Crow

Madcaster's page

350 posts (2,361 including aliases). No reviews. No lists. No wishlists. 30 aliases.



1 person marked this as a favorite.
Status:

"Thanks." Wade catches the keys and heads out to the lockers and nods to Zenna. "Then while I see if there's anything useful in Mark's locker, you go talk with this Silas."


1 person marked this as a favorite.

Yeah, don't trust those posting forms. That's why I type all my posts in a notepad before submitting.


1 person marked this as a favorite.

Couldn't get to the creation at the weekend, will do tomorrow or the day after.

Now that I actually got to the character creation, I think I'll make a Kanosei Furudera shugenja. Any advice for a first-time shugenja?


1 person marked this as a favorite.
Inactive

Coat and what's underneath. If I could use any image editing soft, I'd change the colors to shades of blue. But since I can't, you'll just have to imagine it. :)


1 person marked this as a favorite.
Inactive

Teruo's here.

As for "not allowed to use your powers" - how it translates to a mutant Quirk such as mine wings?


1 person marked this as a favorite.

Here's my finished submission.

Spoiler:
Nishiwaki Teruo

PL: 8
PP: 120/120

Attributes
0 Strength
2 Stamina
8 Agility
4 Dexterity
0 Fighting
0 Intellect
8 Awareness
4 Presence

Defenses
10 Dodge
2 Fortitude
2 Parry
2 Toughness
8 Will

Offense
Initiative +12

Blast: Damage 6, Attack 10 - DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)
Hail: Line Area Damage 6 - DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Powers
Feathers: Array [25 PP]
Feather Arrow: Damage 6 [1 PP]
DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)

Feather Hail: Line Area Damage 6 [24 PP]
DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Wings: Array [17 PP PP]
Wings: Flight 8 [1 PP]
Speed: 500 miles/hour, 1 mile/round; Wings (Free - Personal - Permanent)

Wings Cocoon: Protection 8 [16 PP]
+8 Tougness; Impervious (Personal - Sustained)

Advantages
Evasion 2 - Circumstance bonus +5 to avoid area effects.
Improved Initiative 1 - +4 bonus to initiative checks per rank.
All-out Attack - Trade active defense (up to -5) for attack bonus (same number).
Favored Environment: Air - Circumstance bonus +2 to attack or active defense checks in an environment.

Skills
+10 Acrobatics (2 ranks, +8 Agi)
+4 Athletics (4 ranks)
+4 Deception (+4 Pre)
+4 Expertise: School subjects (4 ranks)
+6 Insight (+6 Awa)
+6 Intimidation (2 ranks, +4 Pre)
+16 Perception (8 ranks, +8 Awa)
+8 Persuasion (4 ranks, +4 Pre)
+10 Ranged Combat: Feather Hail (6 ranks, +4 Dex)
+10 Stealth (2 ranks, +8 Agi)

Native Language: Japanese

Motivation: Thrills
Complication: Phobia (Insects)

52 Attributes +42 Powers +5 Advantages +17 Skills +4 Defenses = 120

Backstory:
Despite his current eagerness to prove himself as a hero, Teruo decided to enter UA just a year ago. Until then he wanted to become dozens different things, as most kids this age. He admired heroes, but he didn't think of himself as a hero material. That changed when he and the group of tourists were caught at the top of a building, burning from a villain attack. He decided to help in evacuating people, and while he couldn't light them up, or keep himslef in the air with the load, he was able to glide and so lowered quite a few of people.
That was the best day ever for Teruo - he got to take part, however small it was, in the hero activity. And he received a commendation. It was exciting, no matter how you slice it.

Teruo is on a bit shorter than average for his age, has light brown hair and green eyes. His Quirk is a pair of vivid white featherd wings at the small of his back.


1 person marked this as a favorite.

Here's the crunch. I decided to go with wings. Any advice is welcome. At least there shouldn't be any math mistakes, thanks to Hero Lab.

The starting age is 14-15, right?

