Once Upon a Time in Mercuria


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Male. Mostly. Human. Mostly. Archaeologist

Here is the level 7 version of the build.

The Knight:

Male Human Ley Line (With Havocker) Witch 7
Chaotic Neutral Humanoid (Human)
Initiative; +3 Perception +11

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Defense
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AC, 18 touch 18 flat-footed 10
(Base +10, +3 Dex - +5 Game)
hp 33 HP
Fort +4, Ref +5, Will +5
(Dex +3 - Con +2 - Wis +0 - Fort +2 - Reflex +2 - Will +5)
Resistance: None

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Offence
--------------------

Speed 30 ft.
Melee
Ranged
Negative Energy Blast - To Hit +6 (Touch Attack) 4d6+2 Negative Energy Damage - x2 Crit - 30ft.
Negative Admixture Blasts - To Hit +6 (Touch Attack) - 4d6+1 Negative Energy - 4d6+1 Electric - x2 Crit - 30ft.

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Magic
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Cantrips - 10 Known
Detect Magic - Sense magic in a 60ft cone. Continued concentration reveals more details.
Read Magic - Understand magic scripture.
Mending - Repair small, non-magical items.
Message - Send a short message and receive a reply.
Light - Make an item glow.
Arcane Mark - Mark an item with a magical mark.
Spark - Set a target on fire.
Stabilize - Keep a target from dying.
Dancing Lights - Create four spheres of light.
Prestidigitation - Use a number of small, magical tricks like cleaning clothes or flavouring food.

1st Level Spells - 8 Per Day - 7 + Patron Spell Known
Cure Light Wounds - Heals a touched target for 1d8 + level (Max 5).
Snowball - Inflict 1d6 per level in Cold damage.
Mage Armour - Add +4 to AC for 1 hour per level.
Damp Powder - Destroys the ammunition in one firearm.
Ill Omen - Target must roll twice and take the worse result once for every 5 levels.
Unseen Servant - Create a servant who can perform most basic tasks.
Remove Sickness - Give target a +4 to resist disease, or suppress it for the duration.
Patron Spell - Burst of Insight - On one Intelligence d20 roll gain a +8, but be dazed the next round.

2nd Level Spells - 8 Per Day - 5 + Patron Spell Known
Cure Moderate Wounds - Heal 2d8 + level (max 10).
Hold Person - A humanoid target must make a Will Save or be frozen in place.
Recoil Fire - A gun will fire with ludicrous force, making it hard to control.
See Invisibility - See through magical invisibility.
Anonymous Interaction - Target forgets the porceding conversation.
Patron Spell - Aid - +1 toHit and Fear effects, and 1d8+ Caster Level in Temp Hit Points.

3rd Level Spell - 5 Per Day - 2 + Patron Spell Known
Akashic Communion - Gain answers to life’s mysteries.
Bestow Curse - Bestowe a powerful, permanent curse.
Patron Spell - Analyze Aura - Gain information while studying a target.

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Statistics
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Str 10 (0 Point Buy)
Dex 16 (5 Point Buy - +2 Item)
Con 14 (5 Point Buy)
Int 22 (10 Point Buy - +2 Level Up - +2 Item)
Wis 10 (0 Point Buy)
Cha 10 (0 Point Buy)
Base Atk +3; CMB +3; CMD 15

Feats
1st - Familiar Bond - Gain a Familiar, but without the ability to communicate with it’s own kind, scry, share spells or spell resistance..
3rd - Extra Hex - Gain an additional Hex.
5th - Cataract (Blood Hex) - As a standard action force a creature that you have wounded in the last turn to treat any ranged touch attack they make as having concealment.
7th - Improved Familiar - Change familiar into a more unusual one.

Bonus Feats
Human - Interweave Kinetic Blast - Combine a Simple Blast with another character within 15 feet to make a Composite Blast.

Traits
Student of Philosophy - Use Int instead of Cha for Diplomacy (except gather information) and bluff (except for feint).
Seeker - Gain +1 to Perception, and make it a class skill.

