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Nevynxxx in another thread wrote:Congratulations, Nevynxx, to you and your wife!I have a baby girl, for my two boys to look after when thy get bigger!
Super quick birth, midwife got here with about 20 mins to spare.
It's so odd to have such a small one again.
I will pass on to the "wife", thank you. Once I've recovered a little sleep, we shall all be very happy.

Joana |

It just feels like one of those encounters where we didn't bring the right resources to do the job, so we sit around flailing uselessly and getting frustrated. Like facing a swarm without area-of-effect spells or something with no way to overcome the DR. Back in 2E, the DM once put us in a dungeon room with 60 spiders; they couldn't do anything to us without a nat 20, but he ruled we could only swing at each spider individually. We just shut the door and left. :)

Javell DeLeon |

That's what I was wondering but I just wanted to be sure. It would be difficult for anyone who wanted to use a firearm have to burn a feat for it. Especially if you had to decide which firearm.
(That is, unless of course you've built the character specifically to be a gunwielder)

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According to the playtest, they are their own category, and it's a single feat to be able to use them (which the gunslinger gets for free).
Firearm Proficiency: The Exotic Weapon Proficiency (firearms)
feat allows you to use all of the firearms presented here without
penalty. A non-proficient character takes the standard –4 penalty
on attack rolls with firearms and increases all misfire values by 4.
Even though Exotic Weapon Proficiency (firearms) grants you
proficiency with all firearms, when you take feats that modify a
single type of weapon (such as Weapon Focus or Rapid Reload),
you must still pick one type of firearm (such as musket or pistol)
for those feats to affect.
That said, I would be tempted to roll that feat, and the Amateur Gunslinger feat into one. Take that and you get the proficiencies, and a bit of "grit".
How's that sound?

Kratzee |

Hm, I could do a multiclass gunslinger/inquisitor of Abadar....
Cool. When I spend a lot of time between an initial character concept, and a start time for that character, I always want to change things up. I kind of want to do a Paladin instead, but we could use some arcane magic so I think a bard or sorcerer would be fun too. Too many fun options ;D

Javell DeLeon |

I have a tendency to change up my characters as well. Constantly. All the time. It's quite irritating to me, even. I never can leave well enough alone. Even after 2 or 3 levels, I always come up with something I would have done different. But I'm staying with the big ol' tank guy. Except I'm gonna grab the Amatuer gunslinger feat instead. I can see this guy with a firearm.
No pistols though. Rifle, shotgun, streetsweeper,... you know, that sort of thing. ;)

Joana |

Character option #1:
The owner and proprietor of Mother Fortune's Traveling Caravan of Oddities and Freaks, this young human woman does not at all look the part. In fact, she keeps a hunchbacked old woman on her payroll just to play the part of 'Mother Fortune' to keep anyone who might ask to see her satisfied. She won the business in a dice game from its former owner, both because it turns a tidy profit and because its peripatetic nature provides her a moving homebase for her true calling as an inquisitor of Abadar. She seeks out both merchants who cheat their customers and the "bleeding-heart" philanthropists who give away charity heedlessly, thereby destroying the free market that will eventually raise all boats. She is a contact of Ninian Beard's, a frequent buyer of his oddities for her travelling exhibitions.
RONIA FORTUNA CR 1
Female Human (Varisian) Gunslinger 1 Inquisitor 1
NN Medium Humanoid (Human)
Init +3; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 13 (1d10+1d8); Judgement of Sacred Healing 1
Fort +2, Ref +5, Will +4
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (-Choose-)
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed Strike +4 (1d3/20/x2)
Ranged Pistol +4 (1d8/20/x4) and
. . Pistol +4 (1d8/20/x4)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor Spells Known (CL 1, +1 melee touch, +4 ranged touch):
1 (2/day) True Strike, Cure Light Wounds (DC 13)
0 (at will) Stabilize, Read Magic, Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 15, Cha 13
Base Atk +1; CMB +1; CMD 14
Feats Point Blank Shot, Weapon Finesse
Skills Acrobatics +8, Bluff +6, Diplomacy +6, Handle Animal +5, Intimidate +6, Knowledge: Local +7, Knowledge: Nature +6, Perform: Oratory +2, Sense Motive +7 Modifiers Monster Lore, Silver-Tongued Haggler (+1) (5/day)
Languages Chelaxian, Common, Shoanti, Varisian
SQ Deadeye (Ex), Deeds, Grit (Ex), Inquisitor Domain: Trade, Judgement (1/day) (Su), Leap for Cover (Ex), Quick Clear (Ex)
Combat Gear Pistol, Pistol;
--------------------
SPECIAL ABILITIES
--------------------
Deadeye (Ex) At 1st level, a gunslinger can target touch AC 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 incremen
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile and dangerous nature of firearms simply prune the unlucky and careless from their ra
Inquisitor Domain: Trade Associated Domain: Travel
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: -Choose- (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Leap for Cover (Ex) At 1st level, when a creature makes a ranged attack against the gunslinger, she can drop prone as an immediate action, gaining the +4 bonus to AC. She applies the bonus retroactively to the triggering attack.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Clear (Ex) At 1st level, as a standard action, a 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. This deed costs 1 grit point to perform.
Silver-Tongued Haggler (+1) (5/day) (Su) +1 Bluff, Diplomacy, or Sense Motive
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Javell DeLeon |

