Jump to content

About This Game

Wild West Punk, Dieselpunk, Aetherpunk. A team of Marshals are dispatched to bring Law to the lawless, order to chaos.

Game System

Pathfinder 1e

Detailed Description

Rerecruiting for lost player. We have one slot to fill.

 

 

 

Fair warning, this is a Penchant game so you know what you're in for :D

 

This is a genre mashup of Wierd West, Dieselpunk and Aetherpunk. It takes place in a fantasy world of my own creation. This is not Tolkien fantasy in the least. No elves, dwarves, etc.

 

A team of Imperial Marshalls are charged with bringing Law to the lawless West. You will represent the long arm of the Empire. Adventures will be episodic and centered around bringing in warrants and killing monsters.

 

Discord is going to be used for Out of Character discussions.

 

Some players have already been selected. Open spots will go to open applications.

  1. What's new in this game
  2. Yeah, when I go to the IC thread, the current page, or the page immediately previous at most, of the thread is the only place I go to. :) This is not to say there'll be no PC to PC communication, just less. I see a pic and some other details, I will write more, relate more.
  3. Because I have established those details in all of my other posts? I won’t establish the look of his armor and weapons every time I post. These details are both in the sheet and in our previous posts.i apologize if you found the post too sparse. If it’s a formatting complaint I’m sorry and I will work on it. Like truly. I’m generating art I like more. And I have code for a sheet. Just have to do it. if it’s a joke because I suck, yes. You are correct. I am trying to be better.
  4. Sorry, who is Sam again? The posts are devoid of details as to what he looks like, carries etc..
  5. AC 37 F16 R13 Will 18 (20) Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 6/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 3/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Luce notes the one who'd dispelled her invisibility drawing 'a lot' of fire. If that kept up, she'd be invisible again in moments. She tightens her grip around her polearm, wondering if there'd be any more to fight. Move: 20'. Immediate: Danger Sight +5 to AC and Saves. Standard: Hack #8
  6. Sam is wisked down the road in an instant teleported by his teammate into the thick of it. He recovers quickly falling in line with his team mates and taking a spot so he had Dead Eddie in his sights dead to rights. He pulled his orrery from beneath his armor and held it in his hand as he prayed, “Let the stars light guide my hand and bring the fiery justice only found under the true light of the stars above. Let my aim be true and my rounds carry the force of your wraith.” Sam didn’t bother shouting out to dead Eddie or his team mates he let their words and actions speak for him and lent his strength of action to them. He whistled softly twice as he shouldered his rifle. The fiery sprite living within flared to life and his rifle warmed in his hands and the runes and inscriptions glowed as he sighted down the rifle. He fired softly pulling the trigger and then quickly racking the lever and doing so twice more in rapid succession his rounds flaming down range right as the road ahead of him woke up in fiery plumes of grenade explosions. OOC: availing myself of the teleportation and then casting smite on Dead Eddie then Rapid Firing my rifle into his face holes.
  7. AC 37 F16 R13 Will 18 (20) Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 6/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 3/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil "Well I'd love to stay, but... " drawls Luce, smirking back at Dead Eddie. She hacks at the wight due south of her, then backs off as grenades and bullets coming whizzing in, willing to accept an attack from one of the wights (#4) as she does so. Note: This is why I usually play a Mage. 2 on a d20, then 1 on a d10. The MW die roller vendetta continues. :) Move: 20'. Immediate: Danger Sight +5 to AC and Saves. Standard: Hack #8
