Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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I more meant in terms of figuring out how class levels work and stuff like that than anything else. I know we were talking about essentially taking levels in that race in order to find some balance, but I was unsure as to how exactly we'd want to go about that since it's a little more complex than just playing a normal race. I don't know how I'd go about things like advancement or anything, but if you have ideas it's fine with me.

I was just saying that if we can't find an easy way to make it work I'd be fine with another option.


JDPhipps wrote:

I more meant in terms of figuring out how class levels work and stuff like that than anything else. I know we were talking about essentially taking levels in that race in order to find some balance, but I was unsure as to how exactly we'd want to go about that since it's a little more complex than just playing a normal race. I don't know how I'd go about things like advancement or anything, but if you have ideas it's fine with me.

I was just saying that if we can't find an easy way to make it work I'd be fine with another option.

Ah ok.

I'll have to give it some more thought and get back to you. I can probably get to it tonight.


Hi, I'm the alias for Idiot Cube's character. Still WIP.

Being an Aasimar, who entered adulthood at around 60 years of age, I think it's very likely that I witnessed the rise of mass-produced firearms in my lifetime. Because of this, I would be more fascinated by advanced firearms than the younger PCs, for whom they are as ubiquitous as daggers and clubs.

I might try to regale the party with old songs and grossly exaggerated stories about the early gunslingers, who braved this new frontier of weapons while everyone else was still relying on swords and crossbows. Might be fun for roleplaying purposes.


OMG Shadow. You have got to stop coming up with so many interesting sounding adventures! :)

Sovereign Court

Mylon Sivalra wrote:

Hi, I'm the alias for Idiot Cube's character. Still WIP.

Being an Aasimar, who entered adulthood at around 60 years of age, I think it's very likely that I witnessed the rise of mass-produced firearms in my lifetime. Because of this, I would be more fascinated by advanced firearms than the younger PCs, for whom they are as ubiquitous as daggers and clubs.

I might try to regale the party with old songs and grossly exaggerated stories about the early gunslingers, who braved this new frontier of weapons while everyone else was still relying on swords and crossbows. Might be fun for roleplaying purposes.

Per the Errata for the advanced race guide, aasimar, tieflings, and dhampirs now use the human age tables. You could probably get Shadow to tweak this since it's mostly cosmetic, of course.


Jesse Heinig wrote:
Mylon Sivalra wrote:

Hi, I'm the alias for Idiot Cube's character. Still WIP.

Being an Aasimar, who entered adulthood at around 60 years of age, I think it's very likely that I witnessed the rise of mass-produced firearms in my lifetime. Because of this, I would be more fascinated by advanced firearms than the younger PCs, for whom they are as ubiquitous as daggers and clubs.

I might try to regale the party with old songs and grossly exaggerated stories about the early gunslingers, who braved this new frontier of weapons while everyone else was still relying on swords and crossbows. Might be fun for roleplaying purposes.

Per the Errata for the advanced race guide, aasimar, tieflings, and dhampirs now use the human age tables. You could probably get Shadow to tweak this since it's mostly cosmetic, of course.

Yep, use older tables for these beings as I believe that these entities would be longer lived than Humans.


Rig Veda wrote:
OMG Shadow. You have got to stop coming up with so many interesting sounding adventures! :)

Wait till you see my idea for the Ruins of Azlant Recruitment :-)

Sovereign Court

Heh, I was gonna run an "exploring old Azlant" game but I have too many things going right now!


Magnificent Seven Interest...


Jesse Heinig wrote:
Heh, I was gonna run an "exploring old Azlant" game but I have too many things going right now!

If you run that one PM me!


I'm making something for the seven.

@Shadow:

1 Are rifles muskets or not?

(This matters for Musketeer, Musket Master, etc etc etc)

If they are muskets, you can make full attacks with a Rifle. If they are not, you can make full attacks with a pepperbox rifle or a musket but not with a rifle because you will need a move at a minimum to reload.

