Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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Verdant Wheel

The Emerald Duke wrote:
Nitro~Nina wrote:

Perhaps just apply the Android's racial abilities to your preferred mount? Half-Construct, increased Int and Dex but decreased Cha, Nanite Surge etcetera. I don't know of any actual rules for this.

That is pretty much similar to what I proposed. Since I have come this far with it, might as well see if you can throw a bit of polish on my original idea (slash see what you think of it... slash see if it seems unbalanced to you and others).

** spoiler omitted **...

I like it! Other than a few grammar things it's looking good. The +/-1s are more reasonable than +/-2s so that's nice. I would advise that it turns the creature into a Half-Construct, and perhaps that it only gains the Nanite Surge ability when actually connected to the Android. Also it'd be immune to Handle Animal checks from non-Androids, perhaps?

(The no heavy armour thing seems weird though; I know of no other class that does that so restrictively.)


Nitro~Nina wrote:
The Emerald Duke wrote:
Nitro~Nina wrote:

Perhaps just apply the Android's racial abilities to your preferred mount? Half-Construct, increased Int and Dex but decreased Cha, Nanite Surge etcetera. I don't know of any actual rules for this.

That is pretty much similar to what I proposed. Since I have come this far with it, might as well see if you can throw a bit of polish on my original idea (slash see what you think of it... slash see if it seems unbalanced to you and others).

** spoiler omitted **...

I like it! Other than a few grammar things it's looking good. The +/-1s are more reasonable than +/-2s so that's nice. I would advise that it turns the creature into a Half-Construct, and perhaps that it only gains the Nanite Surge ability when actually connected to the Android. Also it'd be immune to Handle Animal checks from non-Androids, perhaps?

(The no heavy armour thing seems weird though; I know of no other class that does that so restrictively.)

I was going off of the beast rider archetype as a baseline and modifying it... beast rider removes the heavy armor from the proficiency, in exchange for being able to practically ride anything (within the limits of the GM's graces). Given mine is taking that to a theoretically higher level (ride anything AND make that thing have android templates added to it) I felt it needed to be a bit more prohibitive, lest someone down the line try to dip into fighter or whatnot. (You know, if this actually becomes a thing. That other people use.)

Verdant Wheel

The Emerald Duke wrote:
Nitro~Nina wrote:
The Emerald Duke wrote:
Nitro~Nina wrote:

Perhaps just apply the Android's racial abilities to your preferred mount? Half-Construct, increased Int and Dex but decreased Cha, Nanite Surge etcetera. I don't know of any actual rules for this.

That is pretty much similar to what I proposed. Since I have come this far with it, might as well see if you can throw a bit of polish on my original idea (slash see what you think of it... slash see if it seems unbalanced to you and others).

** spoiler omitted **...

I like it! Other than a few grammar things it's looking good. The +/-1s are more reasonable than +/-2s so that's nice. I would advise that it turns the creature into a Half-Construct, and perhaps that it only gains the Nanite Surge ability when actually connected to the Android. Also it'd be immune to Handle Animal checks from non-Androids, perhaps?

(The no heavy armour thing seems weird though; I know of no other class that does that so restrictively.)

I was going off of the beast rider archetype as a baseline and modifying it... beast rider removes the heavy armor from the proficiency, in exchange for being able to practically ride anything (within the limits of the GM's graces). Given mine is taking that to a theoretically higher level (ride anything AND make that thing have android templates added to it) I felt it needed to be a bit more prohibitive, lest someone down the line try to dip into fighter or whatnot. (You know, if this actually becomes a thing. That other people use.)

Hmm, you'd mostly just be encouraging Dex builds with that, which makes sense for an Android anyway so it wouldn't be much of a restriction. I can see what you mean, but a better restriction would be reducing a class feature that the Cavalier already gets, rather than messing with those of other classes.

Perhaps you could mess with the Order feature a little, cause everything to come online later or replace it with a less powerful mandatory Order?


@Duke: You could use the Robomancer archetype for Summoner, from Sean K. Reynolds.


@ Nitro: Perhaps... or perhaps removing shield proficiency and heavy armor (but not permanently banning them) would work. Like I said, its a very rough draft... it would need revision and (of course) approval prior to use, but I am glad you think it mostly makes sense.