  8. Marshal Marshall Berringer Marshall blinked in momentary surprise as he was magically transported forward towards the pack of wights and the strange column. There was a sour grunt at Ilya's shout then shot. Marshall's military reflexes kicked in. Better to execute a strong attack while the position suited before things got too chaotic. He made sure he was positioned to block any direct charge at Dayv, Marshall suspected he was better protected than the driver with his massive mithril shield covering the side that was now facing the wights. With deceptively practiced ease that belied the hours of constant refining of technique Marshall's geared beast of a mechanical launch bow swung up even as he knocked alchemical grenades into the ammo slot. A dull thud, the springs whirled and repositioned and so the routine continued. Two black objects sailed through the air to land with a thud down in the middle of the dusty roadway. Then, as if on cue, exploded simultaneously in a flashing, crashing roar, the overlap catching the undead Eddie and those in the middle of the crossroads. Marshall brought his shield up in readiness for the return attack. OOC Barrage Attack: 2 x improved fuse grenades touch attack to land in designated squares. 20' radius blast. As I read the map Marshall can get all targets except wight 4 while wrights 1, 3, 5, 6 and Dead Eddie can get the overlapping blasts. Even if missing the wrong square this pretty much won't change. There's an unclarified rules point here - because as a fuse master Marshall gets the grenades to explode at the same time it doesn't say which is the base grenade to add damage to. For ongoing definition I'd suggest simply stating the first grenade rolled in every case is the base damage to add overlap damage to. Damage: 6d6 Fire + 6d6 Bludgeoning damage +11 +3d6 bludgeoning for those caught in doubled blast area Reflex save 19 for half damage Top side wrights 1,2,3 and Dead Eddie get: 12 fire damage + 27 bludgeoning damage + 11 Bottom side wrights 5,6,7,8 get: 16 fire + 26 bludgeoning +11 Wights 1,3,5,6 and Dead Eddie get: +14 bludgeoning damage Total then reflex DC19 for half (next time I'll stick to characters swinging a sword) Status Move ignore 15' difficult terrain. +6 damage. 4 improved fuse grenades remaining Will use Active shield defence +4 AC and touch AC for AoO against known attack Martial Focus: Yes
  9. Luce is going last so she doesn't block line of sight. ;)
  10. Dayv The tide had turned quickly. He was just getting ready to saunter toward the saloon when the doors bang open and a group of emaciated undead cowpokes stumble out searching around for something or other. Then the head honcho, Eddie, seemed to dispel Luce's invisibility only for the warrior to be surrounded by a small cloud of mist. Add on to that his sudden appearance behind a covered wagon seemed to set Dayv on the backfoot. He oriented himself quickly however and stepped up to the edge of the wagon drawing his revolver and shooting at the closest enemy. OOC and Actions ------------------------- HP: 98 (98 base) AC: 20 (10 base, +4 DEX, +2 armor, +1 dodge, +1 natural, +2 deflect) Initiative: 8 ===== Reactions ===== ===== Actions ===== 5' step Two revolver shots against Wight 8 Ongoing Effects and Daily Use Things Ongoing Effects: Mystical Warding from Ilya Remaining Resources: Potions: Items: 10 Greater Burrowing Bullet
  11. Ilya "Brace for transport! Tell me if you want melee, ranged, or something else!" Ilya quickly grabs her cherished orrery pendant, and incants: "Like a comet skips through the sky Divine energies let us cross Through paths unseen" In the blink of an eye, the quatuor is brought closer to the action. Ilya lands on top of a nearby building, with the meleers on the ground and Dayv nearby. She tries to position the others as best she can given what they replied, and also what they told her earlier of their fighting style. "Not-Quite-Dead Eddie" she shouts, to get his attention away from Luce. "You are under arrest! Stand down, or we will use any means at our disposal - mostly disproportionate force, hails of enchanted bullets and powerful spells - to crush the undeath out of you." Noticing some magic emanating from one of them, she decides to shoot it first. OOC Move: Warp herself and her allies up to Medium range (200ft); they must end up within Close range (50ft) of her. This costs her 3 SP (1 for extra distance, 1 for Mass, 1 for Move action) Standard: Deadly Shot (expand MF) vs Dead Eddie, with Hindering Projectile Atk 38, Dmg 39 Dead Eddie takes a -2 AC/Atk/CMD penalty until he takes a move action to remove it (IC, the bullet is lodged in his body). I'll roll two Intercepts in case up to 2 enemies attack Luce (or Diesel). If they hit, the triggering attack takes a -6 penalty. All attacks are touch attacks. Statblock HP: 68/68 Init: +4, Perception: +20 AC: 27, TAC: 22, FFAC: 23 Fort: +8, Ref: +14, Will: +15, CMD: 28 Speed: 30ft Deadly Shot: +19 vs touch AC (1d10+10/x4, bleed 3) -- range 320ft +3d6 if expend MF Intercept: +15 vs touch AC (1d10+10/x4, bleed 3) -- range 320ft +2 / +1d6 vs Humans [ ] Martial Focus 14/20 SP Active buffs: Sense Magic 45ft, Sniper's Eye, Tremorsense 45ft Mystic Warding: Diesel, Lucienne
