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Emmett Lathrop's page

396 posts. Organized Play character for PJP.


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Grand Lodge

Picaroon 2 | HP 88/88 | AC 17; T 16; FF 11 | CMD 22 | F +7 R +12 W +4 | Init +6 | Perc +1 | Active: None

NG Male Undine Picaroon (Swashbuckler) 2
Languages: Common, Aquan,

Appearance & Personality:

Barely of age to be called a man, he usually uses his innate ability to hide his natural blue skin in order to appear more human. Slick, black hair tied back in a tail, wearing a simple flowy shirt and breaches, he rarely wears anything on his feet.

Background:

Twice has been stranded on deserted islands for his sarcastic wit, unfortunately directed at his Captain.

Combat and Crunch:

HP 18 (10+1 FC/6+1FC)

DEFENSE
AC 14, touch 14, flat-footed 10 (10 +3 Dex +1 dodge )

CMD 15 (10 +2 BAB +0 Str +3 Dex)
Fort +0 (+0 +0 Con)
Ref +6 (+3 +3 Dex)
Will +2 (+0 +2 Wis)

Defensive Abilities

OFFENSE
Initiative +3 (+3 Dex)
Speed 30 ft
CMB +5 / +7 (+2 BAB +3 Dex / +2 vs disarm, trip, etc)
Base Attack +2; Melee Touch +2 (+2 BAB +0 Str); Ranged Touch +5 (+2 BAB +3 Dex)

Panache & Grit Pool
+1 Grit (cn earn up to 2 more)

Melee
Rapier +5 Att; 1d6+0 dmg

Ranged
Pistol +5 Att; 1d8+0 dmg

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 13 (+1), Wis 15 (+2), Cha 12 (+1)
S 2 12 -2 10 +0
D 5 14 +2 16 +3
C 0 10 10 +0
I 3 13 13 +1
W 3 13 +2 15 +2
C 2 12 12 +1

SKILLS:

Skill ranks: 10 (4+1 Int per lvl)
Acrobatics* +8 (2 rank +3 Dex +3 Class)
Bluff* +5 (1 rank +1 Cha +3 Class)
Climb* +4 (1 rank +0 Str +3 Class)
Diplomacy* +5 (1 rank +1 Cha +3 Class)
Disguise +1 (+1 Cha)
Escape Artist* +7 (1 rank +3 Dex +3 Class)
Heal +2 (+2 Wis)
Intimidate* +5 (1 rank +1 Cha +3 class)
Knowledge
-- Local* +5 (1 rank +1 Int +3 Class)
-- Nobility* -
Perception* +7 (2 rank+2 Wis +3 class)
Ride* +7 (1 rank +3 Dex +3 Class)
Sense Motive* +6 (1 rank+2 Wis +3 class)
Stealth +3 (+3 Dex)
Survival +2 (+2 Wis)
Swim* +4 (1 rank+0 Str +3 class)

Background Skills 4 (2 per level)
Profession*, Sailor +7 (2 rank +2 Wis +3 Class)
Sleight of Hand* +8 (2 rank +3 Dex +3 Class)

The swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

EQUIPMENT:

Rapier

COINS
PP 0
GP 0
SP 0
CP 0

Feats and Traits:

FEATS
Amateur Gunslinger (1st Level)
Dodge (2nd Level)

TRAITS
Anatomist - You gain a +1 trait bonus on all rolls made to confirm critical hits.
Life of Toil - You gain a +1 trait bonus on Fortitude saves.

[spoiler=SPECIAL ABILITIES]
Undine Racial Traits[/b
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Native Outsider: Undines are outsiders with the native subtype.
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine's level).
Flesh Chameleon: Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human. This racial trait replaces energy resistance.
Energy Resistance: Undines have cold resistance 5.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

[b]Picaroon/Swashbuckler Abilities
The following are the class features of the swashbuckler.
Weapon Proficiency: A picaroon is proficient with all simple weapons and martial weapons, as well as one-handed firearms. This ability replaces the swashbuckler's weapon proficiencies.
Charmed Life (Ex):At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of seven times per day at 18th level).
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Panache: Unlike other swashbucklers, a picaroon regains panache when she confirms a critical hit or makes a killing blow with a light or one-handed piercing melee weapon or a one-handed firearm. This ability alters panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.

