Friday 12 April 2013

Shadowrun, StrikeTeam: The Pittsburg Incident

Thanks to AnnoDomini for this writeup.

*** REPORT ***

Subject: Incident UCAS-40 W, March 22nd 2073
Author: Lt. Christian Zimmer
Access: Confidential

Involved:
- Lt. Christian Zimmer
- Sgt. Placido Bajusz
- Sgt. Garlak Mintor
- "Miroslav"
- Unknown male, "hill billy"
- Astral entity, "free spirit"

Following the completion of the Operation, we have evaded capture and used the rented vehicle to drive to Pittsburg. Shortly after crossing the border to Pennsylvania, our car broke down in a farmland. Cursory examination of the engine revealed it having had a mechanical failure - repairable, but requiring tools which were not available to us. 
During our escape, we had disposed of our mobile phones. Therefore, Miroslav astrally projected and alerted the rental company to send assistance. During his projection, Miroslav sustained wounds. Upon re-entry into his body, he reported that he had succeeded in alerting the company of our circumstances, but that he was assaulted by a 'free spirit' en-route. Myself and Sergeant Garlak helped tend to Miroslav, and he made a full recovery.
We proceeded to wait for the help the company sent. Approximately 30 minutes later, we have been assaulted with an arrow from the roadside cornfield. The only casualty on our side was a radio. Sergeant Garlak returned fire, killing the archer. 
I instructed him to confirm whom he had shot. Upon entering the cornfield, we lost visual with him, and he with us, but continued to have radio contact. Miroslav suggested to hold position while he dealt with the free spirit. I complied with the suggestion, and instructed Sergeant Garlak to do the same.
Miroslav forced the spirit to manifest, whereupon me and Sergeant Placido have opened fire with small arms. The spirit was discorporated, and driven back by Miroslav. At that moment, we have regained visual with Sergeant Garlak.
On my orders, Sergeant Garlak resumed his task. He identified the casualty as a 'hill billy' and brought back an 'amulet' (crude crucifix). Miroslav has identified it as a magic item of unknown purpose.
Sergeant Placido cleaned up the site of evidence. Fifteen minutes after the firefight, the assistance the rental company sent showed up. The driver was confused about not spotting us before, but Miroslav explained it vaguely as the fault of a free spirit. Miroslav has implied that the spirit may yet return.
Afterwards, we proceeded to have the car fixed enough so that we could reach an airport and returned to Seattle.

Signed,
Christian Zimmer

Some people just want to watch the whole world dehydrate, or how I learned to stop worrying and love Orisons.


From a conversation with a friend...
Lorgath: My cleric can solve that food problem just as easily. With his retarded produce 2 gallons of water 4+ times a day Orision.
Lorgath: or whatever you call it
Lorgath: Sorry, I meant the water problem
Lorgath: I do hate that sort of spell
Lorgath: it renders any culture in the desert meaningless.

Create Water has a long list of sheenanigans steming from the sudden creation of 16 pounds of fluid mass so it probably won't be missed. So for those who want their desert civilisations to resemble Arrakis, instead of Dubai...

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This spell are designed to be instead of Create Water.
Manna
School Transmutation
Level Cleric 0, Druid 0
Casting Time 1 standard action
Components V
Range Personal
Effect Self
Duration 24 hours
Saving Throw Will (harmless)
Spell Resistance Yes
As Share Manna below.


Share Manna
School Transmutation
Level Cleric 1, Druid 1, Paladin 1
Casting Time 1 standard action
Components V
Range Touch
Effect One creature touched
Duration 24 hours
Saving Throw Will (harmless)
Spell Resistance Yes
The affected creature  is sustained and nourished on magic alone. They do not require either food, or drink, for the duration of the spell but may voluntarily partake in them as normal. Extended periods of fasting will result in the character's appearance changing but magic prevents them from becoming fatigued or dying from starvation or dehydration.

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Edit: Increased level to 1st, created a personal-only version for 0th level.

Friday 5 April 2013

Shadowrun, StrikeTeam: Operation Hazzard Heist, Finale

The intrusion went like clockwork. Placido and Garlak waiting in reception, ready to create a distraction that was never needed while Miroslav and Wires used fake keycards to enter from the side.

They had already identified their mark - the site's head of IT - and moved under cover of Miroslav's invisibility spell to his office on the first floor.

Miroslav showed his worth by Fast Talking and casting Manipulation spells: getting him to interrogate the system for them. But when it came to trying to snatch a copy of the data from him things went awry.