Racial Traits
Bonus Feat - Human’s get 1 feat of there choice.
Skilled - Gain 1 additional skill point per level.

Skills
56 Skill Points
Acrobatics - +3 (+3 Dex - 0 Ranks - Non-Class Skill)
Appraise - +4 (+6 Int - 0 Ranks - Non-Class Skill )
Bluff - +13 (+6 Int - 7 Ranks - Non-Class Skill)
Climb - +0 (+0 Str - 0 Ranks - Non-Class Skill)
Craft (Food) - +11 (+6 Int - 2 Rank - Class Skill)
Craft (Arms and Armour) - +6 (+6 Int - 0 Ranks - Class Skill)
Diplomacy - +16 (+6 Int - 7 Ranks - Class Skill)
Disable Device - +0 (+3 Dex - 0 Ranks - Class Skill)
Disguise - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +3 (+3 Dex - 0 Ranks - Non-Class Skill )
Fly - +13 (+3 Dex - 7 Ranks - Class Skill - Item)
Handle Animal - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Heal - +10 (+0 Wis - 7 Ranks - Class Skill)
Intimidate - +0 (+0 Cha - 0 Ranks - Class Skill)
Knowledge (Arcana) - +16 (+6 Int - 7 Ranks - Class Skill)
Knowledge (Dungeoneering) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Knowledge (Engineering) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Knowledge (Geography) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Knowledge (History) - +6 (+6 Int - 0 Ranks - Class Skill)
Knowledge (Local) - +6 (+6 Int - 0 Ranks Non-Class Skill)
Knowledge (Nature) - +12 (+6 Int - 3 Ranks - Class Skill)
Knowledge (Nobility) - +6 (+6 Int - 0 Ranks Non-Class Skill)
Knowledge (Planes) - +10 (+6 Int - 3 Ranks - Class Skill)
Knowledge (Religion) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Linguistics - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Perception - +11 (+0 Wis - 7 Ranks - Class Skill - +1 Trait)
Perform (Dance) - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Profession - +0 (+0 Wis - 0 Ranks - Class Skill)
Ride - +0 (+3 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +0 (+0 Wis - 0 Ranks - Non-Class Skill)
Sleight of Hand - +0 (+3 Dex - 0 Rank - Non-Class Skill)
Spellcraft - +16 (+6 Int - 7 Ranks - Class Skill)
Stealth - +0 (+3 Dex - 0 Rank - Non-Class Skill)
Survival - +0 (+0 Wis - 0 Ranks - Non-Class Skill)
Swim - +0 (+0 Str - 0 Ranks - Non-Class Skill )
Use Magic Device +10 (+0 Cha - 7 Ranks - Class Skill)
Languages English, 5 More

Combat Gear:
Gear: Belt of Incredible Dexterity +2, Headband of Aerial Agility, Cloak of Resistance +1
Silver Mirror
Cash:400gp

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Special Abilities
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Conduit Surge - Roll 1d4-1 and add that number of caster levels to a spell. Must roll a DC 10 + Spell Level + levels added Fortitude Save or become Staggered.
Defensive Bonus - Gain +5 to touch AC.
Hex - Hex’s are powerful abilities that can only be used on a limited amount. The DC for these abilities is 10 + half the witch’s level + there Int modifier.
- Gift of Consumption - If the Witch is forced to make a Fortitude Save, as an Immediate Action, she can force another creature within 30ft to make the same save and suffer the same effect if they fail. Can only be used per creature in each 24 hour period.
- Greater Gift of Consumption - If the Witch succeeds on a Fortitude save the target takes a -4 penalty. If the witch fails this save, or chooses to inflict themselves with a Fortitude save, they can force the target to be the only one to suffer this effect.
- Tongues - For one minute per level speak and understand any other language.
- Cackle - As a move action extend certain Hexes.
Flight - Fly for 1 minute per character level.
Infusion - Add an effect to a Kinetic Blast, at a price
- Extended Range (1st Level) - Increase the blast to 120ft.
- Mobile Blast (3rd Level) - Create a 5ft square that deals half damage. It can be moved 30ft per turn as a move action. Reflex Negates.
Ley-Line Powered - Gain spells as a Sorcerer of the same level, and cast spontaneously rather than in a prepared fashion. ]Infusion[/url][/i] - Gain an Infusion at 2nd level and every 4 thereafter. Can’t accept Burn, but can use Spellburn to activate them.
Ancestors Patron (Empath) - A Patron adds additional spells known, and in this case the Tongues Hex but a -5 against emotional effects.
Patron Element (Negative Energy) - Inflict damage as though you have a Kinetic Blast matching the chosen element (1d6 per two levels Negative Energy Damage).
Ley-Line Powered - Gain spells as a Sorcerer of the same level, and cast spontaneously rather than in a prepared fashion.
Spell Burn - Sacrifice a spellslot to use a Wild Talent.

