[OOC] Project Black Dagger, OOC Thread

Festy_Dog

First Post
There's a couple of prestige class I like the look of in the Librum Equitis, 'The Longbowman' and 'The Sniper'. Normally the character who takes these has to choose a bow to specialise in. Since this campaign contains firearms could I choose the rifle to focus in instead?

If you don't have the book I could post the PrC's here for your approval. :)

btw, how much money do we have on us and have speedloaders been invented yet?

oh yeah, one more thing, how much do those weapons in the table on the first page weigh?
 
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Festy_Dog

First Post
Fealnne Rainstar; male feyblooded; age 133; Rogue 4/Fighter 1; 10 000 / 15 000xp

str 10, dex 16, con 10, int 14, wis 12, cha 15;
HD 4d6+1d10; hp 17;
spd 30';
init +3;
BA +4;
saves - fort +3, reflex +7, will +2;
languages - common, gnome, orc
alignment - NG;
attacks - dagger (+4 melee/+7 ranged, d4, 19-20, x2), small revolver (+7 ranged, d10, 20, x3), rifle (+7 ranged, 2d8, 20, x3)
height 4'9", weight 152lb = 109lb(character) + 43(equipment);
AC - 16, flat footed - 13, touch - 13;

skills -
balance (dex) +8/3
climb (str) +6/6
bluff (cha) +7/5
decipher script (int) +5/3
diplomacy (cha) +7/3
disguise (cha) +7/3
escape artist (dex) +6/3
forgery (int) +5/3
gather information (cha) +5/3
hide (dex) +6/3
innuendo (wis) +6/3
intimidate (cha) +7/3
jump (str) +7/5
listen (wis) +7/4
move silently (dex) +7/4
read lips (int) +5/3
search (int) +8/4
sense motive (wis) +5/4
spot (wis) +7/4
tumble (dex) +8/5

feats -
point blank shot
precise shot
far shot

racial bonuses -
immunty to magic sleep spells and effects
+2 racial bonus to saves vs. enchantment
low-light vision
racially proficient with rapier, shortbow, longbow, composite longbow, and composite shortbow.
+2 racial bonus to listen, search and spot
if passing within 5' of a door can attempt a search check to notice it even if not actively searching

class bonuses -
sneak attack +2d6
evasion
uncanny dodge (dex bonus to AC)

equipment(carried) -
lined business suit
rifle w/ scope (6/6 rounds)
ammunition bandolier (mesh vest) (5 rifle speedloaders, 30 rounds)
2 daggers in boots
small revolver (6/6 rounds)
belt with bullet loops (2 small revolver speedloaders, 12 rounds)
small backpack
trench coat

equipment(at residence) -
1 box of 30 rounds for the small revolver
2 boxes of 30 rounds for the rifle
4 casual suits
3 business suits
2 formal suits
disguise kit
forgery kit
travel suitcase

history:

Fealnne came from a long line of diplomats, the Darcyns. His parents and their parenst before them and so on and so forth had all been primarily diplomats, Fealnne on the other hand was of a new breed, and took an enjoyment in spying as well. Not uncommon, a diplomat spy, but what set him apart was his liking of high-powered rifles. Long arms not exactly being the ideal choice of armament for a spy he spent his time in his home country training with a sniper out of the 'Capes', not such a hard thing to organise considering the strings his family had available to pull.

But, in all this, considering he was the child of a pair of adulterers, it was never made public who his parents were. Thus explaining the use of his mother's name (Rainstar being the translation). His father, one of the famed line of human diplomats, was lucky in that his little escapades with the fey were never found out, and was able to work the family budget to factor in a fair amount of money to go to his fey ex-lover and her child. After a couple of the Darcyns' generations had passed by Fealnne had come of age to take up the Darcyns' family business, except under the name of Rainstar. By this time his mother, Lilithiandar, had simply become an old family friend, allowing Fealnne to have the power available to him to get the skills he had at that present time.

