PigLickJF
-
Posts
112 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Blogs
Articles
Downloads
Character Sheets
Posts posted by PigLickJF
-
-
Just to chime in, I definitely agree with Neo and the others about the separating lines between topics, and I do prefer the book thread markers to the generic circles. I also agree that 2 & 3 just feel a bit generic and "blah", but I do like Tuxagon's mock-up of the default theme without background textures. I would be curious to see one with the background texture only on the darker/outer "base layer" background - it might still add a bit of character without seeming too dated.
If I had to choose strictly between the three as presented, though, I'd go with #1.
-
4 minutes ago, Eric said:
Damn straight it is 😄 Intellisense is unlikely to happen unless someone replaces my regular salary to let me code MW full-time.
Heh, I figured as much . Let's all hope you win the lottery or something then, I guess. 😉
5 minutes ago, Eric said:This should be achievable from GUI>CLI, GUI>Table, and Table>CLI. Going the other way would be much harder.
Yah, that would be great, I don't see much need to go the other direction anyway. I'm not even sure Table>CLI is really necessary since they're basically the same thing, but GUI>CLI and GUI>Table would be nice.
-
Looking good Eric.
I just have a couple thoughts/questions that haven't already been mentioned:
- CLI/table modes - would it be possible/feasible to have an Intellisense-type feedback mechanism of some sort built into these? That would keep it stripped-down but still give the user some immediate help when inputting roll code. I'm sure that's probably a lot of extra work if it can even be done, but it would be pretty awesome.
- Would it be possible to add a button that feeds the GUI-mode rolls into the CLI instead of rolling them? It would be a good learning tool, and it would also be helpful if you mostly use CLI mode but have one or a few rolls that are a bit more complex and you're having trouble with the code in CLI - you could just hop over to GUI mode, input your roll, then move it over to the CLI so you can finish the rest of your rolls.
- Sheetrolls: I don't use these on OGMW, but they're pretty cool and I can see how they'd be a nice feature, however, it seems like there should be a spot for each roll for a modifier (i.e. bonus/penalty) since anything that's temporary wouldn't be on your character sheet.
-
Alex "Duende" Villagos
OOC Stuff (None)
Combat Mechanics
TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 4 rounds
Chemical Coating - Improved Tanglefoot Bag: 1 rounds
Starting Stance: Duelist/Long Cuts/Debilitating Injuries
Starting sequence: 5
COMBAT ACTIONS: Duende
Move: Executioner (finisher - threatens crit on next attack roll this round).
Standard: Deadly Shot (1 snipe - Pinning Shot) w/ Vital Strike & Deadly Aim (expending MF to add 2d6 damage), aiming at Trike 1 Zealot on the ground near the tank
- If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
- He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
- He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +13 vs. touch AC; target scouted, so AC treated as 2 less
Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 4 (Fierce shout) + 3 (bleed; Blooded strike) = 35 + 24 (crit) + 3 (bleed) + 6 (Deadly Shot)
Swift: Perception (observe refugee using Wayfair)
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Focusing Cry (Restoring MF to Duende & Doc)
(See OGMW rolls thread for rolls)
ACTION ECONOMY - Round 6
Free Action:
Immediate Action: -
Swift Action: Perception
Move Action: Executioner (finisher)
Standard Action: Deadly Shot (link)
Full Round Action: -
5 Foot Step: -
Ending sequence: 1 link (+1 Attack & Damage)
Rifle rounds: 6/6
General Info
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.- Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
-
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
- Black: +7 Competence Bonus to Stealth
- Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 35/50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'
Improved Liquid Ice (2/2)
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1/1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
Improved Tanglefoot Bag (1/1)
AoE Sticks targets in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (0/1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Equipment
Daily Carry Gear
Tank Key
-
Alex "Duende" Villagos
OOC Stuff (None)
Combat Mechanics
TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 4 rounds
Chemical Coating - Improved Tanglefoot Bag: 1 rounds
Starting Stance: Duelist/Long Cuts/Debilitating Injuries
Starting sequence: 5
COMBAT ACTIONS: Duende
Move: Executioner (finisher - threatens crit on next attack roll this round).
