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Peacemonger

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  1. - 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: 4/4 | 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. Dame is still as a stone. A moment before one could imagine exactly what her expression was, could feel the aura of mischievousness, of the declaration 'I know you don't want a date, and I think that's what you need' proclaimed in nigh every syllable. But as Xi makes her winning condition, suddenly Dame Crow is much, much harder to read, like her feeling are shrouded in mist. "All right." There's an edge that's a little more serious, the playfulness is fully gone, but now she's taking the matter seriously. "And we won't count it if some bird takes a crap on the hull, or some other insignificant thing. It has to be a real, genuine attack, or I'll show you my face. And then you'll see if I really come from a hidden tribe of Elf-Platypus hybrids called the Platypelfs." Dame had actually made that claim while deep into her drink the night before, among other several colorful claims. She takes a very pointed look at the battleship and all its damage. "Never been on an airship before, but it sure looks dangerous up there." She then snaps out of the moment look to Zaer and Moxi. "Hey, you two want in on this?" OOC Movement: - Action: - Bonus Action: Reaction:
  2. - 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: 4/4 | 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. Dame's head slowly swivels towards Xi, as if Dame Crow was a sentient doll in some horror house. Xiomara Vitellus has her complete, undivided attention. "Well, gold would be pretty silly since we're in this little business venture together, wouldn't it? What would I like from you..." One can just feel the wicked grin crawl up either side of Dame's as-of-yet-unseen face behind the mask. "If you lose, I want you to spill it. I want the rundown of what you're attracted to, what lights up your eyes, what makes little hearts and cupids dance about your pretty head. You give me what's on your menu so that I can pick out the right dish when one comes along." One can almost picture a villainous laugh coming, but she holds it in. "I'll even let you choose whether we have to fight on the way over or not. And of course pick what you want if you win." OOC Movement: - Action: - Bonus Action: Reaction:
  3. - 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: 4/4 | 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. "It's not how big, but how you use it?" Dame gives an approving nod. "All fair. This little revolver does the trick just fine, but one of these days I'mma get me like some fancy, magical artillery. Even if just once to give it a whirl." The way she says it almost comes across as prophetic. Looking over to Zaer and catching the hesitancy. However, it looks like Moxi has it covered and though Dame can certainly offer a shoulder, it's not her strong point. She doesn't interject. "So who wants to make a bet if someone attacks the ship on the way?" OOC Movement: - Action: - Bonus Action: Reaction:
  4. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 67/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 30' 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 . . . Battle at Steel Springs Modri takes the hits, his grin more fierce and they manage to draw blood. "That's right! Attack the Dwarf! Attack Modri! Aharharhar!" He deep laugh echoes around as he starts to fight back at the two soldiers. He aims for the wounded one, his first strike finding its mark. He spins in place to face the second soldier upon him. Unlike their previous fight against horses, these soldiers are stronger. This time the horses are the lesser threat... OOC Movement: - Bonus Action: - Action: Attack DAS Soldiers, (start with DAS 5, move to DAS 3 if DAS 5 goes down) 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
  5. Half-Orc Gladiator Paladin HP: 2/14 | AC: 16 | 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 gives a firm smile and nod to Yod in respect. "Agreed on all accounts." That they won't die here, that they have to deal with the goblins in the windmill... the Dwarf's counting, she can't find anywhere to disagree. She glances around and settles on the fallen goblin next to them. Placing her sword and shield down she reaches and grabs the dead goblin's shortbow and some arrows. "This is the last time I go into a fight without some sort of reach. A lesson learned." It's not her strength, bows, crossbows, the like, but she has used them before. Far better to try to strike with a weaker skill than do nothing with a stronger one. OOC Movement: Move to Goblin 4, after picking up stuff go to AY35 Action: Dash to BA30 Bonus Action: - NOTE: Lowered AC due to now wielding a shortbow and arrows instead of sword and shield
  6. - 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: 4/4 | 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. A fairly loud wolf whistle resounds across the yard. As anyone who bothers to look, it's not some creep looking at the Drujba, but instead one of the Drujba, Dame specifically looking up at the much larger ship. "Well damn. Just yesterday I thought we were riding pretty. Guess I got charmed by the tavern keep's daughter not realizing just around the corner was an actual enchanted princess to make the first look plain provincial." She chooses a metaphor with likely more than a couple questionable conclusions comparing the two vessels. "So where's the bar on our much smaller boat with fewer cool scars? You've got the finest new official mercenaries, and I expect the finest rum." She's not saying it to any one person in particular, just whoever deigns to listen. She stretches her arms up and out. "Simply beautiful morning, ain't it?" OOC Movement: - Action: - Bonus Action: Reaction:
