| Tol Cherthand |
Yes, between Tol, Iolana, and Averin, there is much potential for precise strike. Escape Route could be very useful for making sure that Gatherine can stay at the close, but not melee, range that is preferable for gunslingers. Also it would help Mugambi get where he needs to be to heal us. Swap Places would have a similar use; less flexible in the path of getting away, but potentially faster. (because someone who is threatened can get the first step of "away" and I, or another defender, can move in to threaten their foe in the same turn, rather than them leaving and then me stepping in at some later point, when the enemy may have already adjusted itself.)
For flavor, I am tempted to go with Swap Places, because it represents very nicely Tol shoving Gatherine out of harm's way. I'm not sure it is the most mechanically beneficial.
| Mugambi |
Finish backstory, everything ready to roll. From the options presented i would say prescise strike is my favorite but i agree that flavor wise swap places is a winner.
Did anybody else had problems openning the site late last night?
| Tol Cherthand |
Since we have a new player in the party, I am going to assume we will not be playing at the "optimize or die" level, and will take the flavorful, rather than the optimized choice. Swap Places it is. (Expect Precise Strike in a few levels, though.)
| Gordon the Whale |
And we're off. We have left last port. Gatherine can be found whenever she wishes... Fill in backstories, polish characters, dot your "i"s and bracket your "b"s as soon as possible .. in the meantime.. post whenever you wish.
And in case anyone didn't know about the link at the top of the page, here's the gameplay thread.
| DM Bloodgargler |
I don't have any map for it right now .. if and when one is needed I'll make one. But its a big ship... 3 and a half levels below deck.. above deck there are one story cabins at bow of ship and 2 stories of compartments at aft.
Most of the crew bunks on the bottom full level. First mate and a few others share the level above with some longer stay travelers and cheaper passage cabins. Most storage is split between these two levels.
| DM Bloodgargler |
Ok Gatherine .. need to know what armor, if any, you would like to start with... and if you have a backup melee weapon.
... you get either a +1 hit point or +1 skill point (your choice)
Also ... you have one more feat coming. I would suggest either "rapid reload" or "point blank shot"
| DM Bloodgargler |
Gatherine "Taboofox" Deepheavy
Female Dwarven Gunslinger 1 (Pistolero)
Initiative:+2 Darkvision 60' Perception:+4
DEFENSE:
AC:14 TouchAC:13 FlatFootedAC:11
HP:
Fort:+2 Ref:+6 Will:+0
OFFENSE:
Speed:20'
Ranged:Dragon Pistol +4 (1d6/x4) Range inc: 10' or 15' cone
Melee:Hand Axe +1 (1d6/x3)
STATISTICS:
Str:11 Dex:16 Con:10 Int:10 Wis:10 Cha:12
Base Attack Bonus:+1 CMB:+1 (+3 to Bullrush or Overrun) CMD:14
FEATS:
Gunsmithing
TRAITS:
Stowaway: +1 bonuses to Stealth and Survival checks for food.
Grounded: +2 trait bonus on balance related Acrobatic checks and + 1 on Reflex saving throws.
SKILLS:
Acrobatics +7 (rank 1)
Craft (alchemy) +4 (rank 1)
Perception +4 (rank 1)
Survival +0 (rank 0)+1 finding food
Stealth +3 (rank 0)+1 finding food
Swim +4 (rank 1)
Languages: Common, Dwarven
CLASS ABILITIES:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit.
Gunslinger's Dodge (Ex): At 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.
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.
EQUIPMENT:
Pistol with 30 bullets
Backpack
Water Skin
gunsmith’s kit
hemp rope(50 ft.)
paper cartridges (5)
powder horn with 10 doses of black powder
war razor
handaxe
buckler
armored kilt
| Iolana Zerengo |
I have a doubt on encumbrance.
With my strength score i'll be always in medium encumbrance, but that can hinder a lot the whole party, especially in combat.
Are we assuming that we have packmules or simply that we only take the minimum to stay in light enc. ? But than we would leave behind a lot of survival tools.
| Gordon the Whale |
You can always drop your pack at the start of combat. As for survival-type gear, my horse has extra capacity. By the time we're actually headed into the jungle, you'll probably be able to get yourself a mule.
