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    Josh's Characters

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    MAS
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    Josh's Characters

    Post  MAS on Tue Jun 17, 2014 9:10 pm



    "You know what the worst thing about war is?  It's not the destruction, the loss of life, the carnage... those are bad, of course.  For me, it's what you do when the war is over and that's all you've ever known.  I was born to fight... raised to fight.  Hell, when other kids were playing with dolls and toys and that shit, I was learning to fire a gun for the first time.  Joined the army at 14 (I was big for my age)... and never looked back.  Then the war was over, won.  Now what?  I found serenity and enlightenment... but it only served to create more questions.  

    Magic was nearly unheard of on my world.  So you can imagine my surprise when a man (who's glowing blue mind you) shows up one day and says "you're the one I've been seeking.  Allow me to see your guns and I will prepare you for a fight like one you have never seen before."  Ok, why not... some crazy looking blue skinned wizard says he'll make my guns better and hands me a bag full of sticks and 'magical' gear?  Sounds good to me... but this 'fight like one I haven't seen before'?  

    Now why do I get a REALLY bad feeling about that?  

    But I will walk the path before me... it is seldom uneventful.


    Name: Jules       Race: Human        Alignment: LN
    Class: Gunslinger/Monk – 15/1: (Favored Class: GS) 3 skill pts., 12 to Grit = 3 full pts.

    Abilities
    Stat Bonus point gained - level
    Str: 12  +1   temp 10
    Dex: 20 (26)  +8   4th, 8th temp. 24
    Con: 14  +2  
    Int: 14  +2
    Wis: 18 (24)  +7  12th, 16th
    Cha: 7  -2

    Skills:  116
    Name: Ranks Abil. Mod. Misc. Mod. Total
    Acrobatics 15 8 26
    Bluff
    Climb 7 1 11
    Craft
    Escape Artist 13 8 24
    Handle Animal
    Heal 2 7 12
    Intimidate
    Know.
    Engine 2 2 7
    Local 5 2 10
    Religion 5 2 10
    History
    Perception 16 7 26
    Ride 1 8 12
    Sense Motive 10 7 20
    Sleight of Hand 10 8 21
    Stealth 10 8 21
    Survival 2 7 12
    Swim 2 1 6
    UMD 16 -2 1 18

    Traits: Dangerously Curious: UMD is class skill and +1
    Anatomist: +1 on all Critical Confirmation rolls

    Gunslinger Abilities:
    Grit Points: 10 (Regain 1 point on any confirmed crit. hit with a gun or on any kill with a gun)
    Gun Training 3:  Dex bonus added to firearms damage – revolvers, rifle, and shotgun
    Nimble:  +4 to Dodge as long as no loss of Dex bonus



    Deeds:  See Gunslinger description in Ultimate Combat.  Gunslingers can perform all Deeds that they qualify for (up to number of Grit Points available).

    The following effects are constant as long as there is 1 Grit Point left in his pool.
    Evasion, Uncanny Dodge, Improved Uncanny Dodge,
    Bleeding Shot does not cost as long as there is one point in his Grit pool: ability damage from Bleeding Shot costs 1 Grit Point.
    +2 to Initiative; may draw a single firearm (as long as not concealed) as part of initiative check

    Feats:
    1st: Point Blank Shot, Precise Shot
    3rd: Weapon Finesse, Dodge (Monk Bonus), Imp. Unarmed Strike, Stunning Fist
    5th: Two-weapon fighting, Mobility
    7th: Leaping Shot
    9th: Signature Deed – Bleeding Wound, Quick Draw
    11th: Improved Critical – revolvers
    13th: Critical Focus, Improved Critical - Rifle
    15th: Rapid Reload – Rifle
    Mythic Feat:  Improved Critical (Mythic) – Revolvers

    Mythic Powers:
    Champion
    Distant Barrage
    Limitless Range: range increment is 5x normal
    Surge 1d6, Mythic Power: 5, Hard to Kill

    Combat: BAB: +15 CMB: 16 CMD: 41
    HP: 192 Initiative: +10 Movement: 30’

    Weapons:
    Name Attack Bonus     Damage Crit: Special Range
    +1 Revolver 24/19/14   1d8+9 +1d6 cold 19-20/x5 Cold 100’
    +1 Revolver 24/19/14   1d8+9 +1d6 shock 19-20/x5 Elec. 100’
    +1 Breech Load Rifle 24/19/14   1d10+9 +1d6 acid 19-20x4 Reliable/Acid 30’
    +1 DB Shotgun 24 (22/22)   1d8+9 +1d6 fire x2 Scatter/Fire 100’
    +1 Revolver 24/19/14   1d8+9 19-20/x5 20’
    +1 Dagger 24/19/14   1d4+2 19-20/x2
    Unarmed Attack 24/19/14   1d6 +1 x2

