[OOC] Pathfinder: Iron Gods

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Guest 11456

Guest
Versimilitude question prompted by my review of Twist's finances. Twist has 42 gp right now. If he has to carry that around on his person (which he might, because he likes shiny stuff and he hoards), the extra four (??) pounds will put him into the medium encumbrance category. With a movement of 20', I'm looking to avoid becoming encumbered. Soooo...where would locals park their money? Is there a bank?

I could always say Twist leaves it with his family. Or in some rat-hole in the sewers. Thought I'd ask first, though.

From the section on coins:

The standard coin weighs about a third of an ounce (50 to the pound).

So you are good.
 

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G

Guest 11456

Guest
Right-o. I calculate 32.25, 64.5, and 97.5. Do you want decimals, or the rounded-off numbers? Some equipment weighs only half a pound, so decimals might be more accurate (even if tedious).

I am using the same format as is in the rules. All carrying capacities have the same format. Every light load is 1/3 of the heavy load and every medium load is 2/3 of the heavy load. Fractions are always rounded down like most fractions in the game.
 


perrinmiller

Adventurer
** Completed Application **

Hailey Navarre, Female Human Pistolero

Description:
Hailey is short and petite, with an athletic frame and a strength that is unexpected for one her size. Long brown hair is slightly unruly and could use a good brushing. But most of the time she hardly bothers since she wears a hat. Her skin is freckled and she is rather plain looking. Her blue eyes can be warm or ice cold depending on her mood, and her emotions are not often revealed on her face. Generally, her expression shows indifference all of the time, until she bursts forth in anger and then everyone can easily read her expression. Often the only time she is smiling is when she is firing her pistol.

She wears black leather pants and thigh length boots, visible beneath her long black woolen coat. Her chain shirt is dull steel and mostly covered by it. Atop her head is a brown, brimmed hat with the left side turned up. The rest of the brim hangs down, often shielding her right eye from view.

[sblock=Personality]Hailey is a secretive woman, not easily trusting of just anyone. She can be polite and friendly if necessary, but is generally serious and observant instead. She is not afraid to use her gender to get her way is it will provide an advantage, and she is not afraid to use some deceit or threats of intimidation to do it either. She can be extremely vengeful when scorned and is not afraid of violence to accomplish her goals.

She normally she keeps to herself and is used to being alone amongst people. She has a prideful streak, but has slowly become aware of this trait and thus spending more time listening instead of talking to avoid pissing people off.

She doesn't always agree with the society around her, preferring to make her own judgments according to her conscience instead. She dislikes being intimidated and having people dictate what she and others should do, but often is not compelled strongly enough to interfere in the affairs of others until really provoked.[/sblock]
HaileyNavarreNarrow_zps90a02f97.jpg
[sblock=EnW Character Sheet]INFORMATION
Name: Hailey Navarre
Player: Perrinmiller
Race: Human
Class: Gunslinger (Pistolero)
Level: 1
Alignment: Neutral
Languages: Common, Orc, Hallit
Deity: None
Size: Medium
Gender: Female
Age: 19
Height: 5ft 9in
Weight: 140 lbs
Hair Color: Brown
Eye Color: Blue
Skin Color: Medium

ABILITIES
Str: 12 +1 (2 points)
Dex: 18 +4 (10 points, +2 racial)
Con: 14 +2 (5 points)
Int: 14 +2 (5 points)
Wis: 16 +3 (10 points)
Cha: 10 +0 (0 points)

COMBAT
HP: 12 [d10, +2 Con]
AC: 18 [10 base, +4 Dex, +4 armor]
AC Touch: 14 [10 base, +4 Dex]
Flatfooted: 14 [10 base, +6 armor]
Init: +6 [4 Dex, +2 trait]
CMB: +2 [1 BAB, +1 Str]
CMD: 16 [10 base, +1 BAB, +1 Str, +4 Dex]
Fortitude: +4 [2 base, +2 Con]
Reflex: +6 [2 base, +4 Dex]
Will: +3 [0 base, +3 Wis]
Speed: 30'

WEAPON
Pistol: Attack: +5 [1 BAB, +4 Dex] +6 w/PBS, Damage: 1d8 (+1 w/PBS), Crit: x4, Type: B&P, Range 20', Misfire=2
Dagger: Attack: +1 [1 BAB, +1 Str] or +5 [1 BAB, +4 Dex] thrown, Damage: 1d4+1 (+2 w/PBS), Crit: 19-20, Type: P or S, Range: 10'
Chakram: +5 [1 BAB, +4 Dex] +6 w/PBS, Damage: 1d8+1 (+2 w/PBS), Crit: x2, Type: S, Range: 30'
Rapier: Attack: +2 [1 BAB, +1 Str], Damage: 1d6+1, Crit: 18-20, Type: P


