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Posts posted by Paxon
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I have quickly learned, currently GMing a game here, that an option of a roll thread on OGMW is a must. The dice roller here just isn't up to snuff yet to handle anything complex (they're working/going to work on it). It might be fine for a few simple character rolls. I would be quite surprised if Ark doesn't share this opinion.
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The Tanker's Creed
The Tanker's Creed has been revised and rewritten over the decades, but it has persevered even so. A copy is always kept up within the tank, and some retired members also retain copies of their own (or at least versions of when they around).
At its core, the creed speaks of using the power of the tank to effect good in the broken world, help rebuild it, and defend those trying to do so. The earliest version contained oaths around restoring the US government and following orders of the remnants of the military, but they are long since erased as are those institutions. The current Creed reflects the freedom of the vessel and those who ride it, almost like a pirate ship's charter of old. Though with markedly less actual piracy.
A new crew member is expected to agree to the creed upon acceptance into the crew. However, actual enforcement or strict adherence to the creed varies upon the disposition of any given crew. There is no inherent punishment or imperative to follow the creed, except that which is agreed upon by the entire crew collectively. However, some take it more seriously than others. If you swear an Oath of Honor, you may take up the Tanker's Creed as your Code of Honor. I will not enforce honor loss and gain outside of an Oath of Honor. I'll do my best to remember to call out gains and losses, but it is ultimately up to you to track your honor and ask about whether a particular event is worth gaining or losing honor.
Oath of Honor: Tanker's Creed
HONOR GAINS POINTS Defeat a Kaiju in combat 10 Defeat a major warlord 5 Protect a settlement or traveler from immediate danger 4 Liberate a settlement from oppression by a warlord/gang, if they ask for assistance in doing so 4 Upgrade the tank with a significant improvement 4 Return something important to its rightful owner 3 Offer sanctuary and defend that offer 3 Roll 30 or higher on a Craft check to create a masterwork item 2 Roll 30 higher on a Diplomacy or Intimidate check 2 Roll 30 or higher on a Perform check 2 Save a valuable resource from destruction 2 Discover something long lost and valuable 2 Give away a resource at great personal cost 2 Complete a contract 1 Party overcomes a challenging encounter 1 Give succor to a wastelander in need 1 Repair the Tank to full working order 1 HONOR LOSSES Allow an innocent to come to harm -1 Freeze up or be indecisive while commanding the tank -1 Fail to follow orders of the crew member currently commanding the tank -1 Ignore a wastelander in danger or need of assistance -2 Allow the tank to suffer disrepair for more than a week -2 Directly cause the destruction of a valuable resource -2 Bring harm to the tank through reckless or negligent action -2 Bring harm to your crew through reckless or negligent action -3 Abandon someone you agreed to protect -3 Disrespect a local law or custom after you've agreed to uphold it -3 Party flees an easy combat challenge -3 Renege on a contract you made for assistance -4 Steal something from a rightful and honorable owner -4 Betray your word, once given -5 Be directly responsible for the death of a charge under your protection -10 Be directly responsible for the death of one of your crew or the destruction of the tank -20 Decision Making:
Both for the sake of the charter and for the sake of the game (IC and OOC), normal decisions are handled by a proposal and a second. For example, when faced with a decision, any player may offer a course of action (let's cross the bridge, we should fight that monster, let's ally with the Steelmonger on this one). If someone seconds it, I'll give a small amount of time for objections or discussion (a day or two real time), otherwise we proceed in that direction. If there is strong objection, we hash it out IC/OCC until the majority agree one way or another (vote, if needed, or otherwise if one arguing side changes their mind).
Major decisions are handled by a vote, which must be unanimous (or at least, any person can veto a course). Major decisions would include taking on a new crew member, making a very significant modification to the tank, or accepting a contract.
Tactical decisions, i.e. those made for the tank in combat, are made by whoever is in the commander's seat. The other positions are not required to follow those orders, per se, there will simply be whatever IC interpersonal consequences come about from not doing so (and a small honor loss if you have adopted the Tanker's Creed as an Oath of Honor). In the heat of combat, the gunner may decide on a different target or the driver may decide to go a different direction than the commander instructs. Sometimes those may prove to be the right calls. Sometimes the commander may need to reinforce their authority after the action. This will simply be the tension and RP of the game.
