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Will need roll20 link and starting cash number.


Likely strength and dex with the 16s. Con 13 and Int 12

rough character
human fighter
Str 18
Dex 16
Con 13
In 12
Wis 10
Chr 10

Power attack
dodge
weapon focus

Very vanilla. I may chase the intimidate stuff like hurtful. Likely to be very tanky (which I always do more or less).


Might as well try. I have Mondays free.
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (5, 4, 4, 2) = 15 13
4d6 ⇒ (2, 2, 3, 5) = 12 10
4d6 ⇒ (1, 5, 6, 5) = 17 16
4d6 ⇒ (3, 4, 3, 3) = 13 10
4d6 ⇒ (2, 3, 4, 5) = 14 12

That's pretty solid. I usually do fighters. What rules are available for feats and such? I rather like the advanced weapon and armor training stuff.


But does it include Marvin?


OK here it is.

Lar Wentim originated on the planet Zwen. As with all Zwemites, he inherently had the ability to turn into a very resilient stone form to hibernate safely during a long period of hostile climate on the planet (roughly half the time).

Lar, however, was a mutant. Instead of his mind going into a dormant state, he was left aware during this period. To avoid going mad, he was forced to expand the powers of his mind and unlocked a number of psychic abilities. Over time, he practiced with these abilities and become a renowned hero on his world, though also a bit of an outcast since he was awake for so much time that everyone else was dormant.

Eventually he found his way off world, deciding he didn't like to be inert so much of his life. He's in search of opportunities to use his gift to help others and explore the variety of knowledge available in the galaxy.

crunch:

Rockhead - PL 10

Strength -5/2, Stamina 4, Agility -5/0, Dexterity -5/2, Fighting -5/0, Intellect 4, Awareness 4, Presence 4

Advantages
Equipment 2, Leadership, Luck 2, Speed of Thought, Well-informed

Skills
Expertise (AWE): science 11 (+15), Insight 10 (+14), Perception 11 (+15), Technology 10 (+14)

Powers
Communication: Mental Communication 5
Comprehend: Comprehend 1 (Languages - Speak All)
Mind Reading: Mind Reading 10 (DC 20)
Remote Sensing: Remote Sensing 18 (Affects: 2 Types - Sight, sound, Range: 1000 miles)
Stone Form (Activation: Free Action)
. . Enhanced Trait: Enhanced Trait -10 (Traits: Agility -5 (-5))
. . Enhanced Trait: Enhanced Trait -10 (Traits: Fighting -5 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Strength -7 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Dexterity -7 (-5))
. . Immunity: Immunity 40 (Fortitude Effects, Life Support)
. . Impervious Defense: Impervious Toughness 10
. . Protection: Protection 16 (+16 Toughness)

Equipment
Blaster Pistol

Offense
Initiative +4
Blaster Pistol, -5 (DC 20)
Grab, -5 (DC Spec 5)
Mind Reading: Mind Reading 10 (DC Will 20)
Throw, -5 (DC 10)
Unarmed, -5 (DC 10)

Complications
Motivation: Thrills: After a life spend immobile half the time, he's out in the galaxy to live his life. Being a hero is just an expression of this.
Obsession: Lar has dedicated his life to experiencing new things. This is very unlike his fellow Zwennites. He will take inordinate risks to do so, gamlbing on his stone form to keep him intact.

Languages
Native Language

Defense
Dodge -5, Parry -5, Fortitude Immune, Toughness 20, Will 10

Power Points
Abilities 40 + Powers 96 + Advantages 7 + Skills 21 (42 ranks) + Defenses 6 = 170


GM SuperTumbler wrote:
drbuzzard wrote:

Working on a background. Have to think about it a bit more. He's certainly from Zwem (Stone Boy's homeworld). He's there for maintaining communications during combat, or can be used as a shield, he can even probe minds. I did avoid any attacks since he's really supposed to be pretty inert.

