Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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Freedom Charter


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All in Draft Form subject to PC Feedback

REGIONAL TRAITS – THE WASTE

Veteran of the Waste Wars – You’ve already been around the cactus a few times and have seen things that would stop most men’s tickers.
Benefit – Gain 1 point of Grit whenever you have been shot by an enemy and remained upright (not in zero or negative HP situation after sustaining damage). This Trait is only usable once per day.

Eyes of the Spirit Realm – You are descended from or learned from the Shamans of the Waste. As such you are sensitive to the spirit world.
Benefit – 1x per month you may seek out the spirits for advice as per the Augury spell.

The Face of Fear – One of your assignments led you into or you accidentally strayed into the Terror. Your experience here emboldened you against horrors after all, what worse thing could you possibly face?
Benefit - Any Will save to resist fear effects are made at a +2 bonus as that experience has hardened you against the worst of the worst.

Shoot from the Hip – Your hero’s got fanning down to a fine art.
Benefit - If you fire a gun utilizing the Quick Draw feat gain a +1 bonus on the initial attack roll.

Duelist - Your adventurer is a deadly gunfighter, and anyone foolish enough to face him at High Noon winds up in the boneyard by sunset.
Benefit – When facing down a single enemy in a Gunfight gain a +1 to AC while your opponent faces a reduction in AC of -1.

To the Ends of the Earth – Your adventurer is used to surviving in harsh environments.
Benefit – The PC can survive 3 days plus a number of hours equal to his Constitution score before taking non-lethal damage from lack of water. The PC can also endure heat – add double your Constitution score to your hit points when sustaining damage in a hot environment before being forced to make a Fortitude saving throw.

REGIONAL DRAWBACKS – THE WASTE

Tenderfoot - Some people, even adventurers, aren’t cut out for the dangers that await on the wild frontier, and your hero is one such greenhorn. For as long he’s been out in the Wastes, he’s never really seemed to fit.
Penalty - -1 Grit. (Must have a class that utilizes Grit to take this Drawback).

Wanted! - Whether or not your adventurer did something wrong, the law thinks he did! Their face is on posters all over the territory, and maybe farther afield too.
Penalty - -2 on Diplomacy checks with Nobility or the Law. Furthermore, the PC could be a target of Bounty Hunters who may attack them without fear of reprisal from authorities.

Lyin’ Eyes - Lies just don’t come easy to this adventurer. That sounds all good and noble, but often causes problems when dealing with more nefarious types.
Penalty - -2 on Bluff checks.

Grim Servant o’ Death - Your hero’s a killer. His family’s probably pushing daisies, his enemies are worm food, and even a few of his friends have holes in them that are suspiciously the same caliber as his very own shootin’ iron.
Penalty – Any confirmed critical miss on attack roll strikes an ally dealing ½ max damage. Benefit - +1 damage on all damage rolls when using a Gun.

Brush with Terror – One of your assignments led you into or you accidentally strayed into the Terror. Your experience here scarred you for life.
Penalty - Any Will save to resist fear effects are made at a -2 penalty as you relive that experience once more.

Ailin’ – The Wastes are home to all manner of death, like Doc Holliday, your hero has a reservation with the undertaker. It’s just not been confirmed yet. The cause of his future demise is something like consumption (tuberculosis), diabetes, or cancer.
Penalty – Any sustained action (more than your bonus to CON in rounds in combat or engaging in heavy movement such as running or carrying a heavy load) causes your PC to gain the Fatigued condition. If the PC continues without rest for (more than your bonus to CON in rounds in combat or engaging in heavy movement such as running or carrying a heavy load), the PC gains the Exhausted condition. If the PC does not stop for rest they must make a Fortitude saving throw (DC variable) or finally succumb t their illness and die. No amount of magic can restore a PC who has perished in this manner to life, their body has simply given out.

The Wastelands – New Feat

Reputation
Whether the character is branded a hero or villain, he has earned a reputation across the Wastes.
Benefit – You character may add their Strength bonus in addition to their Charisma bonus to Intimidation rolls.

---

The Deadlands gave me inspiration and in some instances names for these new Feats :_).


pinvendor wrote:

Also, I have a feeling Sunset is talking about this Iron Kingdoms 3.5 OGL class from Privateer Press: Gun Mage./QUOTE]

Actually, those gun mages are what inspired me to make this character. I was wandering if there was a Pathfinder class/archetype called that. Is that 3.5 thing kosher?

Also, to Shadow: those traits loof real nice, do we have to:

-take our traits from that list only?
-that list and either the Iron Gods or Kingmaker?
-one from that list and another from wherever?
-the drawback, if you pick it, must be from that list?
-the talent you get from the drawback must be from that list?

Or any combination.

Edit: it wouldn't let me open the Freedom Charter. I guess it's a variation of the one appearing in Kingmaker, right?


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Draft subject to PC feedback.

REGIONAL TRAITS – FREEDOM

Student of Spy Craft – You or your parents served one of the spymasters of Freedom, Ursula Freedom, Lily Teskerton or Yuri Gargarin.
(Choose only one).
Benefit – Perceptive - Lily – +2 bonus on Sense Motive checks.
Benefit – Glib - Yuri - +2 Bonus on Bluff checks.
Benefit – One with the Shadows - Ursula - +2 Stealth checks.

Arcane Delver – You or your parents served the Archmage of Freedom, Isolda Lebeda. Isolda experiments with magic pushing the boundaries of the Arcane into areas to ensure survival for her fledgling Kingdom.
Benefit – You may select a spell from a spell list other than your own at your first spellcasting class level i.e. a Wizard may select a first level cleric spell as a spell known at first level.

