not eligible for improved crit.
scratches that idea. Goes back to drawing board.
I think I'll have to use a slashing weapon, like a katana. What a waste of Weapon Finesse!


Gavmania wrote:

D'oh! plants face in palm Rapier isn't eligible for keen weapons! and I'm not eligible for improved crit.

scratches that idea. Goes back to drawing board.
I think I'll have to use a slashing weapon, like a katana. What a waste of Weapon Finesse!

Rapiers are totally keen-able. Piercing AND slashing weapons!


Can I just check I got this right: the only magic items we can get are those we can craft. If we don't have e.g. Craft Wand, we can't get any wands.

Or are we allowed to use our personal Money to get stuff we have no Feat to create?


HP: 9d8 + 9 ⇒ (6, 6, 6, 8, 6, 5, 8, 3, 3) + 9 = 60

Silver Crusade

Physical: 4d6 ⇒ (2, 1, 6, 5) = 14
Physical: 4d6 ⇒ (6, 2, 3, 5) = 16 14
Physical: 4d6 ⇒ (6, 4, 5, 1) = 16 15
Physical: 4d6 ⇒ (2, 6, 5, 2) = 15 13

Mental: 4d6 ⇒ (5, 6, 6, 1) = 18 17
Mental: 4d6 ⇒ (5, 1, 4, 2) = 12 11
Mental: 4d6 ⇒ (4, 4, 4, 6) = 18 14
Mental: 4d6 ⇒ (3, 2, 1, 2) = 8

I have been waiting to play this archetype for a while and this seems like a good scenario for it

Quote:
Spell DCs: The DC for all spells are now 1/2 level + Spellcasting Mod. Primarily for simplicity sake.

Does this mean that SF and GSF do not increase the DC's?


Gavmania wrote:

D'oh! plants face in palm Rapier isn't eligible for keen weapons! and I'm not eligible for improved crit.

scratches that idea. Goes back to drawing board.
I think I'll have to use a slashing weapon, like a katana. What a waste of Weapon Finesse!

I like what Path of War Expanded did with the Katana;

Katana Expertise:

Katana can be used in weapon finesse and add an extra dice of damage for a total of 2d6 instead of 1d10.


Hmmmm... mainly just noting interest currently, need to look over the Artisan class to see if I can get any ideas of what I want to play as...

Physical: 4d6 ⇒ (1, 5, 6, 1) = 13 12
Physical: 4d6 ⇒ (3, 6, 4, 3) = 16 13
Physical: 4d6 ⇒ (6, 1, 1, 6) = 14 13
Physical: 4d6 ⇒ (3, 1, 3, 6) = 13 12

Mental: 4d6 ⇒ (6, 6, 3, 6) = 21 18
Mental: 4d6 ⇒ (6, 6, 6, 6) = 24 Seriously? Quad 6? Are you serious?
Mental: 4d6 ⇒ (2, 4, 4, 4) = 14 12
Mental: 4d6 ⇒ (5, 4, 6, 6) = 21 17

Well, crap. I have amazing mental scores, and pretty abysmal physical scores... can I play the Soulknife? Flavour is going to be a psionic dude who focuses on psionic items and weapon crafting, so much so that he's learned how to focus and use his own psionic energy to create weaponry.

That, and the Focused Offense Blade Skill lets me use a mental ability score for attack and damage rolls. Something I don't think any other class lets you do.

Silver Crusade

HP: 9d6 + 18 ⇒ (5, 1, 6, 6, 2, 6, 1, 1, 6) + 18 = 52


HP: 9d10 + 18 ⇒ (2, 5, 10, 6, 1, 9, 6, 4, 5) + 18 = 66


Abro reminds me of a Character I created in Fallout New Vegas and later for the Tale of Two Wastelands (mod that combines Fallout 3 with Fallout New Vegas).


I'll roll some stats and see if that guides towards some inspiration:

Physical:
4d6 - 2 ⇒ (2, 3, 6, 4) - 2 = 13
4d6 - 1 ⇒ (2, 1, 1, 1) - 1 = 4
4d6 - 3 ⇒ (6, 3, 6, 3) - 3 = 15
4d6 - 1 ⇒ (2, 1, 5, 5) - 1 = 12

Mental
4d6 - 1 ⇒ (2, 4, 3, 1) - 1 = 9
4d6 - 2 ⇒ (2, 6, 6, 4) - 2 = 16
4d6 - 1 ⇒ (1, 6, 2, 1) - 1 = 9
4d6 - 1 ⇒ (1, 4, 3, 4) - 1 = 11

Physical: 15,13,12
Mental: 16, 11, 9

pretty good.


Abroshtor Zazzle wrote:
Gavmania wrote:

D'oh! plants face in palm Rapier isn't eligible for keen weapons! and I'm not eligible for improved crit.

scratches that idea. Goes back to drawing board.
I think I'll have to use a slashing weapon, like a katana. What a waste of Weapon Finesse!

I like what Path of War Expanded did with the Katana;

Katana Expertise:

Katana can be used in weapon finesse and add an extra dice of damage for a total of 2d6 instead of 1d10.

That sounds good, but dreamscarred press was not one of the accepted canons in this game. Until it is, I'll just have to accept the Feat Tax.

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