Loris Raknian

Slaine Larking's page

250 posts. Organized Play character for UKCraig.


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The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None
Chaosorbit wrote:

Thank you all for playing. I hope everyone had fun. That last fight got dicey, but what would an epic last battle be without a worthy foe. Glad no one died, died.

Please roll for boons.

Here are the Chronicles

Let me know if they look right.

Cheers Gang!

For some reason, I can't post my boon roll. It was a 4, oh well. Thanks for running, I had fun!!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Ain't any 'a ye eggheads got any ideer how ter take down this here beastie? She's about immune ter my musket 'an we is dropping like flies in a snowstorm.

Slaine 5' steps up into Point-Blank Range and lets loose another volley. This time with regular bullets.

I'm really kicking myself for burning my Spirit Sight elixir!

Full-round Attack-Rapid Shot-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d12 + 13 ⇒ (10) + 13 = 23
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d12 + 13 ⇒ (8) + 13 = 21
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d12 + 13 ⇒ (4) + 13 = 17
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d12 + 13 ⇒ (2) + 13 = 15
Double-barrel Musket vs touch: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d12 + 13 ⇒ (3) + 13 = 16
Double-barrel Musket vs touch: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d12 + 13 ⇒ (7) + 13 = 20

Using my daily Lucky enhancement to reroll that misfire.
Double-barrel Musket vs touch: 1d20 + 3 ⇒ (20) + 3 = 23

Woo hoo! Now that's lucky!!! x4 crit
CRIT confirmation vs touch: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d12 + 13 ⇒ (9) + 13 = 22
Damage: 1d12 + 13 ⇒ (1) + 13 = 14
Damage: 1d12 + 13 ⇒ (9) + 13 = 22

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Feeling out of his element (and wishing that he hadn't drank his potion of Spirit Sight during the last fight), Slaine take a 5' step and then the bonus 5' from Noldoli to get clear of any cover from his fellow pathfinders.

Well, fellers. I ain't sure I brung the right gun to this here fight, but it's what I do bes'. Guess I'll fill that ol' Eshimaka-whatsherface wit some lead and see how she takes it.

I don't believe we discovered any DR for the essence, but Slaine is going to use cold iron bullets, just in case.

Full-round Attack-Rapid Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d12 + 10 ⇒ (6) + 10 = 16
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d12 + 10 ⇒ (8) + 10 = 18
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d12 + 10 ⇒ (9) + 10 = 19
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d12 + 10 ⇒ (6) + 10 = 16
Double-barrel Musket vs touch: 1d20 ⇒ 9
Damage: 1d12 + 10 ⇒ (12) + 10 = 22
Double-barrel Musket vs touch: 1d20 ⇒ 15
Damage: 1d12 + 10 ⇒ (6) + 10 = 16

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine stumbles back out of the darkness, following the sound of Ranalus' voice. [b]Sweet Father of Vaults! I jes barely gotta glimpse o' that huge feller and then it'all went dark. I kint see nothin' ter shoot at!

Slaine turns after blinking a few times and steadies his musket, ready to fire on anything that comes out of the darkness.

Should we use our boosted Timely Inspiration? (+3) and pass it along?

Readied attack vs first foe seen:
Standard Attack-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d12 + 11 ⇒ (1) + 11 = 12
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d12 + 11 ⇒ (1) + 11 = 12

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Still in his kneeling position, Slaine looks up at the hulking, horned giant with his mouth hanging agape. He mutters to no one in particular. I got ter git back to jes shakin' down law-breakers fer The Exchange. Travelin' to the Negative Energy plane? Dealin' wit giant whosa-watsas? Gittin' involved with this sorta nonsense will git yeh kilt, Slainey.
Then, looking around at the formidable group that stands with him, he smirks just a bit. Then agin', with you lot, we might have a chance to hav a go at that great beast. Whater ye say, gents?
With that, Slaine sights down his musket but waits for his allies to make the call on who to attack and any helpful info that they might add about the creature(s).

I vote for the Essence, but defer to the casters to decide based on their spells/resources still available.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Only able to move 15' up through the lurching ground, Slaine takes a knee and tries to steady his aim. I don' know about no blessing o' the night, Rany, but I do know it makes my hand jes' a bit more steady. Much obliged.
He fires off a shot at Red (through cover?).