Spoiler:
Nishiwaki Teruo

Attributes
0 Strength
2 Stamina
8 Agility
4 Dexterity
0 Fighting
0 Intellect
8 Awareness
4 Presence

Defenses
10 Dodge
2 Fortitude
2 Parry
2 Toughness
8 Will

Offense
Initiative +12

Blast: Damage 6, Attack 10 - DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)
Hail: Line Area Damage 6 - DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Powers
Feather Hail: Array [25 PP]
Blast: Damage 6 [1 PP]
DC 21; Increased Range: range (Standard - Ranged, 150/300/600 ft. - Instant)

Hail: Line Area Damage 6 [24 PP]
DC 21; Line Area 3: 5 ft wide by 120 ft. long, DC 16 (Standard - Close - Instant)

Wings: Array [17 PP PP]
Wings: Flight 8 [1 PP]
Speed: 500 miles/hour, 1 mile/round; Wings (Free - Personal - Permanent)

Wings Cocoon: Protection 8 [16 PP]
+8 Tougness; Impervious (Personal - Sustained)

Advantages
Evasion 2 - Circumstance bonus +5 to avoid area effects
Improved Initiative 1 - +4 bonus to initiative checks per rank
All-out Attack - Trade active defense for attack bonus
Favored Environment: Air - Circumstance bonus to attack or defense in an environment

Skills
+10 Acrobatics (2 ranks, +8 Agi)
+4 Athletics (4 ranks)
+4 Deception (+4 Pre)
+4 Expertise: School subjects (4 ranks)
+6 Insight (+6 Awa)
+6 Intimidation (2 ranks, +4 Pre)
+16 Perception (8 ranks, +8 Awa)
+8 Persuasion (4 ranks, +4 Pre)
+10 Ranged Combat: Feather Hail (6 ranks, +4 Dex)
+10 Stealth (2 ranks, +8 Agi)

Native Language: Japanese

Complications
Motivation: Recognition
one more tbd

52 Attributes +42 Powers +5 Advantages +17 Skills +4 PP Defenses


1 person marked this as a favorite.

Yep. There's also the SRD.


1 person marked this as a favorite.

For the abilities I'll take plant affnity and transmuting flesh. Shooting lianas from my arms, growing fruits and stuff. Leefy hair, green skin. A male dryad? Kind of like this.

Gilberto Moreno, The Leshy (The Transformed):

Who were you before?
Before I became... this? Well, Gilberto Moreno - just another high school student who didn't know what he wanted to do, and so did a little bit of everything. Sports - check, was on a football team. Science - check, too part in a couple of olympiad - never managed to get past the city level though. Gaming - hell yeah, who doesn't play games nowadays? Even managed to won city competition one time. The only I didn't try is literature. That's just boring.

When did you change? What caused it?
Just when I turned 16 - awesome birthday present, ain't it? My advice to you people - don't go touching strange looking s*&% lying in the ground. Never ends well for you. Guess it was some kind of alien tech? Or some crazy-ass scientist just threw what he didn't need anymore in place he didn't care about. Don't know, don't care, never seen it after.

Who, outside of the team, is helping you understand your new body?
My family of course - my father Gabriel and older brother Emilio. Mostly brother, since father is always deep in his work. But Emilio is always there for me.

Why don’t you just try to hide yourself away?
And do what? Spend the rest of my life in hiding? No. Just no. That's stupid. Besides, I can do a lot of cool stuff with my powers - why hide that? Yeah, people might be scared, but to hell with people.

Why do you care about the team?
They are fun. We got to fun stuff together. And they don't care how I look. Well, mostly. Still better the most other people.


1 person marked this as a favorite.

Of course he can. He won't be smart, or use long words, but 6 Int is fine. Ogres have 5 for example.

I loved this post here describing low-int character.


2 people marked this as a favorite.
Inactive
Shulla wrote:
Shulla is working hard to have a 'proper' home built. While raising the Poké to do so, Shulla is living with a friend. (That can be another PC or and NPC.)

We can live in the jungle together. A candle pokemon and a fire pokemon - great combo! Well, until we set the trees on fire. But let's not think about bad stuff.


