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Chapter 1: On the Hunt


TheFred

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BuzzToken.png.cb7b4380ef608aefc0b45c53815fbfe0.pngBuzz 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), Toppling Spell (Metamagic), Rapid Shot (Combat), Amateur Gunslinger (Combat): Deadeye (Ex)


Class abilities • Arcane Pool (Su) • Ranged Weapon Bond (Ex) • Ranged Spell Combat (Ex) • Ranged Spellstrike (Su) • Magus Arcana: Wand Wielder (Su)


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
Initiative
24
1d20+4 20
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Mack Cartwright
O8ngRC7.png

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 by OzzyKP (see edit history)
Name
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
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BuzzToken.png.cb7b4380ef608aefc0b45c53815fbfe0.pngBuzz 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), Toppling Spell (Metamagic), Rapid Shot (Combat), Amateur Gunslinger (Combat): Deadeye (Ex)


Class abilities • Arcane Pool (Su) • Ranged Weapon Bond (Ex) • Ranged Spell Combat (Ex) • Ranged Spellstrike (Su) • Magus Arcana: Wand Wielder (Su)


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 by hoverfrog (see edit history)
Name
Revolver third range increment
18; 3
1d20+1; 1d8 [17]; [17,3]
Ray of Enfeeblement Ranged spell strike
4
1d6+1 3
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"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 by Choomie (see edit history)
Name
Attack & Damage
9; 2
1d20+5;1d10 [4]; [4,2]
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Posted (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.

BanditCamp2.jpg.c8d6d5fc3c1a75408820881f40d97a2f.jpg

Edited by TheFred (see edit history)
Name
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]
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Shenoah Littlefeather

 

spacer.pngShenoah 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  

 

 

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  • 2 weeks later...
Mack Cartwright
O8ngRC7.png

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 by OzzyKP (see edit history)
Name
Attack vs. cook
23
1d20+6 17
Shotgun damage
3
1d8+2 1
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spacer.png

"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 by Choomie (see edit history)
Name
Rifle Attack
15
1d20+5 10
Rifle Damage
8
1d10 8
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BuzzToken.png.cb7b4380ef608aefc0b45c53815fbfe0.pngBuzz 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), Toppling Spell (Metamagic), Rapid Shot (Combat), Amateur Gunslinger (Combat): Deadeye (Ex)


Class abilities • Arcane Pool (Su) • Ranged Weapon Bond (Ex) • Ranged Spell Combat (Ex) • Ranged Spellstrike (Su) • Magus Arcana: Wand Wielder (Su)


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
Magic Missile (Toppling Spell)
6
2d4+2 1,3
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  • 3 weeks later...
Posted (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.

BanditCamp3.jpg.1b64286f75b160d304cef46722ba2cbf.jpg

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 by TheFred (see edit history)
Name
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]
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BuzzToken.png.cb7b4380ef608aefc0b45c53815fbfe0.pngBuzz 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), Toppling Spell (Metamagic), Rapid Shot (Combat), Amateur Gunslinger (Combat): Deadeye (Ex)


Class abilities • Arcane Pool (Su) • Ranged Weapon Bond (Ex) • Ranged Spell Combat (Ex) • Ranged Spellstrike (Su) • Magus Arcana: Wand Wielder (Su)


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
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]
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"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 by Choomie (see edit history)
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Shenoah Littlefeather

 

spacer.pngShenoah 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 by ccanary (see edit history)
Name
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]
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Mack Cartwright——————————Round 3
O8ngRC7.png

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 by OzzyKP (see edit history)
Name
Attack vs. Furthest North enemy
21
1d20+5 16
Shotgun dmg
4
1d8+2 2
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