Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
I personally was waiting for the bad guys to attack since my last shot. Vayden takes a moment to reload his gun with another alchemical cartridge and lets a shot fly. Attack: 1d20 + 7 ⇒ (8) + 7 = 15 Touch AC Damage: 1d12 + 1 ⇒ (3) + 1 = 4
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
"Not much I can do myself. So I say we just keep going with the charge. No one died this time, so I think we're getting better. Maybe we'll even start hitting what we aim for." Vayden will follow Pikrak upstairs, if he chooses to take point.
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Vayden stuffs a paper cartridge into his musket, and takes a shot at the man on the stairs once more. Attack: 1d20 + 7 ⇒ (2) + 7 = 9 Touch AC Damage: 1d12 + 1 ⇒ (2) + 1 = 3 Y'know, I'm thinking of choosing a new profession. Farmer anyone?
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
It's been pretty good so far. Between this Musket Master, and a Spellslinger I have in another campaign, I've rolled three 1's already. Both characters on the first attack they made, and again on this one. Guns seriously hate me. If I counted correctly that was my fourth shot with Vayden, so that's 5 attacks with three 1's. If anyone wants to laugh, my Spellslinger did end up with a greataxe by some odd circumstances in that fight (an elf with a 10 strength) and actually managed to hit a wolf with it, while not proficient. Just to clarify how much guns do hate me.
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Apologies. I was awaiting Pikrak, but apparently he already went. I must'ved missed it. Sir, I don't need to go back to the hole, sir! Round 1 Vayden takes a position to one side of the door, the other for Kellen. Taking aim with his gun, he goes for the target on the stairs. "This is for our scout." Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Touch AC Damage: 1d12 + 1 ⇒ (4) + 1 = 5 A 1....again.....Guns hate me.
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
"I say charge on in and say high. 'course since I'll be in the back, probably get Pikrak and Agota's opinions on that first." Vayden keeps his gun trained on the doorway, watching for signs. Ready an action to shoot anyone who appears to see us inside the tower.
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Vayden draws his dagger and goes over the bodies of the dead while Kellen deals with Dixulri. "Any too far gone, gotta send 'em with little suffering. Any able to be saved, well always use a few prisoners." I know in Pathfinder rules that doesn't make too much sense, but more fitting historically. Then again, magic healing I suppose. Anyone not dead, try to stabilize for prisoners.
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Round 5 Not sure if the Yellow block is still up. If so, I attack that one, if not, I'll attack the grey one. Move if I need to for a better shot. "Damnit, looks like we'll be burying one of ours tonight." Allowing his anger to flow around him instead of embracing him, he takes aim and lets off another shot. Attack: 1d20 + 7 ⇒ (16) + 7 = 23 Touch AC Damage: 1d12 + 1 ⇒ (12) + 1 = 13
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Round 3 Vayden quickly reloads with an alchemical cartridge and takes another shot. "Let's try this again." Vayden squeezes off the shot, then scans the battlefield. Move to reload, standard to fire at black Attack: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d12 + 1 ⇒ (1) + 1 = 2
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Same here actually. If I may be so bold as to offer a suggestion. In PBP, it sometimes becomes difficult to keep track of who's up and what not. One method I've seen and I like involves putting the initiative order down in a line, with those who haven't acted be bold. For example: Vayden - Kellen - Bad guys - Dixulri - Agrota In this example, everyone besides Dixulri has acted. When his action is completed: Vayden - Kellen - Bad guys - Dixulri - Agrota This refreshes the track. It also gives us a way to go back and makes it easier to see who has and has not acted yet. As I said, just offering a suggestion to help out.
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Thanks CS GM. It's a cross between grim cowboy and grim soldier. I'm having trouble finding the right median for it at present. "Well, sometimes you just gotta go for broke and pray for the best, sometimes you gotta play it safe. Way luck's going, play it safe." Vayden quickly clears out his musket, moving to a better vantage to fire. Standard for Quick Clear, move to move. I can't see the map from work, so if there's a spot behind cover I'll take it for now as long as within 40'
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
I'll go with Green. Vayden takes aim at one of the enemies and fires at the enemy. "Time to unleash hell." he thinks to himself as he squeezes the trigger. The way the mustket shook, he knew what happened. "Blast it, this day ain't gonna end well." Attack: 1d20 + 6 ⇒ (1) + 6 = 7 Well, time to do Quick Clear. Stupid gun.
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
A question of my own (and this actually might be better for the combined discussion thread, but I'll start here). Does the army we're in have rankings or any kind of chain of command? Does our little squad for example have a commander? Mostly an immersion thing, but figured I'd throw it out there (would be kind of neat to climb the ranks so to speak).
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Vayden was accoustomed to a soldier's alarm, it kept you alive when necessary. He was up, dressed and armed in quick time and out to the tent. "I wouldn't count on it. Least not for us." As the commander gives them their mission, he listens, searching for the meaning behind his words. "They don't always give us the full story, them officers. Gotta figure it out, learn to keep yourself alive." One of his pappy's favorite sayings, and here it was clear. They didn't know nothin', and they were the expendables set to find out, and just maybe succeed. Leaving the tent when ordered, he steps in line with the dwarven cleric. "I expect in another hour none of us will be missing it much, lass. Either we'll have our fill or we won't be needin' it."
Male Human Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}
Trying to help him out. Looking at the wording of the post, it's not clear if the GM is requiring the trait, or believes it's required for a player to play a tiefling. I believe it's the latter based on the wording. As far as other ways to go, there is a siege mage and a sorcerer in the group, either one who may be able to take Darkness to help you out. How do you plan to use it? Maybe there's another workaround. |