Old Wild West character


Advice


Hellooooooooooo! :)
I will soon take part to a campaign set in an old west setting. I'm looking for ideas and suggestions on interesting characters and builds.
We can use any class, as long as we give it a 'cowboy'-flavour. Also we are all required to be able to use advanced firearms. I don't want a full gunslinger build.
I'm not very familiar with the Wild West, other than Indians and cowboys. What other kind of characters would make sense as adventures?


A farmer or rancher, driving cattle or livestock. A rogue or bard peddling snake oil or running card games and staying ahead of the law. A carriage or wagon driver delivering post or payroll. A surveyor plotting the course of the railroad. A native guide or scout working with anyone traveling through the territory. A preacher visiting frontier towns, setting up churches and spreading the faith.


Wouldn't simple working people like farmer/ranchers or surveyor just keep at their jobs? Why would they leave a safe income to risk their lives in the wilds?

I like the preacher idea, it could be very interesting! I also like the native guide, but I'm not sure if we can be natives or if they're like another faction well encounter.


The singing cowboy with his guitar is a common trope. Lassoing cattle is a fun image. Zorro is arguably an old west character. A soldier coming out to the frontier to escape reminders of what he saw in the war.


Lady Platypus wrote:
Wouldn't simple working people like farmer/ranchers or surveyor just keep at their jobs? Why would they leave a safe income to risk their lives in the wilds?

With farmer, you're probably right. Though they tend to be in the wilderness or country already and have to deal with problems heading to and from town. Ranchers could be leading cattle drives or herding animals long distances and having to hunt down strays, fight off rustlers and predators, and deal with locals that don't like outsiders tearing up their lands grazing their herds as they pass by.

Surveyors have to travel the wilderness, find passes or slopes for roads or railroads. Also investigating mineral composition for mining and locating fresh water sources for future work camps and rail supply points as well as logging lumber types and availability. They're likely to have to deal with land owners or native tribes and are could be responsible for setting the diplomatic tone for the next settlers or work crew coming by.

Obviously some things will depend on the campaign and its scope itself. Whether it's focused mainly on one location, like North Fork in The Rifleman, or if it ranges across the frontier, like the cattle drive in Rawhide.

Grand Lodge

Here is a list of classic western character types I found...most of them would be pretty easy to adapt into quite a few class options.

Cowboy
Gay Cowboy
The Drifter
Knight Errant
The Gunslinger
Fastest Gun in the West
The Trope Kid
Retired Gunfighter
The Gunfighter Wannabe
Young Gun
Outlaw
Bandito
The Highwayman
The Rustler
Retired Outlaw
Bounty Hunter
Samurai Cowboy
Lawmen
Circuit Judge
Hanging Judge
Pinkerton Detective
The Sheriff
Clueless Deputy
U.S. Marshal
Frontiersmen
Camp Cook
Hunter Trapper
Mountain Man
The Pioneer
Rich Folk
Cattle Baron
Railroad Baron
Rancher
Settlers
Determined Homesteader
Determined Homesteader's Children
Determined Homesteader's Wife
Determined Widow
Townsfolk and others
The Barber
The Blacksmith
Chinese Laborer
Chinese Launderer
City Slicker
Clerk
Corrupt Businessman
Dry Crusader
Forty Niner
Frontier Doctor
Medicine Show
Snake Oil Salesman
Meek Townsman
Morally Bankrupt Banker
Pony Express Rider
Posse
Prospector
Railroad Employee Roundhouse
Remittance Man
Schoolmarm
Shopkeeper
Southern Gentleman
Undertaker
Wasteland Elder
Western Union Man
The Church
Preacher Man
The Missionary
Undertaker
The Saloon
The Bartender
Miss Kitty
Soiled Dove
The Piano Player
Professional Gambler
Saloon Owner
Natives
Going Native
Mighty Whitey
Indian Maiden
Magical Native American
The "Half-Breed"
The Noble Indian
The Savage Indian
The Army
Army Scout
The Delaware
Cavalry Officer
The Seventh Cavalry


Java Man wrote:
The singing cowboy with his guitar is a common trope. Lassoing cattle is a fun image. Zorro is arguably an old west character. A soldier coming out to the frontier to escape reminders of what he saw in the war.