@The Chess: I am not directly familiar with it and it doesn't seem to have a public cliff notes version that I have found ... were you thinking the eidolon type could be useful for making the mount variant?


Yeah, the eidolon is basically a living machine of sorts. You could easily make it a quadruped and give it mount, then get the gun stuff with the feats of the summoner. As a bonus, a fairly nice list of spells.

The Exchange

*cough* sorry for the lack of activity, I'm working on this character still(mostly the finite details)


The Chess wrote:
Yeah, the eidolon is basically a living machine of sorts. You could easily make it a quadruped and give it mount, then get the gun stuff with the feats of the summoner. As a bonus, a fairly nice list of spells.

An interesting idea, though not quite what I had in mind. Problems are:

1) I don't own the material the archetype appears in (which seems to be a one-of publication that only has that archetype) and it's not on any of the archives (probably for copyright reasons).

2) Unless the robomancer is proficient in guns, there are no summoner archetypes that I found that get the proficiency. Even with guns being common and whatnot, summoners aren't proficient with martial weapons so that would be a feat spent just to be "campaign viable".

3) Finally, summoners are like sorcerors: their spells are charisma based. Androids start at 8 (well, -2) Charisma, so to be able to cast higher level spells would take a lot of my 25 points to enable.

Appreciate the suggestion, and if I had the source mats I would give it a harder look, but really not willing to purchase what seems to be only that class archetype, sight unseen no less.

Verdant Wheel

The Emerald Duke wrote:
The Chess wrote:
Yeah, the eidolon is basically a living machine of sorts. You could easily make it a quadruped and give it mount, then get the gun stuff with the feats of the summoner. As a bonus, a fairly nice list of spells.

An interesting idea, though not quite what I had in mind. Problems are:

1) I don't own the material the archetype appears in (which seems to be a one-of publication that only has that archetype) and it's not on any of the archives (probably for copyright reasons).

2) Unless the robomancer is proficient in guns, there are no summoner archetypes that I found that get the proficiency. Even with guns being common and whatnot, summoners aren't proficient with martial weapons so that would be a feat spent just to be "campaign viable".

3) Finally, summoners are like sorcerors: their spells are charisma based. Androids start at 8 (well, -2) Charisma, so to be able to cast higher level spells would take a lot of my 25 points to enable.

Appreciate the suggestion, and if I had the source mats I would give it a harder look, but really not willing to purchase what seems to be only that class archetype, sight unseen no less.

It's Guns Everywhere, which means that they're Simple Weapons!

Other than that, yeah that makes sense and I've personally never heard of that archetype.


Answers on Saturday night! :-)


1 person marked this as a favorite.

Submissions & Concepts thus far:

Sunset - Sunset – Placeholder Avatar – Aasimar Spellslinger OR Gun Mage

M’ emori - Mira Oralia Fluff

Nitro~Nina – Kiana the Kval – Kval Gunsmoke Mystic

Seth86 – Simmeron - Human Cavalier (Spellscar Drifter)

William Nightmoon – Gimpy Grumps – Ratfolk Vigilante (Gunmaster)

Jereru – Reverend Rob - Human Gunslinger (Musket Master)
Idiot Cube – Mylon Sivalra – Azata Blooded Assimar Desperado (Warlord)

Johnnycat93 – SamuelRodrigues Human Bloodborne Hunter

Warpfiend – Skritcha – Ratfolk Gunslinger (Gulch Gunner)

Sapiens – Alsande - Android Technician

The Emerald Duke – ErissaBaine – Android Cavalier (Dune Drifter)

Gobo Horde – Some Crazy S#*!….

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Spheres of Might Link Thanks Sapiens!

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Q&A

alexgndl wrote:
Would you accept the Experimental Munitionist? It's a cross between a gunslinger and investigator that basically makes a customized gun as it levels up.

Yes.

-------------------

Daedalus the Dungeon Builder wrote:
Could I be a Wyrwood? Not often you could play as a construct.

Yes.

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Redblade8 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?
I can't quite tell if this interacts with the Warlord's (Desperado archetype) Gunfighter class feature. GM, if you could provide a Y/N at your convenience, that'd be great, thanks.

