CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
Vs Gabi Feign...1d20 + 4 ⇒ (4) + 4 = 8 wow the worm is SO faked out!
Gabi, humbly, it's ref save for half acid damage. *Japanese bow* a-so-sorry:)
Okay, I checked everything. The NW worm died when Elros (darn paladins) did his blaze of glory. The NE worm was sent to the negative plane by Sandin. Oh boy is he going to be mad if you ever meet him again. So Gabi, you close the distance with the SW worm. MAP UPDATED. He's a large creature so he gets AoO...
AoO:1d20 + 21 ⇒ (20) + 21 = 41
...which amounts to [spaceballs lord helmet voice]absolutely nothing.[/spaceballs voice]. Oont now it's vorrmy's turn.
SW Worm vs Gabi
bite:1d20 + 21 ⇒ (6) + 21 = 27 for 2d6 + 12 ⇒ (5, 2) + 12 = 19 and acid:4d6 ⇒ (3, 3, 1, 5) = 12 tentacle:1d20 + 19 ⇒ (11) + 19 = 30 for 1d8 + 6 ⇒ (6) + 6 = 12 plus grab:1d20 + 19 ⇒ (1) + 19 = 20 nope.
tentacle:1d20 + 19 ⇒ (5) + 19 = 24 for 1d8 + 6 ⇒ (5) + 6 = 11 plus grab but there's no way I could grab Gabi, she's so quick, so skipping the other grab rolls. Gabi gracefully Matrix-style-dances as the tentacles grope for her...
tentacle:1d20 + 19 ⇒ (12) + 19 = 31 for 1d8 + 6 ⇒ (5) + 6 = 11 plus grab
tentacle:1d20 + 19 ⇒ (10) + 19 = 29 for 1d8 + 6 ⇒ (7) + 6 = 13 plus grab
Round 2
Gabi - fakes out monster and then hurts it bad. -71 damage
Monster - tries to eat Gabi
Sandin Elros Knute - promised to heal Elros
Valena (Last chance to be “still playing”)
Female Taldan Aristocrat1 Init +7 | Perc +6 | AC 13 / T 13 / FF 10 | HP 9/9 | Saves F +1/R +5/W +2
Lady Gabrielle has Evasion, so she doesn't have to worry about that half-damage thing. She also would use her Acrobatics, which she can always take 10 on for a 48 vs CMD, to attempt to negate those AOs as she approaches.
Also, not only is this Taldan aristocrat a blur of wuxia agility, she has Crane Riposte, which will grant her an extra fan attack upon the moonworm attacking her and missing...
Female Taldan Aristocrat1 Init +7 | Perc +6 | AC 13 / T 13 / FF 10 | HP 9/9 | Saves F +1/R +5/W +2
Aww, thanks. I got to play her in PFS all the way from 1st to 20th, so I got a lot of experience with this concept. It also shows that a rogue/monk can really get things done.
MoP, Height Aware, Perm Arcane Sight, Mind Blank, Perm See Invisibility, Permanent Tongues, Contingency (If I die, all my gear and my body and my familiar get plane shifted to my demiplane). Overland Flight (40 ft)
Necromancer (life) 16 HP: 125/130 | AC 13 | T 13 | FF 10 | Fort +15 | Ref +14 | Will +17 | CMD 21 | Initiative +13(+17) | Perception +23(+25) | Sense Motive +21 |
Resources:
Detect Undead 3/3, Life Sight 16/16, Ray of Enfeeblement 10/10, Spectral Hand 10/10, Vampiric Touch 5/5
MoP, Height Aware, Perm Arcane Sight, Mind Blank, Perm See Invisibility, Permanent Tongues, Contingency (If I die, all my gear and my body and my familiar get plane shifted to my demiplane). Overland Flight (40 ft)
Necromancer (life) 16 HP: 125/130 | AC 13 | T 13 | FF 10 | Fort +15 | Ref +14 | Will +17 | CMD 21 | Initiative +13(+17) | Perception +23(+25) | Sense Motive +21 |
Resources:
Detect Undead 3/3, Life Sight 16/16, Ray of Enfeeblement 10/10, Spectral Hand 10/10, Vampiric Touch 5/5
Sandin walks over to Elros and transfers some of his life force to him. Share Essence, Necromancer (life) school power. Tiny motes of lite move from Sandin's hand into Elros's body, fortifying his soul.
