Choomie Posted December 19, 2023 Clone Share Posted December 19, 2023 (edited) "Newt" Gaspard • Cattle Rustler The trees stood sentinel above and cast a sullen, ashenhue mood over Newt's head. For a moment he looked up, admiring the gnarled branches spreading a darkening pall across the hillside. All else seemed fallow in the bower that the posse found themselves in. Gaspard moved low through the grass, inch by slow inch, like a worm of the earth. A gloved finger rose to his lips, and on creaking knees he drew a little closer. He brandished his sidearm, a single action revolver from his service years. It was a friend in his hand. He paused and lent an ear to the squabble; from down the glade harsh voices carried on the windless air, but the words were indistinct to him. "What's the word, man?" Newt said to Mack, barely audible. "I can't make out what they're yammerin' about, but it don't sound too friendly to me. I reckon we oughta stay and see how many they got holed up in camp. We might be lucky enough to get the drop on the damn fools. Your call." He lingered in the tree-shadow's lee. The camp declared its grim intent that day, and Newt's heart beat steadily faster as he anticipated what Mack might say. He clutched gunmetal in his hands, a steady draw, but his eyes ached for action. His life had known much violence, he had known many bones of man and animal that lay bleached where they fell, strewn amid spent bullets. Truly, the desolation of man spread to all corners of the world, an emptiness that swallowed. Scars in the earth remained, dead landmarks to conflicts that had been forgotten about. But in time, the green and the summer heat that shimmered covered over, and the bones succumbed to dust and the bullets to crumbs, and life once again took hold in its stubborn, tenacious way. If the sky showed mercy, if the rains came to wash man clean and cover over what would transpire this night, then maybe in time these parts would know peace again. Edited December 19, 2023 by Choomie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted December 24, 2023 Clone Share Posted December 24, 2023 (edited) Jen Klazcka, Bounty Hunting Priestess The others seemed hesitant to commit to either a full and outright ambush (Wise) or to go down there in person. Jen got their attention with a gesture and then, keeping her voice low, explained her plan. "Y'all stay up here and get ready to come out shootin' if they turn hostile. I'm gonna go innerduce myself, see if they're bandits or just folks passin' through." After all, a woman might not set off their danger senses like a man would. And Jen had gotten quite a few bounties for being underestimated. Moving well clear of everyone else before approaching from a different angle at lower altitude, Jen sauntered towards the campfire and the gathered folks, making no effort to hide her presence. She put on a disarming smile and kept her gun hand clear of the grip of the pistol at her waist by making a show of adjusting her hat. It kept the shotgun behind her back within easy reach, though. "Howdy, folks. Sorry to interrupt, but I'm a mite lost." Quick Statblock HP: 22/22 AC: 17 Touch AC: 13 Current Active Effects: None Shotgun: 100 rounds Pistol: 100 rounds Statblock [URL=http://www.myth-weavers.com/sheet.html#id=2837929][B][SIZE=+1]Jennifer Klazcka[/SIZE][/B][/URL] Female Neutral Human Cleric, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]CMD[/b] 13, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 6, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B]Misfire 1-2 Masterwork Shotgun (530 gp) (100 Rounds) [/B] +4 (1d8, x2) [B]Misfire 1, 6 shots before reload Revolver (400 gp) (100 Rounds) [/B] +3 (1d8, x4) [B] Dagger [/B] +2 (1d4, x2) [B] Chain Shirt[/B] (+4 Armor, +1 Dex, +1 Misc) [B]Abilities[/B] Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 12 [B]Condition[/B] None Edited December 24, 2023 by Erico (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted January 9 Clone Share Posted January 9 (edited) Mack Cartwright Before he could object (or volunteer to go with her), Jen stepped forward. Sticking to her plan, Mack took out his shotgun and got ready to fire should she find herself in hot water. At this range, he added a slug instead of pellets. He steadied his breathing and did his best to offset his aim for the distance. 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) ===== Actions ===== Move: Martial Flexibility to add Far Shot feat for 1 min Standard: Ready action to attack anyone who is about to attack Jen. Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat: Only -1 attack per range increment instead of -2. Rounds remaining : 10/10 Remaining Resources: Grit/Luck/Panache: 4/4 Martial Flexibility: 3/4 Inspiration: 0/1 Metal Cartridges: 94/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Edited January 9 by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted January 10 Clone Share Posted January 10 Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5 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 "So we're just marching in, are we?" Buzz draws his pistol and readies a spell just in case things go pear shaped. 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 Link to comment Share on other sites More sharing options...