Yes.

-------------------
Gimpy Grumps wrote:
So, are we paying for ammo as the bullet and the powder together or are we doing Metal cartridges?(which are 1.5 copper compared to the 1.1 copper)

Cartridges unless you choose to use an early firearm where it is bullet and powder together.

-------------------

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.

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)

1. Let’s say Yes as there does not seem to be any definitive rule here.

2. ” Advanced firearms use metal cartridges which are "sturdier versions of alchemical cartridges". "Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action)"
It would seem reasonable to interpret that an advanced firearm loaded with something other than an alchemical cartridge would take a standard action to reload (and have a misfire value one less than the table indicates), if it could be loaded with something else. Rapid Reload would reduce that to a move action, and the metal (alchemical) cartridge reduces that to a free (not swift) action, consistent with the rules above.
Let me know if you are looking for a different answer but I believe this is responsive.

3. Yes, replace Gun Training @ 1. I think I addressed tis earlier but I confirm.
-------------------

Nitro~Nina wrote:

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.

Buy what you want and we’ll figure out the weight after the fact.

------------------

Sunset, wrote:

One of Sunset's weapons of choice

Lightning 'shot-gun' (Basic version)

Masterwork X-bow stock and trigger/+Bottled lightning. The lighting bottle is mounted on the x-bow haft. Allowing for aiming and simple pulling of trigger.

X-bow(masterwork) 325 GP. Each litghting bottle 'chamber' 40 Gp. Innitial cost 365 Gp (First 'round' included)

One round of 'shooting', one round of re-loading.

A 'twin barrel' version simply incorporates two lightning bottles on the x-bow stock. (^_^)

Expensive version:

By incorporating an Pathfinder pouch into the x-bow stock a 'magazine' of ten round can be stored. Making the weapon out of a repeating cross bow allows for the cross bow mechanism to interact with the magic of the pouch to simply 'pull lever, change barrels'.

Price goes up to:
1000 Gp for the pouch.
400 gp for the amount of bottles.
250 for the cross bow.
300 for the master work.

DM's thoughts? (^_^)

Interesting. I don’t think you can afford it at first level but it would be interesting part of the game to assemble it as the AP moves forward.

-------------------

The Emerald Duke wrote:

So one last question, related to the kingmaker elements.

Is the plan for us to start in the kingmaker setting, then work our way up to Torch (perhaps on a rumor of trouble) or is this more going to be Iron Gods with the idea that we are carving out sections of Numeria to be our own kingdom (with or without writ from Brevoy)?

I ask because I would like to take the Local Ties trait from IG (with the flavor being he was the adopted ward of Khonnir) and the Pioneer trait from KM (that way I have my starter horse, despite not having my class mount yet). The idea would be that he was raised by Khonnir, left to find his fortune once the call went out for KM, but eventually gets a letter or some such from Khonnir/Val requesting his aid once the troubles start there.

Next weekend I will be bringing into sharper focus the setting and areas we will be playing in (Torch, Brevoy,River Kingdoms, etc).. That will enable you all to finalize some finer points on Backgrounds and Traits. In the meantime, you can all continue with the crunch.

-------------------

By the way, really enjoying the character creation collaboration taking place here! 

-------------------

Setting & What Not

I am seriously considering starting at Level 2 but have reached no firm decision on that yet. I may also create a few new traits related to the Wastelands to the west created by the events of the IronFang Invasion. I may even draw on Deadlands for inspiration here.

To Reiterate: 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...
That will be more concise and detailed as we get closer to game starting but there is a rough draft of the current world as the PCs will have experienced it.

-------------------
Multi-Classing

If I did not state so earlier, I am OK with Multi-classing but I would like 50-55% of the levels to be Gunslinger or a Archtype/Iteration of that class.

-------------------

PM coming your way tonight JD.


Well, that took forever!

If I missed anything, or any submissions, let me know.


