Wandslinger
- Eternal Charge (Su): At 1st level, a wandslinger can expend 1 point of grit in place of a charge when casting a spell from a spell trigger item. This deed replaces Quick Clear.
- Focus Shot (Su): At 1st level, as long as he has 1 point of grit remaining a wandslinger may cast an area spell from a spell trigger item as a ranged touch spell, affecting a single target out to the spell's maximum range. If the spell's primary effect allowed a save it is removed, though saves for secondary effects remain. Spells which could affect the target multiple times affect them once and then end (eg. a wall of fire would damage the target once as if they had passed through it, but a web spell would keep the target grappled for the full duration). This deed may only be used with spells on his spell list. This deed replaces Deadeye.
- Full Power (Su): At 1st level, a wandslinger can expend 1 point of grit as he casts a spell from a spell trigger item to increase its caster level to his gunslinger level (if higher than its original caster level). This deed replaces Expert Loading.
- Point Blank Burst (Su): At 3rd level, a wandslinger may expend 1 point of grit to cast a spell from a spell trigger item as a ranged touch spell against an adjacent target. If it hits, both the target and the gunslinger also take 1d6 damage per two gunslinger levels you possess. This otherwise functions as the Focus Shot deed. This deed replaces Pistol-Whip.
- Wand Assault (Su): At 7th level, a wandslinger can expend 1 point of grit as part of a full attack, enabling him to cast spells from spell trigger items in place of attacks. This deed may only be used with spells on his spell list. This deed replaces Dead Shot.
- Quick Activation (Su): At 11th level, a wandslinger can expend 1 point of grit to cast a spell from a spell trigger or spell completion item as a swift action, as if the Quicken Spell metamagic feat had been applied to it. This deed replaces Lightning Reload.
Season 1, Episode 4A
Tracked this gang to the Glass Valley, a place down south where the sun is so hot, sand forms into sharp glass, and even the rocks were like blades. They made their hideout within.
Recap Episode 3
Weird West Chronicles Episode 3 Recap Cliffnotes
- The world is huge! (1 day = 48hours of daylight, 24hours of night)
- Parties mounts turned into tiny statuettes, can be turned back into mount via command word
example: Banana-rama
- Cool spirit Sand Rays with custom colours (racing stripes included!)
- Giant Sand Serpent - (The Blind One)
- Marlow Ten dies saving the party, hair was not able to be recovered.
- Party loots body of Marlow (good shit - horse still a statue)
- Party arrives at 'White Fish' camp
- Party gains party member Namid the half elf native in exchange for food,heals,shelter
- Namid shows off power amplifying device. Split second of weird being standing behind namid.
- Body of a giant crow/raven, head of a skull.
- Party levels up as result.
- Party preps to leave camp...what will happen next?
- Stay tuned, same weird west time, same weird west channel.
Namid
Backstory
Namid is part of the Aikamekw tribe who lives at the border of the narrowest point of the “Desert of the Sinking Sands”
The Aikamekw is deeply spiritual. They believe themselves to be ambassadors sent to Earth on a mission to conserve and protect the life in the dessert. Their homeland is among the stars, on a different plane. As such, they hold regular communes with the spirits by practicing ancient rituals, which often involve the use of sand and dessert exotics. Through these rituals, they seek to understand their missions on Earth better.
Namid is, however, an outsider at his very home. He’s the son of the chieftain, which would normally make him the second most revered person in the tribe if it weren’t for his shameful origin. His father, Mapiya – the Sky – had a secret relationship with an elven maiden, about whom little is known. Namid was the fruit of their passion and for some untold reasons, Mapiya silently keeps the half-elf by his side, taking full care of the boy while his mother’s whereabouts remains unknown.
But others in the tribe do not share Mapiya’s love for the boy. People respect Mapiya too much to disobey him. But whatever discontent they have, they pour it down on the boy’s head. Namida’s natural curiosity and a penchant for all things mechanical do not help. The Aikamekw are supposed to obey the spirits’ orders, not question them. Namida on the other hand tends to point out the ambiguity, vagueness and unpredictability laden within the spirts’ words. He also spends a lot of time wandering around, talking to outsiders, studying nature or just simply gazing at the sky. Thus the people name him Namida or Sky Dancer.