Shares and Owners:
The tank was never owned by a single person in particular. The first charter set the tank as to be owned equally by all primary shareholders (i.e. the crew). Likewise, spoils of combat and salvage found are to be divided equally among the shareholders, as well as payment for contracts performed. When an apprentice or auxiliary crew is brought on, they are given a lesser payment based upon an agreed and negotiated fee. Once an apprentice is invited to join the crew in full, they are considered a shareholder with equal privileges. While there have been past crews who altered the terms of division (for instance when they have a designated "Captain" entitled to a greater share), the current terms are for an equal split. Individual crew are entitled to pursue side hustles (like selling crafted goods or performing for money), jobs, and to find their own loot (i.e. if they happen upon something valuable while the crew is considered "off duty"), as long as none are to the detriment of the operations of the crew as a whole.
Repair, maintenance, and arming of the tank takes considerable funding. Often, the crew will decide on "The Tank's Share" of the loot. That is, they set aside a share's worth of any valuables in order to supply the tank with any needed fuel, ammunition, or parts. That will be up to the players to decide, otherwise they must work together to come up with the funding for any of these things.
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Tank Actions
There are several "positions" crew members can occupy and operate while in the tank. These positions are not set for your character, rather any member of the crew can occupy any position (only 1 crew at a given time for each position). These positions offer certain actions you can take or bonuses you can give out while operating the tank. It takes a move action to occupy a position. A crew may use movement as part of occupying or leaving a position, moving themselves into or out of the tank (as long as hatches are open). It costs an additional 5' of movement to move through a hatch, and 5' of movement to occupy/leave a position. So for example, a crew member could move from the gunner seat (5') through the top hatch (5') to a rear corner of the tank (10') jump down and move an additional 10' - using 30' of movement.
Each member of the Crew is given a key, which they can use to open or lock hatches, and turn on the tank. You should, somewhere on your sheet (probably where you determine equipment), mark where you keep this key.
The positions and their actions are as follows:
Commander
Generally sits/stands with head or upper body poking out of the top of the main turret (Cover). May close the hatch (Total Cover) and observe through a periscope-like device instead, with a -2 to perception checks. The Commander serves as the primary lookout, observing the battlefield situation from the best vantage point. The Tank can be driven and fired from the commander position (i.e. operated solo), albeit not very efficiently.
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Field of View: May make unobstructed perception and knowledge checks at the usual action cost (Other position at -4 perception)
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Commander Fire: Fire the main cannon as a full-round action. This counts as an attack action.
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Fire the top-mounted weapon as a Standard action (as a normal attack)
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Commander Controls: Drive the Tank up to its speed as a Standard action, see Driver section for more details
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Giving Orders: May use the Aid Another action on other crew members or the Tank as a move action
Gunner
The gunner occupies the seat in the primary turret. They have control over swivel and elevation of the turret, and also have a machine gun cannon next to them to use against personnel. The turret may fire anywhere within a 90 degree arc of its current facing, but swiveling it beyond that requires an additional action. They are able to reload the main cannon, but need to move around to do so, spending a standard action. When firing the cannon, the gunner uses their character's BAB (rather than the "Crew" BAB) and may use either their Int or Dex modifier to calculate their total attack bonus.
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FIRE! Fire the main cannon as a standard action. This counts as an attack action.
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Mini-gun: Fire a mini-gun in the same direction the turret is facing (200' line attack, 5d8 damage, ref half).
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Swivel the turret up to 180 degrees as a move action.
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Fire a secondary weapon in the same direction as turret (if one becomes attached later).
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Make a called-shot as a Full-round action (as normal called shot rules)
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Acquiring Target: Line up a shot through minor adjustments, using a move action. +2 circumstance bonus to attack roll
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Gunner Reload: Reload the main gun as a standard action
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Straight Down the Barrel: As a standard action, may point the barrel of the main gun at a target and make an intimidate check, using the Crew's level + practitioner ability modifier for the check. Regain Martial Focus.