1 person marked this as a favorite.
Inactive

Kavon Uday meets the glare of the enuka, who is clearly displeased with the choice. "How typical of their kind, to think that brute force is everything."

The prymidian hides his disdain for now, as he stares intently at the sphere and makes a step into it.

I choose eyes.


1 person marked this as a favorite.

Synopsis:
Pridon's Hearth is Sargava's newest colony, pushing the country's borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!

Hi there, everyone interested! I decided that it is time for me to join the ranks of the DMs. As you have probably guessed I will be running an Ire of the Storm. This module provides a bit of everything - combat, wilderness exploration and social interactions. The players can expect to reach 6th level by the end of it.

Starting Level: PCs will start at 1st level.
Alignment: No evil.
Ability Scores: 20 Point Buy.
HP: Max at 1st level, then 1/2 HD +1.
Skills: Background Skills are in use.
Traits: 2, no drawbacks.
Starting Wealth: Average of the class starting wealth.
Races: Core, plus Aasimar, Fetchling, Ifrit, Oread, Sylph, Tiefling and Undine.
Classes: Core, Base (except Vigilante) and Hybrid. No Alternate classes. Use Unchained version of the class if available.
Firearms: No guns, so use Bolt Ace for Gunslinger.

Posting considerations:
Once per day is the usual around here, so we will use this. Once every other day will be fine too. Although, try not to stall combat - you will be botted if you do not post in 24 hours since my last post.

Applications:
The party size will be 3 to 5 characters. I already have one player, so that leaves 2 to 4 free slots.
A complete application should include stats, backstory and description. Backstory does not need to be long - a paragraph will be fine. Include why are you sailing to Pridon's Hearth.

Recruitment will be open for a week, until the next Wednesday, October the 5rd, 00:00 GMT. I will choose characters in a day and then we will begin.

If you have any questions, please ask.


1 person marked this as a favorite.

Well, Kavon's main damage source would be his revolver, obviously. And I think firearms are pretty damaging by themselves, so spells are there for control, mobility and an occasional buff/debuff.


1 person marked this as a favorite.

Sorry, I meant is there aging effects table or starting ages? Not too important, but still. :)


1 person marked this as a favorite.

Kavon Uday, prymidian sharpshooter-magus. I only spent 1245 gp pocket money, any suggestions for the rest 5 gp? :)

Appearance & Backstory:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Names & Appearance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Noble Title: -
Rank: -
Alias: -
Full Name: Kavon Uday
Gender: Male
Eye Color: Yellow
Skin Color: Scarlet
Height: 6 feet
Weight: 215 lbs
Additional Features: Braided beard and hair.
Description: Kavon Uday is a typical prymidian with scarlet skin and white hair. Although not as tough as others of his kind, he is still taller and sturdier than most humans. His most prized possession, after the spellbook of course, is the revolver, which he always keeps in the holster on his left side. Knowing, what a firearm can do to an armor, he does not bother with anything more heavy, than a simple sturdy leather with a duster on top.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backstory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Birthplace: Mavra, Arman Protectorate
Parentage: Father (alive) - Sorcerer, Mother (alive) - Protean Scribe
Religious Views: Agnosticism
Political Views: Indifferent
Early Life: Studied a wide variety of subjects, from politics to herbalism, including arcane craft and firearm usage
Now: Agent of the Forgers' Guild
Future Aspirations: To make a name in Prymidian circles by making a great discovery

Core Stats:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Minutia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Race: Prymidian Cultural Home: Arman Protectorate
Type: Humanoid Subtype: Prymidian
Alignment: Neutral Deity/Belief System: Agnosticism
Size: Medium
Base Speed: 30 Flight Speed: 0 Swim Speed: 0 Climb Speed: 0
Starting Languages: Common, Prymidian Learned Languages: Ancient Arman, Balite, Cynean, Nasian, Sorcerous
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ability Scores
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRENGTH-(Str): 10 Modifier: +0
DEXTERITY-(Dex): 19 Modifier: +4
CONSTITUTION-(Con): 14 Modifier: +2
INTELLIGENCE-(Int): 16 Modifier: +3
WISDOM-(Wis): 13 Modifier: +1
CHARISMA-(Cha): 12 Modifier: +1

