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Peacemonger

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  1. Half-Orc Gladiator Paladin HP: 7/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 2/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala hears Garon call out that Thordin's fallen. She closes her eyes, whispering a quick prayer. More voices comes and she sees Ezra move towards their fallen comrade, and so she has to have faith in them, and she moves towards the other side of the building, trying to put herself in a position to either flank behind the remaining goblins not in the windmill, or support Yod if he needs it. I'm not strong enough. Not yet. She tries to brush off the self-doubts, second guessing each decision, each action, and instead put her mind to the present. OOC Movement & Action: Move and dash to AO34, hopefully using the building as full cover from Goblins 5-8 unless they move Action: - Bonus Action: -
  2. It looks like tbgg dropped their other games, so likely this one too. If that's the case will Rin be NPCed or should we act as if she got separated and didn't make it into the portal?
  3. - Human (Rogue/Monk) AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13 Jozelle says very little. Though he expression remains calm and collected, no amount of mental fortitude or dissonance can keep the body from showing signs of weakness. Her her is far messier, her pale skin flush red from the heat. It is a good thing she travels light, else she may not have been able to keep up. Finally she speaks "That Vadim retreats in their moment of victory gives hope that following him matters. That he eludes us is... frustrating." The poetic language ends with the last word. "Do we rest? Do we press on?" Mechanics Main Hand: Rapier Off Hand: Torch Action: - Bonus Action: - Move: - Manipulate: - HD: 4/4d8
  4. Jacoby's eyes go a little wide in surprise as Callie blurts out her name, and then the names of the others. But still, he smiles shortly after. "Thank you, Callie. I was far too self-conscious to ask after the curse had its way with me back there." With a little extra strength he pushes the raft ever forward as Argus begins his tale, a two-parter with both a poem and a personal story. "Now there we are. Poetry, mystery, some things to chew on. Are these ape-men the monsters, or are we? Are they specters in our life or are we drifting by in theirs." He nods approvingly. "I admit, I'd been worried that it'd be nothing by scriptures and stern messages. We don't see too many of your faith, and even Merridy keeps to herself mostly. She's pleasant, but pretty quiet. Only transported her once myself, as I think the giving the story wasn't to her liking. But here we have fighting, dangers, tales even of criminal underbellies. Mark me impressed." The sun continues to rise Salt behind them gets smaller, while the wastes in front begin to draw nearer.
  5. Pacing As mentioned in other posts in this thread, play-by-post games are comparatively slow compared to playing real time. Very, very slow. What may take a few hours in real life can be months of a PbP game. And that's all right. That said, it does take some extra considerations. Levelling up faster, a more condensed story, fewer random encounters, or maybe just being there for a fun game while it lasts and not getting too worked up whether a game has a definitive beginning, middle, and end, all of these are more are valid. For me, I feel the question of pacing is synonymous with investment. How often should we post (and in some cases how much should we put in each post) in order to get the investment that we want from the GM and/or players. As always, it depends. For me, I've found for a game to have a fighting chance at last for awhile and making at least some progress, games need to start with a higher pace. Enough story, enough events, enough hooks need to go into the game. From experience, I've seen about 3ish times a week minimally, up to and including multiple posts a day, usually does the trick. Eventually things slow down. Whether it's two weeks or three months, games do slow. And at that point, it's a question of if people feel invested, if they want to see what happens next? Savvy GMs will place enough plot hooks at the start so even if the party only got through a single fight, they're sold on it. Otherwise, if there's promises that things will get "interesting eventually", the clock is ticking. Even when the game slows down, I've seen that roughly once a week, most weeks, seems to be about as slow as a game can get before it's dwindling. If we think of a game like a house plant, it needs a certain level of water and sunlight to grow, maybe every now and then a quick injection of some house plant fertilizer. Similar, games need a certain level of posts with that occasional really cool moment to get extra life into the story. PCs who post less often end up as more or less dead weight, end up as backup characters. GMs who post less are generally borrowing form the investment and goodwill built by the game so far. And of course this is also acceptable. We get a busy month, season, I've seen games on hiatus for months come back (though usually such games have been running for a couple years or so prior). It is though about not getting into "debt", of not expending more delays, more slowdowns than the interest in the game has built up. Once a week, most weeks, is the minimum though. For anyone that wants a game that is deeper, more epic, getting from level 1 to level 10+ game, the aim should be higher. If that's what we want though. Just as games need investment to last, so too do players (and the GM) need to be able to invest what's being asked for. Most players can't do a post every single day. Most GMs can't either. If the bar is raised too high, although hypothetically could make for a great game, won't be if there's no one to play. With all this said, I think the biggest lessons for a GM is to 1) consider how often we need to post to have the kind of game we want 2) double check that we and our prospective players can post that much or if we're getting in over our heads and 3) communicate it so everyone's on the same page.