Elros gains Temporary HP:1d6 + 8 ⇒ (6) + 8 = 14 temporary Hit Points, Sandin takes the same amount as nonlethal damage.
MoP, Height Aware, Perm Arcane Sight, Mind Blank, Perm See Invisibility, Permanent Tongues, Contingency (If I die, all my gear and my body and my familiar get plane shifted to my demiplane). Overland Flight (40 ft)
Necromancer (life) 16 HP: 125/130 | AC 13 | T 13 | FF 10 | Fort +15 | Ref +14 | Will +17 | CMD 21 | Initiative +13(+17) | Perception +23(+25) | Sense Motive +21 |
Resources:
Detect Undead 3/3, Life Sight 16/16, Ray of Enfeeblement 10/10, Spectral Hand 10/10, Vampiric Touch 5/5
We got jumped pretty bad. One is dead, one is likely dead and the third had enough and ran away. You health is only temporary, I recommend you get some healing.
CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
Having brushed yourselves off from the foul moonworm encounter you continue on. MAP UPDATED.
You find yourselves on the edge of a cylindrical room. The roof, if there is one, is so height up you can't see it, just blackness above you and a tiny speck of brass colored light way up there.
The floor, however, is what is really interesting here: it's made of lunar glass. You can see right through it. It's set on some type of helix shaped porphyry track carved with obscene acts which spirals along the inner wall of the room.
There is a large railroad-track-like switch in the center of this floor. The head of this switch is an orb of clear azure colored gem. From where you stand, there appears to be a brass plate mounted onto the switch's base with text written on it.
MoP, Height Aware, Perm Arcane Sight, Mind Blank, Perm See Invisibility, Permanent Tongues, Contingency (If I die, all my gear and my body and my familiar get plane shifted to my demiplane). Overland Flight (40 ft)
Necromancer (life) 16 HP: 125/130 | AC 13 | T 13 | FF 10 | Fort +15 | Ref +14 | Will +17 | CMD 21 | Initiative +13(+17) | Perception +23(+25) | Sense Motive +21 |
Resources:
Detect Undead 3/3, Life Sight 16/16, Ray of Enfeeblement 10/10, Spectral Hand 10/10, Vampiric Touch 5/5
So up it is then. But we should see to our wounds first.
CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
Knute throws the switch. The glass platform begins to twist up the helix-track. At first it move slow. Then it moves fast. Then it pretty much moves at lightening speed! Finally it slows down. the wind in your ears subsides. It stops in the center of a large circular chamber. A glass dome bubble covers this chamber. You must be at the tip top of the spire: the highest room in the tallest tower of Domanix Annuli. Outside the dome, stars twinkle in the night. And Golarion, bright and beautiful in all it's glory, dominates half the sky. An incredibly complex telescope made of brass and varnished wood sits here in the middle of the room.
Gabi's pamphlet reads: The telescope fixed upon Golarion is the
work of the master inventor Cladrann Thashkrell of
Absalom, and his signature is etched into the brass
frame. The telescope is worth 4,500 gp.
To your left you hear the sound of water. A shower. Behind a curtain you see steam rising. And the tips of batlike wings move about beyond this curtain. And the familiar voice of Euphrixia sings a ballad with exquisit intonation. euphrixia perception:1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 In the din of the shower's water Euphrixia cannot tell you have arrived.
I know you guys already met her. But YOU chose UP, not me! But it's fine...I love RPing my Euphrixia! Mabe she will finally be the one creature in all creation that can corrupt Elros;)
Female Taldan Aristocrat1 Init +7 | Perc +6 | AC 13 / T 13 / FF 10 | HP 9/9 | Saves F +1/R +5/W +2
Wouldn't it be funny if the mechanism had to reset itself...