ARMOR
Chain Shirt: AC: +4, MDB +4, ACP: -2

RACIAL
Abilities: +2 Dex
Size: Medium
Base Speed: 30'
Favored: Gunslinger (+1 SP)
Bonus Feat: +1 Feat at 1st Level
Skilled: +1 SP per level

CLASS: Fighter
Armor/Weapons: All light armor/ all simple, martial, and 1-handed firearms
Bonus Feat: Gunsmithing (Crafting Firearms and Ammunition, restoring a broken firearm)
Grit (3 points) - A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deed: Up Close and Deadly 1d6 - At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.
Deed: Gunslinger's Dodge - At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Deed: Quick Clear - At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

FEATS
Rapid Reload Pistol (1st) - Reload pistols as Free Action
Point Blank Shot (bonus) - +1 Attack & Damage with ranged attacks within 30ft

TRAITS
Robot Slayer - gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots
Reactionary {APG} - gain a +2 trait bonus on Initiative checks
Pride (Drawback) {UCa} - When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
World Traveler (Human) {APG} - Selected Sense Motive to gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

SKILLS 8 [4 base, +2 Int, +1 FC, +1 Human]
Acrobatics +6 (1 rank, +3 CS, +4 Dex, -2ACP)
Climb +3 (1 rank, +3 CS, +1 Str, -2ACP)
Craft Alchemy +6 (1 rank, +3 CS, +2 Int)
Knowledge Local +6 (1 rank, +3 CS, +2 Int)
Knowledge Engineering +6 (1 rank, +3 CS, +2 Int)
Perception +7 (1 rank, +3 CS, +3 Wis)
Sense Motive +8 (1 rank, +3 CS, +3 Wis, +1 Trait)
Sleight of Hand +6 (1 rank, +3 CS, +4 Dex, -2ACP)

CARRYING CAPACITY
Light: 43#
Medium: 86#
Heavy: 130#

EQUIPMENT
Explorer's Outfit (0gp, 0#, worn)
Chain shirt (100gp, 25#, worn)
Pistol (0gp, 4#, belt)
Belt Pouch (1gp, .5#, belt)
Waterproof Bag (.5gp, .5#, pouch)
23 Alchemical Cartridges, Paper (138gp, -#, bag)
Rapier (20gp, 2#, belt)
5 Chakrams (5gp, 5#, belt)
Backpack with Sunrod Holder(2gp, 2#, back) (15# Total)
* Gunsmith Kit (15gp, 2#, backpack)
* Grooming Kit (1gp, 2#, backpack)
* Mess Kit (2sp, 1#, backpack)
* 3 Sunrods (6gp, 3#, backpack)
* Waterskin (1gp, 4#, backpack)
* 2 days Rations (1gp, 2#, backpack)

Total (289.2gp, 54#, Medium) Without Backpack (38#, Light)

FINANCES: 9.8gp[/sblock][sblock=Background]The River Kingdoms and Numeria were dangerous lands, as Hailey Navarre had known for years since neither of her parents lived to reach old age. She was born out of wedlock to human gypsy woman named Anastasia, a healer of Desna, that was hired as a healer for a merchant caravan. Her mother never revealed who her birth father was and a few years after she was born, she was adopted by the half-elven ranger Alanore when he married her mother. Her parents hired on to travel the caravan routes, owning their own wagon to live in, as they both served in the caravan. Her childhood was happy enough and she was well loved.

Unfortunately whatever plans of living happily ever after her parents had, they were cut short when Hailey was 10 years old. Her mother Anastasia was tragically killed when a fight broke out amongst the members of the caravan. The caravan master had been pressuring the family to betroth Hailey and his oafish son. The altercation escalated, insults were made and a brawl ensued. The oafish son had bashed in the side of Anastasia's skull with a mace. In a fair duel afterward, her father Alanore ran the killer through with his sword.

Following the death of her mother, Hailey and her father took their leave of that caravan and joined another. For years they worked the routes from the River Kingdoms to Numeria. Without a mother, Hailey had become more of a tomboy and had taken an interest in firearms after purchasing a broken down pistol at a market in Hajoth Hakados when she was a teenager. While she channeled her energy into learning to fix it and fire it, her father had taken to drinking instead.