Double-barrel Musket vs touch: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d12 + 11 ⇒ (7) + 11 = 18
Double-barrel Musket vs touch: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d12 + 11 ⇒ (4) + 11 = 15

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

As wave after wave of undead thralls pour into the area, Slaine will fill the air with a nearly endless roll of thunderous booming from his musket. As the conflict rages on, the air around him grows thick with acrid smoke from the black powder.

Defend the Site
Double-barrel Musket vs touch: 1d20 + 13 ⇒ (14) + 13 = 27

Not sure if the vs touch AC matters or not.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine looks up from cleaning his musket. Wha?! Ye's already done with that bit 'o fun? I guess I aught ter git off my keister and help out. Now let ol' Slainey see what I got in my bag here. I'm sure I brought some o' my special reagents that add a bit 'o kick to this here ritual.

Craft (alchemy): 1d20 + 5 ⇒ (7) + 5 = 12

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine's eyes light up once again as his amazing new allies prove their power. Ye seem like such a down ter earth Dwarf, Anduris. Then ye go and make meh musket glow with some magic power. Not 'spected, but appreciated!

Slaine then lets loose with a cacophony of sound, 4 double blasts from his musket, targeting the Purple Deathweb first, switching to Blue if needed.

Blessing of Fervor (attack/AC/Ref), Haste, Bane [Undead] (+2d6), Corrosive (+1d6)
Full-round Attack-Rapid Shot-Deadly Aim-Fire both barrels/shot

Full-round attack:

Double-barrel Musket vs touch: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (5) + 10 + (5, 2) + (6) = 28
Double-barrel Musket vs touch: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (9) + 10 + (2, 5) + (6) = 32

Double-barrel Musket vs touch: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (3) + 10 + (1, 4) + (3) = 21
Double-barrel Musket vs touch: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (2) + 10 + (3, 5) + (6) = 26

Double-barrel Musket vs touch: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (9) + 10 + (2, 6) + (2) = 29
Double-barrel Musket vs touch: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (2) + 10 + (2, 6) + (3) = 23

Double-barrel Musket vs touch: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (1) + 10 + (2, 2) + (1) = 16
Double-barrel Musket vs touch: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d12 + 10 + 2d6 + 1d6 ⇒ (12) + 10 + (5, 6) + (2) = 35

No misfires! Misfire occurs on 1-3 with Reliable musket with alchemical cartridges)

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Before stepping through the gate, Slaine chugs his Potion of Fly, 2nd Potion of Darkvision and Elixir of Spirit Sight (See invisibility and weapons/armor have Ghost Touch). All the while muttering to himself: Well, ain't this a fine kettle or harpies the ye got yerself into, Slainey? Go see the world they said, bodyguardin's too easy, ye said. Now yer steppin' inter some fight where the whole place is tryin ter kill ye.

Then a bit louder to Ranalus: Oy! Rany. If'n Abadar counts my debts balanced, ye know, my life paid in full and I go ter meet the Lady o' Graves, promise me ye won't let my ashes stay in that place. Makes me afeared ter even think on it. I'd do the same fer ye, but somthin' is tellen' me tha' you'll be makin' it through this fight.

With that, Slaine pads his bandolier one last time to ensure his ammunition is all in place, then flies through the gate. Once through, he pauses for the buffs that he knows will be coming from this newfound party he's in, then flies up and over to get within range of the dullahan (10' off ground to clear cover from party). He hugs the corner, hoping to get a bit of cover. If the mount is a separate target, Slaine will shoot at that first. The bigger they are, the harder they are ter miss.

Blessing of Fervor (attack/AC/Ref)
@Chaosorbit - Any invisible foes?

Standard Attack-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d12 + 10 ⇒ (4) + 10 = 14
Double-barrel Musket vs touch: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d12 + 10 ⇒ (9) + 10 = 19

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Now hold on jes one durn minute, Rany. Are you tellin' us that if'n we's to foller this lady inter this Negative Plane, we've got a couple o' minutes until we turn ter dust? I've seen a lot of crazy business in my line o' work, but this ain't normal. Kin we go to the local store n' rustle up some scrolls o' that Death Ward 'r somethin'?

