Replacement Gunslinger needed in Iron Gods.


Recruitment


Due to real life our Gunslinger has had to withdraw from our game.

The party has expressed their desire to have someone to cover the ranged combatant role.

Original Character rules:

20 point buy.
No 3PP please.
2 traits, one from the Iron gods players guide. No Drawbacks.
Good or neutral alignment preferred.
Background skills are being used.
Feat tax is not.
I run a fast game, so 1 or 2 posts a day minimum is needed. If you are unable to post for a time let me know and we can arrange for your absence.
Iron gods has a nice range of challenges, including the monsters, so don't over specialize on Robot killing. It will bite you in the ass. :)

We are on to book 2: The lords of rust. The party is now 5th level, so make your character that thanks. Starting wealth is 10500gp.

A lot of the party have now taken the Technologist feat, and Firearms proficiency, so if you wish to try another ranged type feel free, but be aware the Gunslinger was doing well in the game.

Link to the game thread


I'm very interested. Was the gunslinger you lost a tech weapon user, and did he go in for longarms or the short-ranged ones?

What's more urgently needed in your party, in your opinion?

I've fallen a bit in love with some footage from Horizon: Zero Dawn, and the urge to show up with a half-orc barbarian with the primal hunter and hateful rager archetypes plus an orc hornbow is certainly strong.


HP after first: 4d8 ⇒ (5, 8, 1, 8) = 22

Chelle:

LG Human Kineticist 5

STR 10
DEX 18/20
CON 18
INT 10
WIS 10
CHA 10

HP 55
AC 22 (+5 armor, +5 Dex, +1 Dodge, +1 Deflection), T 17, FF 16
BAB 3
Init +6

Fort +9
Ref +10
Will +2

Speed 30'

Fire Blast: +7 to hit touch AC; 3d6+5 fire damage; x2 crit

Skills: Perception r5 +8, Escape Artist r5 +12, Acrobatics r5 +12, Stealth r5 +12

Background Skills: Craft (Armorsmith) r5 +8, Craft (Weaponsmith) r5 +8

Feats: Dodge, Point Blank Shot, Precise Shot

Traits: Skymetal Smith, Reactionary

Alternate Racial Features: Dual Talent (replaces bonus feat and skilled)

Class Features: Elemental Focus (Fire), Burn (8 max), Elemental Defense: Searing Flesh, Elemental Overflow (+1), Infusion Specialization 1, Gather Power 1/2/3

Infusions: Burning, Kinetic Blade, Searing Flame

Wild Talents: Elemental Whispers (Fire Toad), Fire's Fury

Equipment: +2 Belt of Dexterity, +1 Mithral Shirt, MW Spiked Gauntlet, +1 Cloak of Resistance, +2 Ring of Protection, Traveller's Anytool, Sleeves of Many Garments, 50 gp

Backstory:

Chelle is a smith by trade, who made her way to torch to use the legendary flame to smith skymetals. She was working normal projects to save up enough money to move into working with skymetals when the torch began failing. Bitter and a little disappointed, Chelle left torch and was headed towards the Capitol when she heard a group of adventurers had resolve the problem. Gladly making her way back to the "free" town of Torch, Chelle resolved to offer the adventurers her help if they needed it, since they had provided her with a way to fulfill her dream. She knew, however, that her dream would not come cheap, so adventuring (a career she had considered several times) seemed like the best way to raise the money needed.


Here's about what the statblock would look like;

Avyra
CN Female Half-Orc Primal Hunter Hateful Rager Barbarian
Init +4; Perception +10, darkvision
AC 20, T 15, FF 16, CMD 22, FFCMD 18
Hp 43, 5d12+5
Fort +8, Ref +8, Will +6
Longspear +9 melee, 1d8+4
Orc Hornbow +10 or +8/+8 ranged, 2d6+4
Str16, Dex18, Con12, Int8, Wis14, Cha8
Feats Exceptional PullB, Point Blank Shot1, Precise Shot3, Rapid Shot5
Traits Fate's Favored, Against the Technic League
Skills Perception +10, Stealth +9, Survival +10
Special Abilities Intimidating, Orc Blood, Sacred Tattoo, Weapon Familiarity, Favored Class(Barbarian): +5rounds of rage, Focused Rage, Rage 16rds/d, Favored Enemy(Constructs +2), Reduced Rage, Uncanny Dodge, Trap Sense +1, Reckless Abandon, Feed the Rage

Gear +1 Adaptive Orc Hornbow(3.5k), +1 Cloak of Resistance(1k), +1 mithral chain shirt(2.1k), Mwk Greataxe(0.3k), +1 Ring of Protection(2k), 1.4k worth of arrows(can you say adamantine? Also maybe a human bane or two) & various gear.