Speaking of lassoing, is there a way to make a good character build based on it? It could be interesting, capturing instead of killing (or doing both).

Zorro is interesting, I could look into the vigilante class if I'll go with it.

Pizza Lord wrote:


With farmer, you're probably right. Though they tend to be in the wilderness or country already and have to deal with problems heading to and from town. Ranchers could be leading cattle drives or herding animals long distances and having to hunt down strays, fight off rustlers and predators, and deal with locals that don't like outsiders tearing up their lands grazing their herds as they pass by.

Surveyors have to travel the wilderness, find passes or slopes for roads or railroads. Also investigating mineral composition for mining and locating fresh water sources for future work camps and rail supply points as well as logging lumber types and availability. They're likely to have to deal with land owners or native tribes and are could be responsible for setting the diplomatic tone for the next settlers or work crew coming by.

Obviously some things will depend on the campaign and its scope itself. Whether it's focused mainly on one location, like North Fork in The Rifleman, or if it ranges across the frontier, like the cattle drive in Rawhide.

It makes sense. I don't know much about the location yet, the Master is very secretive about it. How would you go, class wise, if you had to make a surveyor? It comes to mind the Horizon Walker, but that's a class I never really understood how to make effective

Slyme wrote:

Here is a list of classic western character types I found...most of them would be pretty easy to adapt into quite a few class options.

That's a lot of roles! I see plenty of gunslinger kind of builds there, and a bunch of unadventurous one, but there is a few that sound like they could work.

The hunter trapper and the frontier doctor seem both very interesting, just like the preacher man and the gambler. Any thoughts on which classes could work best for those?
I imagine the trapper as a ranger maybe, and the preacher as a cleric, but not sure about the doctor and gambler. It would be cool if the doctor wasn't just a magic healer, and the gambler not just a rogue. Is there some way to make cards or coins a good weapon?

Grand Lodge

A kineticist using aether for their element uses random objects or debris as projectiles, could definitely choose cards or coins...could be an old west version of Gambit from the X-men.

There is also the possibility of an improvised weapons build...not sure how that works with thrown weapons though.


What does your GM think of the Mountain Men, or is this strictly "Cowboy"?


Quote:
Speaking of lassoing, is there a way to make a good character build based on it? It could be interesting, capturing instead of killing (or doing both).

You want an order of the Penitent cavalier!!! It has a mount, and a pretty nifty ability at level two where if you have rope handy, you can skip the pinning step in a grapple and just tie them up, without the usual -10 penalty. Pretty cowboy-ish, if I do say so. Its a build I've been dying to play, and it doesn't really take much. Ride around on your horse singing cowboy songs, leap off it to grapple your enemies (if you'd like, or just stay on it, and drag em to you) tie them up, and move on to the next!


Quote:
I will soon take part to a campaign set in an old west setting. I'm looking for ideas and suggestions on interesting characters and builds.
Get your dexterity up. Way up, because any armor that doesn't work versus Touch is going to be utter junk outside of the odd bear attack (and why the heck would you do a dumb thing like fight a bear in melee? Haven't you people seen "Man in the Wilderness"? Don't do it!).
Lady Platypus wrote:
I don't want a full gunslinger build.

Don't worry; there's no longer any reason to be one past 5th anyway. It was Nerf-sledged pretty good.


It isn't too hard to cowboy up any class.

Paladin: the ultimate 'White Hat' cowboy.

Preacher could be a bard, or a cleric, or an inquisitor.

Faith Healer could be a cleric, oracle, kinetisist, sorcerer, or any class with the Healing Hands feat. Equally good as a Doctor.

Alchemist: Indian Shaman, crotchety old miner throwing dynamite and drinking home brewed moonshine, eastern greenhorn chemist, snake oil seller (could also be a Druid with Druidic Herbalist).