Slaine has some Oil of Silence (1 hour) if we want to go in sneakily. Otherwise, he has a potion of Fly and an Elixir of Spirit Sight that he'll have at the ready. Anyone know what kind of creatures that we might find in there?
Also, I don't think the Unstoppable Wraith will protect us. Looks like we can just ignore a defensive property of an undead and you become immune to Impeded Magic (ie positive energy spells work normally). The latter is great for our healer!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine will forego his 2nd and 3rd shots. Moving instead after the Mohrg goes down. As he hustles to get over to help Ranalus, he puffs and grumbles.
I'm gittin' to old fer this sorta crap. Why'd the uppity-ups invite a gunslinger to a durn fist fight?

On round 2, Slaine will move to start to flank with Ranalus, just as he gets to the limit of his movement, he feels Nodoli's holy power allow him to move the last 5' to reach the flank. Once reaching the man, he goes to pistol-whip him with the butt of his musket. Cost=1 grit.

Pistol-whip: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d20 + 1 ⇒ (6) + 1 = 7
CMB to knock prone: 1d20 + 9 ⇒ (12) + 9 = 21

Deed: Pistol-whip:
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.

As he goes to swing his heavy musket, Slaine pulls a muscle in his back and misses by a mile.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Feeling Anduris' blessing of weapon bane hit his musket, Slaine's eyes widen with excitement.
Save yer haste for the big bad'un later on. I don' know what ye did ter my musket, but I kin tell that things are abou' to go bad for that ghouly critter. Then, quickly loading his musket with alchemical cartridges, he levels the gun at the Mohrg's head and unloads 6 barrelfuls of fury. Hold still, ye dang creep. This won't hurt for long.

Full-round Attack-Rapid Shot-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Effects: Blessing of Fervor (Attk/AC/Ref bonus) and Weapon Bane (Undead)
Precise shot and Anatomist

Double-barrel Musket vs touch: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d12 + 11 + 2d6 ⇒ (4) + 11 + (5, 5) = 25
Double-barrel Musket vs touch: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d12 + 11 + 2d6 ⇒ (8) + 11 + (2, 3) = 24
Double-barrel Musket vs touch: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d12 + 11 + 2d6 ⇒ (12) + 11 + (5, 2) = 30
Double-barrel Musket vs touch: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d12 + 11 + 2d6 ⇒ (3) + 11 + (6, 4) = 24
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d12 + 11 + 2d6 ⇒ (9) + 11 + (3, 4) = 27
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d12 + 11 + 2d6 ⇒ (5) + 11 + (5, 5) = 26

Confirm CRIT Double-barrel Musket vs touch: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d12 + 11 + 2d6 ⇒ (9) + 11 + (4, 3) = 27
Damage: 1d12 + 11 + 2d6 ⇒ (4) + 11 + (3, 2) = 20
Damage: 1d12 + 11 + 2d6 ⇒ (3) + 11 + (2, 3) = 19

Unless otherwise, I'm assuming the Mohrg is undead and that undead bane will be the best option. If Anduris identifies a different weakness to exploit, will bane that way. Also, if he IDs any DR of the Mohrg, Slaine will load his musket with adamantine, silver or cold iron bullets if GM will allow that retcon.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

As soon as they enter the dimly lit area, Slaine downed his newly purchased Potion of Darkvision. Thanks Chaosorbit!
Dang! Ain't this the weirdest way ter see things. Ain't any 'a yer ever see things in color? Ev'rything looks grayer then a cloudy day in the Holds o' Belkzen!

Hearing Crios, Slaine wrinkles his brow in thought for a moment. Dem fellers got their minds tainted wit negative energy, eh? Well, don' seem right to put 'em down if'n they ain't even really part o' the fight. Then, with his newfound vision, Slaine slides forward 5' underneath Crios (Don' be fallen' on me ye' blueskin whatever-ye-are.) and then takes a full-round action using his gun's Far-reaching Sight to target Yellow's bow.
Y'all git that nasty beastie, I'll try'n keep those fellers from shootin' at us.

Musket, single shot, 2nd range increment vs touch: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24

Gunslinger Targeting:
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None
Chaosorbit wrote:

Mucj time has past since the last part, your hp are full, all spells and abilities fresh and ready to go.

The entire area is in dim light! Your welcome Slaine.

