#61
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Last edited by Ermine; Feb 16th, 2023 at 02:26 AM. |
#62
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#63
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Behind him a goblin rushes at his unprotected family, a rookie mistake he would kick himself for if he realized what was happening. They seemed far off, distracted, it hadn't occurred to him the goblins would rush for easy prey when he bolted for the nearer enemy. For now he is focused on the goblin ahead of him, ducking his head as shards of pottery shower around him, the pot shattering harmlessly against his shield. "You little blighter!" He curses it, stepping forward to end its miserable little life.
Last edited by DraconigenaArma; Feb 16th, 2023 at 02:58 PM. |
#64
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Dice Will:
Azrael puts to sleep the goblin that had attacked Hasim from under his stand, snoring loudly. The one that had rushed towards Tristan's family is shot in the butt by Skones. He jumps in surprise and pain. Snarling his teeth and brandishing his shoddy sword in the ratfolk's direction, it starts to threaten something in the goblin tongue. However, the words are cut short as Shalara's bolt hammers the creature's chest and it falls to the ground. Vol, however, is unable to the pierce the tough leather of the goblin armor. It waves its blade in the air to get the small roc to back off. Even with the distraction, the green-skinned warrior sidesteps Tristan's swing. It responds in kind with a scream of "Die Longshanks!" Dice Dogslicer:
The former guard easily steps outside the goblin's reach. The goblin that had been stuffing his face decides to join the battle. It dashes across the open yard and climbs onto top of the stand on the other side of Tristan. Everyone go! That was a fast round. Let's keep it up. https://docs.google.com/document/d/1...w8VC8abGY/edit
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Feb 18th, 2023 at 03:58 PM. |
#65
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The blathering little monster returns Tristan's insult in kind, both with words and with blade, though the creature's flailing is effectively harmless with an almost casual step back, putting any part of Tristan out of range of the creature's little junk-cleaver of a weapon. Having taking the step back, Tristan uses the opportunity to clear his head somewhat and regard the goblin a bit more closely. No need for insults this time, Tristan steps forward and, anticipating the side step, thrusts his blade into the goblin's path, piercing it through and through, high in the chest, the tip of the blade peeking through its back for a brief moment before Tristan withdraws the thrust. Leaving the goblin to suffer whatever dwindling moments it has left of such a mortal injury, Tristan's sights are already set on the next threat, scanning the battlefield for targets and, for the first time, sparing a glance over his shoulder to see how his dad and grandad are doing.
Last edited by DraconigenaArma; Feb 16th, 2023 at 05:51 PM. |
#66
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Last edited by Clawsome; Feb 16th, 2023 at 11:39 PM. |
#67
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Dice Will:
The final goblin sways dizzily upon the table, but doesn't fall to Azrael's magic.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Feb 17th, 2023 at 11:19 AM. |
#68
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#69
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STR 5(-3), DEX 20(+5), CON 14(+2), INT 13(+1), WIS 14(+2), CHA 7(-2)Stats | HP: 12/12 | HD 1/1d10 | AC 18 | Touch 16 | Flat 13 | Init +6 | Status: Normal Fort +4, Reflex +8, Will +2 | Melee -1, Ranged +7, CMB -3, CMD 12 | Speed 20 | Craft (Alchemy) +7, Knowledge (Engineering) +5, Knowledge (Dungeoneering) +5, Profession (Soldier) +6, Stealth +6Skills | Common, UndercommonLanguages Ratfolk: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.Tinker, Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.Rodent Empathy, Ratfolk can see perfectly in the dark up to 60 feet.Senses, Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Swarming, Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.Favored Class Gulch Gunner: The gulch gunner gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis). Skill Ranks per Level: 4 + Int modifier.Class Skills | At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.Gunsmith | At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1).Grit 2/2, The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.Daring Adjacent Shot, When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.Killing Blow Traits: You gain a +1 trait bonus on Reflex saves.Deft Dodger, If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.Never Stop Shooting, Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.Black Powder Bravado | Drawback: You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.Provincial | Feats: Gunsmithing With only one left, it was a simple matter to aim and fire. Hopefully, that was the last of them.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back. Last edited by FatherDondo; Mar 1st, 2023 at 03:02 AM. |
#70
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Vol slams its talons into the goblins head hard enough to crack the skull. The little menace squirms once before falling lifeless in the great bird's grasp.
