Sevroth

Jerry Montanari's page

19 posts. Alias of Cwethan.


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S!!*. He is heading to the same place. Not likely something else brought him all the way out to bumblef&%&-nowhere. I guess the Coin's trail is more tempting than I thought if Miller's all the way out here too.

Still, can't let him get too far ahead...

Jerry slid in after him, taking a quiet seat towards the corner, and keeping her ears peeled for what questions he was asking.


Hey Jack, how do you feel about Jerry and Jack having had some run-ins in the past?

Kinda changes how she heads into Jolene's :-p


She was on her way over to Jolene's, figuring that between good food and a likely haunting, it was as good a place to start as any, when she saw Jack and her cronies.

"S!&+."

Jerry takes a quick turn, chin tucked to avoid a recognizable profile

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26

No need to let them know someone else's on the case...


Jerry's first stop was a local phone book. She wanted to find out if 'The Coin' had any family around, but until she got a real name, she wouldn't get far with that. Still, a list of local names and businesses could be real helpful in figuring out where he'd be most like to pop up.

Then, now that she had the list, she headed out to keep walking her feet flat. Can't be too many damn motels or B&Bs in a place this small...


"That tip? Worthy twenty bucks?! Nah." She handed over the crumpled bill anyways. "That's for not spreading it around."


She thanked the latest clerk to give her info, and stepped outside to grab a quick smoke and a long think.

Crap. This smells like a trap. Or a hex that's making him careless finally caught up with him... Hmmp...

"Hell, trap or not, Mama Noyes wants him found, probably a good idea to find him. And if he's kicking up this much fuss, next rumor could be that someone else found him..."

The smell of burning plastic warned her that her cigarette had burned down to its filter, so with a curse she put it out against the side of her neck and dropped it.

"Guess I'd better go pack..."

Eh, if we're late in the 80's LGBT's reasonably widespread :-)


Jerry's first response to the rumor was skepticism. What, are the crabcakes really that good that **this** is what finally got him back on radar?

A few sniffs determined that her undershirt was good for at least another day, and she hit the streets. A few hours running down the source of the lead might save her a lot of time...

Street: 1d20 + 5 ⇒ (18) + 5 = 23


Sorry, I don't see a 'Tier 1 Most PCs Start Here' in my copy, so thanks for the explicit start at 3500 :-)


Just double checking for equipment - what part of Tier 1 do we start at? There seems to be a range of about $3500/month that's all in Tier 1.

Also, the lifestyles make reference to certain baseline assumptions, which often include cars/homes etc. Should those come out of starting cash?


Works for me!

I'm definitely envisioning Jack and Jerry having run across one another before (not least because they're in the same-ish field, and have some geographic proximity)

Given that Jerry has an view of the police that defaults negative, it might not be a friendly relationship though...


Need to wrap up equipment, but pretty close :-)


Sorry, should have called out that I was accounting for them having included human's +1 skill point into all classes when saying Brawlers were down two.

Good point on Spiritualists and armor though... Wonder what the common thread is.


Plugging away on Jerry and I noticed that Brawlers seem to have lost two skill points, and light armor proficiency between Pathfinder and Bloodlines.

Do you have a sense if that was intentional? Every other class stayed the same in skill points, and seem to have kept the same armor proficiencies as well (though there I may have missed something). Not a big deal either way (especially the armor since I don't envision Jerry wearing anything heavier than a Heavy Jacket anyways), but I figured I'd check in :-)


Okay, book acquired. Jerry will be Infernal Bloodline (via investiture rather than birth). That may be enough supernatural fun-stuff for me to forego an Archetype, but I want to get a better look at how they might combine with the O7, so I won't finalize that yet.


Unless there's something preventing it or making it seem riskier or less profitable than turning around and fighting an undead army, Dagmar continues to flee...


Dagmar does her best to avoid getting tied down, using her experience in the thick of things to turn aside grabs and claws, while moving towards the open field!

Brawling: 5d6 ⇒ (6, 3, 3, 4, 5) = 21


Eyes wide Dagmar looks at the rising corpses with her gorge rising. If the sergeants who'd been hoping to drive her and hers forward seem distracted, she takes off running.

Bad enough to die for something like this; it's even worse if you have to get up right after...


Armor; Shield: 1d6 ⇒ 51d6 ⇒ 5 Leather Armor

Dagmar hadn't been able to find anything too protective, but she'd happily scrounged the best she could. A spear was far too unwieldy, not to mention too likely to make people think she was a real solider. So instead she clutched at her dagger and tried to find someone even bigger to stand behind...


