Vane Oreld

John Mosby's page

120 posts. Alias of trawets71.


Full Name

John Mosby

Race

Human

Classes/Levels

Cavalier 4 | AC 21 T 15 FF 17 | HP 48/48| F +7 R +6 W +4 | Init +4 | Perc +9

Gender

Male

Size

Medium

Alignment

Neutral Good

Languages

English, French, German, Latin, Italian

Strength 13
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 18

About John Mosby

Character Sheet:

Size Medium
Init +4; Perception +9; Low Light Vision

DEFENSE

AC 21, touch 15, flat-footed 17 (+6 defense, +1 deflection, +4 dex)
48 hp (4d10+8)
Fort +7, Ref +6, Will +4

OFFENSE
Speed 30 ft.
Ranged: +1 M1911 +10 (1d10+3/19-20X3/1) range 30'
Ranged: Colt Model 1903 +9 (1d6+2/19-20X3/1) range 20’
Melee: Trench Knife +5 (1d4+1/19-20/X2)

Statistics

Str 13, Dex 18, Con 14, Int 14, Wis 12, Cha 18
Languages: English, French, German, Latin, Italian
Base Atk +4; CMB +5; CMD 19

Skills
Athletics +6 (2), Bluff +12 (4), Craft: Mechanical +8 (B3), Diplomacy +12 (4), Drive +11 (4), Intimidate +11 (4), Linguistics +1 (B1), Perception +9 (4), Pilot +11 (4), Profession: Gambler +8 (B4), Ride: Motorcycle +11 (4), Sense Motive +9 (4), Survival +6 (2) Total: 36 B: 8

Favored Class: Cavalier +1 skill point per level.

Luring and Musketeer Cavalier Abilities:

Weapon and Armor Proficiency: A musketeer does not gain proficiency in heavy armor. Musketeers are proficient with all simple and martial weapons, and with firearms. A cavalier’s levels stack with any fighter levels he possesses for the purpose of meeting the level prerequisite for feats that specifically select a firearm, such as Weapon Specialization.

Far Challenge (Ex): Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.

Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him.

This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has. Far challenge replaces the challenge ability.

Gifted Firearm (Ex): At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat.

Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.

At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1), and at 17th level, the musketeer can double the range increment of his weapon. The reduction of the weapon’s misfire chance and the doubled range increment abilities don’t stack with the similar benefits of the reliable and distance magic weapon special abilities.

Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.

If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls. This ability replaces the standard cavalier’s mount ability.

Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

Order of the Dragon

Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Careful Aim (Ex): At 3rd level, when a luring cavalier makes a ranged attack with his highest base attack bonus, he can ignore the penalties for firing up to three range increments away. If he is using a firearm, he can target touch AC up to two range increments away. This effect stacks with effects that allow the cavalier to make ranged attacks farther without penalty or that allow him to target touch AC with a firearm beyond the first range increment. This ability replaces cavalier’s charge.

Swift Powder (Ex): At 4th level, the musketeer gains Rapid Reload (musket) or Rapid Reload (pistol) as a bonus feat. At 14th level, each time the musketeer issues a challenge, he may reload a wielded firearm as a free action. This ability replaces expert trainer.

Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Infuriating Aim (Ex): At 11th level, when a luring cavalier confirms a critical hit with a ranged attack made at his highest base attack bonus against the target of a far challenge, the target becomes infuriated for 1 round. While infuriated, the target must spend its turn moving closer to the cavalier, making move, run, or charge actions only (challenged creature’s choice). This is a mind-affecting effect. This ability replaces mighty charge.

Versatile Challenge (Ex): At 12th level, a luring cavalier can expend a use of his challenge to gain the benefit of far challenge or the normal cavalier challenge. He can even change the type of challenge an opponent is under the effects of as a swift action, as long as the target of the challenge is within line of sight.

This ability replaces demanding challenge.

Greater Banner (Ex): At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Supreme Aim (Ex): At 20th level, the luring cavalier gains the careful aim bonus and the effect of infuriating aim on all ranged attacks. This ability replaces supreme charge.

Spellscar Drifter (Free Archetype)

Weapon and Armor Proficiency: Spellscar drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.

Have Gun: At 1st level, the Spellscar drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.

Daring Deeds (Ex): At 3rd level, a Spellscar drifter gains Rapid Reload as a bonus feat. The Spellscar drifter must choose a firearm to associate with this feat. Additionally, the Spellscar drifter can select one additional 1st-level gunslinger deed which he can use with his Amateur Gunslinger feat. This ability replaces cavalier’s charge.

Worn Banner (Ex): At 5th level, a Spellscar drifter can choose to use his hat as his banner. If the drifter does not wear a hat, another iconic accessory—such as an eyemask, bandana, or distinguishing coat—can instead serve as his banner. In all other ways, this ability functions as and replaces the banner cavalier ability.

Bonus Feats: At 6th level, and at every 6 levels thereafter, a Spellscar drifter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be either combat or grit feats, and the Spellscar drifter must meet the prerequisites as normal. This replaces the cavalier’s normal bonus feats.

Notorious Deeds (Ex): At 9th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 3rd-level gunslingers and one from the list available to 7th-level gunslingers. This ability replaces greater tactician.

Old Reliable (Ex): At 11th level, whenever a Spellscar drifter declares a challenge, the threat range of the Spellscar drifter’s firearm is doubled against the target of his challenge. This increase only affects one weapon and does not stack with other effects that increase the threat range of the weapon. In addition, if the Spellscar drifter rolls a misfire during his challenge, the Spellscar drifter can spend 1 grit point to reroll the attack roll. The Spellscar drifter must accept the results of the second roll, even if it is worse. This ability replaces mighty charge.

