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  1. , wayang ninja 8 AC 23, hp: 72/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 "Mr Dragon says he wants some water for da drinkies," Kuluil indicates the tavern ahead, "An mebbe Kuluil wants da beers. Mr Prince always likes da beers to if dat ain't changed."
  2. , level 1 half orc sorcerer Serpentine Bloodline HP: 6/6, AC: 11, tAC: 11, ffAC: 10, CMD: 10, Init +6, Perception +0 Abilities: Serpent’s Fang (Ex)At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier., Darkvision 60', Orc BloodHalf-orcs count as both humans and orcs for any effect related to race., Overlooked MastermindSome half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity. , Conditions: None Rawanne is already at short range for her crossbow so she waits for the others to get into position and then looses a bolt at the farthest ghoul (Ghoul 1) Actions Move action: Get into position, ten feet east. After shooting reload Standard action: Shoot Full round action: Show Spells ~Cantrips~ Acid Splash Daze Mage Hand Message ~First Level~ 0 of 4 Charm Person
  3. ~Level 3~ hp max half roll half (1d4+4 for a d8, max 1st level) (7) +1 BAB +1 Fort and Ref Saves +1 first level spell slot Revelation: Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based. +1 first level spell known Feat: Skill Focus (Diplomacy)
  4. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 Ragyar tucks into the food with gusto, "Food like this feeds the spirit as well as the body." He starts with the appetizers, eating slowly and methodically, sampling each dish and loading his plate with what appeals to him. He hates to see anything wasted so if his companions leave food, he'll load his plate again and keep eating. Having never eaten skollick he makes a point of selecting the largest one. Sea food is a favourite of the large priest so he breaks open the shell carefully, dips the flesh in the sauce and chews thoroughly, savouring every bite. "My compliments to the chef, this is delicious. If only we could eat like this every day." There was no chance that his cousin would be able to drag him away from the table now. He didn't mind letting them shop without him but he wasn't leaving until the table was clear. Fortunately the deserts would keep until he'd eaten. It wasn't as if they'd get cold or anything. Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  5. Chapter 1: Kindled Magic Magaambya The next morning arrives with a sudden, loud downpour. As is Annah's habit she is out hunting when she it arrives, drenching her completely. Mercifully the rain stops after only a few minutes. She has just enough time to change before meeting Esi and Haibram for the Perquisite. Haibram is a stern looking Mbe’ke dwarf who slams a fist into his open palm the moment the last of you arrive, "Ah, the green shoots blossom in the rain," he is well muscled and clean shaven this morning, "It was meant to be me and Root meeting you, but I guess not?" "I swapped with Anchor Root,” Esi replies, brushing the point aside before addressing the new students. "Over the next five days, you’ll be helping with each of the school’s five branches. Haibram and Anchor Root seek to join the Rain-Scribes. It’s the branch that explores the world and helps other travellers make their way through uncertain territories. That means Rain-Scribes have to work well with both nature and people." Haibram continues, "We can really use your help. The Kafesi Market won’t deal with anyone they know is part of the Magaambya. Since you’re new, you should be able to get in without a problem. You’ll be looking for, er, chickens." "Did you know there’s such a thing as endangered chickens? Of course, any chicken that comes too close to me is endangered," Haibram grins. "A farmer outside of Nantambu, Bisola, said her family used to keep Ojofiri chickens. Said they could hatch anything, even a dragon egg! I don’t know about that, but she wants to raise Ojofiris again, so we’re going to get her some. Ojofiri eggs aren’t very hardy and the birds aren’t