Two notes so far:

If you buy immunity to Fortitude, you lose the ability to trade off with Will saves, so your Will save is limited to 10 by Power Level.

One unfortunate effect of dropping Strength to 0 is that you become easy to move. You can buy Growth limited to density increase to make yourself heavy if you are looking to be immoveable.

Didn't know about the will save thing, so I'll lower that.

He is supposed to be kind of easy to move, though being stone he does have to be kinda heavy. Density of granite is around 2.6, so he would be about 2.6 times heavier when in stone form, but that's all. I'll see about a little bit of density increase.


Working on a background. Have to think about it a bit more. He's certainly from Zwem (Stone Boy's homeworld). He's there for maintaining communications during combat, or can be used as a shield, he can even probe minds. I did avoid any attacks since he's really supposed to be pretty inert.

Rockhead - PL 10

Strength -5/2, Stamina 4, Agility -5/0, Dexterity -5/2, Fighting -5/0, Intellect 4, Awareness 4, Presence 4

Advantages
Equipment 2, Leadership, Luck 2, Speed of Thought, Well-informed

Skills
Expertise (AWE): science 10 (+14), Insight 10 (+14), Perception 10 (+14), Technology 10 (+14)

Powers
Communication: Mental Communication 5
Comprehend: Comprehend 1 (Languages - Speak All)
Mind Reading: Mind Reading 10 (DC 20)
Remote Sensing: Remote Sensing 18 (Affects: 2 Types - Sight, sound, Range: 1000 miles)
Stone Form (Activation: Free Action)
. . Enhanced Trait: Enhanced Trait -10 (Traits: Agility -5 (-5))
. . Enhanced Trait: Enhanced Trait -10 (Traits: Fighting -5 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Strength -7 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Dexterity -7 (-5))
. . Immunity: Immunity 40 (Fortitude Effects, Life Support)
. . Impervious Defense: Impervious Toughness 10
. . Protection: Protection 16 (+16 Toughness)

Equipment
Blaster Pistol

Offense
Initiative +4
Blaster Pistol, -5 (DC 20)
Grab, -5 (DC Spec 5)
Mind Reading: Mind Reading 10 (DC Will 20)
Throw, -5 (DC 10)
Unarmed, -5 (DC 10)

Complications
Honor
Obsession

Languages
Native Language

Defense
Dodge -5, Parry -5, Fortitude Immune, Toughness 20, Will 10/11

Power Points
Abilities 40 + Powers 96 + Advantages 7 + Skills 20 (40 ranks) + Defenses 7 = 170

Validation: Will: Exceeds Power Level limit by 1


Ok, going by the SRD you need to be down to -5 on stats to be disabled. I'll buy str, dex, agility and fighting down to -5 when in stone form.

https://www.d20herosrd.com/character-creation/3-abilities/


I was working on my stone boy psychic, but I'm having trouble with how you put in the limitation of being immobile. I mean it ought to be worth a good bit of points since the durability cost is going to be high and I'll need it.


Ok, I'll add the HP and skill points. I'll also get a profile set up.


I assumed one had to be chosen for the game to get into the discussion thread.

Also I did look at the character creation stuff. My stats are adjusted with the +2, +1, +1 as indicated and I added a skill focus.

Perhaps I'm misunderstanding the multi-talented thing, but I was using a favored class bonus for human fighters to increase my CMD against two different combat maneuvers (grapple, awesome blow). Do this mean I get a +1 HP or skill point in addition to this?


Ok, here's a build. I'm a bit fuzzy on background. I would assume the recent developments in Keoland means that the local militia would have been strengthened. Stone would be part of that response as a training NCO.

