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OzzyKP

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  1. Mack Cartwright——————————Round 3 Notwithstanding the life or death situation they find themselves in, Mack stifles a laugh as Buzz takes a tumble down the embankment. His decorum lasts only a moment though until he can't help himself and blurts out "Watch out, that first step's a doozy!" With Buzz rushing toward the leader, Mack attempts to pick off one of the new threats. He quickly jams another slug in the chamber and then fires at the furthest away enemy, clipping his leg. OOC and Actions ------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== ===== Actions ===== Move: Free: Reload shot gun Standard: Attack vs. Furthest North enemy (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -3 range) - 85 ft or so away Shotgun dmg (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 8 rounds remaining Remaining Resources: Grit/Luck/Panache: 3/4 (-1 quick clear) Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 91/100 Silver Cartridges: 20/20 Healer's Kit: 14/20
  2. Sunna Halvesen——————————Round 8 With the Babau's finished and the Shadows closing in, Sunna switches tactics once again to better attack the intangible foes. Thanks to Denrag and her Archon pointing out their location, Sunna circles around the dangerous enemies until she is exactly opposite one from Denrag. Using her heightened senses she attempts to slice through it, but she judged incorrectly and her blade passes through nothing but air. Her archon, realizing it had little chance to harm these slippery foes, decides to focus entirely on defending itself. OOC and Actions ------------------------- HP: 101+7 (101 base, +15 temp hp, -8 Babau4) AC: 32 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor, +2 deflection) - DR 2/- vs Evil Outsiders Hands: Waveblade ---------------------------------- HP: 9 (45 base, -36 shadows) AC: 26 (10 base, +9 natural, +2 deflection, +1 haste, +4 total defense) ===== Reactions ===== ===== Actions (Sunna) ===== Swift: Martial Flexibility (add Ghost Slayer in place of Viscous Stomp) Move: Circle around the Shadows to end up in a flanking position. Draw Madu on the way. Standard: Attack Shadow Demon 3 Attack 1 (waveblade vs. Shadow3): (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor, +2 flanking, -2 power attack) Damage1 (waveblade vs. Shadow3): (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor, +4 power attack) Concealment Miss Chance (26-100 hit) ===== Actions (Archon) ===== Standard: Total Defense Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 93 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Blind Fight (reroll if miss from concealment, invisible attacker gets no benefits vs. me in melee): 6 rounds remaining Divine Favor (+1 luck on attack & damage): 5 rounds remaining Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 6 rounds remaining Aid (+1 morale on attack & saves vs. fear, temp hp): 76 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 10 rounds remaining Ongoing Effects (Archon): Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 6 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Remaining Resources: Martial Flexibility Remaining: 3/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 1/3 1st level spells: 1/2 Arrows: 40/40
  3. In theory I very much prefer an open Sandbox. Players choices and actions have real consequences and shape the course of the game. Otherwise you are basically just playing a video game. Kill some mooks, kill the boss, proceed to level 2. That said, being able to pull off a sandbox game, especially in Play by Post, is rather hard. Decision paralysis, as bwatford mentioned, is the biggest slow down I see in games. I am working on prepping a game to run that will be a fairly open sandbox, and whew, I'm a bit overwhelmed with all the work involved to anticipate different possibilities. My initial plan was to be completely open, but I've started to narrow down the scope of the game and add at least an initial plot/direction to make things easier for me to prepare for.
  4. I don't have anything constructive to add, this is all a bit more advanced of a build for me to wrap my head around, but I will say that I appreciate how neatly laid out everything is. Well done with the orderly presentation and formatting.
