Clanartus Viliras

Iron Killer's page

Organized Play Member. 119 posts (2,053 including aliases). No reviews. No lists. No wishlists. 16 Organized Play characters. 12 aliases.


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Scarab Sages

Ok, I corrected the sheet to include the spellbook

Scarab Sages

As a Wizard I have to have a spellbook, but I'm trying to see how I can get around the .25 lbs over a light load I would have with even a compact spellbook.

Scarab Sages

Knowledge (engineering) and Profession (gunsmith)

Scarab Sages

Here is my character sheet, but I am still working on the backstory.

Scarab Sages

I'm creating a sheet in Myth-Weaver and I'll create an alias with the link as soon as it is complete. I am also putting together a backstory and the answers to your 5 questions which I will both put on the alias and here in the recruitment thread when I am done.

Scarab Sages

It was for those very reasons that I never liked that archetype and tried to work around taking it. The reason I never suggested taking Exotic Weapon Proficiency before was because of the prerequisite of a base attack bonus of+1 which neither Adept or Wizard get till level 2. Though if you and the other players are willing to over look that I'll start creating him today. Also he alway was going to have a standard pistol, the elongated barrel is just for show and doesn't add anything to the power or abilities of the weapon.

Scarab Sages

To continue the conversation we were having on the other recruitment thread, if it will make everything easier to fit into the story I guess I could try the spellslinger archetype so my wizard would build his own pistol with the "battered" condition and use my Gunsmithing feat and the $300 I would be using for a magic weapon to "repair" my pistol and make it a masterwork pistol as stated in the Gunsmithing feat.

Scarab Sages

I have considered the spellslinger archetype, but it is very restrictive and by choosing the evocation school I get a free magic missile type force spell to be used multiple times a day along with additional damage on all evocation spells

Scarab Sages

Herkymr the Silly wrote:
Iron Killer wrote:

I am very interested. I don't have Hero Lab or Realm Works because I primarily post from my phone. I do have an interesting concept that I've been wanting to play for a while he would be an Adept/Wizard, but he dresses like a gunslinger and his bonded idem is an elongated pistol. Carved into the barrel of his pistol in the word "WAND". He specializes in projectile magic which he channels which he focuses through the pistol, the engraving will glow with a color representing the element being used (red for fire, blue for water, etc), and the spell busts from the barrel. From his previous life as and Adept he will have Cure Light Wounds so he can help with some "Band-aid" healing as needed.

That is his general concept. He is not yet completed, but if you think he will fit in please let me know and I will flush out the rest on the details.
sounds fun... so he would have a wand that was shape like a gun which he focuses his spells through, is that what I understand? He should fit the world if you can roleplay him in it. You decide we can work with anything.

Actually his bonded idem is an actual pistol with the word "WAND" carved on it barrel. He is not proficient in using firearms so actually firing bullets or alchemical cartridges would be pointless so instead he focuses his magic through it.

When he runs out of spells I was thinking he could use maybe a masterwork dagger which would be his one magic idem.

Scarab Sages

I am very interested. I don't have Hero Lab or Realm Works because I primarily post from my phone. I do have an interesting concept that I've been wanting to play for a while he would be an Adept/Wizard, but he dresses like a gunslinger and his bonded idem is an elongated pistol. Carved into the barrel of his pistol in the word "WAND". He specializes in projectile magic which he channels which he focuses through the pistol, the engraving will glow with a color representing the element being used (red for fire, blue for water, etc), and the spell busts from the barrel. From his previous life as and Adept he will have Cure Light Wounds so he can help with some "Band-aid" healing as needed.
That is his general concept. He is not yet completed, but if you think he will fit in please let me know and I will flush out the rest on the details.

Scarab Sages

That's really rather depressing, I was really looking forward to sending Deadwood after you.

Scarab Sages

Male Human (Euro mutt) Freelance Graphic Designer/5, Instructional Assistant a High School/5, Parent/5

Still here with my 4 kids and full time job the character creation process is the longest and hardest part, but I have the paper version of my character sheet complete and I am just about to make the alias.

Scarab Sages

Feel better soon, I think we can wait. I'll try and get his alias up tonight along with his backstory, I'll just omit the name of the Dwarven village and edit it in at later time.

Scarab Sages

I'm still here, but I have a couple questions for my backstory.
1) What is the name of this town? I'm sure you probably already said it at least once, but I can't find it at the moment.
2) What is the name of the nearest Dwarven village?

Scarab Sages

With the character creation are we stating just our 1st level NPC class or 1st level NPC and 1st level PC, looking at other people's profiles I've seen it both ways?

Scarab Sages

Does the improved fortitude bonus emulate the great fortitude feat, +2 fort saves?