Immortality Beckons – You or your parents served the Oracle of Freedom, Yaneshi the Watcher. Yaneshi’s past left her seeking defenses against death and the fruits of her labors were instilled in you.
Benefit - +2 to all Fortitude saving throws vs. death or negative energy effects i.e. finger of death spell or channeling negative energy.

Noble Breeding – You are related to or served Karl Medyved.
(Choose one).
Benefit – Related TO - Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Benefit – Served – Having watched the skilled Karl at Council and in negotiations with other Nations, you have picked up his skill at Diplomacy. Gain +2 on Diplomacy checks with Nobility or other town Authorities.

Inspired - You or your parents served Otto Orcson, Half-orc Paladin of Iomedae. Otto’s impossible standards are hard to live up to but you have never forgotten the lesson he instilled within you of Conviction, Instincts, or Courage.
Benefit – Gain +1 to any saving throw of your choice.

Beast Tamer – You or your parents served Isabella Gargarin the Warden of Freedom.
Benefit – Gain +2 to handle animal checks with wild animals.

Strategic Mind - You or your parents served Gunta Eisenzhan the General of Freedom’s Militia. If you have time to analyze an enemy prior to a combat situation, you may position yourself or direct an ally to the optimal space on the field of battle.
Benefit – Grant yourself or a single ally a +2 to initiative where you have 3 rounds or more to study potential hostilities.

REGIONAL DRAWBACK – FREEDOM

Improper Protocol – Freedom is unique in that the Country is ruled by a Council. The informality of that Council has made you very comfortable speaking out of turn where otherwise you would not or should not.
Penalty - 2 on Diplomacy checks with Nobility or other town Authorities.

Home Turf – Your love for Freedom has caused you to focus your training in a way that has curbed your development and ability to adapt to new environments.
Penalty – You take a -1 on Survival and Stealth checks when in any territory outside of Freedom. Benefit – Gain +1 on Survival and Stealth within the boundaries of Freedom.


Reverend Rob wrote:
pinvendor wrote:

Also, I have a feeling Sunset is talking about this Iron Kingdoms 3.5 OGL class from Privateer Press: Gun Mage./QUOTE]

Actually, those gun mages are what inspired me to make this character. I was wandering if there was a Pathfinder class/archetype called that. Is that 3.5 thing kosher?

Also, to Shadow: those traits look real nice, do we have to:

-take our traits from that list only?
-that list and either the Iron Gods or Kingmaker?
-one from that list and another from wherever?
-the drawback, if you pick it, must be from that list?
-the talent you get from the drawback must be from that list?

Or any combination.

Edit: it wouldn't let me open the Freedom Charter. I guess it's a variation of the one appearing in Kingmaker, right?

Hey RB.

GunMage - I am going to say NO to this particular GunMage class as we already have Gunslinger to combine with other Pathfinder options for Gun classes that blend firearms and the Arcane.

Traits - I am expanding Traits to include - The Wastes, Freedom, Iron Gods, or Kingmaker. If you take a Drawback, you may use that to "purchase" a trait outside of these Regional traits. You may mix and match the AP traits to reflect your movement through these various locations prior to the beginning of the Campaign.

Sorry, I'll fix the Charter link.

I'll be answering questions [including PM's :-)] between tonight and tomorrow. Been focusing on fleshing out the changed world tonight, as you can see.


Should we be taking these in place of any of our campaign traits, or what?


Johnnycat93 wrote:
Should we be taking these in place of any of our campaign traits, or what?

See my post above, you guys move too fast for me! ;-)

EDIT: I also clarify that point below in the reposting of the Recruitment guidelines.


Reverend Rob wrote:
For all that's holy, stop showing off your 24 games (and that's only as a GM, I wonder how many games you play, not talking about RL). We already know you're the Oracle of Time :P

I play in 17 games ATM.

This week I have taken a beating between work and a busy personal schedule. I'll be getting to bed at like 4 am to try and catch up though I might ditch out in 30 and come back to the boards late tomorrow...


Shadow,

For the love of all that is unholy, give us vampires some attention!! :P


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RECRUITMENT OPEN FOR the Magnificent Seven - All Gunslingers Kingmaker into Iron Gods AP

Pathfinder rules.
1. 25 Point Buy.
2. 2nd Level.
3. Max HP 1st level. Roll or 1/2+1 thereafter.
4. Starting Gold is 1,200.
5. All 3PP Archtypes welcome.
6. I will allow most races but reserve the right to say no if it's too far out there.
7. Background Skills will be used.
8. Two Traits: The Traits should be chosen from Iron Gods Kingmaker or the Homebrew Traits I posted for the Wastes and Freedom. One Drawback is allowed if it fits the theme of the character. That Drawback can be used to purchase traits outside of these lists. I created new Drawbacks as well.
9. I will allow alternate submissions on a case by case basis where the build lends itself towards a Gunslinging concept.

Recruitment will END May 28th @ Midnight EST time.

Selections made May 31 or June 1.

I will take 7 players. This is after all, the Magnificent Seven.

Note that ALL PCs will know one another having adventured in the Wastes at first level (I will create the synopsis of what took place). The group will be taking a well deserved break in the town of Last Stop (see the map I linked above).


Veldrin d'Shraen wrote:

Shadow,

For the love of all that is unholy, give us vampires some attention!! :P

I know, bad bad DM!!!