Choomie Posted January 17 Clone Share Posted January 17 (edited) "Newt" Gaspard • Cattle Rustler Newt hunkered lower in the sparse thicket, feeling a heavy evening descend upon him. He'd one drink left of his smoke, which he idly tossed into the dirt, where it lay a dying spark. It withered sad and pathetic like an old firefly; his boot ground the delicate embers to smears in the soil, a blunt period. Silence again shrouded him in a thick and inviolate way. Newt decided to bide time quietly till trouble or dawn, whichever called first. He scraped residue from the rifling of his gun's rifling. The walnut stock had been worn smooth by his hands and his hands alone over the year past. The rifle was then checked and promptly loaded. Newt took his station against the bole of something ancient and wiser than him. There, with the gun aimed outwards against the world, he watched brave Jennifer as she ventured forward on the group's behalf. A thread of sweat trickled down his faith, faint and saline, which he made no effort to brush away. Edited January 17 by Choomie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheFred Posted February 1 Author Clone Share Posted February 1 (edited) Jen disappears, and retraces her steps back along the trail. Finding a way through the undergrowth to the side, she loops back around to the camp, appearing a short time later. Bandits or not, the group don't seem to be paying an awful lot of attention and Jen is able to get quite close before anyone even notices her, their hands going right to their holsters. From their vantage point amongst the trees up on the rise, the rest of the group can't see or hear very well as Jen makes her introductions. "Hey! Who in the blazes are you?" One of them asks, glaring at her. The cook eyes her warily, but continues stirring without saying anything much. "Well, well, well, what do we have here, lads?" The other says, looking Jen up and down. "Looks like the lady's lost indeed, wandering around the woods like this. Who knows what kinda folks yer might meet out 'ere, eh?" His gaze lingers for a moment on her pistol holster and shotgun and, despite his almost mocking tone, his hand stays very near his own gun. OoC Probably you would need to make Perception checks to have any chance of hearing the conversation, but for the sake of ease I've not privated it. Edited February 18 by TheFred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted February 3 Clone Share Posted February 3 (edited) Jen Klazcka, Bounty Hunting Priestess Jen cocked her head to the side, as if the idea of running into bandits hadn't occurred to her before. "Well, hopefully the helpful kind. And if'n wild animals show up, that's what ol' Betsy is here for." She answered the leader of the group in a drawl and a smirk. "Anyhow, mebbe you fellas could point me in the direction of civilization? I've got a delivery I need to make, and they pay extra if I get there early. Enough to mebbe buy y'all a round at the tavern if'n you're helpful-like." (Gonna try and drag this out to give my teammates as much time as possible to line up some good shots) Quick Statblock HP: 22/22 AC: 17 Touch AC: 13 Current Active Effects: None Shotgun: 100 rounds Pistol: 100 rounds Statblock [URL=http://www.myth-weavers.com/sheet.html#id=2837929][B][SIZE=+1]Jennifer Klazcka[/SIZE][/B][/URL] Female Neutral Human Cleric, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]CMD[/b] 13, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 6, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B]Misfire 1-2 Masterwork Shotgun (530 gp) (100 Rounds) [/B] +4 (1d8, x2) [B]Misfire 1, 6 shots before reload Revolver (400 gp) (100 Rounds) [/B] +3 (1d8, x4) [B] Dagger [/B] +2 (1d4, x2) [B] Chain Shirt[/B] (+4 Armor, +1 Dex, +1 Misc) [B]Abilities[/B] Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 12 [B]Condition[/B] None Edited February 3 by Erico (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted February 5 Clone Share Posted February 5 Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5 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 "Better prep, just in case," Buzz casts a defensive spell as quietly as he can manage. Cast Mage Armour Draw Pistol 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 Link to comment Share on other sites More sharing options...
OzzyKP Posted February 7 Clone Share Posted February 7 Mack Cartwright Mack stays as silent as he can, just watching and craning his ears to hear as much of the conversation as he can. He holds his shotgun at the ready, waiting for a reason to use it. 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 ===== Perception (3 ranks, +3 class skill, +2 WIS) ===== Actions ===== Standard: Ready action to attack anyone who is about to attack Jen. I suppose it took more than a minute for Jen to get to them, so I'll just count my martial flexibility wasted. I'll wait until fighting starts before I use it again. Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Grit/Luck/Panache: 4/4 Martial Flexibility: 3/4 Inspiration: 0/1 Metal Cartridges: 94/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Name xDiceName xDiceResult xDiceString xDiceRolls Perception 26 1d20+8 18 Link to comment Share on other sites More sharing options...
