Ancient Solar Dragon

Dru-head's page

150 posts. Alias of Green Smashomancer.


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Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

I'm sure no-ones surprised by this given my posting but I'd feel weird not saying anything. I've tried getting into Dru-head for a while, but I'm just not feeling it with him. So, I want to wish you guys good gaming, and good luck in general!


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Yes.

Ziphora wrote:

"You will not be doing that to Mo! He's our friend!" Ziphora draws herself to her full height. "I'll die first before I let you suceed!" The air begins to cackle with lightning, an indication of Ziphora's anger.

Yeah I know I may be a spoil sport, but a CG character letting an ally be turned into undead? I don't see that coming.

"It's what my character would do."


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Potatoes are very serious business.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Cause they fed us first, and they offered us stuff to do things for them.

Edit: Stuff like custom fitted neck-sleeve armor.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

If I say "I have this other character who really needs to upgrade his AC. It keeps getting hit." can you tell me a newbie won't have issue? It's bad formatting whether people who play the game for years understand it or not.

Mage armor is a good plan for now too. Actually, we could all use that. How many does Hungry have to pass around?


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

You could bum a barkskin off of Dru-head. Of course, then Tom would have to ask nicely. Or convince Dru-head it was his idea all along, wasn't it?

Beachhead wrote:
But to be fair, the singular "cave" is the designed-for-druid domain, and the plural "caves" is a cleric domain.

mini-rant:
Cavern, Cavity, Grotto, etc... I didn't even have to look these up, and I haven't spent my life writing professionally. More I did look up: Lair, pit, hollow and some less fitting ones. Thats six names, all actually distinct from the other name.

I mean, one character could have the Precise Strike teamwork feat, along with the precise strike class feature, and the other precise strike class feature. Don't get me started with the abbreviation AC. Racial traits and Race traits as not just separate, but even in different categories. Luck bonuses are a thing, but not everything named "luck" or "fortunate" are under that category. In fact, I don't think anything with those words is.

I edited in more venting.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

I was leveling Dru-head (How are we doing HP?) When I noticed there are two cave domains. The Cave Domain, and the Caves Domain. Do you have a preference which one I use GM?

Side note: Someone send a damn thesaurus to Paizo. Cavern isn't even a hard word.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Fly isn't on the druid list. Sure, that makes sense. Go ahead and give it to the bloodrager.

I vote the wildshape option. Mostly so I can do something worthwhile with Wildshape besides pounce kitty. I cant use Earth elemental to scout, or Air, but I could at least Fly me to the Moon.

It's funny, I was thinking about asking to have my head mutation be this exact thing, but I figured it would be more of a body thing.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

yes.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Wut? I was making a joke. I hope you don't also think my suggestion of making us explode at-will was also serious.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14
Ziphora wrote:

If you're open to it, I'd like to get an SLA at will prestidigitation, just to keep Tom happy so he doesn't have to keep giving himself baths, and us as well at the same time.

Its also great for scrawling charcoal words, sleepyhead, on Hydraheads who don't wake up on time in the morning.

This sounds way too convenient.

As such, I vote for body mutation: At-will SLA: Fireball no HD cap, centered on self.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Fiiine. I guess we can continue the game now.

This snooze *grumpble* five more minutes...

Dru-head votes to get up in a Mo-ward direction.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Breezy... sleepy...

Dru-head votes snooze.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Shoulder slot then. Unless someone wants to argue with hydra capes.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

We got a few things going for us at least. And there's some extra rules about non-human item shapes and whatnot. Besides, shouldn't we get a neck slot? We're like, 80% neck, 15% teeth, and 5% other.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Perception: 1d20 + 14 ⇒ (13) + 14 = 27

Dru-head also votes to wait for Tomorbataar to take 20.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Dru-head raises a foreleg (Arm?) in response.

Dru-head votes to take the large chest out.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Previous round:
*Rahr Dru-head takes aim at the B next to him.