I'll be updating that thread tomorrow.


Storyteller Shadow wrote:
Johnnycat93 wrote:
Should we be taking these in place of any of our campaign traits, or what?

See my post above, you guys move too fast for me! ;-)

EDIT: I also clarify that point below in the reposting of the Recruitment guidelines.

Cool, I replaced Stargazer with Eyes of the Spirit Realm. It doesn't really alter any of my fluff and it's a hell of a lot more useful.


Nitro~Nina wrote:
Oops! I just remembered an old question I was going to ask. Are there going to be Advanced versions of specific Early firearms like the Coat Pistol or Dragoon Pistol? So far there's just the Revolver replacing the Pepperbox, the Rifle (and variant) replacing the Musket (and variant) and the Shotgun replacing the Blunderbuss.

Whatever is in the Ultimate Combat book will be available.

EDIT: already answered this one... sigh...


Veldrin, be easy on our Dm. He's living in Storyteller time. ;)

Looking forward to the updates.


FYI - I was looking for River Kingdom specific Traits. If anyone finds any link them and I'll allow them in as well.


Idiot Cube wrote:
Guys you can't just decide to take half-plus-one HP after you made a crappy roll. You need to be paranoid like me, and assume from the start that the dice are out to get you!

Yes this for clarification overriding anything I may have stated earlier in the thread.


Reminder to those of you interested in Ravenloft, Recruitment closes in4 days. I'll likely pick up the PC on that day or the 25th and get them into the campaign ASAP.


The Emerald Duke wrote:
Question regarding bandoliers and ammo. It says that they have 8 pouches per bandolier, capable of holding a small potion or dagger each. Would it be unreasonable to assume each pouch could hold 8 cartridges? I ask because I bought 200 cartridges and two bandoliers... ;)

Details like this we'll work out right before game begins as it would take more brain power than I have now to conclude on it. :-)


Reverend Rob wrote:
And then again, I asked this in the past, but... Being it so 'Guns Everywhere' removes the Gunsmith talent from the gunslinging classes (the one that lets you craft/repair guns and ammo), how do we repair/craft guns and ammo now? I've taken points in Craft (Alchemy) and Craft (Gunsmith), is that okay? One rank suffices? The masses want to know! :P

The Craft skill which would be a Gunsmithing option, unless UC states otherwise, don't remember off-hand what it states on that if anything.


Reverend Rob wrote:
Thing that comes to mind... what will be your approach to AC, both for players and NPCs, given that everybody is carrying around things that let them hit touch AC from 100 yards? Just curious.

No different. The crafting of Deflection and Force magic to counteract the deadliness of Guns Everywhere is the end result.


Submissions wrote:

SUBMISSIONS IS COMPLETE!!

Hi Storyteller, Gobo Horde here :)
Within this alias is a complete list of applications*, a complete set of Character Creation rules, a list of all your houserules and a brief synopsis of the campaign setting (will be filled out more as you fill me in ^_^).
The basic idea is that everything you need or say or rule is in one spot, and it can be upgraded day by day (instead of a 1 hour time limit). I can also (eventually) list everything that people list about their own characters and provide links to all the bits, even if they are spread out, then compile them all together to significantly ease your burden :)
best part, if someone changes their submission, I can update it from time to time to have an updated list.

*I ran out of time and energy right now, so the Submissions part is a copy/paste of Reverend Bob's work. All credit for that goes to him :)
I will soon write my own list, but for now, hes the guy ^_^

But I need 2 things :/
First, Shadow, if you could go through the document and let me know how satisfied you are with it, or what needs to be changed. Once you have done that then the document is usable and we can all refer to this one, single document, instead of a scattering of miscellaneous posts :)
After that (once I get the submissions part done), if people just let me know when they change something big or if they want me to change something I have referred about their character ("The rifle is just a backup weapon, I punch people with my fists!" or "I am a human, not an Aasimar!" kind of thing) and we should be good :)

Of course, if you have a "secret" agreement with the GM, then you wont be included in the document :/

That's fantastic, go ahead and update the new Recruitment rules here. I will be updating the PCs that threw their hat in the ring or dropped right before I sign off. :-)


After this, refer to the Submissions Link Gobo created until the night Recruitment ends to find updated submissions:

Sunset - Placeholder Avatar – Aasimar Spellslinger OR Gun Mage ?

NOTE: Spellslinger Approved - GunMage not approved .

M’ emori - Mira Oralia - Android Paladin (Warrior of the Holy Light/Holy Gun)

Nitro~NinaKillerath-Annion – Kval Conscript

Seth86Simmeron - Human Cavalier (First Mother's Fang, Spellscar Drifter)

JereruReverend Rob - Human Gunslinger (Musket Master)

Idiot CubeMylon Sivalra – Azata Blooded Assimar Desperado (Warlord)

Johnnycat93Samuel Rodrigues - Human Bloodborne Hunter

WarpfiendSkritcha – Ratfolk Gunslinger (Gulch Gunner)

SapiensAlsande - Android Technician

The Emerald DukeErissaBaine – Android Cavalier (Dune Drifter/Construct Rider)

Gobo HordeAlex Louis Armstrong - Armorist (Whitesmith)

RobL8675309 - Verra Vulcan Changeling – Swashbuckler

OR

Keerok Hobgoblin Savage Technologist Barbarian.

BUT pick just one for final submission :-)

-------

I know all submission are level 2 but in the interest of getting to bed at SOME point tonight I'm sticking with the first class of each build.