Standard: Deadly Shot (1 snipe - Pinning Shot) w/ Vital Strike & Deadly Aim (expending MF to add 2d6 damage), aiming at Trike 1 Zealot on the ground near the tank
- If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
- He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
- He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +13 vs. touch AC; target scouted, so AC treated as 2 less
Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 4 (Fierce shout) + 3 (bleed; Blooded strike) = 35 + 24 (crit) + 3 (bleed) + 6 (Deadly Shot)
Swift: Perception (observe refugee using Wayfair)
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Focusing Cry (Restoring MF to Duende & Doc)
(See OGMW rolls thread for rolls)
ACTION ECONOMY - Round 6
Free Action:
Immediate Action: -
Swift Action: Perception
Move Action: Executioner (finisher)
Standard Action: Deadly Shot (link)
Full Round Action: -
5 Foot Step: -
Ending sequence: 1 link (+1 Attack & Damage)
Rifle rounds: 6/6
General Info
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.- Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
-
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
- Black: +7 Competence Bonus to Stealth
- Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 35/50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'
Improved Liquid Ice (2/2)
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1/1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
Improved Tanglefoot Bag (1/1)
AoE Sticks targets in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (0/1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Equipment
Daily Carry Gear
Tank Key
-
Yep, looks much better now, thanks as always!
Is there any way to fix the other issue that Ryfte mentioned about the actual usable area not resizing when you resize the source editor window?
-
Are there plans to carry it through to dark themes? For me at least, even in Night theme the source window is white background with grayish text, so still not great visibility.
Edit: Just tested with all three dark themes, all are the same - Source editor is a white (or whitish) background with grayish text.
-
Alex "Duende" Villagos
OOC Stuff (None)
Combat Mechanics
TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 4 rounds
Chemical Coating - Improved Tanglefoot Bag: 1 rounds
Starting Stance: Duelist/Long Cuts/Debilitating Injuries
Starting sequence: 5
COMBAT ACTIONS: Duende
Move: Executioner (finisher - threatens crit on next attack roll this round).
Standard: Deadly Shot (1 snipe - Pinning Shot) w/ Vital Strike & Deadly Aim (expending MF to add 2d6 damage), aiming at Trike 1 Zealot on the ground near the tank
- If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
- He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
- He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +13 vs. touch AC; target scouted, so AC treated as 2 less
Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 4 (Fierce shout) + 3 (bleed; Blooded strike) = 35 + 24 (crit) + 3 (bleed) + 6 (Deadly Shot)
Swift: Perception (observe refugee using Wayfair)
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Focusing Cry (Restoring MF to Duende & Doc)
(See OGMW rolls thread for rolls)
ACTION ECONOMY - Round 6
Free Action:
Immediate Action: -
Swift Action: Perception
Move Action: Executioner (finisher)
Standard Action: Deadly Shot (link)
Full Round Action: -
5 Foot Step: -
Ending sequence: 1 link (+1 Attack & Damage)
Rifle rounds: 6/6
General Info
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.- Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
-
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
- Black: +7 Competence Bonus to Stealth
- Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 35/50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'
Improved Liquid Ice (2/2)
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1/1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
Improved Tanglefoot Bag (1/1)
AoE Sticks targets in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (0/1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Equipment
Daily Carry Gear
Tank Key
-
14 hours ago, Neopopulas said:
The dice tower doesn't currently show the dice themselves, so i'm hoping to see that. At the moment you can do a 1d10+1d6 roll but there is no way to see what the actual dice results are, adding a way to see what the dice results are that make up the total of the role would be important in a lot of situations and is visually very helpful.
I actually discovered recently that, on desktop at least, if you hover over the "Roll" column in the dice tower, it does show the individual rolls. Since you can't hover on mobile it's not possible there though, so there will have to be a change to make that possible at least.
-
I've found that if you go into the source and just remove the size/percentages completely, it "smartly" auto-adjusts the column widths based on the content, and although I haven't tested it extensively on different sizes/resolutions, it seems to work pretty well. Of course that may or may not be desirable depending on what you're trying to do, but for what I was doing with it I really liked the way it works.
As far as a default setting though, I don't know if a "blank" size would be desirable (if it's even possible) because people typically expect column widths to be fixed in a table.
-
Alex "Duende" Villagos
OOC Stuff (None)
Combat Mechanics
TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 5 rounds
Chemical Coating - Improved Tanglefoot Bag: 2 rounds
Starting Stance: Duelist/Long Cuts/Debilitating Injuries
Starting sequence: 3
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Fierce Shout (Warleader - +4 damage to first attack each round for 2 rounds to all affected)
COMBAT ACTIONS: Duende
Swift: Deliberate Load (link)
Free/Non-action: Knowledge (local) to re-scout raider for Find Gap
Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on the passenger side of jeep roof (link if damage done)
- If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
- He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
- He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire).