  6. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 75/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 3/3 | Magic Awareness: 2/2 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. +1 Red Dragonnel Shield+1 shield that offers resistance to fire damage “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . Modri also turns, hearing Coltan admonish Michelle just after Modri had basically told the guards to knock it off. He looks at Coltan for a few long seconds before offering his own snort, but otherwise says nothing more. He'd already made a promise to himself that short of protecting her life and safety, he wasn't going to fight Michelle's fights for her. She was a victim of circumstance, but that didn't change what she'd done and who she'd done it for. She could decide to accept or resist Coltan's ask of her. She didn't need him acting like some chivalrous fop. No, he'd stay near the guards instead. OOC Movement: - Bonus Action: - Action: - Reaction: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect
  7. Half-Orc Gladiator Paladin HP: 7/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 2/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala grunts in pain as the arrows sinks deep. "Good shot." She says the words through gritted teeth, her way of accepting the moment. She yanks the arrow out and immediately her hand is to the wound, healing some of it to stop the bleeding. She can only appraise the Goblin trying to lure her out into the open as it dodges another bolt of fire. Duala is prideful in many ways, but not in combat. No, too many scrapes and scraps in a pit fight where throwing elbows, dirt, and spit were not only allowed, but encouraged. She ducks further behind the building. "At least two more of them hiding back there!" She warns her companions, taking the moment to catch her breath and see what the others do before deciding the next course of action. OOC Movement & Action: Move 10' to AI29 to get cover behind the building Action: Lay on Hands on self, getting 3 HP back. Using HD for healing for an additional 5. Ignore the roll, missed that it's 1HD per 5 points of Lay on Hands. Will save it. Bonus Action: -
  8. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 75/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 3/3 | Magic Awareness: 2/2 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. +1 Red Dragonnel Shield+1 shield that offers resistance to fire damage “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . Modri can't help but smirk as Michelle puts the guards in their place. He'd be worried if there wasn't some grit, some fire, some danger to her. After all, that's why... "Right then." Modri already has a sack ready. It's not small amount. "I'm a simple man, of simple means, and I've no idea how to spend all this we've been getting from these fights. I still more than I've ever had in my pockets, so no worrying I'm starving myself." In all the bag has 2,000 gold worth of coins and gems. He steps over to the guards. "Now, I get you have your jobs, but there's a time for following the rules by the book, and there's a time to do what's right. Right now the Lady Michelle's helping us out with the war effort. Your superiors will understand, or they're idiots." Modri never thought he'd see the day where he placed the 'nice one'. It's less that he's trying to protect Michelle, and more he's trying to quiet down the nuisance. OOC Movement: - Bonus Action: - Action: - Reaction: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect
  9. Half-Orc Gladiator Paladin HP: 14/14 | AC: 18 | HD: 1d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 5/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala moves forward, sword at the ready towards the Goblin that Garon already burned. However, unlike the worg, the Goblin is much smaller, more nimble, and her blade arcs too high, missing the Goblin entirely. One more lesson to be learned as she readies her shield for its retort. She glances for a brief moment behind at the other Goblin in sight if it's planning to stab her in the back, but she turns back to the foe in front, confident that someone else can handle the other one, or at the very least keep it preoccupied. OOC Movement & Action: Move30' to AI27 Action: Attack Goblin 3 Bonus Action: -
  10. Ah, good catch there. I'd missed the extra effect of the claws. Oof, that does make these guys pact a bigger punch. EDIT: Also, just to make sure they see this, , Rani is up.