Eventually, after all the spying he had done in his couple of decades at the family business, the time came when other countries' security organisations just became far too suspicious of Fealnne for him to continue being a diplomat. He was called back and honourably discharged from his role as a diplomat. To his dismay however upon his return, his residence was burnt down and his mother missing, he didn't know what had happened and feared that the Darcyns had finally figured out what happened over a century ago, seeing as they found his resmblance to one of the old Darcyn family members uncanny. The Darcyns though didn't show any sign of malice towards him, and offered him assistance in his time of need. He was clueless as to what happened. Maybe they had done something to his mother but thought of him as innocent of the crimes committed by those so long ago, that was what he suspected most. Soon enough though he felt he had to get back to work. To this end, those in charge not wishing to anger the Darcyns, he was then given the important though low key role of being part of a special law enforcement unit, taking a kind of face man role and also possibly the role of a sniper if recquired (he demanded the secondary role).

Fealnne himself is a kind natured and jovial fellow, though can be quite focused on the job when it is called for. His inheritance, managed by the Darcyns, allowed him to get his own comfortable residence and a number of essentials. After that there really wasn't much else, Lilithiandar had spent nearly all of the money from her lover on her son and her house, hoping Fealnne would inherit it and the riches within it one day. At this point in time Fealnne seems to be taking a liking in progressing as a sniper, though he doesn't waste what skills he has as an ex-dimplomet/spy.
 
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Viking Bastard

Adventurer
Don't worry about money, it's all taken care of by the agency.

Just choose whatever equipment (non-magical) you fancy and I'll
nitpick if I have a problem.
 



Festy_Dog

First Post
Longbowman
The Longbowman is an archer of exceptional skill and
mastery over his weapon of choice, the longbow. Longbowmen
have taken the advantages of their chosen weapon and have
trained to exceed the logistical envelope of their chosen role. They
live and breathe longbow, eat longbow, drink longbow and dream
longbow. They measure distances in flights , being the distance an
arrow will fly from a standard longbow at an optimal angle of launch
(approximately one thousand feet), but also being significantly less
than the range a Longbowman can eke out of his finely tuned
weapon.
While some longbowmen are in large organized armies,
many more have military training but work in skirmishing units or
independently of military units completely. They are also relied upon
in the defence of fortifications, and some with the inclination
become Snipers.
Most Longbowmen are drawn from the ranks of Fighters
(more often than from the Warriors), with others drawn from
Rangers and even Rogues. Few Barbarians or Paladins find the role
satisfying as it doesn  t involve any melee combat except as a lastditch
defence while retreating. Most equip themselves with the best
mighty composite long bows they can obtain, and carry extra
bowstrings and the very straightest arrows.
Hit Dice: d8
Requirements
To qualify to become a Longbowman (Bow), a character must
fulfill all the following criteria.
Feats: Point Blank Shot, Precise Shot, Martial Weapon
Profici ency (any bow)
Special: Training from another Longbowman (any level) or Military
Archer of level 5 or greater
Base Attack Bonus: 4+
Class Skills
The Longbowman  s class skills (and the key ability for
each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate
(Cha), Jump (Str), Spot (Wis) and Swim (Str). See Chapter 4: Skills
in Core RuleBook 1 for skill descriptions.
Skill Points Per Level: 2 + Int Modifier
Class Features
All of the following are class features of the Longbowman
prestige class.
Weapon and Armour Proficiency: The Longbowman
gains no new weapon or armour proficiencies.
Primary Weapon: At level 1, the Longbowman selects
the longbow as his primary weapon. At 1st level the character
receives a +2 competence bonus to all attacks made with his
primary weapon. This bonus increases by one every three levels: at
4th level the bonus increases to +3, at 7th level the bonus increases
to +4 and at 10th level the bonus increases to +5. This bonus stacks
with the Weapon Focus feat. (The primary weapon bonus balances
out the slower BAB progression for the Military Archer, making him
a better shot than an equivalent-level Fighter, but a worse melee
combatant.)
Range Increase: At 2nd level, the Longbowman can eke
extra range out of his longbow. This increases the base range
increment of the weapon by 50% of it  s base value. When combined
with the Far Shot feat, this increases the range increment to double
it s base range increment.
Pinpoint Accuracy: At 3rd level and higher, the
Longbowman can spend a full round action doing nothing else but
aiming at a target, and then gains a +2 circumstance bonus to the
attack roll against that target. (Aiming can last up to one round per
point of Wisdom Bonus, with a minimum of one round and a
maximum of 4 rounds, adding +2 to the bonus for each additional
full round of aiming). The Longbowman must use a full-attack action
to make one attack that receives this bonus and he cannot be in an
area threatened by an enemy while aiming. (If an enemy moves and
threatens the Longbowman while he is using Pinpoint Accuracy, he
does not gain any bonuses to his attack.)
Distance Shot: At 5th level, the Longbowman can shoot
at targets as if they were one range increment closer than they are,
thus eliminating the -2 penalty for shooting at targets in the second
range increment, and reducing the penalties for shooting at more
distance targets by 2. This does not allow the Longbowman to fire
beyond the standard 10 range increments. At level 8 this power
allows the Longbowman to shoot at targets as if they were two
range increments closer than they are.
Extreme Range: At 6th level, the Longowman has the
ability to shoot targets (with his primary weapon) who are at
fantastic range. He may now shoot up to 2 range increments further
than normal (or a max of 12 range increments). Standard range
modifiers still apply. At 9th level this increases by a further 2 range
increments to 4 additional range increments (or a max of 14 range
increments).