Lady Gabrielle, with a playful smile across her face, puts her finger to her lips to shush a nervous Elros, then quietly walks over to the telescope, both to confirm the inventor's signature and to see what Euphrixia was watching last, all the while looking around for anything that could have belonged to the Professor.
CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
Although she sees no signs of the professor, Gabi does spy an array of plush furniture coiling around the room. On one coffee table is a book title PRISONER LEDGER.
Through the telescope Gabi sees one of the main fortresses of men and elves which sits upon the edge of the worldwound. Euphrixia must have been watching it, but whether for good or ill you can't say.
Euphrixia begins to hum a sweet tune in the shower.
CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
Knute does indeed find one "Professor Von Lunershine" in the ledger. The book says he has passed his preperatory indoctrination in the Shrine of Rest and Fullfillment bet that was fun and that he is now in a later stage of training in a place called The Ring of Obedience. Perhapse Gabi's pamphlet will know more...
CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
...just then you hear an EEK, EEK, EEK. The shower is turning off. Euphrixia continues to sing as she reaches through the curtain, her delicate pail-skinned arm groping for a towel.
As Knute hands Euphrixia the towel she stops singing. There is a long pause. Euphrixia pulls the towel in slowly. Then cautiously peeks out of the curtain...
Surprised: Wha, what are the lot of YOU doing in here? I thought I sent you DOWN into the lower levels!! You...you aren't allowed in here!
Male Elf Swashbuckler (Mysterious Avenger) L1 | AC18(T15FF13) | hp 11/11 | Saves: F1R6W-1 | Perc: +1 | Init:+4 | Status: OK
"Yes. Well." Said Elros, harrumphing and looking anywhere but her. "Our apologies madame. Your lift seems to have a mind of it's own. As soon as we solve your mechanism we will take our leave."
Euphrixia's voice seems somewhat frustrated. This place is my Sanctum. You should not be here unless you have the proper training. Rolling her eyes, Euphrixia looks at Knute. Give me the ledger, I will tell you what became of your friend.Bluff:1d20 + 38 ⇒ (9) + 38 = 47
Female Taldan Aristocrat1 Init +7 | Perc +6 | AC 13 / T 13 / FF 10 | HP 9/9 | Saves F +1/R +5/W +2
The way Euphrixia glanced at the ledger before speaking was enough to alert Lady Gabrielle to something else happening. Sense Motive 51. Any insights there?
"We apologize for your being uninformed, but she has been extensively trained," she interrupts, gesturing towards Nixie with her fan, in hopes of buying a moment or two, as well as comic relief. You guys feel like playing along? Bluff 50 minus any appropriate penalties, to start us off.
CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
Keying off Gabi's ploy, Nixie does her best bluff:1d20 + 22 ⇒ (3) + 22 = 25Um, yes! Yes I have been through the shrine, and I remember every lesson from A to Z! And I know all the safewords. and stuff...
Euphrixia turns to Gabi. Hm, I do not specifically remember her, but her type is the kind Ismiara likes around here! Come, give me the ledger. I will tell you if your professor is here in the Annuli.
MoP, Height Aware, Perm Arcane Sight, Mind Blank, Perm See Invisibility, Permanent Tongues, Contingency (If I die, all my gear and my body and my familiar get plane shifted to my demiplane). Overland Flight (40 ft)
Necromancer (life) 16 HP: 125/130 | AC 13 | T 13 | FF 10 | Fort +15 | Ref +14 | Will +17 | CMD 21 | Initiative +13(+17) | Perception +23(+25) | Sense Motive +21 |
Resources:
Detect Undead 3/3, Life Sight 16/16, Ray of Enfeeblement 10/10, Spectral Hand 10/10, Vampiric Touch 5/5
Sandin observes the situation keenly. His blue flame eyes dart across the room finally coming to a rest on Euphrixia. Unable to ascertain the nuances of the conversation he takes it at face value and stays out. If Arcane sight will bog this down just let me know if there are any realy powerful auras arround the room and the level of her highest spell or spell like ability.