Favoured Class Bonus - +7 Spells


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
JonGarrett wrote:

Here is the level 7 version of the build.

** spoiler omitted **...

Very nice. Interesting abilities. Like the neg energy.


Male. Mostly. Human. Mostly. Archaeologist

Yeah. He's not going to be much use against Undead, offensively speaking. And despite going after Touch AC his to hit is too low to be too dangerous. But he has plenty of options, which is nice.

I'll try and get around to doing the 8th level version later. It'll basically have +1 to Hit, one more Hex (Healing Hex) and access to 4th level Spells. Easy to do, but I've been sleepy the last few days.


Male Human Starving Artist 12, Freeloader 2

The Tank:
Giant Male Human Urban Invulnerable Barbarian 8
Large Chaotic Good Humanoid (Human)
Initiative +3 | Perception +12 (Lowlight vision)

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Defense
--------------------

AC 23 | Touch 12 | Flat-Footed 20
(Base +10, +1 Clothing, +3 Dex, -1 Size, +3 Natural, +7 Game) | (+1 Dodge when surrounded by 2 or more enemies) | Reckless Raging (-2 Rage, -3 Reckless, +3 Natural) | Reduce Person (+1 Dex, +1 Size)
HP 120/120 | 138/138
Stamina 60/60
Resolve 4/4
Fort +12 | Ref +7 | Will +5
(Base 6, Ability 5, Magic 1) (Base 2,Ability 3,Magic 1,Racial 1) (Base 2,Ability 1,Magic 1,Racial 1)
+6 Vs. spells, supernatural abilities, and spell-like abilities
+2 Will during rage
Resistance: Cold 1
Damage Reduction: 4/-
Immunities: Cold environments (-50 Fahrenheit)

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Offence
--------------------

Speed 30 ft.
Attacks of Opportunity: 3 | (Reduced) 4
Melee
*Blunderbasher (Magical, Blunt)
+15/+10
3d8+10 | 2d8+9
x3 Crit

*Blunderbasher (Raging, Power Attack, Reckless Rage, Reckless Abandon) (Magical, Bluntl)
+15/+10
3d8+36 | (Reduced) 2d8+35
x3 Crit

*Claws (Slashing)
+14/+14/+9
1d8+9 | (Reduced) 1d6+8
x2 Crit

~+1 bonus when surround by 2 or more enemies.

Ranged
*Blunderbasher (80 ft.) (Blunt, Piercing)
+11/+6 | (Reduced) +13/+8
4d8 | (Reduced) 2d10
x2 Crit

*Blunderbasher (80 ft.) (Controlled Rage) (Blunt, Piercing)
+14/+9 | (Reduced) +16/+11
4d8 | (Reduced) 2d10
x2 Crit

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Statistics
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Str 24 (7 Point Buy, +2 Human, +4 Giant, +2 Item, +1 level Up)
Dex 16 (10 Point Buy)
Con 20 (7 Point Buy, +4 Giant, +1 Level Up)
Int 8 (-2 Point Buy)
Wis 12 (2 Point Buy)
Cha 7 (-4 Point Buy)
Base Atk +8/+3 | CMB +17/+12 (Raging +19/+14) | CMD 29

Feats
1st - Combat Reflexes - Make Additional Attacks of Opportunity.
3rd - Reckless Rage - Take a penalty on attack rolls to deal more damage while raging.
5th - Cleave - Make an additional attack if the first one hits.
7th - Great Cleave - Make an additional attack after each attack hits.