  12. It’s not vs touch per se. Just straight AC.
  13. Thanks. What kind of AC is this? Does it work against bullets?
  14. these are the default bonuses Luce has. She took the same as Ilya.
  15. Luce vanishes and moves out of the saloon as the wights stream out after her. They spread out looking for signs of her (double moves) but Eddie takes his time. She hears him mutter something in another language and a shimmering bubble grows from him as he walks out the double doors and stands on the boardwalk. As the bubble washes past her, the invisibility goes down and she finds herself surrounded by wights suddenly aware of her location From the end of the town the party sees human figures pile out of the saloon and then suddenly Luce appears in their midst. DC 18 Spellcraft check to identify Invisibility Purge, a notorious cleric spell The wights have revolvers and Bowie knives and Eddie has a lever action rifle. Begin Round 2, everyone may act.
  16. AC 29 Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 6/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 3/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil "Let's take this outside.", replies Luce, while casting Improved Invisibility. She then backs out the door into the street.
  17. The party parks the Scooby Van just outside of town. The place is a ramshackle collection of buildings that have seen better days. Two towers stand at the back of the town: the lift houses of mine elevators. A large building is clearly visible at the end of the main street, a combination saloon and hotel (and likely other things). While the rest of the place looks like a ghost town, there is life to this establishment. Luce makes her way down the avenue while Dayv hangs back and bides his time. Ilya climbs the nearest building so she can have a view of the town without getting into it proper (She does notice that the buildings along the main street share common walls with only a few narrow streets between them). As she gets closer, Luce can hear the warbling tunes from a Jukebox coming from inside the saloon. She doesn't see any faces in the doors or windows of the buildings she passes. There are a few iron horses parked outside the saloon as she steps up onto the boardwalk. A pair of double saloon doors stands in front of her and she casually moves in. As she passes the doors and they swing to and fro behind her, her eyes adjust to the dim interior. There are about a dozen people inside sitting at tables with about half of them gathered around a poker table. A barkeep cleans mugs behind the bar. She's about to waltz in when the entire bar turns to look at her. Her feet are frozen in place. They all stare at her with blazing red eyes. Their skin is dessicated and torn. Every one of them... is a wight. A wight at the poker table laughs and lays his cards face down on the table. He leans back and says, "Welcome, welcome! Come in and belly up to the bar. Have a drink on the house! Stay a while. 'Cause you ain't ever leavin'." A couple of patrons start easing revolvers out of their holsters while others rake their taloned hands across the wooden tables.
  18. Dayv He tips his hat, "That sounds mighty fine to me. Let's not waste any more time. We got a dead man to...make deader?" As Luce enters and goes about setting themselves up, Dayv checks all of his various weapons hidden on his person. It seems to be similar to a ritual or habit. He even checks himself to ensure he looks well traveled enough. Once it has been time he would stroll into the local watering hole with the friendliest smile he could muster, takes off his hat, and approaches the bar. OOC and Actions ------------------------- HP: 98 (98 base) AC: 20 (10 base, +4 DEX, +2 armor, +1 dodge, +1 natural, +2 deflect) Initiative: 8 ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Mystical Warding from Ilya Remaining Resources: Potions: Items: 10 Greater Burrowing Bullet
  19. AC 29 Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 5/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 4/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Luce ponders then.. "Well Dayv, you should have 'back up' on hand. Give me twenty minutes nursing a drink in the establishment, sans marshall badge.. incognito, before you wander in and do your stuff?", she murmurs, doing her usual 100% unruffled 'I never speak loudly or quickly' thing.