- He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +17 vs. touch AC; target scouted, so AC treated as 2 less
Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 2 (sequence) + 4 (Fierce shout) + 3 (bleed; Blooded strike) + 3d6 (razorwire) = 32 + 3 (bleed) + 4 (Fierce Shout) + 11 (razorwire)
(See OGMW rolls thread for rolls)
ACTION ECONOMY - Round 5
Free Action:
Immediate Action: -
Swift Action: Deliberate Load (link)
Move Action: -
Standard Action: -
Full Round Action: Deadly Shot (Link)
5 Foot Step: -
Ending sequence: 5 links (+2 Attack & Damage)
Rifle rounds: 5/6
General Info
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.- Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
-
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
- Black: +7 Competence Bonus to Stealth
- Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 43/50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'
Improved Liquid Ice (2/2)
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1/1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
Improved Tanglefoot Bag (1/1)
AoE Sticks targets in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (0/1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Equipment
Daily Carry Gear
Tank Key
-
Agreed, they look good in all the themes where they've been changed. Definitely like this better than the eye icon.
-
I'm not a fan of the thick yellow bottom, and I think the shadow could be toned down, or even dropped.
-
Alex "Duende" Villagos
OOC Stuff (None)
Combat Mechanics
TEMPORARY EFFECTS
TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 6 rounds
Chemical Coating - Improved Tanglefoot Bag: 3 rounds
Starting Stance: Barrage/Close Combat Specialist
Starting sequence: 1
COMBAT ACTIONS: Duende
Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries
Free: Reload rifle
Free/Non-action: Knowledge (local) to re-scout raider for Find Gap
Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on driver side of jeep roof (link if damage done)
- If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
- He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
- He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire).
- He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 1 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +16 vs. touch AC; target scouted, so AC treated as 2 less
Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 1 (sequence) + 3d6 (razorwire) = 34 + 39 (crit!) + 9 (razorwire) + 3 bleed
(See OGMW rolls thread for rolls)
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Total Defense to regain Martial Focus
ACTION ECONOMY - Round 4
Free Action: Reload rifle
Immediate Action: -
Swift Action: Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries
Move Action: -
Standard Action: -
Full Round Action: Deadly Shot (Link)
5 Foot Step: -
Ending sequence: 3 links (+1 Attack & Damage)
Rifle rounds: 5/6
General Info
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.- Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
-
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
- Black: +7 Competence Bonus to Stealth
- Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 43/50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
AoE Sticks targets in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Equipment
Daily Carry Gear
Tank Key
-
Alex "Duende" Villagos
OOC Stuff
Combat Mechanics
TEMPORARY EFFECTS
TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 8 rounds
Chemical Coating - Improved Tanglefoot Bag: 5 rounds
Active Stance: Duelist/Long Cuts/Debilitating Injuries
Starting sequence: 5
COMBAT ACTIONS: Duende
Swift: Change Stance (link) - Barrage/Close Combat Specialist
Free: Reload rifle
Standard: Flurry (finish) - As a standard action the prodigy may make one ranged attack per link in her sequence, but no one creature may be targeted by a number of attacks greater than half the length of the sequence. These attacks are made at the prodigy’s full base attack bonus.
- One attack at Trike 1
- One attack at raider on top of livestock truck
- One attack at raider on passenger side of jeep roof
- Two attacks at raider on driver's side of jeep roof.
Any enemy I hit will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). It will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) = +16 vs. touch AC; targets scouted, so treated as 2 AC less
Damage: 3d6 (Heavy Sniper rifle) + 7 (Dex/Enhancement)
See OGMW rolls for attack & damage
Move: Surface Cut (Opener) on platform truck gunner firing at refugees - 3 bleed damage on hit
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Focusing Cry (restore MF to Duende & The Tank)
ACTION ECONOMY - Round 3
Free Action: Reload rifle
Immediate Action: -
Swift Action: Change Stance (Link) - Barrage/Close Combat Specialist
Move Action: Surface Cut (Opener)
Standard Action: Flurry (Finisher 5)
Full Round Action: -
5 Foot Step: -
Sequence: 1 link (+0 Attack & Damage)
Rifle rounds: 0/6
General Info
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.- Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
-
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
- Black: +7 Competence Bonus to Stealth
- Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
AoE Sticks targets in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Equipment
Daily Carry Gear
Tank Key
-
The preview roll doesn't actually carry over into the post. The preview is basically just there to test the syntax of the dice roller to make sure you entered it correctly - if not the preview just comes up empty. Perhaps that should be clarified somewhere in the preview window.
-
@Eric I know this isn't strictly part of the poll, but would it be possible to have the tower open by default in Edit mode for a post?
-
That's a known bug Tiffany. Best bet for now is to number your roles and/or give them very specific descriptions.
-
Alex "Duende" Villagos
OOC Stuff
Targeting Trike 3 (see Combat Mechanics spoiler for details).