LG Female cleric of Briegh 1; hp 10/10; Fort +4, Ref -1, Will +5; AC14 Rhea's Encounters!
Sandin:
Euphrixia's highest spell is still TIME STOP. Around the room you do pick up Auras of various types. But most specifically you see and Aura strong illusion and transmutation comming from a small jewelry chest on a table by the red sex-couch.
hp 147/147 AC 34|T 16 |FF 34, F +17|R +13|W +24(+5 to Poison,SLA,Spells, Init +4, Per +36 SM 31
Shaman (Lore) 6 Evangelist 10
SM:1d20 + 33 ⇒ (16) + 33 = 49 "Maylady, this book belongs to you, and I am no thief. But I am also no dumbass. And for the intrusion to your private sanctum, you have my sincere apology, I can assure you, it was an accident and in no way on purpose!"
Crap, just realized I posted as RHEA last night *facepalm*. AND stupid paizo server just ate my sexy post I was about to post. Whatanight. But regardless of GM mistakes, i'm still enjoying this slow burner game. Thanks folks!
Retype:
Euphrixia takes the book from Knute. Come now, Master Dwarf. We both know you are not sorry for your intrusion in to my private sanctum. She thumbs through the text for you. And I am also aware that you are not here for this Professor friend of yours... she shoots a glare at Nixie.
She returns to thumbing the book. This time caressing it whith her thumbs and licking her index fingers seductively as she turns the pages. Tell me, are you all aware of what goes on down there, in the chambers beneath our feet? You know the level the elevator takes you down to is The Breaking of Heaven right? You will not like what you see there...
MoP, Height Aware, Perm Arcane Sight, Mind Blank, Perm See Invisibility, Permanent Tongues, Contingency (If I die, all my gear and my body and my familiar get plane shifted to my demiplane). Overland Flight (40 ft)
Necromancer (life) 16 HP: 125/130 | AC 13 | T 13 | FF 10 | Fort +15 | Ref +14 | Will +17 | CMD 21 | Initiative +13(+17) | Perception +23(+25) | Sense Motive +21 |
Resources:
Detect Undead 3/3, Life Sight 16/16, Ray of Enfeeblement 10/10, Spectral Hand 10/10, Vampiric Touch 5/5
How precisely does one break heaven? Sandin asks inquisitively.
Ah, here it is! Professor von Lunershine. Oh, yes I remember this one. He passed his preliminary training in the Shrine of Rest and Fullfillment. Then in the Ring of Obedience. Which means he is now being trained in...Ewe yuck!
Euphrixia crinkles her nose.
...he's being trained by BETCEZIA, THE CORPULENT MISTRESS. I hate that skinny B*tch.
MoP, Height Aware, Perm Arcane Sight, Mind Blank, Perm See Invisibility, Permanent Tongues, Contingency (If I die, all my gear and my body and my familiar get plane shifted to my demiplane). Overland Flight (40 ft)
Necromancer (life) 16 HP: 125/130 | AC 13 | T 13 | FF 10 | Fort +15 | Ref +14 | Will +17 | CMD 21 | Initiative +13(+17) | Perception +23(+25) | Sense Motive +21 |
Resources:
Detect Undead 3/3, Life Sight 16/16, Ray of Enfeeblement 10/10, Spectral Hand 10/10, Vampiric Touch 5/5
Knowledge Planes:1d20 + 33 ⇒ (7) + 33 = 40Have I ever heard of Betcezia? Tell me about this corpulent mistress.
Although an obscure evil creature, Sandin is quite studied, and knows the following about Betcezia
Spoiler:
Once a powerful servant of the demon lord Zura, Betcezia betrayed her mistress and swore fealty to Izmiara in exchange for her own level of Dominax Annuli. Betcezia brings slaves under the Insatiable Queen's control by turning them into vampire spawn and other controllable undead.