Due to a backlog of posting in my other games, I will NOT be answering further questions here as anything remaining we can work out when the selections are made.

I believe I provided enough tonight with Trait clarification and the Map for Backgrounds to now be fleshed out.

With respect to Backgrounds, complete write-ups where you start at the beginning and at some point head to the wastes. Thereafter when selections are completed, you will all link up with a shared background. I will provide a synopsis of the first adventure and then you will all be approached as noted in one of my posts above for the beginning of the game.


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You're lucky I like you Shadow. Maybe I'll get a bonus in one of your games for this (jk, mostly :P ):

River People Traits:

Numeria.

Ancestral Weapon: You have inherited a sacred
tribal weapon wielded by your forebears since the days
before the Rain of Stars, and you were trained in its
use from a young age. Select either cold iron or silver.
You begin play with a masterwork melee weapon made
of the material of your choice. You must be prof icient
with this weapon, and its combined cost cannot exceed
500 gp. You gain a +1 trait bonus on attack rolls with
weapons made of the selected material.

Blighted Physiology: Exposure to the corruption that seeps through every drop of water and grain of dirt in Numeria has altered your body. Horrific growths beneath your skin provide you a +1 natural armor bonus
to AC, but your body does not work as a normal creature’s
would. You become sickened for 1 round anytime you
receive magical healing.

Daggermark:

The Vessel Between: The assassin ushers her victims
from the kingdoms of the living to the kingdom of the
dead. You gain a +1 trait bonus on attack rolls that would
deal sneak attack damage on a hit.

Wary: You survived an assassination attempt once. You
gain a +1 trait bonus on opposed Perception and Sense
Motive checks. One of these skills is always a class skill
for you.

Echo Wood:

Crusader Road Acolyte: You trained with the Hellknights at
Fort Inevitable or the paladins of Iomedae at Fort Riverwatch. If
you trained with the Hellknights, you gain a +1 trait bonus on saving
throws against chaotic spells and the spell-like abilities of chaotic
outsiders. If you trained with the Iomedaean Paladins, you gain this bonus against evil spells and evil outsiders instead.

Gralton:

Noble-in-Exile: Though forced to live in the River Kingdoms, you never forget you’re a Galtan noble. You gain a +1 trait bonus on Diplomacy checks while interacting with aristocrats and nobles, and a +1 trait bonus on Intimidate checks while interacting with commoners.

Lambreth:

Black Eagle Recruit: You were recruited to serve as one
of Lord Arnefax’s feared Black Eagles for a time, but you
have since left that life. You gain a +1 trait bonus on saves
against fear effects; this bonus increases to +3 if an evil
outsider caused the effect.

Blackthorn Rancher: Domestic animals from Lambreth
are known for their resiliency. You gain a +1 trait bonus on
Handle Animal checks and Handle Animal is a class skill
for you. Your animal companion or bonded mount gains a
permanent +3 trait bonus to its maximum hit point total.

Mivon:

Brevoy Bandit: You fled the persecution of Brevoy
authorities and wound up in Mivon. Whether or not you
are guilty of your alleged crimes, you seek to build a new
life amid new neighbors. Choose one Profession skill and
one ability score other than Wisdom. You add that ability
score’s modifier in addition to your Wisdom modifier on
checks with the chosen Profession skill.

Mivoni Duelist: Your training in Aldori sword fighting
included several bouts in the Sevier, which has taught you
how to inf lict further punishment in one-on-one fights.
You gain a +1 trait bonus on damage rolls when you are the
only one threatening your opponent.

Pitax:

Pitaxian Improvisation: Your quick hands can salvage
even the most botched performance. Once per day after
you attempt a Perform check and before the results of the
roll are revealed by the GM, you can attempt a Bluff check
and use the result of that check in place of your Perform
check. You must use the result of that Bluff check, even if
it is lower.

Sevenarches:

Fey-Wise: You grew up around fey and are accustomed
to their tricks. You gain a +1 trait bonus on saving throws
against the spell-like and supernatural abilities of fey and
a +1 trait bonus on Sense Motive checks against fey.

Sevenarches Seeker: You’ve long heard rumors about the
mysterious archways of Sevenarches and have spent much
of your life trying to unravel the mysteries behind the
portals. You gain a +1 trait bonus on Knowledge (history)
checks and Perception checks to notice secret doors, and
Knowledge (history) becomes a class skill for you.

Tymon:

Valknar Alumnus: You trained at the exclusive Valknar Gladiatorial College. Select one combat maneuver when you take this trait. You gain a +1 trait bonus on performance combat checks and a +1 trait bonus on combat maneuver checks to perform the selected maneuver.

Other Traits:

Wasteland Hunter (Kellid): You are an expert hunter among your tribe. Whenever you throw a club, shortspear, spear, or javelin, reduce
the penalty for throwing the weapon beyond its initial range increment
by 2 (to a minimum penalty of 0). For example, a club (with a range
of 10 feet) thrown at a target 25 feet way would incur only a –2 penalty
with this trait.

Blood Algorithm (android): Your inhumanity extends
to your very core. Pain receptors were omitted during your
construction, so you gain a +2 trait bonus on saving throws
against spells with the pain descriptor (Pathfinder RPG
Ultimate Magic 138). Additionally, once per day when you
are healed by a spell that targets constructs (such as a make
whole spell), you heal 1 extra hit point per level of the spell.