  5. Sunna Halvesen——————————Round 7 She notices the archon near Denrag taking some serious damage. She shouts out, "Don't let them flank you! Denrag, come close to me so we can watch each other's backs." Then the skilled brawler proceeded to sweep the legs out from under the three Babau's in her reach, staying close to them as she did so she could deliver a viscous stomp to their throat once they landed on the ground. She was ready to deal more pain if they dared to stand up again. Meanwhile, her loyal hound moved to dispatch the injured Babau that Denrag had nearly killed. OOC and Actions ------------------------- HP: 101+7 (101 base, +15 temp hp, -8 Babau4) AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor, -2 lunge, +2 deflection) - DR 2/- vs Evil Outsiders Hands: Waveblade ---------------------------------- HP: 39 (39 base) AC: 22 (10 base, +9 natural, +2 deflection, +1 haste) ===== Reactions ===== ===== Actions ===== Free: Activate lunge (+5 ft reach, -2 AC) Free: Activate Belt of Superior Maneuvers (+1 CMB/CMD on trip) Swift: Martial Flexibility (add Viscous Stomp in place of Ghost Slayer) Full-Round: Attack Babau's Attack 1 (waveblade, trip vs. Babau4) (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 belt of superior maneuvers, +4 beast training, +1 weapon focus, +1 divine favor, -2 TWF) AoO1 (kick, viscous stomp) vs. Babau4 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +1 weapon focus, +1 divine favor, -2 TWF) AoO1 damage (unarmed) vs. Babau4 (1d8 base, +8 STR, +2 weapon specialization, +2 dedicated adversary, +1 divine favor) Attack 2 (offhand/kick, trip vs. Babau2) (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +1 belt of superior maneuvers, +4 beast training, +1 weapon focus, +1 divine favor, -2 TWF) AoO2 (kick, viscous stomp) vs. Babau2 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +1 weapon focus, +1 divine favor, -2 TWF) AoO2 damage (unarmed) vs. Babau2 (1d8 base, +8 STR, +2 weapon specialization, +2 dedicated adversary, +1 divine favor) Free: 5 ft step Southeast (after first two attacks) Attack 3 (waveblade, haste, trip vs. Babau3) (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 belt of superior maneuvers, +4 beast training, +1 weapon focus, +1 divine favor, -2 TWF) AoO3 (kick, viscous stomp) vs. Babau3) (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +1 weapon focus, +1 divine favor, -2 TWF) AoO3 damage (unarmed) vs. Babau3 (1d8 base, +8 STR, +2 weapon specialization, +2 dedicated adversary, +1 divine favor) Attack 4 (waveblade, iterative, vs. Babau3) (2 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor, -2 TWF) Attack 4 damage (waveblade, vs. Babau3) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor, +2d6 holy) Attacks of Opportunity (if needed): AoO4 (waveblade, if needed) (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) AoO4 damage (waveblade) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor, +2d6 holy) AoO5 (waveblade, if needed) (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) AoO5 damage (waveblade) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor, +2d6 holy) AoO5 Crit Confirm:1d20+24 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor, +1 Aid) AoO5 Crit Damage:3d6+16 (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor, +2d6 holy) ===== Actions (Archon) ===== Free: 5 ft step SE Full-round: Attack Babau5 Archon Attack 1 (greatsword vs. Babau5) (6 BAB, +4 STR, +1 masterwork, +1 haste) Archon Attack 1 damage (greatsword vs. Babau5) (2d6 base, +4 STR, +2 two-handed) Archon Attack 2 (greatsword, iterative vs. Babau5) (1 BAB, +4 STR, +1 masterwork, +1 haste) Archon Attack 2 damage (greatsword vs. Babau5) (2d6 base, +4 STR, +2 two-handed) Archon Attack 3 (bite, vs. Babau5) (1 BAB, +4 STR, +1 haste) Archon Attack 3 (bite, vs. Babau5) (1d8 base, +4 STR) Archon Attack 4 (haste, greatsword vs. Babau5) (6 BAB, +4 STR, +1 masterwork, +1 haste) Archon Attack 4 (damage, greatsword vs. Babau5) (2d6 base, +4 STR, +2 two-handed) Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 94 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Blind Fight (reroll if miss from concealment, invisible attacker gets no benefits vs. me in melee): 7 rounds remaining Divine Favor (+1 luck on attack & damage): 6 rounds remaining Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 7 rounds remaining Aid (+1 morale on attack & saves vs. fear, temp hp): 77 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Viscous Stomp feat (AoO vs. enemy that falls prone adjacent to me): 10 rounds remaining Ongoing Effects (Archon): Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 7 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Remaining Resources: Martial Flexibility Remaining: 4/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 1/3 1st level spells: 1/2 Arrows: 40/40
  6. I will be on vacation in Rome from Monday, April 15 through Wednesday, April 24. I'll be able to check in on OOC and in chat, but won't have my computer with me so I can't do an IC post. Please NPC me while I'm gone, thanks!