Does that mean there was enough time to swing by the magic shop and pick up some Nightdrops? :D

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine smiles to himself as he sees the troll go down. He swivels and levels his musket at the seed pod, chuckling. Like shootin' candy from a baby.

Full-round attack:
Full-round Attack-Rapid Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d12 + 11 ⇒ (9) + 11 = 20
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d12 + 11 ⇒ (12) + 11 = 23
Concealment (1-20 miss): 1d100 ⇒ 5

Double-barrel Musket vs touch: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d12 + 11 ⇒ (5) + 11 = 16
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d12 + 11 ⇒ (11) + 11 = 22
Concealment (1-20 miss): 1d100 ⇒ 66

Double-barrel Musket vs touch: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d12 + 11 ⇒ (2) + 11 = 13
Double-barrel Musket vs touch: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d12 + 11 ⇒ (6) + 11 = 17
Concealment (1-20 miss): 1d100 ⇒ 15

Vaults and Scales! Th' durn gun done gone an' jammed agin. Slaine curses after the first shot fizzles. Guessin' Abadar didn't like that comment abou' th' baby too well. Better clean up yer act, Slainey

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Agree that Timely Inspiration is the best for us for the Aid Token. I've applied it, but it can be removed if needed.

With smoke still curling around his head from his last salvo and the trolls fireball, Slaine pats out a small flame that still burns on the edge of his leather duster. He hollers above the din of battle. Now ye got 'em boys! Keep 'er up and les take care 'o this troll feller 'afore he alights 'agin. Yee-haw!

With that, taking the extra movement from Blessing of Fervor, Slaine dives into the magical tree portal and pops up right next to the troll. He ducks and rolls to try and avoid its reach and then spins and unloads 2 barrels of Lawful fury on the creature. Unfortunately, the blessing of the Holy Light is no longer with him and he squints to see his target in the dim light.

Acrobatics to avoid AoO: 1d20 + 13 ⇒ (15) + 13 = 28

Standard Attack-Point Blank Shot-Deadly Aim-Divine Fighting Bonus-Timely Inspiration-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d12 + 14 ⇒ (1) + 14 = 15
Double-barrel Musket vs touch: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d12 + 14 ⇒ (9) + 14 = 23

Concealment (1-20 miss): 1d100 ⇒ 81

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Blessing of Fervor (+2 Attack/AC/Reflex), Paladin: Power of Faith, Divine Fighting Technique and Shake it off (+1) active

Reflex save: 1d20 + 16 ⇒ (5) + 16 = 21

Slaine nearly misses seeing the fireball coming at them, but the wayang's acrobatics gets his attention and he dodges to avoid the worst of the fire.
Let'em have it boys! He bellows as he unleashes a full attack on blue, switching to Green if needed.

Full-round Attack-Rapid Shot-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d12 + 11 ⇒ (2) + 11 = 13
Double-barrel Musket vs touch: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d12 + 11 ⇒ (5) + 11 = 16
Double-barrel Musket vs touch: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d12 + 11 ⇒ (3) + 11 = 14
Double-barrel Musket vs touch: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d12 + 11 ⇒ (10) + 11 = 21
Double-barrel Musket vs touch: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d12 + 11 ⇒ (5) + 11 = 16
Double-barrel Musket vs touch: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d12 + 11 ⇒ (3) + 11 = 14

Phew! No misfires this time :)

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine decides that sticking with the Paladin is a good idea (Iomedae were good 'nuff fer Abadar, so good 'nuff fer me.) and moves up alongside Noldoli. The paladin's Holy Light, just touches the Green Shambling Mound. Even though it gets a bit of cover from the tree, Slaine can pick it out better than the one still skulking in the dim light.

I jus really got ter do somethin' 'bout these durn eyes 'o mine. Can't see fer nothin' in this gloom. That light of yers, 'Doli, might jus be 'nuff for me to catch that one varmint unawares.
With a roaring crack, Slaine opens up both barrels and shatters the stillness of the swamp.