Alright. I've continued to think about it. (I told you I could never leave well enough alone.) Anyway, was thinking about going with the gunslinger specifically. It's going to be a whole different character than what I was originally going to bring.
So, Nevynxxx, was wondering if that would be cool to go gunslinger? I'm a little tenative because being a ranged class, would that hamper us on melee? If so, I'll just stick with my original character. I really don't have a problem playing him, he's one of my favorites, but seeing how this new class is out, I figured I'd attempt to give it a go.
Also, if Joana decides to go gunslinger/inquisitor, would it be better just to let her go with it and I just run with my melee guy?
I mainly don't want us to suffer on the melee end. And I do LOVE me some melee. 'Cause at this point we don't have, well to be honest, any frontliners.
Let me know.
Edit: Still going with AG feat for my melee guy, so either way I'll be good to go with guns.

Joana |

Character option #2:
Jerjia's parents changed the family name to Nimburhombus when they married and settled down to raise shocker lizards. The inherent risk of their profession was an attractive plus to the gnome couple; after all, the ever-present danger of lethal electrocution in the course of their daily routine was a sure method of staving of the ennui that could lead to the Bleaching! The Nimburhombuses couldn't help but worry, however, when an electrical mishap during feeding time delivered a shock to the expectant mother soon expecting delivery. A cleric was able to revive her, however, and all seemed normal when a little gnome girl was born some weeks later.
As soon as Jerjia was crawling, however, she proved adept at creeping away when the adults' backs were turned, and they were always finding her in the lizard pen, happily petting and grooming the beasts. Often, they found her unconscious from the creatures' nonlethal shocks, but she always came to laughing and happy and took her first opportunity to return to the lizards. She was barely walking the first time a spark from her fingers set fire to the drapes, and as she grew, her electrical powers continued to manifest.
Her arcane abilities were no more than a source of mild admiration in Thom, but her odd views on religion and casual dismissal of the town's clerics drew more disapproving glares. Jerjia denies the existence of the gods. Confronted with divine casters, she merely observes that she has innate abilities that weren't granted her by any deity; why should others not have similar powers? If they want to tell silly stories about how they got them and band together with others of like abilities against others of somewhat dissimilar abilities, that's their prerogative. Based on her own scientific observations of the stormy sky, she believes that giant shocker lizards live in the clouds and sees no reason why her own beliefs are any less valid or should command any less respect than any of the churches of Golarion.
Jerjia's hair never lies flat, and she likes to wear multiple layers of clothing, most of it slightly too large, all of which crackles with electricity when she moves. When in polite company, she adds an oversized pair of leather gloves to prevent accidental shocks. She also favors thick, round goggles to protect her eyes from stray sparks. Her young shocker lizard lives in the bottom of one or another of her many pockets and can often be seen crawling from one to another for a change of scenery; there are numerous small scorch marks on all of her clothing, marking its passage.
JERJIA NIMBURHOMBUS CR 1
Female Gnome Sorcerer 2
CN Small Humanoid (Gnome)
Init +3; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 11. . (+3 Dex, +1 size)
hp 13 (2d6+2)
Fort +1, Ref +3, Will +3
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +1 (1d3-1/19-20/x2) and
. . Unarmed Strike +1 (1d2-1/20/x2)
Special Attacks Elemental Ray (6/day)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer Spells Known (CL 2, +1 melee touch, +5 ranged touch):
1 (5/day) Magic Missile, Shocking Grasp
0 (at will) Ray of Frost, Read Magic, Light, Detect Magic, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 17
Base Atk +1; CMB -1; CMD 12
Feats Animal Affinity, Eschew Materials
Skills Escape Artist +5, Fly +5, Handle Animal +7, Knowledge: Arcana +8, Perception +2, Ride +5, Stealth +7, Use Magic Device +8
Languages Common, Draconic, Gnome, Sylvan
SQ Elemental: Air, Gnome Magic, Hatred, Illusion Resistance
Combat Gear Dagger;
--------------------
SPECIAL ABILITIES
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6+1 Electricity damage.
Elemental: Air You may change any energy spell to use [Electricity] energy.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
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Kratzee |

