I am looking for Jeremy Walker


PaizoCon General Discussion


Jeremy Walker DMed a killer game at Paizocon called Risen Beneath the Ice. I need to find this guy so I can get a memento of the game in the form of the pregens he built. The game was really well designed and merits a rehash at the local level up here in Canada.

Does anyone know how to get in contact with this guy?

Contributor

Dorkis wrote:

Jeremy Walker DMed a killer game at Paizocon called Risen Beneath the Ice. I need to find this guy so I can get a memento of the game in the form of the pregens he built. The game was really well designed and merits a rehash at the local level up here in Canada.

Does anyone know how to get in contact with this guy?

I dropped him an email pointing him to this thread!

Contributor

Dorkis wrote:

Jeremy Walker DMed a killer game at Paizocon called Risen Beneath the Ice. I need to find this guy so I can get a memento of the game in the form of the pregens he built. The game was really well designed and merits a rehash at the local level up here in Canada.

Does anyone know how to get in contact with this guy?

Hey Dorkis

I'm glad you liked the game, I had a blast running it, and I'll probably try and run it again next year.

I'll go ahead and post the pregens to this thread, but they'll be missing some of the formatting, if you want the original doc files, pass along your email address and I'll send em to you.

Contributor

NAME:________________________________
Lieutenant¬—Mission Commander

STATISTICS
STR 10 (+0)

DEX 14 (+2)

CON 16 (+3)

INT 13 (+1)

WIS 8 (-1)

CHA 17 (+3)

SKILLS

Climb +5
Diplomacy +9
Perception +5
Swim +5

Languages English, German

FEATS
Iron Will
Weapon Focus (M1 Garand)
Improved Initiative

DEFENSE
HP 27

AC 16
touch 12
flat-footed 14

Fortitude +6
Reflex +3
Will +2

GEAR

M1 Garand (200-ft range, 8-round clip)

6 clips rifle ammo

Colt M1911 (25-ft range, 7-round clip)

2 clips pistol ammo

4 hand grenades (10-ft radius, 5d6, Ref DC 15 half)

Combat Knife

Flack vest & camo suit (+4 AC)

Thermos of "Pick-me-up" (heals 1d8+3 damage to a lightly wounded character, 4 doses)

100 feet of rope w/climbing gear

OFFENSE
Initiative +6
Speed 30 ft.
Melee Combat Knife +3 (1d4/19-20)
Ranged M1 Garand +6 (+4/+4) d10+5/x3
Colt M1911 +5 (+3/+3) d8+3/x3

Base Attack +3
Grapple +3

ABILITIES

Coordinate Fire
unlimited
spend a standard action to give all allies a +1 bonus on attack rolls for 3 rounds

Inspirational Leader use 2 times
as a free action you can allow an ally that failed a will save during the previous round to retry the save with a +3 bonus

Contributor

NAME:________________________________
Sergeant—Heavy Weapons Expert

STATISTICS
STR 17 (+3)

DEX 14 (+2)

CON 16 (+3)

INT 10 (+0)

WIS 13 (+1)

CHA 8 (-1)

SKILLS

Climb +9
Swim +5

Languages English

FEATS
Exotic Weapon (Bazooka)
Exotic Weapon (Thompson)
Improved Initiative

DEFENSE
HP 27

AC 16
touch 12
flat-footed 14

Fortitude +6
Reflex +3
Will +2

GEAR

M1 Garand (200-ft range, 8-round clip)

4 clips rifle ammo

Combat Knife

M1928 Thompson Submachine Gun (60-ft. special range, 30-round clip)

6 clips submachine gun ammo

Bazooka (200-ft range, full minute to reload)

3 bazooka shells

Flack vest & camo suit (+4 AC)

OFFENSE
Initiative +6
Speed 30 ft.
Melee Combat Knife +6 (1d4+3/19-20)
Ranged M1 Garand +5 (+3/+3) d10+5/x3
M1928 Thompson (see below)
Bazooka +5 (8d6 damage, 10-yd radius, Ref DC 15 half)

Base Attack +3
Grapple +6

ABILITIES

M1928 Thompson
Fires in either a 60-ft cone or a 60-ft line (your choice) hits all targets in the area, has
2 firing modes
Short Burst (standard action) Make a DC 10 strength check or the shots go wild: does 3d6 damage, Ref DC 15 half, uses 10 shells
Long Burst (full-round action) Make a DC 10 strength check or the shots go wild, if successful, make another DC 12 Str check or effect is the same as the Short Burst, if both checks are made, does 6d6 damage, Ref DC 15 half, uses 15 shells