Sgt Stone:

Sgt Stone
Human fighter 3
NG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+9 armor, +2 Dex, +1 dodge, +2 shield)
hp 37 (3d10+9)
Fort +6, Ref +3, Will +1 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk warhammer +9 (1d8+5/×3)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 13, Wis 10, Cha 17
Base Atk +3; CMB +8; CMD 21 (24 vs. awesome blow, 24 vs. grapple)
Feats Dodge, Frightening Ambush, Hurtful, Power Attack, Skill Focus (Intimidate), Weapon Focus (light flail)
Traits bloody-minded, seeker
Skills Acrobatics -3 (-7 to jump), Climb +4, Craft (blacksmith) +5, Intimidate +13, Perception +7, Profession (soldier) +6, Ride +1, Survival +6, Swim +4
Languages Common
SQ armor training 1
Combat Gear alchemist's fire (5), antiplague[APG] (2), antitoxin (2), caltrops, vicious (2); Other Gear mwk full plate, mwk heavy steel shield, mwk warhammer, candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 292 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Frightening Ambush Intimidate to demoralize flat-footed foe you attack.
Hurtful Make melee attack against creature you have just demoralized as free action.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


Thanks.

2 HP rolls.

HP: 1d4 + 6 ⇒ (3) + 6 = 9
HP: 1d4 + 6 ⇒ (3) + 6 = 9

I'm thinking an intimidating fighter build. Perhaps he was(is) a sergeant in the local militia or some such. Flail and board with heavy armor is the general configuration.


OK, taking a look at this. Character creation is interesting, but I feel I must have missed something. Are characters 1st level or higher? I feel it has to be higher since the starting cash is 3k.

If I make something, it will probably be a fighter, a tanky sort since that's what I do. .

stat rolls: 3d6 ⇒ (2, 2, 2) = 6 = 10
stat rolls: 3d6 ⇒ (1, 6, 2) = 9 = 14
stat rolls: 3d6 ⇒ (3, 1, 3) = 7 = 12
stat rolls: 3d6 ⇒ (2, 6, 6) = 14 = 18
stat rolls: 3d6 ⇒ (6, 4, 4) = 14 = 16
stat rolls: 3d6 ⇒ (5, 4, 4) = 13 = 15

Nice set (but the rolling method is quite generous)


I have a kinda odd notion about a character like Stone Boy from the Legion of Substitute heroes, but perhaps with telepathy or some other effect while inert. He could be a lucky rock while in rock form. I'll have to look into it.


I'd be interested. I'd have to think about what to play.


Oddly enough I live about 1.5 hours from Pike's Peak, and I've never actually been there. Been that close for 20 years.


Thanks for the selection

Howdy. Need to update with a campaign trait, but that's minimal.

My goal is to focus on support spells and illusion. I won't be blasting at all until I hit the shadow spells, and even then minimally.

I'll be revising a little bit, but it won't change much. The character is fairly gregarious, but con men usually are.

Will need to consider languages. I picked an origin in Atlantis because it's how I fit a near fae like a gnome in the real world. I'll have to pick a few languages. Probably greatly common ones, as you always want a broad net for a con.


Yeah, NPC dialog other than box text has to be adjusted per table of course. I find that most modules are more combat heavy than dialog heavy.

The burnout is probably the biggest deal.


Having run a fair number of games on here, I'll pipe in that I find 2 tables isn't that much more work than 1. This is based on the fact that you will need to modify the book encounters anyway (since we didn't build based on 15 point buy and teams of 4). Those modifications tend to be the longest part (until high level at least), and so doing more than 1 table ends up being an incremental increase in work rather than multiplicative.

Eventually high level combat gets a bit tricky, and is loaded with attacks to be typed up, but much of it can be copied and pasted.

Oh, and one other benefit of multiple tables is that when, inevitably, people vanish into the woodwork, you can consolidate tables instead of running new recruitment.


OK, figure there's a need for a dedicated arcane caster, though it will be an illusion focused one.