Bite: 1d20 + 8 ⇒ (20) + 8 = 28

Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9

Haste Bite: 1d20 + 8 ⇒ (3) + 8 = 11

Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10

Claw1: 1d20 + 7 ⇒ (15) + 7 = 22

Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Claw2: 1d20 + 7 ⇒ (16) + 7 = 23

Gamage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Grab1: 1d20 + 11 ⇒ (5) + 11 = 16

Grab2: 1d20 + 11 ⇒ (13) + 11 = 24

Confirm nom: 1d20 + 8 ⇒ (15) + 8 = 23

Crit: 2d6 + 3 ⇒ (1, 3) + 3 = 7

Dru-head still attacks the B closest to him if it yet lives, if not, the H.

Bite: 1d20 + 8 ⇒ (1) + 8 = 9

Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10

Haste Bite: 1d20 + 8 ⇒ (9) + 8 = 17

Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9

Claw1: 1d20 + 7 ⇒ (14) + 7 = 21

Damage: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Claw2: 1d20 + 7 ⇒ (7) + 7 = 14

Mamage: 2d4 + 2 ⇒ (4, 3) + 2 = 9

Grab1: 1d20 + 11 ⇒ (15) + 11 = 26

Grab2: 1d20 + 11 ⇒ (3) + 11 = 14

That was eight attacks. I hit them twice. 25% victory baby!


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Are any other Bugbears in melee range?


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

The first shot has been fired! We can fertilize the earth with their remains, right?

Dru-head votes to move closer, and Wildshapes.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Can the lizardfolk be Britain? I want them to have monocles and tophats.

Dru-head casts barkskin.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14
Tomorbataar wrote:

Well yeah, but you can have lights and still be sneaky. Real sneaky people rarely have darkvision.

If it comes to a fistfight, I can hit them, too. Sounds like something Dru would say.

What about unrestrained power?

Dru's not home right now, he's thinking about being Battlecat. Although fistfight is an interesting choice of words given our selection of PC's. Personally, Im happy to use my in game power to crush my enemies and see them driven before me.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Diplomacy Aid: 1d20 - 1 ⇒ (10) - 1 = 9

And if you do shoot, we're gonna have to do what comes natural-like and destroy you. Dru-head does his best to diplomacy wingman.

Side note, Imma go to my default spell set-up for the day.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Sorry for the delay folks.

Hey, Beachhead. Once again, Dru-head seems nonplussed about the loss and simultaneous growth of a new head.

Lets go find some bearbugs. Bugbears? Bugbears.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

I'm good.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Im good. I couldnt do the thing I wanted to try.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Dru-head realizes he can't wave and sulks.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

While that stuffs going on Dru-head tries to find the lizardfolk that spoke with him from the water.

Oh I didnt see you there: 1d20 + 14 ⇒ (15) + 14 = 29


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Have him break something.

Edit: Sorry I haven't been posting. I've been busy lately.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13

The humans asked us to do stuff for them for food so we did stuff for them. Aaannd... that's it really. Weird.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

The moment Dru-head sees the interpreter the collective Hydra heart (or at least one of them) skips a beat.

Oh! I uhh, you can come over if you want I-I guess. You-you don't have to though.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Well alright, we're friends again. Now we just have to see if Mo got himself eaten yet. Ah ha! It is the other thing that will be eaten. Good work Mo. Dru-head keeps quiet, mostly running himself an inner monologue on the way to the lizards.

Perception: 1d20 + 14 ⇒ (20) + 14 = 34

HEY. You. He looks directly into the water.

Mind your business.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Dru-head goes closer to the fire.

Cook aid another: 10 + 5 = 15

And helps cook. With flaming hydra magic. He very carefully places a Flaming Sphere a safe distance from "scared-of-a-little-third-degree-burn-and-possible-death scaredy head" Hothead, and keeps it near the food.

Vote snooze, 4186.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

I mean, I can probably put the leg back on, but I shouldn't have to ya know Block? We need to settle in for the night and stop eating each other. Cannibalism's a last resort thing, we taste weird, ya know. Like sulfer and chicken. But, soft? Dru-head relays his first-hand sounding experience, trying to reason things out now that the tensions have grown.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

And I agree with that, I'd just like to move on from the self-mutilation thing in general, which PvP still counts as.

And come on now. Dumb guy or not, Blockhead should still know not to chew off his own limbs.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Personally, I wouldnt be super broken up about getting killed to death, but Ive never been really into PvP anyway. Usually, I'd be annoyed having to make a new character, finding an excuse to tie them into the game, etc...