Choomie Posted February 8 Clone Share Posted February 8 "Newt" Gaspard • Cattle Rustler Newt kept his aim steady, though unease crept in. Jennifer knew the business same as any, but these might be dangerous men in a dangerous place. He reckoned she was tougher than most, and the man to his left and the man to his right were an ornery sort, not quick to panic. No coddling was needed. All the same, he'd feel better once this was done with. For now, he could but watch and wait with his rifle ready, watching the camp's mantle for a sign of trouble. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheFred Posted February 18 Author Clone Share Posted February 18 "Well, now, miss, Front Courage's just an hour or two's ride away from here... but why be in such a rush to go?" Says the second man, leering at her. By the way the others look at him, it seems like he's the leader. He frowns. "'Sides, I don't see any horse. You walk here?" "Walkin' all 'round the woods by herself, don't seem so smart to me," his companion remarks. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted February 20 Clone Share Posted February 20 Jen Klazcka, Bounty Hunting Priestess The priestess narrowed her eyes at the group, keeping them all in view as she stared at the leader. "When a horse gets scared and bolts fer it, ain't much that can be done." With a sigh, she glared at them. "Now, look. I didn't come lookin' for trouble and I don't need male companionship, so just put them thoughts outta yer head. I'll make y'all a deal. Point me in the direction of Front Courage, pass me a bowl of whatever grub you've got on the fire tonight, and you're all a gold piece richer each." She extended her right arm in preparation for a handshake, but refusing to come closer to any of them. "Deal?" Unseen by anyone at the campfire, her left hand, down by her waist and away from the grip of her shotgun, lingered in clear view of where she knew the rest of the team was even though she didn't dare look back at them. In quick, but easy to read movements, she flashed the hand signs common among officers of the law and bounty hunters. Hold. Wait for the signal. And then she waited for the leader of the bandit crew to reach out, either to shake her hand or to try something else. Either way, it wouldn't matter. She was ready. -------------------- Jen prepares her "Gentle Rest" Repose Domain ability. If the guy grabs at her or shakes her hand the leader will be staggered for 1 Round; a second touch or grab will put him to sleep. Quick Statblock HP: 22/22 AC: 17 Touch AC: 13 Current Active Effects: None Shotgun: 100 rounds Pistol: 100 rounds Statblock [URL=http://www.myth-weavers.com/sheet.html#id=2837929][B][SIZE=+1]Jennifer Klazcka[/SIZE][/B][/URL] Female Neutral Human Cleric, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]CMD[/b] 13, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 6, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B]Misfire 1-2 Masterwork Shotgun (530 gp) (100 Rounds) [/B] +4 (1d8, x2) [B]Misfire 1, 6 shots before reload Revolver (400 gp) (100 Rounds) [/B] +3 (1d8, x4) [B] Dagger [/B] +2 (1d4, x2) [B] Chain Shirt[/B] (+4 Armor, +1 Dex, +1 Misc) [B]Abilities[/B] Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 12 [B]Condition[/B] None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted February 21 Clone Share Posted February 21 Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5 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 "Wish I had a rifle," Buzz keeps watch, really wanting to look at the encampment through a sight. Cast Mage Armour Draw Pistol 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 Link to comment Share on other sites More sharing options...
TheFred Posted March 2 Author Clone Share Posted March 2 (edited) The men look at each other, then grin. "Now see, why don't we just--" one of them begins, before the leader cuts him off. "Hey, what's that you're doin'?" He asks, eyes narrowed at Jen's hand signal. In flash, his hand goes for his gun. "Get 'er, lads!" OoC Jen can make a hand sign, but she's close to the bandits and she has a -1 Sleight of Hand vs Happs' pretty OK Perception. Still, it probably doesn't make much difference - I don't think this was going any other way! Best roll initiative - if you beat theirs you can go first. I'll endeavour to create a map. Most of you are crouched up in the trees above the camp a good ways off, probably at least 50ft and lower down. There's foliage and stuff in the way but you can probably get a clear enough shot. Edited March 2 by TheFred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Happs Perception 22 1d20+5 17 Happs Initiative 10 1d20+5 5 Bandits Initiative 13 1d20+4 9 Link to comment Share on other sites More sharing options...
Erico Posted March 3 Clone Share Posted March 3 (edited) Jen Klazcka, Bounty Hunting Priestess The bounty hunting priestess mustered a small, irritated smile as she pulled her hand back. "What a pity." She said, before allowing her magic to come forth in an explosive burst around her. "Then suffer!" She snarled, releasing a blast of divine mind-affecting power that washed over the bandit leader and his cronies, then she turned and dashed for the cover of the trees, yanking out her pistol as she did so. Standard: Jen casts Bane, affecting every enemy on the map in her radius. They all need to make a DC 14 Will Save or they suffer a -1 to attack rolls and fear effects for 3 minutes. Move: Jen moves 5 squares south and 1 square SE, giving her cover in the trees (Full cover? Partial?) Swift: Pull out that pistol, girl! Quick Statblock HP: 22/22 AC: 17 Touch AC: 13 Current Active Effects: None Shotgun: 100 rounds Pistol: 100 rounds Statblock [URL=http://www.myth-weavers.com/sheet.html#id=2837929][B][SIZE=+1]Jennifer Klazcka[/SIZE][/B][/URL] Female Neutral Human Cleric, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]CMD[/b] 13, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 6, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B]Misfire 1-2 Masterwork Shotgun (530 gp) (100 Rounds) [/B] +4 (1d8, x2) [B]Misfire 1, 6 shots before reload Revolver (400 gp) (100 Rounds) [/B] +3 (1d8, x4) [B] Dagger [/B] +2 (1d4, x2) [B] Chain Shirt[/B] (+4 Armor, +1 Dex, +1 Misc) [B]Abilities[/B] Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 12 [B]Condition[/B] None Edited March 10 by Erico (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 14 1d20+1 13 Link to comment Share on other sites More sharing options...
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