Wires discretely drew his Narcojet pistol, but a single dose wasn't enough to knock him out. Thinking quickly Wires threw a rabbit punch that knocked the mark unconscious.

Using Invisibility they were able to sneak the body from the building to delay its discovery. They decided against killing him, instead leaving him tied up in a motel room to be found the next day - by which point they hoped to be long gone.

With their faces known the airport in FDC would be a mistake. Nixing the idea of driving to Seattle they decided a road-trip to Pennsylvania, and an airport there, would take them far enough away...

Wednesday 3 April 2013

Ranger Favoured Enemies

Based on Erik Mesoy's thoughts on Ranger Favoured Enemy:

Rangers select from the following list of Type and Subtype when selecting Favoured Enemies:

  • Aberration
  • Animal
  • Construct
  • NEW Reptillian - includes both Humanoid (reptilian) and Dragons.
  • Fey
  • NEW Humanoid, Civilised - includes Humans, Elves, Dwarves, Halflings, Gnomes and other 'civilised' races.
  • NEW Humanoid, Uncivilised - includes Giants, Goblinoids, Gnolls, Orcs and other 'uncivilised' races.
  • Humanoid (aquatic)
  • Magical Beasts
  • Monstrous Humanoid
  • Ooze
  • Outsider, Aligned - includes Angels, Archons, Demons and Devils.
  • NEW Outsider, elemental - includes fire, earth, air and water subtypes.
  • Plant
  • Undead
  • Vermin



Iconic Marksman

So someone suggested building a Marksman using my featchain at some iconic levels.
Source indeterminate


Iconic Marksman, Level 1

Human Fighter 1
Attributes
Str 9, Dex 18, Con 13, Int 14, Wis 12, Cha 11
BAB+1, CMB+0, CMD 14
Initiative +4; Perception +2
Defense
Wound Points 13, Vitality 11
Armour Resistance nil.
Armour Class 20 - Touch 20, Flatfooted 10 (Dex +4, Class Defence +6)
Fort +3, Refl +4, Will +1
Offense
Arquebus /w Taking Aim & Deadly Aim, +6 - Damage 1d10+3 piercing + 1d6 precision, Crit 19-20.
Other
Skills: Intimidate 1 (+4), Craft alchemy 1 (+6), Perception 1 (+2), Survival 1 (+5)
Feats: Marksman, Master Marksman, Deadly Aim
Class Features: Fighter Proficiencies
Gear: Arquebus, 50 shot and powder, Bayonet, 1x Potion of Cure Light Wounds, 43 gold pieces

Iconic Marksman, Level 6

Human Fighter 6
Attributes
Str 9 Dex 21 Con 13 Int 14 Wis 12 Cha 11
BAB+6/+1, CMB+5, CMD 20
Init +5; Perception +7
Defense
Wound Points 13, Vitality 43 (avg)
Armour Resistance nil.
Armour Class 24 - Touch 24, Flatfooted 11 (Dex +5, Class Defence +8, Deflection +1)
Fort +6, Refl +7, Will +3 (+5 vs Fear)
Offense
+1 Arquebus /w Deadly Aim & Marksman +14 - Damage 2d10+7 piercing + 2d6 precision, Crit 17-20.
Other
Skills: Intimidate 6 (+9), Craft alchemy 6 (+11), Perception 6 (+7), Survival 6 (+10).
Feats: Marksman, Master Marksman, Deadly Aim, Point Blank Shot, Crack Shot, Point Blank Shot, Precise Shot, Sniper.
Class Features: Fighter Proficiencies, Bravery +2, Weapon Training (Firearms) +1, Armour Training +1.
Gear: +1 Arquebus, 50 shot and powder, 2x Masterwork Dragon, Masterwork Bayonet, Gloves of Dexterity +2, Ring of Protection +1, Handy Haversack, 3x Potion of Cure Moderate Wounds, 437 gold pieces