good layers, so they mostly got put in soup and now there’s hardly any left. Well, we caught wind that someone at Kafesi has a few chicks. Go and bring some back." The pair describes Ojofiri chickens as small fowl with white faces, dark blue feathers, and lavender combs; chicks should have dark blue feathers with a white underbelly. They ask the heroes to bring back at least four chicks, which hopefully will ensure there’s at least one male and one female chicken, but the more the better. "The Kafesi Market is a wandering bazaar so you'll need to track it down to wherever it is today. There was a but of a clash with the Magaambya in the past. Some of the merchants were a bit too unscrupulous and there were words exchanged. Possibly blows. You're not known to them so should slip right through. Hide your initiate beads," Esi gives the heroes a pouch with 20 gp and encourages you to hurry, "The Ojofiri chicks might sell out." Suggested skill checks Searching for the Kafesi Market: DC 19 Diplomacy check to Gather Information (DC 15 if the heroes hide their initiate beads since people are reluctant to direct Magaambyans to the market) or a DC 19 Perception check to simply look around. If the heroes want to Aid one another on this check, the DC to Aid is 15. Finding the market takes 2 hours, or 1 hour on a critical success. A critical failure means you have to start again. You may act as a group or head off in smaller groups or alone, the choice is yours. Be aware that you will either need to arrange a rendezvous in advance or have some method of communicating over a distance. You may have other ideas, so don't feel limited to this suggestion. OOC Scene Notes There is no map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS ENEMY STATUS . . Show Active Map
  6. , wayang ninja 8 AC 23, hp: 72/74, Init +10, Fort +4, Ref +12, Will +1, Spd: 20 ft, Ki 8/8 "Mr Dragon, we'sa gonna race dese guys to da breakfast table," Kuluil says after breaking camp, saddling his lizard mount and pointing in the right direction, "'Honwards, noble steed!" Mr Dragon is not fast but he is reliable and can clamber up walls.
  7. , a 10th level Cleric (Roaming Exorcist) of Shelyn/3rd Tier Hierophant 21 ff: 20 t: 13, CMD: 20 ffCMD: 19, : 134/134, Init +4, Perception +19 +18 | +10 +6 +15 | : 30ft Conditions: None "The Worldwound refuses to allow us a pleasant walk in the sun or a decent night's sleep, as usual," Sequoyah rises, shaking to settle the armour that he now sleeps in as a matter of routine. "Should we move the camp?" Show Spells and Abilities ~Orisons~ Detect Magic Guidance 1 minute Light Resistance 1 minute ~1st Level~ Bless 1 minute/level Burning Disarm Hedging Weapons 1 minute/level Sanctuary 1 round/level Shield of Faith 1 minute/level Weapons against Evil 1 round/level Domain: Protection from Evil 1 minute/level Pearl of Power (1st) ~2nd Level~ Weapon of Awe 1 minute/level Spear of Purity instantaneous Protection from Evil, Communal 1 minute/level Spiritual Weapon, 1 round/level (Mythic Spell Lore) Eagle's Splendour, 1 minute/level Visualization of The Body, 24 hours Domain: Align Weapon (Good only) 1 minute/level ~3rd Level~ Prayer 1 round/level Protection from Energy 10 minutes/level Dispel Magic instantaneous Summon Monster III Summon Monster III Domain: Magic Circle Against Evil 10 minutes/level ~4th Level~ Dimensional Anchor, instantaneous Protection from Energy, Communal Blessings of Fervour 1 round/level Summon Monster IV Holy Smite Domain: Holy Smite instantaneous ~5th Level~ Break Enchantment (Mythic Spell Lore) Breath of Life Flame Strike Domain: Dispel Evil ~Domain Powers~ Touch of Good (Sp): +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 0 of 10 Adoration (Su) 0 of 10. DC22 Dispossession (Su) Charming Smile (Sp) 0 of 9 Holy Lance (Su) 0 of 1 Protection from Evil 0 of 3 Charm Person 0 of 3 ~Abilities~ Daylight 0 of 1 True Strike 0 of 1 Channel Energy 5d6 Positive energy 30-foot radius 0 of 8 used DC19 Mythic Power 0 of 9 used Inspired Spell (Su) Faith’s Reach (Su) Recuperation Path Ability - Eldritch