For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Melee Shooter (Ex): At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack she makes with the firearm during her turn. This deed replaces opportune parry and riposte.
Quick Clear (Ex): At 3rd level, as a standard action the picaroon can spend 1 panache point to remove the broken condition from a single one-handed firearm she is currently wielding, as long as the firearm gained that condition through a misfire. This deed replaces kip-up.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.
Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Gun Feint (Ex): At 7th level, a picaroon can use the ferocious reputation of firearms to her advantage. A picaroon with at least 1 panache point can feint instead of attacking with her firearm as part of a full attack. She can spend 1 panache point to gain a +5 bonus on the Bluff check. This deed replaces superior feint.
Lightning Reload (Ex): At 11th level, once per round the picaroon can spend 1 panache point to reload a single barrel of a one-handed firearm as a swift action. If she has the Rapid Reload feat or is using an alchemical cartridge, she can instead reload a single barrel of the weapon as a free action each round. Using this deed doesn't provoke attacks of opportunity. This deed replaces bleeding wound.
Two-Weapon Finesse (Ex): A picaroon gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons. She also gains the effects of the Two-Weapon Fighting feat as long as she is wielding a light or one-handed piercing melee weapon in one hand and one-handed firearm in the other hand. This ability counts as having both the Weapon Finesse and Two-Weapon Fighting feats for the purpose of meeting feat prerequisites. This ability replaces swashbuckler finesse.
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 nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

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.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett laughs as he watches Scratcher trying to be stealthy, but loads his pistol and follows along.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Um, alright, Scratch. Lead the way to your, um, other right."

Green it is then!

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

I agree - I prefer to take Redelia's offer, since slow pace has been the norm for this one anyway. But if you all want to take chronicles and go, I am perfectly fine to do that as well.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett steps back and blasts Red (unless he is beat, and then he target's yellow, or blue).

Ranged Touch Attack, PBR, rapid: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Ranged Touch Attack, PBR, rapid: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Umm, yah... I think you got a point there!"

Emmett backs up (5') and shoots again at yellow.

Ranged Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Ranged Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Crit Confirm?: 1d20 + 11 + 1 - 2 ⇒ (1) + 11 + 1 - 2 = 11
Damage: 3d8 + 3 ⇒ (3, 7, 8) + 3 = 21

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Do we recognize the zombies?

Knowledge, Dungineering: 1d20 + 5 ⇒ (16) + 5 = 21 Immunities or Special defenses, please.

Emmett moves forward and fires a shot at the blue one, trying to hit the squid on its head.

Ranged Touch Attack, PBR: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Looks like they went through here. Shall we?"

Emmett tries to squeeze through.

Acrobatics: 1d20 + 11 ⇒ (6) + 11 = 17

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"What did I do?!? Why are you all trying to carve me up?"

After someone explains the situation, he calms down and considers the events. "Before this all started, I heard some voices chanting or something. Could someone be in here with us?"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Umm, did I drink too much and get unruly? Why the heck are you all trying to tie me up?"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett continues to have an internal struggle between his desire to ride the altar to hell and, you know... continuing to breath.

Will Save: 1d20 + 3 ⇒ (17) + 3 = 20

Grand Lodge

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Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett seems to have no clue what is happening to him, but something in the back of his brain is struggling. Way back in his brain... far, far back.

Save: 1d20 + 3 ⇒ (1) + 3 = 4

"Yee-ha! Umph."

Grand Lodge

1 person marked this as a favorite.
Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Will Save: 1d20 + 3 ⇒ (9) + 3 = 12 Not sure that was still needed...or if Will decides to climb back up?

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Will Save: 1d20 + 3 ⇒ (3) + 3 = 6

Woot! I am sure that did it, no problem.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett tries to pinpoint the chanting, and if he can get close, he will drop an alchemist's' fire on the space.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Touch attack vs AC 5: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

Splash damage: 1

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Are we hearing ghosts?"

Emmett keeps his pistol ready, but eases his way up to the altar to take a look around it.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett draws his pistol and stands ready, not yet sure what the danger is.

Readied Action: Fire at first bad thing that moves:

Ranged Touch Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

I am going to be travelling Sept 20-23. I might occasionally get to check in and post an update, but for the most part I will not be online. Please feel free to bot me using whatever disposable resources I have.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Well, it is always interesting isn't it. I mean, swarns of centipedes? Really? Wow, what's this?!?"

Emmett examines the sword a bit awkwardly, and hands it off to anyone interested. Then he examines the money pouch. "This will be good for a few drinks after we are done here."

Onward!

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett tosses another alchemist's fire into the mix of centipedes.

Ranged Touch Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, fire: 1d6 ⇒ 3 + 50% for swarm

Damage, continued from previous alchy fire: 1d6 ⇒ 4 +50%

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Still kickin.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Happy to come back later and spend the time taking apart the panels!

"Adventure? I am getting tired of things trying to eat me..."

Emmett pulls out an alchemist's fire and tosses it into the middle of the centipedes.

Ranged Touch Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Crit Confirm?: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, fire: 1d6 ⇒ 4 + 50% for swarm
Crit Damage?: 1d6 ⇒ 4 + 50% for swarm

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett continues firing, hoping to chip away enough crystal.