Driver
The drive sits at the front of the tank and looks through a well-protected viewport to drive the tank forward. Their main priority is moving the tank to the most advantageous positions. The Tank moves more like a creature than by vehicle rules, with several exceptions.
Movement
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Move: Move the tank up to its speed. This can be done as a move action, standard action, or both (moving twice per turn).
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Facing: The tank is much bigger and bulkier than a standard creature. Each change of the direction it is facing by 90º costs 5' of movement. Changing facing also changes the orientation of the turret an equal amount
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If the Tank does multiple turns during a single action of movement (a zigzagging path), a successful Drive (or relevant profession) check DC20 allows only the end change in facing to count for movement cost.
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The tank can veer in a direction rather than fully turn (representing turning less than 45º). This means that for every two spaces it moves forward it can move 1 square laterally.
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Charge: Full round action to move up to twice speed, and make vehicular combat maneuver at the end of the movement at +2 to CMB. Ending the Charge with a Vehiclur Ram maneuver adds 1.5x STR to the ramming damage (rather than just 1x). Otherwise follows most rules for a charge.
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Withdraw: Follows normal withdraw rules.
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5 foot roll: Like a 5'-step, if the tank hasn't otherwise moved for the turn, it can move 5' forward or backward, and/or turn in place up to 90º.
Vehicular Combat Maneuvers. The Driver uses the vehicle base CMB (+4) plus their own BAB+Drive modifier to make a combat maneuver check. Whenever the tank would enter a square occupied by another creature/vehicle/object, it makes one of the following maneuvers.
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Vehicular Overrun: Against something smaller, the Tank can move completely through its space. The creature being overrun can choose to let the tank pass. If it does not, the driver makes an Overrun check against it. Failure means the Tank does not pass trough. Success of 5 or more means the Tank also does its ramming damage (6d6+14) to the creature, and knocks it prone. Creatures two sizes or more smaller cannot choose to get out of the way. Full details.
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Vehicular Ram: Against something the Tank's size or bigger, moving into the target's space delivers ramming damage to the target. Normally, the ramming vehicle also receives half the damage dealt. The Tank is heavily armored in front (is considered to have a ram for the purpose of receiving damage) and does not receive half ramming damage when ramming in the direction it is facing (it would if it backs into something or side-swipes). Full details (scroll down).
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Vehicular Bullrush: As a swift action, you may replace any overruns you make with bullrushes until the end of the turn, pushing the vehicle/creature away without doing harm. If you exceed the target's CMB by 5 or more, you may choose to apply Ramming damage. Either way, for every 5 by which you exceed the target's CMD you may move it an additional 5'. Normally you may not move it into space occupied by another vehicle/object/hazard (some talents/feats may change that). Full details
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Feats and Talents: Any feats or talents a tanker or The Crew possesses which modify Bullrush and Overrun maneuvers also apply to the above Bullrush/Overrun maneuvers. Ram isn't actually a maneuver, but some effects which modify Bullrush might possibly apply to Ram.
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Reach: Since the Tank has no limbs or melee weapons, it has an effective reach of 0 and threatens no squares. However it can take the Shove action from the Brute sphere against any creature/vehicle it is adjacent to, as well as some similar actions that would be a touch attack.
Other Actions
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Evasive maneuvering: as a swift action, give the tank a dodge bonus to AC equal to half the driver's ranks in Drive, but the tank suffers a -2 penalty to attack rolls.
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Steady maneuver: As a move or standard action, move the tank no more than 10'. The tank receives a +2 circumstance bonus to attacks from the main cannon until beginning of next turn if you make no more movement.
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Fire secondary weapon: Fire a forward facing Machine Gun (may only target in front of tank) as a standard action.
Engineer
The engineer occupies the position nearest the Tank's engine at the rear. They should be trained in engineering the tank (min Knowledge: Engineering 3). They are able to push the engine beyond normal limits, and make quick repairs as needed. Not all repairs will be able to be made from inside the Tank.
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Push it: as a swift action, disable the governor on the tank's engine, giving it a boost of speed. The tank gains +10' speed, +5 per five ranks in Knowledge: Engineering. Each round this is active, the Tank takes 10 stress.