Battle Stats:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 52 (1d10 +4d8 +5*2)
FORTITUDE: 6 =+2 +4 Specific Save Variants:
REFLEX: +3 =+2 +1 Specific Save Variants: +2 to Reflex Saves vs. Ranged Attacks & Effects
WILL: +4 =+0 +4 Specific Save Variants:
AC: 18 Touch: 16 Flat-Footed: 14 Specific AC Variants: +4 vs. Ranged Projectiles & Spells
(Total AC= 10 + 4 Dexterity Modifier + 0 Natural Armor Bonus + 2 Armor Bonus + 0 Shield Bonus + 0 Dodge Bonus + 2 Deflection Bonus + 0 Size Modifier)
(Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus)
(Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus)

IMMUNITIES:
DAMAGE REDUCTION: 0 SPELL RESISTANCE: 0
FIRE RESISTANCE: 0 COLD RESISTANCE: 0 ELECTRICITY RESISTANCE: 0
ACID RESISTANCE: 0 NEGATIVE ENERGY RESISTANCE: 0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Offense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BASE ATTACK BONUS-(BAB): +4
INITIATIVE: +3
CMB: +4 CMD: 14
(CMB= 4 BAB + 0 Strength Modifier + 0 Size Modifier)
(CMD= 10 + 4 BAB + 0 Strength Modifier + 4 Dexterity Modifier + 0 Size Modifier)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MELEE ATTACK #1
Weapon Name: - Weapon Type: Dagger
Attack Bonus: +5 Damage: 1d4
Damage Type: S or P Crit Range/Multiplier: 19-20/x2
Special Qualities: -

RANGED ATTACK #1
Weapon Name: Gypnos Weapon Type: +2 Revolver Range: 40 ft.
Attack Bonus: +10 or +8/+8 (Rapid Shot) Damage: 1d8
Damage Type: B and P Crit Range/Multiplier: x4
Ammunition: 6 Bullets in the chamber (move action to reload)
Special Qualities: Reliable, Distance
+2 to Hit with any ranged attack under the effect of Longshot
+1 to Hit with a Ranged Attack for Each Round you are Motionless (MAX=Dex Mod)
+2 to Hit with any ranged attack within 15ft, Any enemy struck within 15ft is affected by Faerie Fire

Consolidated Skills:

Total: 25 =5 gunslinger +16 magus +4 FC magus
*ACROBATICS-(Dex): 4 (0 +4(dex))
(Acrobatics(except jumping), Escape Artist, Fly, Ride)
*ATHLETICS-(Str): 4 (1 +0(str) +3(class))
(Acrobatics(jumping), Climb, Swim)
SCIENCE-(Int): 6 (3 +3(int))
(Craft (firearms), Knowledge(engineering))
*FINESSE-(Dex): 0
(Disable Device, Sleight of Hand)
INFLUENCE-(Cha): 6 (5 +1(cha))
(Bluff, Diplomacy, Intimidate)
NATURE-(Int): 6 (3 +3(int))
(Handle Animal, Knowledge(dungeoneering, geography, nature))
PERCEPTION-(Wis): 4 (3 +1(wis))
(Perception, Sense Motive)
PERFORMANCE-(Cha): 1 (0 +1(cha))
(Disguise, Perform)
TRADE-(Wis): 2 (1 +1(wis))
(Appraise, Profession (Scribe))
RELIGION-(Int): 5 (2 +3(int))
(Knowledge(planes, religion))
SOCIETY-(Int): 6 (3 +3(int))
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): 9 (3 +3(int) +3(class))
(Knowledge(arcana), Spellcraft, Use Magic Device)
*STEALTH-(Dex): 4 (0 +4(dex))
(Stealth)
SURVIVAL-(Wis): 5 (1 +1(wis) +3(class))
(Heal, Survival)

*= Armor Check Penalty Applies


Traits & Feats:

Gesture Expertise: You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.