2 Are metal cartridges in all ways Alchemical cartridges?

(This is another -reload time point, mostly about pistols but also impacts flare/sticky/etc style bullets)

If they are alchemical cartridges, you can twf fight with advanced firearms, if they are not you will run into odd sequences where you can't get your reload low enough to make twf work. This also matters for rifles to a lesser extent.

3 Do archetypes which replace gun training @5 now replace gun training @1 or are they simply unavailable because guns are everywhere?

(There are so many jagged bits of the firearms rules, we're going to have a lot of fun grinding them down)


I'll have to look at it later JD, need to get some sleep, been sleep deprived for a few days now...

Verdant Wheel

Storyteller Shadow wrote:
I'll have to look at it later JD, need to get some sleep, been sleep deprived for a few days now...

Ah, sleep! If I'd known you were sleep-deprived these past few days, I wouldn't have been so question-happy, sorry.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Storyteller Shadow wrote:
Rig Veda wrote:
OMG Shadow. You have got to stop coming up with so many interesting sounding adventures! :)
Wait till you see my idea for the Ruins of Azlant Recruitment :-)

I can't wait.


1 person marked this as a favorite.
Ash.. wrote:

I'm making something for the seven.

@Shadow:

1 Are rifles muskets or not?

(This matters for Musketeer, Musket Master, etc etc etc)

If they are muskets, you can make full attacks with a Rifle. If they are not, you can make full attacks with a pepperbox rifle or a musket but not with a rifle because you will need a move at a minimum to reload.

2 Are metal cartridges in all ways Alchemical cartridges?

(This is another -reload time point, mostly about pistols but also impacts flare/sticky/etc style bullets)

If they are alchemical cartridges, you can twf fight with advanced firearms, if they are not you will run into odd sequences where you can't get your reload low enough to make twf work. This also matters for rifles to a lesser extent.

(There are so many jagged bits of the firearms rules, we're going to have a lot of fun grinding them down)

I can give you some of the RAW for some of these.

1: Nope. In the same vein that a Great Axe and a Dwarven Longaxe are not the same weapon. Sure they are both two-handed axes but Weapon Focus would only apply to one of them. Same thing for muskets/rifles (and tecnically double-barreled rifles as well), they may both be two-handed firearms but weapon focus or rapid reload would only apply to one.
That said, the GM might houserule if you are lucky :) he has been pretty leniant so far.

1b:

Loading a Firearm wrote:
Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action.

Rapid Reload reduces metal cartridge reloading to a free action so you can full attack with just the feat.

2: Alchemical Cartridges (AC) are: "An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow."
Metal Cartridges (MC) are: "These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets."
I am pretty sure that the reload reduction of a metal cartridge is already factored into the base firearm (making it a move action) but I cant seem to find my basis for this. Either way, the thought process; "If an advanced fire HAS to use metal cartridges and ALL cartridges reduce the reload times, then ALL firearms have free action reloads." What is the point of Rapid Reload. This line of reasoning makes little sense :P
Its one of those jagged edges.

2b: again, Rapid Reload reduces reloading to a free action for advanced firearms, so that is not a problem. The REAL problem is that you need a hand free to reload. If your holding a gun in that hand then it is not free...

Storyteller Shadow wrote:
Nitro~Nina wrote:
Oh also, and sorry if you've had this query already but I haven't seen it, under the Guns Everywhere rules it says that Gunslingers no longer receive the Gunsmith class feature but instead gain Gun Training at Lvl. 1. Does this apply to ALL classes that get Gunsmith?
Yes, I think that makes sense. Your PCs would not see guns as some strange concept, they grew up learning to shoot as they had to know how to do so to protect themselves in a very dangerous part of the world. The "IronFang Invasion" brought significant changes to this area of Golarion and this is one of them.