None of those are a concern in hydraland.

But I have noticed the same spiral somehow occuring where one PC gets killed, comes back and revenge-kills someone, then they come back...

Mostly I just want to go back to the game.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

sense motive: 1d20 + 5 ⇒ (12) + 5 = 17

I'm the red one! Dru-head adds cheerfully, not paying full attention to the human or Hungry.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Bluff: 1d20 - 1 ⇒ (17) - 1 = 16

Dru-heads cunning poker face isn't telling. The small amount of drool doesn't have anything to say either. The blank "nobodies home" look is silent as well.

The one time I want to bomb a roll.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Hey I'm not! *High-five*


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

A smart Tetori wants to spend one o them feats on Lunge for just such a thing.

Yeah, who would murder poor innocent Hydra heads like that? How dastardly.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

I forgot. If he could shrug, well, this would be the shruggiest.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Yeah, but that's a stupid power to give a wizard. Doesn't work on Divine Strategist Cleric either. I've seen some Kensai Magus, and Sohei Monks that can keep up with that initiative, though they don't have the certainty of "I grab, you lose."

Still works on Druids, other Clerics, Master Summoners, and all other kinds though.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Yep. Dru-head answers.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Yeah, the only surefire way to beat most full casters in PvP is to play a Tetori monk and really hope you go first.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Dru-head watches as the heads repeatedly and viciously murder each other, turning his head to face each in turn as they take great pains to inflict great pains on one another.

I don't, ugh- guys- would you- GUYS. Cut that crap out. We're wasting time. Human. Lead the way.

Dru-head votes to move towards the camp.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

I was trying to give an awful description of Tiamat. I vote someone else describe Falcor.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14
Tomorbataar wrote:
Tomorbataar looks on as Hungry and Zip begin to fight, briefly wondering who will win. He looks distressed for a moment, turning to Dru and whispering, I didn't know we had a mother. How was she shaped?

From what I remember she was like us, but more "dragoney." Religious, She had the different color heads like we do. She was pretty strict, but well my rememry aint so good.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

*Whistle* We know who the dice like. Does initiative usually have to get rolled for PvP?


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

I hope the blue one wins.

Wow, I didn't know you guys cared about the lizard so much. I woulda helped. Says the head who couldn't help.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

*Hydra popcorn* No I'm not sharing, got no arms.

Full Name

Marcellano Kain

Race

Chelish Human

Classes/Levels

Fighter 1/Gunslinger 2/Guardian 1

Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Gender

Male

Size

Medium

Age

25

Special Abilities

Unbreakable!

Alignment

Lawful Neutral

Deity

Asmodeus, Gozreh, Gorrum

Location

The Shackles

Languages

Common, Polyglot

Occupation

Ex-Pirate Hunter Chelish Marine

Strength 18
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 12
Charisma 7

About Marcellano Kain

Marcellano Kain

Marcellano Kain Soldier's Uniform.