Rage Alterations, assuming Reckless Abandon is switched on.
AC 16, T 11, FF 12, CMD[/b] 20, FFCMD[/b] 16
Hp 53
Fort +10
Spear +13 melee, 1d8+7
Orc Hornbow +14 or +12/+12 ranged, 2d6+6
Str 20, Con 16

Alas, she's a little feat starved to be getting on with. Her feat slots are filled with traditional archery stuff until level 13, but she'd also like to have both Raging Vitality and an instance of Extra Rage Power or two... A girl can dream.


@Groundhog. We already have a Barbarian in the party, I wouldn't be inclined to add another.

The Gunslinger was ready to go to Techslinger and favored Pistols, blackpowder mainly, though the party has found a Tech pistol he uses when he has the charges.


That's totally fair. What's the rest of the party like?

So it sounds like he's mostly a close quarters ranged guy, then.


The party at the moment is:

Male Human - Barbarian (Savage technologist)/Ranger.
Male Human - Oracle of Metal
Female Android - Rogue/Magus
Male Gnome - Alchemist (Tinkerer)
Female Human - Witch (Vengeance Patron)

The Barbarian started as A Barbarian (Savage Technologist), but switched to Ranger when he decided that Barbarian wasn't a good fit for the campaign.

The Barbarian and the Oracle cover melee very well, what is really needed is someone to cover for ranged combat, currently it's black powder guns, but as the campaign progresses so do the tech weapons, which was where the Gunslinger was heading. He did pick up a musket and an Inferno pistol, but was looking for tech longarms.

Either a Gunslinger or a Arcane blaster of some sort would work best with the party.


Hi, this is Jereru presenting Jack Wellington, a Musket Master Gunslinger. Backstory is in the alias. Crunch will be dealt with between today and tomorrow, I hope.

Edit: Question: Can I have crafted my own gun (and get the discount)? What about my own ammo? Can I have advanced firearms?

I wouldn't have asked if it wasn't for the fact that you might have access to technologically superior gear, so maybe it's a way to sooth down the curve. Not a problem if it's not allowed.


Arcane blaster, you say...

Ladim here's been a part of a really great Iron Gods campaign in which the GM unfortunately had to go due to RL circumstances.

Spoilers:

The game reached the end of the first book, just after facing Meyanda in the reactor room.

His current statblock is for lvl 16, but I'll rework that for lvl 5. Although, that would give you a glimpse of possible future builds.

Ladim's main qualities include:

- Charming Smile
- River Kingdoms Accent
- Knowledge of Technology
- Getting into places he shouldn't be
- The most horrifying arcane punch in the world (with extra tripping)

Fluff-wise, he's an Arcane Sorcerer, focusing on blasting with Magic Missiles and later Battering Blast, as well as some utility spells that the other casters might not be able to provide. But mostly, it's the blasting.

Backstory:

The setting sun glowed in red as night fell on Chesed. Ladim Relos was running in a back alley. Drops of sweat glistened on his body as he passed from a blind alley to a blind alley. A gush of flame crashed into a wall next to his face, as he ducked down to avoid it.
Hah. Can't aim for s&&&., a thought passed through his head as he rushed in an open house door, running up the stairs and climbing on a roof. He stopped after climbing up there, waiting for the clanging chainmail clad people to follow him. He sighed heavily, raising three fingers in the air and taking them down one by one. Three. Two. One. Now. As a woman with a sword, glowing in green flame rushed out to the slippery roof, a punch flew from behind the chimney, almost connecting. As it ended, three bolts of bluish-white energy continued the motion, wrapping around her feet as she continued running off the roof. Ladim ran once more, turning for a second to look down on the body, with its neck twisted in an unnatural shape, bleeding on the pavement. Heh. You fell for that, b*~%*.