Alright. I've continued to think about it. (I told you I could never leave well enough alone.) Anyway, was thinking about going with the gunslinger specifically. It's going to be a whole different character than what I was originally going to bring.
So, Nevynxxx, was wondering if that would be cool to go gunslinger? I'm a little tenative because being a ranged class, would that hamper us on melee? If so, I'll just stick with my original character. I really don't have a problem playing him, he's one of my favorites, but seeing how this new class is out, I figured I'd attempt to give it a go.
Also, if Joana decides to go gunslinger/inquisitor, would it be better just to let her go with it and I just run with my melee guy?
I mainly don't want us to suffer on the melee end. And I do LOVE me some melee. 'Cause at this point we don't have, well to be honest, any frontliners.
Let me know.
If you want to go gunslinger, I can do melee oriented. Maybe I can do that paladin I was thinking about.

Joana |

Character option #3:
...excerpt from the Sandpoint Weekly Examiner...and they pulled the body of the mass murderer known as the Chopper from the wreckage of the... local boy, Ninian Beard was found in the basement of [blurred ink], an artisan who had an eccentric habit of.... young Beard was taken to, interestingly enough, to Rouno Dekstraud, a priest of Cayden Caileen who miraculously saved young Ninian's life even though he may never be able to walk again....end
Ninian was able to walk again, thanks to Mr. Deksraud. He was schooled at Sandpoint Academy, where his quick mind and ready charm endeared him to his teachers. By the time he was in his teens, he had gained the nickname "Dean" from his peers due to his studiousness and time spent helping the staff. After graduation, he stayed on at the school in a teaching capacity. His classes are very popular, due to his scintillating lectures, but he takes regular leaves to do hands-on research in the history of Varisia: treasure-hunting and supplementing his salary by the sale of the relics and curios he finds.
He is ... the most interesting man in the world.
NINIAN BEARD CR 1
Male Human (Varisian) Bard (Archivist) 2
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 15 (2d8)
Fort +0, Ref +5, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d3/20/x2)
Special Attacks Bardic Performance (standard action) (9 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14)
Bard (Archivist) Spells Known (CL 2, +1 melee touch, +3 ranged touch):
1 (3/day) Comprehend Languages, Cure Light Wounds (DC 14), Charm Person (DC 14), Chastise (DC 14)
0 (at will) Read Magic, Light, Detect Magic, Scrivener's Chant, Sift
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 10, Int 15, Wis 11, Cha 17
Base Atk +1; CMB +1; CMD 13
Feats Bard Weapon Proficiencies, Expanded Arcana: Bard (Archivist), Weapon Finesse
Skills Acrobatics +6, Appraise +6, Bluff +8, Diplomacy +8, Escape Artist +6, Knowledge: Arcana +8, Knowledge: Dungeoneering +3, Knowledge: Engineering +3, Knowledge: Geography +3, Knowledge: History +8, Knowledge: Local +8, Knowledge: Nature +3, Knowledge: Nobility +3, Knowledge: Religion +3, Knowledge: The Planes +3, Perception +4, Perform: Oratory +7, Sense Motive +4, Spellcraft +7, Use Magic Device +8
Languages Common, Osiriani (Ancient), Thassilonian, Varisian
SQ Bardic Knowledge +1 (Ex), Bardic Performance: Naturalist +1 (Su), Lore Master (1/day) (Ex), Magic Lore (Ex)
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Naturalist +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Magic Lore (Ex) +4 save vs. magical traps, language-dependant effects, symbols, glyphs, and magical writings.
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EDIT: So, those are my three options. Haven't done all the equipping and such. Anyone want to cast a vote to help me pick?

