Reckless
|
| 1 person marked this as a favorite. |
One thing about living in Santa Carla I never could stomach. All the damn vampires.-- Grampa
Interest check/recruitment for a high power martial-focused game of Pathfinder 2E set in an old west world where vampires have taken over the world and the people are merely cattle for them to feed on. Against this bleak landscape, the PCs have been imbued with superhuman powers, armor, and weapons by the dying wish of the world's last god. Will it be enough to fight back against the hordes of vampires coming to feast on their blood? Will they be able to win back the night and destroy the Progenitor, the Vampire Queen Isildae?
Level 13 Characters
GMG optional rules used: Dual Class*, Free Archetype (no Multiclass Dedications used as part of the free Archetype- you can substitute them for regular class feats though), Automatic Bonus Progression (plus 500 gp worth of consumables/non-magical gear, 2 weapons with up to two runes of level 11 or lower each, one and armor with up to two runes of level 11 or lower), Ancestry Paragon**, Proficiency Without Level
*Class Limitations: Alchemist, Barbarian, Champion, Fighter, Gunslinger, Inventor, Investigator, Monk, Ranger, Rogue, Swashbuckler, Thaumaturge; any other classes may only have the features gained through multiclass dedications and feats being substituted for class feats.
** Human Ancestry Only; your Heritage must be one of the following: Aasimar, Aphorite, Changeling, Dhampir, Duskwalker, Ganzi, Ifrit, Oread, Suli, Sylph, Tiefling, Undine
Recommended resources: Pathbuilder 2E, Dusk Veil Modern Firearms --> No access to machine pistols/guns
Gameplay will last probably four to six months and take the characters to level 17.
| Philo Pharynx |
Okay, here's Doc Zeke. Officially Dr. Hezekiah Van Helsing. Given the time period he's probably Abraham's grandfather. He died in the course of his hunting the undead. Except that he didn't die. He still had work to do. But he couldn't do it in Europe.
Dr. Hezekiah Van Helsing
Human duskwalker gunslinger/investigator 13 (Advanced Player's Guide 55, Guns & Gears)
N, Medium, Duskwalker, Human, Humanoid
Heritage duskwalker
Background scion of slayers
Perception +13 (+15 to find traps); darkvision, low-light vision
Languages Common, Dutch, French, German, Greek, Latin, Romanian
Skills Acrobatics +7, Arcana +7, Athletics +6, Crafting +11, Deception +2, Diplomacy +2, Medicine +11, Nature +7, Occultism +7, Religion +5, Society +11, Stealth +12, Survival +5, Thievery +11, Undead Lore +13
Str 10 (+0), Dex 20 (+5), Con 16 (+3), Int 20 (+5), Wis 16 (+3), Cha 10 (+0)
Items explorer’s clothing, medium rifle, moderate ghost charge[APG] (4), silver bladed gauntlet[LOKL], alchemist's tools, batches of infused reagent, bedroll, infiltrator replacement pick (5), infiltrator thieves' tools, infused rounds (40), moderate elemental round (infused, fire)[TV] (4), moderate life round (infused)[TV] (2), silver silver rounds (20), silversheen (4), sturdy satchel[LOPFS], undead detection dye[BD] (4), warhorse, money, tack, war saddle, purse (146 gp, 4 sp, 8 cp)
--------------------
AC 21; Fort +8; Ref +12 (Successes are crit successes instead.); Will +10 (On first failed save vs. controlling effect, roll second save at start of next turn, Successes are crit successes instead.); +1 circumstance bonus vs. death effects, disease, and effects from undead or sahkils, increasing to +2 against these effects from an undead or sahkil, +2 circumstance bonus vs. traps
HP 164; Resistances negative 5
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
--------------------
Speed 30 feet; Hardy Traveler
Melee [1] silver bladed gauntlet +13 (free-hand, modular B/P/S, agile, finesse), Damage 3d4+3 S +1d6 Pos vs. undead +1d6 Good vs. evil targets
Ranged [1] moderate ghost charge +13 (thrown 20 ft., alchemical, bomb, consumable, infused, positive, splash), Damage 4d8+3 Pos +enfeebled 1 until the start of your next turn +2 Pos splash
Ranged [1] medium rifle +13 (fatal d12, capacity, volley 30, range increment 80 feet, reload 1), Damage 3d10+4 P +1d6 Frc +1d6 Good vs. evil targets
Deductive Improvisation You use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you’re untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you’re trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Evasion You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Investigator Expertise You’ve refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.
