Villedt

Boom Sticks's page

403 posts. Organized Play character for supervillan.


Full Name

Boom Sticks

Race

Vine Leshy

Classes/Levels

Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

Gender

active effects:
rage, shield of faith

Size

S

Deity

The Warmth and The Light

About Boom Sticks

"BOOM!"

Background:
The Mana Wastes are not an environment hospitable to life. Nevertheless, some druids make their homes there. At least one of the druid circles lairing in the Wastes are mutant gnolls. These gnolls are no less knowledgable than the druids of other places. They believe that life will always find a way; that only the strongest deserve to survive; and that successful mutant adaptations allow life not only to survive, but to thrive in the Wastes.

Boom Sticks was grown by one such gnoll druid, Gnashbakk. Gnashbakk experimented with leshys. What kind of leshy would grow in the Mana Wastes? Would the nature spirits that answered Gnashbakk's call be affected in any way? Would he even get an answer?

Gnashbakk grew a variety of leshys. Some of them mutated, others more normal. Boom Sticks is one of the vine leshys that Gnashbakk sent out into the world, to gather information and return to him.

The nature spirit that formed Boom Sticks is a strange one. It is fascinated with technology and with black powder. It came from a scarred region of the Wastes close to Alkenstar, a place blasted by gunpowder weapons repeatedly during the wars with the Gorilla King. This spirit is driven by the urge to acquire and understand technology, especially gunpowder weapons. It is an angry spirit, but not an evil one.

Boom Sticks
Bi-gendered Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1
N Small Plant (Leshy)
Init +3; Senses Perc +7, lowlight vision, darkvision
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armour, +3 Dex +1 size) (+1 shield)
hp 42 [3d12+1d10+10]
Fort +8, Ref +7, Will +4; +2 morale on will saves during rage; trap sense +1

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Offense
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Base Atk +4; CMB +5; CMD 18
Speed 30 ft
Melee
masterwork cold iron lucerne hammer +8, 1d10+3/x2
+1 alchemical silvered cestus +8, 1d3+3/19-20x2
kunai +7, 1d3+2/x2
klar +7, 1d4+2/x2

lesser spirit totem +5, 1d4+1/x2 (negative energy vs living target)

raging hammer +10, 1d10+6/x2
raging cestus +10, 1d3+5/19-20x2

Ranged
masterwork pepperbox +9, 1d6/x4
masterwork blunderbuss +9, 1d6/x2 scatter
chakram +8, 1d6+2/x2
kunai +8, 1d3+2/x2

raging chakram +10, 1d6+4/x2

Sword and Gun
masterwork pepperbox +9, 1d6/x4 and
+1 alchemical silvered cestus +8, 1d3+3/19-20x2 and
lesser spirit totem +5, 1d4+1/x2
Instead, Boom Sticks can use the cestus as his primary attack and the pepperbox in his off hand: this attack routine is +6 (cestus, 1d3+5) and +7 (pepperbox, 1d6).

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Statistics
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Abilities:

Str 14 Dex 17 Con 14 Int 9 Wis 14 Cha 12

Feats:

Combat Reflexes
Gunsmithing
Point Blank Shot

Traits:

Called (faith), Never Stop Shooting (combat)

Skills:
(13 ranks)
[4] Acrobatics 10
[1] Craft (alchemy) 3
[4] Diplomacy 8*
[2] Perception 7
[1] Climb 8
[0] Stealth 7
[1] Swim 6

* +2 (STR bonus) vs tribal cultures. Spend 2 rounds of rage for +1

armour check penalty -0

Languages:

Common
Sylvan

Equipment:

Gear from this scenario

Combat Gear
weapons as above
chakram x5
+1 darkleaf cloth studded leather armour
wand of clw (charges tracked below)

Other Gear
cloak of resistance +1
masterwork backpack
waterproof bag
2 bandoliers
50' silk rope
candle
earplugs
smoked goggles
flint&steel
waterskin
whetstone
oil flask
chalk
journal
scrivener's kit
pen and ink
sunrod
tindertwig - first world remnant
animal repellent
gunsmith's kit
wayfinder
antitoxin
antiplague

Potions and scrolls

Potion Fly

Ammo

Excludes current weapon loads

no.1 powder horn 9/10
no.2 powder horn 10/10

cold iron bullets 13
cold iron pellets 8
alchemical silver bullets 6
alchemical silver pellets 10

dragons breath cartridge 2
entangling shot cartridge 3
flare shot 2
salt shot 3

Current ammo loaded

Blunderbuss: dragons breath

Pepperbox: 3x cold iron bullet + powder, 3 x silver bullet + powder

Coin
3CP; 5SP; 3152GP

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TRACKED RESOURCES
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Rage 10/10
Grit 2/2

Wand of clw 43/50

gm reroll 1/1
called reroll 1/1

inured to the elements (+2) 1/1

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Special Abilities
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Special Qualities:
racial abilities:
Agile: +2 DEX instead of +2 CON
Slow: normal speed is 20'
Darkvision
Lowlight Vision
Pass without trace (at will)
Change Shape: become a healthy looking Small vine, at will, swift action to change or to change back.
Plant Speech: speak with vines, as per Speak with Plants; at will
Verdant Burst: if killed, explode in a burst of verdant energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour. A Raise Dead spell can be cast in the spot, or on remains collected from the spot.
Unassuming Foliage: +4 stealth in forests
Climber: +2 climb