  7. - Human (Rogue/Monk) AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13 It is everything Jozelle sees in herself. Beautiful on the outside, over a most disturbing truth within. Countless possibilities as to the nature of this place, and none lead to any good omen. Just like me. This place is wrong. The last word echoes in her thoughts. She looks to Dalin and Alban. "I cannot drive my blade into what I cannot find. Have you any wisdom to unlock this place, or do we open door by door and pray they are nothing but doors to empty rooms, with a quarry in but one?" Jozelle does not believe them to be just ordinary doors, but she can hope for this place to be far more mundane that it seems. It is a hope she dares not lean too heavily onto. Mechanics Main Hand: Rapier Off Hand: Torch Action: - Bonus Action: - Move: - Manipulate: - HD: 4/4d8
  8. The truth of the matter is with how busy each of them have been, it's hard to keep track of the small details. How long has Merridy been at this outpost? When is she supposed to be relieved? Who is supposed to relieve her? It's one of hundreds, thousands of small details that is falling on fewer and fewer shoulders to figure out. Beyond Callie, Argus, Aurelia, and Calar know of her, but can't say much beyond her being something of a wallflower, very studious, and not one to have too much initiative. Smart, but not the kind to take command. For Barris, it'll be the first time to meet her. Before that though, the group learns of the lands where She fell, firsthand. As they round the first hill, leaving Jacoby and his raft behind, the wind picks up and already their clothes, their armor, their exposed skin begin to get covered in the reds and browns of the earth. For Aurelia, it is a familiar sensation. It used to be quite the sight as many a noble and uninitiated would wear their finest only for it to be stained by this land, a most humbling experience for any who tread here. All know that this last leg of the journey will not be easy, but they have their faith, their lessons, and each other to lean on. It is not that there is no life here, but it is sparse and struggling. Dried bushes, tiny reptiles and insects scittering about, this too is familiar to the Elf. It has not changed since the first time she came. Whether it feels short or long, the group comes upon the outpost, an old stone building that is clearly out of place, with rocks taken from the river. Large patches of dried mud are helping hold it together against the elements. Despite it being day, they can see lantern light emanating from within.
  9. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (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 . . . On the Way Modri takes his time to listen to both his Dwarf kin. Well, the rest of our group won't be accusing us of Dwarf solidarity. But that's all right. Modri cracks his knuckles, not in any way as a threat, but just more his way of letting people he had a response. "Just for the benefit of our fine newcomers, perhaps a quick explanation. We've fought in several fights together now, and we seem to do it well, make a real good team we do. We've had a couple of prisoners, and we seem to agree less with that. The first was Lady Michelle. I won't claim any moral high ground on it. Just felt right in the moment as she was the last one left in her group, and felt she was fighting hard enough to give her a chance. I certainly didn't expect it to turn into... well, it's all a bit confusing, but the point is I won't ask anyone to change their mind about her just because I think she's... hm." Modri struggles a bit to find the words, or perhaps he knows the words, and is having a hard time saying them. "Point is, we're allowed to disagree, and any of you are free to call me a right fool, and I'll likely agree." He smiles a bit at the last comment. "Second prisoner, different fight... now that one was sticky. It was one of those Draconians, and yes, there were threats made to it, and it responded by breaking free and attacking, and we put it down. War's messy business. It's why I prefer just the fighting part. Put my stubborn ass in front of a horde of invading soldiers to some dark goddess? Now that's an easy choice. It's everything around the fighting that's hurting my head just thinking about it. Which is just as well. Chances are one of these fights we'll find someone who's more than my match, or there'll just be too many of them. And then it won't be on my shoulders to make the hard choices, and won't have to worry about any conflicting feelings either." He snorts as if to chide himself for the depressing thought. "There's an invading army. There's people who don't deserve to be invaded. I'm sticking around as that seems to be what's most important right now." 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
  10. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (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 . . . On the Way Modri chuckles at Fairla's use of 'coarse language' and 'unbecoming'. "Perhaps. But if she was all prim and proper she'd be dead. We would've killed her. Only reason I offered out my hand to suggest to her to surrender instead of join in with everyone else ready to slay the wicked Dragon Army officer was she looked like someone who'd had to fight real hard most her life and seemed a real shame to kill someone like that. But as I said, short of anyone trying to execute her or some other ill fate, if anyone wants to enlighten her on the arts of fine society and etiquette, they should feel free to do so. For me, I prefer the fire, the grit, the rough edges, but that's one Dwarf's opinion, and you need only one look at me to know how little reach my opinion has." He turns back to Coltan. "So. The young lady who had to claw and snarl for every inch of respect she got is now a prisoner in the place that exiled her when she was a child. And she's still clawing and snarling. And we're in a war last time I checked with much bigger problems. You need to keep your distance, or have someone try to educate her to be more acceptable, or something else to ease the burden you're holding onto?" For Modri, he's little interest in an ethical debate that feels small compared to the much bigger threat they face. For him, it's more about finding a solution and moving forward. 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
  11. I understand. It's normal for games to slow down but it happened for this one pretty much from the start and we've been moving with 2-3 active people out of five the whole time. Besides I'm starting up classes again (I'm one of those who just seems to keep going back) so having a few games end is probably not a bad thing for me. Happy gaming everyone!