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Overdrive: As a Standard action, you throw every system into a heightened state, giving the tank a bonus to all attack rolls, skill checks, ability checks, and saves equal to +2, +1 per five ranks in Knowledge (Engineering) for 1 round. The tank takes 10 stress.
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Add Reactive Armor Panels: As 1 round action, give the tank Temp HP equal to the results of a Craft (mechanical/armor) check. You must crawl on the outside of the tank as part of this action. Further uses of this ability replace previous uses.
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Battlefield Repair: As a standard action, you may suppress one condition listed under Heroic Resolve (without expending martial focus) for a number of rounds equal to your ranks in Knowledge (Engineering).
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Keep It Running: You may, as a standard action, reduce the stress on the tank by 5 by succeeding on a Craft (mechanical) check with a DC of 15. You may increase the DC by increments of 5 to reduce stress by 5 more. You may not take 10 or 20 on this check while in combat.
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Engine Control: The Engineer can drive the tank at a slower pace, using a move or standard action to move it half its speed. This action can't be performed if the tank has already moved its speed this round (and taking the action precludes other positions from moving the tank).
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I'm Giving It All She's Got! As a standard action, you may expend your personal martial focus to regain the Crew's martial focus. You may give the tank 10 stress to do this as a move action.
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Mini-Gun: You may fire any of the side or rear facing machine guns.
Loader
The loader's primary job is to efficiently load the cannon so that it keeps firing. They also keep the secondary weapons well-supplied with ammo, utilizing the tank's mill. Plenty of strength is required to work this role most efficiently.
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Load: As a standard action, load the main cannon
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Rack 'em up: As a move action, you may make a Strength check DC 15 to place a cannon round on a special loader rack. Once placed, the cannon can be reloaded in one step less (so a move action currently) by either the gunner or loader.
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Sweet Spot: The old gun can be temperamental, but if ammo is placed in the breach just right, it flies truer. As a swift action when they reload the cannon, the loader can make a Wisdom or Intelligence check DC 15 to give the next attack with the cannon a +2 circumstance bonus to attack and damage.
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The loader may add alchemical or other types of components to cannon ammunition if they have the requisite talents.
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Need More Ammo: Can mill ammo or parts in a hurry. As a full round action (or standard by expending their own or the crew's Martial Focus), the loader can add 4 temporary uses of the machine gun or launcher, or 1 temporary use of another gadget (like a detonator) for the crew. These are very make-shift gadgets, and will quickly fall apart or become inert, disappearing after 10 rounds.
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Mini-Gun: The loader can fire any of the side or rear facing machine guns.
All Positions
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All Adjacent: May use the Aid Another action on each other if they are operating the tank
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Gadgets: May use the Crew's gadgets while operating the tank
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Launchers, including Permanent Gadget Launcher (4 uses)
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Hook and Pulley, including permanent version (4 uses)
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Grapple Gun (Proceed with cautionThere is a function of the grapple gun that allows you to sip up to a wall or even ceiling. I'm actually not going to limit what you CAN do with this ability, the steel cable is strong, but what you SHOULD do with this ability is another matter. The tank is not exactly agile about landing on its feet.)
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Viewports: Any creature within the vehicle may create an opening as a move action, reducing this bonus to Improved Cover (+8 to AC, +4 to Reflex saves), to allow him to still make attacks and interact with targets outside the vehicle. When making an attack in this fashion, targets outside the vehicle gain partial cover against attacks originating from inside the vehicle (+2 AC, +1 Reflex saves).
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Hot Swap: May swap positions with another occupant, using up both character's move actions for the round (if the off-turn character's action has already been used, it uses their next round's action). This may be done against an unwilling target, making a reposition or grapple attempt vs their CMD.
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Veteran Tankers: All crew members are so accustomed to getting around their tank, they do not need to make any climb checks to get on top or any acrobatics checks to move around in or on the tank while it's moving. These checks may still be required in more extreme circumstances.
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Mounted: When on the tank, occupants are considered Mounted, and take associated penalties if trying to make an attack while the vehicle is moving at high speeds. There are no penalties for moving up to 2x the tank's current speed. 2x and above gets a -4 penalty. Moving at Run speed incurs a -8 penalty.