I am honestly not even sure I NEED Dex to damage anyways :p

I also shudder at the thought of what kind of enemies we would have to face when we are 7 dedicated DPS machines XD
I wonder, are you going to have to quadruple their hp? If they can sneeze half as well as they can take a hit then things might get dicy XD

Verdant Wheel

Gobo Horde wrote:
2b: again, Rapid Reload reduces reloading to a free action for advanced firearms, so that is not a problem. The REAL problem is that you need a hand free to reload. If your holding a gun in that hand then it is not free...

Which is exactly why I need Gunsmoke Mystic for my Two-Weapon-Fighting Kval. Animus Ammunition will save Kiana's life, and when she runs out of that she can just go one-hand. Wouldn't even need to sheathe the other one, given that she gets one animus per round for free.

It also means that I'm forced to stay reasonable with the amount of special ammo I use each encounter. That Volcanic Iron doesn't grow on trees, y'know.

The Dex-to-Damage is a real saving grace for Kiana. Her to-hit will likely be the lowest in the party (especially when I make the mistake of going VMC Breakdancer), but she'll be throwing out enough shots to make up for it in the end so long as she can do good damage with each one.


3pp is allowed. You can just take the Mixed Combat feat and Quick Draw feat to draw/sheath weapons as a free action.


Here's my Magnificent Seven submission:

‘Bad’ Badhru

Appearance:
Bad is a tall half-orc, with the grayish-green skin typical of so many of his kind, but his eyes are a bright purple. He’s bald, but sports a close-cropped beard. He often dresses in a red shirt and black pants.

Background:
Badhru is one of the many half-orcs that have grown up in the area in the wake of the past few decades’ worth of chaos. He took to the mercenary life with a company called Sudholt’s Scrappers, a combination of informal militia/mercenary company/armorers’ collective. With the Scrappers, Bad learned to both make and use firearms, and in the course of time learned that he could imbue bullets we fired with a mystic purple flame. Having learned as much as he could with the Scrappers, Bad is thinking it’s time to learn more about the power inside him, and why he dreams of a town on a hill with the same purple flame shooting from the hilltop.

GM Note:
I know nothing of Iron Gods beyond the PG, and I have no idea if linking my character’s background/power source to the Torch flame is a good idea, bad idea, nonsensical idea, or idea that paints my story into a hopeless corner. I just got the idea of a guy who could will his gun to shoot bullets wreathed in magical purple flame, and decided that was what I wanted to try. :)

Statblock:
"Bad"
Half-orc warlord (desperado) 1 (Path of War 14)
N Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will -1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged pepperbox rifle +5 (1d10/×4)
Special Attacks 1 stance of piercing rays, deeds (gunslinger's dodge), grit (2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats Amateur Gunslinger[UC], Extra Grit[UC], Gunsmithing[UC], Point-Blank Shot
Skills Acrobatics +1 (-3 to jump), Craft (firearms) +2, Intimidate +9, Perception +3, Sense Motive +3, Sleight of Hand +5, Survival +3; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ gambits (deadeye gambit, pinhole gambit), orc blood, warlord’s gambit
Other Gear lamellar (leather) armor[UC], pepperbox rifle[UC], backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], mess kit[UE], pot, silk rope (50 ft.), trail rations (5), waterskin, 405 gp, 3 sp, 9 cp
--------------------
Special Abilities
--------------------
1 Stance of Piercing Rays (Su) Stance - While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage, +1d6/ eight initiator levels.
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadeye Gambit Risk: The warlord attempts a successful called shot maneuver on a target opponent.

Reward: The warlord's incredible accuracy livens up his allies and restores to them a measure of spirit; the warlord and his allies gain temporary hit
Deeds
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pinhole Gambit Risk: The warlord attempts to successfully use a ranged attack against an opponent engaged in melee with an ally.

Reward: The successful and surprising attack against the foe shakes the enemy's confidence and harms its ability to
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Verdant Wheel

Johnnycat93 wrote:
3pp is allowed. You can just take the Mixed Combat feat and Quick Draw feat to draw/sheath weapons as a free action.

