Carriage Attacks
Overrun +19 vs foe CMD(1d8 damage, +1d8 and prone if 5 over CMD)(Vehicles "knocked prone" if 10 over CMD)
Bull rush +19 vs foe CMD(push 5' away from carriage, +1d8 damage if 5 over CMD)(push additional 5'per 5 over CMD)
Special Abilities Sneak Attack +2d6
:--Feats + Traits--:
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Skilled Driver (land): +4 to driving checks (+16 with handle animal, +12 with profession (driver))
Improved Familiar
>Alertness
Deadly Aim (-2/+6)
[M]Deadly Aim When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
Explorer (story feat):You can provide twice as much food and water for other people when attempting a Survival check to get along in the wild. In addition, you gain a +2 bonus on all Knowledge (geography) checks.
>Goal: Cross through a dangerous place without a map or a guide knowledgeable about the area, stopping for no longer than 16 hours at a time, and along the way overcome an appropriate number of natural hazards, obstacles, and/or enemies, at least one of which must qualify as a challenging foe.
>Completion Benefit(s): You and one ally per 3 ranks of Survival can move overland without being slowed by difficult terrain (allies must remain within 30 feet of you to be affected). Once per day, you can make a preternaturally accurate estimate regarding your path, as if you had cast find the path on yourself (caster level equals your character level).
Traits
>Careful Combatant (combat): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.
>Rough and Ready (equipment): When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack.
:--Skills--:
+19 Acrobatics 5(+3/+3)+3,+5
+10 Appraise 5(+2/+3)
+10 Bluff 4(+3/+3)
+6 Climb 3(+0/+3)
+8 Diplomacy 2(+3/+3)
+11 Disable Device 5(+3/+3) (+16 total to disarm traps)
+8 Escape Artist 2(+3/+3)
+12 Handle Animal 6(+3/+3) (+15 tiny or small animal)(+16 drive checks)
+8 Knowledge (geography) 4(+2)+2
+4 Knowledge (nature) 2(+2)
+8 Knowledge (local) 3(+2/+3)
+15 Perception 7(+0/+3)+3,+2 (+18 total to spot traps)
+8 Profession (driver) 5(+0/+3)
+8 Ride 2(+3/+3)
+10 Sleight of Hand 4(+3/+3)
+8 Stealth 2(+3/+3)
+12 Survival 6(+0/+3)+3
+5 Swim 2(+0/+3)
+10 Use Magic Device 4(+3/+3)
Languages Common, Varisian, Sylvan, Orc
:--Gear--:
Worn Gear (28lbs) +1 Hide shirt, +1 Darkwood Shortbow, Arrows (20), Masterwork short sword, Cloak, Bracers of Falcon's Aim, Gloves of Reconnaissance, Boots of Elvenkind, Silver Holy Symbol (Desna)
Other Gear Masterwork Backpack (21 lbs) Arrows (20), Canteen, Hammock, Campfire Bead, Everburning torch, Instant Bridge, Iron Spike of Safe Passage (2), Masterwork Thieves Tools, (tiny) Masterwork Thieves Tools, Practice lock, Soap, Trail rations (3)
Encumbrance light 51lbs (light 28/38lbs w/o pack)
Current Wealth 34g
:--Special Abilities--:
Trapfinding (+3) A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion If a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Uncanny Dodge a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible.
Bracers of Falcon's Aim You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.
Gloves of Reconnaissance On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
Pet Performance (16 rds)
>Distraction: Any creature within 30 feet of the animal (including the rogue himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the rogue’s Handle Animal check result in place of its saving throw if, after the saving throw is rolled, the Handle Animal check result proves to be higher.
>Fascinate: Will DC16 a carnivalist can use his animal handling to cause one or more creatures to become fascinated with his animal. Each creature to be fascinated must be within 90 feet, able to see and hear the animal, and capable of paying attention to it. The animal must also be able to see the creatures affected.