OTHER NOTES:
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It may be contrived with a full crew to be able to fire the main cannon more than once per round. This is allowed, but each additional time it is fired per round, the tank takes 20 stress.
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I will be allowing tank-related permanent inventions to be created through the Greater Craftsman insight, and they will be able to be affixed to the tank. Space and load restrictions may end up becoming a concern, and inventions should somehow fit as tank upgrades/add-ons. This uses a process similar to crafting magic items, and multiple crew members can participate to reduce time.
Ammunition Manufacturing
The main cannon is a specialty bore that only accepts rounds created or modified by the onboard ammunition production manufactory. Fortunately, this system can also modify found or purchased rounds to be fired from the main gun. It also manufactures ammunition for the built in Machine Guns placed throughout the tank.
- The Tank has capacity for 12 uses of the Machine Guns and 30 shots from the main cannon.
- A hopper that can be accessed internally or externally at the rear of the tank compacts and stores up to 500 lbs of "raw material" which is mostly metals salvaged throughout travels.
- Each round for the main cannon consumes 50 lbs of scrap material, or 25gp worth of supplied materials available for purchase.
- Restoring the 12 uses per day of Machine Gun ammunition consumes 10 lbs. Using the Loader action to produce 4 uses of MG ammo also consumes 10 lbs (less efficient).
- The main cannon rounds produced by the ammo mill are simple slugs, little better than cannon balls. They deal 8d6 B/P damage to their target.
- Crew may also acquire more sophisticated tank ammo, as detailed below.
Tank Ammo
- High Explosive: Deals 8d6 B/P/S damage to target and in a 30' radius (Ref save DC20 for half). Splash damage is not increased by vital strike or critical hits. 300 gp.
- Armor Piercing: Deals 8d6 B/P/S damage, and splash damage in a 5' radius. Ignores 10 DR/Hardness to the target of a direct hit. 350 gp.
- Canister: Anti-personnel shot. Deals 8d6 B/P/S in a 30' cone from the end of the gun, extending to the end of its first range increment. Ref save DC25 for half damage. Deals half damage to objects. 350 gp.
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...Fire!
Outside Greenwood
OOC
Trying another re-arrangement. I want a little more flexibility in the mechanics section formatting-wise, so I'm going to try just leaving it outside a spoiler below.
Positions are updated on Roll20. Not quite at the range I want to switch to actual squares yet, so basic ranges and headings should still do fine for now. Don't hesitate to pipe up if I missed anything from the previous round of actions.
MECHANICS
Crew Results
Tanya: In the turret hatch, crewing the LMG. Centers Coordinated Reflexes tactic on new position for Tank.
- Common raider humanoids are considered Scouted for your effects
Doc: Moves the Tank 350' East, turns its facing to SE near end of movement.
- Vehicles and Raiders are considered Scouted
Duende: Attack hits driver of Trike 2. He is taken below 0, and I'm going to apply the massive damage rule here and say he's straight up dead.
- Vehicles and Raiders Scouted, including driver and lancer of Trike 3
- Zuki restores Duende's and Tank's Martial Focus
Det: Gets to Engineer position. Successfully overdrives the Tank, +15 speed, +3 to rolls, +20 Stress. Succeeds on knowledge check.
Martin: Hit with main cannon attack on the Gun Truck. It has gained the Broken condition. Bull rush also succeeds, pushing the GunTruck 15' south, which in turn makes it collide with BuzzTruck. Ordinarily they'd just bump, but since Crew has MF back, Hammer will apply an additional 2d6 damage to both GunTruck and BuzzTruck as they collide.
Packer: Loads a new slug with Sweet Spot +2 bonus, and puts another Slug in the Speed Loader Rack.
Tanya/Doc/Duende: Raider KnowledgeThe Wrathful use religious doctrine and might-makes-right rhetoric to attract violent followers with little compunctions about hurting innocents. They're rank-and-file aren't particularly well trained, just mean and willing to cause pain. They typically use a mix of melee weapons and whatever guns they can lay hands on, but aren't especially well equipped or supplied. They typically have members who are decent enough drivers, though rarely remarkable.