Bonus Feats
Human - Power Attack - Trade melee attack bonus for damage.

Traits
(Religion) Defensive Strategist - (Thor) Grants Uncanny Dodge.
(Faith) Indomitable Faith - +1 trait bonus on Will saves.
(Drawback) Insatiable - Goods and services cost 10% more (and can’t be paid for by allies), requires twice as much food + drink.
(Social) Suspicious - +1 Trait bonus on Sense Motive,m always class skill.

Racial Traits
Bonus Feat - Human’s get 1 feat of there choice.
Heart of the Fey (Replaces Skilled) - These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills.

Skills
24 Skill Points
*Acrobatics - +3 (+3 Dex - 0 Ranks)
Appraise - -1 (-1 Int - 0 Ranks)
Bluff - -2 (-2 Cha - 0 Ranks)
*Climb - +12 (+7 Str - +2 Ranks - +3 CS)
*Craft - -1 (-1 Int - 0 Rank )
Diplomacy - -2 (-2 Cha - 0 Ranks)
Disable Device - +3 (+3 Dex - 0 Ranks)
Disguise - -2 (-2 Cha - 0 Ranks)
Escape Artist - +3 (+3 Dex - 0 Ranks )
Fly - +3 (+3 Dex - 0 Ranks)
*Handle Animal - -2 (-2 Cha - 0 Ranks)
Heal - +1 (+1 Wis - 0 Ranks)
*Intimidate - +5 (-2 Cha - 4 Ranks - +3 CS) (+4 Size if larger then opposing target) (+4 to influence crowds)
Knowledge (Arcana) - -1 (-1 Int - 0 Ranks)
Knowledge (Dungeoneering) - -1 (-1 Int - 0 Ranks)
Knowledge (Engineering) - -1 (-1 Int - 0 Ranks)
Knowledge (Geography) - -1 (-1 Int - 0 Ranks)
Knowledge (History) - -1 (-1 Int - 0 Ranks)
Knowledge (Local) - -1 (-1 Int - 0 Ranks)
*Knowledge (Nature) - -1 (-1 Int - 0 Ranks)
Knowledge (Nobility) - -1 (-1 Int - 0 Ranks)
Knowledge (Planes) - -1 (-1 Int - 0 Ranks)
Knowledge (Religion) - -1 (-1 Int - 0 Ranks)
Linguistics - -1 (-1 Int - 0 Ranks)
*Perception - +12 (+1 Wis - 8 Ranks - +3 CS)
Perform - -2 (-2 Cha - 0 Ranks)
Profession - +1 (+1 Wis - 0 Ranks)
*Ride - +3 (+3 Dex - 0 Rank)
*Sense Motive - +12 (+1 Wis - 8 Ranks - +3 CS)
Sleight of Hand - +3 (+3 Dex - 0 Rank)
Spellcraft - -1 (-1 Int - 0 Ranks)
Stealth - -1 (+3 Dex - 0 Rank - -4 Size)
*Survival - +1 (+1 Wis - 0 Ranks)
*Swim - +12 (+7 Str - 2 Ranks - +3 CS )
Use Magic Device -2 (-2 Cha - 0 Ranks)
Languages English, Russkin