Monk/brawler: Chinaman that walked away from the railroad crews, professional boxer, man who prefers to settle matters with his fists.

Wizard/Sorcerer/any caster really: Occult Investigator, Teacher, Natural Scientist, Voodoo Practitioner, Gambler (especially with a Harrow deck), mad scientist, Holy Man, Stage Magician.

To be honest, my first though was a Gunslinger: Mysterious Stranger. The archetype has an authentic Clint Eastwood feel to it.


Slyme wrote:
A kineticist using aether for their element uses random objects or debris as projectiles, could definitely choose cards or coins...could be an old west version of Gambit from the X-men.

I'll look into that, thanks!

Magus Black wrote:
What does your GM think of the Mountain Men, or is this strictly "Cowboy"?

I think it would work too. What do you have in mind?

Weables wrote:
You want an order of the Penitent cavalier!!! It has a mount, and a pretty nifty ability at level two where if you have rope handy, you can skip the pinning step in a grapple and just tie them up, without the usual -10 penalty. Pretty cowboy-ish, if I do say so.

Nice! I'm taking note of it, could be a fun character!

Slim Jim wrote:

Get your dexterity up. Way up, because any armor that doesn't work versus Touch is going to be utter junk outside of the odd bear attack.

Lady Platypus wrote:
I don't want a full gunslinger build.
Don't worry; there's no longer any reason to be one past 5th anyway. It was Nerf-sledged pretty good.

Good tip, I hadn't thought about it. I've read something about the nerf, I guess dex to damage is all I would need if I go that way. 5 levels is still a big 'dip', but I guess I could work with it.

Meirril wrote:

It isn't too hard to cowboy up any class.

Paladin: the ultimate 'White Hat' cowboy.

Preacher could be a bard, or a cleric, or an inquisitor.

Faith Healer could be a cleric, oracle, kinetisist, sorcerer, or any class with the Healing Hands feat. Equally good as a Doctor.

Alchemist: Indian Shaman, crotchety old miner throwing dynamite and drinking home brewed moonshine, eastern greenhorn chemist, snake oil seller (could also be a Druid with Druidic Herbalist).

Monk/brawler: Chinaman that walked away from the railroad crews, professional boxer, man who prefers to settle matters with his fists.

Wizard/Sorcerer/any caster really: Occult Investigator, Teacher, Natural Scientist, Voodoo Practitioner, Gambler (especially with a Harrow deck), mad scientist, Holy Man, Stage Magician.

To be honest, my first though was a Gunslinger: Mysterious Stranger. The archetype has an authentic Clint Eastwood feel to it.

I'm liking the ideas around Alchemist a lot, I'll look more into those too.

I know some of the other players are already inclined towards Gunslinger's archetypes like pistolero or mysterious stranger, so I'd rather avoid those.


For a surveyor or other type of explorer the cartographer investigator is a decent archetype that doesn’t give up too much

Cartographer


Lady Platypus wrote:


Magus Black wrote:
What does your GM think of the Mountain Men, or is this strictly "Cowboy"?

I think it would work too. What do you have in mind?

The Mountain Man is among America's most badass archetypes, a man (though some women have been noted among them) that lives far apart from civilization, surviving through their own wits, fortitude and skill. As the name notes most lived in mountainous regions (though not always 'on' the actual mountain) which are generally not very hospitable to humans...let-lone us city slickers.

The reasons from leaving civilization vary, but the most common reasons tend to be either religious (which includes everything from a a general philosophy, like Pathfinders Green Faith, to any particular deity not tied heavily to civilization) or social (which includes everything from bog-standard raging anti-social hermit to runaway criminal).

The core elements of the Mountain Man are: Self-Sufficiency, Fortitude (both physical and mental), and Isolation.

If you've seen it The Magnificent Seven (2016) has a mountain man by the name Jack Horne, a “bear in man's clothes” that is not only a dangerous tracker, but a a devoutly religious man of surprising courtesy.

Class-wise any class with lots of skills and combat ability can fit the bill: the most obvious being the Ranger, Barbarian, or Hunter.