  11. : Looking at the IC thread, don't think either of you needed to roll a Wis save this turn. Could be wrong, but think it's only when the Scarecrows take their full action do a special ability, and this turn they just attacked.
  12. - AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA 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., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 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., Gunslinger's DodgeAt 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., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. "I mean, if you're going to offer me a good time for having a good time... why not?" Dame chuckles, perhaps a bit villainously at the Rakcham's proposal. He's starting to get on her good side. Not that it's the hardest feat to accomplish, but still, it's easier for Dame to work for someone she likes. Dame also takes the time to really let the ship sink in, the military base, the scale of it all. She always avoided big things like this, found life in back alleys, dives, away from esteemed places of power and privilege. Therefore, all this around her is new, a curiosity. OOC Movement: - Action: - Bonus Action: Reaction:
  13. Amberlyn Hillheart Halfling Folk Hero Celestial Warlock AC: 15 (Studded Leather Armor+3 Dex) | HP: 24/24 (2d8Hit Die+6Con modifier+4Tough Feat) | Speed: 25 ft. Senses: passive Perception 11, Insight 11, Investigation 9 Str:Save: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +3 Save: +3 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +3 16 (+3) | Con:Save: +3 16 (+3) | Int:Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: +1 Religion: -1 8 (-1) | Wis:Save: +3 Animal Handling: +3 Insight: +1 Medicine: +1 Perception: +1 Survival: +3 12 (+1) | Cha:Save: +6 Deception: +4 Intimidation: +6 Performance: +4 Persuasion: +4 19 (+4) Languages: You can speak, read, and write Common, Halfling Spell Slots: 2/2 | Healing Light: 2/3d6 | BraveYou have advantage on saving throws against being frightened. | LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. | NimbleYou can move through the space of any creature that is of a size larger than yours. | Children of the WoodsYou know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells. | TimberwalkAbility checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement. | Eldritch InvocationsAgonizing Blast Repelling Blast “My words,” | ‘My thoughts,’ | My actions . . . Downtime Rani Amberlyn thinks hard. Unfortunately there were a lot men about, and she was far too busy trying to navigate the unwanted attention herself to much pay attention to others. "Well, I hope you find him. As for me... well... not like a 'marriage' engagement or anything so formal. It's just..." The Halfling young woman gives out a big sigh. "It's weird. I think I look approachable and nice to certain guys... like the ones who don't have the guts to ask any other girls out, the ones who still have some growing up to do, and well... the ones who smell like cabbage. And the jerks, but think that's pretty normal for all of us." She shakes her head. "Just would be nice to get the attention of a real catch, y'know? A guy who's pretty nice, pretty interesting, and pretty-pretty. I'm not looking for wedding bells, or some hot steamy night of passion. Having a nice morning tea and conversation would be plenty fine." Work Skulking Scarecrows Amberlyn takes in the fight. She's pretty sure Badmaw and Pen are where they should be, but Rurik less so. Then again, he is well armored... If they can just outnumber the walking scarecrows just a little bit more... She sends out two radiant blasts, one with each hand. One hits the sackcloth scarecrow yet again, blowing out another chunk of straw and woods. The other hits Pen, closing up some of his wounds. OOC Movement: — Action: Attacking Scarecrow 1 again Bonus Action: Healing Light for Pen Reaction: —