Larger Than Life: You wield firearms with truly terrifying menace. When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size.

Arcane Revitalization: Your martial prowess can feed your arcane power. Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Racial:
Arcane Polyglot: Prymidians can speak and understand the language of any intelligent creature they encounter, whether it is a racial tongue or a regional dialect. In addition, a prymidian can cast read magic at will as a spell-like ability with a caster level equal to his Hit Dice. This ability only applies to spoken languages. A prymidian does not retain the ability to speak or understand when not in the presence of a creature speaking that language.
Scholarly: A Prymidian gets a +2 racial bonus to all Knowledge and Linguistics checks.
Linguistic Protection: Prymidians have a +2 racial bonus on saving throws against language-dependent abilities and against spells and spell-like abilities with a verbal component. Linguistics is always a class skill for them. This ability replaces Tentacles.
Languages: All Prymidians begin play speaking Common and Prymidian. They may select any non-secret languages (such as druidic) as additional bonus languages.

Feats:
1[character]: Point-Blank Shot
3[character]: Precise Shot
5[character]: Rapid Shot

Class Abilities:

1[gunslinger]: Deeds, grit, pistol training
1[magus]: Arcane pool, cantrips, Ranged Spell Combat (Ex), Ranged Weapon Bond (Ex)
2[magus]: Ranged Spellstrike (Su)
3[magus]: Magus arcana
4[magus]: Spell recall

Arcane Pool: 5
Grit: 1 +3 from Gunner’s Medal (regenerate every 24hrs)

Grit (Ex):
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:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.

Gunslinger’s Dodge (Ex): 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 (Ex): 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.

Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Pool (Su):
An eldritch archer's choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal.

This ability modifies the magus's arcane pool.

Ranged Weapon Bond (Ex):
At 1st level, an eldritch archer gains a bonded object as per the wizard's arcane bonded object; it must be a ranged weapon, and it can't be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Ranged Spell Combat (Ex):
Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.

This ability modifies spell combat.

Ranged Spellstrike (Su):
At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell's range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer's turn are wasted.

This ability alters spellstrike.

Spell Recall (Su):
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Magus Arcana:
Spell Shield (Su): The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Spells Prepared:

At will - Longshot
0th (4) - Dancing Lights, Detect Magic, Light, Prestidigitation
1st (4/day) - Expeditious Retreat, Grease, Obscuring Mist, Vanish
2nd (2/day) - Blur, Glitterdust

Spells Known:

0th - all
1st - Expeditious Retreat, Grease, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield, Silent Image, Snowball, True Strike, Vanish
2nd - Blur, Glitterdust

Inventory:

Carrying Capacity: Light: 0-33 lbs. Medium: 34–66 lbs. Heavy: 67–100 lbs.
Current Load: 28 lbs.
Money: 5 ep, 5 pp, 25 gp, 50 sp, 100 cp

Clothes:
Explorer's Outfit (8 lbs.)

Weapons:
+2 Revolver (Adamantine; Distance, Reliable) (1d8/x4, 40 ft., Misfire 0, Capacity 6, B and P, 4 lbs.)
2 Daggers (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 2 gp*2

Armor:
Leather (AC+2, MDB+6, ACP 0, ASF 10%, 15 lbs.) 10 gp

Wondrous Body Slot Item:
Sharpshooter’s Duster (+2 Deflection Bonus to AC (+4 vs. Ranged Projectiles & Spells), +2 to Reflex Saves vs. Ranged Attacks & Effects, +1 to Hit with a Ranged Attack for Each Round you are Motionless (MAX=Dex Mod)) (1 lbs.)

