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User:Arz/Builds/Gunner

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Revision as of 20:59, 17 August 2009 by >Arz (Banned)
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Alignment: CG | Size: M | Type: Humanoid [Val]
Sex: Male | Age: 16 | Height: 6'2" | Weight: 187# | Hair: Black | Eyes: Brown
Patron Deity: Althares | Region: Altheria

Defense

AC 20, touch 16, flat-footed 18 (+4 armor, +2 dex, +4 wis)
HP 25 (HD:3d8+6+2) Bloodied 12
Init +3
Speed 30'
Fort +5, Ref +3, Will +7
Action Points: 6

Attacks

  • Field Cannon +10 | 6d6 | - | B | Range 200' | 1000 lbs.
    Special: 200' line, Call Weapon

Base Attack +3 | Grapple +4 (+3 BAB, +1 Str)


Feats

  • Mnk2: Combat Firing [Fighter, General]

You have learned to use a particular ranged weapon in melee without letting your guard down.

Prerequisites: Proficiency with a ranged weapon, Combat Reflexes, Concentration 1 rank.
Benefit: You may fire your chosen ranged weapon in melee without provoking attacks of opportunity. For weapons that require reloading (such as flintlocks and crossbows), you may also attempt to reload the weapon in melee without provoking attacks of opportunity. To do this requires a successful Concentration check (DC 20). This does not enable you to reload the weapon any faster than usual, and if the weapon requires multiple rounds to reload, then you must succeed on the Concentration check each round or else you provoke attacks of opportunity that round.
Special: You may gain this feat more than once, choosing a different type of ranged weapon with which you are proficient each time.
Normal: Loading or firing a ranged weapon, including a flintlock, in a threatened square provokes attacks of opportunity.
  • 3rd: Monastic Training

Abilities

Monk 1/ Psychic Warrior 2

Proficient in all armors & shields.
Proficient with simple & martial weapons, flintlock pistols & rifles, and seige weapons.
  • Decisive Strike As a full round action, make one atttack with an unarmed strike or special monk weapon, using your highest base attack bonus but taking a -2 penalty on the attack roll. If the attack hits, it deals double damage(as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack , increase the save DC by 2.
  • Evasion
  • Soulbound Weapon
You can summon a specific weapon to your hand that is bound to your very soul.
Level: 1st and 2nd.
Replaces: You lose your 2nd-level bonus feat.
Benefit: You must choose a soulbound weapon at 1st level and you gain the Weapon Focus feat with this weapon. Also, the first power you learn must be call weaponry. You can summon your chosen soulbound weapon to your hand using call weaponry.
At 2nd level, you gain the soulbound weaponclass ability, and the weapon you summon using call weaponry is of the same type as you chose at 1st level. Its physical appearance slowly changes, growing in power as you do. You must manifest the power call weaponry to obtain your soulbound weapon; you retain the weapon for the duration of the power. You may still use the call weaponry power as normal if you wish. This is a specific weapon every time you summon it, and it automatically gains a weapon enhancement at the following levels:
4th +1 weapon
8th +2 weapon
12th +3 weapon
16th +4 weapon
20th +5 weapon
Also, add the following augmentation to your call weaponry power:
Augmentation: When you manifest your soulbound weapon, for each additional 5 power points you spend, you may add a weapon enhancement of +1 value to the weapon. For example, if you spend an additional 10 power points, you could add two +1 weapon enhancements or a single +2 weapon enhancement.