  14. Potentially? My vote would be to recruit after we complete this series of missions we've started.
  15. "I find myself agreeing with... the young lady." He starts to glance Callie's way, but catches himself before his curse gets him too much carried away again. "That's more like... if I were to tell you all about the kinds of fish you can find in the river. Interesting facts, but not much of a tale." He thinks for a moment. "I'll give that a 'maybe', let some of the others speak, and maybe we'll get an extra good story from someone." By this point they're well into the river by now, and it's clear that Jacoby, and likely most if not all the fisherfolk, are quite strong. Even with the raft floating, it still takes no small effort to continue to push the raft across the river rather than with the flow. He doesn't seem to mind though, the kind of strong that comes with laboring every day. It's still morning, the sun not too hot yet, but it's shine still bounces off the water the same. There are other boats, spread out, of people actually fishing. Some have nets, others setting traps, they can see one woman with a harpoon at the ready, and even a couple with fishing rods. "The thing with a story, is it has a heart to it. Like the priest's story. You don't need to embellish the moment his friend's fell, or they triumphed over the evil, but you can still feel it in here." He taps his heart. "Stories make us laugh, and cry, give us a sense of comfort or unease. Heck, stories lead kingdoms to war sometimes. There's a real power there. Plus, it's just fun to pass the time with. It's my solution to avoid awkward conversations. A good story breaks the ice as good as anything I've ever seen."
  16. I think there's still the question of Doggie_arf. Real life should come first, and if things are just too busy for them, that's understandable. It is coming on three weeks since they mentioned they'd see what could be done for their posting, and I think about twice as long since we had a Rurik post. If they come back, that's all right, but I'm kind of under the impression they're not coming back, or at least not in the near future.
  17. - AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA 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., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 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., Gunslinger's DodgeAt 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., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. "See Xi, it's fine. Cause we know that Rackham here wouldn't blow up the ship while the his unrequited love is onboard. He's still got to... y'know, make his big serious confession." She taps her mask where her chin is. "But she does seem like the kind to go out in a blaze of glory. So just really depends on this Brackenreid. Fifty-fifty's not bad odds." She feels she's done her part to diffuse the situation. "So... time to head back and party hard? Ooh, Reska said there was another group. We can like... laugh at them assuming they did worse. Or I guess not laugh at them if they did better, but what's the odds of that?" OOC Movement: - Action: - Bonus Action: Reaction:
  18. It's a simple enough matter to get everyone on, along with a pony, and potentially a horse depending on Aurelia's choice. It would be less room to move around, but they could all fit with a little extra room. Jacoby listens to the story as he holds a very long pole that he pushes the raft forward with. "Ooh, that's a bittersweet tale to start with. Guess it makes sense for your faith to try to help with things and stop cults. I uh... asked around a bit last night, admit I didn't really know much about the Martyred Radiance besides the name and some stereotypes, so thought I'd wizen up just a bit." He focuses a moment on his steering getting them back on track going across the river instead of with the current. "Seems like that's a common tale though. Feels like a lot of sagas start with separating the ones who rise up as heroes and the ones who end up tragically. One of the reasons I never took to adventuring myself. Plenty of scrapes and scratches with the local beasts, thank you very much. Got cursed just fine without jumping into any dungeons." He nods. "But I thank you for the story. All right, who's next?" He glances to Callie, but looks away quickly, a bit sheepishly after his rough start.