Combat Gear: (MSTW, Furious) Tokarev WAHA-5495 "Russkin Blunderbasher" [3175], Ammunition ?[?]
Slotted MI: Belt Buckle of Giant's Strength [4000][Belt], Scarf of Resistance +1 [1000][Shoulder],Ring of Size Discrepancy[0][Right Ring]
-Slotless MI: Dusty Rose Prism (Cracked)[500], Wayfinder [500]
-Consumables: Grappler's Grease (5 Applications)[5], Rust Repellent (5 Applications)[25]
Mundane Gear: Holy Symbol of Thor (iron)[5], Explorer's Outfit[0], Soldier's Uniform (Mercurian Officer) [1], Heated Gloves[2], Filter Mask[5], Backpack, Masterwork[50], Bandoleer (2)[1], (Medium Tent, Tent cover, Cot, Bedroll, Blanket) [46.6], Bullseye Lantern [12], Oil (10 Pints)[1], Hip flask[1], (Celestial Censer, Incense (10))[60], Chain (10 ft.)[30], Privacy Shelter[5], Crowbar[2], Gear Maintenance Kit[5], Mess Kit[.2], (Shaving Kit, Grooming Kit)[2.5], Climber's Kit[80], Bear Trap (5)[10], Gabion (2)[2], Handle harness[10], Meels[10], Flight Grapnel[50], Lighter[1], Folding Table[10], Rope, Silk (50 ft.)[10], Gauntlet Magnet[75], Sack (5)[.5], Folding Shovel[10], Stretch Cords (4)[1], Trekking Pole[15]
-Bandoleer Slots 2/16: Grappler's grease, Rust Repellent, ?
-Wallet[1]: 280.20$

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Special Abilities
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Crowd Control (Ex) - At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. +1/+1/+4
Controlled Rage (Ex) - 22/22 RpD - When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage. (+4/+4/+2/-2/2) or (+4)
Invulnerability (Ex) - At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Indurance (Cold) (Ex) - At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.
Superstition (Ex) - The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. +4
Beast Totem, Lesser (Su) - While raging, the barbarian gains two claw attacks.
Beast Totem- While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. +3
Reckless Abandon- While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. -/+3

Favored Class Bonus - +2 2/3 Superstition

Descriptive Text:

Image
Height: 10'8 / 6'2
Weight: 1546 / 252
Age: 24

Appearance
One might be willing to consider his face 'handsome', if they were to blatantly ignore his height. It's only if one were to ever meet a genuine pure-blooded giant that they might be willing to consider Tarasik shorter then average for his kind. In regards to wider society as a whole however, he's a man that towers over even over those afflicted gigantasism as a disorder. Unlike them, his body is evenly built and distributed for a being who naturally sands head and shoulder above everyone else.

His preferred state of is a mix of civilian and military, with a preference towards his dark overcoat and it's grey scarf when it's colder. He's usually seen also wearing gloves regardless of his choice of clothing.

Curiously, when it snows his normally light-pale skin seems to take on blue tint.

Personality
While some would refer to him as slow-witted, he would prefer to call himself cautious or even ponderous. He's distrustful of many things, constantly watching everything and everyone for signs of trouble. Despite being an anomaly himself, he also maintains a healthy suspicion of magic. He's usually reasonable when it comes to his companions but the draw of combat can sometimes sap at his composure.

He's not one to take immediate offense when rudeness and bigotry come to play, though neither will he laugh it off either. In fact, he seems to have a very poor sense of humor overall. Someone unaware of his shifts in mood might even refer to him as a 'gentle giant'.

While people are free to berate him as they fit, this goes out the window when it comes to others as he detests those who hurt innocents either physically or emotionally with a passion. It's when things get too out of hand that the real trouble begins. His entire image of stoicism comes shattering when his eyes turn bloodshot and his too-wide mouth opens up in a primal snarl. There will be times when in this state of anger where he comes into these odd fits of dead calm where he becomes dangerously cautious and calculating in his movements.

Background
Unwritten as of yet.

Here you go boss. I don't know how much ammo costs, so he currently dosn't have any bought. I'll get url links to all the weird equipment he has later on. I saw how much he could carry (346 light without counting the backpack), and decided I wanted to fulfill my dream of being a pack mule. Gear weighs in total 317 pounds.