Pragmatic Polytheist (Kellid): You pray to whatever
local deity will answer your prayers—and if they won’t, to
hell with them. You gain a +1 trait bonus on Knowledge
(religion) checks and can make Knowledge (religion)
checks as if trained. Once per day, you can cast resistance
on yourself as a spell-like ability cast at your highest caster
level (CL 1st if you have no caster level).

Destined Pioneer (Taldan): Your forebears served in
an Army of Exploration, and you retain that expansionist
spirit. Select a terrain from the ranger’s list of favored
terrains on page 65 of the Pathfinder RPG Core Rulebook.
Once selected, this choice cannot be changed. Once per
day while in the selected terrain, you may move across
nonmagical difficult terrain as though it were not difficult
terrain until the end of your turn.

Industrious (gnome): You are helpful and hardworking.
When you successfully use the aid another action to aid
an ally’s Craft or Profession check, that character gains an
additional +1 trait bonus on the check (in addition to the +2
bonus normally granted for successfully aiding another).
If you have a racial bonus on that skill, your ally gains a +2
trait bonus instead.

River Acumen (faith): Your connection with the river
and its tributaries has blended with your reverence for
the gods of the river passages so much so that you seem
divinely blessed while plying river waters. You gain a +2
trait bonus on Swim checks in rivers or streams, and a
+2 trait bonus on Survival checks to forage for food in or
near a river or stream.

Splash Attack (combat): You catch others off-guard
when a confrontation escalates. As long as you are
standing in or adjacent to water, or holding at least a pint
of liquid (including insoluble liquids like oil or alchemist’s
fire), you can perform a dirty trick combat maneuver to
blind a foe within reach without provoking an attack of
opportunity. If you select the Improved Dirty Trick feat,
you gain a +2 trait bonus on dirty trick combat maneuvers
to blind foes as long as you are standing in or adjacent to
water or holding a pint of liquid.

Sorry for the kinda crappy format, it's a pain in the butt to copy/past.

Verdant Wheel

Fury of the Tempest wrote:
Mechanical Savant? +1/2 HD to damage with Firearms and Crossbows? It's simple but very functional.

True, but it doesn't overtly help the dual-wielding aesthetic. Anyway, the Tradition as-is has been approved by Shadow, and I'd rather not pester the GM further.

Fury of the Tempest wrote:


Actually come to think of it, apart from Barrage and Duel-Wielding, where are you planning on picking up any extra spheres? Athletics got my eye for mobility, but did you have any plans beyond that?

Athletics, mainly, for jumping off walls and people and such, but a couple of the more melee-attuned spheres too because Barrage allows for that. Berserking is catching my eye.

Verdant Wheel

Shadow. Rest at some point please.

Thanks for the answers too!


GM Metal God wrote:

Reputation

Whether the character is branded a hero or villain, he has earned a reputation across the Wastes.
Benefit – You character may add their Strength bonus in addition to their Charisma bonus to Intimidation rolls.

.... That's literally Intimidating Prowess

Nitro~Nina wrote:
Athletics, mainly, for jumping off walls and people and such, but a couple of the more melee-attuned spheres too because Barrage allows for that. Berserking is catching my eye.

Hmmm... hopefully the VMC Breakdancer and the melee-attuned spheres might allow us to stand out from each other build wise...

How did you get your Dexterity to Firearm damage through?


Storyteller Shadow wrote:
Reverend Rob wrote:
And then again, I asked this in the past, but... Being it so 'Guns Everywhere' removes the Gunsmith talent from the gunslinging classes (the one that lets you craft/repair guns and ammo), how do we repair/craft guns and ammo now? I've taken points in Craft (Alchemy) and Craft (Gunsmith), is that okay? One rank suffices? The masses want to know! :P
The Craft skill which would be a Gunsmithing option, unless UC states otherwise, don't remember off-hand what it states on that if anything.

I think that this would fall under Craft: Mechanical from the Technology Guide, but given the Guns Everywhere rules I could as easily seeing it be a separate subset of crafting. I would think that combining Craft Mechanical and Knowledge: Engineering would probably cover a lot of the upkeep for weapons and other devices, but that can be sifted through later.

Looking forward to the charter link being rectified, in the mean time I have a lot of traits and drawbacks to comb over.

Hope your rest is properly restful!


The Traits posted by Monkey God are available as well.


Fury of the Tempest wrote:
GM Metal God wrote:

Reputation

Whether the character is branded a hero or villain, he has earned a reputation across the Wastes.
Benefit – You character may add their Strength bonus in addition to their Charisma bonus to Intimidation rolls.

.... That's literally Intimidating Prowess

Nitro~Nina wrote:
Athletics, mainly, for jumping off walls and people and such, but a couple of the more melee-attuned spheres too because Barrage allows for that. Berserking is catching my eye.

Hmmm... hopefully the VMC Breakdancer and the melee-attuned spheres might allow us to stand out from each other build wise...

How did you get your Dexterity to Firearm damage through?

Interesting, ill have to think of a new take on Reputation then...


Is 3rd Party Material limited to Archetypes for The Magnificent Seven? Because it is, I might have a way in order to help make my character stand apart from others...


Fury of the Tempest wrote:
Is 3rd Party Material limited to Archetypes for The Magnificent Seven? Because it is, I might have a way in order to help make my character stand apart from others...

No all 3PP.

I limited Gun Mage cause it's 3.5 and there is enough material out there in Pathfinder to make a unique submission.