  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. Dame is in her element. Drinking, partying, she blends right in. It turns out she doesn't feel she needs to be the center of attention, doesn't try to one up everyone. No, it's more that her state of normal is like many others wait until there's a raucous celebration. There's a few things the others pick up on. She's a tease, but not a flirt. As in, she's happy to make raunchy comments, but shuts it down pretty fast when someone starts acting serious. She enjoys people's company, seems more herself than in fight. She likes to tease all people, throwing playing jabs here and there, willing to take it in return. Of her own goals, they're simply enough. For one, she wants a rematch with the Rotgut, and will sneak away when she gets a minute to do so. For two, she tries to scope out any other potential matches for the other Drujba. Even if they're not interested in romance or flings now, could always try again later after they get back. For three, she's interested to hear how well the other new team did, see if they're proper rival material or not. She's also convinced, or at least claims to be convinced, that Reska is likely to start a Dame fan club, and that poor Chaucer fell in love at first sight and doesn't know what he's gotten himself into. Of course, she also wants to get to know Moxi, Xi, and Zaer better. She doesn't ask personal questions, and more to get a sense of their likes and dislikes. And the next morning, she's up and refreshed early. In fact, she acts as if she had a full night's rest even though the hours don't add up. She seems attentive regardless of the amount of liquor she drank, which was a lot. It was a lot. Not to mention none of the others have seen her actually eat anything yet. It's beginning to feel like there's some sort of trick she has. OOC Movement: - Action: - Bonus Action: Reaction:
  13. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (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 . . . On the Way Modri listens, and he thinks for a few moments on the words. Unlike many of the shorter lived races, it's not a race to retort quickly. He chews on Coltan's words, his past experiences, the exchange back in Kalaman. "If it's a debate on morality, I doubt I'd favor well. I'm used to the wilds, and though there certainly are matters of honor there too, it's a much simpler thing." He really wishes he had a pipe and tobacco. Never much cared for it himself, but his mother would use it to help her focus, and feels like he could use her wisdom right about now. "I won't speak for Hunni, certain she can say her thoughts just fine. I'm also not going to protect Michelle like she's some hapless damsel who needs a man to protect her from the world. She was dealt a bad hand. Exiled. Trying to make do in a hostile army. And she also played with that hand, and has to live with the consequences. I won't deny anyone from Vogler their anger. It was her face that told them their home was no longer theirs. Short of them trying to hang her, it's her fight to find herself again." He truly does prefer the life in nature. Survival is a complicated thing in such places, but everything makes sense. "Perhaps I've let my soft spot cloud my judgement. But honestly? If the guards thought they could try to interrupt her, tell her follow them or else, speak to her like she was a little girl, then I think it's only fair she gets to give them an earful. I agree she was trying to exert control. I think she's trying to get control over her own life. She wasn't trying to take taxes, or have them toil in the fields. She was giving them a piece of her mind so that she could talk to us. Perhaps she could've tried rational debate, but felt the insults did a fine enough job so she could take a minute with us." Modri sighs. "She's got rough edges, and think that makes her more interesting. Then again, I expect I'd make a very poor noble, so I'm likely not the best judge of how a noble should be." 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
  14. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (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 . . . On the Way Modri takes a swig of the whiskey with a nod, shifting a bit to find a slightly comfortable seated position. "Just one of many ways of saying stupid. And no, long as the other person gets that it's bad, that's usually enough. Unless of course, you're trying to insult them without them knowing, but that's a bit too tricky for my taste." He motions to hand the flask back. "We all got our sore spots. Not one to judge what offends another. Feel like something hit one of your sore spots, no?" Gone is the fun, cheerful, fearless Modri. Instead there's the Dwarf as wise as his years. He's taking the conversation seriously. Arriving at Steel Springs "Left flank is mine!" Hammer and new Dragonnel-scale shield at the ready, Modri charges forward. He goes as fast as his feet will carry him trying to get in between the fleeing soldiers and the oncoming enemy. "MOOOODRRRRIIIIII!" Modri bellows out his name and the far left horse and rider can feel their very lifeforce being drained from them as Modri looks even more revitalized. The manic grin is on his face, as he readies himself for another fight. He remembers the last time they fought horses. Not that he held back last time, but he certainly won't now. OOC Movement: Move and Dash to O5 Bonus Action: Rage. Wild Surge is one time necrotic damage to those who fail CON save plus temp HP. 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