  19. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 75/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 3/3 | Magic Awareness: 2/2 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. +1 Red Dragonnel Shield+1 shield that offers resistance to fire damage “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . "Ahar! Lioness!" Modri matches Michele's enthusiasm and doesn't mind a bit being glomped. As Coltan speaks Modri nods in agreement. "As Coltan says, got some extra armor and uniforms to go around, likely a few of us could use some lessons just in case. But honestly, was a lot less of a fight than we thought. With the help of those three, was one of the easier fights of this conflict. I'm sure that Dragonnel would've been mighty fierce against one or two of us, but not over half-a-dozen capable warriors focusing it down." He points to their likely newest members. "Fairla Sunnybank, Arlo Thistleknot, Vigdan Luchen, this is the Lady Michelle Folketh. I'll let you all say what you feel is worth saying. As to Michelle, we uh... ah heck, I'll just say it. She spent some time with the Red Dragon Army. It's all right now. Now she runs the land we're keeping the refugees at. Ah, which reminds me, don't let me leave without er... providing a donation to the people." In truth, Modri had planned not to give the money he planned to be donated to the refugees to Michelle, not wanting to make a big deal or fuss. However, chances are they wouldn't have time to return to her barony, and what mattered was giving the gold to the people. OOC Movement: - Bonus Action: - Action: - Reaction: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect
  20. Yeah. From my experience even the most successful games will have a week or month hiatus here or there, but that's after a faster paced start and by then everyone's gotten invested. Think your Dragonlance game had that and the Storm King one's on pace after that initial bump with the one player. This one just had a group that was busier IRL, which happens. I'd say for others the best thing is communication, if someone is too busy to let the group know so people aren't wondering. But otherwise real life should and does come first
  21. - AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA 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., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 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., Gunslinger's DodgeAt 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., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. "Boss." Dame snorts a bit realizing that she can't say what she'd tell a person. She'd explain in clear terms both a threat and a compliment, but the nuance or at least Dame's version of nuance, won't work. "Good horse. Keep being a good horse and not a bad horse." She reaches to script h it's neck as a peace offering. If all the people, monsters, and beasts worth teasing, some aren't worth the price. Boss fits that category. OOC Movement: - Action: - Bonus Action: Reaction:
  22. The Pilgrims find themselves have a peaceful, quaint night. There are not enough beds, but there are plenty of blankets and the group find themselves sharing a room, all sleeping near one another. It's cozier than the dilapidated temple from Barrow was. Barris finds himself answer questions for the eager elder daughter, wanting to know as much as she can about as much as she can. Argus is able to place an order for an outfit for his niece, to be ready on their journey back. Aurelia is able to help around with the night chores, a sense of satisfaction of doing her part. Calar is able to put his best foot forward promoting the faith, both to little Jessa as well as the rest of the family. And Callie is able to relax, knowing she'll see her friend tomorrow. The morning comes and goes, a nice breakfast, a short time to show Wilsy and Jessa the horse and poney, and then they're off. The full group is able to find Honest Jacoby, his large raft all ready to go, all right next to one of the docks so everyone can easily get on, for the most part at least. "Good morning to you, pilgrims! Hope you've all a story ready to share. Any order you please, though it's always nice to save the best for last. Best is pretty subjective though, and I realize that often times people think their own story is better, brings out a competitiveness. Admittedly it's a trick to try to get each of you to try to top each other with interesting tales." If Aurelia and Calar had warned the others of Jacoby's curse, his words certainly confirmed it. If not... then his honesty is both refreshing and strange at the same time. "So I met two of you, as for you three... oh wow. You're beautiful. I'm embarrassed that I just called you beautiful. But I meant it. But I'm still embarrassed. I'm going to get us ready to launch to get out of this embarrassing situation." It's to Callie that his compliment, and embarrassment, is centered around.
  23. - Human (Rogue/Monk) AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13 Jozelle leads the group around the battle, feeling the twists and turns of the streets and alleys like the back or her hand. It's how she's survived. To kill is one thing, to leave in haste, swiftly, quietly, effectively... that too is required. Only this time, they are not fleeing, but moving forward. She hesitates slightly, but only for a moment, before she steps into the portal, making room for the others. It's surprising that it's only hot, for she feared that the very air would be poison, the earth would immediately try to swallow them up. It's a small comfort that they can at least walk across this corrupted land. "I've led us this far. Who knows Vadim's steps? Who believes they can walk his path, can feel his very being?" She finds a bit of protection behind her words, looking to see who is confident in tracking Vadim, for she is not. Mechanics Main Hand: Rapier Off Hand: Torch Action: - Bonus Action: - Move: - Manipulate: - HD: 4/4d8
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