Experience: 5421
To Next Level: 5000

Favored Class: Gunslinger
Favored Bonus: +1/2 Grit

Marcellano Kain
Male Chelish Human Unbreakable Fighter 1/Musket Master Gunslinger 2/Guardian 1
LN Medium Humanoid (Human)
Init +3; Senses Perception +7
-------
AC 20 (Touch 11, FF 19)(+1 Dex, +6 Armor, +1 Shield, +2 Natural)
Hp 39 (3d10+9[Con]+5[Guardian])
Fort +8, Ref +4, Will +2;
Defensive Abilities Nimble +1
-------
Speed 30 ft (20 ft Armored/Encumbered)
Melee Mwk Rapier +8 (1d6+4/18-20x2) or Cutlass +7 (1d6+4/18-20x2) or Boarding Axe +7 (1d6+4/x3) or Bayonet +7 (1d6+6/x2) or Dagger +7 (1d4+4/19-20x2)
Ranged Mwk Rifle +5 (1d10/x4/80ft/Misfire 1) or Musket +4 (1d12/x4/40 ft/Misfire 1-2) or Dagger +4 (1d4+4/19-20x2/10ft) or Alchemist's Fire +4 (1d6 Fire plus 1 Fire Splash/x2/10ft)
Special Attacks Deeds (Quick Clear, Steady Aim, Deadeye)
Mythic SA Mythic Power (5/day), Guardian's Call (Absorb Blow), Path Ability (Fast Healing 5)
-------
Str 18, Dex 12, Con 16, Int 12, Wis 12, Cha 7
BAB +3, CMB +7, CMD 18
Feats Endurance (Fighter Bonus), Diehard (Fighter Bonus), Rapid Reload(Two-Handed Firearms)(Gunslinger Bonus), Gunsmithing(Gunslinger Bonus), Point Blank Shot(1st), Rapid Shot(Human), Deadly Aim(3rd)
Mythic Feats Rapid Shot(1st Tier)
Skills (16 - 2[Fighter]+8[Gunslinger]+3[Human]+3[Int]) Perception[3] +7, Acrobatics[3] +7(+3)(-1 Jump), Knowledge(Engineering)[1] +5, Intimidate[3] +7, Sense Motive[1] +6(+4 vs other Alignment/Religion), Craft(Alchemy)[1] +5, Climb[1] +9(+5), Survival[1] +5, Swim[1] +9(+5), Knowledge(Geography)[1] +2
Languages Common, Polyglot
SQ Grit (1)
Mythic SQ Hard to Kill
Racial Skilled, Bonus Feat, Peacock Harrow Card (+2 Natural Armor, -2 Dex)
Traits Vigilante Witch Hunter, Indomitable Faith, Reactionary, Bruising Intellect
Drawback Provincial
-------
Vigilante Witch Hunter (Trait): +1 Trait Bonus to Sense Motive and Sense Motive is a Class Skill; Start with 1d4 (2) Hex Nails.
Indomitable Faith (Trait): +1 Will Saves.
Bruising Intellect (Trait): Int to Intimidate instead of Charisma.
Reactionary(Trait): +2 to Initiative
Provincial(Drawback): -2 Diplomacy and Sense Motive against people of other religions or alignments.

Endurance (Feat): +4 on the following checks/saves: Swim Checks vs Nonlethal; Con Checks vs Continued Running; Con Checks vs Forced March; Con Checks vs Hold Breath; Con Checks vs Starvation/Thirst; Fort Saves vs Cold/Hot; Fort Saves vs Suffocation; May sleep in Light or Medium armor without becoming Fatigued
-------
Items: Combat Gear: (Musket, Ring Bayonet, Cutlass, Dagger [3], Boarding Axe, Breastplate, Buckler, Hex Nail [2], Alchemist's Fire [3], Potion of Cure Light Wounds[CL 1], Potion of Endure Elements[CL 1][2]. Masterwork Rapier [Eagle Wing basket hilt design], Masterwork Rifle[Custom Designed]); Other Gear: (Powder Horn [4], Dose of Gunpowder [36], Bullets [36], Gunsmith's Kit, Soldier's Uniform, Cold Weather Outfit [2], Masterwork Backpack, Tricorne Hat, Cleats, Snowshoes, Healer's Kit [8 uses], Bedroll, Winter's Blanket, Canteen, Compass, Flint & Steel, Small Tent, Silk Rope [100ft], Shovel, Furs, Grappling Hook, Oil [6 Pints], Wandermeal [29 Days], Trail Rations [10 Days], 10ft Pole, Ioun Torch, Surgeon's Tools, Bandolier [2], Coffee Pot, Sack [4], Ground Coffee Beans [4 lbs], Sunrod, Metal Cartridge [4], Skis); Wealth: (12 Gp, 8 Sp, 5 Cp)

Carrying Capacity:
Light (0-116); Medium (117-233); Heavy (234-350);

Current Load: 212.5 lbs

Player Notes:

Bandolier Slots: 16 (8 per Bandolier)

  • On Bandoliers
  • Flask of Alchemist's Fire [1]
  • Potion of Cure Light Wounds [1]
  • Potion of Endure Elements [2]
  • Flask of Oil [6]
  • Sunrod [1]
  • Small pouch with Ioun Torch
  • Empty Slots: 2
  • On Belt
  • Mwk Rapier
  • Cutlass
  • Boarding Axe
  • Pouch with Bullets [37 Bullets]
  • Powder Horn [2][20 Doses of Gunpowder]
  • Grappling Hook Attached to [50 ft Silk Rope]
  • Pouch with Metal Cartridges [12 Cartridges]