Even with that, you'd need those two feats and rapid reload, which means level four at the earliest if I go straight Gunslinger and forget about Precise or Point-Blank Shot, not to mention all of my Maneuvers. Her backstory sorta demands that she be fighting with two weapons as soon as we start as well.

This way is preferable, even if the style needs to be ditched after the first couple of rounds of combat anyway.

(Also, thanks to reading up on Spheres of Power to work out how Gobo's arm works, I now know of yet another way to easily reload a handful of firearms, namely with the Orbit talent from the Telekinesis sphere. I have a quad-wielding robot cowboy idea partially based on it, because I have a severe problem with Too Many Ideas. He's awesome though; Kiana might be getting a whole load of cool stuff, but she can't have three off-hands.)

Liberty's Edge

There is also Impossible Reload from Spheres of Might, in the Equipment Sphere. You can easily grab it via Extra Combat Talent.


For us poor people who don't have a free gun at the beginning, are we able to self-craft before the game starts? Not only is part of the fluff, in my case, but could be the only way to start with an advanced firearm, depending on your class (and that's after cutting the prize down to a 10%).

Verdant Wheel

Sapiens wrote:
There is also Impossible Reload from Spheres of Might, in the Equipment Sphere. You can easily grab it via Extra Combat Talent.

Wait, Spheres of Might is out? I would have been using it if I knew! Thanks! Is it just to buy right now?

Honestly I just can't quite seem to pin down what I want Kiana to be. I know who she is and what she can do, but as to specific class selection I'm at a loss. Martial with a little bit of that otherworldly arcane, but not enough to be actually casting spells; dual-wielding firearms as big as she is but still able to hit the broadside of a barn; tiny backflipping nutter with surprising insight but little in the way of out-of-combat personality (which is very rare for me) due to her evil-smashing compulsion. If ANYTHING can help me, it'll be Spheres, especially if it can combine with Path of War.

I've already been tempted to go Mageknight with her, what with the bonus feats and getting Orbit.

(Oh also I can totally make Syndrome from The Incredibles with hilarious ease, using SoP. Tether Adept/Electrokinetic multiclass, the Telekinetic Admixture Feat and the Bioelectric Manipulation Electrokinetic Stunt. A bunch of drawbacks like Somatic Casting x2 and Skilled Casting [Perform (Oratory)], with Focus Casting [Remote] and Center of Power to taste. Not really relevant; just thought I'd share.)

Liberty's Edge

It's in open playtest for now, but Shadow OK-ed it, and I'll build my Technician from it as soon as I've got a spare moment. This link should bring you to the first part.
There are several excellent opportunities to dual-wield firearms, especially if you grab a couple talents from Equipment before devoting yourself to the Dual Wielding and Barrage Spheres. There aren't archetypes combining the two sphere systems yet, but a dip in Mageknight couldn't hurt.

Also, that Syndrome is incredible and I want to play it.


Jereru wrote:
For us poor people who don't have a free gun at the beginning, are we able to self-craft before the game starts? Not only is part of the fluff, in my case, but could be the only way to start with an advanced firearm, depending on your class (and that's after cutting the prize down to a 10%).

Yes, self-craft.


Nitro~Nina wrote:
Storyteller Shadow wrote:
I'll have to look at it later JD, need to get some sleep, been sleep deprived for a few days now...
Ah, sleep! If I'd known you were sleep-deprived these past few days, I wouldn't have been so question-happy, sorry.

Tis alright sick kids make for poor sleeping nights.

Verdant Wheel

Sapiens wrote:

It's in open playtest for now, but Shadow OK-ed it, and I'll build my Technician from it as soon as I've got a spare moment. This link should bring you to the first part.

There are several excellent opportunities to dual-wield firearms, especially if you grab a couple talents from Equipment before devoting yourself to the Dual Wielding and Barrage Spheres. There aren't archetypes combining the two sphere systems yet, but a dip in Mageknight couldn't hurt.

