Peacemonger Posted March 24 Clone Share Posted March 24 (edited) Dame Crow - Character Sheet AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 1/4 | Deeds: DeadeyeAt 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., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Smart one then, it's thinking... On one hand hand the bull taking its time is troubling, but then again it means they too have time. Battle tactics aren't exactly Dame's forte. Still, she listens. She gets enough not to clump up, not enough for everyone to be within range of one big petrifying snort from the best. And so as Xi moves across to one side of the tree, Dame runs to the other where they can surround it whichever way it goes. She continues to have a revolver at the ready should it decide to charge her first... OOC Movement: Move around to the other side of the tree than Xi Action: Ready Action Deadly Aim shot if it gets within 20' of her. Bonus Action: Reaction: Edited March 26 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted March 24 Clone Share Posted March 24 (edited) Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 6/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxi looks down at Rex as she is calculating the field and the gas and all the things and then seeing her comrades flank the tree. "I think we have our work cut out for us buddy. We might be taking the knee on this one. Still. LET'S GIVE EM A SHOW." With that Moxi had Rex dart to the farther side of the field all the while pulling out and extract. The small vial held a strange brownish green liquid within it that Moxi popped the top and downed. The extract didn't seem to do much of anything overtly except cause a bit of drool to form on the gremlins mouth. Moxi's cheeks puffed out a bit as if holding something at bay. AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Ride Check, Auto pass Swift Action: Standard Action: Drink Adhesive Spittle Extract. Will be usable next turn for up to 5 rounds Move Action: Mount moves 50 to west field. Shown on map in Discord Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Edited March 24 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Unkabear Posted March 24 Clone Share Posted March 24 Madam Zaer Cardomancer Witch - Las Drujbas Brujitas AC: 19 | HP: 26/26 TEMP HP: 0 | | Move: 30' Init: +4 | SAVES: Fort +3 Ref +6 Will +6 Zaer hears the creature from behind the stump. It was still too far away from her to try to hex. So she waited, she wanted to know which way it broke before she committed to breaking one way or another. "We have already made it farther than they thought we could." Or not, this whole thing was about testing their strengths and weaknesses "Let's give them a show." she said drawing a card and waiting. It was good to see that they were spreading out. They would not get caught in one blast of the petrifying breath. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 25 Author Clone Share Posted March 25 (edited) The bull eyed over at Xi for a moment as she jumped from the stump and came into view. A less than happy grunt came from it's snout. It turned its attention back in the other direction though and bound forward a few feet. Throwing its head back it in a bellow that caused the trees to shake around the area. It then looked forward and opened it mouth. A massive cone of thick green gas erupted out like a geyser. It rolled and tumbled through the air, rushing over the grass in front of it. Blades of green shriveled to stone and cracked almost instantly as it washed over them. Dame and Moxi found themselves seeing a cloud of green hurtling their way. Petrify Fortitude DC 21 negates. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the bull’s breath weapon a second time while petrified. A creature exposed to the bull’s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based. Edited March 25 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted March 25 Clone Share Posted March 25 (edited) Dame Crow - Character Sheet AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 1/4 | Deeds: DeadeyeAt 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., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Naturally, the bull aims for Dame. Perhaps it's because it's the angle it can try and catch more than one of them, but in Dame's mind she's just that kind of luck. She takes a shot as it gets close, but she's a bit distracted by the fumes pouring out. She steps back to dip around the tree... only she doesn't. She doesn't lower her weapon. She doesn't move anything. She cannot. Oh well. Better me than Xi. Come on Drujba, give them that show... Dame's thoughts drift to another time when she couldn't do all that much, and was utterly helpless. This is better. This time is much better, and so she sucks it up and thinks very hard about moving again... OOC Movement: - Action: - Bonus Action: Reaction: Edited March 26 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted March 25 Clone Share Posted March 25 Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 6/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxi sees the cloud coming forward a panicked mumble can be heard as Moxi can't really say anything. She quickly breaths in and holds her breath on the incoming gas. The layer of blood from the blood golems explosive finish flaked off her clothing as it absorbed the noxious gas. Looking over to her allies she gives a thumbs up letting her