Here is Gobo Horde's character btw! Forgot to actually post him in the recruitment thread >->
Its mostly just crunch right now, and there is a bit too much that is still floating in my head but I intend on rectifying that here shortly :3

Quick note, with max gold giving me 300gp to start, and an extra cache for bullets and whatnot, I realized that I could actually buy a Anytool! As such, I have bought one and "integrated" it with my arm, giving it a significantly more impressive Cyborg feel as it can now shift and bend into whatever tool I may need, or transform into a
But first I am asking, is this all right? (Arm stats at the end, if you want to see them)

Crunch wise I still have 1 feat and 1 talent left to spend, and many options on where to place it :p Largely its a question of whether I want to go more casty or more shooty...
But for now I am going to wait a bit before assigning them.

As for Armstrong's background, the basic jist of it is that he is an apprentice blacksmith from Torch who has arrived in (Insert town here) with a shipment of firearms from the Blacksmiths shop he works in. The last 2 shipments got waylaid en-route and so they sent Armstrong along with the caravan to make sure it got to its destination. Once there, Armstrong intends to explore around and have a bit of fun before returning (Spoiler: He gets WAY sidetracked and doesn't return).

That allows me to be from Torch, and as a blacksmith with a crazy advanced artificial arm I figure I have to be :p It also gives me a reason on why I am so far away from the forge I should be working in and instead in another city/province(?) altogether. Once we get set up with a plot hook, well then Alex's youthful curiosity will take care of the rest.

What is the name of the starting town we are in? Where am I at the start of the campaign?

Storyteller Shadows wrote:

Multi-Classing

If I did not state so earlier, I am OK with Multi-classing but I would like 50-55% of the levels to be Gunslinger or a Archtype/Iteration of that class.

I intend on going Whitesmith 1, Gunsmoke Mystic 2, then Whitesmith x after that, is that all right? Gunsmoke dip is mostly for the Rapid Reload abilities but my main "Class" will be Whitesmith.

Arm:
Left Arm
Tiny Animated Construct with +2 Slam Attack (1d2/20), Grab, Swallow Whole
26/26 1d10+20hp, Hardness 12, AC 21,
Str 6, Dex 14, Con -, Int 9, Wis 9, Cha 15
---Construction Points (+1)---
•Metal (-2)
•Graft (-1)
•Grab (-1)
•Swallow Whole x2 (-2)
•Immobile (+2)
•Clunky (+1)
•Centralized (+2)
---Enhancements---
Enhance Natural Attack +2
Enhance Natural Armor +1, Impervious
----------------------
With an Integrated Anytool
Tiny Animated Construct with +1 Slam Attack (1d2 17-20/x2)
26/26 1d10+20hp, Hardness 12, AC 21,
Str 6, Dex 14, Con -, Int 9, Wis 9, Cha 15
---Construction Points (+1)---
•Metal (-2)
•Magic Item (-1)
•Graft (-1)
•Slashing Attack (-1)
•Immobile (+2)
•Centralized (+2)
---Enhancements---
Enhance Natural Attack +1, Keen
Enhance Natural Armor +1, Impervious

Cant believe my arm gets its own stat block >__>


As a note, Reverend Rob begins as a Gunslinger but will become a Magus (Eldritch Archer) as soon as he can, so the question would be if Eldritch Archer counts as one of those 'gun oriented archetypes' or not (it would greatly affect my ability distribution and my feat and trait selection).


The Magnificent Seven- Mira Oralia, Light of the Holy Gun

(Fluff):
To her, faith was unquestionable. It was a pull that had been felt since she woke up and took her first steps out of the maintained shrine that she first found herself in. The acolytes were pleased, of course. They had not thought that the being that slept in the chamber would ever be roused, but they persisted, doing what they could for the devices and machinery as they continued their rituals. They would not tell her how long they had been waiting, only that they were happy that she had woken up.

Diamonds shining in ink was the image that she could remember of her last dream, having felt that she was falling through the lonely black expanse of eternity. It was something that lingered, echoes of that distant vision almost seeming to draw her in when she looked up at the night sky. She was always between the sky and the earth, a resolute point against the blackness, perpetually in motion that was sometimes disorienting as the gems spilled around her. Was she pulling or being pulled?

"It was their task", the devotees had said, explaining how they had come to the monastery. Some came out of penance, some came out of reverence, but they all heeded a call that had led them here. The small monastery was just that, enough for two-score people, though a little over half that were there when she woke. Joyfully welcomed, she was instructed, educated, and attired. When they felt she was ready, she was sent towards the flame that they could see in the distance, to be a reminder that belief was a light that could easily shine brighter than any flame.