Resolve You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Ancestry Feats Ghost Hunter[APG], Gravesight[APG], Hardy Traveler[APG], Natural Ambition, Resist Ruin[APG], Sense Allies[APG], Spirit Soother[APG], Ward Against Corruption[APG]
Class Feats Blind-fight[APG], Foresee Danger[APG], Grit And Tenacity[GG], Known Weakness[APG], Munitions Crafter[GG], Munitions Machinist[GG], Quick Draw[GG], Scalpel's Point[APG], Shattering Shot[GG], Sniper's Aim[GG], That's Odd[APG], Thorough Research[APG], Trap Finder[APG]
General Feats Fleet, Incredible Initiative, Toughness
Skill Feats Additional Lore, Advanced First Aid[APG], Alchemical Crafting, Battle Medicine, Biographical Eye[APG], Continual Recovery, Foil Senses, Forensic Acumen[APG], Hefty Hauler, Holistic Care[APG], No Cause For Alarm[APG], Swift Sneak, Treat Condition[APG], Unmistakable Lore, Ward Medic
Other Abilities advanced alchemy, forensic medicine, infused reagents, singular expertise, weapon specialization
| Irnk, Dead-Eye's Prodigal |
So, to be certain I am understanding correctly, I could duel class something like say...
Fighter/Barbarian, or Alchemist/Inventor, or Gunslinger/Ranger, or Monk/Rogue; but not something like say Druid/Summoner?
Also, only Human Ancestry? but it must use a Versatile Heritage from the list presented? Can't go with Skilled or some such?
Oh & Finally the Free Archetype but not Multiclass Archetype means we get a free Dedication feat at second level, but it can't be a Multiclass dedication, so it has to be something like Acrobat or Vigilante or something? Actually, everybody going in on Vigilante Archetype with what it sounds like your Campaign idea could be pretty boss.
Reckless
|
So, to be certain I am understanding correctly, I could duel class something like say...
Fighter/Barbarian, or Alchemist/Inventor, or Gunslinger/Ranger, or Monk/Rogue; but not something like say Druid/Summoner?Also, only Human Ancestry? but it must use a Versatile Heritage from the list presented? Can't go with Skilled or some such?
Oh & Finally the Free Archetype but not Multiclass Archetype means we get a free Dedication feat at second level, but it can't be a Multiclass dedication, so it has to be something like Acrobat or Vigilante or something? Actually, everybody going in on Vigilante Archetype with what it sounds like your Campaign idea could be pretty boss.
You have that all correct.
| Irnk, Dead-Eye's Prodigal |
Irnk, Dead-Eye's Prodigal wrote:You have that all correct.So, to be certain I am understanding correctly, I could duel class something like say...
Fighter/Barbarian, or Alchemist/Inventor, or Gunslinger/Ranger, or Monk/Rogue; but not something like say Druid/Summoner?Also, only Human Ancestry? but it must use a Versatile Heritage from the list presented? Can't go with Skilled or some such?
Oh & Finally the Free Archetype but not Multiclass Archetype means we get a free Dedication feat at second level, but it can't be a Multiclass dedication, so it has to be something like Acrobat or Vigilante or something? Actually, everybody going in on Vigilante Archetype with what it sounds like your Campaign idea could be pretty boss.
'Eyes glow infernally, flames begin to rise'
"MWAHAHAHAAAAA!!!"
Ahem, right. I'll... get right on that.
edit: M**+**%&@*$!! Dhampir don't get claws! They can get a Fangs Natural weapon, but no claws. I am inconsolable & my day is ruined!
Reckless
|
If you choose "options" while starting a character or "character options" from the menu, you should be able to set up whichever options are available; some of the options are not available in the free version.... all of these are available in the paid version ($5.99 one time fee).