Scarab Sages

rorek55 wrote:
I am always done for fun refluffing of something when the stats and like are left alone. I will even give you the ability to flurry with it, and not spill any Mead!

Now that is truly a drunken master skill.

Scarab Sages

4d6 ⇒ (2, 5, 1, 6) = 1413 3 points
4d6 ⇒ (3, 2, 4, 3) = 1210 0 points
4d6 ⇒ (2, 5, 1, 5) = 1312 2 points
4d6 ⇒ (6, 2, 2, 6) = 1614 5 points
4d6 ⇒ (1, 1, 6, 1) = 9X
4d6 ⇒ (3, 2, 2, 6) = 1311 1 point
4d6 ⇒ (3, 4, 4, 2) = 1311 1 point
Total of 12 points, I think I'll go with the 27 point buy.
Str-16 10 points
Dex-12 2 points
Con-16 5 points +2 race
Int-13 3 points
Wis-16 5 points +2 race
Cha-10 2 points -2 race

Now for the interview:
Posting speed:I can post at least once per day if not more on weekdays and at least once over the weekend. And just to let you know now, my wife is due to give birth to our 5th child in late January so my posting will get a little less frequent for a time after that, but I will still post as much as possible.

Open world vs main ark:I've been in a strictly open world pbp and it really didn't work very well. With no linear pull to guide us posting quickly dropped to a stand still. So my vote is for a main ark, even if it is a very loose one, having a goal will encourage the players to advance the story.

Good guys, bad guys, or something in between:I kind of agree with Niston. We're all good at heart but we may have our darker tendencies. Take the town drunk, when he's sober he may be the nicest most polite person in town, but get a few drinks in him and he may not make the best decisions. Or the mayor role; he's a nice guy, kissing babies and shaking hands, which is what gets him elected, but you can't tell me he isn't a little under handed and that's how he keeps the position.

High or low powered:I'm actually not sure what you really mean by this since every other game I've played just does spell casting by the book so if your stat tree says you get 5 1st level spells then you get 5 1st level spells. Or I'm just misinterpreting what is meant by high or low powered.

"PvP":If we are to try this I like the concept of two conflicting "contacts", both sides think they are the good guys doing the right thing when in actuality one group is the "villains" and the other is the "heroes", but the only one to truly know which is which is the GM (rorek). The problem with this idea though is it is going to take a major commitment from rorek to make both sides think they are the good guys while one is being deceived without even the players themselves knowing who truly is the good guys or the bad guys.

Scarab Sages

I think commoner goes best with a monk and when I think of heavy drinking Dwarves jumps out as the obvious choice. I was wondering though would you mind if I reskinned a club into his favorite metal tankard to be used as his weapon option?

Scarab Sages

rorek55 wrote:
Iron Killer wrote:
I know there is already a submission for the town drunk position, but that just sounds like to much fun to pass on. I was thinking of advancing to the Drunken Master Monk PLEASE class, but there are no NICE classes listed so would I just make him a commoner or just choose any NICE class to work with?
not sure if I understand you there..

I'm very sorry I am posting from my phone and the auto correct changed what I was trying to say.

PLEASE=PC
NICE=NPC
So the second sentence was supposed to say: I was thinking of advancing to the Drunken Master Monk PC class, but there are no NPC classes listed so would I just make him a commoner or just choose any NPC class to work with?

Scarab Sages

I know there is already a submission for the town drunk position, but that just sounds like to much fun to pass on. I was thinking of advancing to the Drunken Master Monk PLEASE class, but there are no NICE classes listed so would I just make him a commoner or just choose any NICE class to work with?

Scarab Sages

I think I will also have to drop out. I've been racking my brain trying to create a good backstory and nothing is coming out.

Scarab Sages

I understand and that's fine. I'm thinking about following my idea of the monk/druid with his strong connection to the earth and all. I'll come up with a backstory in the next day or two and make the submission.

Scarab Sages

Back on the first page this was posted, but the answer was never given.

The Dragon wrote:

I'm interested. Probably as a caster/warrior of sorts.

Oh, and this prc looks like it'd be fun and provide a cool visual. Can I use it?

By the way, if we have craft feats, do we get discount on pre-game items?

While reading through the thread I looked into this and thought it would be really cool to combine this Ioun Angel prestige class with a monk somehow. So as I waited for your answer I deliberated and came up with With undone the Oread monk 18/wizard 8/ioun-angel 10. I see him as a very quiet character, not warming up to others very easily, but this gives him room to grow. I would end up spending basically my entire budget on Ioun stones so he can have like three flying around each hand and each leg and at least two around his chest enhancing his fiscal abilities and making him a rather powerful unarmed striker for close range combat combined with some rather explosive spells for a formidable distance attacker.