Standard Attack-Point Blank Shot-Deadly Aim-Fire both barrels
Blessing of Fervor (+2 Attack/AC/Reflex) and Paladin: Power of Faith active. I believe the mound gets cover, but is still flat-footed.
Double-barrel Musket vs touch: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d12 + 12 ⇒ (4) + 12 = 16
Double-barrel Musket vs touch: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d12 + 12 ⇒ (1) + 12 = 13

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Couple of questions.
-Is the entire map area filled with water/shallow bog (ie 2 sq of movement), or just the green sections?
-What provides cover on the map? Just the trees? The log? The green sections? I might be fixin' to do some long range shootin'.
-Any thoughts on the tree teleportation location? I put on a purple line that's 60' as a potential thought. Gets us to the big plant quicker, but I'm open to whatever the more melee guys want to do.

I'll act based on that info. Thanks!

Vaults and coins! Slaine curses. Jes when I were thinkin' this place couldn'ta git any weirder, we got ourselves some plant creatures that got glowin' purple eyes. Hmm, that one feller over there looks like some kinda troll.
Knowledge (local): 1d20 + 6 ⇒ (11) + 6 = 17

Durn it! I got ter git something ter help me with these dang eyes 'o mine. Can't see nothin' in this light. Don't think I know nothing about that weirdo troll.
Dim light again! I've got to get some alchemical Duskeye or some magic eyewear.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Now, Rany. Jus' when I thought we were gittin ter be friends, ye had ter go and say something insultin' like that. Slaine smirks, even as Ranalus passes him in the forest. Sometimes, ter appreciate the civilized blessings of Abadar, ye's got ter experience the chaos. Plus, in my, er, line of work, the enemies of The Exchange and the Society ain't usually the most cultured, neither.

With that, Slaine springs up the ruins, but is a bit distracted...

Acrobatics: 1d20 + 13 ⇒ (4) + 13 = 17

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Lemme see what I kin do. Slaine says, growing tired of these "games", but wanting to get the job done.

Survival: 1d20 + 11 ⇒ (16) + 11 = 27

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Don' like much, playin' these 'er games, but if'n it helps us git the job done, I'm in. Race ye to the top, Rany! Slaine taunts light-heartedly at Ranulus as he scans the cliff for the best route with the least thorns.

Perception: 1d20 + 15 ⇒ (19) + 15 = 34

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Turn my gun inter a candy cane or me powder sour!? I made 'er with my own two hands, an' even got th' blessin' of Abadar on her. He thinks while looking at Ranalus sideways, trying to figure if he's telling the truth.

Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20

Bah! Yer pullin' my leg, Rany. He ain't able to do such a thing. Now let me show ye what I kin git done wit' these old legs 'o mine.
With that, he uses flips the large, 2-barrel musket in the air and with a flourish, seems to make it disappear. Maybe not as smooth as he would have liked, but he does slip the large gun into his leather bandolier on his chest and it magically disappears into one of the pockets.

Whooping and hollering, he runs pell-mell down the hill and straight across the log. Yeee-haw!!

Sleight of Hand: 1d20 + 10 ⇒ (5) + 10 = 15
Acrobatics: 1d20 + 13 ⇒ (16) + 13 = 29

Endless Bandolier:
Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Fortunately for Slaine, years of exposure to black powder has rendered his sense of smell nearly useless. Despite that, he detects the pungent odor of dwarven wind, but is able to withstand it without a fortitude save. To Anduris: Ay! Grabbin' a leaf fer yer backside, might be like grabbin' someone's cousin 'round here. Durn if this isn't a backwater, uncivilized buncha no-goods. Abadar save us.

After Grimpfkin bounds out of the woods, Slaine slowly lowers the 2 loaded barrels that he had aimed at the Satyrs' head. His snappy reaction to the large creature occurred before anyone realized it. Grimpfkin's comment about being "on edge" doesn't go unnoticed.

On edge!? Listen 'ere, ya flea-bitten, mangey hooligan. We's here tryin' ter bring some peace to this area, an' ye's goin' 'round bursting out in front of a gang 'o armed warriors. Woulda served ye right had I lit ye up. Abadar's balance is on yer side this time, tho. After eying the man-beast, Slaine continues. Now wha's this 'bout a test? What's yer point of testin' us and what'er we git if we pass? And 'afore any of us agree ter yer test, we gonna git this down in writin', a proper contract.

Agree with Kivuli, that we don't have a choice. So as not to hold up play, Slaine would prefer a test of speed.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine rests the butt of his musket on the ground in front of him and leans over the barrel at Anduris. Ye's got that right, meh friend. These durn fey ain't ter be trifled wit'. Tha's what happens when folk go off and git uncivilize-like. Abadar save us.