Wondrous Head Slot Item:
Sharpshooter’s Cover (+2 to Hit with any ranged attack under the effect of Longshot, Longshot At-Will)

Wondrous Shoulder Slot Item:
Sharpshooter’s Oversight (+2 to Hit with any ranged attack within 15ft, Any enemy struck within 15ft is affected by Faerie Fire)

Wondrous Belt Slot Item:
Sharpshooter’s Bandolier (+1 to Dexterity & Wisdom, Has twenty visible bullet loops, each a dimensional space that can contain up to 10 bullets) (2 lbs.)
*200 bullets

Wondrous Neck Slot Item:
Gunner’s Medal (Stores 3 Grit Points that regenerate every 24hrs)

Coin Pouches:
You have a series of coin pouches you utilize for your carried monetary wealth. (A total of 5 small pouches, each capable of carrying 100 coins without affecting your carrying capacity. 1 coin over 100 and you immediately feel the effects of the weight. You are always aware of how many coins are in each pouch.)

Adventurer’s Pack (5 lbs.): This weathered messenger bag may appear well past its use but you know that it’s pockets, large or small, are capable of carrying quite a bit more than usual.

The pack has two large pockets capable of carrying up to 100 lbs worth of items. There are also eight smaller pockets, two that can carry 20 lbs, two that can carry 10 lbs, and four that can carry 5 lbs. Each pocket functions as an extradimensional space but will burst if more than its capacity is placed within, jettisoning all containing items within a 10 ft area. Items that could not fit in a standard backpack or pocket will not fit within this pack, regardless of weight.

Pack Contents:
Spellbook (3 lbs.)

Trail rations (for 7 days) (1 lb. each) 5 sp
2 Waterskin (Weight 4 lbs., Capacity 1/2 gallon, each) 1 gp*2

Bedroll (5 lbs.) 1 sp
Blanket (3 lbs.) 5 sp
Small tent (20 lbs.) 10 gp
Fishhook 1 sp
Fishing net (5 lbs.) 4 gp
Compass (1/2 lb.) 10 gp
Silk rope (50 ft.) (5 lbs.) 10 gp
2 String or twine (50 ft. each) (1/2 lb. each) 1 cp*2
Signal whistle 8 sp
Chain (10 ft.) (2 lbs.) 30 gp
Manacles, masterwork (Escape Artist DC 30; Str check DC 28; hardness 10, hp 10) (2 lbs.) 50 gp
*Superior Lock (Disable Device DC 40) (1 lb.) 150 gp
Crowbar (5 lbs.) 2 gp
2 Earplugs 3 cp*2
Flint and steel 1 gp
Grappling Hook, common (4 lbs.) 1 gp
Hourglass (1 hour) (1 lb.) 25 gp
Hourglass (1 minute) (1/2 lb.) 20 gp
6 Piton (1/2 lb. each) 1 sp*6
Folding pole (10 lbs.) 2 sp
Folding shovel (12 lbs.) 10 gp

3 Antiplague 50 gp*3
3 Antitoxin (vial) 50 gp*3
4 Alchemist's fire (1 flask) (1 lb.) 20 gp*4
2 Tanglefoot bag (4 lbs.) 50 gp*2

Book, journal (1 lb.) 10 gp
Chalk (4 pieces) 1 cp*4
Charcoal (2 sticks) 5 sp*2
Ink (1 vial - 1 ounce) 8 gp
Inkpen 1 sp
2 Case, map or scroll (1/2 lb.) 1 gp*2


Mount:

Light Riding Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DEFENSE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OFFENSE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STATISTICS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SPECIAL ABILITIES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INVENTORY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saddle, riding (25 lbs.) 10 gp
Saddlebags (Empty Weight 8 lbs., Capacity 20 lbs.) 4 gp


1 person marked this as a favorite.

Ah, I misunderstood. Outside = not a citizen. Not outside the borders.
Cool, Magus 4/Gunslinger 1 coming up.


1 person marked this as a favorite.
DM Grimshaad wrote:
While within Arman border the Guns Everywhere rule is in effect, though if a player isn't an Arman they are under the Emerging Guns rule.
d20srd wrote:
Guns Everywhere: ...Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

How would this work outside of the Protectorate for an Eldritch Archer Magus? Or for an Eldritch Archer Magus with a Pistolero Gunslinger dip?