Iconic Marksman, Level 12

Human Fighter 12
Attributes
Str 9 Dex 24 Con 14 Int 14 Wis 12 Cha 11
BAB+12/+7/+2, CMB +11, CMD 29
Init +7; Perception +13
Defense
Wound Points 14, Vitality 92 (avg)
Armour Resistance 4, Spell Resistance 13
Armour Class 27 - Touch 20, Flatfooted 24 (Dex +7, Class Defence +10, Armour Class +9, Natural +3, Deflection +2, Dodge +1)
Fort +10, Refl +9, Will +5 (+9 vs Fear)
Offense
+1 Flaming Arquebus of Shocking Burst /w Deadly Aim & Marksman, +21 - Damage 3d10+12 plus 3d6 precision plus 1d6 fire plus 1d6 electric (plus 1d10 on a crit), Crit 17-20.
Other
Skills: Intimidate 12 (+15), Craft alchemy 12 (+17), Perception 12 (+13), Survival 12 (+16)
Feats: Marksman, Master Marksman, Deadly Aim, Point Blank Shot, Crack Shot, Point Blank Shot, Precise Shot, Sniper, Focused Shot, Weapon Focus (Arquebus), Far Shot, Dodge, Weapon Specialisation (Arquebus).
Class Features: Fighter Proficiencies, Bravery +4, Weapon Training (Firearms) +2, Weapon Training (Spear) +1, Armour Training +3.
Gear: +3 Breastplate of Spell Resistance, +1 Flaming Arquebus of Shocking Burst, 50 shot and powder, 2x Masterwork Dragon, Masterwork Bayonet, Gloves of Dexterity +4, Amulet of Natural Armour +3, Ring of Protection +2, 998 gold pieces.

Tuesday 2 April 2013

Firearms Marksmen


My current rules for Gunpowder Firearms disqualify them from the normal means for a fighter to progress damage - subsequent attacks. In lieu of that I propose a feat chain with Gunpowder weapons in mind.

These are designed to be used with the Vital Strike feat chain, adding precision damage and to hit bonuses to make up for the reduced average damage.

Combined with the Vital Strike family this allows a suitable Fighter with all the feats and a +1 Flaming Frost Shocking Burst Arquebus a single attack at AB +24 (before Dex modifier and Weapon Focus) dealing 4d10+4 base damage, +3d6 affix damage and +4d6 precision damage (4d10+7d6+4 total or 50.5). Against AC40 (and reloading every other round instead of using sheenanigans) that translates to a total DPS of 5.05. Against AC20 (again, reloading every other round instead of sheenanigans) that translates to a total DPS of 25.25.

Compare this to the +1 Flaming Frost Shocking Burst Composite Longbow with +3 pull performing iterative attacks that's 4 attacks at +20/+15/+10/+5 each dealing d8+3 base damage and another 3d6 affix damage (d8+3d6+3, 2d8+6d6+6, 3d8+9d6+9, 4d8+12d6+12, or 18/36/54/72 average depending on the target's AC). Against AC40 (full attack every round) that comes to 3.6 DPS. Against AC20 (again, attacking every round) that comes to 45.


From this comparison it's clear that the arquebus, even reloading every other round - which can be avoided by using Quick Draw and a handy haversack full of arquebuses) offers better DPS against bigger enemies and are more likely to penetrate any Damage Reduction but it is not too disproportionate an advantage as the Arquebus build represents a greater Feat investment at these higher levels.

(No longer relevant due to changes to the feats)

From DeviantArt

Feats


Marksman [Combat Feat]
Prerequisites: Base Attack Bonus +1
As a Move Action you may take Aim, granting a +2 Attack Bonus on your next Standard Attack made with a firearm you are proficient with before the end of your turn.

Master Marksman [Combat Feat]
Prerequisites: Marksman
When taking Aim you deal an additional d6 of precision damage. Creatures immune to Sneak Attack (without distinct anatomy) are immune to precision damage. This precision damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and finally 5d6 at 20th.

Crack Shot [Combat Feat]
 Prerequisites: Base Attack Bonus +6, Marksman
 When taking Aim the subsequent attack deals double base damage: roll the base damage twice and add it together before adding bonus damage from weapon properties, spells, precision damage and other damage sources. This feat does not stack with Vital Strike. If you have Base Attack Bonus +11 this feat improves to three times base damage; if you have Base Attack Bonus +16 this feat improves to four times base damage.

Sniper [Combat Feat]
Prerequisites: Base Attack Bonus +6, Marksman
When taking Aim this feat improves the bonus from +2 to +4. In addition taking aim temporarily grants the Keen property to the subsequent attack.

Ranger Combat Style, Firearms

If the Ranger selects the firearms style he can choose from the following list whenever he gains a combat style feat.
Deadly Aim, Precise Shot, Marksman, Master Marksman
  • At 6th level he adds Crack Shot and Improved Precise Shot to the list.
  • At 10th level he adds Pinpoint Targetting and Shot on the Run to the list.
As always, comments and fixes welcome.

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Edit (2nd April 2013 @ 2120 GMT): It's just been pointed out to me that I was unclear that the bow has a +3 pull, not a +3 enhancement bonus. I also realise that I forgot to include the +1 enhancement bonus on either weapon. I don't feel like running the numbers again right now so I'll just leave it. It's also been pointed out my assumptions are Bad and I should feel Bad.