For the moment, you're all able to take in the chaos around you. Civilians are running ragged through the church courtyard. The stalls of merchants are on fire. Goblins are running from guards or lying dead in the dirt. Personal guards from the Valdemar House have come to assist Tristan's father and grandfather. Some tried climbing on top of nearby houses, but the guards fell them with arrows.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Feb 21st, 2023 at 01:31 PM. |
#71
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#72
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Tristan takes stock of the world around him, a city so familiar and so different. Not normally set up for the festival, and now with the chaos of the goblin raid, it is like being in a different place. Swiveling his head from one side to the other to get his bearings, Tristan wipes his brow with his left forearm, a practiced maneuver with a shield on that would have gotten him a knock on the head if he hadn't gotten used to doing so years ago. The brief pause and respite over, Tristan is compelled to action.
"They had to have gotten in somehow. There's only a few ways in here, and the gate behind the White Deer's closest, and probably easier to get through unseen than the bridges." Now he looks to those who stood and fought with him, instead of looking around at the chaos. "I'm going to check the gate, I could use the help, if you'll come along." The invitation isn't to any one in particular, but to everyone at once. "Lets go." Tristan starts to head in that direction, prepared to go alone, grateful to those who follow. He moves quickly, but not at a run, prepared for goblins, shield and sword both at the ready. Last edited by DraconigenaArma; Feb 28th, 2023 at 02:24 PM. |
#73
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As Hasim's workers grab what they can easily carry from the stand and Tristan starts to head for the northern gate, a great explosion billows into sky from the church's makeshift stage. The logs and timber that were to form the bonfire have gone up in flames as a group of goblins dance before the burning platform. The courtyard which had smelled of sugary treats and baked meat now reeked of smoke and ash. Thankfully, many of the civilians had retreated from the area by now.
[ooc]The goblins are captivated by the fire for the time being and aren't paying attention to you. Your group can have a surprise round against them.[/ooc] https://docs.google.com/document/d/1...w8VC8abGY/edit
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Feb 28th, 2023 at 09:46 PM. |
#74
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STR 5(-3), DEX 20(+5), CON 14(+2), INT 13(+1), WIS 14(+2), CHA 7(-2)Stats | HP: 12/12 | HD 1/1d10 | AC 18 | Touch 16 | Flat 13 | Init +6 | Status: Normal Fort +4, Reflex +8, Will +2 | Melee -1, Ranged +7, CMB -3, CMD 12 | Speed 20 | Craft (Alchemy) +7, Knowledge (Engineering) +5, Knowledge (Dungeoneering) +5, Profession (Soldier) +6, Stealth +6Skills | Common, UndercommonLanguages Ratfolk: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.Tinker, Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.Rodent Empathy, Ratfolk can see perfectly in the dark up to 60 feet.Senses, Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Swarming, Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.Favored Class Gulch Gunner: The gulch gunner gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis). Skill Ranks per Level: 4 + Int modifier.Class Skills | At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.Gunsmith | At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1).Grit 2/2, The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.Daring Adjacent Shot, When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.Killing Blow Traits: You gain a +1 trait bonus on Reflex saves.Deft Dodger, If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.Never Stop Shooting, Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.Black Powder Bravado | Drawback: You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.Provincial | Feats: Gunsmithing Skones should've known there would be more, but the little idiots were distracted by fire, of all things. He readied his pistol, Ready action to shoot the first hostile who notices himready to fire on the first fool that turned on him, as Kugritch walked towards the party of goblins to get in range. As he rode, he fished out an When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.alchemical flare cartridge from his pack and loaded it into his pistol. When it went off, the goblin he hit would be in for one hell of a firework display. Unfortunately for his plan, the cartridge jammed in the chamber. Well, crap.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back. Last edited by FatherDondo; Mar 2nd, 2023 at 11:38 AM. |
#75
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Last edited by Clawsome; Mar 2nd, 2023 at 11:04 AM. |
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