Table 1-1 : Longbowman

Class Level Base Attack Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Primary Weapon +2
2 +1 +0 +3 +0 Range Increase
3 +2 +1 +3 +1 Pinpoint Accuracy
4 +3 +1 +4 +1 Primary Weapon +3
5 +3 +1 +4 +1 Distance Shot +1
6 +4 +2 +5 +2 Extreme Range +2
7 +5 +2 +5 +2 Primary Weapon +4
8 +6 +2 +6 +2 Distance Shot +2
9 +6 +3 +6 +3 Massive Range +4
10 +7 +3 +7 +3 Primary Weapon +5

Sniper
The extremists of the Archer set, Snipers are guerrilla and
tactical archery experts. Instead of working with teams of other
archers and longbowmen, Snipers often set up independently and
shoot for particular targets, usually officers, spellcasters and unit
leaders. Often they will set-up positions before a battle high in trees
or in other camouflage locations in preparation for an upcoming
battle. They are generally serious people, considered to be dry of
wit and they often seem to have little interest in anything besides
their single-minded focus on the perfect shot.
Snipers are recruited from expert archers and
longbowmen, and always have several levels of those prestige
classes before becoming snipers.
Hit Dice: d8
Requirements
To qualify to become a Sniper (Sni), a character must fulfill all the
following criteria.
Feats: Point B lank Shot , Precis e Shot, W eapon Focus (any bow)
Base Attack Bonus: 6+
Special: Pinpoint Accuracy special ability
Class Skills
The Sniper  s class skills (and the key ability for each skill)
are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),
Hide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis) and Swim
(Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions.
Skill Points Per Level: 2 + Int Modifier
Class Features
All of the following are class features of the Sniper
prestige class.
Weapon and Armour Proficiency: The Sniper  s training
gains no additional weapon or armour proficiencies.
Primary Weapon: At level 1, the Sniper selects one of
the following ranged weapons to be his primary weapon: heavy
crossbow, light crossbow, longbow, shortbow. At 1st level the
character receives a +2 competence bonus to all attacks made with
his primary weapon. This bonus increases by one at level 5. This
bonus stacks with the Weapon Focus feat. (The primary weapon
bonus balances out the slower BAB progression for the Sniper,
making him a better shot than an equivalent-level Fighter, but a
worse melee combatant.) A sniper who already has the Primary
Weapon ability from another class m ust select the same primary
weapon.
Extended Sneak Attack: Beginning at level 1, the Sniper
gains the ability to perform a sneak attack (as per the rogue ability,
Core Rulebook 1) using his primary weapon exclusively. In addition,
unlike a normal sneak attack, this sneak attack an be done at
ranges of up to 5 range increments from the Sniper. If used within a
range of 30 feet, (and within the other normal restrictions of a sneak
attack) then this extraordinary ability stacks with any other sneak
attack the character may have from levels of Rogue or Blackguard,
etc.
Improved Pinpoint Accuracy: At 2rd level and higher, the
Sniper improves his Pinpoint Accuracy ability, able to maintain it for
one additional round (for an additional +2 circumstance bonus to his
attack roll).
Eagle s Eye: At fourth level, the Sniper gains a +4
competence bonus on all spot rolls.