Also, that Syndrome is incredible and I want to play it.

Just read a lot of the stuff... honestly I think the sphere I might most use is Athletics! Obviously Barrage and Dual-Wielding are nigh-vital to this character, but Athletics is doing everything I'd imagined for her and more. Thank you!!!

The focus on Standard Actions will take some getting used to, but not too much, since it allows for more of her mobility to shine through.

The Dual-Wielding sphere might be very fun with Thrashing Dragon too, but sadly I don't think there are any classes that combine Initiating with Sphere Combat... Ach well, I can always use the Martial Training feats.

I realise that a lot of the abilities this character will have will turn her ranged attacks into borderline melee manoeuvres, but that's all part of the fun! Gun-Fu indeed. I will, however, be avoiding anything that allows me to make increased unarmed strike damage or the like... she's still an entirely gun-based attacker, it's just that she prefers to shoot things from where she can see the evil in their eyes.

Verdant Wheel

Storyteller Shadow wrote:
Nitro~Nina wrote:
Storyteller Shadow wrote:
I'll have to look at it later JD, need to get some sleep, been sleep deprived for a few days now...
Ah, sleep! If I'd known you were sleep-deprived these past few days, I wouldn't have been so question-happy, sorry.
Tis alright sick kids make for poor sleeping nights.

Aww, I hope they feel better soon!


The Magnificent Seven is turning into the Wild Wild West! :-)


We have the element of surprise! what does he have?
A whole city and a giant mechanical spider....


Aw, now that I read the Eldritch Archer (Magus) i am torn between this and the Stalker... both work perfectly fine with firearms, and the magus has a gunmage feeling I have always missed here...

What to do, what to do? Mmmmh xD

Anyway, let's get to the fluff! (after work, of course).


The weirder this gets, the more normal a flamethrower swordsman looks by comparison.


This is the submission for Johnnycat.

Comments/questions/concerns are welcome and appreciated.


Eureka! Finally found an archetype that has pretty much everything I need, sans the mecha mount... and I am not seeing anything that would prevent blending with Beast Rider to get that too:

Dune Drifter

Strange, it says it appears in IS:C but I don't remember seeing it in there... just the Qadiran Horselords...


Its called Spellscar Drifter

I made the same type. but i took the serpent extra so we will have slightly different builds


Seth86 wrote:

Its called Spellscar Drifter

I made the same type. but i took the serpent extra so we will have slightly different builds

NOW I see it, lol. You would think that there would be a few more options for mixing the idea of mounts and idea of guns... (pally sacred gun gives up mount for it, the other cav archtype Musketeer gives up mount for it, there are no gunslinger archetypes that grant a mount, and even the new archetypes for vigilante that grant gun and mount are exclusive for seemingly no reason)... but perhaps they think the two combined are just too powerful. (Rolls eyes... most campaigns ban guns, and most dungeons aren't mount friendly.... give us a bone here Paizo!)

Ahem, excuse the rant, back to the building. Thinking I will go with an android, I had been thinking robotic mount... but was wondering if an android horse/steed of some kind is a possibility? The idea that the two woke up from the same trigger, that their cav bond is partially from programming... what do you think, Shadow?

Verdant Wheel

I am running into a small hurdle, or should I say a Tiny hurdle...

Basically I have no idea how to calculate item weights and prices for Tiny characters. Small is listed, but Tiny is not, and Kiana is very much Tiny-sized.

It's not a terribly urgent issue, to be fair. It doesn't affect her firearms since she wields Small weapons naturally (and will eventually be toting around Medium and possibly even Large guns), and armour does have it listed. Basically, I can deal with everything I need for combat quite easily, and she travels light otherwise so it isn't an enormous deal, just something I need to sort out the back end of character creation.