Euphrixia chuckles. Well, She has thus far fended off all the demons and retrievers Zura has sent to collect her, and it has been decades since the Vampire Queen attempted to bring her back to Nesh. Nevertheless, Betcezia maintains a constant force of eight loyal vampires spread throughout the Ring of Seduction to defend her should anything
threaten her.
I would certainly not mind seeing that vampire b&tch delivered to the agents of Zura. In fact, I would pay to see it happen...
Euphrixia, beautiful as she is, spits on the floor. Betcezia. Bah!
Female Taldan Aristocrat1 Init +7 | Perc +6 | AC 13 / T 13 / FF 10 | HP 9/9 | Saves F +1/R +5/W +2
"Zura? I assume this means that Betcezia is not even close to half the hostess you have been, Euphrixia. If we were to venture into her Ring, she may choose to end the visit violently. Do you know of anything about Betcezia or her Ring of Seduction that could help us win the confrontation? Does she have any particular weaknesses?" the Lady inquires.
Listen, I'll make you a deal. Betcezia wears a ring, on her left hand. Kill her. Take the ring from her hand, and bring it back here to me. UNDER NO CIRCUMSTANCES should you attempt to put this ring on yourself. Simply bring it to me and I will give you a gift: I will locate and deliver your beloved Professor von Lunershine. Now, you have been here long enough in my private room. Please leave. Euphrixia turns away to dress. You step back onto the platform and throw the switch DOWN. The elevator lurches and begins to descend. You feel lucky to have met and survived an interview with one of the loveliest, and doubtless deadliest, succubi of the nine hells. Next stop: THE BREAKING OF HEAVEN.
any witty conversation for the ride down for us? Or should I just get the AP out and describe the first room down there, haha!
CN Human Bard 1 (Street Performer); AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex); hp 10/10; Fort +3, Ref +5, Will +3
MAP UPDATED. The lift stops outside a large circular room (C4). The bronze plaque over the entrance reads "The Breaking of Heaven." The entrance you are standing in is set above the floor of this room 40 feet.
Six sets of Manacles and chains hang from the ceiling at varying heights, though each set is at least thirty feet off the ground. There are creatures dangling from them. The corpses have all been horribly mutilated, many of their wounds taking the form of vile insults or defamations scrawled in Abyssal.
The exit to the northwest is placed high in the wall and shaped like an open demonic mouth! Three balconies at varying heights look down upon the scene, while embedded in the floor is a great metal cage with a human-sized opening shaped like a hungry mouth with a lolling tongue.
Check Gabi's pamphlet:
It says, "In this chamber, the Insatiable Queen's forces torture and ultimately kill any celestials who are captured while trying to infiltrate or invade the Moonscar or whom Izmiara specifically targeted for abduction from Heaven, Nirvana, Elysium, or Golarion's surface. A truly wonderful room."
inspect the creatures dangling from the manacles:
three hound archons, one lillend. Roll a DC20 heal or DC30 Perception. If you succeed, immediatly read Q.
Inspect the cage:
Roll a DC32 Perception check. If you succeed, immediatly reed S
Inspect the abyssal words carved into the bodies:
Roll a DC30 linguistics check. If you succeed, immediatly read R
Inspect the balconies:
they are set with plush couches, hookas, pillows, and moon-palm fronds with which slaves must fan the succubi as they watch these terrible torture-shows.
S:
this cage is a terrible trap, called a devouring cage trap. You mustn't get too close!
Q:
the Lillend is still alive! It must be suffering greatly...
-Will take Qty4 16th lvl characters (mabe 5 if you guys beg!)
-300,000gp
-Newer players especially welcome. Don't be intimidated by high level...You can just pick a stat block from NPC codex, worst case:)
-Any race/class
-I am rules lite, role playing is what I like
-Fair warning: I am busy at work, so I'm thinking 1 post per day. But I can't shake my pathfinder itch:(
-Dudes and dudettes, this module is killer...
-PCs will be accompanied by a bookworm NPC named Nixie. She could be a prior acquantance or blood relation to you if you like. She won't be useful in combat.
Here's Griff, a Numerian Engineer of some repute. Going to the moon you say? Bring a Railgun I say...