As the second figure of a man clad in heavy armor appeared through the window, Ladim was on the next rooftop. A good two stories above the street, he tried to make it to street level. I think I heard someone talking about it once... Might as well give it a go. he thought, seeing a cart full of hay. Here goes nothing! As he leapt through the air, a show of force dragged him down, crashing on the street. Falling on his ankle, and hearing an unpleasant noise, as a burst of pain overflew him, a pained shout was let out, realizing the magical power behind it. "Are you f$%%ing s$#@ting me!", as he staggered onwards, thinking, Staggering Fall? Seriously? Of all the g$+$~&ned book-bound spells in the world..., as he limped around a corner. Quick footsteps in clanging armor were heard as he readied himself for another blast. "Hello, sweetie!" he shouted, letting another three missiles flying straight to the armored man's face...

...only to fizzle out harmlessly in a magical field in front of the man's face. "F~!* off." Ladim muttered, as the man, smiling behind his heavy helmet, drew a needlessly unfriendly looking sword from its scabbard. Ladim didn't have time to consider making friends with the sword in order to combat first impressions, so he dashed to the market street, limping quickly, trying to stay away from the armored man.

Walking on the main street, he saw the usual, traders, Nope., beggars, Nope. drunkards, Definitely Nope. Resuming to a normal pace as he cleared the street, he saw what he was looking for.

Three young looking guys, chewing on some street meat, Ooh. Rat Kabobs. Personal favourite. armored to the teeth, each carrying a longsword and more Iomedaen symbols than fashion sense. Trotting towards them slowly, he turned around to see if the man was still following him. The clanging noises seemed to indicate so. Limping even closer, not wanting to draw unwanted attention, a desperate look appeared on his face. [i]Here comes the party, tinhead. Now sod off. Last thought feeling more than a command, directed at his shoulder, makes a scorpion tattoo slither off, crawling down his leg and disappearing in the crowd.

"Comrades, help! Help me! This man is an imposter!" he said, panting deeply, with panic in his eyes. As the youngsters looked around confused, Ladim continued. "This man tried to assault me and rob me blind! He pretended to be from the Technic League, and I trusted him, only to have him try to attack me! I swear, this man has no tattoo!" As the confusion spread across the young faces, Ladim laughed inside. That's it, take the bait. Sting. As the tin-head with the drawn sword approached, a scorpion stung him in the heel, just as he opened his mouth. "I-aaargh!" Ladim continued, "The tattoo! All Technic League members have one on their right forearms, to make sure that no-one pretends to be them! I heard they have magical identification too, but noone knows what it is! Help me, brothers!"

The biggest of the youngsters, a half-orc with a greatsword lying behind him, looked at the cowering Ladim, and turned to the armoured figure, hand reaching towards the hilt in an adorable attempt at intimidation. Has potential, though. Keep it simple for now. "Go away. We'll not ask you twice. Go back and leave the merchant alone, before we call the real League.", said the half-orc, looking straight into the man's eyes.

The figure protested, "You...", before realizing how ridiculously outnumbered, injured and out of spells he was. "I'll be seeing you soon.", he trotted, sheathing the sword and turning, eyes burning towards Ladim, who, hiding behind an odd-looking half-elf, was fighting his smile.

As the armoured man disappeared, he turned towards the three, with a pained smile on his face. Come on, tear, get out there, tears of joy. Now give them the old 'Randomly Encounted Merchant in Trouble' spiel.

"Thank you, crusaders. I have nothing to offer you but my endless gratitude for saving my life. I'll be leaving the city tonight, as I fear for my life, but don't worry, your effort will not be left unrewarded. I have a pouch of Sigh, remember to split your pouches next time, Ladim 20 platinum pieces, and if you ever see me again, consider the next drink on me. By the Light of the Sword! I need to go, as the gates will be sealed soon, but remember, no good deed goes unrewarded. Miklos Bosk will be a friendly face whenever you see him, and he owes you his life." Owe you my life indeed. You never go wrong with this phrase. Ladim gave over his pouch to the half-orc, and began to walk away.

Please, please, kid, don't give me the heroic champion of light thing. You always mess it up when you believe in it., he thought, beginning to limp towards the gate, picking up his scorpion on the way out, and grabbing a large Varisian-styled scarf on the way there. As the scorpion crawled up his arm, he looked at it, speaking in a normal, River Kingdom accent for the first time the whole day.

