Jack looks positively uncomfortable when the gifts are handed out. He shifts from foot to foot, looking embarassed. "I'm honored. It's been a helluva time with you. One o' the few I've ever spent where I didn't have to watch my back to keep a knife out o' it. I'll do mah best to keep these others alive. I'd like to come back here some day. It seems a good place."
Jack spends the time working on his sleight of hand skills, attempting some small card tricks, quick drawing his pistol and sparring against the elves with his short sword. His martial skills broaden from the sort of close-in fighting one learns in city alleys to something approaching a more proper fighting style. He wanders the elven camp, speaking to the elves and working on his second story skills by climbing, tumbling and working on his contortions. Eventually befriending a blacksmith, Jack is allowed to borrow some tools to create his bullets, and digs in some rather unpleasant places to gather the materials to create gunpowder.
DM Rennick wrote:
"Well, miss. Perhaps you'd like to tell me more about the evils we face some time, maybe over dinner? Drinks? D...candles?" To Ruhk, "What's this then? You're missing people? I'll lend a hand."
Jack Ketch wrote:
Edit: Jack reloads his pistol, stepping away from the demon while calling out for answers...
"Cripes! Is that thing dead? Can it die?!?" Jack trains his other pistol on the creature, but is hesitant to fire until he knows the bullet is needed. "And, what the heck is going on here? Why is this evil little bastich trying to kill you lot, anyway? And anyone got some pants I can borrow? My last pair just fled on that wagon..."
Jack turns back to the wagon and Finius' desperate attempt to get away. "Darn you, you coward! You've got my spare pants!" Looking back toward the fray, he moves 30 feet to get closer to the demon and the man facing off. He raises his right hand pistol, sights for a quick moment and fires! Pistol! Touch Attack 1d20 + 2 ⇒ (20) + 2 = 22 Took the -4 for firing into melee. If this isn't so, add 4 to the roll, please! Critical Confimation! Touch Attack 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d8 + 1 ⇒ (4) + 1 = 5 x4 if it's a crit If you prefer me to roll:
3d8 + 3 ⇒ (6, 4, 2) + 3 = 15 "Take that, you ugly hell-spawned beast!"
"Cold iron? Heck, I got cold steel, but iron I left in my other trousers, priest. Can't I just put enough holes in it so it won't float and kick it down a well?!?" Jack sighs, seeing the priest jump off the wagon and follows after him, moving at a trot, drawing his second pistol as he does. Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Jack was born on the streets of Neverwinter, cast out by his mother, who he never knew. He grew up as a ward of the Church of Torm, but the harsh discipline required never fit him well. When he was 12 he ran away and was adopted into a gang of street kids who worked as lookouts for the local Thieves' Guild. He worked his way up from there to a basher, guarding the Guild from intrusion. That was his life until the day he was sent along on a job to act as extra muscle to carry out a haul from a rich merchant's mansion. While he was looting a bedroom he discovered a hidden cache containing two pistols and a stash of gunpowder and shot. He had heard of such things, knew their worth and made a quick decision: he grabbed the cache and ran. He's been on the run from the Thieves' Guild as well as from the merchant for the last two years. He's changed his name several times, finally emerging as Jack Ketch, a man of no particular history and no particular town. Unfortunately for him, the pistols were rather distinctive in decoration, made to resemble two grinning imps, with the barrels firing from their open mouths. Now he's looking to hook up with a band of adventurers, mainly to get away from Neverwinter but also to find some companionship after so many years on the run. He thinks he's home free, but only time will tell... Rennick, are we starting at 1st or 2nd level?
