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  1. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts Sparks volunteered to speak to the surviving leader of the Silent Building, who had been leading an investigation into Count Lowl's affairs before everything went to hell. Jack tromped along with him as the carrier of the bags and helped the lightning lad to unload the massive piles of documents that they had taken from Fort Hailcourse. Leaving Sparks to explain what it all meant, and what they hoped the detective might be able to find, the gunslinger excused himself and went, at Winter's direction, to speak to the beleaguered defenders of the church... Jack leaves the piles of documentation from the fort with Sparks in the presence of the detective lady. ---------------------- The musketeer struck an imposing figure, even slowed down with the added weight he was carrying. He sized up a small group of three slightly more well-armed and armored men who appeared to be among the defender's number and gave them a nod. "Right, y'all seem to be the sort I've been looking for. Jack Heath. Miss Winter said there's some folk defending this church from invasion. I'd like to speak to yer leader. Ah brought you all a little present to make the job easier..." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  2. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts The sight of his romantic interest settled Jack again after the unsettling walk through a once bustling village. "Damn right." He rumbled, hefting the bulk of what they had brought with them. "We didn't come empty-handed, neither. Miss Winter, ya said that the leader of the Silent Building survived, right? Well, we've got a pile o' documents we wouldn't mind having her look over. We've also run off with one of the parapet heavy crossbow emplacements and disabled the rest, then stole all the ammo fer it, so if'n yer sentries have a position up high, we can get 'em situated with some proper crossbow power. And after we've taken care of all that, it'll be time for a bit of a rest. We need to catch our wind back before we head out to deal with this mess here in Thrushmoor once n' fer all." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  3. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts Jack didn't waste time talking. He followed Murd's lead, stowing what documents were quickly grabbable and portable into their bag for later distribution. "Miss Winter said that the leader of the Silent building survived. Ah say we dump this mess on her while we get ready for the Mansion attack, and see what she can dig up fer us while we're busy killin' Cultists. But let's get out of here, gang. I've had enough o' this fort for a while." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  4. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts As Sparks slid the last of the arbalest bolts in their bag, Jack finished disabling the second siege weapon. "Two towers down, Sparks. Three to go." He declared, sighting their next target to the south. "Let's finish this up." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  5. I am tempted to replace Lemmy's Level 1 feat with Spell Focus: Conjuration, as while it will weaken Moopsy a bit at the start, it means all his summons will be able to get a boost once he hits Level 3. Would that be all right?
  6. Lemmy Lemmock, HP: 10/10 AC: 16 Touch: 13 Flat-Footed: 14 CMD: 11 Conditions: The gnome scratched at his chin. "You have to become a friend before I let you call me 'Lemmy.' Stella's earned that privilege - she used to let me crib her class notes before circumstances caused us to part ways. For now...Lemmick works." He concluded, having another look around the room. "Keep talking, I'm going to see what else there is to eat around here." The gnome hopped down from the chair, leaving the others to continue socializing. Moopsy Stats EIDOLON - "Moopsy" (Serpentine) Free Evolutions: Bite, Reach (Bite), Tail, Tail Slap, Climb, Darkvision FEATS: Combat Reflexes SKILLS: Perception +3, Climb +4, Intimidate +3, Swim +4 Evolution Pool: Improved Natural Armor (1), Trip- with Bite (2) Lv 1: 11 HP, 12 AC, Fort +1, Reflex +5, Will +2 Bite 10 foot reach +2, 1d6+1 (Plus Trip at +6 CMB) Tail Slap +2 1d6+1
  7. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts The gunslinger nodded as they stowed the ballista bolts in their bag and he hefted the weapon onto his back through a bit of creative rope-work. "We're only takin' the one." He announced, glancing around at the other towers and momentarily catching Murd's pointed gaze, nodding in agreement at his comrade's thoughtfulness. "But we'll wanna disable the others, that's sure enough a good idea, Murd. Good thinkin. Don't want the Cultists to sneak back here and try grabbin' the rest for their own use later. Ah think ah can disable 'em in a way that we could repair with a bit of work later. But ain't nobody goin' solo right now. Here's the plan. Sparks, you're with me. We're gonna round up the rest of the ammo from the other four ballistas and then put a gremlin in the works of the other four so they can't be used. Murd, El, while we're doin' that ya may as well make one last sweep of this place fer anything that jumps out as useful in your eyes. If'n there's trouble make a lot of noise and we'll come running. Same goes for us, you hear me shootin' ya know there's fun happening without ya. And since our old Doppelgangers are in the picture again..." Jack thought it over and nodded, bringing the other three into a huddle before whispering. "Yer Code Phrase is 'Wet Powder,' Murd and El. We meet back up at the front entrance of the fort after this, and you say that to me n' Sparks. We'll answer back 'Bad Powder.' That way we'll know it's us so none of us get shanked by that opportunistic bastard." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  8. Raphael Statblock Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 10/23, [B]Speed[/B] 20 [B]AC[/B] 18, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]CMD[/b] 17, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 4, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B] Quarterstaff [/B] +1 (1d6, x2) [B] Dagger [/B] +1 (1d4, x2) [B] Studded Leather[/B] (+3 Armor, +4 Dex) [B]Abilities[/B] Str 10, Dex 10, Con 13, Int 14, Wis 12, Cha 18 [B]Condition[/B] None Revelation: Brain Drain - 1x/Day, Will Save Single Target, 3d4 Damage and then can Full Round to pull info from target mind via Knowledge Skill Check for CHA rounds+1 Revelation: Focused Trance - CHA/Day, 1d6 rounds time for +20 to knowledge check Revelation: Sidestep Secret - CHA replaces DEX for AC Condition: 10/23 HP, Deafened for 3 Rounds Freese reeled under the screaming noise of the plant creature, deafened and bleeding from his ears. Somehow he found the will to keep chanting in spite of the pain, and he muddled through the rest of the incantation without stumbling over it, finishing the summoning of a creature to aid them. What emerged out of thin air was a brightly colored blue frog, small in size but clearly dangerous due to its coloring. the thing croaked once with a noise Raph couldn't hear, then leapt at the lilypad plant monster and tried to bite it. The small animal succeeded, causing little damage but threatening the plant with its venemous nature... Meanwhile, the hurting Freese dug into his belongings and pulled out a scroll, calling upon the power in it to heal himself of his wounds. To the healer's aggravation, he stumbled over the phrasing and the scroll didn't activate, its healing potential denied to him. From Last Round: Freese finishes casting Summon Monster 1, he passes the deafness check. Standard: Freese uses a Scroll of CLW on himself. He fails this Deafened check. No healing takes place. Frog: Leaps for the Lilypad monster (Go big jump!) and bites it successfully. 1 damage and the Lilypad critter must make a DC 10 Fortitude Save or it is poisoned for 6 rounds, taking 1d2 CON damage each round. Move: Freese pulls back further down the bridge so his comrades can come closer to the threat. Say, 3 squares southerly.
  9. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts Jack paused at Elidh's remark, but only for a bit. "Wouldn't ask ya to." He grunted. "Ballistas are just big crossbows. We didn't have time to put a hole in the wall and we don't have time to build a ballista from scratch. We're just grabbin' one or two and running for the exit. The townsfolk are holed up in the church and they need some form o' protection, especially with the losses they took. If'n we can't get it done in 5 minutes or less and get out of here, we ain't staying, Elidh. But I owe it to Miss Winter and the other survivors to take a chance on gettin' them some protection while we're dealing with this mess and shutting it down." Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  10. Lemmy Lemmock, HP: 10/10 AC: 16 Touch: 13 Flat-Footed: 14 CMD: 11 Conditions: Lemmy grunted and passed over the plate of mushrooms to the new guy after taking a few more for himself. "You always did have a knack for mixing stuff up." He praised Stella. "And I'd have to agree with her, if you're talking about that bastard's underaged 'helpers.' Them, we can subdue. I'm not here to kill kids. I'm here because someone said there was a shot at stopping a certain menace that's been the cause of a lot of pain in my life." He looked around. "And by the looks of things, I'm not the only person he stomped on. We'll want to be sure we have a lot of friends for this endeavor, if we're serious about it." And here the gnome smiled, taking a small bow. "As luck would have it...I have a lot of friends. Theodore Lemmick, Academia dropout, stablehand...Maker of Friends." Moopsy Stats EIDOLON - "Moopsy" (Serpentine) Free Evolutions: Bite, Reach (Bite), Tail, Tail Slap, Climb, Darkvision FEATS: Combat Reflexes SKILLS: Perception +3, Climb +4, Intimidate +3, Swim +4 Evolution Pool: Improved Natural Armor (1), Trip- with Bite (2) Lv 1: 11 HP, 12 AC, Fort +1, Reflex +5, Will +2 Bite 10 foot reach +2, 1d6+1 (Plus Trip at +6 CMB) Tail Slap +2 1d6+1