companions know she is alright then see's that Dame is not moving back. "Mmmm ehm Om mm meh!" Moxi...says? Before surging forward on Rex towards the bull. As she approached Moxi took a standing position in the saddle and gave her own "breath" assault on the stoning bovine. An impossibly large amount of what appears to be mucus spews fourth from her mouth coating the bull in a sticky alchemical substance that starts to instantly stiffen and harden around the bull. "Let's see how ya like that!" She says as she wipes the drool from her mouth. AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Ride Check, Auto pass Swift Action: Standard Action: Moxi Spews Adhesive spittle onto the bull. Bull needs to make a DC 15 Dex Save or be Stuck Move Action: Mount moves 50 to within 15 feet of Bull. Shown on map in Discord Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted March 25 Clone Share Posted March 25 Xiomara Vitellus AC: 20 - Blur: 20% miss chance (concealment) - Enemies in my threatened area: DC to cast spells defensively increases by 2 HP: 60/52 | TEMP HP: 8 | Move: 30' Init: +6 | SAVES: Fortitude: +10, Reflex: +4, Will: +7, +2 bonus on saving throws against spells that I or an ally casts Passive: Perception: 15 Xiomara watches a plume of thick green gas roll over Dame and Moxi. The gas hangs in the air; nothing can be seen yet. A shot rings out from the cloud, but the beast shows no signs of injury. The anger that Xiomara traditionally taps into to fuel her rage is replaced by a more immediate source: the bull's actions towards her new friends. The gas is still clearing when she launches herself towards the bull. It wants to ignore her and go after her friends? Fine, she'll make it notice her. As she approaches the rear of the beast, she raises her falchion and braces her arms for impact. Xiomara waits until the last possible moment to leap. With a deep, husky roar she uses the momentum of her body to bury the falchion deep within the bull's butthole. She hangs from the blade's handle, bouncing herself up and down in the hopes of causing as much internal damage as possible. OOC Free Action: Swift Action: Move Action: Moves 30 ft up to the bull's rear. Standard Action: Full Action: 25 to hit the bootyhole, 12 slashing damage Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Unkabear Posted March 25 Clone Share Posted March 25 Madam Zaer Cardomancer Witch - Las Drujbas Brujitas AC: 19 | HP: 26/26 TEMP HP: 0 | | Move: 30' Init: +4 | SAVES: Fort +3 Ref +6 Will +6 Zaer sneaks around the stump, keeping as much of it between herself and the bull as possible, she witnessed the gas and Dame Crow...freezing in place. That was quite a weapon, and perhaps may be what brings them down. She did not have anything to break such as curse, so instead she started with bringing her best weapon to bare. "I see you have trouble telling your horns from your tail." OOC Move action to get into place, Standard action to throw hex. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 25 Author Clone Share Posted March 25 The bull bucked at the tangling spittle from Moxi seemingly more annoyed than anything. The goo dripping off its metallic skin plates. The distraction however from the spit attack distracted it enough for Xi to get around behind it. The sound that followed from the bull was one that was unlikely to be heard again by any mortal in the woods. The mixture of grunt, squeal, and whimper that came from the creature as it was violated. It kicked back and spun from the attack on its nether regions, managing to pull the sword away from Xi's grip as it remained partly buried inside the creature's metal plated posterior. Again Zaer's hex managed to ensnare itself around their enemy. At it was probably in Xi's favor it did such as the bull now had her full attention. Giving Dame the reprieve of its earlier plans of charging her petrified frame. The bull reared back on its back legs and swiped its two front hooves at Xi. The hex managing to shift them to the side and away from her at the last possible moment. The heavy weight of the missed attack rocking the ground inches in front of Xi. It snorted again in anger and threw its head around, the giant horns whipping with dangerous force. The pure momentum of the gore however was too much for the hex to pull back and one of the horns found its mark in Xi's abdomen and lifted her up off the ground. 21 Gore Damage Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted March 25 Clone Share Posted March 25 (edited) Dame Crow - Character Sheet AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 1/4 | Deeds: DeadeyeAt 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., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Dame watches, impressed, and the frustration not being able to laugh, or cheer, or try to make Zeke uncomfortable by saying something inappropriate, but with just enough room for interpretation to make him think. That's the sweet spot right there. She can't do any of it. And it makes her mad. And then relief. She's gasping for breath and stumbling forward. She's still getting her sense of movement back, fingers moving slow, voice still not there, but her legs are pushing her forward and she tried to flank the beast as best as she can, make it as hard as she can to not get caught in a second snort with two or more of them. She has to admit, the rest of these Drujba are absolutely nuts. And she's loving it, though she does wince