16 techslinger Griff, rough draft/general idea 25 pt buy:
Griff Valaryon
Level 16 Gunslinger (techslinger Archtype) Human CN
traits: trapspringer, fate's favored
HP:196 AC:29(34)18/25 CMB:16 CMD:20 BAB:+16/11/6
Speed:40 Initiative:12(May Draw a weapon for free when I roll Init)
Str 10 *Permanancy Ant Haul (30 Strength for Carrying Capacity)
Dex 30 (+6 Belt)(+1 Book, Read)
Con 20 (+6 Belt)
Int 12
Wis 16 (+2 Ioun Stone)
Cha 7
Feats 4 Class Bonus Feats, 9 Normal
Iron Will
Technologist
Precise Shot
Point Blank Shot
Deadly Aim
Rapid Shot
Extra Grit
Two Weapon Fighting
Improved Two Weapon Fighting
Greater Two Weapon Fighting
Signiture Deed: Covet Charge (Deed Costs 1 Less to Min of 0)
Quick Draw
Exotic Weapon Proficiency Heavy Weaponry
Class Features:
Technic Training: Add Dex to Damage with (Railgun, Death Ray, Arc Pistol, Zero Rifle}
Firearm Proficiency
Medium Armor Proficiency
Nimble: +4 AC in Light of No Armor
Grit:5
Deeds: See Below
-Covet Charge (Ex): At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
-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.
-Reliable (Ex): At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
-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.
-Charge Recycling (Ex): At 11th level, by spending 1 grit point, a techslinger can grant 1 temporary charge to a technological firearm, even if the firearm normally can no longer be recharged. This charge must be used within 1 hour or it fades. The techslinger can grant temporary charges to multiple firearms as long as she has enough grit, but temporary charges do not stack with themselves in the same firearm. At 15th level, the techslinger can grant 2 temporary charges when she uses this deed, and at 19th level, she can grant 3 temporary charges. This deed replaces expert loading.
-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.
-Heavy Weaponry Deeds (Ex): At 11th level, as long as the techslinger has at least 1 grit point, she can treat a heavy weapon as a firearm for the purpose of using deeds.
-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.
-Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
-Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.
-Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier.
-Slinger's Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
Equipment
Rail Gun(15,000gp) Heavy Weapon; 200 ft. 3d10 (bl and p) Crit x4, Slow Firing, touch, 14lbs. Capacity 10 , usage 1 Charge Ignores DR 10, Attacks everything in the line of it's range.
Shots fired from a rail gun bypass an object's first 10 points of hardness, and can completely penetrate targets without hardness. 10 Capacty, 0 to use*
When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon's maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack's damage fails to penetrate any target's hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.
Death Ray (70,000g) 1 Handed Firearm, 200 ft, 1 Canister*. Slow Firing, touch. Variable Charge usage* See Below 1lb
A death ray is a handheld, wand-like weapon that fires a harmless carrier beam of energy at a target. When the beam hits a target, the death ray then projects a stream of specialized nanites through the beam into the body of the target. When firing a death ray, the wielder must decide how many charges of nanites she is consuming, to a maximum of 10. Even if the wielder engineers a method of using a larger reserve of nanites than normally come in a canister, this maximum does not increase. Immediately upon being struck, the nanites inflict incredible pain on the target, which must succeed at a Fortitude saving throw to avoid a grisly fate (DC = 10 + twice the number of charges consumed by the attack). For example, if 1 charge is consumed, the target must succeed at a DC 12 Fortitude save to resist the death ray, but if all 10 charges are consumed in the attack, the DC to resist the effects is 30.
If the target fails this save, it takes 100 points of damage as the nanites tear apart the victim's cardiovascular system. On a successful saving throw, the victim takes only 6d6 points of damage. Creatures slain by a death ray die spectacularly, seeming to melt into a pool of blood that swiftly fades away. The victim's gear is unaffected by this attack. A death ray has no effect on creatures that aren't living (such as constructs or undead) and can't penetrate a force field. The wielder can't score critical hits with a death ray. A death ray has a maximum range of 200 feet with no range increment.
