Pieces of Eight and More Besides- A Solo Pirate Game (Inactive)

Game Master Mowque

A gun wielding pirate makes her way in the world via plunder, panache and good friends.


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F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

Not exactly sure yet, but it seems like a good starting point.


I am asking this of ALL my games, so don't think this is a sign of waning interest or anything.

What do you see as a successful 'end' or completion of this game? What do you see as a fitting conclusion to your character's arc? Feel free to list goals or things you want 'done'.

Thanks!


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

I'd like for Jade to have a fleet, to be on good terms with Andoran again, and to have abolished slavery in large sections of Golarion.

It'd be super awesome to get a flying fleet eventually, once I start to head into the main land to abolish slavery there. Though I first want to focus on Varisia and islands; places I can sail to with a regular fleet.

I was thinking of tackling the coastal city states of Varisia that allow slavery first, because they're (mostly) independent cities. They can be tackled more easily than an entire country. I'd eventually like to see the government of Cheliax toppled, and to have the nation reformed so there's no more slavery and devil worshiping.

Just read a bit on Nidal, because I noticed it being wedged in between Varisa and Cheliax. There's something else that also needs some change. In fact, there are many nations in Avistan that have evil at their cores. Depending on how everything above will play out, Jade and her fleet may be able to do something about it.


Very cool stuff. You have big plans...

What is the jail break scheme here?


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

The part about flying ships is the part I look forward to most of all! I'll have to wait a long time to get there, but it'll be very awesome when we do!

1) Find Brew and convince him to help me, preferably recruiting him for the long haul while at it.
2) Tell Lady Heidmarch I need the boat right now. (Given the time that's passed I expect it to sit ready by now.)
3) Instruct Brew in the very basic tasks of raising sails and pulling in the ropes that attach the boat to the dock. (The former literally requires pulling more ropes. Not hard at all.)
4) Sailing to the Pillar.
5) Entering the Pillar while pretending to deliver Jean to his would-be cell.

From there I'll be presented with a situation I'm not 100% clear of. It'd be neat if we'll come across the cells of my friends and the gnome while on our way to Jean cell, but we might not. We may be escorted, but we may not be.

If everything goes smoothly the way out of the prison will be like this:
1) I will give my two friends, the gnome, and Jean a potion of invisibility on our way out.
2) Brew will raise the sails the moment he sees Karz and I exit the Pillar.
3) everyone gets aboard the ship while Brew pulls in the ropes, a task Karz can help with while I get to the steering wheel.
4) We get the hell out of Magnimar, heading north.

Then we have to find out where to drop off the gnome, get a better ship, and drop Jean off. Though maybe Jean will want to stick around eventually. I've been thinking of recruiting him as well.

I by the way wonder of Lady Heidmarch expects the boat back, 'cause returning to Magnimar so soon while on it is a VERY bad idea. Guess I should ask when I see her. Maybe I can drop it off elsewhere if she wants it back.


Thank you for the detailed explanation, really helps me on my end.


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

I'd like to finish the sheets for Jade's friends, and determine what weapons I would've purchased for them, before I head into the Pillar.

I'll have plenty of time to do so next Friday. Then I'll be able to head into the Pillar with all preparations out of the way! :)

Looking forward to it!


Sounds good to me!


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

It took me a bit to get them the way I wanted them to be, but here you go:

Emery Bray (Level 7 F Gunslinger; Musket Master):

NG Medium Humanoid (Human)
Init +4 [+2 with at least 1 grit] (+4 Dex)

Defense
AC 16 (10 +4 Dex +2 Dodge); Touch 16 (10 +4 Dex +2 Dodge); Flat-Footed 10 (10)
HP 60 (46 +7x1Con +7x1HP Favored Class Bonus)
Fort Save +6 (+5 Class +1 Con); Ref Save +9 (+5 Class +4 Dex); Will Save +5 (+2 Class +3 Wis)

Offense
Speed: Medium (30 ft)

Melee: -
Damage: -
Attack roll: +9/+4 (+7/+2 Base Atk +2 Str)
Crit: -

Ranged: -
Damage: - [+4 Deadly Aim +1 PBS]
Attack roll: +11/+6 [-2 Deadly Aim -2 Rapid Shot +1 PBS] (+7/+2 Base Atk +4 Dex)
Rapid shot: 1 extra attack at highest Base Atk -2
Crit & Range: -; - feet
Misfire: -; - feet