  11. Lemmy Lemmock, HP: 10/10 AC: 16 Touch: 13 Flat-Footed: 14 CMD: 11 Conditions: The gnome took the plate full of mushrooms from the somewhat handsome looking human with a thankful nod, popping one into his mouth and chewing thoughtfully. "Hnh. Needs garlic." He remarked laconically after swallowing. "But not bad. As for you, Stella..." and here he paused, smiling as he remembered why her presence didn't immediately set him off like so many of their former classmates had, whenever one bumped into him. "Well, long enough that I had to think about you for a bit. Most of our classmates only give me the time of day to insult my life choices, but you wouldn't. Us dropouts have to stick together, it seems. Cheers." Moopsy Stats EIDOLON - "Moopsy" (Serpentine) Free Evolutions: Bite, Reach (Bite), Tail, Tail Slap, Climb, Darkvision FEATS: Combat Reflexes SKILLS: Perception +3, Climb +4, Intimidate +3, Swim +4 Evolution Pool: Improved Natural Armor (1), Trip- with Bite (2) Lv 1: 11 HP, 12 AC, Fort +1, Reflex +5, Will +2 Bite 10 foot reach +2, 1d6+1 (Plus Trip at +6 CMB) Tail Slap +2 1d6+1
  12. Red Jack the Musketeer HP: 49/49 AC: 21 Touch: 16 Flat-Footed: 15 CMD: 24 Grit: 4/4 Species +1 Hit Bonuses: Changelings, Ghouls, Cultists Passive Perception: 19 Conditions: Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts "If'n we can take some with, we're taking some with." Jack announced, giving Murd a nod. "We oughta leave these folks some form of protection, after all. And I expect ah can disassemble the mounts and make 'em portable. Come on, gang. One last stop in this fort, and it's above ground." Having said his piece, Jack led the team up to the ramparts to examine the defensive weapons of the fort and see if they could take one or more back with them for the townsfolk's defense. Statblock [URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30 AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5 Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4) Dagger/Bayonet +7 (1d4+2, x2) Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2) +1 Chain Shirt (+5 Armor, +4 Dex) Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 Condition None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
  13. “Naw.” Jack shook his head. “That blocked off tunnel ain’t going anywhere fer now. We need to get out of here. Rest up for a bit before we move on the Mansion. We’ve flat run out of time.”
  14. Lemmy Lemmock, HP: 10/10 AC: 16 Touch: 13 Flat-Footed: 14 CMD: 11 Conditions: For Theodore Lemmock, it had been a day much like any others. Muck out the stables, brush down the horses, make sure the animals were watered and fed as they were brought in and prepared to go out. Listen to rumors, scuttlebutt, and gossip of all sorts as travelers came and went, note comings and goings in the logs and wagon manifests as they arrived and departed. An unusual end for someone who'd once been a promising student of Academia. Par for the course for a younger gnome with a vendetta against the corrupt power eating away at his city. He ended his shift and went to his locker, preparing to gather his things and return home when he found a strange card somehow placed among his belongings. The note that came with it made him raise his eyebrows; while Lemmy had no doubt that countless others had been stomped on by that miserable cur, how in blazes had they managed to find him? And for that matter, was he about to waste an opportunity to finally do some real damage to that man and his organization? Scowling, Lemmy packed the letter and card in his belongings and strolled out into the fading daylight. "There'd better be some food when I get there..." One didn't start a rebellion on an empty stomach, after all. --------------------------- Being small in stature tended to limit ones' speed, and Lemmy wasn't surprised that several other people had gathered by the time he arrived at 3 Lancet Street, Midland. He walked in, glancing up at the gathered and saw countless unfamiliar faces, people who spoke of their own vendettas. Family or friends killed or kidnapped, or worse. In this strange company of fellows, his own tale...suddenly wasn't unique. Funny how that was both heartening and disheartening, all at once. Still, he didn't see an opportunity to speak up, so he kept silent and was content to watch on the edges...until he heard a somewhat familiar voice at last, and looked over in surprise to see a young woman who'd been at school with him in another life. "Stella?" The gnome asked, pulling himself up onto a chair for a better look at her among the crowded room. "What..." He paused, thought better of the question, and shook his head. "Well. It's good to see I know someone in this mess." He settled on instead, looking at everyone else. "So. Is there anything to eat in this place? I came here straight from work." Moopsy Stats EIDOLON - "Moopsy" (Serpentine) Free Evolutions: Bite, Reach (Bite), Tail, Tail Slap, Climb, Darkvision FEATS: Combat Reflexes SKILLS: Perception +3, Climb +4, Intimidate +3, Swim +4 Evolution Pool: Improved Natural Armor (1), Trip- with Bite (2) Lv 1: 11 HP, 12 AC, Fort +1, Reflex +5, Will +2 Bite 10 foot reach +2, 1d6+1 (Plus Trip at +6 CMB) Tail Slap +2 1d6+1
  15. Lemmy Lemmock, HP: 10/10 AC: 16 Touch: 13 Flat-Footed: 14 CMD: 11 Conditions: Moopsy Stats EIDOLON - "Moopsy" (Serpentine) Free Evolutions: Bite, Reach (Bite), Tail, Tail Slap, Climb, Darkvision FEATS: Combat Reflexes SKILLS: Perception +3, Climb +4, Intimidate +3, Swim +4 Evolution Pool: Improved Natural Armor (1), Trip- with Bite (2) Lv 1: 11 HP, 12 AC, Fort +1, Reflex +5, Will +2 Bite 10 foot reach +2, 1d6+1 (Plus Trip at +6 CMB) Tail Slap +2 1d6+1
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