Spell Severed (Ex): At 12th level, a Spellscar drifter becomes permanently marked by long exposure to the Spellscar Desert. The Spellscar drifter gains spell resistance equal to 10 + his character level. The Spellscar drifter can drop this spell resistance for 1 round as a standard action, or he can spend 1 grit point to drop it as a swift action. This ability replaces demanding challenge.

Infamous Deeds (Ex): At 17th level, a Spellscar drifter can select two additional gunslinger deeds which he can use with his Amateur Gunslinger feat. The Spellscar drifter can choose one deed from the list of deeds available to 7th-level gunslingers and one from the list available to 11th-level gunslingers. This ability replaces master tactician.

Tough as Nails (Ex): At 20th level, a Spellscar drifter is able to select three additional deeds for use with his Amateur Gunslinger feat—two from the list of deeds available to 15th-level gunslingers, and one from the list available to 19th-level gunslingers.

In addition, if the Spellscar drifter confirms a critical hit on an attack made with a firearm, the target is stunned for 1d4 rounds. A successful Will saving throw (DC = 10 + the Spellscar drifter’s base attack bonus) reduces this effect to staggered instead of stunned. This ability replaces supreme charge.

Feats and Traits:

FEATS
1- Coordinated Shot (class bonus teamwork)
1- Gunsmithing (archetype bonus)
1- Ameteaur Gunslinger (archetype bonus)
1- Extra Grit (race bonus)
1- Precise Shot
1- Defiant Luck (campaign bonus)
2- Inexplicable Luck (campaign bonus)
3- Weapon Focus: Firearms
3- Rapid Reload (Firearms) (archetype bonus)
4- Rapid Reload (Firearms) (archetype bonus)
4- Weapon Specialization: Firearms (campaign bonus)

RACIAL TRAITS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Gnome Race Traits

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

TRAITS

WARY DEFENDER: You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round. In addition, your cautious eyes grant you a +1 trait bonus on Perception and Sense Motive checks.

Pilot You can pilot an airplane. Pilot is a class skill for you.

Auspicious Tattoo You bear a tattoo depicting one of the totems listed for your quah (see page 16) that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.

Gear:

+1 M1911, Colt Model 1903
Colt Model 1903
Springfield 1903
Thompson Sub-machine gun
Trench Knife
Binoculars

37.5#
38/76/115

Ammunition:

Backstory:

John was born to Lincoln Mosby and Florence Mosby nee Harkness in 1899. His grandfather, Stephen Vanderburgh Harkness, was part owner of Standard Oil and his mother inherited part of that fortune. He grew up travelling all over the world. His family had residences in Connecticut, Florida, Paris, London and a manor in Oxfordshire. He had private tutors and was very well educated learning several languages. He was admitted to Yale at 16 and graduated at 18. He was a member of the secret Wolf’s Head Club there.
When the United States joined the Great War, John signed up without his family knowing. Upon learning of this the family got him a commission as a lieutenant and a spot on General Pershing’s staff. While his connections were resented, John’s knowledge, work ethic and willingness to do what was needed made him popular at HQ. He got to know soldiers from all the branches of the army and even other countries. He played poker regularly with an artilleryman named Harry Truman, a tank officer named George Patton, and a British battalion commander by the name of Winston Churchill.
He met a French woman by the name of Jacqueline de La Rochefoucauld. Her husband was in the French army and believed killed in the Second Battle of Champagne. He fell in love with her and she with him. The night before going into the line she gave him a silver cross on a silver chain to bring him back to her. He went over the top the next day and was knocked unconscious by a large shell explosion. He came to with the necklace in his hand and saw creatures eating the corpses of his men. One bent over him and went to bite him and he pushed it away with the hand that had the cross in it. The creature's face sizzled and it screamed and ran away. The other’s turned toward him and he fired on them hitting several and they all ran away. He recovered quickly and was back in the line soon. At night he was able to see more of these creatures feeding on the dead at the edge of his vision. It seemed his men couldn’t.
When the war ended he had the names of the 15 men he lost from his platoon tattooed on his upper left arm in three bands. He searched for Jacqueline after the surrender but was never able to find her. She disappeared without a trace.
Upon returning home nothing was the same. He was always uneasy and chasing an adrenaline rush. First it was fast cars and fast motorcycles. His mechanic on all of his endeavours was his platoon sergeant during the War. Then he met another veteran of the War, Eddie and he got him into flying. Eddie bought the Indianapolis Motor Speedway and he raced there and eventually at Le Mans. He searched for Jacqueline while he was there and everytime he goes to France but has never gotten a sign of her.

Currently in London, he spends weekends at Brooklands racing his car and motorcycle and flying his plane from the airstrip there as well.

Daily Resources:

Grit: Max: 6 Current: 3

Dice:

[dice=Musket PBS]1d20+7[/dice] [dice=Damage]1d12+1[/dice]
[dice=Musket]1d20+6[/dice] [dice=Damage]1d12[/dice]
[dice=Dagger]1d20+2[/dice] [dice=Damage]1d4[/dice]
[dice=Perception]1d20+8[/dice]
[dice=Acrobatics]1d20+8[/dice]
[dice=Climb]1d20+4[/dice]
[dice=Craft Alchemy]1d20+6[/dice]
[dice=Disable Device]1d20+9[/dice]
[dice=Kn: Engineering]1d20+5[/dice]
[dice=Kn: Local]1d20+6[/dice]
[dice=Survival]1d20+8[/dice]
[dice=Fort Save]1d20+5[/dice]
[dice=Reflex Save]1d20+7[/dice]
[dice=Will Save]1d20+3[/dice]