Recoil Compensation you get a +2 bonus on strength checks when firing your Thompson

Contributor

NAME:________________________________
Doctor/Tech Expert

STATISTICS
STR 8 (-1)

DEX 16 (+3)

CON 13 (+1)

INT 17 (+3)

WIS 14 (+2)

CHA 10 (+0)

SKILLS

Electronics +9
First Aid +11
Knowledge (science) +9
Knowledge (history) +9
Knowledge (medicine) +9
Mechanic +9
Perception +8

Languages English, German, Russian

FEATS
Iron Will
Skill Focus (First Aid)
Improved Initiative

DEFENSE
HP 16

AC 15
touch 13
flat-footed 12

Fortitude +4
Reflex +4
Will +7

GEAR

M1 Carbine (200-ft range, 15-round clip)

4 clips carbine ammo

Colt M1911 (25-ft range, 7-round clip)

2 clips pistol ammo

2 hand grenades (10-ft radius, 5d6, Ref DC 15 half)

Combat Knife

Flack jacket & camo suit (+2 AC)

First Aid Kit

Surgical Toolkit

Adrenaline Boost
heals 2d8+3 damage to a lightly wounded character, 6 doses

Dr. Maphesto's Miracle Serum heals 2d8+3 damage to a heavily wounded character, possibly upgrading them to lightly wounded, 2 doses
OFFENSE
Initiative +7
Speed 30 ft.
Melee Combat Knife +2 (1d4-1/19-20)
Ranged M1 Carbine +5 (+3/+3) d8+4/x3
Colt M1911 +5 (+3/+3) d8+3/x3

Base Attack +2
Grapple +1

ABILITIES

Patch 'em Up
unlimited use
When using First Aid to heal a lightly wounded character, you heal a number of hit points equal to the total result minus 12, instead of minus 15.

Minor Surgery
use 8 times
You can make a First Aid check to restore a heavily wounded character to lightly wounded (6 hp). The DC is 15 minus the character's current wound total. This check may be retried, but at a cumulative -1 penalty for each failed attempt. If this check is failed by 5 or more, the heavily wounded character dies. This check takes 10 minutes.

Contributor

NAME:________________________________
Ranger/Sniper

STATISTICS
STR 13 (+1)

DEX 16 (+3)

CON 14 (+2)

INT 10 (+0)

WIS 17 (+3)

CHA 8 (-1)

SKILLS

First Aid +9
Knowledge (Antarctica) +6
Knowledge (nature) +6
Perception +9 (+11 outdoors)
Survival +9
Track +9

Languages English, German, French

FEATS
Iron Will
Weapon Focus (Springfield)
Improved Initiative

DEFENSE
HP 23

AC 17
touch 13
flat-footed 14

Fortitude +5
Reflex +6
Will +6

GEAR

M1903 Springfield (900 ft, 5 round clip) w/scope

6 clips Springfield ammo

Colt M1911 (25-ft range, 7-round clip)

2 clips pistol ammo

4 hand grenades (10-ft radius, 5d6, Ref DC 15 half)

Combat Knife

Flack vest & camo suit (+4 AC)

First Aid Kit

Survival Kit (compass, fire starting gear, flashlight, etc.)

100-ft of rope

OFFENSE
Initiative +7 (+9 outdoors)
Speed 30 ft.
Melee Combat Knife +2 (1d4-1/19-20)
Ranged M1903 Springfield +7 (+10 when aiming) d10+5/19-20/x3
Colt M1911 +6 (+3/+3) d8+3/x3

Base Attack +3
Grapple +4

ABILITIES

Improved Critical Springfield

Scope Master When using a move action to aim with a scoped weapon, you may add your wisdom bonus to the attack roll instead of +1

Ranger Awareness You gain a +2 bonus on Perception checks and Initiative checks when outdoors

Contributor

NAME:________________________________
Psychic

STATISTICS
STR 8 (-1)

DEX 16 (+3)

CON 14 (+2)

INT 13 (+1)

WIS 10 (+0)

CHA 17 (+3)

SKILLS

Bluff +9
Concentration +8
Knowledge (arcana) +7
Knowledge (occult) +7
Sense Motive +6