If you don't decide to allow for ioun-angel I would probably just keep him monk 18/wizard 18 or change it to a monk 18/druid 18 with a grey wolf companion.

Scarab Sages

I'm very interested. I was thinking of doing a Halfling Knife Master Rogue/Cutthroat Soulknife.

Scarab Sages

If you're interested in using Wade as like a recurring villain I will build his alias. Either way would you mind if I just posted a dot when you open up the gameplay so I can follow this game? I just really want to see how it's going to work.

Scarab Sages

That's depressing, but I could see Wade coming in as a villain. He is an assassin mind you.

Scarab Sages

While I was waiting I started looking into psionics and came up with a more original concept that I thinking about submitting in addition to Wade. His race would be based on a halfling build with a few "adaptations". For classes I was thinking were Knife master (Rogue) 7/Cutthroat (Soulknife) 7/Trickster (Mystic) 3. I'll give a post of the final stat blocks for the 2 characters as soon as possible.

Scarab Sages

Basically you would do a race build and rebuild one of those races and then just add to it as long as it doesn't go over the 21 RP limit.

Scarab Sages

The reason everyone has been building new races or adding to current ones is the fact that the GM is allowing for a 21 RP build where a human is only 10 RP. If you'd like to just go with a premade race that can be done, but it might be a bit lacking in comparison.

Scarab Sages

Wade looks at Cornelius and says in his best "talking to a baby" voice "Oh, does the wittle dwagon want some cake." he then turns to a side and starts to tap the air Hey, does anyone out there have some cake? We have a dragon who wants cake. Who can help me?... Oh you do... no don't get up I'll come get it." He then vanishes only to return a few seconds later holding a full slice of cake. Handing it to Cornelius he changes his tone back to "talking to a baby" "There you go wittle guy, now don't eat it to fast or you might get a wittle tummy ouchy."

Scarab Sages

Then I guess I need to recalculate my HP. Instead of 67 my HP will actually be 91.

Scarab Sages

Now would that be a bonus feat or a regular one and would they both have to take it considering they each consider each other the familiar?

Scarab Sages

Thinks to himself "What kind of bonuses do you get for having a PC as a familiar?

Scarab Sages

Do we have a setting to help us figure out backstories yet?

Scarab Sages

I guess I just miss interpreted it, wishful thinking. So instead I will take Fast Healing 1 for 6RP and Duel-Minded for 1RP which will raise my Will save to +6 or +8 vs fear effects.

Scarab Sages

I couldn't find a post confirming what we're doing for HP so I used max at 1st and half +1 for every level after that. If this is wrong please let me know and I will change it.

Scarab Sages

I know this is a bit long winded and a couple days later then I said I would get it out, but I kept running into snags that made this post take about a day to write but here it is the much anticipated Wade Wilson:

Mutant race:
Type-Humanoid (0RP) (Human) (Mutant)
Size-Medium (0RP)
Speed-Normal (0RP)
Ability Score Modifier-Specialized (1RP) (+2 Str, +2 Dex, -2 Cha)
Language-Normal (0RP) (Common)
Racial Traits-Fast Healing 2 (7RP), Skilled (4RP), Weapon Familiarity (1RP) (Katana, Wakizashi), Fey Step (8RP)

Wade Wilson's stat block:
Male Fighter 7/Gunslinger 7/Mythic Champion 3
CN Medium Humanoid (Human) (Mutant)
Init +13 (+3 w/ 1 mythic power point/+2 w/ 1 grit point); Perception +12

Defense:
AC 21; Touch 17; Flat-Footed 17; (armor +4, dex +4, +2 dodge bonus, +1 Ring of Pprotection) (AC +2 and DR 2/- vs humans)
HP 67(7d10+14+7)
Fort +7; Ref +9; Will +4 (+2 Will vs Fear effects)
Defensive Abilities DR 2/- vs humans

Offense:
Speed 30,
Space 5ft; Reach 5ft
Melee:
+1 Flaming Katana +11, +12 (1d8+6+1d6 fire/18-20/x2)
+1 Frost Wakizashi (off-hand) +10, +10 (1d6+3+1d6 cold/18-20/x2)
Ranged:
+1 Reliable Pistol +8, +8 (1d8+3/x4)
+1 Reliable Pistol (off-hand) +4, +4 (1d8+3/x4)
Statistics:
Str 18, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +7/+2; CMB +11; CMD +15

Feats:
Extra Grit, Improved Initiative, Improved Two-Weapon Fighting, Mythic Improved Initiative, Mythic Two-Weapon Fighting, Open Volley, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Two-Weapon Fighting