    Rifle is re-loaded as a free action.
    All guns miss-fire on a roll of 1 (Shotgun 1or 2) except for the Rifle (does not miss-fire)
    320 pistol rounds, 300 rifle rounds, and 120 shotgun rounds all in Haversack
    50 Adamantine Rifle rounds
    Pistol belt- 18 rounds, Rifle belt (across his chest) 20 rounds, 6 shotgun shells in left coat pocket)


    AC: 38 (temp -1 from Dex loss)  Temp: 42   Touch: 34 FF:  18 (can’t be under normal circum.)
    Armor:  Bracers +5
    Dex Bonus: 8 Wis. Bonus: 7 Armor Bonus: 5
    Dodge Bonus: 5 Deflection: 4
    Temp Bonus - Shield Spell +4 shield bonus and negates Magic Missile


    Saves:
    Base Abil. Mod. Misc. Mod.   Total
    Fort: 11 2 3 16
    Ref: 11 8 3 22
    Will: 7 7 3 17

    Hero Points: 2

    Magic Items:
    Tome of Understanding: +1 to Wisdom
    Belt of Incredible Dexterity: +6
    Headband of Inspired Wisdom: +6
    Bracers of Armor +5
    Ring of Protection +4
    Ring of Foe Focus: +2 to AC and Saving Throws vs. one opponent; may change at will.
    Wand of Shield – 50 charges
    Glove of Storing
    Necklace of Adaptation
    Handy Haversack
    Far-Reaching Sight – On Rifle
    Oil of Silence – 10 vials
    Cloak of Resistance +3 (Long Coat)
    Boots of Speed
    Wand of Darkvision – 50 charges
    Wand of Cure Moderate Wounds – 50 charges
    Wand of Resist Energy - Acid – 12 charges
    Wand of Resist Energy - Fire – 12 charges
    Wand of Resist Energy - Cold – 12 charges
    Wand of Resist Energy - Electricity – 12 charges
    Feather Token – Tree (3)
    Wand of Greater Invisibility – 25 charges
    Wand of Prayer – 25 charges
    Wand of Death Ward – 25 charges
    2 potions of Bulls Strength
    2 potions of Fly
    Blood Reservoir of Physical Prowess, fully charged (hangs off of under arm pistol)


    3,075 gp.
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    whit10

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    Join date : 2012-03-27

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    Re: Josh's Characters

    Post  whit10 on Sat Jul 26, 2014 1:05 pm



    Tyrael   Class: Paladin/Fighter (9th and 10th levels)   Alignment: LG
    Level: 14/2 –  Fav. Class: all points to Skills
    Race: Aasimar   Eyes: Sapphire Blue Skin: Metallic

    Abilties: Mod Increased
    Str      16 (20) 5 4th
    Dex    16(20) 5
    Con    14 (18) 4 12th
    Int      12 1 16th
    Wis    12 1
    Cha    18(24)   7 8th

    Skills: 62
    Ranks Abil. Mod. Misc. Mod. Total
    Climb 5 5
    Diplomacy 13 7   2 25
    Fly 15 5 23
    Hand. Anim.
    Heal
    Intimidate 5 7 15
    Know.
    Religion 8 1 12
    Planes 6 1  1 11
    Linguistics* 2
    Perc.* 14 1    2 17
    Ride
    Sense Motive
    Spellcraft
    Survival
    Swim
    *denotes non- class skill
    Languages: Celestial, Common, Sylvan.  Abyssal and Infernal (Linguistics)
    Aasimar Racial Abilities
    Darkvision: 60’
    Spell-Like Ability: Daylight – 1/day (caster level equal to class level).
    Celestial Resistance is replaced with Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. – SR: 21
    +2 to Diplomacy and Perception

    Traits:
    Armor Expert: -1 to AC check penalty
    Scholar of the Great Beyond: +1 and Knowledge – Planes is Class Skill



    Paladin Class Abilities
    Detect Evil 60’ at will as spell
    Charisma bonus to saves
    Smite Evil – 5/day – Cha. Bonus to attack and Pal. Level to damage, double level in damage vs.
    Evil Outsiders, Dragons and Undead on 1st attack.
    Immune to: Fear, Disease, Charm and Charm like spells,
    All Allies within 10’ gain +4 to saves vs. Fear, Charm,
    Lay on Hands – 7d6 – 14 times/day
    Channel: as Cleric – 2 uses of Lay on Hands
    Mercies: Fatigued, Diseased, Exhausted and Paralyzed
    Sacred Bond – Weapon - +4 worth of bonus, 3/day, lasts 14 minutes per use
    Aura of Righteousness – Grant smite evil to allies within 10’
    Aura of Faith – Weapons are good aligned vs. damage reduction
    Spells: 1st - 5, 2nd - 4, 3rd - 3, 4th - 3