Combat Mechanics
___________________________________________________TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 9 rounds
Chemical Coating - Improved Tanglefoot Bag: 6 rounds
Active Stance: Fencing - Chest Strike, Sniper: Steady Shot
Starting sequence: 2
__________________________________________________
COMBAT ACTIONS: Duende
Free: Abandon Focus (link) - abandon Martial Focus for 1 link
Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries
Full round: Attack Trike 3 - Deadly Shot w/ 2 snipes: Pinning Shot and Trap Launcher (Tripwire w/ Razor Wire).
If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)
It will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
It will also need to make a DC19 save or take 3d6 extra damage and fall prone (razorwire tripwire)
Attack: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (Sequence) -3 (Running -8, halved by Outrider, -1 mitigated by Emperor fate boon) = +15; target scouted, so treated as 2 AC less [Note: Forgot to add +2 for sequence, but hopefully irrelevant]
Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] +2 [Sequence] + 3d6 [Razorwire] = 24 + 14 tripwire (see OGMW rolls)
It would also take 3 bleed damage, but I suspect it's immune, so moot point.
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Focusing Cry (restore MF to Duende & The Tank)
___________________________________________________
ACTION ECONOMY - Round 2
Free Action: - Abandon Focus (Link)
Immediate Action: -
Swift Action: - Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries
Move Action: -
Standard Action: -
Full Round Action: - Deadly Shot w/2 snipes (link if target takes damage)
5 Foot Step: -
Sequence: 5 links (+2 Attack & Damage)
Rifle rounds: 4/6
General Info
_________________________________________________________
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
AND HERE
HERE TOO
ETC
_________________________________________________________
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
_________________________________________________________
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision 60'
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
Black: +7 Competence Bonus to Stealth
Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
_________________________________________________________
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Equipment
_____________________________________________________
Daily Carry Gear
Tank Key
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'Improved Liquid Ice (2/2)
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1/1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
Improved Tanglefoot Bag (1/1)
AoE Sticks targets in place via glue-like substance
Struck target -2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (0/1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
-
Thanks for looking into it at least, I know this stuff is complicated by the variety of devices/screens out there, and I had a feeling there were probably some use cases I hadn't seen/thought of where more of that "dead space" was being used for various things, but I do appreciate you investigating it.
-
Thanks for the new indicator, it does help.
-
I don't know how much control you may have over this, but there seems to be a lot of unnecessary vertical deadspace at the tops of threads. For example, here's a snip of just the top of thread:
Now I know thread titles can be much longer and there are different screen sizes/resolutions to think about, but it just seems like about 75% of that section is unnecessary dead space. It seems like at the very least the "Following", thread layout, and "Start New Topic" buttons could be placed on the same line, and possibly all three of those could then be moved up to the same line as the thread title. For example (and please excuse the roughness of my 'shopping skills, but hopefully you get the idea):
This, combined with the largish game icon/title bar and nav bar at the top means a huge chunk of my screen is full of unused/unnecessary space that I then have to scroll through every time I open that thread. (And yes, I do have it set to go to the first new post, but I still frequently open threads with reference info, game rules, etc. that don't have new posts and then I'm stuck scrolling down just to get to the "meat" of the thread every time).
-
Alex "Duende" Villagos
OOC Stuff
Targeting the driver of Trike 2 (see Combat Mechanics spoiler for details).
Combat Mechanics
___________________________________________________TEMPORARY EFFECTS
-Thermal vision (ignore concealment from smoke, dust, etc.): 10 rounds
-Chemical Coating - Improved Tanglefoot Bag: 7 rounds
___________________________________________________
COMBAT ACTIONS: Duende
Prep round: Applied Chemical Coating Tanglefoot bag (duration 7 rounds) and activated Sensory Set - Thermal Vision (Duration: 1 minute).
Round 1:
Expended MF to apply Flashbang w/ Howling Herbology to attack.
Full round action to Deadly Shot w/ 2 snipes: Pinning Shot and Hindering Projectiles (Opener).
If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), hindered (Hindering Shot: -2 penalty to attack rolls, AC, and CMD), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)
He will also need to make a DC 19 Fort save or be blinded and deafened for 1d4+1 rounds (half damage from Flashbang if he succeeds).
He will also need to make a DC 19 Ref save or be stuck and unable to move
If he's flat-footed, he also has to make a DC 19 Fort save or be Sickened (–2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 2 rounds.
Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] + 2d6 [Fatal Thrust (precision)] + 4d6 [Flashbang (sonic)] + 3d6 [Pressurized Shot] = 53 total (see Dice Tower)
Swift action to Scout Trike 3 Driver (link)
COMBAT ACTIONS: Zuki
Round 1:
Standard: Focusing Cry (restore MF to Duende & The Tank)
Move: Warleader - Aggressive Flanking tactic
___________________________________________________
ACTION ECONOMY - Round 1
Free Action: -
Immediate Action: -
Swift Action: - Scout Trike 3 Driver
Move Action: -
Standard Action: -
Full Round Action: - Deadly Shot
5 Foot Step: -
Sequence: 2 links (+1 Attack & Damage)
General Info
_________________________________________________________
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
AND HERE
HERE TOO
ETC
_________________________________________________________
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
_________________________________________________________
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision 60'
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)
War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)
Black: +7 Competence Bonus to Stealth
Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
_________________________________________________________
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Equipment
_____________________________________________________
Daily Carry Gear
AOE Splash Cold Damage + Stagger; Can Freeze liquid
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
+5' Half damage
+10' Radius 1 pt
Can freeze 3 5' cubes of liquid solid
Can freeze AOE 80' diameter
This AOE can support Medium creatures
Tank Key
On dog tag style necklace if not in use
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' Radius - REF 19 or suffer all above effects
5' Radius - REF 19 or suffer all above effects
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
AoE Sticks targets in place via glue-like substance
Struck target -2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
-
I also agree with djacob's assessments.
To add to the MF discussion, my bike/ companion has the warleader shout that allows it to use its standard action to refocus any two allies. It won't have much else to do (at the moment) with its standard actions in tank battles, so it can be handing out MFs every round. Just one more reason for The Crew not to spend a talent on Focusing Reload.
01: Steel Shepherd
in Game
Posted
Alex "Duende" Villagos
OOC Stuff
To start off, I'll do a Knowledge: Engineering check to assess the vehicles to determine the most in need/most improvable, then a Craft: Mechanical check to see how well I manage to fix/improve it, and we can go from there if there are additional jobs I have time for. Or, if the group feels it's better, I can help Martin, Det, etc. with a bigger job if they need a hand.
As I mentioned, I have Quick Rest (Origin Sphere) which means I only need 2 hours of sleep a night, so I should be able to fit in a few more hours of work than most others.
Combat Mechanics
TEMPORARY EFFECTS
Thermal vision (ignore concealment from smoke, dust, etc.): 4 rounds
Chemical Coating - Improved Tanglefoot Bag: 1 rounds
Starting Stance: Duelist/Long Cuts/Debilitating Injuries
Starting sequence: 5
COMBAT ACTIONS: Duende
Move: Executioner (finisher - threatens crit on next attack roll this round).
Standard: Deadly Shot (1 snipe - Pinning Shot) w/ Vital Strike & Deadly Aim (expending MF to add 2d6 damage), aiming at Trike 1 Zealot on the ground near the tank
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +13 vs. touch AC; target scouted, so AC treated as 2 less
Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 4 (Fierce shout) + 3 (bleed; Blooded strike) = 35 + 24 (crit) + 3 (bleed) + 6 (Deadly Shot)
Swift: Perception (observe refugee using Wayfair)
COMBAT ACTIONS: Zuki
Swift: Maintain/recenter Aggressive Flanking on tank
Standard: Focusing Cry (Restoring MF to Duende & Doc)
(See OGMW rolls thread for rolls)
ACTION ECONOMY - Round 6
Free Action:
Immediate Action: -
Swift Action: Perception
Move Action: Executioner (finisher)
Standard Action: Deadly Shot (link)
Full Round Action: -
5 Foot Step: -
Ending sequence: 1 link (+1 Attack & Damage)
Rifle rounds: 6/6
General Info
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15
Perception: Base +22
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Darkvision
Perception: +21 (+1/60' Range Increment)
Sense Motive: +10
Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.
DAILY TEAM BUFFS
Maintenance: Improved Firearm (Heavy Sniper Rifle x2)
Railgun: x3 range increment of firearm (540'). Can fire underwater.
Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 60 (60 Base)
Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)
Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: 35/50
Primary Martial Focus: Yes
Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )
Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))
Current CMB: 11 (6 BAB + 5 DEX)
Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))
SAVES
FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)
REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Alchemy
Formulae (# Carried)
Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'
Improved Liquid Ice (2/2)
AoE Cold Damage + Stagger
Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round
5' Half damage
10' 3 damage
Chemical Coating: Improved Liquid Ice (1/1)
Cold Damage + Stagger
Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
Improved Tanglefoot Bag (1/1)
AoE Sticks targets in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
5' radius
Chemical Coating: Improved Tanglefoot Bag (0/1)
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
Equipment
Daily Carry Gear
Tank Key