Javell DeLeon |

If you want to go gunslinger, I can do melee oriented. Maybe I can do that paladin I was thinking about.
I'm gonna feel like a punk if you wind up playing the melee guy and you really wanted to go a different route. I will say this, if I do go with him, he'll be able to handle his own in melee, but he's gonna be more feat driven in the ranged area.
I can go with this guy or my melee guy and I'll be cool with either. I've played my fighter before and had a lot of fun with him. I think I would like the gunslinger as well. So for me, I'm in a win/win situation.
I want you to play what it is you really want to play. I'd hate for you to run into another "Dean" issue. That's no fun for you.

Javell DeLeon |

Kratzee |

@Nevynxxx: Are we building at 3rd or 2nd level.
So, those are my three options. Haven't done all the equipping and such. Anyone want to cast a vote to help me pick?
I like the idea of Ninian being an Archivist bard. But I think it would be more fun to play a character that you build from scratch instead of one that someone else came up with, but that might just be me.
I also like the idea of an Inquisitor/Gunslinger. I don't think it would be a big deal if both you and Javell played gun-fighters, since they would probably be very different. I think this one would be fun.
Then there is the gnome sorcerer. I think this was the original one you wanted to play initially and will probably be loads of fun as well, but I don't really know much about how to play a spellcaster.
I guess I am not much help.
I'm gonna feel like a punk if you wind up playing the melee guy and you really wanted to go a different route. I will say this, if I do go with him, he'll be able to handle his own in melee, but he's gonna be more feat driven in the ranged area.
I can go with this guy or my melee guy and I'll be cool with either. I've played my fighter before and had a lot of fun with him. I think I would like the gunslinger as well. So for me, I'm in a win/win situation.
I want you to play what it is you really want to play. I'd hate for you to run into another "Dean" issue. That's no fun for you.
Don't worry about all of that. I made Dean before I really understood how the class worked or even to build a good character. Something about him always bugged me, but then they changed how the Judgements worked from the beta testing, and that was where the threshold of fun to less fun was crossed. I really liked how Judgements used to scale up each round.
I am still undecided but I think a Paladin would be fun. Especially if Joana goes gnome sorcerer, which I think was her first pick.
And FWIW, I like the martial classes a lot more than wizard, sorcerer, and witch.

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@Javel, That's fine.
@Nevynxxx: Are we building at 3rd or 2nd level.
Encounters...You have a bit of XP to come, but not enough to take you to third level I don't think.

Javell DeLeon |

@Kratzee: I'm a martial class guy myself. Although I do play clerics a lot.(Only RL though. Never played one on the boards. They are all martial.)
@Nevynxxx: I noticed your stats on the musket/pistol differ from the Ultimate Combat playtest. If I decide to go the gunslinger route, do I use your stats or Paizo's? Obviously the rest of the firearms aren't an issue seeing how Paizo only put the two in there.
Also, you've mentioned introducing firearms at some point, would that negate the musket/pistol and powder the gunslinger gets for free at first level?
@Joana: Gnome sorcerer or the gunslinger/inquisitor. Ninian would be cool but I would have to agree with Kratzee. It's more fun to play a pc you have created yourself, rather than just tweaking someone else's idea.