Zealots are their elite fighters, proving themselves worthy of better equipment and training through loyalty and viciousness. They will typically try more dangerous maneuvers, like leaping to other vehicles at full speed.
Many Zealots carry several grenades or molotov cocktails, along with a "Boomspear" — a polearm tipped with a shaped explosive ideal for disabling vehicles, sometimes at the cost of their own life and limb. They gain the bravery, or really insanity, to do with by imbibing a chemical cocktail that surges them with adrenalin and reduces inhibition and pain response.
Most strike groups are commanded by an "Archon", a lieutenant who keeps the raiders in line, coordinates efforts, pronounces sinners, and escalate their pack into a violent frenzy.Doc/Duende: Vehicle KnowledgeWrathful vehicles tend to be highly customized (as is obvious) for aggressive features and offense. They are constructed with standard metals (Hardness 10 for the trucks, 7 for the Trikes).
Typically besides some main offensive weapon they carry a few "boarders" ready to hurl themselves onto vehicles they are chasing down and disable or take control of them. The nimble trikes are a prime example, mostly used to maneuver into position and get one of the Zealots on the back onto an opposing vehicle.
Most vehicles are built to take out smaller prey, though the group as a whole may have a handful with enough punch to take on The Tank. Many also have N02 tanks for sudden speed boosts, though in limited quantities.
Trikes: 1 driver, 1 rider
Trucks: driver and cab passenger, usually 4 or so raiders in the back
Platform Truck: looks to be there to give the lieutenant an elevated view of the tactical situation. Speakers project his voice to give orders or denounce sinners.NPCs
The Greenwood vehicles continue fleeing at top speed. The lead buggy passenger is signaling in WayfairerFor those that know Wayfairer:
Using a flag sign that is asking for immediate and emergency help. The communicator also has the wherewithal to accompany it with a hand sign indicating they have the means and willingness to compensate for that assistance. It is an advanced modification that has been known to sweeten the pot a bit when asking another wastelander to put themselves in danger on your behalf.Several of the enemy vehicles accelerate after the Tank's attack, blue flame and heavy smoke spewing from tail pipes. This beings them more in the midst of the escaping vehicles.
Trike 2: The driver is knocked off and killed by Duende's shot. The rider on the back fails the roll to take control, trike flips, rider takes falls rolls and takes damage.
Gun Truck: Heavily damaged (Broken condition), moving slower, but still running, the gunner fires a burst at the Tank (encompassing Tanya and Duende within the line of effect) but fails to successfully hit anyone.
Harpooner: Reels in the Jeep, ramming the back for vehicle damage. A Zealot and regular raider hop from the Harpooner onto the Jeep, the zealot stabbing with a polearm and hurting the driver.
BuzzTruck: Rams Livestock truck with Buzz Saw dealing damage. A Zealot leaps from the truck onto the Livestock truck.
Platform Truck: Pulls closer to the escapees. Side gunner fires into Jeep. Archon on front is preaching and gesturing.
Trike 1 and 3: Maneuver closer in on convoy. Trike 1's zealot hacks the dirt bike rider with a bladed polearm. Trike 3's zealot turns and attacks the cruiser behind her with a rifle (miss).
The vehicles to the rear of the enemy pack are in the midst of a dust cloud kicked up by the pursued vehicles, giving them concealment (noted in enemies tab). In addition, if there is a vehicle in front of a target you are trying to shoot, the one behind has cover (soft cover). Upon a miss in this scenario, there is a 10% chance you hit the vehicle in front.
Knowledge Checks
Identify Vehicles: K:Engineering
Identify Raiders: K:Local
K:Local DC20 (DC10 for Det): These raiders are a splinter group of the Disciples, a violent clan with a religious veneer, using whatever dogma best justifies them doing whatever they want. This particular sect is known as the Wrathful, and have been a growing threat in the region. Though they need little justification for carnage and chaos, they tend to strike settlements rich in resources with overwhelming numbers if they don't immediately give them everything they demand. They have a bunch of regular violent types, but also employ true Zealots who guzzle mind-altering concoctions and commit to violence with little regard for self-preservation.
Scene / Map / Enemies
Cedar Valley and Greenwood
The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.