>Trained Legerdemain (Ex): (+3) At 6th level, a carnivalist can command a familiar or pet within 30 feet to make a Disable Device or Sleight of Hand check as if trained in the skill, using its own skill ranks (if any), Dexterity modifier, and equipment, with a competence bonus equal to 1/2 her rogue level. The check requires the normal amount of time to complete and the DC increases by 5. The carnivalist must maintain this pet performance each round her familiar or pet attempts a Disable Device or Sleight of Hand check.
Animal Trainer
Starting at 3rd level, a carnivalist receives a bonus equal to 1/2 her rogue level whenever she uses Handle Animal on a Tiny or Small animal. In addition, she can increase the DC by 5 to reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day for every week normally required. She can also train more than one animal at once, although each animal after the first adds 2 to the DC.
Mixed Heritage
>Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
>Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This replaces the bonus feat racial trait.
Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Sniper's Riposte (Ex)
You're an expert at defending yourself while aiming a ranged weapon. You don't provoke attacks of opportunity from making ranged attacks. As a swift action, you can expend one use of mythic power to negate the Stealth check penalty for sniping for 1 round.
Familiar:
Lil Karou
Tiny Entropic Monkey 7HD Chaotic Indifferent
Str3 Dex15 Con10 Int9 Wis12 Cha5
AC18, tch14, ff16 (+2dex, +3Nat, +2size)
Fort+3, Ref+7, Will+3
BAB+5, CMB+2, CMD 11
hp 31/31
Speed 30', Climb 30'
bite +9(1d3-4)
Sneak Attack +2d6
Darkvision 60'
DR 5/lawful, Resist Acid and Fire:10, SR:7
Weapon Finesse, Imp Evasion
Empathic Link, Speak with Master, Speak with own kind,
Acro+16, Climb+10, Disable Device+6(+8), Escape Artist+4
Perception+12, Stealth+12, Survival+6, Swim+2
Being as intelligent as a slightly dim human with attention problems, Lil Karou only really requires Handling when he is feeling willful or asked to do something he is not suited for or doesn't see the fun. He has a dark sense of what is fun.
Trick: Harass (DC 20; tiny or smaller only): The animal scampers and crawls on and around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken until the beginning of the animal's next turn. (vs Medium and Large creatures only)
Squares: 6 (10 ft. by 15 ft.; 6 feet high); Cost 1500 gp (100gp)
AC10; Hardness 5
hp 90 (44)
Base Save+2
Speed
>Maximum Speed 100'... twice the speed of the pulling creature(s)
>Acceleration 50' ... the speed of the pulling creature(s)
CMB +1 (+19 total); CMD 11
Ramming Damage 1d8
Propulsion: muscle (pulled; 6 medium or 2 large horses)
Driving Check: Handle Animal or Profession (driver) +16/+12
Forward Facing: toward the creatures pulling the vehicle
Driving Device: reins
Driving Space: the most forward squares if the carriage's upper deck.
Decks: (2) a lower cab with enough room for four passengers, and an upper deck with room for a driver and another passenger.
Description:
This four-wheeled vehicle can transport as many as four people within an enclosed cab, in addition to one driver and one other person seated next to the driver (often armed). The carriage's roof can carry 200 pounds of cargo.
Purchased from the descendent of a harrower who had little knowledge of its worth, and a lot of debts.
Repairs 1hp/minute when exposed to water (equal to steady rain, create water spell, a good washing)
--Driving Actions--
A driver can, at the start of her turn, before taking any other action, take any of the following actions (except the “uncontrolled” action) to control a vehicle. If the driver does not take an action, takes another action, or delays or readies an action, she loses control of the vehicle and the vehicle takes the “uncontrolled” action.
>Accelerate (standard action): With a successful driving check, the vehicle's current speed increases up to its acceleration (in 5-foot increments; minimum 5 feet), but no higher than its maximum speed. The vehicle can move forward or forward diagonally. In other words, each time a vehicle enters a new 5-foot square, it can choose any of its forward-facing squares—the ones directly in front or either of the squares directly forward and diagonal. This allows the vehicle to swerve. A driver who fails her driving check can only move into squares directly in front of the vehicle's forward facing.