Chief Mapiya has a daughter, Antinanco, with his legitimate wife. Antinanco is an epitome of a Aikamekw keeper – the Aikamekw’s spiritual leaders who directly commune with the spirit and pass down their messages to the people. Quiet, hardworking, charming and obedient, she, not Namida, was chosen last summer to be the youngest keeper of the tribe. The people love her and expect her to succeed her father when he becomes old and sickly.
Although they are vastly different people, Namida and his half-sister Antinanco get along more than well. Namida can often be found showing his sister the newest discovery or just sharing with her some new berries he has gathered on the other side of the hill. Antinanco knows her duty but she also loves her brother and doesn’t let others’ opinions about him affect her.
ICHTACA
Female human ogrekin ranger 3 (Pathfinder RPG Bestiary 2 204)
CE Medium humanoid (giant)
Init +2; Senses low-light vision; Perception +7
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
hp 36 (3d10+15)
Fort +7, Ref +5, Will +4
Weaknesses light sensitivity
OFFENSE
Spd 40 ft.
Melee +1 flail +6 (1d8+6) and spiked gauntlet +4 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (elves +2)
TACTICS
STATISTICS
Str 20, Dex 15, Con 19, Int 8, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 20
Feats Endurance, Improved Iron Will, Iron Will, Two-Weapon Fighting, Weapon Focus (flail)
Skills Climb +11, Handle Animal +4, Intimidate +4, Perception +7, Stealth +8, Survival +7
Languages Common
SQ deformities (doglegs [+10 base speed], light sensitive), favored terrain (underground +2), track +1, wild empathy +1
Combat Gear leather armor, +1 flail, spiked gauntlet, 77 gp
Hokk'ee
XP 1,200
Human natural werewolf ranger 4 (Pathfinder RPG Bestiary 198)
CE Medium humanoid (human, shapechanger)
Init +7 (+9 in forest); Senses low-light vision, scent; Perception +9 (+11 in forest)
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (4d10+16)
Fort +7, Ref +7, Will +3
DR 10/silver
OFFENSE
Spd 30 ft.
Melee bite +9 (1d8+5 plus trip and curse of lycanthropy), 2 claws +8 (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks combat style (natural weapon*), curse of lycanthropy, favored enemy (humans +2)
Ranger Spells Prepared (CL 1st; concentration +3)
1st—magic fang
TACTICS
Before Combat Once alerted to intruders in the temple, the Silverhides cast magic fang on their bite attacks.
During Combat The werewolves charge on the first round of combat, then attack with claws and bites, focusing their attacks on prone opponents.
Morale With nowhere to run to, the Silverhide rangers fight to the death.
Base Statistics Without magic fang, a Silverhide ranger's statistics are Melee bite +8 (1d8+4 plus trip and curse of lycanthropy).
STATISTICS
Str 18, Dex 16, Con 17, Int 10, Wis 14, Cha 6
Base Atk +4; CMB +8; CMD 21
Feats Aspect of the Beast (claws of the beast)*, Endurance, Improved Initiative, Improved Natural Attack (bite), Power Attack
Skills Climb +11, Intimidate +5, Knowledge (local) +3, Knowledge (nature) +6, Perception +9 (+11 in forest), Stealth +10 (+12 in forest), Survival +9 (+11 in forest), Swim +9
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), favored terrain (forest +2), hunter's bond (companions), lycanthropic empathy (wolves and dire wolves), track +2, wild empathy +2
* See the Advanced Player's Guide.
A song of horses
How joyous his neigh!
Lo, the Turquoise Horse of Johano-ai,
How joyous his neigh,
There on precious hides outspread, standeth he;
How joyous his neigh,
There of mingled waters holy, drinketh he;
How joyous his neigh,
There in mist of sacred pollen hidden, all hidden he;
How joyous his neigh,
These his offspring may grow and thrive forevermore;
How joyous his neigh!