hoverfrog Posted March 4 Clone Share Posted March 4 Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 "Well, I suppose that nearly worked," Buzz takes aim. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 24 1d20+4 20 Link to comment Share on other sites More sharing options...
TheFred Posted March 10 Author Clone Share Posted March 10 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted March 14 Clone Share Posted March 14 (edited) Mack Cartwright The moment Mack had been dreading suddenly occurred. The moment the man went for his gun, Mack opened fire. The shot went wide. While he liked his trusty shotgun, in this moment he wished he had a good rifle instead. As his slug kicked up dirt harmlessly on the ground near the horses he rapidly slammed another slug into his shotgun and once more targeted the cook. This time his shot struck true, ripping a bloody hole in the man's side. OOC and Actions Mack Cartwright------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== Initiative (4 DEX, +2 Sleuth’s Initiative) Readied Attack (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -4 range) - vs. man east of campfire ---Shotgun damage (1d8 base, +1 gun training, +1 weapon focus) ===== Actions ===== Move: Martial flexibility to add Far Shot feat (-1 attack per range increment) Free: Reload shot gun Standard: Attack vs. man east of campfire (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -2 range) Shotgun damage (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 10 rounds remaining Remaining Resources: Grit/Luck/Panache: 4/4 Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 93/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Edited March 14 by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 20 1d20+6 14 Readied Attack 5 1d20+4 1 Shotgun damage 10 1d8+2 8 Attack vs. man east of campfire 18 1d20+6 12 Shotgun damage 10 1d8+2 8 Link to comment Share on other sites More sharing options...
hoverfrog Posted March 15 Clone Share Posted March 15 (edited) Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 "Sixty feet," Buzz lets off a shot, combined with a Ray of Enfeeblement, at the man to the left of the camp fire. "Jen, that one I just hit should be weaker. Kick his ass!" 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 Edited March 15 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Revolver third range increment 18; 3 1d20+1; 1d8 [17]; [17,3] Ray of Enfeeblement Ranged spell strike 4 1d6+1 3 Link to comment Share on other sites More sharing options...
Choomie Posted March 15 Clone Share Posted March 15 (edited) "Newt" Gaspard • Cattle Rustler The light slanted through the gapteeth of the pines and fell dappled on the meadow's floor, and Newt's eyes drank it in bitter. He saw Jennifer and he saw the rise and fall of her breathing, and he watched her movement and the thugs' movements like a dream outside the regularness of time. Those lank and ravening men with their jaws hung by wants and appetite; Newt could smell them across the distance like stale wind. He drew air deep into his lungs and felt the slugging weight of the rifle in his hands. Closing one eye against the barrel's rising sight line he saw in a thin wink of focus the bandito up the ridge silhouetted by wands of light cast from the campfire. New bored the sights dead on the middle of that shape, drawing back the hammer with his thumb. Then the spark roared flamewise, and the powder propelled the ball forth while the rifle bucked and Newt saw through the old smoke trails as that dark body awaited to be sent earthward, bonelessly giving into shock. He savored the impending moments. Newt targets the furthest bandit, who is still within the normal 80 foot range of the rifle. Edited April 23 by Choomie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack & Damage 9; 2 1d20+5;1d10 [4]; [4,2] Link to comment Share on other sites More sharing options...
TheFred Posted March 17 Author Clone Share Posted March 17 (edited) The bandits seem to be caught off guard by Jen, rather than shooting, suddenly casting a spell, but they might have responded in time had not the rest of the group suddenly opened fire from the nearby ridge. Buzz's ensorcelled strike proves to be overkill as the man drops to the ground before he can even draw his gun. Jen makes a beeline for the trees... but she isn't fast enough. By now the bandit leader has recovered his senses and, darting for cover himself, fired a deadly shot that catches her square in the back! Meanwhile, the would-be chef has drawn his own gun and run for the cover of a tree near the horses. Mack thinks he managed to hit him with a shotgun blast, but whilst he may be injured he definitely isn't dead yet; he searches for the attackers hid up on the ridge and fires at them. Fortunately for those hiding there, he doesn't even come close to hitting anything. Edited April 20 by TheFred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will Saves 14; 7; 19 1d20;1d20;1d20 [14]; [14,7]; [14,7,19] Happs shoots at Jen 27; 5 1d20+7;1d8+4 [20]; [20,1] Critical Confirmation 16; 32 1d20+7;3d8+12 [9]; [9,8,4,8] Bandit shoots at Buzz (fourth increment) -1; 5 1d20-3;1d8+1 [2]; [2,4] Link to comment Share on other sites More sharing options...