Other than that, she's coming along nicely! She's no longer a Gunsmoke Mystic, rather a Conscript instead if that's alright. Obviously this makes her a bit more mundane than I'd intended, but she'll still be doing abjectly impossible things most of the time, so I can flavour her inter-dimensional heritage to be helping her out that way. Of course, she'll be going into more supernatural matters later on, you can be sure of it! The Athletics sphere also frees up skill ranks for more fun but not strictly necessary skillsets, which is rather nice.

Just wanted to check that the Breakdancer VMC is alright. Not sure if you like Variant Multiclassing, but it just fits her so well! I don't have to choose until 3rd level anyway I think, so if I need more accuracy feats then I can take those instead.


Variant Multi Classing is a fine rule.


I have wild concept brewing, but I have so far been unable to locate anything that does what I need.

I was hoping some kind of Hex Gunner existed who could use witch Hexes and shoot spells through his gun. Spellslinger just doesn't have the right feel, and the closest I could find to being what I want is a 3PP Alchemist archetype that let's him treat his extracts as infusions (which could target allies) at the expense of mutagens.

I kind of feel like if I could bastardize a hybrid class that had witch Hexes, used the witch spell list, treated the gun as a familiar for the purpose of using witch spell list (Black Blade gun-style?) and shot the spells using the gun Alchemist Infusion style (which would allow for some healing[!] and debuffing of enemies; plus shooting a summon monster spell out of the barrel would be badass!) at the expense of mutagens and bombs (assuming using the Alchemist as foundation class) that would be exactly what I need.

The mashup class would gain witch 'extracts' to be made into special alchemical cartridges just like Caster bullets from the sci-fi anime Outlaw Star is anyone knows it. My concept all along was to be able to have that kind style of shooting weird special bullets like Gene Starwind but with a High Plains Drifter evil eye, folly/fortune bending vibe.

Since I know nothing about either Spheres...is there anything in there that could replicate that? Or is there any chance I could just bash those class features together? I can link the Alchemist archetype when I remember what it's called.


pinvendor wrote:

I have wild concept brewing, but I have so far been unable to locate anything that does what I need.

I was hoping some kind of Hex Gunner existed who could use witch Hexes and shoot spells through his gun. Spellslinger just doesn't have the right feel, and the closest I could find to being what I want is a 3PP Alchemist archetype that let's him treat his extracts as infusions (which could target allies) at the expense of mutagens.

I kind of feel like if I could bastardize a hybrid class that had witch Hexes, used the witch spell list, treated the gun as a familiar for the purpose of using witch spell list (Black Blade gun-style?) and shot the spells using the gun Alchemist Infusion style (which would allow for some healing[!] and debuffing of enemies; plus shooting a summon monster spell out of the barrel would be badass!) at the expense of mutagens and bombs (assuming using the Alchemist as foundation class) that would e exactly what I need.

Gain witch 'extracts' to be made into special alchemical cartridges just like Caster bullets from the sci-fi anime Outlaw Star is anyone knows it. My concept all along was to be able to have that kind style of shooting weird special bullets like Gene Starwind but with a High Plains Drifter evil eye, folly/fortune bending vibe.

Since I know nothing about either Spheres...is there anything in there that could replicate that? Or is there any chance I could just bash those class features together? I can link the Alchemist archetype when I remember what it's called.

I would suggest 1 level of Wizard (Spellslinger) and then X levels of Magus (Eldritch Archer/Hexcrafter).

Flavor your gun as casting spells since it is your arcane bond anyways, and you need it to cast.


Nitro~Nina wrote:

Firstly, Gobo, still love that concept! I really hope it gets accepted. :D

Gobo Horde wrote:

TLDR question

Galvanized I really like this drawback but it doesn't quite work. It requires that I wield a weapon but my arm is the weapon. Plus if you never sunder or specifically target my body parts then it is just free power. Still, I really like the drawback of if I ever lose my arm then my magic just stops dead. Your thoughts?
Also, if guns are commonplace or better then I can transform my arm into a gun from lvl 1 onwards. I'm a Gunslinger, Dangnabit!
But basically everything about the character revolves around his metal arm :)
A better fit would be Focus Casting. It basically acts the same, except it will only go through your arm, not through any weapon you happen to wield. There's also no wield/hold language, so you can wear it for the same effect.