Table 1-1 : Sniper

Class Level Base Attack Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Primary Weapon +2, Extended Sneak Attack +1d6
2 +1 +0 +3 +3 Improved Pinpoint Accuracy
3 +2 +1 +3 +3 Extended Sneak Attack +2d6
4 +3 +1 +4 +4 Eagle s Eye
5 +3 +1 +4 +4 Primary Weapon +3, Extended Sneak Attack +3d6
 

Viking Bastard

Adventurer
After some difficulty of reading through that (I'm allergic to badly
paragraphed text) I can see no real disadvantage in lettin' that in.

So... congrats.
 



Viking Bastard

Adventurer
And Argent's character:
Argent said:
½ Elf Stargazer 5 (Magic & Chaos) Chaotic Neutral.
Str: 10, Dex: 12, Con: 10, Int: 16, Wiz: 17, Cha: 10
Hits: 24, AC: 15
BAB: +3, fort: +4, Ref: +2, Will: +7
Skills:
Know/Religion: +12
Know/Arcana: +12
Spellcraft: +12
Scry: +12
Concentration: +8

Feats:
Scribe Scroll
Reach spell (from cleric splat book)

equipment.
Silvered masterwork chain shirt
silvered masterwork quarterstaff
backpack
silver holy symbol
4 vials holy water
basic camping gear.

Spells:
0 level: detect magic, light; read magic, resistance, guidance.
1st: Protection from law, bless, shield of faith, obscuring mist, magic stone.
2nd: Shatter, Bull's Str., Hold person, Sound burst.
3rd: Dispel magic, Searing light, summon monster 3.

McAllister has not had a very easy life. He was orphaned at a very young age and his grand parents wanted nothing to do with a “crossbreed” so sold him to a traveler for 5 GP. This traveler was an evil wizard and forced the boy to work day and night when he was only 8 years old. After years of abuse the boy ran away one night with the mage’s spell book and a few scrolls. He went into hiding and eventually made his way to a fairly large city. There he met a few priests from the Stargazer tradition and seeing them use magic in a harmless way the boy (who didn’t have a name) became enchanted. He followed then to their sanctuary with out them knowing and stayed hidden. He would feed and wash himself while they were all asleep doing chores as he could to pay for the food he would eat as well as leaving the spell book and scrolls in their library. He never let any of them see him (although they may just have been allowing him to think so) and a full year passed before the young man made his presence known.
One of the priests was a man named Allister. This priest knew all about the young man hiding in the sanctuary and would leave books and scrolls around for the child to read. The tenets of their faith were blazed into the boy’s thoughts from the kindness that the old priest showed. When he died the boy was the one who found him and was allowed to go to his funeral. The priests asked the boy about himself but the boy had no answers. The old priest had left a small amount of money behind to pay for the boy’s upkeep and schooling. He chose the name McAllister. Mc meaning “son of” Allister. But most people call him Mac.
Mac has traveled a little bit and is very interested in magic but is terrified of Arcanists in general. He much prefers Divine magic. His background and disposition have left him a bit of a loaner, and his choice to devote his studies and prayers to chaos make him a hard person to understand. Jovial and caring one minute, Vengeful and psychotic the next Mac is hard to get to know.
 

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