Gear List

  • Combat Gear
  • Musket [9 lbs][375 gp]
  • Mwk Rapier [2 lbs][320 gp]
  • Cutlass [4 lbs][15 gp]
  • Ring Bayonet [1 lb][10 gp]
  • Dagger [3][1 lb each][2 gp each][6 gp]
  • Boarding Axe [3 lbs][6 gp]
  • Masterwork Agile Breastplate [25 lbs][550 gp]
  • Buckler [5 lbs][5 gp]
  • Hex Nail [2][No Weight][20 gp each][40 gp]
  • Alchemist's Fire [1][1 lb each][25 gp each][25 gp]
  • Potion of Cure Light Wounds [CL 1st][1][No Weight][50 gp Each][50 gp]
  • Potion of Endure Elements [CL 1st][2][No Weight][50 gp Each][100 gp]
  • Masterwork Rifle [12 lbs][5300 gp]

Combat Gear Weight: 65 lbs
Combat Gear Value: 6802 gp


  • Other Gear
  • Powder Horn [4][1 lb each][3 gp each][12 gp]
  • Dose of Gunpowder[36][No Weight][2.5 gp each][90 gp]
  • Bullets [36][No Weight][.25 gp each][9 gp]
  • Gunsmith's Kit [2 lbs][15 gp]
  • Soldier's Uniform [5 lbs][1 gp]
  • Cold Weather Outfit [2][7 lbs each][8 gp each][16 gp]
  • Masterwork Backpack [4 lbs][50 gp][Rigged with a quick-release - Move Action to Drop, Full Round to reattach]
  • Tricorne Hat [.5 lb][5 gp]
  • Cleats [2 lbs][5 gp]
  • Snowshoes [4 lbs][5 gp]
  • Healer's Kit [1 lb][50 gp]
  • Bedroll [5 lbs][.1 gp]
  • Winter's Blanket [3 lbs][.5 gp]
  • Canteen [1 lb][2 gp]
  • Flint & Steel [No Weight][1 gp]
  • Compass [.5 lb][10 gp]
  • Small Tent [20 lbs][10 gp]
  • Silk Rope [50 ft][2][5 lbs each][10 gp each][20 gp]
  • Shovel [8 lbs][2 gp]
  • Furs [5 lbs][12 gp]
  • Grappling Hook [4 lbs][1 gp]
  • Oil [6][1 lb each][.1 gp each][.6 gp]
  • Wandermeal [29][1/2 lb each][.01 gp each][.29 gp]
  • Trail Rations [10][1 lb each][.5 gp each][5 gp]
  • 10 ft Pole [8 lbs][.05 gp]
  • Ioun Torch [No Weight][75 gp]
  • Surgeon's Tools [5 lbs][20 gp]
  • Bandolier [2][No Weight][.5 gp each][1 gp]
  • Coffee Pot [4 lbs][3 gp]
  • Sack [4] [.5 lb each][.1 gp each][.4 gp]
  • Ground Coffee Beans [4][4 lbs][3.2 gp]
  • Sunrod [1 lb][2 gp]
  • Metal Cartridges [12][No Weight][45 gp]

Other Gear Weight: 147.5
Other Gear Value: 472 gp, 1 sp, 4 cp

Extra Wealth: 12 gp, 8 sp, 5 cp

Total Gear Weight: 212.5 lbs
Total Wealth: 7286 gp, 9 sp, 9 cp

Height: 5'10"
Weight: 175 lbs

Total Weight (Gear+Weight): 389.5 lbs


==============================================
Description: Sporting a well-trimmed black goatee and the short hairstyle of a Chelish Marine, Marcellano looks like someone who's faced many hardships. He bears numerous scars on his body, and his skin is well tanned as if having been out in the sun often. His hands are rough and calloused, but he doesn't seem to mind any of this. In fact, he seems proud of his appearance. He is of average height, with a well-muscled body that stands firm and proud. He wears a Chelish Marine Uniform under a shining Breasplate, and on his head is a Tricorne hat so common amongst sailors. At his side is a well-kept but well-used cutlass, and slung on his shoulder is a fine musket. This man looks bred to be tough.