  7. I will be on vacation in Rome from Monday, April 15 through Wednesday, April 24. I'll be able to check in on OOC and in chat, but won't have my computer with me so I can't do an IC post. Please NPC me while I'm gone, thanks!
  8. Sunna Halvesen——————————Round 6 As she was trained to do, Sunna waited for the Babau to approach and then with swift movements she knocked them on their backsides. With her enemy sprawled out on the ground they were easy targets. Lunging forward, she stabbed at them with her blade. Badly missing with her first blow, but then connecting with a sharp kick to the midsection of first enemy, then she sliced at the second one. She waited for them to stand up and charge her again. OOC and Actions ------------------------- HP: 101+15 (101 base, +15 temp hp) AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor, -2 lunge, +2 deflection) - DR 2/- vs Evil Outsiders Hands: Waveblade ---------------------------------- HP: 39 (39 base) AC: 22 (10 base, +9 natural, +2 deflection, +1 haste) ===== Reactions ===== ===== Actions ===== Free: Activate lunge (+5 ft reach, -2 AC) Free: 5 ft step east Swift: Activate Ghost Slayer feat Full-Round: Attack prone Babau's using TWF Attack (waveblade) vs. Babau4 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor, -2 TWF) Damage(waveblade) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) Attack (unarmed) vs. Babau4 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +1 weapon focus, +1 divine favor, -2 TWF) Damage (unarmed) vs. Babau 4 (1d8 base, +8 STR, +2 weapon specialization, +2 dedicated adversary, +1 divine favor) Attack (waveblade, iterative) vs. Babau2 (2 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor, -2 TWF) Damage (waveblade, iterative) vs. Babau2 Attacks of Opportunity (if needed): AoO1 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) AoO1 Damage(waveblade) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) AoO2 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) AoO2 Damage(waveblade) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) AoO3 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) AoO3 Damage (waveblade) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) AoO4 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) AoO4 Damage (waveblade) (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) Oh nuts, I forgot my waveblade has Holy. I need to add another 2d6 dmg to each of those. My first attack was a nat 1, so I'll ignore that. Iterative attack, holy dmg AoO1 Holy dmg AoO2 Holy dmg AoO3 Holy dmg AoO4 Holy dmg Attack from Haste (waveblade) vs. Babau4 (7 BAB, +8 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor, -2 TWF) Damage from Haste (waveblade) vs. Babau4 (1d6 base, +8 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) ===== Actions (Archon) ===== Move: Move to E12 Standard: Archon Attack Babau2:1d20+8 (6 BAB, +2 STR, +1 masterwork, +1 haste, -2 power attack) Archon (greatsword) dmg vs. Babau2:2d6+9 (2 STR, +1 two-handed, +6 power attack) Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 95 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Blind Fight (reroll if miss from concealment, invisible attacker gets no benefits vs. me in melee): 8 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 5 rounds remaining Divine Favor (+1 luck on attack & damage): 7 rounds remaining Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 8 rounds remaining Aid (+1 morale on attack & saves vs. fear, temp hp): 78 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Ongoing Effects (Archon): Haste (+1 attack, +1 AC, +30 ft move, +1 extra attack): 8 rounds remaining Magic Circle Against Evil (+2 deflection AC, can make extra save vs. mental control with +2 morale) Remaining Resources: Martial Flexibility Remaining: 5/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 2/3 1st level spells: 1/2 Arrows: 40/40
  9. Sunna Halvesen——————————Round 5 - Surprise Round Sunna spots the Babau's a moment before they spring their trap, she shouts out a warning, "Look out, they are on the roofs!" She gets ready to trip enemies that come within her reach. OOC and Actions ------------------------- HP: 101 (101 base) AC: 28 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor, -2 lunge) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== ===== Actions ===== Free: Activate lunge (+5 ft reach, -2 AC) Free: Activate Belt of Superior Maneuvers (+1 CMB/CMD on trip) Trip (7 BAB, +6 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 belt of superior maneuvers, +4 beast training, +1 weapon focus, +1 divine favor) Attacks of Opportunity (if needed): Trip(AoO1) (7 BAB, +6 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 belt of superior maneuvers, +4 beast training, +1 weapon focus, +1 divine favor) Trip(AoO2) (7 BAB, +6 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 belt of superior maneuvers, +4 beast training, +1 weapon focus, +1 divine favor) Trip(AoO3) (7 BAB, +6 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 belt of superior maneuvers, +4 beast training, +1 