"Scheisse. Delllll - I think we're in trouble!"

Steel, steel, just gotta find something to keep me safe for long enough to slip on out of here!

How close are our minders?

Full Name

Diyeana Stormwin

Race

Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4;

Classes/Levels

HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6

Gender

Human

Size

M

Age

19

Special Abilities

A Lady never tells!

Alignment

CG

Deity

Not Sure

Location

Varies, Home Base-Cygnus

Languages

Common, Free City

Occupation

Privateer

Strength 10
Dexterity 22
Constitution 14
Intelligence 12
Wisdom 14
Charisma 18

About Diyeana Stormwin

Hero Points:4
Init:+7
Senses:
Perception +7
Fort:+7 ;Ref:+11 ;Will+6
__________________________________
DEFENCE
__________________________________
AC:= 22 (10 +[4 Longcoat] +6[Dex]+1 Dodge +1 Nimble Moves/Dodge)
Touch AC [17] Flat-Footed [14] ACP [0]
HP:46 (4d10+1d6+10+2 fav class) Current HP: 46
CMD: 20
*+4 AC vs AOOs*
*NO AOOs FOR SHOOTING FIREARMS IN MELEE-Deft Shootist**
___________________________________
OFFENCE
___________________________________
BAB:+4; CMB:+4; Init: +8
Speed:30 Sky Jaunt: Fly 15', 7/7 Day
Ranged: MW Rifle +12 (1d12+2/20x4, B&P) 100', Misfire 1
Ranged: MW Pistol +11 (1d8/20x4, B&P) 20' Misfire 1 w/silver bullet
Ranged:MW Dragon Pistol +11 (1d6/20x4, B&P) 20', *Scatter* 15' Cone, Misfire 1-2 w/entangling shot
Melee: Silver Short Sword +5 (1d6, 19-20/x2, P&S)
Melee: Cold Iron Dagger +5 (1d4, 19_20x2, P&S) 10'
Grit 7/7 Day
*+1 to hit/damage <30'*
*L.A. (Full Round) +2hit/+2d6 damage*
*Can load long rifle as free action*
*Can hit at Touch AC beyond 1st range increment. -1 Grit. -2 hit/range increment >1st*
*Grit > 0 can increase range increment 10'*
*Swift action +5 (1+Chr mod) to Firearm Damage for 1 round. -1 Grit*
*Grit > 0 get +2 to Init (Incl)*
*Surprise butt/handle attack, Standard acton, 1d6 or 1d10 damage 20/x2 B, CMB to knock prone as free action, -1 Grit*
*Grit > 0 can reload two-handed firearm as one-handed*
*Can draw weapon as free action. Also can draw on Init roll*
*Can move before and after ranged attack*
____________________________________
THE REST
____________________________________
Feats: Gunsmithing (B), Rapid Reload (B) Point Blank Shot (*), Precise Shot (H), Dodge (H), Mobility (T), Deft Shootist (1st), Quickdraw (3rd), Extra Grit (5th), Shot On The Run (Sharpshooter 2nd)

SKILLS:

Skill Ranks per Level: 4+ Int mod + (2 + Int mod).

SKILL RANKS: 25 = (4+1)x4+(2+1)x1 +2 Fav Class +10 GM Bonus!

TRAINED Class

12 ACROBATICS(4 Ranks +5 Dex +3 Trained Class)
10 BLUFF (3 Ranks +4 Cha +3 Trained Class)
4 CLIMB (1 Ranks +0 STR +3 Trained Class)
6 CRAFT [alchemy] (+2 Rank, +1 Int, +3 Trained Class)
10 INTIMIDATE (3 Ranks +4 Chr +3 Trained Class)
5 KNOWLEDGE [arcana] (1 Ranks +1 Int +3 Trained Class)
5 KNOWLEDGE [engineering] (1 Ranks +1 Int +3 Trained Class)
5 KNOWLEDGE (local) (1 Ranks +1 Int +3 Trained Class)
9 PERCEPTION (4 Ranks +2 Wis +3 Trained Class)
9 PROFESSION [sailor] (4 Ranks +2 Wis +3 Trained Class)
9 PROFESSION [soldier] (4 Ranks +2 Wis +3 Trained Class)
10 SLIGHT OF HAND (2 Ranks +5 Dex +3 Trained Class)
5 SPELLCRAFT (1 Ranks +1 Int +3 Trained Class)
6 SURVIVAL (1 Ranks +2 Wis +3 Trained Class)
4 SWIM (1 Ranks +0 Str +3 Trained Class)
8 USE MAGIC DEVICE (1 Ranks +4 Chr +3 Trained Class)