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Map
(You'll see circles around the Tank, each one representing 100'. This will help determine range to targets (I only included 1200' worth, but the main cannon's full range is 3000', with 300' increments. The tank icon isn't necessarily "to scale" at this point, I'll adjust sizes if and when distance is closed)
Tactical Closeup (click to enlarge)
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Enemies
> Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (at beginning of turn): 590'
> Trike 2: Prone, out of action.
> Trike 3 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (at beginning of turn): 550'
> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Lightly Damaged] | Range (at beginning of turn): 650'
- - Buzz Zealot 1 on back of Livestock truck.
> GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: Concealment [Broken] | Range (at beginning of turn): 800'
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 775'
- - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep
> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). Conditions: Concealment [Unscratched] | Range (at beginning of turn): 750'
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Other NPCS
Group of escapees from Greenwood
• Off-roader buggy
• Bus
• Truck with big fuel tank
• Hauler truck with trailer
• Truck with livestock pen (Being attacked by BuzzTruck)
• Cruiser (Being attacked by Trike 3)
• Jeep [Harpooned]
• Dirt Bike (Being attacked by Trike 1)
• Pickup [Wrecked, Prone]
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 28 (Reactive Armor)
Stress: 20
Crew Martial Focus: Yes
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Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
30 Ammo Capacity
Base Cannon Rounds: 23
HE Rounds: 2
Canister Rounds: 2
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Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 5d8 B/P damage, 200' line. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 4/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
Light Machine Gun: Mounted at Commander position. 2d6, 19-20/x2. Automatic only. 100/100 ammo.
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Capacity
Raw Material Storage: 500/500 lbs
Passengers: 7/8 (Crew, +Jana)
Roll thread on OGMW | Roll thread on Baldr | Tank/Crew Rules: Tank Actions, Tank Stats, Crew feats/talents
Updated Positions after Doc moves the Tank:
> Trike 1 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (current): 375'
> Trike 2: Prone, out of action.
> Trike 3 Large vehicle. 1 driver, 1 rider (zealot). Conditions: none [Unscratched] | Range (current): 260'
> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: [Lightly Damaged] | Range (current): 380'
- - Buzz Zealot 1 on back of Livestock truck.
> GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: Concealment [Broken] | Range (current): 500'
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: Concealment [Unscratched] | Range (current): 590'
- - Harpoon Zealot 1 and Harpoon Raider 1 atop Jeep
> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, 5 riders (Archon, 2 zealots, 2 raiders). Conditions: Concealment [Unscratched] | Range (current): 580'
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Going to try putting some rolls here and see how it goes...
Trike Rider 2 attempts and fails to gain control of Trike 2 after driver taken out. It goes out of control and he falls off.
Harpooner vehicle reals in the Jeep, ramming it from behind. Harpooner Zealot1 hops out of the back and onto the jeep, stabbing its driver.
Buzzsaw truck speed boosts, rams Livestock truck with its saw. Buzz Zealot 1 successfully jumps onto Livestock Truck.
GunTruck's gunner tries to fire an automatic burst catching Tanya, Duende, and the Tank in a line. The penalties are too much, and all attacks fail.
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OOC and Mechanics
OOC Comments:
Actions
Free:
Swift:
Move:
Standard:
Immediate:
Off-turn:
Group Benefits
Current Momentum Pool: 0/31
Within 30' of Devlin, you can...