I also hear good things about Wanderer's Guide, but have not used it and don't know what options are available.
| Astraluna |
Hello! Reckless, your campaign sounds really cool I would love to join if you would have me. I am totally new to play-by-post and posting on the Paizo forums in general though, so if that is an issue for this campaign I understand if you don't want me as a player. Just let me know :)
I have run 2e over discord and in person before, but haven't been able to be a player for a while. I haven't seen higher level game play in 2e before, plus all the extra GMG options here make this Vampocalypse really intriguing.
I am leaning towards playing a Thaumaturge with Chalice implement- not sure on other class and hertiage yet.
| Irnk, Dead-Eye's Prodigal |
Okay, next dumb question. Reading the Dual Class rules, it doesn't list your class ability boost as one of the things you don't pick up from each class. Does that mean you do add the boost from each? And if you do, do you just start play with an additional boost on your total? I mean, in the total accounting, two more points in your total isn't gamebreaking by any measure, but I would prefer to do it properly the first time.
| Philo Pharynx |
I am leaning towards playing a Thaumaturge with Chalice implement- not sure on other class and hertiage yet.
Having played a dual-class character, action economy is your biggest limit. Thaumaturges have lots of actions, so I'd pair it with a class that is more straightforward with actions.. You also have to reserve one hand for your implement. Only one because you can swap them out as a free action. Most people go for a weapon as one of them to make it easy
| Irnk, Dead-Eye's Prodigal |
Motherf%&*er! Dhampir don't get claws! They can get a Fangs Natural weapon, but no claws. I am inconsolable & my day is ruined!
Disregard! Problem solved. I was already planning on going Barbarian/Fighter. When I looked through Barbarian, I realized Animal Instinct with the right animal gets me both Claws & a Bite attack while Raging, plus resistance to slashing & piercing damage.
So yeah, expect to see a Dhampir Barbarian/Fighter Vigilante Shadowdancer (ridiculously busy, I know) from me soon. I'm thinking Cel Rau Lineage just for the added 'f#%* you!' To Nana Isildae, if possible.
| Irnk, Dead-Eye's Prodigal |
Hmmmm.....ideas are brewing!
Hello All!
Question? So, our main class(s) can NOT be spellcaster? Only through Dedications are Casters allowed (Fighter/Barbarian)[Wizard] as example?
Or may we go Wizard/Champion[?]?
My reading of the OP, as well as their response to my question leads me to conclude that Champion & Thaumaturge are the closest to 'caster' you can go as one of your classes, yeah. Multiclass dedication is still possible, but it looks like you don't get to use the 'Free Archetype' for that though, so I'm not certain...
| Astraluna |
Having played a dual-class character, action economy is your biggest limit. Thaumaturges have lots of actions, so I'd pair it with a class that is more straightforward with actions.. You also have to reserve one hand for your implement. Only one because you can swap them out as a free action. Most people go for a weapon as one of them to make it easy
Ok, I'm thinking Aasimar (agathion??) Liberator Champion Blade Ally/Thaumaturge with Weapon and Chalice implements.
So, our main class(s) can NOT be spellcaster? Only through Dedications are Casters allowed (Fighter/Barbarian)[Wizard] as example?
I believe that is correct. However, you can't use the Free Archetype granted to take multiclass feats. You would need to spend class feats on spellcaster multiclass feats :)
Reckless, do you have any more info about the world's last god that died? I'm wondering about edicts, anathemas, and domains for a Champion. Is there anything I should know about playing a celestial/holy character for this game?
| Dorian 'Grey' |
Thank you! My Caster brain will just need to adjust!
Monk seems to be calling me as a starting point....
Monk/Alchemist [Wrestler] 13. Whatcha think? Too actually Batman...lol!
EDIT! Scratch Alchemist, since I already have one in SoT.
Monk/Rogue is the dual class! I have yet to play either!
Build him out this week!
Reckless
|
Hmmmm.....ideas are brewing!
Hello All!
Question? So, our main class(s) can NOT be spellcaster? Only through Dedications are Casters allowed (Fighter/Barbarian)[Wizard] as example?
Or may we go Wizard/Champion[?]?