weapon focus, +1 divine favor) Attack(AoO4) (7 BAB, +6 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) Damage(wave blade) (1d6 base, +6 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) Attack(AoO5):1d20+21 (7 BAB, +6 STR, +2 dedicated adversary, +1 haste, +3 weapon enhancement, +1 weapon focus, +1 divine favor) Damage(AoO5):1d6+14 (1d6 base, +6 STR, +2 weapon specialization, +3 weapon enhancement, +2 dedicated adversary, +1 divine favor) Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 96 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Blind Fight (reroll if miss from concealment, invisible attacker gets no benefits vs. me in melee): 9 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 6 rounds remaining Divine Favor (+1 luck on attack & damage): 8 rounds remaining Remaining Resources: Martial Flexibility Remaining: 5/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 2/3 1st level spells: 1/2 Arrows: 40/40
  10. Sunna Halvesen——————————Round 5 "I'm right behind you, Denrag," she called out to her comrade. "It sounds like some nasty explosions up ahead, I hope Quake is ok." She continued to walk forward, finally reaching the patch of darkness. Her newly acquired darkvision coming in handy. She looks around for any sign of the enemy, and she calms her breath so she can better listen for any signs of invisible enemies approaching. OOC and Actions ------------------------- HP: 101 (101 base) AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== Perception (8 ranks, +3 class, +3 WIS, +2 dedicated adversary feat) ===== Actions ===== Swift: Activate ghost slayer feat Move: 30 ft forward Standard: Ready attack vs. any enemy that comes near Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 96 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Blind Fight (reroll if miss from concealment, invisible attacker gets no benefits vs. me in melee): 9 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 6 rounds remaining Divine Favor (+1 luck on attack & damage): 8 rounds remaining Remaining Resources: Martial Flexibility Remaining: 5/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 3/3 1st level spells: 1/2 Arrows: 40/40
  11. While it won't work with the Paizo-only restriction, I just want to let you all know that your fellow myth weaver made a specifically for this game and it was published on D20PFSRD: Of course, even if non-Paizo sources were allowed it wouldn't quite fit in the campaign for a mongrelfolk character to start the game topside with the rest of the characters, but maybe something to keep an eye on in case there were an opportunity to use it in the future for PCs or NPCs.
  12. Mack Cartwright Round 2 Mack realizes that something got jammed in the barrel on that last shot, nearly took his arm off. With the speed and precision of a trained gunsmith he quickly cleared the bad slug and cleaned out the barrel in time for him to reload another slug and fire on the cook again. OOC and Actions ------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== Oops, I realized that I had a misfire with my readied attack last round. I should have cleared it or taken a -2 penalty to hit & damage. To avoid recalculating anything now I'll just clear it now. Also, I have a 25 ft range increment with the shotgun. I believe he was 60 ft away last round (so a -2 distance penalty). If he is further than 75 ft away please reduce 1 from my roll. ===== Actions ===== Move: Spend 1 grit to clear broken gun as a move action Free: Reload shot gun Standard: Attack vs. cook (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -2 range) Shotgun damage (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 9 rounds remaining Remaining Resources: Grit/Luck/Panache: 3/4 (-1 quick clear) Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 92/100 Silver Cartridges: 20/20 Healer's Kit: 14/20
  13. Sunna Halvesen——————————Round 4 With all the enemies hidden from view there isn't much Sunna can do but continue to cautiously advance. Knowing the shadows would likely conceal themselves, she remembers her training for fighting invisible enemies. OOC and Actions ------------------------- HP: 101 (101 base) AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== ===== Actions ===== Swift: Martial Flexibility to replace Deflect Arrows with Blind Fight Move: 30 ft forward Standard: Ready attack vs. any enemy that comes near Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 97 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Blind Fight (reroll if miss from concealment, invisible attacker gets no benefits vs. me in melee): 10 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 7 rounds remaining Divine Favor (+1 luck on attack & damage): 9 rounds remaining Remaining Resources: Martial Flexibility Remaining: 5/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 3/3 1st level spells: 1/2 Arrows: 40/40
  14. Eek, that's a heck of a start. I thought would have gotten involved first. She's got the best line on him anyhow. Also, did Mack's 18 vs. the cook connect? You didn't mention it.
