Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Jan will work the lever to pop out the steel bullets and slam in some cold iron instead, twirling the rifle when he finishes.
You know, Captain Andorian never had to deal with this. Even when he died and when was replaced by Abe Joeson.
The demonesses merely taunt you when you enter, so you get the first move. There are 6 of them flying about, as you enter they congregate in the air above the entrance, ranseurs in hand.
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3
Bo takes up the rear as normal..
"All yall absolutely sure you can't just head on back to where ever is it you came from? We've already killed a half dozen or so of your kind today. Probably best for both of us if you just move along.."
When that doesn't work he opens fire at the nearest one.. Bane as a swift, grit as a free..
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Jan will keep targeting the same succubus, unless Bo killed it, and fire again.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Just as a reminder, there's also a bunch of cages around the edge of the room.
I've got the map up now. (squares are 10')
Pavillion:
This huge pavilion is made of silk sheets of various colors—crimson, lavender, ochre, cobalt blue, and purple. The sides ripple softly, as if a breeze were gently caressing the fabric. The entire structure looks unabashedly glamorous and out of place, yet here and there, splashes of what can only be blood mar its beauty.
Inside:
Numerous thick rugs, cushions, and tasseled pillows cover the floor of this decadent chamber. Strange, exotic scents are in the air, likely coming from several smoldering braziers and censers balanced on elegant silver stands in the corners of the room.
There are six large humanoids in here, dressed in armor and wielding hammers.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3
Assuming we don't go directly into combat with the hammer giants Bo will reach in and lay on hands the naked man.. The tough cures fatigue and disease as well.. If he's diseased let me know and ill roll..
OK, here's the discussion thread. It's a good place for you folks to agree on your choice of team feat (remember you all get one agreed upon by the group as a bonus feat).
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Seems like a consensus on Lookout, I'm going to update my profile to include it.
I suspect I'll need to have at least 4 people interested, but I don't know. Not really sure how you give out sheets for running an AP with the sheets, but not for PFS characters. Guess I'll have to look into that.
Hmm, well if its not really necessary for play I'll just keep my character 'unofficial' for now, don't think he's technically legal anyway.
Also, could you go more into depth with the armor penetration mechanic we'll be using? As of now its a bit vague.
(I remember in another game, the GM decided to have armor (natural or equipped) count for half AC against firearms, basically giving everyone the Gun Tank's Bullet Deflection ability.)
I was thinking of something related to the hardness of the bullet. Subtract the hardness of the bullet from the AC+Natural armor of the target. Lead is 7, steel, 10, and adamantine 20.
As for the PFS business, it's not a matter of if this character is official or not, it's whether you do PFS at all and have an ID number for it. If so, then you can get a chronicle sheet to apply to a character if you decide to play PFS. Since we're using non-PFS campaign rules, none of these characters are PFS valid and the sheet could not be applied to them.
Ah I see, on both points. So the standard cartridge would be assumed to be lead. Since we already know the added cost of an adamantine bullet (+60 gp/per), what would be the added ammunition cost for a steel-tipped cartridge?
Aderp, hang on a sec. I seem to have misplaced a decimal along the way when calculating my weapon values (somehow went with 1% rather than 10%). Gonna rearrange my inventory so I'm not over-budget again.
EDIT: Okay, that should do it. Surprised I let that slip for so long.
F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0
Dukkan, I really think your character and mine could have a close relationship. They both heal and they both worship Sarenrae. Just a thought.
Lua's Background:
Lua knows little about life outside of the church. Orphaned at a young age, Lua was taken in by a kindly old priest of Sarenrae. Raised as his own, Lua has spent most of her life engulfed in the Church of the Dawnflower.
She earned the Blessing of Sarenrae at the unprecedented age of twelve, in which she soon joined the Holy order of Dawn. Her training at the Palidinhood proved difficult for a girl who had just entered puberty. However, what she lacked in martial skill, she more than made up for in faith, will, and knowledge. She earned the moniker, “Lark”. A name used by both students and teachers, it originates from one of the Gospels of Dawn, “The Unrelenting Lark”.
Lua the Lark knows nothing other than the church and the teachings of Sarenrae which is her total reality. She is a kind and patient soul. She does not judge and she offers healing to any creature-even those that would seem unworthy by others.
Mmm, I actually had a similar idea of eventually forming a partnership just from our similar lines of work; my practical doctoring and your spiritual healing. We might be passing acquaintances beforehand at least. Perhaps we may have passed each other during my runs in the lower quarters. Or you might have volunteered at the clinic I worked at to assist with the sick and injured?
F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0
However we met, Lua would be fascinated by you. Your character is basically a symbol of the world outside of the church. I think even if we hadn't met before, our time training together would build a strong bond. I could even say that you are the one who taught me the healing skill. What do you think?
I generally go with the standard formatting I've seen in PbP:
"Spoken words"
Thoughts
actions are normal text
[dice=dice roll]1d6 you describe what you're rolling
Can't really think of anything else. I'm not all that picky.
Gotcha, GM. I'll post tomorrow. Getting turkey fatigue.
-----
@Lua
An apprentice of sorts, eh? Yeah, I think my character would gladly train you. Your conviction and idealism would feel equal parts refreshing and annoying to him, methinks. Dukkan's outlook is a bit worn down by his experiences in the lower quarters, but your own enthusiasm would resonate well with his solid sense of duty and selflessness to others.
Will our transit to Sandpoint be narratively instantaneous or will there be some misadventures along our voyage there considering that we are traveling through the Inner Sea.
F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0
k, I might actually do that right now. I don't play paladin's that much, and I just found the 'Word of Healing' feat. Might take that and get some heavier armor.
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Shenderik wrote:
I'm interested in PFS chronicles, drbuzzard.
I also concur with Lookout.
As awesome as Shake it Off is, it's... a little too awesome. Game-breakingly so, I feel.
Shenderick don't forget that this is a Guns Everywhere setting...
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
Hmmm... Actually, I don't get Gun Training at all. It's replaced by Musket Training because Shenderik is a Musket Master. And that doesn't come up until 5th level. I wonder if that counteracts the value of being a Musket Master (particularly since I plan to take two more levels of Cavalier before any of Gunslinger.
I believe that that just means that you get Musket Training early as well since it replaces Gun Training as the equivalent feature for the archetype at that level.
If we're going to do watches, Shenderik, Urga or I would be best for the night watch. Urga moreso if he has the acute nightvision racial trait, but its not necessary. We can split the nightwatch into 3 shifts this way; 5 if the others are willing to take the dawn and dusk hours too. Not sure who gets what shift though.
Lua and I have already agreed to rooming together.
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Gunner is happy to room with Urga. They can discuss the finer points of shooting a moving target.
Gunner will take the late afternoon watch...basically noon to dusk.