Perblentious the seer:

Gnome sorcerer 2
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+6)
Fort +3, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—shadowstrike (1d4+1 nonlethal)
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—color spray (DC 16), silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), light, prestidigitation, ray of frost
. . Bloodline Shadow
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 14, Wis 10, Cha 18
Base Atk +1; CMB -1; CMD 11
Feats Effortless Trickery, Eschew Materials
Traits seeker, trickster
Skills Acrobatics +2 (-2 to jump), Appraise +7, Bluff +9, Climb +1, Knowledge (arcana) +9, Perception +8, Profession (soothsayer) +5, Spellcraft +7, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic
Other Gear candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 120 gp
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadowstrike (1d4+1 nonlethal, 7/day) (Sp) Melee touch attack deals 1d4+1 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.

Still thinking about his background. Likely a native of Atlantis, and something of a scoundrel, though well intentioned. He pulls scams on bad people of wealth (perhaps something like Leverage). A recent effort has the victim looking for him, so an opportunity to get clear of the consequences seems like a good idea.


The Lantern Corps characters which I remember from the DC book on characters are in the mid teens for PL. Not really sure it can be pulled off at PL 8.


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Alexandr Sergejevich Kerensky wrote:
Not the worst point buy so far, but impressively bad non the less!

There was worse? Now I gotta go back and look.


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Oh yeah, the 6 and 7 are -2 each, so 4 point buy.


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Sea Ranger wrote:

Ooh! I have a character that was all ready to start this campaign when the rug got pulled out under him. Sea Ranger is my half-elf druid. I might need to tweak him a bit to fit your standards, but otherwise he's pretty much already set to go. I'll roll his stats though, to see what I can manage to get.

[dice=Ability roll 1]4d6 6 (Drop)
[dice=Ability roll 2]4d6 13
[dice=Ability roll 3]4d6 12
[dice=Ability roll 4]4d6 6
[dice=Ability roll 5]4d6 12
[dice=Ability roll 6]4d6 13
[dice=Ability roll 7]4d6 10

Wow... not a single '6' on the die and a whole lotta low scores. I'll have to look and see if this is less than the point buy and go from there.

That's a six point buy unless I'm off on my math.


Maps aren't as important as in PF, but they can be useful due to obstacles. I tend to favor google drawings for maps in my campaigns.


Is it still 1st level?

Think I'll do a fighter/paladin


Later all, see you in the next game. Making inactive.


I made a character for a game, but didn't get picked, where the characters was a halfling big game hunter. No chef angle though.

Handy thing about a halfling, everything is relatively big game.


I'll leave this active for a little bit longer if Ulthar wants to pop in and say 'bye'.

Keep watch for my next game. It will probably have some odd twist to it, but the same non serious tone.,


Let's see what I can do. Think I made a submission for one of these ages ago. I'll have to poke around and see if it's on here somewhere (lost a laptop full of builds a while back so I know I don't have that).

4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 2 ⇒ (2, 3, 4, 4) - 2 = 11
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15
4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12
4d6 - 5 ⇒ (6, 5, 5, 5) - 5 = 16
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
So 16, 16, 15, 14, 14, 12

can't complain about that.

I'll likely make an undine swashbuckler. I'll have to think up some backstory.


Yea, I really thought Kronug would go the distance and then he just vanished.

Well it's been fun. I'll consider running something else eventually. Probably will wait till after the Holidays. I have a few APs sitting around.


After a careful examination of big glowy rune behind the altar, you realize that offing the main drow lady has gimped it such that you can just pound on it until it breaks and that will solve the problem.

It has 1000 HP, but meh, you'll get there eventually.

Once it breaks, a wave of magical energy washes through the area granting Noonan and Marckus a permanent +2 insight bonus to an ability of your choice (woo hoo, just in time to not play anymore).

Down the hall is a portal with a sign above it saying 'Exit to Kyonin, because the module doesn't provide a way back'.

Assuming you head through, dragging your associated corpses, you arrive back in the splendor of the Kyonin trailer park. The big, fat, jiggly queen greets you upon your return. "Yinz guys did good anat. Saved the world yinz did. I has got the brewer to get you PBR for life. That should set yinz all up. "

As she pronounces your reward, you look up to see a spectacle in the sky.