Kratzee |

Here is the paladin that have in mind. He is a former Hellknight Armiger that has realized what they are actually trying to accomplish, so he deserted and found a job as a deputy in Sandpoint.
Adonai was born and raised as the son of a family infused in the Hellknights of Cheliax and the traditions that they have developed over the last one-hundred years. Eventually, he recognized the evils that were emulated by his parents. After spending time as an Armiger, he grew sick of the depravities he has had to commit to become a member of this exalted order, and deserted, determined to live a life a righteousness and justice.
2nd lvl Human Paladin Warrior of the Holy Light
Str 16
Dex 11
Con 14
Int 12
Wis 10
Cha 15
BAB: +2
CMB: +5
Bull Rush: +7
Skills 8
Diplomacy: 1 rank: 6
Knowledge (nobility) 1 rank: 5
Knowledge (religion) 1 ranks: 5
Profession (soldier) 1 ranks: 4
Sense Motive 2 ranks: 5
Intimidate 2 ranks: 8
Traits:
Aspiring Hellknight: +1 trait bonus to Intimidate and a class skill
Faithful Arodenite: +1 Diplomacy/+3 w/Aroden and Iomedae worshippers
Feats:
Power Attack
Improved Bull Rush
Equipment:
Banded mail +7AC 200gp
Light Steel Shield +1 AC 9gp
Cold Iron Longsword 330gp AB+6 Dmg 1d8+3
Silver Short Sword 300gp AB+5 Dmg 1d6+2
Everburning torch 110gp
271gp

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@Nevynxxx: I noticed your stats on the musket/pistol differ from the Ultimate Combat playtest. If I decide to go the gunslinger route, do I use your stats or Paizo's? Obviously the rest of the firearms aren't an issue seeing how Paizo only put the two in there.
I hadn't actually noticed that they'd changed the stats out from the PCCS for those two guns, until I listened to a couple of more recent podcasts.... Not sure how I'm going to resolve that, but probably go with the playtest rules, but keep the costs what I stated on OP.
Also, you've mentioned introducing firearms at some point, would that negate the musket/pistol and powder the gunslinger gets for free at first level?
At this point, I'm really not sure when I'll be dropping someone with a gun in, so may as well have your own as stated in the play test.
That said, anyone who finds a gun could take the aforementioned feat later to be able to use it properly... ;)

Javell DeLeon |

Okay, I've decided I'm gonna go with the gunslinger. A few reasons:
One: I never, ever play a character with guns. So why not?
Secondly: I can't believe how much grief is being given to the gunslinger. Man, it seems like everyone here on the boards hates it before they even attempt to playtest it. I've only read one so far that's actually playtested it, he also agrees it needs fixing, but he's not nearly as down on it as pretty much everyone else.
Thirdly: I feel sorry for the crew at Paizo having to deal with such aggrevation. Those guys have a solid history of listening and tweaking. Now they are not going to change everything, but they WILL change some of it. They always have. But again, nobody is giving them a chance at all. It's quite discouraging.
Just my two cent rant. I'm done.
And just to reiterate: going with gunslinger.

Wits Fizzlewick |

Dude, go with the gunslinger. I would play that class in a frickin' heartbeat if I wasn't having so much fun with Wits. It's not going to break anything, it seems like fun and most of the b&*#~in' coming out of those forums seem to break down to 'But, but, but it's GUNS in my FANTASY!!! It's BADWRONGFUN!'

Javell DeLeon |

Most definitely! :) And you ain't kiddin'! If these cats don't like it(even though they've never tried it)they really need to quit crying about it and just not play the class. It's that simple.
(BTW, love the Wits character! You were in Kill Bargle playing the pc that shot gold coins out of his wand. Two good characters!) :)

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So, do we want to do with Dean and Emanual, options are...
1) Death off screen (before you get back with powder).
2) Death on screen(before you get back with powder).
3) Death on screen(after you get back with powder).
Vote now!