Probably going to be using the Gunslingers of Porphyra then... the Alternative Deeds and Weapon Modifications especially will really help me flesh out my character and set them apart from the rest.

Can I have a Masterwork Gunsmith’s Kit's for an extra 50gp? Basically, to function as a Masterwork Artisan Tool and giving me that +2 circumstance bonus to Craft (Firearm)

Also, I'm requesting my own personal Martial Tradition:
Firearm Technician
In this day and age, not many people remember what it was like when firearms first came about. Where it took years of learning and dedication to be considered proficient in using them, and it was up to the Gunslinger themselves to repair and maintain their weapon. Those that do remember, however, and put themselves through the same training in order to understand the weapon their field instead of just fighting with it, are known as Firearm Technicians.
Bonus Talents:
Firearm Proficiency, Firearm Fiend, Expert Reloading, Mechanical Savant


Fury of the Tempest wrote:

Probably going to be using the Gunslingers of Porphyra then... the Alternative Deeds and Weapon Modifications especially will really help me flesh out my character and set them apart from the rest.

Can I have a Masterwork Gunsmith’s Kit's for an extra 50gp? Basically, to function as a Masterwork Artisan Tool and giving me that +2 circumstance bonus to Craft (Firearm)

Also, I'm requesting my own personal Martial Tradition:
Firearm Technician
In this day and age, not many people remember what it was like when firearms first came about. Where it took years of learning and dedication to be considered proficient in using them, and it was up to the Gunslinger themselves to repair and maintain their weapon. Those that do remember, however, and put themselves through the same training in order to understand the weapon their field instead of just fighting with it, are known as Firearm Technicians.
Bonus Talents:
Firearm Proficiency, Firearm Fiend, Expert Reloading, Mechanical Savant

Martial Tradition Approved.

The kit can be purchased with starting gold.


Then I would happily say that the mechanics of my submission is complete. All that's left to do is to add in the flavour of the character, and I'm gonna be waiting until I have a better idea as to what exactly is going on with the different nations before writing that up. Still got the entire duel-wielding pistol fighter there, but it's now mixed with an intelligent gunsmith who knows the ins and outs of firearms like they're the back of his hand.

Probably going to be picking up Mastercraftsman at level 5 as well. Party Crafter without even being a mage!


Hey Shadow, here's a first draft of my character concept. I'm still waiting on some comments in regards to whether I gain the extra feats and such from the eidolon levels, and I haven't spent my cash, but otherwise I'm mostly done.


If we start with battered advanced firearms, does that mean I can start with a battered double barrel shotgun or just a battered shotgun?


Teiidae wrote:
If we start with battered advanced firearms, does that mean I can start with a battered double barrel shotgun or just a battered shotgun?

Pretty sure all advanced are on the table. If not, will need to swap from my pepperbox rifle.

On my end, Erissa has a bit of a facelift.

Changes:

Skills: Swapped two ranks in Bluff for two ranks in Craft: Firearms. Kinda sad I have to have both that and Mechanical, but it is what it is.

Feats: Dropped Exotic WP: Aldori Dueling Sword for Technologist. Makes more sense and mostly from talent change (see next bullet).

Traits: Swapped Aldori Dueling to Veteran of the Waste Wars... makes more sense. Also swapped Oppressive Expectations drawback to Grim Servant of Death. Something about her being an android just screams to me that she wouldn't lose much sleep over killing allies, as long as it wasn't intentional.

Items: Dropped the free Aldori dueling sword, in accordance with the swapped trait. Has gunsmithing kit, so presuming that will suffice for crafting tools for craft firearms.

History: Added tentative history. Some dates and names might need altering, can be morphed as needed.


Let's try this again:

The Charter

Liberty's Edge

I've been really really busy, Alsande will be updated sometime in this week. Meanwhile, I'd like a feedback on this Custom Tradition

Scrapper Sniper
Holding makeshift weapons they patched together, Scrappers know the best way to survive is to shoot first, and shoot true.
- Equipment - Firearm Proficiency
- Equipment - Mechanical Savant
- Scout base sphere
- Sniping base sphere


Sapiens wrote:

I've been really really busy, Alsande will be updated sometime in this week. Meanwhile, I'd like a feedback on this Custom Tradition

Scrapper Sniper
Holding makeshift weapons they patched together, Scrappers know the best way to survive is to shoot first, and shoot true.
- Equipment - Firearm Proficiency
- Equipment - Mechanical Savant
- Scout base sphere
- Sniping base sphere

Makes sense and looks good to me.


3 people marked this as a favorite.

SUBMISSIONS HAS BEEN UPDATED!

I have gone through the entire interest check thread and recruitment thread to make sure I have gotten the Submissions as up to date as possible, and it has everyone's submission included.
I have also added relevant links to each persons submission, as needed :)
Note: the "Complete"/"Incomplete" indicator is just from my own, quick browse through and is mostly based off of whether you had most of the crunch and a block of backstory. I am not the GM, he might think differently XD
I have also added the links for the Map and Freedom Charter and added the complete set of traits (so you don't have to go looking through the entire thread down the road).

If you would like me to add something, or I got something wrong let me know ^_^
Edit: now my brain hurts, I'm going to bed :(


Since, to my believe, the Arcane Delver trait (see above) lets you add a spell from other spell list and treat it as yours (correct me if I am wrong), that is causing me serious doubts...

On one hand, I am tempted to take Shield of Faith (since it gives a Deflection bonus that protects against touch attacks, and neither Mage Armor nor Shield give that).