My idea regarding his status as an anomaly is that he's essentially a proto-Frost Giant, a genetic resurgence in the wake of magic's return. His family of Russkin immigrants has a long history of gigantisism as a disorder, but he was born... Different. Bigger, more proportionate, with none of the health issues his family has long suffered. He's not a True Giant, but he's as close to it as there's been in many years.

I'll have to look around later for a magic item that I might like to get at some point, I'm sure there's something that'd be a great fit.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Uret Jet wrote:
** spoiler omitted **...

Tank, indeed. Looks good. I'll go over everyone in more detail before we start, but I don't see any glaring issues.

Bullets would cost 1 SP each.


Male Human Starving Artist 12, Freeloader 2

Rando, you sure wr couldn't have a crack at Background Skills? I was thinking of putting into Tarasik's backstory that he usrd to be a circus strongman before the Meridian government took an interest in him and several other anomalies present at the circus.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

You talking about the Background Skill alternate rules? I guess I can allow it.


Human Bard 3

The Gunslinger:

Billy “Seven-Shot” Hartigan
Male Half-Celestial Human Gunslinger (Pistolero) 5/Cavalier (Spellscar Drifter) 3
Chaotic Good Medium Outsider (Native)
Init +9; Senses Perception +15, darkvision 60ft
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Defense
--------------------
AC 27, touch 25, flat-footed 19 (+7 armor, +7 Dex, +1 dodge, +2 natural)
hp 68 (8d10+16) sp 34 rp 4
Fort +8, Ref +11, Will +6; +4 vs. poison
DR 5/magic Resist acid, cold, electricity 10 Immune disease SR 19
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Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Ranged +1 revolver +18/+11 (2d8+8/x2)
Melee dagger +9/+4 (1d4/ 19-20 x2)
Spell-like Abilities CL 8
3/day — protection from evil
1/day — aid, bless, cure serious wounds, detect evil, neutralize poison
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 12, Int 12, Wis 18, Cha 20
Base Atk +8/+3; CMB +9; CMD 25
Feats Boon Companion, Catch Off-Guard, Deadly Aim, Extra Grit, Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Shot, Rapid Reload (Revolver)
Traits larger than life, poverty-stricken
Skills Diplomacy +16 (8 ranks, +3 class, +5 cha), Fly +18 (4 ranks, +3 class, +7 dex, +4 untyped), Craft (alchemy) +8 (4 ranks, +3 class, +1 int), Handle Animal +12 (4 ranks, +3 class, +5 cha), Intimidate +20 (8 ranks, +3 class, +5 cha, +4 size), Perception +15 (8 ranks, +3 class, +4 wis), Ride +14 (4 ranks, +3 class, +7 dex), Survival +16 (8 ranks, +3 class, +4 wis, +1 trait)
Languages Common, Chicoan
Other Gear +1 revolver, amulet of natural armor +1, belt of incredible dexterity +2, beneficial bandolier (gunsmith’s kit, metal cartridges (100), powder horn (10 doses))
stored w/ Marion
animal feed (5 days), backpack, bedroll, belt pouch, flint and steel, pot, mess kit, powder horn, riding saddle, rope, tent (small), torches (10), trail rations (15), saddlebags (2), waterskin, 28 gp

--------------------
Feats
--------------------
Deadly Aim: -3/+6
Rapid Shot: -2 attacks, for 1 more attack at highest BAB

--------------------
Gunslinger Abilities
--------------------
Grit: 5/day
Nimble +1: Gain a +1 dodge bonus to AC when wearing light or no armor
Bonus Feats: 1
Pistol Training: Damage bonus on attacks with pistols equal to Dex bonus and when misfire, increase misfire value by 2 instead of 4
Deeds:
Gunslinger’s Dodge: Spend 1 grit as immediate to gain +2 AC vs. an attack and move 5 feet, alternatively can drop prone and gain a +4
Quick Clear: Can clear broken firearm as standard, or spend 1 grit to clear as a move
Up Close and Deadly: Spend 1 grit to add 2d6 precision damage to an attack
Gunslinger Initiative: With at least 1 grit, gain +2 on init
Pistol Whip: Spend 1 grit to attack with pistol as melee dealing 1d6 damage
Utility Shot: With at least 1 grit can:
Blast Lock: shoot lock, open door
Scoot Object: shoot thing, move thing
Stop Bleeding: shoot nothing, stop bleed effect