at the site of Xi being gored. She thinks Xi can take it though... probably... OOC Movement: Going around the Bull to try to surround it. Action: - Bonus Action: Reaction: Edited March 26 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted March 25 Clone Share Posted March 25 (edited) Xiomara Vitellus AC: 20 - Blur: 20% miss chance (concealment) - Enemies in my threatened area: DC to cast spells defensively increases by 2 HP: 39/52 | TEMP HP: 8 | Move: 30' Init: +6 | SAVES: Fortitude: +10, Reflex: +4, Will: +7, +2 bonus on saving throws against spells that I or an ally casts Passive: Perception: 15 Xiomara screams as the bull's horn gores her abdomen. The pain penetrates her rage, but only intensifies her desire for bloodshed. She draws her halberd and swings at the bull's head. Her shredded abdominal muscles are screaming; she's barely able to put enough force behind the swing to hit it. The halberd smashes into its cheek. She pulls it back with a grunt and prepares for the next attack. OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: 19 to hit with power attack, 14 damage Edited March 25 by jrsey (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Unkabear Posted March 25 Clone Share Posted March 25 Madam Zaer Cardomancer Witch - Las Drujbas Brujitas AC: 19 | HP: 26/26 TEMP HP: 0 | | Move: 30' Init: +4 | SAVES: Fort +3 Ref +6 Will +6 Zaer watches the bull gore into Xi, but she still fights. A wry smile crosses her face as she watches her fight back. Then she sees Dame Crow move! Their chances just increased greatly. Though it would still be a challenge, but perhaps that was the point. Zaer let out a laugh to extend the Hex, the constant mix of sultry and disturbing that mingled with the hex's magic to draw it out longer. It was just too far for her to hit it with a card reliably. Zaer decided that keeping her hex up and strong was the best things she could do to help the others while they dealt with the metal monstrosity. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted March 25 Clone Share Posted March 25 Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxi sees that Xi has taken a hard hit. Dismounting from Rex she begins moving down towards the Stump. "Rex! Flank the bull with Xi!" Rex acknowledged the command as it ran up to the opposite side of the bull thing. Does Rex already know the names of the group? Or is something else at play with it's construction. As it approached the bull it extended its maw with the iron teeth sinking into the backside of the bull creature again. Meanwhile Moxi ran towards the tree stump trying to keep the group as spread out as possible. Whipping around she tosses a bomb at the bull targeting the rear of the bull. As the bomb explodes, the blast that would go towards Rex is absorbed by the side of the bull and too far to reach where Xi is standing. AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Dismount, Craft Alchemy in place of Handle animal. Command to Flank DC 25, Success, 26, rolled in Discord Swift Action: Standard Action: Rex Bite, Hit's deals 6 piercing damage. Moxi Throws bomb, Hit's deals 12 Fire Damage. Rolled in Discord. Move Action: Rex moves up to flank with Xi, Moxi move down by Tree Stump. Shown in Discord map 2 more rounds of Adhesive Spittle, foe -2 to hit, -4 to dexterity. Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 26 Author Clone Share Posted March 26 (edited) The bull rocked its head around in a fury, it kicked back and shifted as it bellowed again. It reared up and lunged forward running over Xi with its large metal frame. Its horn managed to knock her halberd to the side as its front hooves shoved her violently into the grass underneath. Then it continued to move forward, kicking her up to bounce around to be caught once more by its back hooves. Again the creatures massive two-ton weight crunching bone and muscle. The brazen bull makes it out around thirty feet before it spins itself around to look back on his own destruction and for another possible target. A loud snort followed as green gas was starting to develop again within its visible breathing. It would likely be able to attempt a breath attack again soon. 26 Trample Damage Edited March 26 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted March 26 Clone Share Posted March 26 Dame Crow - Character Sheet AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16 Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3 General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Grit: 0/4 | Deeds: DeadeyeAt 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., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Dame gets thoroughly annoyed first as the bull moves away from her, and second as he thrashes Xi some more. "You doing all right, Xi? Can you get to the side, or even behind it?" Dame caught firsthand how wide its noxious fumes got and they're all in trouble where they're standing. Still, Xi may have a chance to get to the side, maybe Zaer and Moxi can move around too, but Dame? She hasn't got much choice if she's going to get close enough to shoot it. No, she knows she's about to go round two. She moves forward, slipping towards Xi, and with a quick motion fire a bullet into the bull's face. OOC Movement: Moves closer to the Bull Action: Focused Aim and Deadly Aim for 11 Damage Bonus Action: Reaction: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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