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  #106  
Old Jan 23rd, 2014, 04:26 AM
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Weasel, I need approval of my magic items. The black powder question wasn't my biggest concern, although I'd still like to know how much I'm allowed to start out with.
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  #107  
Old Jan 23rd, 2014, 04:54 AM
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Ah, well my lack of veto means approved. I'd wager starting with 3 powder horns is fair and any after will cost. Powder horns hold 20 doses of powder or 20 shots. Half a dose powers gun mage abilities.
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  #108  
Old Jan 23rd, 2014, 07:57 AM
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Might I have some mundane ammo, too?

Edit: What about a gunsmith's kit? Although, given that all I'll ever really need are paper cartridges, maybe I should speak to Fox.
Edit: Just to be clear, do Meta-Bullet Feats require a Swift Action or something to activate? Can more than one be used at a time?

Last edited by Muggins; Jan 23rd, 2014 at 07:56 PM.
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  #109  
Old Jan 23rd, 2014, 05:21 PM
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You need a gunsmith's kit. It's vital RP wise for fixing your gun and creating ammo and whatnot. Without it you can't build or repair firearms.
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  #110  
Old Jan 23rd, 2014, 07:51 PM
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Amateur Gunslinger feat, Quick Clear deed. I only need one firearm, anyway.

Edit: By the way, I should be able to make a post later today. I spent most of yesterday carting around other people.

Last edited by Muggins; Jan 23rd, 2014 at 07:52 PM.
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  #111  
Old Jan 23rd, 2014, 08:25 PM
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Quick clear only fixes your gun if it becomes broken from a misfire. If your gun gets sundered, or you roll a 1 on a reflex save vs an AOE spell, and your poor weapon is broken from it. You're kinda screwed. Seeing as the kit is 2lbs, and is only 15 gold. It's good to have on the character sheet for that rainy day. :P
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  #112  
Old Jan 23rd, 2014, 09:23 PM
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Well, then..
  • You can't use a Gunsmith's Kit without the Gunsmith feat, which Vincent (currently) doesn't have.
  • Vincent won't be wielding his gun within sunder range; he has armour spikes for melee combat.
  • I'm not planning on rolling any 1s versus AoE spells.
  • Vincent is the kind of person to have contacts for gun management, such as you!
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  #113  
Old Jan 23rd, 2014, 09:25 PM
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Fair enough, I suppose. :P
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  #114  
Old Jan 24th, 2014, 07:30 PM
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I posted a simple map of the continent.
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  #115  
Old Jan 24th, 2014, 09:36 PM
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Thanks, Weasel.

On note of the equipment lists, I'm still rather lacking in ammunition. You'd think he'd have at least six rounds.

Edit: I took a bit of a look through our character sheets, and Mercurio looks a bit under the weather. He somehow has 15 skill points in multiple skills, despite his level of 12 restricting each to a maximum of 12. He also seems to have a fourth minor item in the form of Bracers of Armour +3, which seem like an artifact given that he also has Celestial Armour.

Last edited by Muggins; Jan 24th, 2014 at 10:06 PM.
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  #116  
Old Jan 25th, 2014, 03:39 PM
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I posted new blood mage spells for you Moridain. They represent the theme I've created with the mages. I may create more if I get a creative spark.

Going to post some custom gun mage spells as well as the meta bullet feats next.
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  #117  
Old Jan 25th, 2014, 11:48 PM
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A two, a five and a four? Le Sigh.


Nice spells. I am unsure about the balance of a few of them, especially Blood Soak, but if you think it is fine then I won't argue.

You say Blood Mage spells don't work on those without blood, does that include regular spells cast by bloodmages, or just the Blood powers?
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  #118  
Old Jan 26th, 2014, 02:46 AM
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I'm rather disappointed that spells like Fabricate Bullets, Weaken Powder and Longshot aren't on the Gun Mage spell list.
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  #119  
Old Jan 26th, 2014, 07:08 AM
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Include those spells muggins. They definitely should be.

The regular spells of a blood mage work on the bloodless.

Eh, should the new spells prove to be broken, I can just have your mage explode and pin it all on her.
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Last edited by Weasel Whisperer; Jan 26th, 2014 at 07:09 AM.
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  #120  
Old Jan 26th, 2014, 01:40 PM
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Everyone else seems to have done a mighty fine job of looking for clues, Weasel. I think I'd like to know the results of their searches before posting myself.
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