(Crunch):

LG Medium Female Android
Paladin(Warrior of the Holy Light/Holy Gun) 1
STR: 12 DEX: 16 CON: 13 INT: 14 WIS: 13 CHA: 14

Spd: 30
HP: 11
AC: 17
Saves: +3/+3/+3
CMB/CMD: +2/15

FC: Paladin
RT: Alert, Anomaly, Conduit
+T: Against the Technic League(W), Protective Faith
Feat: (b)Amateur Gunslinger, (b)Gunsmithing, Point-Blank Shot
Special: Have Gun, Aura of Good, Smite evil 1/day

{A}
Diplomacy: 6=(2 + 1 + 3)
Heal: 5=(1 + 1 + 3)
K.(Religion): 6=(2 + 1 + 3)
Perception: 3=(1 + 0 + 0 + 2)
Sense Motive: 5=(1 + 1 + 3)
{B}
Craft(Mechanical): 6=(2 + 1 + 3)
K.(Nobility): 6=(2 + 1 + 3)

Battered Pistol
- (30) Bullets
Light Hammer

Chain Shirt

Silver and Gold Holy symbol (Mask of Brigh)
Gunsmith's kit
Standard Equipment Pack, Light


The concept I was going for was "Devout gun-priest". Gunslinger(Mysterious Stranger) is still a possibility to pick up at a 1:2 ratio, but that all depends on how "mysterious" she remains, given how notable she might be.

A code for being a Paladin of Brigh is in the works. If Brigh is a bit too much of a stretch, there are several empyreal lords (Ogoun, Duellona), or The Primal Inevitables that could work.


Reverend Rob wrote:
As a note, Reverend Rob begins as a Gunslinger but will become a Magus (Eldritch Archer) as soon as he can, so the question would be if Eldritch Archer counts as one of those 'gun oriented archetypes' or not (it would greatly affect my ability distribution and my feat and trait selection).

Yes I would consider it a gun oriented Archtype based on your build.


Me'mori wrote:

The Magnificent Seven- Mira Oralia, Light of the Holy Gun

** spoiler omitted **
** spoiler omitted **...

Paladin of Brigh is really great idea here.


Alex Louis Armstrong wrote:

Here is Gobo Horde's character btw! Forgot to actually post him in the recruitment thread >->

Its mostly just crunch right now, and there is a bit too much that is still floating in my head but I intend on rectifying that here shortly :3

Quick note, with max gold giving me 300gp to start, and an extra cache for bullets and whatnot, I realized that I could actually buy a Anytool! As such, I have bought one and "integrated" it with my arm, giving it a significantly more impressive Cyborg feel as it can now shift and bend into whatever tool I may need, or transform into a
But first I am asking, is this all right? (Arm stats at the end, if you want to see them)

Crunch wise I still have 1 feat and 1 talent left to spend, and many options on where to place it :p Largely its a question of whether I want to go more casty or more shooty...
But for now I am going to wait a bit before assigning them.

As for Armstrong's background, the basic jist of it is that he is an apprentice blacksmith from Torch who has arrived in (Insert town here) with a shipment of firearms from the Blacksmiths shop he works in. The last 2 shipments got waylaid en-route and so they sent Armstrong along with the caravan to make sure it got to its destination. Once there, Armstrong intends to explore around and have a bit of fun before returning (Spoiler: He gets WAY sidetracked and doesn't return).

That allows me to be from Torch, and as a blacksmith with a crazy advanced artificial arm I figure I have to be :p It also gives me a reason on why I am so far away from the forge I should be working in and instead in another city/province(?) altogether. Once we get set up with a plot hook, well then Alex's youthful curiosity will take care of the rest.

What is the name of the starting town we are in? Where am I at the start of the campaign?

The gun arm is the Bonded item for your Whitesmith so I think it's ok just based on the build.

Sure, Anytool is ok. Really outside the box submission to be sure!


DOT

Verdant Wheel

Hmm, thanks for the clarification! So if I were to take the Talent that gives me the Gunmithing feat, would that count as Gun Training also?