Ya. Focus Casting would just be better all around, I mostly just like the "metal" flavour and the drawback of my magic just dying if I ever lost my arm, even if it is more severe :)

Storyteller Shadow wrote:

Don't worry, I have a history as a DM of removing PC arms :-)

In a Vampire game I had a badly misbehaving Anacillae who was being disrespectful to a powerful Mummy. The Mummy cut his arm off and said, "You'll get this back when you learn some manners". He played one armed for a while...

Approved, I'll allow this as a Drawback as part of the submission. A

Thanks! It is an interesting idea :)

Do you mean Thanos and the infinity gauntlet?
My inspiration is more from the main villan in Treasure Planet, John Silver.
And I can only hope you brutally rip my right arm off!! (2 robo arms?)
Also, found an old alias named Alex Armstrong (snigger) and that really fits, so thats his new name :)

Edit: fighting the internet goblins :(


Johnnycat93 wrote:
The weirder this gets, the more normal a flamethrower swordsman looks by comparison.

I built a Chainsaw wielding caveman once :p

@pinvendor there is the Conductive special weapon property that will do exactly what you hope for, but you probably wont be able to do that at lvl 1.
The Soulknife can do it at lvl 3. You might be able to get it with a mangus at lvl 1 if the GM lets you.


Storyteller Shadow wrote:
Nitro~Nina wrote:
Storyteller Shadow wrote:
I'll have to look at it later JD, need to get some sleep, been sleep deprived for a few days now...
Ah, sleep! If I'd known you were sleep-deprived these past few days, I wouldn't have been so question-happy, sorry.
Tis alright sick kids make for poor sleeping nights.

Lets be realistic here :(

Verdant Wheel

Gobo Horde wrote:


My inspiration is more from the main villan in Treasure Planet, John Silver.

I LOVED THAT MOVIE!

It's so fun watching animators just show off for a scene. Those mechanics are just beautiful...

*gazes off into the distance*

What? There's a reason my profile picture is Brigh. :D


Sadly, as I've already expressed, Spellslinger just isn't for me. A 1-in-10 chance to misfire or overload is terrible odds. Quite frankly, I don't see any benefit to a Spellslinger using his gun to cast a spell with the exception of the "only 1 gun" getting the chance of the x3 crit mod unless you have already acquired some crazy enhancement mods to the weapon, which I would imagine isn't likely at early levels. Mage Bullets are the only real benefit of even going into that archetype and barely usable at early levels given the spell per day limits as well. Throw in the Opposition school penalty and basically the Spellslinger is kind of useless since what he can cast with any effectiveness is limited to a couple spell types a day and uses a crazy noisy unstealthy weapon that can literally blow up in his face if the enemy saves like a beast. He would be better off casting his spells like normal until he's got enough off an enhancement bonus on the gun and has some kind of spell/magic item back up to trigger rerolls in his hipfire pocket when the gun into which he's poured his character wealth-per-level tries to disappear with his hand into the Plane of Explosion.

Naw...Spellslinger comes with way too much baggage. If anyone can point how to get around some these limitations or why they aren't...feel free to explain, because I'm certainly not seeing it.

As far as the conductive weapon property, obviously useful for stacking weapon damage along with special abilities or class features, but since spells/extracts are not SLAs or SNAs, that wouldn't work for a spell-using class at all.

Just to be clear about the mashup class idea I was proposing, using the gun to casts spells is not meant to be in addition to shooting for regular damage. It's just the vector. In theory the gun itself would probably affect nothing but the attack roll assuming proficiency and enhancements. The spell "bullet" being shot wouldn't have any inherent damage beyond the effects of the spell being "cast" through it by the weirdo Hex Gunner caster I was proposing.