  20. Ilya "I couldn't go undercover if I tried" Ilya pats her favourite rifle, which is pretty noticeable and which she has no intention of ever leaving behind. When she imagines trying to obtain information, all she visualizes is her barging in and demanding to know if anyone has seen undead... She stifles a smile. "But I can be the bad cop if we need one, and I have pretty good hearing and 'people judgment', so I can enter saloon separately to be there to provide support if needed. Though if I'm honest my favourite setup is 'nearby rooftop and blow bad people to bits', but of course that require knowing where the perps are. Basically, yeah, I'm fine with letting Dayv do his thing." Statblock HP: 68/68 Init: +4, Perception: +20 AC: 28, TAC: 22, FFAC: 23 Fort: +8, Ref: +14, Will: +15, CMD: 28 Speed: 30ft Deadly Shot: +22 vs touch AC (1d10+10/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim) +3d6 if expend MF Intercept: +18 vs touch AC (1d10+10/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim) +2 / +1d6 vs Humans [X] Martial Focus 17/20 SP Active buffs: Sense Magic 45ft, Sniper's Eye, Tremorsense 45ft Mystic Warding: Diesel, Lucienne
  21. Marshal Marshal Berringer "Would it be worth splitting up?" Marshal asked. "Dayv's an unknown in the Wastelands and might have more chance as a single operative to dig up information in town than a bunch of heavy weights driving in. I don't know about the rest of you, but unfortunately the undercover agent role is not really my thing."
  22. Dayv "I happen to have a good rapport with the local downtrodden. Once in town I just suggest you all treat me as a driver and I can hit the saloon or what have you and dig up some rumors." OOC and Actions ------------------------- HP: 98 (98 base) AC: 20 (10 base, +4 DEX, +2 armor, +1 dodge, +1 natural, +2 deflect) Initiative: 8 ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Mystical Warding from Ilya Remaining Resources: Potions: Items: 10 Greater Burrowing Bullet
  23. Sam had been in a mood and it had kept him quiet and chewin his thoughts something fierce and by the time he realized he’d been rude to his fellow marshals he was already minutes into picking his nails in public, and in the presence of the fairer sex no less. Sam had lived a hard long dark life and paid his tithe to the reaper in advance but he’d worked long and hard and found his faith to pull himself out of a dark place. That salvation didn’t mean he was passed that darkness though. It just meant the stars guided him through it. He was no longer lost. That didn’t mean he didn’t have to sit and stew in it sometimes though. Couldn’t be helped. Sam shook his head wiped his folding knife on his pant leg and slid it into his pocket before taking his gauntlets from his belt and pulling them taunt the leather creaking. He reached behind his breast plate and into a breast pocket retrieving a toothpick which he rolled between his fingers as he rolled over the predicament as presented. He straightened a bit and tucked the toothpick into his mouth as he cleared his throat a bit and spoke his voice momentarily hoarse before loosening to normalcy as he talked, “As per usual the lovely Luce has quite the handle on our current situation. And a good tactical acumen as well if I might add. However I will add that reconnaissance and intelligence will win a fight before it’s fought so advise we get to doing us a bit of scouting as our friend Marshal has suggested. Though once we know what there is to know then I do agree with Luce. We set the scene and we take the shot, cut the head from the snake. We just can’t do it blind. Not with the numbers this deviant could bring to bear.”
  24. AC 29 Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 5/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 4/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Luce ponders this for several seconds, then.. "A necromancer is no paltry opponent, but the big problem is, he can delay us with meat barricades while he scarpers. His undead are expendable. We can be subtle though. I can render us all invisible for a short time. I can also hide us in a rope trick space for a time, but when all is said and done we will have to go room to room clearing it. I can assist with that as well. Lots of minions is the realm of big area damaging spells.. and that's not me." "Ideally, the thing is to find out where he is and strike at him directly, cutting the head off the snake. I don't mind fighting our way out through all his pissed off minions."
  25.  
×
×
  • Create New...