Ranged vs Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (10) + 11 + 1 - 2 = 20
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Ranged vs Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

It is possible that Emmett is simply dazzled by your beaming smile... :) But thanks - not sure it will change much, but maybe it has a Touch AC of 12 or less.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett whistles a jaunty little tune as he keeps his gun blazing, using two more adamantine cartridges.

Fort Save vs Dazzle: 1d20 + 4 ⇒ (17) + 4 = 21

Ranged vs Touch, PBR, rapid fire, dazzled: 1d20 + 11 + 1 - 2 - 2 ⇒ (11) + 11 + 1 - 2 - 2 = 19
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Ranged vs Touch, PBR, rapid fire, dazzled: 1d20 + 11 + 1 - 2 - 2 ⇒ (2) + 11 + 1 - 2 - 2 = 10
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

I forgot I was still dazzled, although that would really have little effect on those shots...
Fort Save: 1d20 + 6 ⇒ (8) + 6 = 14

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett sees the lack of damage he has done, so he loads an adamantine cartridge into his pistol and fires again. Then he does it again, hands fast as lightning.

Ranged vs Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Ranged vs Touch, PBR, rapid fire: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"What the heck is that? It's so shiny..."

Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8

Emmett draws his pistol, but hesitates.

Readied shot if it acts aggressively.

Readied action:

Ranged touch attack, PBR, dazzled: 1d20 + 11 + 1 - 1 ⇒ (9) + 11 + 1 - 1 = 20
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett stays behind cover, but readies an action to move out and fire at Creed if he actually attacks anyone.

Readied Action:

Ranged Touch AC: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Man, he looks terrified! I doubt we had that effect on him... Vancid, what's the deal man?"

Emmett also moves, drawing a pistol as he does so. He heads for a stairway to provide him some cover.

Are the boulders he is hiding in providing cover total cover?

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett keeps his pistol ready, and looks around. "Don't look to exciting, does it?"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Take care - hope all is well!

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

”Not to worry, Hearthbreak. I’ll show you the way out.”

How far back to the beach is it?

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"You sang? Why did they make you sing it?"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett takes a closer look at the garment tied around the creature's waist. "Anyone reckon what this is?"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett checks his pistol and sticks it back in his holster. "Well, that was fun. What in tar-nation was that?

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett has a couple hammers...

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett tries to take a couple more shots, this time trying cold iron paper cartridges to see if that has more stopping power.

Ranged Touch Attack, rapid fire: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
Cold-iron Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Ranged Touch Attack, rapid fire: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Cold-iron Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

20+ touch AC? wow... this one will be tough.

"What is this thing? It seems to be all but ignoring bullets!"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"What they hey?!? Watch out, Scratcher!"

Emmett draws his pistol and fires, using a paper cartridge to quickly reload and fire again..

Ranged Touch Attack, rapid fire: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Ranged Touch Attack, rapid fire: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett steps to the side to avoid another blast, and uses his wand of healing on himself. Then he realizes he doesn't know how. "Somone want to give me a hand?"

Assuming so...
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Survival: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 12 ⇒ (14) + 12 = 26

"Hey, check this out. Three sets of footprints, headed into that cave behind the waterfall."

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett looks for a cage (unless the bird is already in one), and says "Sing me a song, little guy?"

Handle Animal: 1d20 - 1 ⇒ (13) - 1 = 12

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Notes? Sounds like they were practicing for somthing."

Diplomacy Aid: 1d20 - 2 ⇒ (5) - 2 = 3 Yah, not helpful.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"The Captain left without us, but assuming she went to shore, we might take over the ship. Although.. perhaps we should just go to shore to try and beat her to the treasure, and then bribe the crew to turn allegiance?"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett is ready - added 4th level of Gunslinger.
Also find that I have a lot of money, so making the following purchases:

Start: 17,093
Purchases:
20 Paper Cartridges (120 gp)
10 Cold Iron Cartridges (120 gp)
3 Adamantine Cartidges (108 gp)
Add +1 to pistol (2000 gp)
Ring of Protection +1 (2000 gp)
Belt of incredible dexterity +2 (4000gp)
Amulet of Natural Armor +1 (2000 gp)
seaweed leshy bulb (functions as a potion of waterbreathing with a 10-minute duration; 50 gp, limit 1)

Total spent: 10,398
Remaining: 6695

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Craft(alchemy): 1d20 + 5 ⇒ (18) + 5 = 23

Emmett is good to continue. He will just be level 5 now, once he has a chronicle sheet.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Yee-ha! Never thought I'd be riding a water horse before! It is quite a ride!"

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett reloads, and holds his pistol ready. If the woman moves, he will fire at her. Readied action.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett fires again, not sure that he is doing any good.

Ranged Touch Attack: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

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