>Decelerate (standard action): With a successful driving check, the vehicle's current speed decreases by a rate up to its acceleration (in 5-foot increments; minimum 5 feet). On a failed check, the vehicle does not decelerate. Either way, the vehicle can move forward diagonally. If deceleration reduces a vehicle's speed to 0, some amount of inertia will continue to move the vehicle forward. The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop. Having the Expert Driver feat reduces this distance by 10 feet (minimum 0 feet).
>Keep It Going (move action): With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.
>Reverse (standard action): A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.
>Turn (standard action): The driver takes this action to turn a vehicle's forward facing 90 degrees. The vehicle moves its current speed. If a vehicle's current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle's movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle's former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.
>Uncontrolled (no action): When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver.
--Vehicle Combat Maneuvers--
Vehicles typically don't have attacks, though some can be fitted with siege weapons. A vehicle can make, and is often required to make, a vehicular bull rush, vehicular overrun, or ramming maneuver as part of its movement. Unlike creatures, a vehicle can enter the space of creatures or objects smaller than it, and when it does, it makes either a vehicular overrun or vehicular bull rush. When a vehicle hits a creature or a vehicle that is its size or larger, or it hits a solid object (a wall or structure that is immobile and has a hardness of 5 or more), it makes a ramming maneuver.
>Vehicular Overrun: Any time any part of a vehicle (including any creatures used as propulsion) enters the space of a creature or vehicle smaller than it, the driver must make a vehicular overrun combat maneuver against the creature or vehicle. This may require the driver to make vehicular overrun checks against the same creature numerous times as new parts of the vehicle enter its square.
When performing a vehicular overrun, the driver uses the base CMB of the vehicle plus her driving skill modifier (or Wisdom skill modifier if she is using that ability to drive the vehicle) as the CMB of the vehicular overrun. If the driver has feats that improve her CMB when overrunning, like the Improved Overrun feat, she may also add those modifiers and benefits to the vehicular overrun. Like a normal overrun, this action provokes an attack of opportunity from the creature being overrun, unless the driver has the Improved Overrun feat. The creature being overrun can make this attack of opportunity on any part of the vehicle that is within reach.
When a vehicular overrun is attempted, the target of the overrun may choose to avoid the vehicle, allowing the vehicle to pass through its space without requiring a vehicular overrun maneuver check. The creature or vehicle cannot avoid a maneuver check if the driver has the Improved Overrun feat, the vehicle is two or more size categories larger than the target, or the target creature is confused, dazed, entangled, flat-footed, helpless, paralyzed, prone, or stunned. If the target does not avoid the vehicle, make the combat maneuver check as normal. If the maneuver is successful, the vehicle moves through the target's space, and the target of the overrun takes the vehicle's ramming damage. If the driver's combat maneuver check exceeds the target's CMD by 5 or more, the target takes twice the vehicle's ramming damage. If the target is a creature, it is also knocked prone. If the target has more than two legs, it gets a +2 bonus to its CMD for each additional leg it has. Vehicles that are overrun are knocked prone if the opposing driver's combat maneuver check result exceeds the vehicle's CMD by 10 or more. A vehicle that is knocked prone makes a sudden stop.
It takes at least 5 full-round actions and a DC 25 Strength check from creatures adjacent to the vehicle to push a Large land or water vehicle up from being prone. For every size category that the vehicle is larger than size Large, increase the number of full-round actions by three and the Strength check DC by 5. The driver of a prone air vehicle must succeed at a DC 25 Fly check immediately to avoid falling. A vehicle equipped with a ram deals +2d8 points of damage with a vehicular overrun.
>Vehicular Bull Rush: As a swift action, taken when the driver takes all but the “uncontrolled” action while driving the vehicle, a driver can choose to substitute all or some of her vehicular overruns with vehicular bull rush maneuvers until the end of the vehicle's movement that turn. A vehicular bull rush pushes a creature or a vehicle away without doing harm. If the driver does not have the Improved Bull Rush feat or a similar ability, initiating a vehicular bull rush provokes an attack of opportunity from the creature being bull rushed with the vehicle.