I say that, but I don't actually know if there will be a chance to stop at a town before then.
Merck
|
Be carefull with the armored kilt:
When you add an armored kilt to a suit of light armor, the set counts as medium armor. Likewise, a kilt and medium armor counts as heavy armor. Adding an armored kilt to heavy armor has no effect.
For Gatherine the best option with an armored kilt would probably be chain shirt or leather lamellar (from UC and 40gp cheaper).
Merck
|
It counts. But from the skills you have it would only affect acrobatics, stealth and swim. If it was me I would prefer to have the extra 2 points in AC and just live with the -2 on the skills but it is more a question of personal preference. Just remember that you can have the heavier armor on your backpack to use later on since now you need all the stealth you can get...
| DM Bloodgargler |
| 1 person marked this as a favorite. |
Gatherine "Taboofox" Deepheavy
Female Dwarven Gunslinger 1 (Pistolero)
Initiative:+2 Darkvision 60' Perception:+4
DEFENSE:
AC:17 TouchAC:13 FlatFootedAC:14
HP:11
Fort:+2 Ref:+6 Will:+0
OFFENSE:
Speed:20'
Ranged:Dragon Pistol +4 (1d6/x4) Range inc: 10' or 15' cone
Melee:Heavy Pick +1 (1d6/x4)
Grit:2 Current Grit:2
STATISTICS:
Str:11 Dex:16 Con:10 Int:10 Wis:10 Cha:12
Base Attack Bonus:+1 CMB:+1 (+3 to Bullrush or Overrun) CMD:14
FEATS:
Gunsmithing
Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
TRAITS:
Stowaway: +1 bonuses to Stealth and Survival checks for food.
Grounded: +2 trait bonus on balance related Acrobatic checks and + 1 on Reflex saving throws.
SKILLS:
Acrobatics +5 (rank 1)
Craft (alchemy) +4 (rank 1)
Perception +4 (rank 1)
Survival +0 (rank 0)+1 finding food
Stealth +1 (rank 0)+1 finding food
Swim +2 (rank 1)
Languages: Common, Dwarven
CLASS ABILITIES:
----Deeds----
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit.
Gunslinger's Dodge (Ex): At 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.
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.
----Grit----
Grit (Ex): 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.
EQUIPMENT:
Explorer's outfit
Adventurer's sash
Pistol with 30 bullets
Backpack
Water Skin
gunsmith’s kit
hemp rope(50 ft.)
paper cartridges (5)
powder horn with 10 doses of black powder
war razor
heavy pick
buckler
Lamellar leather armor +4AC MaxDex+3 ACPenalty-2
| Gordon the Whale |
After updating your ability scores:
HP: 12
Fort:+3 Ref:+6 Will:+2
Heavy Pick +2 (1d6+1/x4)
CMB:+2 (+4 Bull Rush & Overrun) CMD:15*
*Did you copy my dwarf ability block? Because Relentless (the +2 to CMB for Bull Rush & Overrun) is an alternate race feature. I'd recommend the base feature:
If you do that, then
CMB +2; CMD +15 (+19 vs. bull rush and trip)
However, it would probably be worthwhile to take Craftsman instead of Greed, assuming alchemical cartridges are made of metal.
| Gordon the Whale |
@Gatherine: Heh.
The reason it's useful for a gunslinger to have Craft(alchemy) is so that they can create the various types of alchemical ammunition using the Gunsmithing feat. I was thinking that having a higher Craft (alchemy) bonus would help with that, but what the feat says is, "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." There's no need to roll any dice, you just spend the time and materials and it happens. So having one rank is all you need for that purpose, and additional bonuses aren't useful to you.
@Bloodgargler: We've been on the ship for months, so we (Gatherine excepted) have presumably met all the NPCs already, and know the information about them that's in the Player's Guide? And may assume reasonable amounts of friendly familiarity with them?
| DM Bloodgargler |
| 1 person marked this as a favorite. |
hey found perfect guy to set up with Gatherine here he likes guns .. he's little .. he's good with kids