ccanary Posted March 18 Clone Share Posted March 18 Shenoah Littlefeather Shenoah Littlefeather — Human Druid 3 (Goliath) AC/T/FF 20/12/19 | HP 27/27 | Init +2 | Speed 20ft | Fort/Ref/Will 6/3/5 | Low light vision Rage 5/5 | Hero Points ?? Active Conditions: longstrider (+10 movement) Spells: 2nd: barkskin, vine strike 1st: cure light wounds, entangle, heightened awareness Cantrips: (unl) detect magic, ghost sound, prestidigitation, read magic Watching the fire from hiding She had it all prepared. Her revenge, rising from the foliage, sending in her companion, casting them down. But there were three of them and just one of her and she hesitated. And then suddenly there was a woman walking up to the camp! She paused to watch how that played out. It turned out very badly for the woman! So instead of attacking she found herself moving as quickly as she could to the wounded woman's side. "Hold on to your life. I'm a friend," she whispered as she crouched next to Jen and the bandits shot at the men on the ridge. Mechanics Move: SE to Jen's side. Think it'll take a double move, even with longstrider Standard: Free: Trained Skills Linguistics +2 Climb* +8 Diplomacy +2 Fly* +6 Handle Animal +4 Heal +6 knowledge (geography, local, nature) +4 Perception +8 Spellcraft +5 Survival +8 Swim* +8 * -5 ACP to str and dex skills Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted March 29 Clone Share Posted March 29 (edited) Mack Cartwright Round 2 Mack realizes that something got jammed in the barrel on that last shot, nearly took his arm off. With the speed and precision of a trained gunsmith he quickly cleared the bad slug and cleaned out the barrel in time for him to reload another slug and fire on the cook again. OOC and Actions Mack Cartwright------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== Oops, I realized that I had a misfire with my readied attack last round. I should have cleared it or taken a -2 penalty to hit & damage. To avoid recalculating anything now I'll just clear it now. Also, I have a 25 ft range increment with the shotgun. I believe he was 60 ft away last round (so a -2 distance penalty). If he is further than 75 ft away please reduce 1 from my roll. ===== Actions ===== Move: Spend 1 grit to clear broken gun as a move action Free: Reload shot gun Standard: Attack vs. cook (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -2 range) Shotgun damage (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 9 rounds remaining Remaining Resources: Grit/Luck/Panache: 3/4 (-1 quick clear) Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 92/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Edited March 29 by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack vs. cook 23 1d20+6 17 Shotgun damage 3 1d8+2 1 Link to comment Share on other sites More sharing options...
Choomie Posted April 4 Clone Share Posted April 4 (edited) "Newt" Gaspard • Cattle Rustler The shattering bark of the firearm split the stagnant air, and Jennifer stumbled, colliding with the earth and crumpling to the meadow floor, sprawled beneath vapors of a malicious kind. Newt cursed. The old man's gaze was then captured by a flicker of movement near his downed companion. A local horser woman materialized, seemingly conjured from thin air. There was no time to ponder such strangeness, such suddenness, such violence. Newt drew a bead, the sight of his rifle trailing the bandits. His weapon cracked fire and boomed across the valley. His voice boomed soon after. "They'll be on us 'fore the smoke clears," Newt growled, terse low. "Mack, I'll keep working the ridge. You and Buzz press in and I'll lay down cover. Go get our girl back!" Newt speaks before firing a second shot at the miscreant beside the campfire, south of the parked horses. Edited April 4 by Choomie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rifle Attack 15 1d20+5 10 Rifle Damage 8 1d10 8 Link to comment Share on other sites More sharing options...
hoverfrog Posted April 5 Clone Share Posted April 5 Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5, Init +4 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 Buzz slides down the slope, moving as quickly as he can towards their downed companion, "Right!" As he reaches the level ground he throws a Magic Missile at the most threatening foe. Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 Grit: 1 Actions Move closer Magic Missile with Toppling Spell Name xDiceName xDiceResult xDiceString xDiceRolls Magic Missile (Toppling Spell) 6 2d4+2 1,3 Link to comment Share on other sites More sharing options...
