![]() ![]()
![]() 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... ![]()
![]() 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 ![]()
![]() 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 :-) ![]()
![]() 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...
About Diyeana StormwinHero Points:4
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)
TRAINED Non-Class
Untrained CLASS
Untrained Non-class
LANGUAGES
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:
-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:
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
HEROIC DISTINCTIONS:
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.
POWERS:
MAGIC:
SPELLS: Cantrips-4, 1st-2 Cantrips DC15: Balance Weapon, Detect Magic, Light, Long-Range Weapon (unlimited)
(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
Shot, normal (8)
In Haversack
-Portable Alchemists Lab (+2 to Craft checks)
-Garlic (10)
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
Combat Template:
[ooc ][b ]Round 0, Init 26[/b]
----------------------------------------------------------- Concentration Magic Missile DC17:[dice]1d20+15[/dice]
Spell Penetration vs SR19:[dice]1d20+7[/dice]
QUEST NOTES:
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