  15. Mack Cartwright The moment Mack had been dreading suddenly occurred. The moment the man went for his gun, Mack opened fire. The shot went wide. While he liked his trusty shotgun, in this moment he wished he had a good rifle instead. As his slug kicked up dirt harmlessly on the ground near the horses he rapidly slammed another slug into his shotgun and once more targeted the cook. This time his shot struck true, ripping a bloody hole in the man's side. OOC and Actions ------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Shotgun (with slug) ===== Reactions ===== Initiative (4 DEX, +2 Sleuth’s Initiative) Readied Attack (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -4 range) - vs. man east of campfire ---Shotgun damage (1d8 base, +1 gun training, +1 weapon focus) ===== Actions ===== Move: Martial flexibility to add Far Shot feat (-1 attack per range increment) Free: Reload shot gun Standard: Attack vs. man east of campfire (BAB 2, +4 DEX, +1 masterwork, +1 weapon focus, -2 range) Shotgun damage (1d8 base, +1 gun training, +1 weapon focus) Ongoing Effects and Daily Use Things Ongoing Effects: Far Shot feat (-1 attack per range increment): 10 rounds remaining Remaining Resources: Grit/Luck/Panache: 4/4 Martial Flexibility: 2/4 Inspiration: 0/1 Metal Cartridges: 93/100 Silver Cartridges: 20/20 Healer's Kit: 14/20
  16. I'll join in. I'm pretty thrifty, so I don't buy much, but I did, finally, get a new computer. I last bought a computer in 2014, so it was time. That one isn't so bad, but having trouble with some newer games. Since it is still a very serviceable laptop, I went back to a desktop for my new PC this time. Not liking Windows 11 so far, but I just hate change. I also bought Marvel's Midnight Suns on sale.
  17. Sunna Halvesen——————————Round 3 "Thanks for your eyes," she called back to Denrag, then moved forward another 30 feet. With no enemies on her yet, she took this moment to ask Matravash for some additional assistance in this battle, hoping for a bit of divine luck to strike down these vile demons. OOC and Actions ------------------------- HP: 101 (101 base) AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== ===== Actions ===== Swift: Activate Ghost Slayer Move: 30 ft forward Standard: Cast Divine Favor Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 98 rounds remaining Purity judgment (+1 sacred on all saves): Till end of combat Deflect Arrows feat (can deflect one ranged attack per round): 8 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 8 rounds remaining Divine Favor (+1 luck on attack & damage): 10 rounds remaining Remaining Resources: Martial Flexibility Remaining: 6/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 3/3 1st level spells: 1/2 Arrows: 40/40
  18. No worries. I'll just put my initiative here and then post once the map is up.
  19. I think less powerful really depends on the campaign. Certainly less powerful for a dungeon crawl, but for an intrigue heavy or other skill-heavy game SoG would add quite a lot of power and utility.
  20. I am very, very interested in a Spheres game that prioritizes Guile. It looks like an awesome (though complicated) addition to the game and I followed it during development. That said, for folks trying to learn a new system (or addon to the system) a 12th level gestalt game is rather overwhelming. If it was level 3-6th it'd be far more manageable (I'd still prefer no gestalt, but could handle it if it were lower level).