Though unorthodox Monks make excellent Mountain Men due to the broad abilities and general philosophy of self-sufficiency in the pursuit of Perfection.

Depending on the level of optimization of your Group or the GM's quirks I cant really say which build would be the best for this campaign.

Grand Lodge

Like Meirril said, it isn't hard to cowboy up a class.

Did you have a particular role you like or want to fill? Any favorite classes?

If you give us an idea of what style character you want to play, we could give you some story hooks to bring them to life in a cowboy-esque manner.


Forgive my lack of replying, I was trying to figure out some details. As of this moment, this is how the party wants to play it out:

- Lawful neutral: we are going to write our own 'code' and follow it. Laws outside of the Code won't matter to us, and we plan on doing whatever will be advantageous to us: that means crime is an option, but not the only option. We chose Neutral because we don't feel like being good, but we don't plan on being psychos or full blown evil guys for the sake of it. If it's convenient, we will help a poor fella, just like we would kill a damsel if within our best interests.

- On the move: we don't plan on staying too long in one place. We plan on moving around to keep our options open, and be able to run if things gets too heated. That means we want to be able to live off the land, navigate the wilds, and craft what we can.

- Secretive: we want to keep our real identity a secret, and have a good cover identity for when we need it. Any 'fake' identity that could give us access to places or people would be extremely valuable to us.

- Party comp: While we all plan on being able to fight, we kinda have split roles between the three of us. We have one 'full damage' guy (maybe gunslinger or ranger?), one going as the 'face' (maybe vigilante?), and me going on a 'support' role (skills and utility).
I'm not 100% sure yet, but I think the DM is going to give us all firearm proficiency due to the setting. I don't think he really wants us to run around with swords and crossbows

- The Plan: the plan is to slowly get power over the region. We plan on taking it through politics rather than force, but always in a criminal way. Gaining favours, bribing officials, gaining followers and intimidating the rest. One of us will probably have to get Leadership, or something; we will have to get a gang together for that.

Speaking of my role, I'm considering the Alchemist, with Chirurgeon archetype. Being INT based gives me some good skill points to put on crafts, Knowledge Nature and Survival are great for wilderness, while bombs and mutagens give me some fighting power. The archetype replaces poison stuff with the ability to give my healing extracts to others, and later on some other healing stuff. The Chirurgeon also gives me that Frontier Doctor feel I liked, and a perfect cover identity if I need one, with access to important people and holding some other people's lives in my hands. Btw we are all Humans.

I don't know my ability scores yet, but I'm hoping for something between 14-16 on INT, which gives me 5 or 6 (4+INT) skills to put points in. Once I've taken Heal, Nature, and Survival, I'm considering Crafts: Alchemy for sure and a second one I can't decide.
I'm fairly sure someone else is going to have gunsmithing, so what could be helpful? Alchemy already gives me poisons, drugs, and such.

I could use ideas on how to make the build for future levels, or how to make it more 'far-westy' with whatever comes to mind. What items should be 'must have' for a frontier doctor? Any suggestion on how to better role-play it?

I've also just been told some 3pp materials will be allowed. If you have any suggestion, I can show it to the DM and see if it's allowed.


With 3rd party allowed, I'd suggest looking into Pure Steam and it's expansion West World.


this would require reflavouring, but its the neatest non-divine healing option paizo has come out with. Healers Hands. If you combine it with the skill unlock for the heal skill at level 5 gives you pretty awesome healing without having to be a healer class. its a little investment, and if your Gm is okay with reflavouring it, maybe ranks in know: nature instead of planes or something?

anyways, its a great frontier doctor feat, especially if you don't wanna be that magic guy in a party of gritty gunfighters


The DM just informed us he's changing game system, switching to 5e. So thanks everyone for your advice, but I'll have to kinda star over with that.

I will still take note of all your advices, and try to fit them as I can in that system. Thanks and sorry for wasting your time!

Grand Lodge

You'll have a lot less options in 5e, so that will simplify your decision making process at least.

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