Languages English, German, French, Latin, telepathy 100-ft

FEATS
Iron Will
Ability Focus (Psychic Assult)
Improved Initiative

DEFENSE
HP 19

AC 15
touch 13
flat-footed 12

Fortitude +3
Reflex +4
Will +5

GEAR

Colt M1911 (25-ft range, 7-round clip)

4 clips pistol ammo

Combat Knife

Flack jacket & camo suit (+2 AC)

substance 34A-2 (restores psy-points to max, 2 doses)

substance 79E-1 (acid grenade, deals 4d6 acid damage 15-ft radius, DC 15 Ref save half, 4 vials)

substance 99XX/? (use unknown, imbibe only as last resort)

OFFENSE
Initiative +7
Speed 30 ft.
Melee Combat Knife +0 (1d4-1/19-20)
Ranged Colt M1911 +5 (+3/+3) d8+3/x3

Base Attack +1
Grapple +0

ABILITIES
7 power points max, restore power points to full after 10-min rest

Psy powers:
0-points: Telepathy, send a telepathic message to target within 100 ft.

0-points: Assense Aura, takes 1 minute, search for other intelligent minds in the area (approx 500-ft radius)

1-point: Psychic Assault, 3d6 damage, Will DC 16 half, mindless creatures are immune

1 point: read thoughts, Will DC 14 negates

2 points: daze creature for 1d4 rounds, DC 15 will save negates, failure by 5 or more = stunned instead

3 points: confusion for 1d4 rounds on all enemies in 20-ft radius, DC 16 Will save = dazed for 1 round instead

Contributor

NAME:________________________________
Infiltrator/Demolitions Expert

STATISTICS
STR 10 (+0)

DEX 17 (+3)

CON 13 (+1)

INT 16 (+3)

WIS 14 (+2)

CHA 8 (-1)

SKILLS

Acrobatics +9
Climb +6
Disable Device +9
Explosives +9
Knowledge (occult) +9
Perception +8
Stealth +12
Swim +6

Languages English, German, Mandarin, Japanese

FEATS
Weapon Finesse
Skill Focus (Stealth)
Improved Initiative

DEFENSE
HP 23

AC 15
touch 13
flat-footed 12

Fortitude +2
Reflex +6
Will +3

GEAR

Colt M1911 (25-ft range, 7-round clip)

2 clips pistol ammo

4 hand grenades (10-ft radius, 5d6, Ref DC 15 half)

Combat Knife

Flack jacket & camo suit (+2 AC)

4 Dynamite Packs (8d6 damage, double damage to structures with a DC 15 Explosives check, can set time delay with a DC 15 Explosives check)

1 Ultimate Bomb (as dynamite but 15d6 damage, requires DC 18 explosives check to arm correctly)

4 vials of paralytic toxin (3d6 Str damage/—, DC 18 Fort Save)

1 vial of death toxin (3d6 Con damage/—, DC 18 Fort Save)
OFFENSE
Initiative +7
Speed 30 ft.
Melee Combat Knife +5 (1d4/19-20)
Unarmed Strike +5 (+3/+3) 1d6/x2
Ranged Colt M1911 +5 (+3/+3) d8+3/x3

Base Attack +2
Grapple +2

ABILITIES

Evasion

Flurry of Blows

Poison Use

Sneak Attack +2d6


Thanks so much, Jeremy. Like I said, it was the coolest game concept that was at Paizocon this year. I was sad that we all died, but really stoked about trying this out with my friends.

Getting the Risen Beneath the Ice ticket was the luckiest part of Paizocon for me. Thats saying alot, considering I got to play in Erik Mona's totally awesome Spire of Nex adventure. Thanks for the well conceived game concept.

If you can, I would love to see any info you have on this module that you ran. Email me what you can, including the pregens at ninja3030@gmail.com.

Thanks again, sir.

Lieutenant Dorkis

Liberty's Edge

I'd be interested in what system this is. Is it simply a modernized PF with rifles as the ranged weaponry? It looks interesting.

Contributor

Xpltvdeleted wrote:
I'd be interested in what system this is. Is it simply a modernized PF with rifles as the ranged weaponry? It looks interesting.

More or less. Basically I just took 3.5, invented some custom weapons, condensed a few of the skills, made up an alternate hp/healing system, came up with some gear, and gave all the characters a few feats and some special "class feature" abilities. The system was inspired by James's Unspeakable Futures, but I came up with all the rules myself.

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