Psionics

PP 6
  • 1st
Call Weaponry

Racial

Base Speed: Val base speed is 30 feet.
Medium: As Medium creatures, Val have nospecial bonuses or penalties due to their size.
Automatic Languages: Native nation, High Coryani and Low Coryani.
Bonus Languages: Altherian, Kio, Milandisian.
Favored Class: Psion or Psychic Warrior (choose one). A multiclassed Val’s favored psionic class does not count when determining whether he suffers an XP penalty for multiclassing. In addition to these favored classes, each bloodline has an additional favored class. See Table 2-1 Val Family Favored Classes for details.
National Skill: Each region receives a bonus skill that becomes a class skill for anyone from that region. Refer to Table 4-8: Regional Skills for details.
Obligations of Rank: The Val bloodlines were created by the Gods with the express purpose of having these “super humans” lead humanity into a Golden Age. Val are expected to take on quests because it’s the right thing to do, not for monetary gain. The protection of humanity is a matter of honor and duty, although the assisted party may give a “token” of their appreciation.
Flintlocks: As the chosen of the Gods, Val may legally possess Altherian flintlocks. Val who possess the Gentry feat gain Weapon Familiarity (Flintlocks).
Naturally Psionic: Val gain a number of bonus power points eqaual to their bloodrank. These bonus PP cannot be accessed (and effectively do not exist for any purpose) until the Val is psionically awakened. There are only three ways for a Val to become awakened: taking at least one level in a psionic base class that grants a manifester level, gaining a Val bloodline power that represents a psi-like (Ps)ability, or gaining the Wild Talent feat. (Note that in the LIVING ARCANIS campaign, the Wild Talent featis restricted and cannot be taken without campaign documentation, and that none of the Val bloodline powers in the Player’s Guide are psi-like.) A Val that has not been awakened does not have a power point reserve, is not considered a psionic creature, and cannot access the “bonus” PP granted by the racial ability. A non-awakened Val cannot take feats with the [Psionic] subtype and is not able to spend power points for any purpose (such as activating deep crystal weapons). Val are a small percentage of the total population of the Known Lands, and psionicallyawakened Val are a small percentage of the population of Val.
Rank and Station: When dealing with commoners, Val gain a +2 circumstance bonus to all Diplomacy checks. When dealing with other Val, this bonus (or penalty) is equal to the difference in the Val’s blood rank. For example, if Lord val’Assanté with a bloodrank of 6 were using Diplomacy against Lord val’Tensen with a bloodrank of 9, Lord val’Assanté would receive a -3 penalty to his skill check.
Presence of the Gods: Val are the only playable race that may take levels in the psion or psychic warrior class.
Bloodlines: Coursing through the veins of all Val is the blood of Valinor, celestial servants of the Gods. Each family so blessed holds a small portion of that God’s power. This legacy is, in turn, passed down through the generations. Val are never of mixed blood; they are either of one bloodline or another. If Val of differing bloodlines were to have children, their offspring would favor the legacy of only one of their Valinor ancestors. For example, a Val may be born to a mixed marriage between a val’Borda father and a val’Mehan mother. However, even though the offspring would take the father’s name, it is still possible to carry the val’Mehan powers and appearance. With any other genetically compatible race, a Val will always give birth to another Val.
  • val’Mehan/val’Mehen
The val’Mehan are the descendents of a Valinor of Sarish. Centered in Nishanpur in Canceri, this Val family is treated with a mixture of fear and respect. Master manipulators and diplomats, val’Mehan are often found at the center of any intrigue.
1st Level Bloodline Powers
  • Arcane Servant (Su)

The blood of the Patron of Sorcerers and Magi carries with it an affinity towards magical creatures. Even a Val without the gift of the arcane may call a familiar which will grow with him exactly as a wizard or sorcerer’s familiar would. Should the Val already have a familiar, he gains the Improved Familiar feat instead, though he must meet all the normal prerequisites before he may utilize it. Therefore, a first level val’Mehan wizard may take arcane servant as his starting bloodline ability, but he may choose to wait as long as he desires to make use of the Improved Familiar feat he gains from it. Should the familiar granted by arcane servant die, the Val suffers all normal effects for losing a familiar as detailed in CoreRulebook I.

Spider Monkey

Skills

Str 10 +0
  • Athletics (3 ranks)
Climb
Jump
Swim
Int 14 +0
  • Craft (flintlocks) (1 ranks) +1 +2
  • Inspect (0 ranks)
Appraise
Search
  • Linguistics (0 ranks)
Decipher Script
Forgery
  • Mechanics (0 ranks)
Disable Device
Open Locks


Dex 10 +0
  • Acrobatics (0 ranks)
Balance +3
Tumble
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (5 ranks)
Hide
Move Silently
Wis 18 +4
  • Notice (5 ranks)
Listen +2
Spot +2
  • Streetwise (0 ranks)
Gather Information
Sense Motive
  • Survival (0 ranks)
Survival
Use Rope
Other
  • Initiative (2 ranks)
Languages: Altherin, Coryani, Kio, Milandisian
Con 14 +2
  • Concentration (5 ranks)
Autohypnosis
Concentration
Cha 8 -1
  • Animals (0 ranks)
Handle Animal
Ride
  • Deception (0 ranks)
Bluff
Disguise
  • Influence (0 ranks)
Diplomacy
Intimidate

Commentary

Disgustingly legal concept. Uses gunnery checks instead of attack rolls. Early peaking blaster. Setup to take Tashalatora and Martial Weapon Technique feats. These make cannons into monk weapons and add class stacking for Psychic Warrior. Could also take Stunning Master to deliver Stunning Fist with cannons. Familiar and Psicrystal act as crew to reload cannon. More effective/reasonably could be converted to a rifleman.