  21. Sunna Halvesen——————————Round 2 Sunna scowls when she felt Sabrael's magic leave her. "Uhh, I forgot to mention," she added, "the Babau's can dispel magic. They also have protective slime and can create darkness. The Shadows can create deeper darkness, fear and have telekinesis. The Erinyes can also create fear and unholy blight." "In any event," she says as she moves forward, "these are bad MFers. Quake, you will be ripped apart if you try to go it alone. Stick close to us and we'll take them down together." Staying true to her instructions, she moves forward cautiously. She stays near her allies and gets ready to attack anything that approaches. OOC and Actions ------------------------- HP: 101 (101 base) AC: 30 (10 base, +7 armor, +4 Dexterity, +3 dodge, +6 natural armor) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== ===== Actions ===== Swift: Activate Ghost Slayer Move: 30 ft forward Standard: Ready action to attack any enemy that comes in range Ongoing Effects and Daily Use Things Ongoing Effects: Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 99 rounds remaining Purity judgment (+1 sacred on all saves: Till end of combat Deflect Arrows feat (can deflect one ranged attack per round): 9 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 9 rounds remaining Remaining Resources: Martial Flexibility Remaining: 6/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 3/3 1st level spells: 2/2 Arrows: 40/40
  22. Sunna Halvesen——————————Round 1 Before teleporting into the battle, Sunna activated her newly acquired ring of the savage beast. She could immediately feel the power it gave her. Her muscles grew and her skin became thick and rough. At the same time, she could feel her mind getting a bit foggier. It was a strange sensation, but she was ready for battle nonetheless. Upon arriving into the battle, she quickly scanned the battlefield for their enemies. Thanks to the many years of training by Ravit and her own studies she was able to recognize the invaders immediately. As before she barked out instructions to her team, "I count five Babau, three Shadow demons and two Erinyes. Choose your attacks carefully, all are immune to poison, resist acid attacks, and have spell resistance. The Babau and Shadows resist fire and the Erinyes are completely immune to it. The Babau and Shadows are immune to electricity and the Babau resist cold." "Can anyone cast daylight? The Shadows are weak against sunlight and can possess us. Importantly they are incorporeal, leave them to me unless you have some way to hit them. A warning to you, Sabrael, the Babau and Erinyes can see you if you're invisible. I suspect they will try to cloak themselves in darkness, be warned. Look out for the Babau, don't let them flank you. The Erinyes will try to snipe us from a distance, but don't rush in or the Babau will encircle you. Sabrael's right, we should stay together." She adjusts her tactics for the battle, deciding to keep a hand free to deflect any incoming arrows and imbues her blade with some power to cut down intangible enemies. She then concentrates her newfound gift from the heavens and instantly transports herself and Sabrael down to the ground and says a quick prayer to Matravash asking to keep her pure and safe during this battle. OOC and Actions ------------------------- HP: 101 (101 base) AC: 33 (10 base, +7 armor, +4 Dexterity, +3 dodge, +2 deflection, +6 natural armor, +1 haste) - DR 2/- vs Evil Outsiders Hands: Waveblade ===== Reactions ===== ===== Actions ===== Swift: Purity judgment (+1 sacred on all saves) Move: Martial Flexibility: Add Deflect Arrows and feats Standard: Dimension Door Sabrael & Sunna to the ground Ongoing Effects and Daily Use Things Ongoing Effects: Haste (+1 attack, +1 AC, +20 ft move, +1 extra attack): 8 rounds remaining Ring of the Savage Beast (+4 STR, -2 INT, +2 natural armor): 100 rounds remaining Protection vs. Evil (+2 deflection AC, can't be possessed, hard for evil summons to touch me: 20 rounds remaining Purity judgment (+1 sacred on all saves: Till end of combat Deflect Arrows feat (can deflect one ranged attack per round): 10 rounds remaining Ghost Slayer feat (as swift can give ghost touch property to weapon for 1 round): 10 rounds remaining Remaining Resources: Martial Flexibility Remaining: 6/7 Dimension Door distance: 100 ft/160 ft Knockout: 1/1 Judgment: 0/1 Belt of Superior Maneuvers: 3/3 1st level spells: 2/2 Arrows: 40/40
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