Personality: Marcellano is a proud Chelish nationalist. He believes in the superiority of Cheliax over most, if not all, of the other nations of Golarion. That being said, he still honors the nation's enemies. Some of them, at least. Despite his belief of superiority of his nation, he believes himself to be a simple tool of his people, one to be used as it is needed to achieve its goals. He is fine with this.

Overall, Marcellano is a no-nonsense type of character, a personality beat into him during his time as a Marine in the Shackles. He listens to orders and follows them to the letter, while expecting others to do the same. He isn't a leader, but instead chooses to follow. He's not one to be moved easily to pity or remorse, either, having killed his fair share of freebooters, pirates, buccanneers, and the like. He offers no quarter and expects none in return. He's not a bad ugy, however, and he believes in order to survive, one must trust his comrades, else perish.

Background: Marcellano grew up not knowing his parents - he was told by his Uncle, Kyan Kain, that they served in the Chelish Navy and died serving it. He was raised entirely by his uncle, and as soon as he became of age, he officially joined the Chelish Navy after having served as a cabin boy aboard Kyan's ship, the Dominator. While serving as a cabin boy, he learned the basics of sailing, the Navy's code of conduct, and about pirates. Once he finally became a Marine, he was trained in everything from ship boarding, ship to ship combat, musket formations, and how to survive despite all odds. He was a superb sailor and marine during his time on the Dominator, and joined in numerous raids against the Pirates of the Shackles. He used his training well under his Uncle, who was not only Boatswain of the Dominator, but also a Commander in the navy and a cavalier in his own right. Kyan had an odd habit of bringing his horse on his ship, and Marcellano was one of the ones trusted enough to take care of the horse, as it was extremely important to Kyan.

Months before Cheliax finally conquered the Shackles, Kyan was killed by pirates in the dead of night. Marcellano assumed role of the Boatswain aboard the Dominator. By the time Admiral Durvalia Thrune and her fleet invaded the Shackles, Marcellano had become First Mate onboard the Dominator, and participated in the epic naval battle within the Eye of Abendego, and finally saw his Uncle avenged when he heard that the Witch who had killed his uncle was defeated along with his allies in the battle. Once victorious, the fleet sieged the archipelago's capital of Port Peril and finally ended the reign of Hurricane King Kerdak Bonefist.

However, as the victory was short lived, Marcellano and the Dominator were increasingly troubled by the constant raids and threats of what was left of the Pirates and the Serpentfolk. Finally, on one fateful day, the Dominator was finally defeated by a small fleet commanded by Tessa Fairwind, a previous Pirate Lord. Marcellano nearly lost his life on that day, but instead of dying or being captured along with what was left of the Dominator's Crew, Marcellano swam. He swam away from the battle, away from the sinking ship, and away his enemies. He was fished up three days later, half drowned and exhausted from the swimming by a merchant vessel bound towards Cheliax itself. During the journey, Marcellano learned of the great gathering of nations that would be taking place soon - and decided that he would look into volunteering to help end the threat of winter. He knew nothing of the cold or of the north, but as fate would have it, one of the sailors on board the merchant vessel was a former Ulfen Raider from the Land of the Linnorm Kings. How he got down so far south is a story for another time. This aged veteran told Marcellano much about the cold - how to combat it, how to prepare for it, and how to survive it. Marcellano took his advice to heart, as he had been taught in the Navy to always be prepared.

Traits' Info:
Vigilante Witch Hunter (Campaign): During his serve on the Dominator, there came an instance where the ship was boarded by Pirates in the dead of night. They were attempting to disable the ship's tiller so that they could escape, but Marcellano's Uncle and a few marines caught them in the act. During the ensuing fight, a Dwarven Witch killed Marcellano's uncle, Kyan Kain, and escaped after succeeding in disabling the ship's tiller. Marcellano has since vowed revenge against Witches and their ilk.

Resilient (Combat): Considering that Marcellano was raised on a boat with his Uncle, endured the harsh training of a Chelish Marine, and has thrived during it, its no surprise that he's a resilient person because of it.

Trained Medic (Regional): The Shackles is a rough place. As part of his marine training, Marcellano learned important skills on how to treat both disease and poison, and has kept the knowledge handy, even if he hasn't needed to use it. Yet.