"What. Don't look at me like that. It's a trade town, the League expects people to be scammed into all sorts of stuff. Although, cog tattoo, that's golden. No, no, the worst they're going to get is a harsh talking to. Nobody pisses off with a Mendevian Crusade, and they've done no crime except for being hustled, and noone got hurt." Thinking about the woman with the broken neck, he corrected himself. "Noone nice died, alright. Now get back in there, I look crazy talking to a scorpion." The scorpion hesitated for a moment, but in the end sunk in the palm, disappearing.

As the sun reddened the horizon with its last rays of light, Ladim rode towards Torch.

I'll re-work the stat profile for lvl 5 soon!


@At Jack Wellington. Yes you can have crafted your own musket, as for Tech weapons, if you can afford one you can have it.


I think Jack is ready, except I need to roll HD dice for levels above 1st. Here I go:

4d10 ⇒ (9, 9, 9, 1) = 28

If the rolls are correct (I haven't read anything from you about picking average or whatever), then I'm done :)


That'll be Ladim's Lvl 5 block. I'll work on smoothing the details over the week, and if there's anything that stands out of the ordinary, let me know!


I'm wondering if you would accept a player who knows the AP. I am running IG in my home game. I have read read through it really thoroughly.
I want to build a spellslinger with lots of knowledge skills.


For your consideration: Papaya Plomb, spellslinger wizard
As I mentioned, I know the AP well. Used a knowledgeable build to hopefully reflect monster knowledge.
Gnome Spellslinger Wizard

Background:

Papaya Plomb was born into a slave family in far away Otenso. He worked there in service to a wealthy merchant family. Always studious, Papaya learned from his father how to work the inventory for their masters. After his mother fell prey to bleeching, Papaya's father sought help from the Bellflower Network. Father and son were sadly split in a surprise Hellknight raid, but young Papaya was rescued, and whisked away to a ship of privateers.
The young gnome did not have time to grieve. Small as he was, the crew was diligent and found him hiding in bilges. Luckily, the merchant ship had sailed far from Cheliax and were not so cruel as to send the young gnome back to a life of slavery. Due to his small stature, and penchant for mathematics, he was put in service to the quartermaster. He excelled there, and after a few years, the captain was satisfied he had paid his debt. He disembarked in Quantium, and made his way by river to Alkenstar.
Apprenticing in a machine shop for a decade, Papaya quickly learned to repair and craft all manner of clockwork, until he finally learned to craft what he came to the Mana Wastes: a musket. By the end of his time in the Smokeside, Papaya was ready to reenter a world of magic.
He lived for a while in the free nations of Avistan, learning magical arts and working on ways to enhance his firearm. When he worked up some courage to seek rare parts from the Sellen's Black Markets, the Tarnished Halls. His own exotic wares from Garund made quick friends among the technology traders. Since he was a better tinkerer than most should take his tinkering skills up the Sellen River.

Appearance:

Papaya's prefers jacket is an was once a bright blue corsair's coat. The color of his jacket has faded over the years; to stave off signs of age, the gnome keeps a jar of hair dye that matches the bright blue color that once matched his favorite garment. His matching vest is hung with bits of metal Papaya thought might be useful at some point in the past.
Papaya is cheerful, but somewhat timid. He derives joy from seeing inventions work.

Crunch
Statistics:

20 Points
Str [8][-1][-2 Race]
Dex [14][+2]
Con [12][+1][+2 Race]
Int [18][+4]
Wis [10][+0]
Cha [8][+0][+2 Race]

OFFENSE:

Base Atk +2;
RA +4 [+2BAB+2Dex]
MA +0 [+0BAB+0Str]
CMB +2; CMD 14
Ranged Weapons
Rifle +4 (1d6+0/x3) (0ft RI)

DEFENSE:

AC 13, touch 13, flat-footed 10
(10, +2Dex, +1size)
HP 0/0 1x(4d6)
Fort [+02][+1Class+1Con]
Ref [+03][+1Class+2Dex]
Will [+04][+4Class+0Wis]

Skills:

Skill Ranks per Level: 1x[2 + 4 Int modifier +1FC] = [9]
[< Class Skills]
+13 Appraise
+15 Craft (mechanical)
+7 Disable Device
+13 Knowledge (Arcana)
+13 Knowledge (Dungeoneering)
+13 Knowledge (Engineering)
+12 Knowledge (Geography)
+12 Knowledge (History)
+12 Knowledge (Nature)
+12 Knowledge (Religion)
+12 Linguistics
+12 Spellcraft

Traits:

1:Mathematical Prodigy
Benefits: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
2:Numerian Archaeologist
Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.