Zissaren wrote:
"Indeed. I haven't heard from him recently. Allow me to head back into the air and I will contact him to see if he can attend us. Meanwhile, I must see to my business interests. Being a Marquis does not mean a life of luxury, I assure you!" Jack will head back down the line from the party, wait until he's out of sight and sound, and Spoiler:
do his magic cat act. He will then head back into the chamber, staying as dry as is possible.
nightflier wrote: The tunnel stretches in front of you far enough that your sight is eventually thwarted by the curving of tunnel wall. Dimensions seem the same as the dimensions of the tunnel near Yanko's inn, so it would be reasonable to assume that the sewer system consists of uniform-sized tunnels. At least those under major streets and squares. Once again, you are taken aback by the lack of bad smells usually associated with the sewers. "What a strange place this is. Makes one wonder what these tunnels are really used for. Or by." Jack will begin moving forward at around half speed, drawing his silver sword cautiously.
Luff wrote: "Careful," Luff speaks quietly, fading back into view and offering a hand as Jack reaches the entrance. "There is a strange presence in these tunnels... it is quite a disturbing sensation." "My good man. what hasn't been disturbing in this strange town?" Jack continues into the tunnel, allowing his eyes to adjust to the light.
Luff wrote:
"My sources said it lead here, into the sewers. They were unable to find any alternative passages or discern the trail beyond that." DM Spoiler: DO I see any entrances that a cat might be able to squeeze into?
nightflier wrote: A moment later, barmaid returns with a bowl of cabbage and a pint of bear. "On the house, old man. Anything else for the rest of you?" She winks at Jack. "You know, I bet that some parts of you are just the right size..." "Careful my sweet, or you just might find out!" jack winks lasciviously at the barmaid, then turns back to the discussion at hand. "Oaths are powerful, but I would be comfortable saying I have no interest in the slavery of any of you."
Jack puts his head in his hands. 'At this rate, he thinks, 'how the deuce am I ever going to gain of a reputation in this town to get anything big done?' "No bait, not children at least. Although if anyone can look like a child, we could use them as bait. However, my network has a pretty good lead on this. Unfortunately, I may have to be called away for a brief time. If I do, my chief tracker is well, a cat. He'll be more than happy to track for you, provided no one tries to eat him."
Luff wrote:
"Nothing yet, my good pixie, but I'll put the quest to them. In the meantime, we need to find access into the sewers. Have you noticed that the grates are doubly secured? It makes one wonder what the authorities in this city know about the threats from below..."
Come morning, Jack will come downstairs immaculately dressed and ready for the morning. "Greetings, compatriots! My network of informants has been hard at work overnight and has informed me that there is a lingering scent of sugar in the sewers. I think it is high time we took this investigation underground!"
Jack passes the night in peaceful slumber... DM: Spoiler: Yeah, not really. Jack takes the clothes with the spun sugar on it and shifts into cat form. Using his keener senses, he gets the scent of the sugar and memorizes it. He sniffs around a bit to see if he catch the scent anywhere else nearby, heading out the window which he leaves open. Perception: IC is down, so I rolled a 7 +8 perception for a total of 15. Once that is done, Jack will return to the room, curl up on the clothes and fall asleep purring, under the bed.
nightflier wrote: A tired man walks to your table. He is not very tall for a human, but with broad back and huge muscles under the fat. Bald head shines under the dim light of torches and his bushy beard is more gray than black. He looks sad and tired. "So, you are the strangers that tried to help my Martha. I thank you. You meant well. You can't help, but you meant well - even if one of you is halfling." "I bristle at that comment! I am far more than a common, run of the mill, workaday halfling! I am nobility, sir and my resources are vast indeed! But if our help, aid and succor are to be dismissed in such a spurious manner, then I withdraw my offer. My condolences and good luck with the memorial service."
Search Posts
I have the ability to buy a +5 weapon as a 2-handed fighter and am not sure what enchantments to get. Currently I have speed and an ability called impact which is a +1 enchantment which increases the damage step by 1 size category for 3d6 from the original 2d6 but I'm curious as to what you think of as the best enchantments. Thanks.