Edit (2nd April 2013 @ 2200 GMT): Changed Sniper to grant a Ranged Touch Attack. Increased the precision damage given by Master Marksman.

Edit (3rd April 2013 @ 0030 GMT): Changed Master Marksman to work from first level. Changed combat style to include vital strike. Changed Sniper back to its original iteration after realising that Pinpoint Targetting overlapped.

Edit (3rd April 2013 @ 2203 GMT): Added the Crack Shot feat as a cheap alternative to Vital Strike.

Monday 1 April 2013

Jotunn Halfgiants



The most commonly encountered of the Jotunn's descendents. The Half-Giants carve out a grim existance on the edges of Jotunheim - hunted by Dwarves and Humans but driven into their lands by fouler beasts.

Like all giants they have a taste for man-flesh, which combined with their skills as trappers presents a hazard adventurers would be wise to avoid.



Jotunn Halfgiant, CR3 (800XP)

4HD Large Humanoid (giant)
Init -1, Perception +0; Low-Light
DEFENCE
Wound Points 16, Vitality 32
Armour Resistance 1
AC15 - Touch 12, Flatfooted 15 (+3 Armour, +2 Natural, -1 Dex, -1 Size, +2 Shield)
Fort +7, Refl +0, Will +1
OFFENSE
Speed 40ft
MELEE Battleaxe +7 (2d6+5 Slashing, Crit 19-20)
RANGED Rock +1 (d8+7 Blunt, Crit 20)
Space 10ft, Reach 10ft.
Special: Rock Throwing (120ft)
STATISTICS
Str 21 Dex 9 Con 16 Int 9 Wis 10 Cha 8
BAB+3, CMB+9, CMD 18
Feats: Martial Weapon Proficiency (Greataxe), Skill Focus (Stealth)
Skills: Craft (Trap Making) +7, Survival +9, Stealth -1 (+1 in Snow)
Languages: Giant
Gear: Large Battleaxe (2d6), Large Studded Leather Armour (+3 AC, ACP-1), Large Heavy Wooden Shield (ACP-2)
Organization: Solitary, Pair, Band (3-9), Camp (3-9 + 25% non-combatants + Character)

Halfgiant Characters

  • LA+1, 4 Racial HD (Humanoid).
  • Size is Large (-1AB, -1AC, Space 10ft, Reach 10ft).
  • Ability modifiers Str+8, Dex-2, Con+4
  • Natural Armour +2.
  • +2 racial bonus to Survival and a +2 racial bonus to Stealth when in snowy terrain.
  • Low-Light Vision.
  • Move Speed 40ft.
  • Automatic languages: Giant; Bonus Languages: Common, Dwarven, Terran

Jotunn Halfgiant Huntmaster, CR4 (1,200XP)

5HD Large Humanoid (giant), Ranger 1
Init +0; Perception +9, Low-light.
DEFENCE
Wound Points 18, Vitality 43
Armour Resistance 0
AC15 - Touch 15, Flatfooted 11 (+4 Class Defence, +2 Natural, -1 Size)
Fort +10, Refl +3, Will +2
OFFENSE
Speed 40ft
MELEE Greataxe +10 (3d6+9 Slashing, Crit 19-20)
RANGED Rock +1 (d8+9 Blunt, Crit 20)
Special: Rock Throwing (120ft), Favoured Enemy (Humanoid) +2
STATISTICS
Str 23 Dex 11 Con 18 Int 10 Wis 12 Cha 8
BAB+4, CMB+11, CMD 21
Feats: Track, Wild Empathy, Skill Focus (Stealth), Weapon Focus (Greataxe)
Skills: Handle Animal +3, Intimidate +3, Know nature +4, Perception +9, Stealth +7 (+9 in Snow), Survival +11
Languages: Giant
Gear: Large Greataxe (3d6)

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Edit (2nd April 2013 @ 1600GMT): Increased Challenge Rating and Hitdice per a friend's suggestion. Replaced the basic Jotunn's Greataxe with a Battleaxe and Shield to keep damage manageable.

Belphegor's Quest, World Map, draft

So I had a go at trying to bash out a world map for Belphegor's Quest. It, perhaps, shows off just how bad I am at these things.



Probably needs better cropping to remove the sections with the least going on.

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Edit (4th April @ 0026): Fiddled with the map, made Visigotha larger, added label for Germania, removed colour from Jotenheim. Added island of Mallorca.