Class abilities:
Fast movement
Rage (10/10)
Sword and Gun: At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.
Rage Power: Lesser Spirit Totem. While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.
Trap Sense +1: bonus to Reflex and AC vs traps.
Primal Magnetism: add STR bonus to diplomacy vs tribal cultures. Spend 2 rounds of rage (even if not raging) to gain +1/2 barbarian level on any diplomacy check

Grit (2/2)
Deeds: Deadeye (1 grit per additional increment to attack touch AC with firearm beyond first range increment); Gunslinger dodge (1 grit and an immediate action when targeted with a ranged attack to 5' step or drop prone and gain a +2 dodge bonus to AC vs attack); Quick Clear (if you have at least 1 grit in your pool, fix broken condition caused by a misfire as a standard action, or spend 1 grit to fix as a move action)

bot me:

Boom Sticks is primarily a reach fighter. He uses his blunderbuss against clustered enemies or swarms. His chakrams are better range weapons.

Ideally you want to move into a strategic position and ready an attack with the hammer. You have Combat Reflexes so try to maximise your Attacks of Opportunity with battlefield positioning.

Rage whenever you feel that either you or an ally is in real danger. Remember that savage technologist rage boosts STR and DEX, and does not penalise AC.

If reach fighting isn't feasible, raging at close quarters allows for three attacks with Sword and Gun technique: cestus, pepperbox, and spirit totem. Firing the pepperbox when using Sword and Gun does not provoke AoOs.

pfs chronicles:

Current XP: 11
Current Fame: 19
Current Prestige: 11

1. The Twisted Circle: 1XP, 2PP
2. The Hydra's Fang Incident: 1XP, 2PP
3. The Wounded Wisp: 1XP, 2PP
4. Down the Verdant Path: 1XP, 2PP
5. Gallows of Madness (What Lurks in the Shadows): 1.5XP, 2PP (slow track)
6. Gallows of Madness (The Festering Blot): 1.5XP, 2PP (slow track)
7. Ungrounded but Unbroken: 1XP, 2PP
8. We Be Goblins Too!: 1XP, 1PP
9. Citadel of Flame: 1XP, 2PP
10. The Glass River Rescue: 1XP, 2PP

Pending chronicles
Lvl 7: The Refuge of Time: 1XP, 2PP

boons:

Nira's gratitude: take a soul-bound doll as an Improved Familiar; or get a one time reroll of a Knowledge, Sense Motive, Perception check using a bonus of 6 + character level.
The priests of Asmodeus in Egorian will give you one free Divination spell when you are in that city.
Free Citizen of the Republic of Andoran
Explore Report Cooperate: once only, ask the GM whether an action would contribute to a mission's secondary success condition.
Prized Find: once only, gain 1PP if you fail a mission success condition. You must be earning at least 1PP already.
Elemental Investigator: summer, 1 only, cast Burning Hands as an SLA; autumn, 1 only, cast Goodberry targeting any plant, produces 2d4 pumpkins; winter, 1 only, shocking grasp as an SLA (does cold damage instead of electricity); spring, 1 only, entangle as an SLA. When all 4 seasons have occurred all your characters gain access to the elf-only spell Ward of the Seasons, your elves cast it at +1 caster level.
Remnant of the First World - tindertwig, spins counterclockwise when placed on a flat surface.
Courageous recruit: an ally in Saringallow
Goblin Slayer: 1 only, free action, for 1 minute gain +1 on bluff, knowledge, sense motive, survival, attack and damage rolls vs goblinoids.
Repurposed Trap: 2 only, ranged attack vs AC5, increment 10', splash weapon for 2d6 nonlethal cold damage per round to all in square (as brown mold, but does not grow). Whilst you carry one of these weapons gain Endure Elements vs heat but take -2 t saves vs environmental cold,
Expedition Manager: 1 only, gain +6 on a knowledge check.
Antidotes and Remedies: you found a number of medicinal plants. As a standard action, 1 each, you may use the following: heal 1d4+1 damage; +2 alchemical bonus to Fort saves vs disease for 1 hour; +2 alchemical bonus to Fort saves vs poison for 1 hour; +2 alchemical bonus to Fort saves vs sicken and nausea for 1 hour
Bringing the Truth to Light: 2 only, as a free action at the start of your turn, treat the DR of devils as 5 lower and the SR of devils as 2 lower until your next turn. (OR buff a devil that you summoned, which ain't gonna happen).
Inured to the elements: 1/adventure, before rolling a save against an effect with an elemental descriptor, add a bonus equal to 1 + 1/2 your number of completed Concordance goals.
Earth Affinity 1
Ungrounded Veteran: 3 only, +2 circumstance bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling.
You Really Be Goblin: 1 only, as a free action gain a goblin trait for 1 round. When you use this, you may permanently replace one of your traits with the selected goblin trait. Choose from: advantageous distraction (1/day swift action +1 dodge bonus to AC for 1 round), Bouncy (1st 10 feet fallen is nonlethal damage; +2 reflex vs unexpected falls), Goblin Bravery (when you adjacent to a larger enemy with no allies adjacent gain +1 trait bonus to hit with non-reach melee)
Owlbear companion: if you are eligible for an animal companion you can have an owlbear (use bear stats, +5DC to handle animal, +1 devotion.)