    Feats:
    1st: Angelic Blood - You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
    3rd: Angelic Flesh – Steel - +1 to Nat. AC, unarmed/natural attacks count as cold iron
    5th: Selective Channel
    7th: Exotic Weapon – Bastard Sword
    9th: Improved Critical – Bastard Sword, Vital Strike
    10th: Angelic Wings
    11th: Word of Healing – Lay on Hands for ½ normal pts. from 30’, all mercies apply
    13th: Fly By Attack
    15th: Metallic Wings – two wing attacks – natural attack, 1d4 damage

    Mythic Powers: Champion
    Champion’s Strike – Fleet Charge: Swift action to move normal speed and attack
    Mythic Feat: Improved Critical (Mythic): Bastard Sword
    Hard to Kill, Surge – 1d6, Mythic Power: 5
    Path Ability:  Mythic Smite – regain Smite Evil uses for 1 use of Mythic power

    Combat:
    Weapon: Attack Damage Crit Special
    +2 Adam. Bast. Swd. 23/18/13/8 1d10+7       17-20x3
    +2 Adam. Warham.     23/18/13/8 1d8+7 x3
    +1 Comp. Lg. Bw. 21/16/11/6 1d8 +5 x3
    +1 Long Spear 22/17/12/7 1d8+8       19-20x3 Brace, Reach, Keen
    Initiative: +5   CMB: 20 CMD: 36 HP: 229 SR: 21

    Movement:  30’ (including flight – average maneuverability)
    AC: 32
    FF: 29 Touch AC: 17
    Armor Bonus: 10 Shield Bonus: 4
    Dex bonus: 5 Natural AC bonus: 1 Deflection: 2

    Armor:
    +4 Righteous Mithril Breast Plate
    Armor Bonus: 6 (10) Max. Dex: 5 AC penalty: 0

    +2 Celestial Shield: AC bonus: 4 AC penalty: 0
    Special: Blinding, Feather Fall 1/day

    Saves
    Base Abil. Mod. Misc. Mod   Total
    Fort 12    4   10 26
    Reflex 4    5   10 19
    Will: 9   1   10 20
    +2 on all saves vs. effects with Evil descriptor

    Hero Points: 3

    Spell List: (Average listing but can be changed every day)
    Spells: 1st - 5, 2nd - 4, 3rd - 3, 4th - 3
    1st:  Hero’s Defiance, Protection from Evil (2), Lesser Restoration, Divine Favor
    2nd:  Shield Other, Resist Energy (2), Undetectable Alignment
    3rd:  Remove Curse, Prayer, Cure Blindness/Deafness
    4th: King’s Castle, Death Ward, Restoration

    Magic Items:
    Celestial Shield – Aasimar item
    Ambrosia: 10 vials
    Celestial Censor – 2 – 5 Smokesticks
    Bag of Holding – Type 1
    Manual – Quickness of Action +1 to Dex  
    Headband – Alluring Charisma +6
    Belt – Physical Perfection: +4 to all phys. stats
    Glove of Storing
    Bracers of the Avenging Knight – treated as four levels higher for Smite ability
    Ring of Evasion
    Ring of Protection +2
    Necklace of Adaptation
    Cloak of Resistance - +3
    Boots of Speed
    Blood Reservoir of Physical Prowess
    – See Ultimate Equip., Slotless Wond. Item (attached to sword and fully charged)


    Bag of Holding contents:
    Ambrosia, Censors, Smokesticks
    4 full quivers of arrows
    2 – 50’ sections of silk rope
    Rations for 6 for two weeks
    4 water skins
    2 wine skins
    10 vials of holy water
    4 flasks of oil
    Wand of Death Ward: 10 Charges

    1,030 gp


    Last edited by whit10 on Tue Jul 29, 2014 9:11 pm; edited 1 time in total
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    MAS
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    Re: Josh's Characters

    Post  MAS on Sat Jul 26, 2014 8:51 pm

    ABSO-FUCKING_LUTELY BADASS!

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    Chirs2

    Posts : 663
    Join date : 2012-03-25

    Re: Josh's Characters

    Post  Chirs2 on Sat Jul 26, 2014 9:07 pm

    flying "tank"  affraid 
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    whit10

    Posts : 3649
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    Re: Josh's Characters

    Post  whit10 on Sun Jul 27, 2014 12:07 am

    Cool 

    Sponsored content

    Re: Josh's Characters

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