I am playing a 2-handed tank and want to keep attacks coming to me while dishing out a ton of damage and I saw the ring of blinking which I could see as being very useful but it would also mean every 5th attack would miss so should I get it? I do have antagonize to make sure enemies attack me instead of allies and have a 44 AC. Thank you.
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this is what I have currently but feel like the code is not long enough so I ask what I should add. thanks in advance. 1. Brigands will not be suffered for they are a blight on law.
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I'm going to be joining a campaign where we begin with 3 lvls. aristocrat and 1 heroic class 1st and 2nd we have 159k to spend I have 108k left. Tell me anything that comes to mind please. I get two traits.
barbarian: hp: 16 dr 3/ or 8/magic speed 30 (20 with armor) Str 16 dex 10 con 19 int 10 wis 10 cha 10 init- AC 29 (+9 full plate +4 shield +5 nat +1misc) 16 touch 28 flat AC 30 if move +1 from scimitar to AC 31 if fighting defensively SR 19 Fort 7 Ref 0 Will 3 Bab +2 CMB 5 CMD 7 defending keen +1 scimitar +6 crit 16-20/X2 1d6+4(6 rage) skills Acrobatics 5 climb 6 Intimidate 4 perception 5 AC items SR tower shield (+4) invulnrabile adamantine full plate +9 Ami of Nat armor +5 feats heavy armor prof., tower shield prof., dodge special abilities fast movment, rage/8 rounds per day 9
My idea is that a group of adventures will be plane red shifted to earth, on one hand they will be much stronger like the barbarian is equivalent to the hulk. What I would like are some weapons and vehicles that you have translated to Pathfinder rules. If you have other ideas for modern stuff please suggest, they will start at first lvl. Also area 51 stuff will work well. Thanks for the help in advance.
Human 2-weapon Fighter 20lvl
Defensive flurry+5, twin blades, double strike, improved Balance, equal opportunity, perfect balance, deft doublestrike, double defense
what do you think? At 20th lvl I would get 16/16/11/11/6/6/1/-2/-2 flurry so my damage output not including crit, str or to hit would be 200 dmg or if I multi classed ninja and had monks robes and flanked 320 dmg. What do you think. This site has some stuff about what I might do as a monk rogue. http://paizo.com/forums/dmtz51pe?Roguemonk
The tittle says it. So I have wanted to try to DM but I'm not sure how, I know rule #1 is have fun but I want to know how long an action description is or how to make a campaign/ module. I want to work up to ToH but I need tips on how to DM how many monsters in an encouter, should I rail or not rail or any other ideas you have please.
I have this idea for a character where I would combine ninja monk or rouge monk how should I do it, I want to be able to flurry and deal sneak attack damage a lot I'm thinking 3lvl rouge 17th lvl monk so I deal 2d8+2d6SA for 7 attacks if all attacks hit I could deal between 23-59 damage vs between14-40, what do you think? How should I progress, more levels in rouge/ninja maybe?
You begin in a tavern; there are three people inside, not including you when a man comes in holding a piece of parchment. Blood spurts from his mouth as he falls forward and the scroll skitters to the middle of the room. Do you look at it? When they look at it, they learn of a dungeon, which is said to hold powerful magical weapons/ spell books. Another adventure (human fighter joins you.) When they set out, they come across a band of six goblins, hidden in tree dc 15 perceptions & snipping with short bows (203 xp each.)
As you continue in you see an ogre carrying a massive club. Fight him. Once he is killed as you loot him you find a key on him that fits into a lock on the wall, it opens a door revealing 2 scimitars (treated as light weapons when wielded together & gain a special ability every level), a book of magic (every spell that the owner sees is written in the book/ imprinted in his mind, he can cast 1 extra spells of each level per day at 10h level and every even level their after.), a bow (Don’t need ammo, gains a special ability every level.), a 2 daggers (changes sneak attack die to d8, every 3 levels sneak attack damage is increased by 1d8, at 12lvl gains invisibility, at 15th greater invisibility at 18th teleportation)
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