The first; you can only take caster classes through dedications, and only through giving up class feats on one side and/or the other of your two main classes (the free archetype feats may not be used for multiclass feats/dedications.)
| Dorian 'Grey' |
Dorian 'Grey' wrote:Hmmmm.....ideas are brewing!
Hello All!
Question? So, our main class(s) can NOT be spellcaster? Only through Dedications are Casters allowed (Fighter/Barbarian)[Wizard] as example?
Or may we go Wizard/Champion[?]?
The first; you can only take caster classes through dedications, and only through giving up class feats on one side and/or the other of your two main classes (the free archetype feats may not be used for multiclass feats/dedications.)
Thank you! I have abandoned any castering and jumping into Melee with both feet...errr...classes!
I am currently playing my weekly Kingmaker game on Roll20, but I may be already perusing Monk and Rogue Feat combos...hehe!
Reckless
|
Reckless, do you have any more info about the world's last god that died? I'm wondering about edicts, anathemas, and domains for a Champion. Is there anything I should know about playing a celestial/holy character for this game?
Alihyndro, The Last God, The Wandering Survivor, Cycle of Life
Edicts: defend humanity against predators, honor the hunt, provide for your family and community, seek new frontiers
Anathema: become dependent on the labor of others for your livelihood, thoughtlessly abandon those in need, wantonly waste resources
Divine Font: heal
Divine Skill: Survival
Favored Weapon: Heavy Rifle
Domains: moon, nature, sun, travel
Cleric Spells: 1st: true strike, 3rd: fireball, 4th: fly
Alihyndro's status as a minor nature god allowed him to continue to find worshipers in the frontier lands as civilization expanded westwardly and most of the rest of humanity turned towards worship of the gods of humanity and civilization. Alihyndro was the god of both the sun and moon, always reminding his followers that they too were part of the eternal cycle of predator and prey, life and death.
While other gods gave humanity invention, community, reason, warfare, and many other gifts, Alihyndro, ever mindful of Earthe's original creation by Murrigyn, the Mother of Beasts, reminded them that, on the frontier, the differences between man and beast became much more marginalized and slim.
It was this respect of The Great Mother that allowed him, and his followers, to survive when Murrigyn was driven insane by the over-civilization of Earthe and declared war upon the gods, becoming the first Demon Lord of Earthe.
Despite all their power and followers, the gods fell before Murrigyn's wrath, for as truly as she had a hand in the creation of most of them, she was their unmaking as well. A handful of gods fled the heavens for other realms altogether. Those who did not perished under her heel.
And when the gods lay dead, she set her sight upon humanity. Cities choked with overpopulation and smog lay like ruinous scars upon her once beautiful planet. With a thought, she could have wiped the majority of humankind from the face of the Earthe.
Instead, to the greatest city built of man, the pride of the departed god Lathe, she sent her Avatar. There, she found Isildae, Lathe's former High Priestess and ruler of the city of Leplume. Isildae, rendered practically powerless by Lathe's abandonment of the realms of man, prostrated herself before the Demon Queen's Avater, pledged any price Murrigyn would name if she could be restored to her former power.
Murrigyn in turn promised her more power than she had ever known, but also swore the price would be higher than Isildae's frail human mind could fathom. Isildae, forsaken by her god and forsaking her humanity, agreed to the bargain. In this way, the Vampire Queen Isildae was created.
Yet Murrigyn's war with the gods had not been without a cost of its own, and after this final act, she fell into a deep torpor, knowing that Isildae and her ever expanding brood would finish the job of humanity's utter destruction, especially with divinity and magic fading from the world with the deaths and departures of the gods.
Alihyndro knew that any direct intervention on his part would mean his own very sudden end as well. So instead, he only spoke through his priests and oracles, telling them to flee westward and protect the last vestiges of humanity, and to survive. He taught them that by keeping towns compact, close-knit, and ever vigilant, they might persevere.
Isildae and her undead progeny devoured their way through city after city, their unending hunger the price for Isildae's bargain. They may not rest until entirety of humanity's blood is consumed.
Alihyndro has seen enough to know humanity's time on Earthe is close to the end if action is not taken. Up until now, he has been wandering the old homes of the gods, collecting whatever divine remnants he discovered, and building his strength. His purpose was not to confront Murrigyn, as that would be suicidal at best.