Honestly it's looking like Level 2 would be for the better for most of us here, especially cost-wise. With classes without quick-clear, being stuck with Early Firearms would be unfortunate. Kiana specifically would have a fairly easy time of that what with having a decent melee attack bonus, but others would have less fun.

The Exchange

So, just gonna ask, my Archetype gives me Gunsmithing, but not gun training, does that mean I replace my Gunsmithing with gun training or something else?


ha! I was working on a gun priest, too! I was thinking of either Brigh (for the good kind of priest) or Cixyron (you'd have to go neutral or evil, but he's the only deity with Musket as a favored weapon).


Gimpy Grumps wrote:

So, just gonna ask, my Archetype gives me Gunsmithing, but not gun training, does that mean I replace my Gunsmithing with gun training or something else?

Pretty sure that it means that instead of getting gunsmithing, you get the gun training class feature from the gunslinger class. What I could use clarification on is whether we advance it every four levels as per class feature or if we only get the initial bonus at level one.


Here I am, so far.

Most of that sheet is subject to change based on character level and decisions I make, but what IS pretty set in stone is the character description and the general skillset, though she may not have all those skills until her first few Athletics talents. I'm also aware that it might not all add up yet.


Strongly considering at least at first level an arc in the "Wastelands" utilizing a Deadlands Module, then once the PCs advance to 2nd, starting Kingmaker. Thoughts?

Verdant Wheel

Can't really comment, because I don't know much of anything about the actual official modules in this game. I know that Iron Gods is the kind of techy fantasy I love and that Kingmaker involves building a kingdom, but other than that not so much.


Nitro~Nina wrote:
Can't really comment, because I don't know much of anything about the actual official modules in this game. I know that Iron Gods is the kind of techy fantasy I love and that Kingmaker involves building a kingdom, but other than that not so much.

This is Deadlands.


The Emerald Duke wrote:
Gimpy Grumps wrote:

So, just gonna ask, my Archetype gives me Gunsmithing, but not gun training, does that mean I replace my Gunsmithing with gun training or something else?

Pretty sure that it means that instead of getting gunsmithing, you get the gun training class feature from the gunslinger class. What I could use clarification on is whether we advance it every four levels as per class feature or if we only get the initial bonus at level one.

This, Gun Training instead of Gunsmithing.

Yes, advance it every four levels.


Gimpy Grumps wrote:
So, just gonna ask, my Archetype gives me Gunsmithing, but not gun training, does that mean I replace my Gunsmithing with gun training or something else?

Gun Training.


I'd love to give this Gunslinger campaign a shot, but I have never once used a gun in my years of Pathfinder. Not sure how many interesting builds there are left to look into, but I'll try.


The Pale King wrote:
I'd love to give this Gunslinger campaign a shot, but I have never once used a gun in my years of Pathfinder. Not sure how many interesting builds there are left to look into, but I'll try.

Give this Pathfinder - Practical Guide to Firearms a look through.


Lord Brutus wrote:
DOT

Welcome!

As I said, this might be a LOT to try and build out for a first go around at a character but you are welcome to try. I do have one other opening in a game currently but it is not Pathfinder, see below.


Recruitment is still OPEN for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Assamite

The catch one of the following two characters has to be played (at least at this time):

Durdona Checheg 8th Generation Childe of El Cid.

OR

Giovanni Dal'este 7th Generation Childe of Lord Bajazet al Nasir.

I am considering allowing Childer of these two Vampires if a PC wants to create a new character from scratch...


Hm... have never played in that particular system, though it sounds cool. How would the transition work in that case? (Start off as level 1s, doing western fantasy stuff, then get recruited by the then old heroes for the freedlands kingdom to aid in fighting tech terrors coming from Numeria, followed by investigating the source leading into the IG campaign proper?)

If you do go that route, how would that impact creation rules for non-human applicants?

The Exchange

Alrighty I'm gonna do a quick change on my profile.


Shadow said he was going to use a Deadlands module. From that, I understand not the setting, since we're still in Golarion, even though the Wastelands can fit perfectly well for the module. I'm perfectly ok with that, I actually love Deadlands, played an unfinished campaign years ago (with a medicine man) and wouldn't even mind you setting the game in the Deadlands universe instead of Golarion.