1 person marked this as a favorite.

Oh, 5th edition. Played it once, enjoyed it, would like to try again.

Here's Dorn, Neutral Good fighter.

Crunch:

AC: 18
HP: 12
Proficiency Bonus: +2
Initiative: +0
Passive Perception: 13
Speed (ft): 30 ft.
Languages: Comon, Dwarvish, Elvish

Offense:
Warpick: +5, 1d8+5(P)
Handaxe: +5, 1d6+3(S), light, thrown (20/60)

Defense:
AC: 18
Saves: Str +5, Dex +0, Con +4, Int +1, Wil +1, Cha +0

Aility Scores:
Str 16 (+3)
Dex 10 (+0)
Con 14 (+2)
Int 12 (+1)
Wis 13 (+1)
Cha 10 (+0)

Race: Human (Variant)
+1 Str, +1 Con
Extra Feat (Shield Master)
Extra Skill (Investigation)

Class: Fighter
Fighting Style: Dueling
Second Wind (1d10+1)

Feats:
Shield Master

Faction: Athar "Defier"
The gods are frauds! The unknowable truth lies beyond the veil.

Feature: One of the Lost. One of the Lost. Your reputation as an Athar member allows you to request shelter of any other member, and they are obliged to give it (though you must give in return when asked). You also are welcome at the Shattered Temple in the Lower Ward, have access to its library, and are free to earn some coin by working in the Scriptorium (about 1 gp per day, enough for a Modest lifestyle) copying books and printing tracts. You are also welcome at the Athar Citadel on the Astral Plane, where much of the advanced faction training goes on. You know of a portal that goes to the Citadel, along with the portal key. You also know of a portal (and its key) to one safe-house in a ruined temple somewhere in the planes.

Inspiration: Lost. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to become undetectable by divinations until the end of your next long rest. Examples of things that might give you Inspiration may include:
-Refusing healing or enhancement from a follower of a specific deity or pantheon.
-Speaking open blasphemy in the church or realm of a deity.
-Destroying or defacing a god's holy symbol.

Restriction: Accepting aid from a servant of the gods is considered beneath an Athar, and prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction's cause.

Proficiencies:
Armour: Light, Medium, Heavy, Shields
Weapon: Simple, Martial
Ability scores: Str, Con
Tools: Scribe's Tools
Skills: Athletics (Str) +5, Perception (Wis) +3, Persuation (Cha) +2, Religion (Int) +3, Investigation (Int) +3

Equipment:
Chain Mail (16 AC, Stealth Disadvantage)
Warpick (1d8, Piercing)
Shield (+2 AC)
Two Handaxes (1d6, slashing, light, thrown (20/60))

Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

Scribe’s supplies
Desecrated holy symbol
Set of common clothes including a faction badge sewn into them
belt pouch (10 gp.)


Background:
Dorn was taken into Athar by some Atharian when he was an urchin in the Hive. He was good only at brawling and couldn't write or read, so it was hard for him to get used to his hew home. But time can change everything, so he began learning.

With time, Dorn become quite a good scribe. Maybe not as good as smarter people, but still. He helped the Temple now and then, sometimes as a scribe, sometime as a substitute teacher for the youngsters. And an occasional muscles as well - not everyone like the philosophy of the Athar.

The man shakes his head and smiles faintly. Why the sudden reminiscence, Dorn? You're not that old.
He looks back at the text he has been copying.
Let's see, where was I?.. Ah, yes.
Once more into the abyss.
Words continue filling the paper.


1 person marked this as a favorite.
Inactive

Cool. I can't get myself to finish the first and to play the second past the forest. Good games, but every time something else comes up.

Did they fix the third one? At the start the optimization wasn't too good.

Yuria the Deep Speaker wrote:
Finally, one could only guess the shape Yuria uses to hug the tree with <3

Is it "rejoice"? ;)


1 person marked this as a favorite.

Armorist with miracles coming soon.

Edit: Are background skills in use? And AVG+1 HP, does that mean 5.5+1 or 5+1 with d10 as an example?