Race Information:

Gnome
Ability Score Racial Traits
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Size
Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks
Type
Gnomes are Humanoid creatures with the gnome subtype.
Base Speed
(Slow Speed) Gnomes have a base speed of 20 feet.
Languages
Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Racial Traits
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits
Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Magical Racial Traits
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Offensive Racial Traits
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Class Information:

Wizard [Spellslinger] L5
BAB+2
Saves F+1/R+1/W+4
Hit Die: d6
Class Skills
Skill Ranks per Level: 2 + Int modifier.
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score.
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane Gun
The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.
This ability replaces arcane bond.
School of the Gun
The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
This ability replaces arcane school.
Opposition Schools
Abjuration, Conjuration, Enchantment, Necromancy
Mage Bullets
A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.
This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
Gunsmith
The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.
This ability replaces Scribe Scroll.

Spellcasting:

1st Level Spells
1:Detect Magic
2:Identify
3:Jury-rig
4:Magic Weapon
2nd Level Spells
1:Detect Thoughts
2:Scorching Ray
3:Codespeak
3rd Level Spells

Feats:

Levels
L1: Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
L3: Precise Shot (Combat)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
L5: Rapid Reload
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Class
SSB: Gunsmithing
Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
5B: Craft Magic Arms & Armor
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.


Are advanced firearms allowed? And if so, could we craft them as part of our starting gear?


I'll be interested, and making something.

I noticed everyone else seems to have some kind of spellcasting class. I've got an idea...


@inxpitter. No.


Well I'm your huckleberry.

By "feat tax is not", that means you are running with the normal prerequisites for things and not giving Point-Blank Shot and Power Attack for free, correct?

I will get something up in a few hours, or tomorrow afternoon (depends on how the ol' insomnia treats me tonight).


Also any restriction re: races?


Okay, so I got inspired to try something... different? Even if you don't select my character, I would like people's thoughts on the build. For this, I just took the average hit points after first level, but if you wish me to roll I can do that.
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Amelia Radache
Amelia Radache is a Varisian Musketeer who follows her family tradition of travel and exploration.

Amelia is an olive-skinned woman with wavy, glossy, raven-colored hair and equally dark eyes. She wears her armor and tabard with pride. The shining mithral armor and royal purple silk tabard depicting a staff gives her an appearance of importance. Around her neck is a long purple scarf decorated with numerous whorls and Varisian symbols that somewhat obscures the bottom half of her face. The ends are tasseled and the edges trimmed in golden thread. It matches perfectly with her tabard and could be thought of as an odd extension.
At her hips are a longsword at her left and a beautifully-crafted pistol on her right. Darkwood-handled and wrought in high quality steel covered in complex etching detailing robed people casting spells. On her back is a simple frame over her left shoulder displaying a banner of purple and gold depicting a staff over a crest, just like her tabard.

Amelia belongs to the order of the staff, and as a musketeer, she rides no mount into battle, instead relying on swordplay and her trusty pistol to carry the day. Backstory-wise, she would have just recently left a group of mages that she had sworn to protect when the group decided that they were going to retire from exploring the ruins of Numeria to go over the findings. She had been given assurances that they'd hire her when they were ready again... but that could be a few years from then. So in the meantime, she's out of a cause or any work, and is low on funds, which will give her more incentive to consider adventuring with a group.

She has a positive-minded personality, though she is not immune to moments of grief or sullen moods. She tends to hide it under the facade of being optimistic and hoping for the best. She doesn't possess any particular hatreds or dislike of specific races, though she will react with caution if she encounters something she hasn't ever met before, such as androids or other machine-like beings. Amelia views herself as a gun-toting knight errant, and finds compliments to the like pleasing.

What makes Amelia helpful to the group on top of being a good ranged damage dealer is her cavalier abilities can be a great help to the party since they all have some (or will have some) form of spellcasting. Her challenge ability lets her knock down a big bad enemies saving throws, and her ability to share her teamwork feats with the party means she can amp up their concentration checks when things get crazy, and then more things when she gets higher level. She also has a banner and can use the banner to help resist fear and help the melee characters do their thing better. She is going to be relatively short ranged damage using a pistol, but she will be able to deal out regular damage using the gun.