  15. Pit Jawkins Human Scout Rogue HP: 22/33 | AC: 16 | HD: 5d8/5d8 | Passive Perception: 18 | Initiative: +4 | Speed: 30' Str:Save: -1 Athletics: +2 9 | Dex:Save: +7 Acrobatics: +10 Sleight of Hand: +10 Stealth: +10 18 | Con:Save: +1 12 | Int:Save: +4 Arcana: +1 History: +1 Investigation: +4 Nature: +7 Religion: +1 11 | Wis:Save: +2 Animal Handling: +5 Insight: +5 Medicine: +2 Perception: +8 Survival: +814 | Cha:Save: +1 Deception: +4 Intimidation: +4 Performance: +4 Persuasion: +4 12 Sneak Attack: 3d6| Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Steady AimAt 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. | SkirmisherStarting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. | Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. | Equipment Magic Items Cloak of the King's ManLegendary Item [I]Requires attunement.[/I] At level 1: Grants advantage on stealth and acrobatics checks. At level 3: The wearer may cast misty step as the spell. Upon doing so the wearer turns invisible and remains invisible for 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target's person. This effect ends if the wearer removes the cloak, attacks, or casts a spell. This ability may be used once per day and recharges at dawn. - Worn Goggles of NightWhile wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet. - Worn Gloves of Swimming and ClimbingRequires Attunement While wearing these gloves, climbing and Swimming don't cost you extra Movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - Worn Ring of BrillianceRING OF BRILLIANCE: This ring has been enchanted with a continual flame spell and illuminates the immediate area in torchlight when the locket is opened. A torch provides bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, once per long rest it's wearer may speak the command word as an action and cast the spell, Daylight centered on the ring. When the locket is closed, either light effect is blocked completely. - Worn Mundane Belt Pouch, Waterskin Studded Leather Armor Dagger - Belt Dagger - Boot 2 Quiver's w/ 25 arrows 5 days' rations Thieves' Tools Stored Items (Myth Drannor): Disguise Kit, Burlar's Pack * (bag of 1,000 ball bearings, 10 ft. string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks oil, 5 days rations, tinderbox, 50' hempen rope), A pair of bloodstone dice inlaid with fine steel (200GP), "5-sided Throwing Weapon"This 6" wide bladed weapon is a +1 returning shuriken that does 1d4 piercing damage with a range of 30/60. Upon being thrown, it immediately appears safely in the hand of the thrower. IC Pit ignores the pain, her eyes darting around. She turns to see Cerin bruised and battered. Regardless of how strong he's gotten, he's still a person. And that thing laying into him is not. "Bring down the ape beast! Now!" She barks out the command to the others, more to Quinty and Sauvanien than Cerin as no doubt he has little choice but to fight it. She fires an arrow, lodging deep into its back, but it's still up and moving. She keeps one eye on the three archers still up. Do your worst. OOC Bonus Action: Aim Movement: Staying in place Action: Shoot the the last ape Reaction: Will use Uncanny Dodge is she gets a big hit on her.
  16. Jacoby's eyes light up, clearly surprised that Callie actually said yes. "Oh wow! I didn't think you'd say yes." And with his curse, he can't help but lay it out. "Well, all right then. I guess... well, I've a few things to take care of, but... well, when you all get back just use the flag post set up over there, and I'll make my way over. Will tell the others I've got it." Sure enough as they start to arrive, there is an old, wooden flagpole set up, with a bright yellow flag tied to the bottom of it. Clearly when Merridy needs to come over to the town, it's her way to call a boat over. "I'm very excited. I mean, I know it's just a date, but I'm still excited... and the creeping fear of saying too much is comin back." He shakes his head, but the happiness outweighs the nervousness. "But all right! Glad the Dockmaster sent you all to me. Glad my raft was just big enough. Glad you all are taking this journey." It's with that they land on the other side. "I think Merridy's place is maybe an hour or two walk. Just follow the trail." As they land, there is no dock, just a place of land jutting out into the river a little bit. There is a rough, unkept path in front of them. As they begin to step off, the feel a slightly cold wind blow across them, with the scent of heavy earth and something a bit burnt. It sinks in to them all that the remainder of their journey is through these badlands, a place that has not recovered in a thousand years, one that has never been settled since She sacrificed herself.