Breach Amazing Initiative ~Magic Items~ Wand of Spiritual Weapon (16) Wand of Cure Light Wounds (50) Cold Iron Ring of Counterspell (Dispel Magic) Potion of Lesser Restoration Scroll of Cause Fear Scroll of Comprehend Languages Scroll of Resist Energy Scroll of Protection from Evil, Caster lvl 5 Scroll of Shield of Faith, Caster lvl 5 Scroll of Hold Person, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Resistance Scale of Terendelev - Resist Energy 10 (Electricity or Cold) 0 of 3 Holy Water x12 Wardstone Shard 0 of 1 Righteous Medal of Clarity 0 of 1 Righteous Medal of Vigor 0 of 1 Leriel's Glaive Legendary Power 0 of 2 Legendary Surge Upgradable Intelligent (Int 10, Wis 14, Cha 12) Intelligent (Spellcasting) Bless 1 minute/level 1/day Bull’s Strength 1 minute/level 1/day Archon's Aura 1 minute/level 1/day ~Active Spells and Conditions~ Show Actions AC: 21 (+6 Chain shirt +2, +2 Natural, +1 Dexterity, +2 Deflection) To Hit: +10/+5 (BAB +7/+2, +2 Glaive, +1 Str) Damage: 1d10+3 (+2 Glaive, +1 Str) Move action: Standard action: Spam Resistance and Guidance as we walk. Full round action: Haste action: Immediate action: Attack of opportunity: Swift action: Free action: Use Adoration to resist the first attack against me. DC22
  8. , level 1 half orc sorcerer Serpentine Bloodline HP: 6/6, AC: 11, tAC: 11, ffAC: 10, CMD: 10, Init +6, Perception +0 Abilities: Serpent’s Fang (Ex)At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier., Darkvision 60', Orc BloodHalf-orcs count as both humans and orcs for any effect related to race., Overlooked MastermindSome half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity. , Conditions: None Rawanne retrieves her crossbow and carefully loads it, "Lesson learned. Don't get too close." "Shoot them from here. Let them come to us. Um, that's what I think anyway. I mean, you probably have a better plan but that's my plan." Actions Move action: Standard action: Full round action: Show Spells ~Cantrips~ Acid Splash Daze Mage Hand Message ~First Level~ 0 of 4 Charm Person
  9. Stoyan Barakovsen "More treasure for the rest of us," Stoyan reacts to the missing kobold and human thieves. "Go ahead Aurora, I've got your back." Show Stats STRENGTH 14 +1 to hit and damage INTELLIGENCE 9 WISDOM 11 DEXTERITY 7 -1 AC, and range attacks CONSTITUTION 13 +1 hit point CHARISMA 12 Hit Points: 7/7 Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1)) THAC0: 1d20+1 Battle Axe11; 5 1d8+1, 1d20-1 Crossbow16; 6 1d6 Actions
  10. Cleric 3/Celestial (Empyreal) Sorcerer 1 HP: 36/36, AC: 17, tAC: 9, ffAC: 17, CMD: 13, Init +0, Perception +4 Ragyar laugh is long and loud, "One course? You are a funny man, Kormakr! We need a meal, not a snack." Actions Free: Move: Standard: Full Round: Show Spells and Abilities ~Abilities~ ~Cleric Spells~ ~Sorcerer Spells~ Touch of Law (Sp)You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Acid Dart (Sp)As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 0 of 7 Heavenly Fire (Sp)Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 0 of 7 Channel EnergyChanneling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. 2d6, 0 of 3 ~Orisons~ Mending Virtue Create Water Guidance ~First Level~ Protection from Chaos Bless Burning Disarm Command Magic Stone Pearl of Power (1st) ~Second Level~ Defending Bone Spiritual Weapon Soften Earth and Stone ~Cantrips~ Flare Light Spark Message ~First Level~ 0 of 4 Mage Armour True Strike Mount (from Page of Spell Knowledge)