TheFred Posted April 20 Author Clone Share Posted April 20 (edited) Guns crack, and another of the bandits falls to the floor. The firefight isn't over yet, though, as two more come running in from the north, looking around in confusion for the source of the attack. "They're up there, you idiots!" Their leader yells. "Up on the ridge, in the trees!" As the newcomers take cover, Buzz decides to leave it, lowering himself down the ridge in an attempt to reach Jen. Unfortunately, cliffs aren't his thing; his foot slips and he tumbles to the ground, the wind knocked out of him. Buzz takes 6 nonlethal damage and is knocked prone (but I assume he uses his remaining action to stand back up? Technically he could still cast Magic Missile from a prone position I suppose) The bandit leader takes the opportunity to shoot at the daring but unfortunate gunslinger... luckily for Buzz, tumbling into the bushes makes him a hard target to hit, and the bullets bury themselves in the ridge nearby. Edited April 20 by TheFred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Buzz Climb 7 1d20 7 Buzz Bruised 6 1d6 6 Happs Shoots at Buzz (+4 AC) 13; 0 1d20-1;1d20-1 [14]; [14,1] Link to comment Share on other sites More sharing options...
hoverfrog Posted April 21 Clone Share Posted April 21 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. Name xDiceName xDiceResult xDiceString xDiceRolls Magic Missile (Toppling Spell) 7 2d4+2 3,2 Trip attack from Toppling spell 20 1d20+7 13 If he falls down and tries to stand AoO 11; 4 1d20+7; 1d6 [4]; [4,4] Link to comment Share on other sites More sharing options...
Choomie Posted April 23 Clone Share Posted April 23 (edited) "Newt" Gaspard • Cattle Rustler The hummock that became Hell choked on smoke. A thick, greasy pall hung over Newt, and with each blast, it tangoed and roiled like a puppet. He tasted the metallic tang of spent shells on his tongue, a sweet, sickly reek of saltpeter. This acrid air was a familiar stench-blanket that seemed to follow Man as he conquered more and more of the frontier and himself with it. It had almost become a natural smell, natural like a pine's crisp, resiny perfume or the scent of trampled bunchgrass under a dirty boot. It was the odor of the modern land, distilled to its basest and most pure, primordial element. "Buzz!" Newt shouted as his companion slipped in the commotion of the battle. He cleaned the rifle, then loaded a fresh cartridge. Full-round action to reload the rifle (I forgot to do this last turn!) Edited April 23 by Choomie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ccanary Posted April 24 Clone Share Posted April 24 (edited) Shenoah Littlefeather Shenoah Littlefeather — Human Druid 3 (Goliath) AC/T/FF 20/12/19 | HP 27/27 | Init +2 | Speed 20ft | Fort/Ref/Will 6/3/5 | Low light vision Rage 5/5 | Hero Points ?? Active Conditions: longstrider (+10 movement) Spells: 2nd: barkskin, vine strike 1st: cure light wounds, entangle, heightened awareness Cantrips: (unl) detect magic, ghost sound, prestidigitation, read magic Coming to help Shenoah whistled, as she engaged with Jen. Then she lay her hands on the priestess and chanted a few words that were almost familiar but in a strange, primal dialect. As Jen's wounds closed a little, a small ... moose? Elk? emerged from the underbrush and charged in at the leader. Mechanics Move: Standard: CLW on Jen for ... 11 Free: Command her animal to attack Happs handle animal check with +4 for her own AC ... 15 success vs. DC 10 Mooswa attacks Happs on charge but misses. Mooswa has AC 19 normally (17 after charge) Trained Skills Linguistics +2 Climb* +8 Diplomacy +2 Fly* +6 Handle Animal +4 Heal +6 knowledge (geography, local, nature) +4 Perception +8 Spellcraft +5 Survival +8 Swim* +8 * -5 ACP to str and dex skills Edited April 24 by ccanary (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CLW 11 1d8+3 8 handle animal DC 10 15 1d20+8 7 Mooswa attack (charge) 9; 4 1d20+8; 1d8+1 [1]; [1,3] Link to comment Share on other sites More sharing options...
OzzyKP Posted Tuesday at 02:16 PM Clone Share Posted Tuesday at 02:16 PM (edited) Mack Cartwright——————————Round 3 Notwithstanding the life or death situation they find themselves in, Mack stifles a laugh as Buzz takes a tumble down the embankment. His decorum lasts only a moment though until he can't help himself and blurts out "Watch out, that first step's a doozy!" With Buzz rushing toward the leader, Mack attempts to pick off one of the new threats. He quickly jams another slug in the chamber and then fires at the furthest away enemy, clipping his leg. OOC and Actions Mack Cartwright------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== ===== Actions ===== Move: Free: Reload shot gun Standard: Attack vs. Furthest North enemy (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -3 range) - 85 ft or so away Shotgun dmg (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 8 rounds remaining Remaining Resources: Grit/Luck/Panache: 3/4 (-1 quick clear) Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 91/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Edited Tuesday at 02:31 PM by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack vs. Furthest North enemy 21 1d20+5 16 Shotgun dmg 4 1d8+2 2 Link to comment Share on other sites More sharing options...
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