Verdant Wheel

pinvendor wrote:

I have wild concept brewing, but I have so far been unable to locate anything that does what I need.

I was hoping some kind of Hex Gunner existed who could use witch Hexes and shoot spells through his gun. Spellslinger just doesn't have the right feel, and the closest I could find to being what I want is a 3PP Alchemist archetype that let's him treat his extracts as infusions (which could target allies) at the expense of mutagens.

I kind of feel like if I could bastardize a hybrid class that had witch Hexes, used the witch spell list, treated the gun as a familiar for the purpose of using witch spell list (Black Blade gun-style?) and shot the spells using the gun Alchemist Infusion style (which would allow for some healing[!] and debuffing of enemies; plus shooting a summon monster spell out of the barrel would be badass!) at the expense of mutagens and bombs (assuming using the Alchemist as foundation class) that would be exactly what I need.

The mashup class would gain witch 'extracts' to be made into special alchemical cartridges just like Caster bullets from the sci-fi anime Outlaw Star is anyone knows it. My concept all along was to be able to have that kind style of shooting weird special bullets like Gene Starwind but with a High Plains Drifter evil eye, folly/fortune bending vibe.

Since I know nothing about either Spheres...is there anything in there that could replicate that? Or is there any chance I could just bash those class features together? I can link the Alchemist archetype when I remember what it's called.

You could be a Destruction/Death-focused Hedgewitch with the Combat and Black Magic Traditions, get the Energy Blade Talent and the Ghostly Admixture Feat. That way you can power up your gun with interesting effects on the fly with your Arcane Pool, shoot a Destructive Blast Talent (some of which can be pretty debuffy) through it with Energy Blade and also apply your Ghost Strike, which can have a bunch of Hex-like effects. It's not an actual Hex, but you can mimic them with this combo, and you can get actual Hex if you want through your Black Magic, though that won't be shot through your gun.

You'll need a bunch of spell points to pull this off, so make sure to have a high casting stat and take some Drawbacks. Good ones would be Focus Object and Somatic Casting, since you won't really need to dual-wield.

I realise that's a lot of complicated information, so feel free to make any questions and I'll explain!

As soon as you can, get a Conductive weapon to reduce your spell point cost. Even then, don't expect to be doing this all day every day... you'll have to be a regular gunslinger some of the time. Conductive also explicitly does work with Destruction Talents and touch-attack Spherecasting in general, though they also acknowledge that some GMs might be opposed to the idea.


I'm assuming this is Sphere talk which of course is Greek to me as I haven't purchased it yet. I'll have to take your word that this would kind of function the way I'm envisioning. I think if anyone is familiar with the character Gene Starwind I linked above, you'd have a good idea about the weapon-to-spell concept I'm looking for. Gene himself is just a dude. Awesome Gunslinger dude, but has no magic of his own. One of his guns however can uses special bullets which basically are "spells-in-a-can," premade spells made by actual magic users.

The Alchemist already embodies this concept, so just changing it from potions to bullets makes it work easy. Of course the Alchemist extract list is really meant to be a lot of self-buffs and healing, so it doesn't work for "shooting" enemies which is why I was really trying to find a witch gunner archetype.

Sadly, this has not materialized so far.

Edit: I was thinking witch mostly because the fortune bending Hexes plus the high noon moment stare down translating into Evil Eye seemed thematically appropriate for a High Plains Drifter concept. Since that character is some kind of malignant spirit of vengeance, the "dark powers" a witch draws on felt like a good theme.


What did you think of Magus?


In general, I like Magus; but since the Magus can't treat a firearm like a blade, I'm not really sure what you're asking me.


Look at the Eldritch Archer and Hexcrafter archetypes

Designate a firearm as your arcane bond (which will be free), and you have a perfectly servicable Hex Gunner with Ranged Spellstrike and Hexes.

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