  11. Zinnelis Laediril, Elf Ranger 8 AC: 21/16/16, CMD: 26/21, HP: 75/82 NL: 0 "First watch," Zinnelis volunteers. His eyesight being suited best for dawn and dusk and Rua'thil having much better night vision that he does. Actions Move action: Standard action: Full round action: Swift action: Free action: Confirm crit: Show Stat Block STR 8/14 Level 8 AC: 21/16/16 CMD: 26/21 Arrows Available: 63; Cold Iron 60; Silver blanch 13 Hunter’s Bond (move action, 3r) Point Blank Shot: +1 within 30’ Precise Shot: No penalty firing into melee. Deadly Aim: -2/+4 Rapid Shot: -2/Extra full bonus attack (full round attack) Many-Shot: 2 arrow damage on first attack (full round attack) Gravity Bow: 2d6 damage from arrows shot Weapon In Hand: Longbow Spells Prepared Level 1: Gravity Bow, Resist Energy Level 2: Cat’s Grace, Protection from Energy Wand Cure Light Wounds x50 Scroll Cure Light Wounds Scroll Cure Moderate Wounds Silver Blanche x3 Thunderstone x3 Maps: +2 Survival in the mapped caves to find a way. Game Notes: Bought: 10 days of rations (5 gp/5 lb); 10 days feed (5 sp/100 lb); hireling 1 sp/day NPCS Used: 2 rations, Scroll of Cure Moderate Wounds, Scroll of Cure Light Wounds, Wand of Cure Light Wounds x17 Mael Loic - male human, man who hired us. Found: 12 rations of mushrooms Party: Evander, Kuluil, Rua’thil Show Maps
  12. RISE OF THE RUNELORDS Chapter 2-02: Walking Scarecrows Sandpoint Bright and early in the morning, the day after returning from the sanatorium, Sheriff Hemlock is banging on your doors and insisting that you get up and meet him at the garrison. Once you get there the sheriff introduces you to a local farmer, Maester Grump. The man is covered in mud, like he's fallen in it and crawled for several miles through it to reach Sandpoint. His hat, a scruffy, straw affair, is wet with sweat. He takes it off to fan his bald pate several times before plonking it back on his head for a few minutes. Grump speaks with a strong, yokel accent, speaks very quickly and breathlessly and has to stop to explain himself several times, "It were awful, Sirs and Madams, awful it were." "As I were telling th' Sheriff afore, I seen 'em. Scarecrows stalkin' the night. They come from the Hambley place. Things ain't been right there fer days. Yes'erday we wen' up there, jus' t' make sure it were alright. Y'unerstand?" "These things, they attacked us, they did. Came outta the dark, straw an' claws they was. Bitin', murderin' everyone. They even ate the dogs!" Show Sense Motive DC10 You can smell strong liquor on Maester Grump's breath. This may well lead him to enhancing his description somewhat. Moonshine may also be affecting his memory As this point the sheriff cuts him off, "It would seem that there's been an attack on Hambley farm by some pack of creatures not unlike the one that attacked the sawmill. I can't spare any of the watch to go out there so I'm asking that you attend." "My men picked up Grump when he arrived in the early hours and brought him straight here. He was shouting about scarecrows coming to life. At the moment, I believe him. Too much has happened to discount his tale. I'm concerned that he may actually be underplaying what he's seen." "Hambley Farm is south of Ashen Rise, before you get to Soggy River, about two hours walk. I'd like you to set off straight away." Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS AC: 15 | HP: 28/45 | Spd: 30 feet AC: 15 | HP: 12/23 | Spd: 30 feet AC: 16 | HP: 14/27 | Spd: 40 feet AC: 16 | HP: 30/30 | Spd: 30 feet AC: 18 | HP: 15/15 | Spd: 40 feet AC: 20 | HP: 38/38 | Spd: 30 feet ENEMY STATUS . Show Active Map
  13. Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC/tAC: 18/14 • HP: 17/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 Buzz climbs to his feet, annoyed at not getting his spell off but more than happy to be in range now, "All your people are falling over themselves to die! Do yourself a favour and give up now. We could save some ammo here." Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 Grit: 1 Actions Standard action: Magic Missile with Toppling Spell Move action: NW, NW, NW, NW, NW drawing short spear on the way.
  14. Stoyan Barakovsen "Teamwork," Stoyan states simply. It was instinctive for dwarves to act together against a common enemy. It was good to see others working well too. Show Stats STRENGTH 14 +1 to hit and damage INTELLIGENCE 9 WISDOM 11 DEXTERITY 7 -1 AC, and range attacks CONSTITUTION 13 +1 hit point CHARISMA 12 Hit Points: 7/7 Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1)) THAC0: 1d20+1 Battle Axe11; 5 1d8+1, 1d20-1 Crossbow16; 6 1d6 Actions
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