DM Bloodgargler's Heroes of the Shiv

Game Master BinkyBo

Plug-in module>Racing to Ruin (Book 2 of Serpent's Skull)


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Dwarf Beast Rider Honor Guard (Cavalier) 3; AC 18/11/17; CMD 17; Saves +5/+2/+1 (+2 vs. pois., sp, sla); hp 28/31

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.


Oracle lvl 4 [ HP 26/34 | AC 21 T 12 FF 19 | CMD 17 | F +3 R +3 W +3 | Init +2 Per -2]

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?

Shadow Lodge

Mook lvl 12

Any news from DM Blood? What is going to happen now?


Opening gameplay in a couple hours ... was looking for a book that I was going to use to help with appropriate descriptive text, but can't find it.
Gatherine will need to finish her alias.. (let me know if you need help with that) And then I think we will be ready to go.


Dwarf Beast Rider Honor Guard (Cavalier) 3; AC 18/11/17; CMD 17; Saves +5/+2/+1 (+2 vs. pois., sp, sla); hp 28/31

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.)


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.


M Elf Wizard 4
DM Bloodgargler wrote:
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.


Female Dwarf Gunslinger 5(Pistolero)

@DM Bloodgargler Yeah gonna need some assistance with stats. And is there like a map link to the boat itself or do I use my imagination as to the ship's interior?


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.


Female Human (varisian) Magus 5

It isn't the WW2 super dreadnought-class japanese battleship Yamato but it will do.


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"


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


Just need to know favored class option +1 hit point or +1 skill point
and what extra feat you would like...


Female Human (varisian) Magus 5

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.


M Elf Wizard 4

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.


Female Dwarf Gunslinger 5(Pistolero)

@Bloodgargler you are awesome and a wonderful person :) And I will take the +1 skill point. Probably in Craft. And modify my equipment --explorer's outfit,adventures sash,and switch out the handaxe for a pick. I think heavy picks are one handed.


M Elf Wizard 4

You can only have skill points up to your level (i.e., 1) in each skill, so you will have to pick another skill for the bonus point. Unless you mean that you want another kind of Craft.


M Elf Wizard 4

(I recommend Sense Motive)


Female Dwarf Gunslinger 5(Pistolero)

Oops. Point blank shot as feat. And...I gotta calculate my grit points.

Shadow Lodge

Mook lvl 12

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).

Shadow Lodge

Mook lvl 12

@DM Blood
Can we buy equipment from UC? I would rather have a four-mirror armor than my scale mail.


@Merck On a case by case basis - four-mirror armor is ok, I don't see it as really that exotic.

Shadow Lodge

Mook lvl 12

Thx


Female Dwarf Gunslinger 5(Pistolero)

Ugh.forget it. Just gonna add t to HP.So HP is 11 now. And lamellar? Somehow missed it.lamellar cuirass has no armor penalty bonus while leather lamellar gets a -2. Or does that not count as a dwarf I get light armor proficiency?


Lamellar Cuirass is hardened leather over cloth chest only

Lamellar Leather .. all hardened leather more protection less agility

You get light armor proficiency from gunslinger

Edit: reading

Shadow Lodge

Mook lvl 12

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...


Female Dwarf Gunslinger 5(Pistolero)

@DM Bloodgargler Lamellar leather armor it is.
@Merck Thank you kindly for suggest

Shadow Lodge

Mook lvl 12

Hmmm, I thought gunslingers wore proficient with medium armor, my mistake, sorry.


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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

Shadow Lodge

Mook lvl 12

@DM Blood
Will you be accepting the racial favored class options from APG?


OK select entire post right click copy... left click Gatherine's picture, click edit my profile, click cursor before or after your background and racial info and right click paste.


yep .. human oracle is a good one.

Shadow Lodge

Mook lvl 12

Yes it is. Thx again.

EDIT: I believe you listed the wrong value for Gatherine WIS on you post DM Blood, on her profile its 15, not 10.

Shadow Lodge

Mook lvl 12

I may be wrong on my calculations but I think that Gatherine, being a dwarf, is currently a 17 point buy character. Which would leave her with 3 extra points to spend on her point buy for attributes. My suggestion would be investing in CON. Aren't we using the 20 point buy system?


ah yes .. meant to double check numbers. 20pt buy yes ..

Ok Gatherine heh what about Str:12 Dex:16 Con:12 Int:10 Wis:15 Cha:12


I think HeroLab has been making my character generation skills atrophy ... (PC died .. Mac only now and no HeroLab)


Dorf

@Merck Wait...Do I?!


yea do 20pt buy before racial mods... then add racial mods.


Dorf

@DM Bloodgargler Sure I'm cool with that. I'm using my phone so it'll take me a bit to put my stats up.Thanks again.


M Elf Wizard 4

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:

  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

    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.

  • Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.


  • Dorf

    @Gordon Wow the numbers look nice on those. Thnx! :)


    M Elf Wizard 4

    Actually, now that I read more about it, Craftsman won't help you much. Alchemical cartridges are wrapped in paper, and you don't actually have to roll Craft(alchemy) to make them anyway. It's automatic with Gunsmithing.


    Dorf

    ...huh.


    M Elf Wizard 4

    @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?


    all yes except maybe the friendly part... no one will start off worse than unfriendly to any of the NPCs.

    EDIT: to clarify yes .. you know pretty much everything there is to know about the NPCs that is in player's guide.


    Dorf

    Gatherine is going to meet one of the party members...rather spectacularly.pray for whoever she runs into--+and their shoes.


    Female Human (varisian) Magus 5

    If equip from UC is allowed, i'ld change studded leather for lamellar leather.


    yea that's fine ... some of your fairly common supplies to transport are from a merchant that specializes in goods from the east .. Gatherine must have pilfered one for herself, as well.


    "Happy birthday you tawny minx"


    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

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