Kratzee |

So, do we want to do with Dean and Emanual, options are...
1) Death off screen (before you get back with powder).
2) Death on screen(before you get back with powder).
3) Death on screen(after you get back with powder).Vote now!
Death on screen, where one of us needs to manually set of the powder while the other guards him from a horde of undead demons!
Thinking of a Hudson moment.

Javell DeLeon |

Nevynxxx wrote:So, do we want to do with Dean and Emanual, options are...
1) Death off screen (before you get back with powder).
2) Death on screen(before you get back with powder).
3) Death on screen(after you get back with powder).Vote now!
Death on screen, where one of us needs to manually set of the powder while the other guards him from a horde of undead demons!
Thinking of a Hudson moment.
Oh my gosh! Rollin' on this! :)

Javell DeLeon |

"Well there's wheat grain and corn grain and rice grain and barley grain and oats, millet, and sorghun grain and buckwheat. There's quinoa grain and fonio grain and rye grain and triticale grain. One of my favorites is rye grain cuz you can make rye bread and rye whiskey and rye beer and even rye vodka; but I really like the rye whiskey which is really really good. But my favorite favorite is corn flour which can be used in corn bread and corn tortilla's and corn flakes and corn chowder and cream corn and corn syrup and popcorn and can even be eaten from the cobb. It also is used in bourborn which is one of the best spirits in the world. Unfortunately, corn flour can also produce corn dust which if it too much of it is floating around in a silo, or a room in this case, and a spark or flame comes in contact it can explode!"
Stop it! My stomach can't handle the pain! :D
Flat out Funny!

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Is Luc going to get caught in the explosion as well so Javell can bring in his gunslinger? Or should he just step aside? Hate to kill someone else's character when they're not here.
If we are going blaze of glory, may as well. He can always crawl up into Sandpoint sometime later burnt, bruised and hating Outsiders.....

Joana |

Are we using traits? And can my electrical sorceror have a pet shocker lizard? Here's the stats with the Young template applied:
N Tiny magical beast
Init +8 Senses Darkvision 60 ft., electricity sense, low-light vision; Perception +8
--------------------
DEFENSE
--------------------
AC 17, touch 16, flat-footed 13..(+4 Dex, +1 natural, +2 size)
hp 13 (3d10-3)
Fort +2 Ref +7 Will +2
Immune electricity
--------------------
OFFENSE
--------------------
Spd 40 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d3-2)
Special Attacks shock
--------------------
STATISTICS
--------------------
Str 6, Dex 19, Con 9, Int 2, Wis 13, Cha 6
Base Atk +3 CMB +5 CMD 13 (17 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +6, Perception +8, Stealth +23, Swim +6; Racial Modifiers +2 Perception, +4 Stealth
--------------------
SPECIAL ABILITIES
--------------------
Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 ft.
Shock (Su) Young shocker lizards can deliver an electrical shock to a single opponent within 2-1/2 feet. This attack deals 1d6 points of nonlethal electrical damage to living opponents (Reflex DC 10 half).

Javell DeLeon |

Here is my gunslinger.
Btw, agree with Nevynxxx. That's a cool Paladin. Of course, I like Paladin's a lot myself. Javell being my RL paladin, pretty much my favorite character. (Or was it his mighty steed, THUNDERBOLT!) Hm? Anyway, he was run in a sandbox adventure. Easily the most fun I've ever had.

Javell DeLeon |

Meanwhile, back at the batcave, you see Manny and Dean battling it out with rock, paper, scissors...
They started out with one potato, two potato, but quickly surmised, the randomness involved wasn't...really...random. They found it to attack the subconscious of your mind to make you think it was random, which therein lies the power of one potato, two potato. They made a blood oath, (which involved some spitting as well) that as soon as they return to the surface, the world know of this false doctrine of one potato, two potato! Yes, they will all know. One potato, two potato, you have seen your last dance!
Hence the aforementioned game, rock, paper, scissors. A true battle of wits. (No not you, Wits!) :)