  17. Half-Orc Gladiator Paladin HP: 2/14 | 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 grits her teeth as another arrow finds its mark. I need better armor. I need a way to strike at a distance. "Two still in the windmill! One out in the open!" She calls out to the others to let them know how many Goblins are left, and where they are. She knows she can't chase the Goblin, it has her beat. It's faster, more nimble, and it has the support of the other Goblins, and so she turns running to keep out of line of sight, curving around the rock and Yod to get behind the small house. OOC Movement: Move and Action Dash to AV37 Action: - Bonus Action: -
  18. Jacoby is so focused on Callie's story, on Callie herself, that by the time she finishes the tale, the raft has stopped. It takes a few moments for him to notice, and he quickly pushes them towards the far shore once more. "That is a story, and as far as I'm concerned, it's more than a fair trade for this trip, and the trip back should you need it." There's a pause as he looks down, looking for the words to say. "Um... Callie? I'd prefer to wait for a better time, but don't think there'll be one. Could I... I mean... I'd very much like to take you to a dinner, or some other sort of date after your trip is over. I mean, I could, well... travel as I don't expect you to stay in Salt and all. You're under no obligation, wouldn't refuse service to this group if you say no. I'd be kicking myself a long time if I didn't ask." He pushes himself to get over his embarrassment and look straight at Callie as he finishes.
  19. - Human (Rogue/Monk) AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13 Jozelle's posture is as immaculate as ever. Despite the temperature and the long march, she remains focused. That focus is direct at being very troubled at the sight before them. "We passed the mage's test by facing our fears, our... regrets. Can we do so again?" She says the last question with uncertainty, unsure if she can face it. "I... would prefer to go together. There is a time for stealth and swiftness, and a time for... someone to catch us should I fall." The last sentence is a slip, switching from 'catch us' to 'should I fall' enough to give away her own doubts and trepidation. Mechanics Main Hand: Rapier Off Hand: Torch Action: - Bonus Action: - Move: - Manipulate: - HD: 4/4d8
  20. Since we only have one hit die total, may as well just use it now.
  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. "Eh, getting spooked is fun. Makes the heart beat faster. I laugh when I'm scared." Dame pauses, and for a moment it's as if she's second guessing whether anyone was actually interested in her somewhat related facts about herself. "I mean, I also laugh when I'm happy, and sad, and sometimes when I'm angry too. So... yeah." No, her pause was just realizing to clarify that just because she laughed didn't necessarily mean she was also scared. "Hey Xi, if your horse takes to flying, maybe Moxi can fix 'em up with wings or like tiny engines on his hooves or however that works." OOC Movement: - Action: - Bonus Action: Reaction:
  22. 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: 0/3d6 | 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 's eyes light up as Rani mentions the 'look'. "Yeah! I think... I think I've that look before. I mean, seen other ladies and all use it." Amberlyn snaps her fingers. "Brilliant! I mean, I just normally feel like a deer in lantern lights, probably come across as prey. A look. Hope you don't mind help me practice." He first attempt makes her look constipated. He second try just looks awkward. By the third, it's starting to get somewhere... Work Skulking Scarecrows Amberlyn watches as Pen gets a wicked claw. Shaking her head, cursing in her mind, she knows she needs to be more. With one hand she once again blasts Badmaw's opponent, trying to weaken it enough for the Barbarian to finish it off. With her other she uses the last of her healing light to help Pen, even if only a little. She then does something unexpected. She runs towards Pen, flailing her arms. "Hey ugly! Attack me! Come on! Take your best shot, buddy!" She's goading the scarecrow, if it even can be goaded. OOC Movement: Move to O7 (after attack and bonus action) Action: Attacking Scarecrow 1 again. Hits. By my math, Scarecrow 1 has 1 HP left... Bonus Action: Healing Light for Pen Reaction: —Assuming Amberlyn is hit, going to react with Hellish (Celestial) Rebuke
  23. 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 . . . It's a tricky situation, and so long as those Goblins are sniping at them, it makes everything a risk. Still, she didn't come up here to become a tailor or basket weaver. Seeing Yod ready to go after his quarry, she gives him a nod and leaps over the fence. She rushes towards the large rock very much out of place, and has her shield up against any arrows coming her way. She sees the two Goblins she had earlier, one now burnt to a crisp, the other still very much in the fight. If she can just strike it down, or at the very least chase it out of cover... OOC Movement: Move to AQ31, hopefully using the rock as cover from the windmill Goblins Action: Dodge Bonus Action: -
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