With a keen read on the aggressive spirit, Slaine tells the groups, while not taking his eyes off the sprit's face. This here feller got a bee up in his bonnet. Tryin' to be gruff and spike, but he's afeared a' what's comin' after'm. I'm guessin' it's the Mother blood-whatever. I've dealt with his kind 'afore. Some 'o the other "enforcers" fer th' Exchange are full of bluster and vinegar too. Usually the youngins. Jes' a little bit 'o reassurance is usually all tha's needed.

Turning his focus back to the spirit and taking on an air of command, he says: Tell ye what, sonny. We here Pathfinders are gonna find this Motherblood and keep 'er from bringin' ye harm. Ye kin either sit here an whine like a pansy or ye kin help us out. Now what say ye?!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine (carefully!) reloads his musket with black powder. He relies on his new allies to cure him using his own wand of CLW.

Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Upon meeting the tree spirits, Slaine will size up 2 of them to hopefully help out the party. He isn't much of a talker.

Sense Motive on aggressive spirit: 1d20 + 4 ⇒ (20) + 4 = 24
Sense Motive on playful spirit: 1d20 + 4 ⇒ (17) + 4 = 21

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Der's one more of 'em commin' out behind us! Slaine bellows over the cacophony of the fight. It's done grabbed up der dwarf. He's th' only one of ye's that talks civil like. Got ter git'em free.

With that, Slaine slides back 5 feet and uses his grit to clear his gun. Once cleared, he slams 2 cartridges into the musket and fires both barrels after pointing the business end at the last Yaoguai.

Standard Attack-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d12 + 11 ⇒ (9) + 11 = 20
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d12 + 11 ⇒ (8) + 11 = 19

Cities and keys! Another dang misfire. Must be that touch 'o the fey gittin' in meh gun. He says, eyeing Ranalus.

Another misfire! I can't believe it. One shot still makes it for 19 points of damage, but gun's jammed again.

5' step, Move action-clear misfire using grit point, Free action-reload with alchemical cartridges, Standard action-attack.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

lol. Agree, Ranalus! Slaine is a bit single minded when it comes to deity stuff. Despite their differences, I think these 2 are going to like each other by the end of this adventure.!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine smirks to himself as he sees Yellow take a massive blow and begins to reload, unfortunately, he doesn't hear the Yaoguai behind him and is suddenly scooped up by a thick tentacle. Just as he feels the crushing power of the creature, its grip suddenly relaxes and Slaine attempts a quick get away. Escape Artist: 1d20 + 23 ⇒ (17) + 23 = 40

By Abadar's generosity, I'm free! Slipping easily away, (I hope!) he slides out of reach of both blue and red when he suddenly feels a wave of healing wash over him. When he looks up, he can now clearly see the creatures. His eyes widen. Great golden key! Them's th' ugliest things I ain't never seen! No sense with fancy trick shots, I'll just fill this beastie up with so much lead, he kin't even move.

Just as he starts to unload his musket into BLUE, he feels the magical music inspire him from the other group.

On Blue:
Full-round Attack-Rapid Shot-Point Blank Shot-Deadly Aim-Inspire Courage-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d12 + 13 ⇒ (10) + 13 = 23
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d12 + 13 ⇒ (5) + 13 = 18
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d12 + 13 ⇒ (3) + 13 = 16
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d12 + 13 ⇒ (6) + 13 = 19

Musket loaded with alchemical cartridge misfires on natural 1-3.
Unfortunately in his haste to escape the Yaoguai, Slaine misloads the first barrel and the musket starts to misfire and jam. Just as it does so, the key emblem on his musket glows with a golden light. Lucky weapon quality, allows reroll of misfire once/day
First barrel reroll: Double-barrel Musket vs touch: 1d20 + 8 ⇒ (16) + 8 = 24

Slaine's fingers shake and fumble at the sight of the Yaoguai and he poorly loads the firearm for the second shot and the gun jams. Git it tergether Slainy old boy. Ye's got a bunch a strangers watchin' yeh and they won't be thinkin' yeh know which way ter point yer gun..
So, gun jams on barrel #1 of second shot, so only damage from shots #1, 2 and 4 count. I deleted my 5th and 6th rolls -both were hits :(