On the other hand, I am thinking about the combination with Spell Recall and the possibility of spending 1 Arcane Pool to retrieve a Cure Light Wounds.

Also, a Divine Favor would be nice...

What would you guys recommend?


Hm... not sure.

Also still deciding which path Erissa will take at level 3. Order of the Tome gives the ability to cast scrolls from either the Arcane or Divine pools as part of the order abilities that normally come online around level 2 (delayed to level 3 from the modifications to Construct Rider, thanks for the suggestion Nitro) but once picked it has to be ridden to the end (and they are exclusive of each other).

So, if it looks like we have a lot of healing abilities already I can go arcane and start reading off fireballs and whatnot. If we have a lot of damage, but need extra healing I can go divine and pack a bunch of CMW scrolls.

Also @ Submissions: Go ahead and put a strike through the pitched android variant. I want others to be able to find it, but it is not what Shadow and I ended up hammering out. My next post will have the archetype modifications that we are using (feel free to link it, they are mostly replicated in my page as well). Other than that, things look good.


So I have a few directions that I could take Alex, and I am going to list some of them here. I'm not particularly looking for feedback (although it would be welcome ^_^) but mostly looking for a place to put them so I don't forget as I mull over them.
To start with Alex transforms his arm into any weapon as a standard action for 4 minutes.
Second, he has an elemental stance that gives him extra offensive ability based on the 4 elements, usually extra damage or staggering.
Third, he can change his Active Element as a Standard action.
Fourth, he gets random maneuvers in combat, that each do different effects.
Basically I am going to have a fair bit of variation every time I enter combat as Alex constantly tinkerers and modifies his arm. I will also be using antique firearms a lot as they are "cool".
Generally I will be doing about +6 (1dX+8/x4) a shot or +2/+2 (1dX+8/x4) on a double-shot.

But then:

I am currently using the Elemental Nimbus stance but I wonder if I should take the Distorted Clock stance which would double my arm transformation from 4 minutes to 8. I can already transform up to 6 times so I dont think I will need the extra duration, hard to tell :/

Aside from that, I have 1 free feat and 1 free talent.
Discipline Focus is a stron contender if I just want pure offensive ability. Gunsmoke Mystic treats all firearms as Disipline weapons so all firearms get a flat +2 damage. I will also get consistant benefit from the +2 DC to the elemental maneuvers.

Or I could go Point-Blank Shot with the intent of getting Rapid Shot at lvl 3 so I can fire twice.
Or Point-Blank Shot into Precise Shot for single, accurate shots instead.

I could spend my talent on the Energy Weapon or Deadly Weapon talents, giving me moar elemental damage or 19-20/x4 bullets.

Or take the Destruction Sphere and the Energy Blade talent to add 1d6 or 2d6 damage to my attacks. It wont, however stack with Maneuver Strikes.

I could also take the Tactical Animation feat to grant my "arm" a teamwork feat that I could then tag-team with at level 3. I would have to look at the teamwork fests to see if this would be worth it.

Or take the Tribal Mark and the War Sphere to grant me a permanent totem effect (myself only). Mayhaps the;
*Rebellious Totem giving me defenses against mind-affecting effects.
*Totem of Foresight for effective rerolls to hit, if a little wonky.
This could gransition into the Tactical Totem granting me a teamwork feat at lvl 3 (self only).

or take the Enchanted Animation feat and the Protection Sphere to grant me a few single-use defensive power. This would also work with the Destructions Rebuff talent but it would cost a boatload of SP each time.


Original Archetype: Alchemist Archetype: Construct Rider

Big shout outs to both Shadow (who shared with me the archetype and other options, as well as worked with me on modifying it to a cavalier base) and Nitro (who had some great ideas on things that a cavalier could sacrifice to get these cool things, instead of the alchemist items that don't really matter).

One stipulation: we have only come up with one feat that the android mount can take so far... we might come up with others. If we do, I will be happy to share. Further I am more than willing to hear suggestions, if anyone is inspired by what they read. I am looking for something at lvl 5 or so, and something post 8... keep in mind, it needs to be when a mount/animal companion would normally be eligible for a new feat (so giving a lvl 6 or 4 requirement isn't helpful, as the new feat is at 5).

Construct Rider (Android):