With the destruction of the master glyph and the defeat of
Allevrah Azrinae, the PCs have averted a terrible doom upon
Golarion. The falling star that had been captured by the
earthfall glyphs is released, and the influence of the powerful
magic that shielded it from the planet’s atmosphere fades.
Soon after the PCs’ triumph, a brilliant meteor streaks through the sky above Avistan. The event catches the eye of millions as the falling
star bursts harmlessly into a plume of fire and smoke,
disintegrating high above. Very few ever learn how close the
world came to a second Age of Darkness, and most record
the astonishing astronomical event as little more than an
unexpected diversion. The next day, the falling star is on
many lips and the subject of countless barroom tales, but by
the end of the week it is well on its way to being forgotten.

And now you can go back to your casino and get drunk for free.

The End.

I expect you can separate my text from the module's. Been fun running it folks. That's over 5 years since it started. Thanks for sticking around.


You are correct. I haven't looked at the other builds, but I'm pretty sure mine follows the rules. Mind you it's easy for me since Hero Lab tracks that.


There's still a final rune and saving the world to deal with.


Marckus beats the Drow Priestess to a bloody and dead pulp.

Combat over.


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OK, came up with an idea. Oddly enough, it ties into the initial hero I had in mind (which I built up at PL 10 just to see it).

background:

William Campbell is an engineer with Stratosphere Aircraft, a major defense contractor. Stratosphere is not just in the aircraft business, but does a wide variety of combat systems.

Bill has been lead engineer on a suit of individual combat armor for powered infantry. The company also works on advanced longarms for those soldiers.

Some time ago Bill's family was saved by Spooky, one of the major heroes here in the U.S. Spooky had a variety of quantum based powers, and was quite a powerhouse. Then Doomsday hit, and Spooky was gone. However his enemies weren't, and a supervillain named Maelstrom hit the town that Bill and his family was vacationing in. His weather control powers threw sequential tornadoes through the beach resort ripping the hotels apart, and slaughtering the guests. Bill's family was among the casualties, and Bill barely survived himself.

Bill brooded over his survival, seeking some reason to go on. He went back to work after recovering. It was all he had. Then Maelstrom struck again, hitting Stratosphere while Bill was at work. Bill had an epiphany, realizing someone had to step up, because the saviors like Spooky were no longer there. Bill donned the armor, picked up the advanced rifle the other team had developed, and engaged the villain. Able to triumph, though not before the Stratosphere research campus was leveled. Bill kept the equipment and launched into a career as Backstop.

He tries to keep a low profile because he is using equipment that he 'borrowed' and the DoD rather wants it back. However he still stands up to the threats that the heroes used to because nobody else can.

crunch:
Backstop - PL 6

Strength 4, Stamina 4, Agility 0, Dexterity 0, Fighting 0, Intellect 4, Awareness 4, Presence 0

Advantages
Benefit, Wealth (well-off), Eidetic Memory, Inventor

Skills
Insight 6 (+10), Perception 6 (+10), Ranged Combat: Blast: Damage 6 6 (+6), Stealth 6 (+6), Technology 6 (+10)

Powers
Battle Armor (Removable)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 8 (+8 Toughness)
Device (Removable)
. . Blast: Damage 6 (DC 21; Increased Range: ranged, Penetrating 6)

Offense
Initiative +0
Blast: Damage 6, +6 (DC 21)
Grab, +0 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +0 (DC 19)

Complications
Motivation: Responsibility
Secret

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude 4, Toughness 12, Will 4

Power Points
Abilities 32 + Powers 40 + Advantages 3 + Skills 15 (30 ranks) + Defenses 0 = 90


Ok, first idea can't work since PL 6 and 90 is just too little to get the effects and also be viable in combat.

I'll have to think about this. It's pretty much just street level heroes. I don't usually think about those.


I'll have to work out how to implement a character idea. I was thinking of making a character based on the oddities of quantum mechanics.