Statistics
Str 14, Dex 18 (15 +2 Race +1 Lv4), Con 13, Int 10, Wis 16, Cha 10
Base Atk +7/+2; CMB +9 (+7 Base Atk +2 Str); CMD 23 (10 +7 Base Atk +2 Str +4 Dex)

Feats:
Deadly Aim
Deeds (Class)
Grit (Class)
Gunsmith (Class)
Gunsmithing (Class)
Improved Precise Shot
Nimble Moves
Point-Blank Shot
Precise Shot
Rapid Reload [Muskets] (Class)
Rapid Shot

Racial Traits:
Bonus Feat
Wayfarer

Traits:
Black Powder Bravado [Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.]
Sea Souled

Skills (Untrained):
Disguise +0 (+0 Cha)
Diplomacy +0 (+0 Cha)
Heal +3 (+3 Wis)
Ride +4 (+4 Dex)
Sense Motive +3 (+3 Wis)
Stealth +4 (+4 Dex)

Skills (Trained):
Acrobatics +10 (3 +3 Class +4 Dex)
Bluff +4 (1 +3 Class +0 Cha)
Climb +6 (1 +3 Class +2 Str)
Craft (Alchemy) +4 (1 +3 Class +0 Int)
Handle Animal +4 (1 +3 Class +0 Cha)
Heal +7 (1 +3 Class +3 Wis)
Intimidate +4 (1 +3 Class +0 Cha)
Knowledge (Engineering) +4 (1 +3 Class +0 Int)
Knowledge (Geography) +3 (1 +2 Racial +0 Int)
Knowledge (Local) +6 (1 +3 Class +2 Racial +0 Int)
Linguistics +1 (1 +0 Int)
Perception +7 (1 +3 Class +3 Wis)
Profession (Sailor) +13 (7 +3 Class +3 Wis)
Sleight of Hand +8 (1 +3 Class +4 Dex)
Survival +8 [+2 Racial, to avoid becoming lost] (2 +3 Class +3 Wis)
*Swim +10 (4 +3 Class +1 Trait +2 Str)

* Can always take 10 while swimming. (Sea Souled)

Languages: Common, Dwarven, Elven

Equipment
-

Wearing & otherwise equipped
-

Encumbrance: -lbs.; Light Load, (Light Load up to 58lbs., Medium up to 116lbs., Heavy up to 175lbs.)
Money: -

Class Info
Favored class: Gunslinger
Alternate class bonus: Add +1/4 point to the gunslinger’s grit points. (Chosen 0 times)

Grit: 3 (+3 Wis)

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.

Musket Training (Ex): Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

Deeds:
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.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Gunslinger Initiative (Ex): At 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.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

Pistol-Whip (Ex): At 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.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

- Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
- Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
- Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
- Torso: Targeting the torso threatens a critical on a 19–20.
- Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Valda (Level 7 F Unchained Rogue; Knife Master):

CG Medium Humanoid (Elf, Human)
Init +5 (+5 Dex)

Defense
AC 15 [+2 Dodge vs. light blades +2 Dodge; Combat Expertise] (10 +5 Dex); Touch 15 [+2 Dodge vs. light blades +2 Dodge; Combat Expertise] (10 +5 Dex); Flat-Footed 10 (10)
HP 59 (38 +7x2 Con +7x1HP Favored Class Bonus)
Fort Save +4 (+2 Class +2 Con); Ref Save +10 [+1 vs. Traps] (+5 Class +5 Dex); Will Save +2 (+2 Class +0 Wis)

Enchantment Save +2 (+2 Racial)
Immune to magic sleep effects

Offense
Speed: Medium (30 ft)

Melee: Disarm with Swordbreaker Dagger
Attack roll: +16 (+10 CMB +4 Swordbreaker Dagger +2 Improved Disarm)

Melee: -
Damage: - [+4d? SA]
Attack roll: +10 [-2 TWF -2 Combat Expertise] (+5 Base Atk +5 Dex)
Crit: -

Ranged: -
Damage: - [+4d? SA]
Attack roll: +10 (+5 Base Atk +5 Dex)
Crit & Range: -; - feet

Statistics
Str 10, Dex 21 (18 +2 Race +1 Lv4), Con 14, Int 13, Wis 10, Cha 10
Base Atk +5; *CMB +5 (+5 Base Atk +0 Str); CMD 20 [+2 vs Disarm] (10 +5 Base Atk +0 Str +5 Dex)

* When using a Swordbreaker Dagger dexterity replaces strength. In such situations:
CMB +10 (+5 Base Atk +5 Dex)