Basically she's not just good ranged damage, she's also party support.

She has not yet taken the technologist feat, but her trait does help her a little bit in that regard. Perhaps later she'll take it, but she can be content to let others more skilled in those things handle the tech.
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Amelia Radache, Gun-Cavalier:
Amelia Radache
Female human (Varisian) cavalier (musketeer) 5 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 38)
CG Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 22, touch 14, flat-footed 18 (+7 armor, +4 Dex, +1 shield)
hp 49 (5d10+15)
Fort +6, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee mwk glaucite longsword +7 (1d8+1/19-20)
Ranged +2 pistol +12 (1d8+2/×4)
Special Attacks banner +2, cavalier's charge, challenge 2/day (+5 damage, reduce struck foe's saves vs. spells), tactician 2/day (Shielded Caster, 5 rds)
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Statistics
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Str 13, Dex 18, Con 14, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Shielded Caster[APG], Weapon Focus (pistol)
Traits stargazer, tarnished halls runner
Skills Artistry (criticism) +8, Climb +5, Craft (firearms) +6, Diplomacy +8, Intimidate +4, Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +8 (+10 to identify alien monsters' abilities and weaknesses), Perception +6, Ride +7, Sense Motive +5, Swim +4
Languages Common, Varisian
SQ mount, order of the staff, spell aid
Other Gear +1 mithral agile breastplate[APG], mwk buckler, +2 pistol[UC], mwk glaucite longsword, mwk paper cartridge[UC] (50), beneficial bandolier[UE], bedroll, blanket[APG], complex banner[UE], gunsmith's kit[UC], masterwork backpack[APG], scarf[UE], scarf[UE], scarf[UE], scarf[UE], tabard[UE], 5 gp, 4 sp
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Special Abilities
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Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Shielded Caster (Teamwork) +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Spell Aid +2 (Ex) When use aid another can grant bonus on next concentration, dispel, or CL check.
Staff's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, -2 to foe's saves vs. spells for 1 rd on a hit.
Tactician (Shielded Caster, 5 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
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Class HP Rolls: 4d10 ⇒ (7, 10, 6, 8) = 31


Dodekatheon wrote:
Also any restriction re: races?

No, but something bizarre will need a strong presentation.


I didn't go bizarre.

Here's Sterling Walker, Human Musket Master.

Mechanically he's straight-up ranged damage. He has a couple of non-combat abilities to help out in other situations but mainly he's focused on wrecking shop with his favorite weapon.

Story-wise, he's a former lawman trying to find ways to cope with his pain and continue, somehow, to honor the post he once had despite failing to keep his people safe.

I was feeling a sort of western-y vibe, I guess.

Also could you clarify that I am correct re: feat tax, good sir?


Creating a Halfing Gunslinger (Techslinger) with the Stargazer campaign trait.

Bases of chick who loves her tech and really likes using it, specifically to blow holes in things, but disintegrating them works well too.

Was already working on a ranged focused character for another campaign so have feat tree pretty sorted, just need to add in those lovely bonus feats.

Rolling HP

HP: 4d10 ⇒ (10, 10, 5, 1) = 26

Very nice


TheorecticallyYours presenting the basics of Clementine Black.

No background yet, but most of her is here.


@Dodekatheon. Feat tax isn't being used.


Added an appearance tab for Ladim.

As for the skills - Ladim was originally meant as someone to aid with Disable Device, and the party seems a lot more than capable in that area! - is there a particular skill that might be valuable to the party that I might consider?


I´m interested, but i have some questions:
What does this feat tax is not used mean?
Feats like Point Blank Shot for free or just not needed for Precise Shot?

Is it possible to get that Inferno Pistol or would all weapons need to come from WBL?


I believe the DM means that these optional rules are NOT in effect.


Recruitment is closed. One of the original applicants has responded. Sorry to have to cut this off, he hadn't responded after two days so I started this thread, only for him to return from holiday and join the party.

Since this is the second character that has needed replacing due to RL issues I will keep you all as first choices if we need another character.

Thank you for your interest.


Thank you for letting us know, and have a great time blasting robots into bits!

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