TRAINED Non-Class
3 SENSE MOTIVE (1 Ranks, +2 Wis)

Untrained CLASS
1 APPRAISE (Ranks +1 Int)
2 CRAFT: (0 Ranks +1 Int)
5 FLY (0 Ranks +5 Int)
4 HANDLE ANIMAL (0 Ranks +4 Chr)
0 HEAL (0 Ranks +2 Wis)
5 RIDE (0 Ranks +5 Dex)

Untrained Non-class
4 DIPLOMACY (0 Ranks +4 Chr)
4 DISGUISE (0 Ranks + 4 Cha)
5 ESCAPE ARTIST (0 Ranks +5 Dex)
4 PERFORM _ (0 Ranks + 4 Cha)
5 STEALTH (0 Ranks +5 Dex)

LANGUAGES
Common, Free City

GUNSLINGER & SORCERER CLASS FEATURES:

GUNSLINGER/MYSTERY STRANGER/MUSKET MASTER:

GRIT: 7/7Day(Chr), Regain by-Critical Hit or Killing Blow with a Firearm or a *Daring Act*? (+ Extra Grit Feat +2/Day)

DEEDS:
-Deadeye (Ex): 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.

-Steady Aim (Ex):At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

-Focused Aim (Ex):At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

-Gunslinger Initiative (Ex): 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 (Ex): 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.

-Fast Musket (Ex):At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

ARCHETYPE- SHARPSHOOTER:
Lethal Accuracy (Ex): You can aim a ranged attack with extreme accuracy if you take a little extra time. As a full-round action, you may make a single ranged attack with a ranged weapon.

This single attack is +1 to its attack rolls and deals an additional 1d6 damage of the same type as the weapon used to make the attack. These bonuses increases to +2 attack/+2d6 damage at 5th level, +3/+3d6 at 10th level, +4/+4d6 at 15th, and +5/+5d6 at 20th level.

Bonus Feat: You gain a bonus feat at 2nd, 6th, 10th, 14th and 18th levels. The bonus feat must be a combat feat and it must relate
to ranged attacks or ranged weapons.

HEROIC DISTINCTIONS:
Dextrous: The character receives a +2 training bonus to dexterity. A character must be at least 5th level before selecting this distinction.

Offensive Training[Rifle]: The character receives a +1 training bonus to attacks and damage with a single type of weapon. If a natural weapon is selected it can apply to a maximum of 2 of that kind of weapon. You can select this Distinction an additional time to apply to more of the same kind of natural weapon.

Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.

SORCERER Bloodline-Skyborne: Command of the air and movement in the sky comes naturally to you, but you hate being confined either physically or by the rules of society.
Bloodline Arcana: Your caster level is treated as being 1 higher for spells with the air descriptor, as well as those that grant flight.

POWERS:
Sky Jaunt-can summon a burst of wind that will lift and carry you a very short distance. As part of the movement you take during a move action, you can fly 15 feet. This counts as 5 feet of ground movement as part of your normal move rate. At the end of this movement if you are not on solid footing, you fall. You may use this power a number of times per day equal to 3 + your Charisma bonus

MAGIC:

SPELLS:
Cantrips-4, 1st-2

Cantrips DC15: Balance Weapon, Detect Magic, Light, Long-Range Weapon (unlimited)
Level 1 DC16: Abundant Ammunition, Protection from Evil, (4/4 per day left)

(Plus Scrolls, Wands, Potions etc-See Gear!)

Gear on Person: Mithral Longcoat, MW Rifle, Mw Pistol, MW Dragon Pistol, Silver Shortsword, Cold Iron Dagger, Handy Haversack, Ammunition Bandoleer, Belt Pouch, Wand CLW (44), Potion CMW (x2)(Rest of Gear in Backpack)

ITEMS Prices & Abilities:

Mithral Longcoat Light armor, AC+4, Max Dex +5, ACP +0, Arcane Failure 10%, Speed 30' 10lbs
MW Rifle
Mw Pistol
MW Dragon Pistol
Silver Shortsword
Cold Iron Dagger
Handy Haversack
Ammunition Bandoleer
Belt Pouch

In Bandoleer
Cartridge, normal (12)
Cartridge, Flare (2)
Cartridge, Salt (6)
Cartridge, Metal (6)
Cartridge, Adamantium (6)

Shot, normal (8)
Shot, Dragon Breath (4)
Shot, Entangling (4)
Thunderball (4)
Bullet, Normal (8)
Bullet, Silver (8)