Weapon and Armor Proficiencies: A construct rider is proficient with all simple and martial weapons, light and medium armor, but not shields or heavy armor.
Class Skills: A construct rider gains Knowledge: Engineering as a class skill, but loses Sense Motive as a class skill.
Craft Mount (Su): A construct rider is able to construct and maintain a lifelike android mount to serve as his chosen steed. Medium cavaliers may select a camel or horse, small cavaliers may select a pony or wolf (or a boar or a dog if he is at least 4th level). The GM may approve other animals as mounts.
This construct mount acts in most ways as a druid animal companion, using the character’s cavalier level as his effective druid level. Like an android, an android mount counts as both a construct and an animal of the appropriate type for the purposes of ranger's favored enemy. An android mount is a construct, but uses the appropriate animal companion’s statistics, gaining Hit Dice, skills, feats, and Strength and Dexterity adjustments as the cavalier advances in level. An android mount has a Constitution score, and does not gain bonus hit points appropriate for a construct of its size. It has an Intelligence score (and skill points), a lower base attack bonus, and better saving throws than a normal construct of its Hit Dice. The mount has all the immunities of a construct (except immunity to death effects, since like an android it counts as a living creature). A construct rider can use Handle Animal for all purposes involving his construct mount, though the check still takes a –5 penalty due to the construct mount’s unusual nature.
To create and maintain an android with a mind and body that are constantly changing and improving, the construct rider must manufacture vast quantities of clockwork or animating reagents. As such, the construct rider can never gain the expert trainer ability, even from another class. Additionally, all order abilities are gained one level later than normal, representing the time and effort devoted to keeping the mount functioning.
The bond between mount and master grows over time, allowing both to understand each other better the longer they are together. At 4th level, the penalty to Handle Animal checks is reduced to -2. At 8th level, the penalty is further reduced to 0.
Should the construct ever die, the rider can replace the body for it. This is a serious undertaking that requires a week's time and costs 200 g per cavalier level. Unlike a nomral cavalier replacement mount, this new mount is presumed to be a new body for the soul of the last one. As such, all normal benefits (such as link, evasion, devotion, and improved evasion) are restored once the process is complete.
This ability modifies the Mount and order ability features of the class, and replaces the expert trainer ability.
Bonus Feats: Android mounts gain access to the following feat choices in addition to normal feats taken. Mount's required level based off corresponding rider's cavalier level.
Nanite Healing: Nanites within the mount become activated, allowing improved repair of the beast.
As a passive ability, the mount regains 1 additional hit point each night when they would normally be eligible to regain a hit point. If the mount is rendered unconscious or dying, these nanites activate to immediately stabilize the mount, but this drains their energies (rendering them incapible of additional healing for 48 hours). Cavalier must be level 8 to unlock this ability.


The Emerald Duke wrote:
Also @ Submissions: Go ahead and put a strike through the pitched android variant. I want others to be able to find it, but it is not what Shadow and I ended up hammering out. My next post will have the archetype modifications that we are using (feel free to link it, they are mostly replicated in my page as well). Other than that, things look good.

Done and done :)


Victim of Changes:

-Int and Dex exchanged, now more smarty than dodgy.
-Fluff adapted to the new traits.
-Traits picked, including drawback.
-Gear picked (at least the basics, still lots of gold to spend or keep).
-Spells picked (I guess I can always change to CLW if I get selected and we feel there is not much healing).
-Future Plans section updated.


So uh... where can I find the general background information for the Mangificent Seven? Like, I get the Kingmaker regions I can find by reading the Kingmaker starter... but what is the wastelands exactly, and how has gun's everywhere made everything different?


Deadlands
Wastelands Map
Freedom Charter

Game Setting wrote:

A brief explanation of the setting as I am envisioning it. Guns are Advanced because we have move 50 years into the future of the Timeline.

The events of IronFang Invasion led to a destructive explosion that wiped out Nirmathas and caused great devastation to the surrounding lands. This explosion in turn freed the Whispering Tyrant from his prison.

The burgeoning Kingdom of the Freelands (Kingmaker) recognized the dangers as the Orcs commanded by the Tyrant once again invaded much of Ustalav with what appeared to be the intent of heading even farther east. The new Council journeyed into Numeria seeking weapons with which to combat the evils of the Tyrant now that much of the strength of Lastwall was spent. There they discovered that Firearms could be produced on a mass scale, if the investment was made.

With the aid of the King of Brevoy the furnaces began to churn out firearms and gunpowder on a massive scale. These weapons turned the tide and pushed the invaders back into the Hold and the Gallowspires. This did not of course come without great loss of life and resources and was a long struggle which ended only recently.

Then the creatures came... invaders from Numeria into the Freelands. Another war the young Kingdom could not afford. With the heroes who founded it old beyond their adventuring years, they will need new heroes to aid them and investigate why their neighbors from the north are invading and if they are not, what exactly is taking place.

First of course, they will need to clear out the creatures that have come south looking for trouble...

Guns Everywhere wrote:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Also note that if you get the gunsmith feat from anywhere you can trade it out for the Gun Training class feature, among other house rules.

You can find more information in the Submissions profile.
Thats about it for the setting as we know it, also note that the traits section can be useful to mine for backstory ideas :)


Submissions wrote:

Deadlands

Wastelands Map
Freedom Charter
Game Setting wrote:

A brief explanation of the setting as I am envisioning it. Guns are Advanced because we have move 50 years into the future of the Timeline.

The events of IronFang Invasion led to a destructive explosion that wiped out Nirmathas and caused great devastation to the surrounding lands. This explosion in turn freed the Whispering Tyrant from his prison.

The burgeoning Kingdom of the Freelands (Kingmaker) recognized the dangers as the Orcs commanded by the Tyrant once again invaded much of Ustalav with what appeared to be the intent of heading even farther east. The new Council journeyed into Numeria seeking weapons with which to combat the evils of the Tyrant now that much of the strength of Lastwall was spent. There they discovered that Firearms could be produced on a mass scale, if the investment was made.

With the aid of the King of Brevoy the furnaces began to churn out firearms and gunpowder on a massive scale. These weapons turned the tide and pushed the invaders back into the Hold and the Gallowspires. This did not of course come without great loss of life and resources and was a long struggle which ended only recently.

Then the creatures came... invaders from Numeria into the Freelands. Another war the young Kingdom could not afford. With the heroes who founded it old beyond their adventuring years, they will need new heroes to aid them and investigate why their neighbors from the north are invading and if they are not, what exactly is taking place.

First of course, they will need to clear out the creatures that have come south looking for trouble...

Guns Everywhere wrote:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced
...

THIS.

I am planning on expanding on the story as this Holiday weekend looms, hopefully I can get it all done Friday night!

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