Gravity Suit(20,000) Max Dex - Speed 30 Capacity 24. 1 Charge per Hour, AC* A gravity suit consists of several black, flexible straps attached to a framework of delicate servos, thin plates, and small strips of black polymer plastic—this give it an appearance of being ineffective armor. The armor bonus provided by an unpowered gravity suit is +0, but when activated, the suit generates a field of gravitons around the wearer that grants a +5 armor bonus (this bonus is a force effect). This bonus is doubled when it applies to the wearer's CMD score against bull rush, overrun, and trip attempts, and slows any fall as if the wearer were under the effect of a feather fall spell.
At the cost of 1 additional charge per minute, the wearer of a gravity suit can fly at a speed of 60 ft. (average). Activating this ability is a standard action.
2x Arc Pistol (10,000gp for 2) 1 Handed Firearm, 50ft 1d8 Crit x2, electricity, touch, Semi-Auto, +2 to Attack Metal objects or creatures in armor.
Zero Rifle (10,000gp) 2 Handed Firearm, 150 ft, 2d6 Cold , Crit x2 (Any crit target must make a DC 15 save or be staggered 1 rnd) 1 charge, 10 capacity
+2 Wisdom Ioun Stone (8,000gp)
+6 Dex/Con Belt (90,000)
Jingasa of the Fortunate Soldier (+1 Luck AC Helm, negate 1 crit/day.) (5000gp)
Boots of Striding and Springing (5,000)
Bag of Holding I (2500gp)
Cloak of Resistance +5 (25000gp)
20x Battery (1000gp) Each Battery contains 10 Charges.
Answers:
-2 traits
-20 pt buy
-3rd party stuff is okay. I won't be learning all the 3rd party rules though. Just gonna take your word for stuff. Cheating will simply be punished by monsters who also cheat:)
Hi Nixie, well met again. We played together with baerlie. Quick question, can we apply for PFS? And do you still have a slot. Either for a Swashbuckler or shaman, if you need divine.
I've never GMed PFS before but I certainly can if that's what the group wants! I may have to PM you a question or two on how to get the reporting done accurately. And everyone would need to make PFS legal chars: so PFS numbered chars, 20pt buy, only legal races/classes, no item creation feats, ect.
As far as I remember, you can't make PFS characters like that. For PFS you need to have reached the level legally...well at least last time I read about it. So basically we would have to use pregen...which I'm not really a fan of.
Unless PFS has a different rule for modules but in general, I'm against it.
Actually not true.
You can use each and every houserule you want and still apply pfs credit.
I am checking my 5star answer on the same topic. But I was merely asking ;-)
SOOOO I will make myself a dwarven Shaman.
-2 traits
-20 pt buy
-3rd party stuff is okay. I won't be learning all the 3rd party rules though. Just gonna take your word for stuff. Cheating will simply be punished by monsters who also cheat:)
Should have peeked at my skills and feats. I crafted most of it. :)
I'd prefer not to play this via PFS rules. We'd have to use pre-gens since most PFS characters never advance beyond 12th level. Also no crafting in PFS, or Psionic 3rd party etc. I'll bow out if we're looking at running this as a PFS module I believe (Very few people have level 16 PFS characters) =)
Could I join with a 16th-level version of my now-20th level PFS character? I ended up GMing this one for my high-level PFS group, and never got to play with my lovely aristocrat.
Also... this has me wondering, do you guys know of any third-party material that would be appropriate this sort of PC?
I've been wanting to test out the new Arcanist cast at higher levels, and I've been wanting to play the Moonscar. It seems that I might now have a chance to do both!
Also, what sort of long-term party buffs are we looking at being able to expect? Barkskin? Greater Magic Weapon? Magic Vestment? Heroism? Air Walk? Haste? Others?
Since the the main thing I am attached to is psionics, I will leave it to the group to decide which they would prefer: Dread, Tactician, or Aegis? I am equally interested in all three.