Rather, his intention was to sever her access to Earthe and give humanity a fighting chance against the vampires. His last divine act imparted some divinity on the PCs (thus all the powerful options from the GMG and your continuing --although limited-- access to magic) and to seal the Demon Queen away in her Torpor Realm.
If any can find a way to release Murrigyn from this realm, it will be Isildae. The PCs need to survive, gather the rest of the divine power left by Alihyndro, and confront the Vampire Queen before this can happen.
Reckless
|
We've got a limited number of interested players and nobody except the "suspected character-generating AI" known as Philo Pharynx (just kidding, but I know you love to create characters, friend) submitting any stat-blocks.
I'm having a medical procedure on Friday. If this thread hasn't generated enough submissions to run the thing by Monday, I'll probably close it out and recruit for a different game (possibly a Stolen Fate Adventure Path game.)
| Arcane Clockwork |
Im thinking investigator and maybe ranger with overwatch dedication
Alright, looking at a monk/rogue with the bellflower tiller archetype. They've also precariously balenced getting 3 multiclass dedications (thaumaturge, witch, alchemist) using their regular class feats. Still need to purchase equipment, but assuming the thread is still alive in a day or two, i will submit the backstory and items.
Until then, heres a poorly formatted "character sheet":16 20 18 14 10 18
Monk
1-stumbling stance
2 stunning fist
4- stand still
6 stumbling feint
8 deflect arrow
10 thaumaturge dedication
12 basic tgaumaturgy-divine disharmony
*14 advanced thaumaturgy- instructive strike
*16
Rogue
1-tumble behind
2 witch dedication (rune)
4 basic spellcasting
6- basic witchcraft (enhanced familiar)
8 patrons bredth
10 skirmish strike
12 expert spellcasting
*14
*16
Free archetype
2-(rogue) overextending feint
4-(rogue) dread striker
6- bellflower tiller dedication
8- practiced guidance
10- tiller's aid
12- cut the bonds
*14-(rogue) dazzling display
*16-scarecrow
Ancestry (sylph)
1-swift
1-general training-toughness
3- natural ambition - you're next
5-skillful tail
7-cloud gazer
9 wings of air
11-group aid
13 multitalented (alchemist dedication)
*15-advanced gen training- preciant consumable
*17 eternal wings
General
3 fleet
7 prescient planner
11 expeditious search
*15 a home at every port
Skill
B Battle medic
2 Discreet inquery
3 intimidating glare
4 quiet allies
5 cat fall
6 quick jump
7 battle cry
8 nimble crawl
9 rolling landing
10 foil senses
11 wall jump
12 tumbling theft
13 swift sneak
*14
*15
*16
*16
Medicine
Undead lore
Stealth 4 10
Arcane
Acrobatics 5 9
Deception 2 8
Intimidate 3 7
Theivery 12
Diplomacy
Athletics 6 11
Nature
Occultism
Society
Survival 13
Performance
Religion
Unarmed: master
Simple weap, sap, shortbow, rapier, shortsword: master
Unarmored: master
Ref: legendary
Will: master
Fort :master
Perception: legendary
Rogue dc:expert
Monk dc: expert
Arcane magics: expert
13 reagents (1 creates 2 of the same item)
Formula
Sunrod
Smokestick
Journeybread
Choker arm mutagen
Animal repellant
Elixer of life
Snake oil
Booktheif brew
Familiar (independant, manual dex, speech, restorative)
0-mage hand
0-detect magic
0-message
1-illusory object
1-true strike
2-mirror image
2-gentle repose
3-dream message
4-clairvoiyance
| Maxie Hayburn |
Arcane Clockwork wrote:Im thinking investigator and maybe ranger with overwatch dedicationAlright, looking at a monk/rogue with the bellflower tiller archetype. They've also precariously balenced getting 3 multiclass dedications (thaumaturge, witch, alchemist) using their regular class feats. Still need to purchase equipment, but assuming the thread is still alive in a day or two, i will submit the backstory and items.
Until then, heres a poorly formatted "character sheet": ** spoiler omitted **...
Here be the full character!