It will be a tight fit at that PL, but I'll see what I can do.


Implosion is a nasty business.

Marckus, time to finish it.


Cat misses.

Marckus hits twice. Baddie negates one of the sneak attacks.

Sileth hits 3 times.

She looks a bit peaked, but decides not to go out alone.

spell failure: 1d100 ⇒ 38 pass

concentration: 1d20 ⇒ 11 pass

Sileth, DC 33 fortitude or 180 damage.

PCs are up after the save.


Marckus, you do need to roll the sneak attacks. The tiger is still flanking and the spell I use has a limited number of iterations of the protection.


Hmm, on the subject of self abuse, I just noticed I had buffed with spell turning. You get the snowball Sileth.

Arrows all miss.

Punches all miss.

5' step out of the sandwich. Still pretty injured so she casts defensively. Auto succeeds.

spellcrafty:
heal

and she looks much healthier now.

I was tempted not to do this since this fight is already taking forever, but it's simply the best possible option.

PCs are up.

"You guys probably need to go somewhere and practice some more. "


It gets you dex to damage and x3 crits on a crossbow. It's really not a bad archetype even if you can't go blasting touch AC all the time like a normal gunslinger.


How about an overwatch sniper based on Bob Lee Swagger from Point of Impact?

Norn Roole
Grows up in the western area of Breland in the foothills of the Greywall mountains. He was a sheep herder and mastered the crossbow to keep predators off his flock. He had to use stealth to do this since he wasn't about to get close to fight as a halfling. That's for crazy dwarves and such.

After winning a few local turkey shoots his notoriety got him drafted into the army and his talent got him trained to be a sniper. After the war he went back to his home area, mostly living on his pension and trying to forgot all the people he killed. He'll still kill of predators for the local shepherds as needed.

crunch:

Norn Roole
Halfling fighter 2/gunslinger (bolt ace) 5 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
N Small humanoid (halfling)
Init +7; Senses Perception +19
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 16 (+5 armor, +5 Dex, +1 dodge, +1 size)
hp 60 (7d10+14)
Fort +12, Ref +12, Will +6 (+1 vs. fear); +2 vs. fear
Defensive Abilities nimble +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged +1 light crossbow +15 (1d6+6/19-20/×3)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (2)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 12, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 22
Feats Deadly Aim, Expert Sniper, Master Sniper, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (light crossbow)
Traits highlander (hills or mountains), wild shadow
Skills Acrobatics +13 (+9 to jump), Climb +9, Handle Animal +4, Perception +19, Stealth +25 (+27 in hilly or rocky areas), Survival +10, Swim +4; Racial Modifiers +2 Perception, highlander (hills or mountains), swift as shadows[APG]
Languages Common, Halfling
SQ crossbow maven
Other Gear +1 shadow mithral chain shirt, +1 light crossbow, cloak of resistance +2, efficient quiver, eyes of the eagle, handy haversack, ring of sustenance, 2,515 gp
--------------------
Special Abilities
--------------------
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Master Sniper Make two ranged attacks while sniping at highest attack bonus -2.
Nimble +2 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.


Natural 20 hits, no confirm.


nope


Exploit works. First attack hits, rest miss. Sneak attacked negated via spell.

5' step then more whip work on Marckus.

to hit: 1d20 ⇒ 13 damage: 1d3 + 16 ⇒ (2) + 16 = 18 hit
to hit: 1d20 ⇒ 1 damage: 1d3 + 16 ⇒ (3) + 16 = 19 miss
to hit: 1d20 ⇒ 16 damage: 1d3 + 16 ⇒ (1) + 16 = 17 hit
to hit: 1d20 ⇒ 3 damage: 1d3 + 16 ⇒ (1) + 16 = 17 miss

"Now with the pets? Doesn't your god grant you any real magic old man?"


It's a drow lady. You know how those dark elves are.


Noonan: Bite hits, doesn't confirm

Sileth:That works. Fickle winds is down.

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