Feats:
Assault Leader (Class; Rogue Talent)
Blade Sense +2 (Class)
Break Guard
Combat Expertise
Double Slice
Evasion (Class)
Finesse Training [Swordbreaker Dagger] (Class)
Hidden Blade (Class)
Improved Disarm
Multitalented (Class; Rogue Talent)
Rogue Talents (Class)
Rogue’s Edge [Acrobatics] (Class)
Sneak Stab [Light blades 4d8, otherwise 4d4] (Class)
Two-Weapon Fighting (Class; 'Combat Trick' Rogue Talent)
Uncanny Dodge (Class)
Weapon Finesse (Class)

Racial Traits:
Ancestral Arms [Swordbreaker Dagger]
Elf Blood
Elven Immunities
Keen Senses
Low-Light Vision
Multitalented

Traits:
Armor Expert
Devotee of the Green [Knowledge (Nature) chosen]

Skills (Untrained):
Heal +0 (+0 Wis)
Ride +5 +5 Dex)
Survival +0 (+0 Wis)

Skills (Trained):
*Acrobatics +15 (7 +3 Class +5 Dex)
Appraise +5 (1 +3 Class +1 Int)
Bluff +4 (1 +3 Class +0 Cha)
Climb +4 (1 +3 Class +0 Str)
Diplomacy +10 (7 +3 Class +0 Cha)
Disable Device +15 (7 +3 Class +5 Dex)
Disguise +4 (1 +3 Class +0 Cha)
Escape Artist +9 (1 +3 Class +5 Dex)
Intimidate +4 (1 +3 Cha +0 Cha)
Knowledge (Dungeoneering) +5 (1 +3 Class +1 Int)
Knowledge (Geography) +9 (7 +1 Trait +1 Int)
Knowledge (Nature) +12 (7 +3 Class +1 Trait +1 Int)
Knowledge (Local) +5 (1 +3 Class +1 Int)
Linguistics +5 (1 +3 Class +1 Int)
Perception +6 (1 +3 Class +2 Racial +0 Wis)
Profession (Sailor) +10 (7 +3 Class +0 Wis)
Sense Motive +4 (1 +3 Class +0 Wis)
Stealth +15 (7 +3 Class +5 Dex)
Sleight of Hand +9 [+7*0.5 on concealing a light blade] (1 +3 Class +5 Dex)
Swim +4 (1 +3 Class +0 Str)
Use Magic Device +4 (1 +3 Class +0 Cha)

* Skill unlock powers available. (Rogue’s Edge)

Languages: Common, Dwarven, Elven, Goblin

Equipment
Combat gear
-

Wearing & otherwise equipped
-

Encumbrance: -lbs.; Light Load, (Light Load up to 33lbs., Medium up to 66lbs., Heavy up to 100lbs.)
Money: -

Class Info
Favored class: Unchained Rogue
The rogue gains +1/6 of a new rogue talent. (Chosen 0 times)
Favored class bonus: +7x1HP

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

- Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
- Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogue Talents:
Assault Leader (Ex): Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Combat Trick: A rogue who selects this talent gains a bonus combat feat. (Two-Weapon Fighting was chosen.)

Multitalented (Ex): The rogue can use her rogue talents more often. Once per day, she can use a rogue talent that is normally only usable once per day one additional time. At 10th level and 18th level, she can use this talent one additional time per day (for a maximum total of 3 additional uses of a rogue talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same rogue talent. This ability cannot be used with an advanced talent.


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

As you can read in Jade's backstory Jade and Emery met when both serving in the Andoran navy. Emery's an accomplished markswoman when she's got her hands on a musket, but like every gunslinger she's also capable of using others martial weapons. Even if I'd have had the gold to buy one, I reckon it'd be impossible to purchase a musket anywhere in Magnimar without drawing major attention. I'd like to instead buy her a longbow with 40 regular arrows and a longsword.

Jade and Valda ironically met in the previous prison where the half-elf was held, and back then was the one who made it possible for Jade and Emery to escape. She specializes in using swordbreaker daggers to disarm opponents, then cutting them to ribbons. (Getting an extra attack on a successful disarm.) Whenever there's an opportunity to flank (that doesn't kill her), Valda takes it. Twice a day she can even give her flanking buddy an extra attack if she herself misses hers. The swordbreaker dagger is an exotic weapon, but Jade will have tried to find at least 2 of them in Magnimar (and add 2 regular daggers if no more are available). If not a single one is available, I'd like to purchase 4 regular daggers instead.

Also thinking of purchasing some cheap armor. Not that there's likely to be any time to don it while inside the prison, but it'd be nice to have after the prison break. Will wait for you to tell me if Jade was able to find (a) swordbreaker dagger(s).