I'm starting to think about being a human instead of an aasimar. Might be less unique that way, but it seems like I'm going to be relying on the Warlord side a lot more than I thought, so more feats are nice.


Updates!

We've got the talents and the feats sorted for Lvl. 1, and will sort equipment and finance in a wee bit. Thanks for the answers, and I assume that your response to Gimpy applies to Kiana too?

Deadlands looks really cool, and the Weird West aesthetic suits Kiana quite well.


Reverend Rob wrote:
Shadow said he was going to use a Deadlands module. From that, I understand not the setting, since we're still in Golarion, even though the Wastelands can fit perfectly well for the module. I'm perfectly ok with that, I actually love Deadlands, played an unfinished campaign years ago (with a medicine man) and wouldn't even mind you setting the game in the Deadlands universe instead of Golarion.

Correct just the module for an opening story as that game has the feel we are looking for here.

I will be sticking to Pathfinder rules, character creation would not be impacted at all.

If the PCs would like to play through first level and explore the Wasteland a bit we'll start at level 1, if you all want to jump right to Kingmaker, we'll start level 2.

Go ahead and vote on it!


Kiana the Kval wrote:

Updates!

I assume that your response to Gimpy applies to Kiana too?

Yep.


Mylon Sivalra wrote:
I'm starting to think about being a human instead of an aasimar. Might be less unique that way, but it seems like I'm going to be relying on the Warlord side a lot more than I thought, so more feats are nice.

OK.

Verdant Wheel

And if we're going for a techy Weird West thing...

Yeehaaw!

My vote would probably be to start at Level 2, so long as we still get a little bit of that glorious Weird West.


Lvl2 please :)


I'd also be happy to start at level 2


I'd be fine with Deadlands, but Kingmaker works too. I have played a lot of Deadlands recently so hopefully it isn't a module I'm familiar with. Regardless, I would be okay with either option and I'll leave it up to the others.


I'm really, really divided... Leaving behind the high one-shot chance of a level 1 character is tempting, but an exploration adventure in the wild west is also a thing a wouldn't mind...

I think I'll leave it up to the rest.

Any hopes you'll be running something akin to Deadlands/Firefly in a near future, Shadow? Count me in if you ever do ;)


My vote can go either way, I am ready and set to go from lvl 1, and perfectly happy to do so. In addition I think that a short one-shot (bad pun :p) out in the Wastelands before the main storyline starts could be a lot of fun, and help solidify our rag-tag bunch of miscreants as an actual group. Plus that song made my ears bleed :(
Oh ya, it will also give me a chance to observe the rest of the party and tweak my build to be in line with the rest, power-wise.

Flip-side, if we actually start at lvl 2 then I will have to read up on all those maneuvers now instead of later and figure out what they do :p I will also have to do the work to get him updated to lvl 2 and there is quite a lot there! But that's fun work so no worries :) Lvl 2 is also a very significant power boost for me (and probably for most of the others) so that will instantly make the game more lethal as we murder dem hobos >:)
However, this way we do instantly jump into the Kingmaker campaign, and that can be a plus...
Plus, its generally more fun to start at just about any level higher then 1, so there's that :p

Personally, I am undecided and can go either way quite easily.
The Deadlands one-shot first sounds like fun, but some people are really waiting for lvl 2 to drop where they really come online.
I vote 50/50
Actually, I place a slight vote for lvl 2 Kingmaker :)


Reverend Rob wrote:

I'm really, really divided... Leaving behind the high one-shot chance of a level 1 character is tempting, but an exploration adventure in the wild west is also a thing a wouldn't mind...

I think I'll leave it up to the rest.

Any hopes you'll be running something akin to Deadlands/Firefly in a near future, Shadow? Count me in if you ever do ;)

The next thing I am running is the Ruins of Azlant AP.

If I ran something else (after a LOT of the Campaigns I am currently running come to a close) it will be Rogue Trader.


Haven't done anything in that setting previously (as aforementioned), and it looks cool (even a Golarian imported variant), so lvl 1 set there gets my vote. Also it would give us a better amount of time to get to know each other and to have a more natural hook into the Kingmaker portion IMO.


As much as I'd like to be doing bard stuff out of the gate, I think level 1 would be a better start for the group.

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