She was also hearing tales of the savage land of Numeria and the tainted mages that ruled over the people as they devoted their time to artifacts that no one understood. She thought the idea of constructed mechanical men ludicrous but mistrusted the danger such manufactured armies could do while under the commands of lunatics. She only hoped her hours of practice with a modern weapons would stop such things in their tracks.

By the time she was 19, Hailey's father had nearly drank himself broke. The family wagon was gone and Hailey was working with the caravan herself to help ensure they both were fed. Her father's pay all went to booze and some gambling in the taverns when he was drunk. Despite her taste for adventure, she stayed with Alanore to look out for him. She knew that his drinking was mainly over the grief of her long dead mother.

Her father was killed in an alley in Hajoth Hakados while the caravan was staying over for a week to resupply and trade. Unfortunately, Hailey had not been around at the time and his body was discovered the next morning. Upon inquiry, she learned that a man in black with a scar from his left eye, down his cheek to the corner of his mouth had done it. She did not have a name, but everyone called the man "Scar" behind his back. Last she had heard, the bastard had departed for Torch that morning. She quit her job with the caravan and intended to follow after.

Unfortunately, Hailey could not risk the journey alone and had needed time to find a caravan or something heading out. She arrived in Torch much later and lost the trail of "Scar" there. Low on funds she stayed around to take on odd jobs of bodyguard work and protection until she could find a better paying opportunity for her gun for hire. Eventually she figured the man who killed her father would be seen again in Torch and she would be waiting.

Recently Hailey had heard about Khonnir’s recovery of a deactivated robot found in the caves below Torch and she was concerned again about her worries of strange metal creatures trying to conquer the lands by the orders of lunatics. Where there was one, there could very well have been more. She started looking for other adventurous types that wanted to explore the caves under Torch to determine if there were more down there. If so she planned to see if her bullets would turn them to junk.[/sblock]
 
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G

Guest 11456

Guest
Done, thanks again.

CARRYING CAPACITY
Light: 32#
Medium: 64#
Heavy: 97#

Almost right. You start with the heavy load for your strength as a medium character: 130
Next, you take 3/4 of that = 97.5
1/3 of that is 32.5
2/3 of it is 65

So you end up with:

CARRYING CAPACITY
Light: 32#
Medium: 65#
Heavy: 97#

Once you round fractions down.
 

Shayuri

First Post
Tailspinner, sorry, didn't see your post about Siege Gunner until recently. Poked around and discovered you are correct. Source for that is a Paizo book titled, Pathfinder Campaign Setting: Inner Sea Combat.

So, if you don't approve that class or book as a source, then I will have to choose between the Android race and the Siege Gunner archetype as my special thing.

I will think on that choice as I await your decision. :)
 

G

Guest 11456

Guest
Tailspinner, sorry, didn't see your post about Siege Gunner until recently. Poked around and discovered you are correct. Source for that is a Paizo book titled, Pathfinder Campaign Setting: Inner Sea Combat.

So, if you don't approve that class or book as a source, then I will have to choose between the Android race and the Siege Gunner archetype as my special thing.

I will think on that choice as I await your decision. :)

Sorry. Only one "feature" per player. You will need to decide between android or siege gunner.
 

G

Guest 11456

Guest
[MENTION=88649]perrinmiller[/MENTION]

Hailey looks pretty good.
Just a few things:

WEAPON
Rapier: Attack +2

SKILLS
Knowledge Religion is not a class skill for the gunslinger

EQUIPMENT
Waterproof Bag in Belt Pouch (2gp, 1#, belt) - Belt Pouch (1gp, 0.5#) & Waterproof Bag (0.5gp, 0.5#) wasn't sure what was happening here
45 Alchemical Cartridges, Paper (135gp, -#, bag) - One is 12gp; if crafting would be 6gp each
Backpack with Sunrod Holder(2gp, 2#, back) (15# Total) - Cannot find a mention of a sunrod holder anywhere
* Rations (2gp, 1#, backpack) - Trail Rations (0.5gp, 1#)
 

Shayuri

First Post
Fair enough. Well, the gunslinger/alchemist combo kind of needs Siege Gunner to really work...and while I like some of the story motifs of being an android, it's not necessary for the build. And I already have a human version of the character made up. Soooooo...

Yep, I'll go with the human.
 


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