Skills:
Acrobatics +14, Bluff +12, Heal +7, Intimidate +12, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Local) +9, Perception +12, Profession (Assassin) +12, Slight of Hand +10

Racial Modifiers:
+2 Str, +2 Dex, -2 Cha

Traits:
Reactionary-+2 Initiative
World Traveler-+1 Knowledge (Local), Class Skill

Languages:
Common

Combat Gear:
+1 Flaming Katana, +1 Frost Wakizashi, +1 Reliable Pistol x2, Alchemical Cartridges x100, +1 Defiant Chain Shirt

Other Gear:
Ring of Protection +1, Gunslinger Kit

Trackable Statistics
Mysyic Points-9/9
Grit Points-4/4
Alchemical Cartridges-100/100
Trail Rations-5/5

Racial traits:
Fast Healing 2-Members of this race regain 2 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Fey Step-Members of this race can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
Skilled-Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Weapon Familiarity (Katana, Wakizashi)-Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.

Fighter Abilities:
Bonus Feat-At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Bravery-Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training-Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Heavy, Blades)-Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Gunslinger Abilities:
Gunsmith-At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit-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.
Deadeye: At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing 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 increment beyond the first when she performs this deed.
Gunslinger's Dodge: 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.
Quick Clear: At 1st level, as a standard action, the 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. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative: At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip: At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot: At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
•  Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
•  Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
•  Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Dead Shot: At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Startling Shot: At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
Targeting: At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
•  Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
•  Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
•  Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
•  Torso: Targeting the torso threatens a critical on a 19–20.
•  Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Nimble-Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats-At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Gun Training-Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Mythic Abilities
Ability Score-Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat-Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill-Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power-Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge-You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative-At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation-At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Sudden Attack-As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Clean Blade-Whenever you score a critical hit, as a free action you can make a ranged touch attack to fling the blood and gore at another opponent within 30 feet. If the touch attack hits, the foe is sickened for a number of rounds equal to your tier. If the touch attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full-round action to remove the gore and end the blindness. At the GM's discretion, creatures that are immune to disease, those that live in filth (such as otyughs), or those that revel in bloodshed (such as demons) might be immune to the sickened effect of this ability.
Limitless Range-Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.
Precision-Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.

814gp

Scarab Sages

That Long Step is exactly the kind of thing I was thinking about. Now if only I could add it to the build I'm working on, because I don't need anything as grandiose as teleport so I was going to propose something of this nature to to DM as a level 3 lesser teleport spell so I could use it with the Magical Racial Trait called Spell-Like Ability, At-Will which require a level 3 or less spell and it costs twice the spells level to get it. So if the DM will allow me to take either of those 2 options, allow me to take Long Step for like 6 or 7 RP or to create the spell lesser teleport that does the same thing, I can have a character build up today.

Scarab Sages

Also does anyone know how many RP we're using if we're doing the race builder?

Scarab Sages

Where did you find that, because none of the fey templates I can find have that spell-like ability?

Scarab Sages

I know I'm late to the game, but I've been excitedly putting together a Deadpool like character. He would be a Fighter (Two-Weapon Warrior) 7/Gunslinger (Pistolero) 7/Mythic (Champion) 3. I am still looking at races so I'm going to try and build one with fast healing and an at will dimension door spell-like ability if I can. This would be my first racial build so any suggestions would be very helpful.

Scarab Sages

I have just created a Nagaji Brawler and would love to see him in action if your interested please let me know.

Scarab Sages

No, I have never GMed a game so I unfortunately have no stars.

Scarab Sages

She is actually level 3 now so I guess I'm stuck unless I add a level of druid.

Scarab Sages

1 person marked this as a favorite.

I have completed "We Be Goblins, Too" and

Spoiler:
I received a boon for an owlbear as am animal companion. Now the character I put the chronicle toward was a witch and I have no intention of giving her levels in druid just so she can have this companion. Now I was wondering if I could create another PFS character and apply the boon it it instead?

Scarab Sages

Male Human (Euro mutt) Freelance Graphic Designer/5, Instructional Assistant a High School/5, Parent/5

My character is Zarunkumar and her number is 94822-10.

Scarab Sages

Male Human (Euro mutt) Freelance Graphic Designer/5, Instructional Assistant a High School/5, Parent/5

Sorry to intrude on this thread since I know I dropped the ball on getting into this game, but I would like to continue following it. Is there any way I can get this in my campaign menu without being part of the game?

Scarab Sages

Is there any information on the underground drow village? I've read through the wiki and the background of the only drow who is currently playing and didn't find much to work with.

Scarab Sages

DM Grimmy wrote:
I'll open a recruitment thread specifically for the tournament tomorrow.

Are you going to link the recruitment thread here?

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