I look forward to reviewing the builds. Gunslingers are fun.

I assume you want me to play them, correct? Assuming so, do you want to give me a line or two of personality?

Also, all of their gear will be separated from them in the jail.


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

I didn't give them any gear, that's why I left the equipment sections empty. I assumed they had full gear, of a value roughly equal to Jade's, but it was either lost when the ship sank or the Aspis took it away. Kind of assumed I'd not be able to retrieve it.

The weapons I listed are things Jade would've picked up in preparation for the prison break. She'd have purchased those in Magnimar and put them inside her handy haversack, to give to Emery and Valda once they're out of their cells.

If you are however willing to present me with an opportunity to retrieve their original gear while inside the prison, I may take it and will gladly describe the full gear they would've had.

------

And yes, I'd like for you to play them. I ended up with a bit more info about them than you asked for, but I kind of just kept writing! Figured I'd add something about the bond Emery and Valda share, as they're also friends. Not just with Jade. (Also added some stuff that could be fun for some comic relief in the future!)

Emery:
Emery has an optimistic personality and is always looking for opportunities to learn/develop herself. Emery prays to Iomedae. She likes to help people and will keep her mouth shut if someone entrusts her with something, unless keeping her mouth shut would have disastrous consequences for the people she loves. Emery used to be LG while in the Andoran navy, but her principles weighted heavier than the law and she gradually switched to NG. She even studied law before enrolling in the navy, but figured she'd rather assume an active role in making the world a better place. She likes studying cultures and languages, and will try to pick up more languages over time.

Because of the aforementioned Emery will often put a point or two in Linguistics (learning 2 languages for each point) or Knowledge (Local). She's a very loyal person, and takes pride in being a good navigator. Therefor she'll always keep her Profession (Sailor) as high as possible.

Emery's urge to help others can however be a bit annoying to those who want to be left alone, because she's not good at leaving people alone. Her overenthusiastic chitchat about all the new things she's learned can sometimes annoy Valda (and possibly others).

Valda:
Valda often feels she's somewhat misunderstood, a feeling that has its roots in her mixed heritage and how people treat half-elves. She's had her fair share of misfortune and can't stand to see injustice done, which is why she decided to join Jade and Emery and became friends with them. Valda's very patient and knows how to wait and bide her chance, both in social situations and on the battlefield. Valda likes picking up as many useful skills as possible, because she's been alone for most of her life and still feels safest when knowing she's capable of doing a lot things on her own. She's glad she has some very close friends now, but deep within she fears that something may happen to them and that she might end up back alone.

Like Jade, Valda prays to Gozreh; god of the sea. The sea has always fascinated her, and she's tries to keep her Knowledge (Geography and Nature) up to date. She's learned navigating (Profession (Sailor)) from Emery and Jade, and by now knows even more about it than Jade. Valda learned Dwarven together with Emery, after informing the language enthusiast that she picked up Goblin a few years ago and had been wanting to learn Dwarven as well. Valda always tries to keep her Disable Device and Stealth skills as high as possible. She's the one who taught Jade how to use that skill.

Even though Valda likes spending time learning languages together with Emery, her friend's over-eagerness to discuss grammar sometimes gets a bit on Valda's nerves. Considering Emery's not very capable of letting things go and always tries to help and understand others, Valda can sometimes be seen quietly sneaking around the ship to avoid Emery while pressing a finger to her lips to anyone who happens to spot her.


All looks great to me, feel free to post in Gameplay.


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

What about the weapons, was I able to pick up the following in preparation of the invasion?

Longbow (75gp)
Arrows x40 (1gp per 20)
Longsword (15gp)
Swordbreaker dagger x4 (10gp a piece)

And I'd like to add this as well:
Leather Armor x2 (10gp a piece)

Total: 152gp


Yes, you had plenty of time to buy that stuff. Go ahead.


You might not be, but I am having a blast with this fight. So dynamic!


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

It started a bit too early to my liking, simply because it kind of foils my plan a bit, but the combat itself is enjoyable! :)

The current situation sure adds tension to the whole goal of freeing everyone, but I'm sure really glad I didn't enter alone!

GM Mowque wrote:
Very cool, but he does still get an AoO as I read the ability,

The way I understand it is that 'pick up an item' is a specific move action that's defined as provoking an AoO, with the reasoning behind it likely being that you're bending over in the middle of combat in order to pick up the object.

'Kick Up' is a feat that allows me to retrieve an item, but I'm not doing any bending over and picking up. It's a completely different action physically, so I don't think it's really comparable in any other way than the end result also being that the item's back in my hand.