Agree with the Timely Inspire Aid Token. What a fun and crazy round!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

@Chaosorbit - Thanks! That was my interpretation too, but didn't want to be overly generous on my own behalf. :)

Concealment rolls:

Miss on 1-20, hit on >20.
Concealment: 1d100 ⇒ 94
Concealment: 1d100 ⇒ 3
Concealment: 1d100 ⇒ 81
Concealment: 1d100 ⇒ 58
Concealment: 1d100 ⇒ 85
Concealment: 1d100 ⇒ 17

Miss on shots #2 and #6, so subtracting those 2 rolls from my damage = 29 damage

@Ranalus - thank you for the offer! I'd love to have darkvision, but don't want you to waste a round if you can do something else. The price I pay for being a human! If you want to channel, I'm certainly glad to get rid of the concealment chance though.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

@Chaosorbit - I forgot concealment! I'm not sure how you'd like to rule this. For the Deed, it says that I would only misfire if all are misfires. I can roll a concealment for each attack roll and either deduct a d12 from the damage for each concealment miss or have the whole thing miss if all fail. I need to get some low-light specs!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

What in Sam Hill?!? These here beasties 'av got hide thicker 'an a mule's backside. My bullet's ain't hittin' like I'd expect 'em ter.

Slaine slides 5 feet over to take careful aim at Yellow and uses his Gunslinger Deed: Dead Shot to try and overcome the thick skin of the monsters.

Full-round Attack-Rapid Shot-Point Blank Shot-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (4) + 12 = 16
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (14) + 12 = 26
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (2) + 12 = 14
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (13) + 12 = 25
Double-barrel Musket vs touch: 1d20 + 7 ⇒ (14) + 7 = 21
Double-barrel Musket vs touch: 1d20 + 7 ⇒ (9) + 7 = 16

Damage: 6d12 + 7 ⇒ (6, 7, 2, 5, 9, 2) + 7 = 38. I'm assuming touch AC is no higher than 14. Please adjust if it is.

Dead Shot Deed:

Summary: make full attack, damage is xd12+7, where x=number of hits. Apply total damage as one hit for purposes of DR (assuming that's what this is). Cost = 1 grit point
Gunslinger Deed: Dead Shot (7th level)

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

By Abadar's scales, what've we gotten inter? I kin barely see nothin' in this light. Any a ye got a light to help me kill these durn creatures 'afore they make a snack out o' us all? I'll unload both ' these barrels on the firs' one that shows it's ugly face.

Slaine scurries forward and readies an attack as soon as a monster clears the dense growth and is within 30ft.

Standard Attack-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d12 + 11 ⇒ (1) + 11 = 12
Concealment (>20% hits): 1d100 ⇒ 60
Double-barrel Musket vs touch: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d12 + 11 ⇒ (4) + 11 = 15
Concealment (>20% hits): 1d100 ⇒ 99

Move-move 30'; Standard-ready attack to fire both barrels; Free-reload both barrels with paper cartridges

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Acrobatics: 1d20 + 13 ⇒ (15) + 13 = 28

For a middle-aged man, Slaine is surprisingly nimble and easily moves through the brambles.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine ambles into the society meeting chamber. Although his face remains impassive as he chews on a wooden pick, his eyes dart quickly to each of the others in the room. He leans his tall, lanky frame against the wall next to the entrance and rests his double-barreled musket against the wall. You can see a large silver key embossed on the stock of the gun.

Folding his arms up as he leans against the wall, his leathery and scarred face relaxes a bit in the comfort of the room. His trail-stained leather coat rests over a very fine, but worn mithril chain shirt. He mumbles to himself: Durn, if'n it ain't a buncha weirdos agin.

In his mind, he thinks: Cain't tell where they from er what they do. Not a straight-up fighter amongst the whole lot. I miss the good ole days when ye could 'spect to find some guy wit a sword and some weaseling rogue ter pick a lock when ye needed. Even one o' them wizards was alright ter get ye out of a pinch. Ah well, I got a job ter do and the boss wants it done, so I'm gittin it done.

After he muses, he glances up at Crios when he speaks and grunts, not in an unkind way: Howdy. with a nod of his greying head.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Greetings everyone. Looking forward to some fun as well. Cool looking characters.

