Wandslinger

One of the great breakthroughs of the Last War was the invention of the eternal wand, an item with endless charges which allowed magewrights and other people with minor magical abilities to be used as soldiers with little training. With time, the recruits' extreme focus on one kind of item led the more talented of them to develop skills unknown to traditional spellcasters, paralleling those of gunslingers on other worlds. Nowadays, the Art of the Wand is established enough that even people with no experience in the war can train themselves towards it.
Class Skills: A wandslinger adds Knowledge (arcana), Spellcraft and Use Magic Device to his list of class skills, and removes Knowledge (engineering).
Weapon and Armor Proficiency: A wandslinger is not proficient with firearms.
Wand Mastery (Su): Whenever the wandslinger uses a wand, he calculates the DC for any spell it contains using his Wisdom modifier, instead of the minimum modifier needed to cast a spell of that level. If he also has the Mysterious Stranger archetype, he uses his Charisma modifier instead.
Wandsmith: At 1st level, a wandslinger gains two battered eternal wands (ECS p265), each containing a 0th-level spell usable 2/day; these wands function only for the wandslinger, and have negligible sale value (2d10 gp each). The wandslinger also gains Wandsmithing[evocation] as a bonus feat, effectively giving him a spell list for the purposes of activating spell trigger items. This replaces the gunslinger's Gunsmith ability.
Wand Training (Su): At 1st level when a wandslinger uses a spell trigger item to cast a spell on his spell list, if it requires a ranged attack roll he gains a bonus on the damage roll equal to his Dex modifier (if the spell does not deal damage he may choose to deal damage equal to his Dex modifier in addition to the normal effects). He applies this extra damage only once per target, even the spell would deal damage multiple times. In addition such spells are not considered touch attacks for the purposes of feats like Deadly Aim. This replaces the gunslinger's Gun Training ability, or the Mysterious Stranger archetype's Stranger's Fortune ability.
Grit: A wandslinger gains grit from spells (including spells cast from items) rather than firearms. Note that only spells which require an attack roll are capable of inflicting critical hits.
Deeds: For the purposes of deeds, a wandslinger treats wands as one-handed firearms and staves as two-handed firearms. A deed which requires a ranged attack roll may only be used with a spell which requires a ranged attack roll. In addition, he may choose to replace one or more of his deeds with the deeds below:
  • 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.
Bonus Feats: A wandslinger adds Master Craftsman, Metamagic Spell Trigger3.5Wand DancerWandsmithing and all item creation feats to the list of feats he can select as bonus feats.

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Season 1, Episode 4A

Party heads to town

Party sees a campsite..
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overhears some members of the gang ask why they are in a camp when theres a perfectly good
inn over yonder in town. 
“Just because _____ is superstitious?”

Party member feels the voice is familiar

Before they can pin point it, they hear some guns cocking. 

They definitely know who these people are. 

“Why, isn’t it our old pals from Merc & Co”
“Remember me?”

(how good is their memory?)
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.

Looks like you exchanged yer knight for a native. Business mustn’t be doing so well. 
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Encounter with the __________ gang. 

Mounted Archer
Ronin
Barbarian
One armed wand user
(eventually they flee, swearing revenge)
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Players reach the town, its a ghost town. Not a sound except for the sound of flies. 

Stables - Dead horses, eaten by coyotes, flies
Inn/Tavern - One or two drinks hidden somewhere, everything else was ransacked, tables and chairs strewn over, upstairs as well. 
Bank - emptied, Ransacked
Trading Post - emptied, Ransacked
Smithy - emptied, Ransacked
etc… - emptied, Ransacked


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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.

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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.

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ICHTACA

ICHTACA   XP 800
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

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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.

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A song of horses

The Sun-God, Johano-ai, starts each morning from his home in the east and rides across the skies to his home in the west. He carries with him his shining gold disk, the sun. He has five horses--a horse of turquoise, one of white shell, one of pearly shell, one of red shell, and one of coal.

The skies are blue and the weather is fair, the Sun-God rides his horse of turquoise, or the one of white shell, or the one of pearly shell. But when the heavens are dark with storm, he mounts the red horse or the horse of coal.
Beneath the hoofs of the horses are spread precious hides of all kinds and also beautiful blankets, carefully woven and richly decorated. In the days gone by, the Dine (Navajo) wove rich blankets, said to have been found first in the home of the Sun-God.

He lets his horses graze on flower blossoms, and drink from mingled waters. These are holy waters of all kinds--spring water, snow water, hail water, water from the four corners of the world. Our tribe use such waters in their ceremonies.

When any horse of the Sun-God trots or runs, he raises not dust, but pitistchi. It is glittering grains of mineral, such as are used in religious ceremonies. When a horse rolls and shakes himself, shining grains of sand fly from him. When he runs, not dust, but the sacred pollen offered to the Sun-God is all about him. Then he looks like a mist. Our tribe say that the mist on the horizon is the pollen that has been offered to the gods.

A *tribe name* man sings about the horses of the Sun-God in order that he, too, may have beautiful horses. Standing among his herd, he scatters holy pollen and sings this song for the blessing and the protection of his animals:

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!

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