In Haversack
-Wand of Silence (10) 900gp
-Bag, waterproof
Bedroll 5sp
-Blanket, winter
-Caltrops (2)
Candle (2) 2cp
Chalk (2) 2cp
Charcoal 5sp
-Compass (+2 Survival for lost & Knowledge (dungeoneering) to navigate)
Crowbar 2gp
Fishhook 1sp
Flint & Steel 1gp
Grappling hook 1gp
Hammer 5sp
Hammock 1sp
Iron Spike (4) 15cp
Small Steel Mirror 10gp
Parchment (2) 4sp
Trail Rations (20) 25sp
-Signal whistle DC5 Perform to use. DC0 to hear half mile. +1 each 1/4 mile
Silk Rope 50' (x2) 20gp
Sack 1sp
-Tent (medium)
Torch (3) 3cp
Whetstone 2cp

-Portable Alchemists Lab (+2 to Craft checks)
-Acid (1 flask)
-Alchemical Grease (2)
-Alchemical Solvent
-Alchemist's fire (2 flask)
-Antiplague
-Antitoxin (vial) (2)
-Flash Powder (3)
-Fuse Grenade (2)
-Smoke Pellet (2)
-Sneezing Powder (2 packet)
-Tanglefoot bag (1)
-Thunderstone (1)
-Smokestick 20gp
-Thunderstone 30gp
-Tindertwing (2) 2gp

-Garlic (10)
-Holy symbol, wooden (Desna)
-Wooden Stake (5)

In Belt Pouch

Total Spent:

Load: ?lbs=Light Load (up to 33lbs)

Current Wealth: 724gp 8sp 6cp

BACKGROUND-Quick:

Diyeana was, quite literally, born to sail the skies. From childhood Diyeana evidenced traits which showed she was not your average child. This was not surprising in any way to her family at all though as for generations now, every fifth 1st daughter born showed the signs. Many were the stories and opinions as to where these abilities came from, but the most prevalent was that, somewhere in the families past, their bloodline had become intermixed with that of the fabled Djinn. Whatever the source of the these abilities, Diyeana had them.
One of the earliest manifestations was her invisible friend. While many children have such a playmate, Diyeana could actually, physically, play with hers. It was when her parents 'saw' this invisible playmate going and fetching things at her command, or carrying her about even before she could walk herself, that they knew for certain their daughter had inherited the gift.

The girl seemed to take her gifts for granted though, and did not practice with them over much. It was not until she joined the airborne marines when she was older, and was there introduced to firearms that she truly began to show an interest in something. Something about guns just really seemed to excite the beautiful young woman and she took to them instantly, showing an ability far beyond her years or experience.

Her skill and natural talents with all things related to air and the sky helped her rise quickly though the ranks, yet her lackadaisical nature and lack of respect for authority and discipline held her back from rising as high as she otherwise might have. One thing was certain though, she was a born gunslinger and and a great asset to Cygnus' fighting force. When her time of service is/was up, her superiors will be/are sad to see her go.

(The backstory will be spiced and spruced up a fair bit once I know a bit more about Cygnus, the military there, what's going on and what we PCs we'll be up to. Really hope I' get into this game, it's looking to be Great!)

APPEARANCE:

PERSONALITY:

RELIGION:

HISTORY-Longer:

Notes on Helpful Spells and/or Wands/Wcrolls wanted:

Prot. from Chaos / Evil / Good / Law
Shield
Comprehend Languages
True Strike
*Feather Fall
Protection From Arrows DR10/magic vs ranged
*Resist Energy
Invisibility
Mirror Image
Cat's Grace
Rope Trick
Aspect of the Falcon
*Entangle
Lessor Restoration
Longtrider
Chameleon Stride
Askew Balance
Double Take
Unarm Foe
Breeze
Reactive Armor
Air Blast
True Shield
Unseen Servant
Obscuring Mist
Unerring Weapon
FeatherFall
Mafic Weapon
Enlarge Person
Expeditious Retreat
Alter Winds
Animate Rope

Combat Template:

[ooc ][b ]Round 0, Init 26[/b]
AC 21, HP 38/38
Buffs: Balance Weapon, Long-Range Weapon
Special:
Grit: 4/5
Spells: Lvl 1: 3/4[/ooc]

-----------------------------------------------------------

Concentration Magic Missile DC17:[dice]1d20+15[/dice]
Spell Strike Attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6+7d6[/dice] Damage
Melee Attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6[/dice] Damage
Hasted extra melee attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6[/dice] Damage

Spell Penetration vs SR19:[dice]1d20+7[/dice]

QUEST NOTES: