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About This Game

Kingmaker. But with guns.

Game System

Pathfinder 1e

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10/07/2023

Detailed Description

Theme Music

The Stolen Lands. The Wild Frontier. The Greenbelt.

But with more guns.

  1. What's new in this game
  2. Mack Cartwright——————————Round 4 Mack continues to focus his fire on the furthest enemy to the north, concentrating his aim as best he could, but this time he wasn't able to get a clear shot off. He cursed under his breath and loaded another slug. OOC and Actions ------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== ===== Actions ===== Move: Free: Reload shot gun Standard: Attack vs. furthest enemy (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -3 range) - 85 ft or so away Shotgun dmg (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 7 rounds remaining Remaining Resources: Grit/Luck/Panache: 3/4 (-1 quick clear) Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 90/100 Silver Cartridges: 20/20 Healer's Kit: 14/20
  3. Could be worse. At least you two haven't been shot in the back and knocked out (yet).
  4. Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC/tAC: 18/14 • HP: 17/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 Buzz hurls the spear at the leader and strides forward to stand next to him, pistol now in hand, "Y'all wanna quit now, mebbe surrenderin' might be a good idea fer ya." Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 4 Grit: 1 Actions Swift action: Use Arcane Pool to make short spear a +1 weapon Standard action: Throw short spear at leader Move action: NW, N, NW, drawing pistol as part of the move action
  5. "Newt" Gaspard • Cattle Rustler The magnificent bull's intrusion into the theater was unexpected, but welcome in the erupting pandemonium. But the sentiment was a luxury Newt could not buy nor sell at the moment. Newt raised his rifle to get a bead, his sight sweeping across the pasture. The odds were evening. He spotted an outlaw by the horses, a long shot. Newt fires at the northernmost bandit. He is one range increment beyond the Rifle's listed 80 ft, so I will incorporate the attack penalty of -2 with the roll.
  6. Ah OK, no worries! He definitely hits, then. 🙂
  7. He used Martial Flexibility to flex into the feat. See my "Ongoing Effects and Daily Use Things" spoiler.
  8. Does Mack have Far Shot (or some similar ability)? If so those attacks should be at -6, not -3. In this case it doesn't matter, it still hits anyway.
  9. Whilst Mack continues to fire on the bandits, Buzz rushes forwards to confront their leader. A powerful spell strikes unerringly and the bandit is sent sprawling to the ground! Perhaps it helped him, however, as just then a mighty pair of horns crash into the trees he'd been hiding behind! Seemingly out of nowhere, a huge elk has joined the fray - apparently on the side of our would-be heroes. "Gaaah!" he cries, scrambling fearfully away from the mighty beast. Struggling to his feet, he shoots, but in his panic the shot goes wide despite the narrow distance. "Shoot it, shoot it!" Hearing his command, one of his men does just that, causing Mooswa to cry out in pain. It'll take more than that to down the mighty beast, however. Meanwhile, the other bandit shoots at Buzz who is now out in the open - but fortunately the shot is far from its mark. Mooswa gets an attack of opportunity against Happs (if it kills him or otherwise changes the outcome I'll have to retcon slightly) Mooswa takes 9 damage Jen is healed for 11 (but still on negatives, albeit stable)
  10. I like the speech bubbles on the map. :)
  11. Mack Cartwright——————————Round 3 Notwithstanding the life or death situation they find themselves in, Mack stifles a laugh as Buzz takes a tumble down the embankment. His decorum lasts only a moment though until he can't help himself and blurts out "Watch out, that first step's a doozy!" With Buzz rushing toward the leader, Mack attempts to pick off one of the new threats. He quickly jams another slug in the chamber and then fires at the furthest away enemy, clipping his leg. OOC and Actions ------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== ===== Actions ===== Move: Free: Reload shot gun Standard: Attack vs. Furthest North enemy (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -3 range) - 85 ft or so away Shotgun dmg (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 8 rounds remaining Remaining Resources: Grit/Luck/Panache: 3/4 (-1 quick clear) Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 91/100 Silver Cartridges: 20/20 Healer's Kit: 14/20
  12. Shenoah Littlefeather — Human Druid 3 (Goliath) AC/T/FF 20/12/19 | HP 27/27 | Init +2 | Speed 20ft | Fort/Ref/Will 6/3/5 | Low light vision Rage 5/5 | Hero Points ?? Active Conditions: longstrider (+10 movement) Spells: 2nd: barkskin, vine strike 1st: cure light wounds, entangle, heightened awareness Cantrips: (unl) detect magic, ghost sound, prestidigitation, read magic Coming to help Shenoah whistled, as she engaged with Jen. Then she lay her hands on the priestess and chanted a few words that were almost familiar but in a strange, primal dialect. As Jen's wounds closed a little, a small ... moose? Elk? emerged from the underbrush and charged in at the leader. Mechanics Move: Standard: CLW on Jen for ... 11 Free: Command her animal to attack Happs handle animal check with +4 for her own AC ... 15 success vs. DC 10 Mooswa attacks Happs on charge but misses. Mooswa has AC 19 normally (17 after charge) Trained Skills Linguistics +2 Climb* +8 Diplomacy +2 Fly* +6 Handle Animal +4 Heal +6 knowledge (geography, local, nature) +4 Perception +8 Spellcraft +5 Survival +8 Swim* +8 * -5 ACP to str and dex skills
  13. "Newt" Gaspard • Cattle Rustler The hummock that became Hell choked on smoke. A thick, greasy pall hung over Newt, and with each blast, it tangoed and roiled like a puppet. He tasted the metallic tang of spent shells on his tongue, a sweet, sickly reek of saltpeter. This acrid air was a familiar stench-blanket that seemed to follow Man as he conquered more and more of the frontier and himself with it. It had almost become a natural smell, natural like a pine's crisp, resiny perfume or the scent of trampled bunchgrass under a dirty boot. It was the odor of the modern land, distilled to its basest and most pure, primordial element. "Buzz!" Newt shouted as his companion slipped in the commotion of the battle. He cleaned the rifle, then loaded a fresh cartridge. Full-round action to reload the rifle (I forgot to do this last turn!)
  14. Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC/tAC: 18/14 • HP: 17/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 Buzz climbs to his feet, annoyed at not getting his spell off but more than happy to be in range now, "All your people are falling over themselves to die! Do yourself a favour and give up now. We could save some ammo here." Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 Grit: 1 Actions Standard action: Magic Missile with Toppling Spell Move action: NW, NW, NW, NW, NW drawing short spear on the way.
  15. Sorry for the radio silence, I'd planned to get everything caught up last weekend but I unexpected had rather a lot on. Buzz takes a tumble so I cancelled his Magic Missile, though I suppose technically he could cast it whilst face-down in the dirt. I noted a +4 to his AC for being prone but actually assuming he doesn't cast MM and stands back up, he doesn't get that - but it doesn't matter, the bandit has a large range penalty and Buzz's touch AC is OK (note: thanks for including AC in your posts, but with guns all over the place, touch AC is more useful!).
  16. Guns crack, and another of the bandits falls to the floor. The firefight isn't over yet, though, as two more come running in from the north, looking around in confusion for the source of the attack. "They're up there, you idiots!" Their leader yells. "Up on the ridge, in the trees!" As the newcomers take cover, Buzz decides to leave it, lowering himself down the ridge in an attempt to reach Jen. Unfortunately, cliffs aren't his thing; his foot slips and he tumbles to the ground, the wind knocked out of him. Buzz takes 6 nonlethal damage and is knocked prone (but I assume he uses his remaining action to stand back up? Technically he could still cast Magic Missile from a prone position I suppose) The bandit leader takes the opportunity to shoot at the daring but unfortunate gunslinger... luckily for Buzz, tumbling into the bushes makes him a hard target to hit, and the bullets bury themselves in the ridge nearby.
  17. I will be on vacation in Rome from Monday, April 15 through Wednesday, April 24. I'll be able to check in on OOC and in chat, but won't have my computer with me so I can't do an IC post. Please NPC me while I'm gone, thanks!
  18. Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 Buzz slides down the slope, moving as quickly as he can towards their downed companion, "Right!" As he reaches the level ground he throws a Magic Missile at the most threatening foe. Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 Grit: 1 Actions Move closer Magic Missile with Toppling Spell
  19. "Newt" Gaspard • Cattle Rustler The shattering bark of the firearm split the stagnant air, and Jennifer stumbled, colliding with the earth and crumpling to the meadow floor, sprawled beneath vapors of a malicious kind. Newt cursed. The old man's gaze was then captured by a flicker of movement near his downed companion. A local horser woman materialized, seemingly conjured from thin air. There was no time to ponder such strangeness, such suddenness, such violence. Newt drew a bead, the sight of his rifle trailing the bandits. His weapon cracked fire and boomed across the valley. His voice boomed soon after. "They'll be on us 'fore the smoke clears," Newt growled, terse low. "Mack, I'll keep working the ridge. You and Buzz press in and I'll lay down cover. Go get our girl back!" Newt speaks before firing a second shot at the miscreant beside the campfire, south of the parked horses.
  20. Mack Cartwright Round 2 Mack realizes that something got jammed in the barrel on that last shot, nearly took his arm off. With the speed and precision of a trained gunsmith he quickly cleared the bad slug and cleaned out the barrel in time for him to reload another slug and fire on the cook again. OOC and Actions ------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== Oops, I realized that I had a misfire with my readied attack last round. I should have cleared it or taken a -2 penalty to hit & damage. To avoid recalculating anything now I'll just clear it now. Also, I have a 25 ft range increment with the shotgun. I believe he was 60 ft away last round (so a -2 distance penalty). If he is further than 75 ft away please reduce 1 from my roll. ===== Actions ===== Move: Spend 1 grit to clear broken gun as a move action Free: Reload shot gun Standard: Attack vs. cook (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -2 range) Shotgun damage (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 9 rounds remaining Remaining Resources: Grit/Luck/Panache: 3/4 (-1 quick clear) Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 92/100 Silver Cartridges: 20/20 Healer's Kit: 14/20
  21. At any rate, I think it's everyone hiding in the bushes now to act? I have family stuff on over this weekend so my availability may be limited, please bear with me folks.
  22. (Shrug) I'm disabled here anyhow, soo. Not gonna be doing much right now. Post away?
  23.  
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