There's also the following line: "Additionally, when you kick up a weapon and attempt a feint before the end of your turn, you receive a +2 circumstance bonus on the feint attempt."

I think it'd be very weird for a combat feat that allows you to retrieve your weapon and receive a feint bonus with it to provoke an AoO while doing so. Kind of beats the whole point, as using a combat feat is supposed to give one an edge in combat and that edge would almost completely be taken away.

GM Mowque wrote:
you just still have full movement so you can attack him twice. That one crit landed so reclaim your panache.

I spent my Swift Action on the Kick Up though. So I couldn't have spent it on doubling my Precise Strike damage on the first attack, as that also requires a Swift Action.


RULE DISPUTE

One Swift versus Move- Yes, that feat allows you to pick up an item without spending any movement, which allows you to Full Attack. Without it, you'd have been limited to one attack (instead of the two you got).

That is the edge it gives you. As far as I see, swift actions still involve AoOs and nowhere does it hint that using that feat would cause you to avoid it.


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

I believe kicking an item up to be an entirely different action physically and therefor not comparable with bending over and picking the item up. And nowhere does it state that the former action does provoke. The absence of such a mention for the kick up, which is a different action, would lead me to believe that it doesn't provoke. (It's not like Fast Reload, where a character just learns to do the exact same thing faster.)

But okay, I'll keep the AoO thingy in mind when I next use the feat!

On a side note: at first I felt like Kick Up required a rather heavy feat investment for the benefit of just retrieving a weapon faster, considering you need Acrobatics as prerequisite, but I now feel like both feats really fit with Jade's character!


It is a cool feat, one I haven't seen before.

I am very curious to see how you get out of this...


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

I figured I'd move this to discussion, as my post was getting a bit long due to all my questions.

AoO related questions:

I don't quite get why I provoked. The construct was two steps up, me taking a 5-foot step should easily cover that distance without provoking? (Maybe my description of taking a 'single step' didn't make clear that it was a 5-foot step. Apologies if it was unclear.)

And I remember an inmate being slaughtered when he moved near the construct, which I assumed to be the construct's AoO. Or was that just flavor? (Could of course also be that it has multiple AoOs, but then I still wonder about my 5-foot step.)

Construct's regular turn:

With Jade standing directly in front of the construct, would it not have to back away with a 5-foot step before it could attack with its reach weapon?

GM Mowque wrote:
That hits unless you have swashbuckler thing that prevents it?

I may indeed have something!

If it's a new turn in which the construct attacks, and not still the same turn in which I attacked, then I should have an immediate action available. (I think the construct acted before me when it popped up? Not entirely sure/) If I indeed have an immediate action available I'd like to use the ability in the spoiler below.

Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

If the construct did indeed back off 5 feet to attack me with its range weapon, I'd like to use said ability to move 5 feet up to it so I'm again standing directly adjacent to it. (My Cha modifier is +3 so the attack wouldn't hit either.)

If I don't have an immediate action left this turn, then I got to eat the damage.


1.I didn't know it was a five-foot step. In the future please put that in OOC quotes. But undo that damage, since there is no reason Jade wouldn't do that.

2. The inmate was more flavor then anything else.

3. It did take a five foot backward (I even put it in OOC tags) away from you.

4. You can use dodging panache to keep in his face (Very errol flynn, fighting up stairs like that. That said, the machine will make a different action since it can't attack. Fair?


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

1. Will do!

2. Okaydokay.

3. I thought that was after its attack. My bad!

4. Dodging Panache is an immediate action that I can only use when an opponent attacks me (in melee). The construct has to attack before I can use it. It basically gives me a +3 dodge bonus versus the attack, and after the attack I'm allowed to move 5 feet.

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.


Ah, so you 'let' it take a five foot step, it attacks, you then 'move in' as well as boosting your AC?

So you dodge the attack perfectly.

That worked out nicely for you.


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

Yes, indeed!

I did not expect Jade to be so effective versus enemies with reach weapons. To be honest, I'd completely forgotten about Dodging Panache until you asked me if I had some swashbuckler thing I could use.

That's the funny thing about starting with a high level character; I constantly rediscover abilities I've never used yet while looking at Jade's profile.


*pulls out besitary looking for higher CR bad guys*


F Human Fighter (Gunslinger)/4 (HP 32 | AC 14 | Str -1 | Dex +3 | Con +1 | Int +0 | Wis +2 | Cha +2 | Init:+3] | Speed 30)

Take your time if you're still busy. Ready to continue when you are.

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