--------------------
Cavalier Abilities
--------------------
Challenge1/day: Gain +3 on damage vs chosen foe, -2 AC for others
Mount: Stats detailed below
Have Gun: Gain Amateur Gunslinger and Gunsmithing, use Charisma to calculate grit
Daring Deeds: Gain Rapid Reload as a bonus feat
Order: Order of the Land
Challenge: Gain +1 morale bonus on ranged attacks vs. target of challenge
Skills: Add half cav level to survival checks to avoid getting lost
Adaptive Strike: Receive Catch Off-Guard as a bonus feat, and 1/combat can make enemy flat-footed to improvised weapon attacks

--------------------
Mount: Horse named Marion
--------------------
Str 20, Dex 15, Con 18, Int 12, Wis 12, Cha 16
Speed 50 ft, AC 21 T 15 AC 16
HP 66 Fort +9 Ref +7 Will +3
Attacks: bite +9 (1d4+5) 2 hooves +9 (1d6+5)
Evasion: Avoid damage w/ reflex success, Devotion: +4 on saves vs. enchantment spells and effects
Feats: Hefty Brute, Improved Natural Armor, Toughness
Skills: Climb +11 (3 ranks, +3 class, +5 strength), Swim +11 (3 ranks, +3 class, +5 strength)
Gear: animal feed (5 days), backpack, bedroll, belt pouch, flint and steel, pot, mess kit, powder horn, riding saddle, rope, tent (small), torches (10), trail rations (15), saddlebags (2), waterskin, 38 gp

--------------------
Template Abilities
--------------------
Smite Evil (1/day): +8 to hit, +3 damage, +3 AC

Background Notes:

Billy’s mom was an ancient Chicoan eagle goddess who had lost so much power that she was essentially mortal. She left when he was young, leaving him to figure out his heritage on his own.

He wandered the west for a time, falling in with a group of bandits. They rustled cattle and robbed trains, taking what they wanted from the rich man. He was quicker, stronger, more resilient than most, and quickly rose to become the leader’s right-hand man, gaining the nickname “Seven-Shot”. Eventually, they started raiding homesteads, and he took his first life.

He was disgusted, and vowed to turn his life around. He started doing good, helping the common man. His divine blood truly manifested with his turn to good. He gained miraculous abilities, and found his strengths and talent magnified. Most impressive, were the tawny eagle’s wings he could manifest from his shoulder blades, allowing him to fly with surprising speed and skill.

As such, Division 7 took interest in him, and whispers of an angelic pistolero spread throughout the Chicoan front. When photos surfaced, he was among those identified.

Appearance and Personality:

Billy is a young half Chicoan man, with black hair and lightly tanned skin. He generally wears chaps and a rough plaid shirt under a rawhide vest. He’s got perpetual stubble, a symptom of shaving with an old hunting knife. He carries a finely made pistol in a low-slung gun belt, both enchanted by the Mercurian government to help in combat. His bandolier was also given to him by the Mercurians. He wears an amulet given to him by his mother on the day before she left depicting an ancient Chicoan lunar calendar. Unbeknownst to him, the amulet carries a spark of whatever power she had, enhancing his natural toughness. When he wills it, great tawny eagle’s wings unfurl from between his shoulder blades, allowing him to fly.

Billy, though wild and passionate, is committed to freedom and liberty above all else. Though forced to resort to desperate measures as a young man, he’s changed his ways and wants the best for everyone he comes across.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Simeon wrote:
** spoiler omitted **...

Looks good in general. I'll go over the details a little more closely when we get closer to game time. We're getting an interesting crew so far.


Male Human Starving Artist 12, Freeloader 2

Just wondered, has only the three of us brought up the intent to play Rando?


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

So far I think. I might search for a fourth once we get a little closer to the start date.

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