If the bull rush is successful, the target of the bull rush is pushed 5 feet away from the vehicle. If you succeed at the check for the vehicular bull rush by 5 or more, you can deal the vehicle's ramming damage to the creature. For every 5 by which your attack exceeds your opponent's CMD, you push the target an additional 5 feet away. A creature being moved by a vehicular bull rush does not provoke attacks of opportunity, unless the driver possesses the Greater Bull Rush feat. You cannot bull rush a creature or vehicle into a square that is occupied by an object (including a vehicle). If there is another creature in the way of a bull rush, the driver must immediately make a combat maneuver check to bull rush that creature, taking a –4 penalty on this check for each creature being pushed beyond the first. If successful, the driver can continue to push the creature or vehicle a distance equal to the lesser result.
>Ramming: Any time any part of a vehicle (including any creatures used as propulsion) enters the space of a creature or vehicle of its size or larger, or the space of a solid sturdy object (like a wall or a building) no matter the size of that object, it makes a ramming maneuver against that creature or object. There is no maneuver check for a ramming maneuver; its effects happen automatically. When a vehicle makes a ramming maneuver against a creature or an object, the vehicle deals its ramming damage to the creature or object, and the vehicle takes half that damage. The base amount of damage that a ramming vehicle does and takes is determined by its size.
When a vehicle makes a ramming maneuver against a solid object, to determine how much damage both the solid object and the vehicle take, allow the vehicle to enter the solid object's space. The vehicle will only travel through that space if the damage is enough to destroy the solid object; in all other cases the vehicle takes the damage and then comes to a sudden stop directly in front of the solid object.
When a vehicle makes a ramming maneuver against a creature, a nonsolid object, or another vehicle, it can enter the space of the object or the creature, and even end its move within that space.
A vehicle can have a ram or similar ramming device on its forward facing. If it does, it ignores the damage for the first square it enters of a solid object, and all squares for other objects and creatures. A ram can be added to a Large vehicle for 50 gp, a Huge vehicle for 100 gp, a Gargantuan vehicle for 200 gp, and a Colossal vehicle for 400 gp. A vehicle cannot have a ram if it uses muscle propulsion (pulled).
If a vehicle is being pulled by a creature or creatures when the vehicle takes damage due to a ramming maneuver, the creatures that are pulling it are damaged as well, and are knocked prone. A successful Reflex saving throw (DC 10 + 1 for every 10 feet of the speed the vehicle was moving when it hit the vehicle, structure, or creature) halves the damage and the creatures pulling it are not knocked prone.
If the vehicle making the ramming maneuver is a muscle-propelled (pulled) vehicle, the creatures pulling the vehicle attempt to avoid making a ramming maneuver. If a ramming maneuver is imminent, those creatures decelerate at a rate of up to twice their acceleration as an immediate action or attempt to swerve out of the way (automatically moving diagonally to avoid the vehicle or structure even if they were not driven to do so), avoiding the vehicle or structure if possible. The driver chooses which of these options occurs. A skilled driver can attempt to force the creature to continue the ramming maneuver, but doing so requires a DC 30 Handle Animal, Diplomacy, or Intimidate check, depending on the type and intelligence of the creature. The driver makes this check as an immediate action when the creature tries to decelerate or swerve out of the way.
Yoril Balfori - male human (Lorna's husband - rides inside)
Profession(Butcher), Profession(Carpentry), Profession(Cook), Survival, Linguistics (Elven, Dwarven, Draconic), Perform(Sing)
hatchet
Elmore Meeks - male gnome (Longtime friend of Arv - rides inside)
Appraise, Kn(Engineering), Profession(Bookkeeper), Kn(Geography), Profession(Scribe), Animal Handling(carrier pigeons)
rapier
>Warrior 1
Graenin "Grey" Schulfarjn - female half-orc northerner (joined near the end of adventure vs storm giants)
Craft (armor), Ride
Power attack
flail and shield
Bovis Balfori - male human longbowman (Yoril's brother)
Craft(bows), Ride
Point Blank Shot
Longbow