I have played a bunch of PF and PbPs, but this is my first online gaming convention. Fun!

1. UKCraig
2. Slaine Larking
3. Gunslinger (Musket Master) 7
4. 96631-4
5. The Exchange
6. Day job: Profession (gambler): 1d20 + 7 ⇒ (9) + 7 = 16

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Fun times! Thanks everyone. Slaine made level 4, woo hoo!!
Love the organization too, David. I'll have to learn how to do that.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Well, if'n no other body is goin' to take control of this here situation, I'll bring some justice on these lawbreakers. Slaine begins roughly manacling the 3 conscious combatants up and looks to one of his comrades to patch up Jiang Fei. After that business is attended to, Slaine recommends that they escort the 4 criminals back to Mai Chun and let her decide their fate for attempted assault and theft.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Aww, YEAH! That's why Slaine didn't like the martial arts portion. Not loud enough! RE: fist to a gun fight - LOL!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine sights along his musket at Jiang Fei while shuffling forward 5 feet. He mutters to himself as he calmly pulls the trigger. Some o these no goods, I kin understand, but Jang Fay. Here I was thinkin' she had honor, now I see she's jus' a lawbreaker like the rest of these low lifes. Can't say I didn't warn 'em. With that, the crack of the musket shatters the stillness of Wu-Tang's peaceful spell of entangling.

Musket vs touch: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d12 + 1 ⇒ (10) + 1 = 11

Rapid shot + alchemical cartridge to make 2nd shot

Musket vs touch: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d12 + 1 ⇒ (7) + 1 = 8

If Jiang Fei drops after 1st shot:
Seeing Jiang Fei drop into the lush undergrowth of Wu-Tang's spell, he turns his second shot on Yue Xin. An' now you, ye varmint. 'Nuff o' yer spell castin'.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine steps forward and sneers at the 4 people blocking the road. What in Sam Hill Nation is goin' on here?! We've got ourselves a task to complete and bring this here artifact to the rightful owner. I kin hardly say I'm surprised ter see you, Poo Lee, or that shifty student from the scribe school. But Jang-FAY? Here I thought you was honorable and such! We got ter follow our orders and git this here scroll case back where it belongs. Now step aside 'afore we make ye!

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Heya there Song Roo-Wee. Pleased ter meet'cha. Slaine gruffly says while touching his hat and giving a slight tip of his head in a bow. We here is the Pathfinders and we's lookin' fer a jade scroll case holden some of yer prophesies. We've come from Shokuru an' one o' yer distant relations sent us ter find that scroll. Seein' as how yer probably not needed prophesies no more, we were hopin' ye might give that to us to take back.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine peers at the palace to look for any movement and sniffs the air to catch any trace of critters that may have decided to make the abandoned palace their home. If he doesn't see anything, he'll take his loaded musket at the ready and see if everyone is ready to go in.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

I assume that we should sneak in to scout. Slaine can go in first unless someone has a better plus than Slaine (+4)

Steath check if no one has better than +4:
Stealth: 1d20 + 4 ⇒ (7) + 4 = 11

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine stumbles through the door and slumps into a chair, holding his distended belly. I ain't normally in fer this Tian food, but Jang Fay has got a way with her dumplin's. I think I'll take a bit 'o nap over here while these learned types tell ye about the comb an' fireworks an such.
With that he nods off...

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine stands ready to fight. He tries to look threatening to back up Wu-Tang's speech, but after missing twice, that may be difficult.

Readied attack if opponent looks like he's going to fight:
Ogre Stomps Around: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 ⇒ 3, plus reflex save or lose 1 to AC

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

I ain't no good at this kickin' an punchin' stuff. When kin I get my durn musket out and let these fellers have a face full?!?

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Seeing Wu-Tang move in on Yellow, Slaine spins and heads over to help his fellow 'slinger. Since his knee move didn't work, he goes for a fast, jabbing kick to distract yellow with Ogre Stomps Around.

Ogre Stomps Around: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 3 -- plus reflex save or lose 1 to AC (so Dil can wallop him!)

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine steps up to one of the students and makes a hard strike with the knee aimed at the lower body.

Ogre Scares the Foe: 1d20 + 4 ⇒ (3) + 4 = 7
Nonlethal damage: 1d6 ⇒ 6 plus will sv or loose str bonus.

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