- Spend 2 momentum to add 15 to weapon damage
- Spend 1 momentum to reduce damage taken by 15
Devlin has given each of you 2 "Iconic Tonics", a Universal Alcohol you may drink for the following effects:
- 6d4 Temp HP for 1 hour
- +4 resistance bonus to next save attempt in next hour (doesn't stack with inhuman resilience, but handy in an AMF)
- +5 circumstance bonus against emotion related effects for 1 hour
- +5 circumstance bonus against pain-related effects for 1 hour
- +5 circumstance bonus against sleep related effects 1 hour
Stats
Character Sheet | Character Thread
Current HP: 210/210 | Temp HP: 0 | Nonlethal damage: 0
Conditions: none
Current AC: 50ACTIVE
10 base
10 Dexterity bonus
8 armor (unarmored training, applies to touch)
18 Prescient Dodger
4 Natural Armor
CONDITIONAL
4 Dodge vs Scouted Enemies
INACTIVE
3 Dodge (Haste) | 46 touch (+4 vs scouted enemies)Resistance/Reduction: DR 4/Cold Iron, ER20 Electricity, ER5 Fire/Acid, SR 25
Special: Evasion, Uncanny Dodge
Miss Chance: 0%ACTIVE
-
INACTIVE
Decoy: 50% until triggered
Afterimage: 50%/75%Perception: +37 | See in Darkness, Blindsense 20', Sightless Action
Stealth: +32
Ongoing Effects
ACTIVE
Effect 1: -
INACTIVE
Temporal Haste: 15 rounds, +3 attack/AC/Ref save, +50' speed, +6 AOOs, +move/swift action (2SP)
Rapid Response: +10 initiative, can act in surprise round (1SP for 200 min)
Encompassing Light: Damage and Reach 2 sizes greater (20' at gargantuan)
Improved Shadow Shield: 15d4+15 Temp HP, reduce damage by 4, 1 min'
Transformation: -
Drunk: 8 rounds, unarmed damage 1 size larger (Double chug: 16 rounds, and +1 all saves)
Dynamite Throwing Form: Splash weapons do unarmed damage. (15 rounds if expend MF)
Daily Routine:
Craft 14 formulae | 30 min (7.5 minutes each 4) | Other crafting?
Ritual: Reduce Max Hp 15 or spend 75gp | 1 hour
Renew Momentum Pool: 1SP, lasts 16 hours
Continual: if there is a hint of possibility of trouble, will keep a Glow (black light) going on self, renewed every 11 min with standard action.
Offense Options
Unarmed Strike: +25+11 BAB
+10 Dex
+4 Imbued Greater Courage
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OPTIONS
+3 Haste
+5 INT instead of DEX (scouted)
+2 knowledge unlock (scouted) | Damage: 2d10+15DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strikeMasterwork Crossbow: +25 | Damage: 1d8 | 80'
Thrown Weapon: +25 | Damage: 1dx+15 | 10'
Thrown Formulae: +30+11 BAB
+10 Dex
+5 enhanced flask thrower
+4 Imbued Greater Courage
-------
OPTIONS
+3 Haste
+5 INT instead of DEX Cunning Attacker (scouted)
+4 insight Cunning Attacker (scouted)
+2 knowledge unlock (scouted)
+1 or 2 coordinated shot | Damage: 2d10+20DICE (as unarmed)
2d10 normal
4d8 large (drunken boxer)
6d8 huge (encompassing light)
8d8 gargantuan (encompassing light + drunken boxer)
BONUS
+15 INT (Creative Strike)
+5 Weapon Enhancement
+8 Analytical gaze (scouted)
+15 electricity (first attack, elemental empowerment)
+15 (damaging momentum)
+3d6 Fatal Thrust
+6d6 Skewer
+8d6 / 16d6 energy strike
+4d6/4d10 deadly shot | 80' range (60' de-powered)- [2/2] Improved Alchemist's Fire: +8d8 fire, 20/25/30' burst
- [2/2] Improved Acid Flask: +8d8 acid, 20/25/30' burst
- [15/15] Cherry Bombs: +6d4 bludgeoning, adjacent takes 6
- [2/2] Improved Itching Powder: FortDC40 or -2 attack/saves/skill, 20' burst (25' +5 on save roll)
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Add [Explosive] flashbang: 1d8, Fort DC32 or blinded/deafened for 1d4+1 rounds. Expend MF to...
- Sonic Shriekers: 15d6 sonic, flashbang DC=36 (save=half damage)
- Glacial Percussion: 7d6 cold, failed save = staggered 1d4 rounds (paralyzed if already staggered)
- Belladonna Bursts: on failed save = 2d6 Strength damage (poison)
- Dispelling Detonations: failed save = greater dispel on target
- Nullsteel: 1SP/2SP instead of MF for counterspell in burst
- Inflammable Cloud: 20' cloud for 15 rnds, when ignited deals 7d8 to anything in area
- Elemental Enhancement (if adjacent to elemental): 15d6 electricity damage (ref save instead)
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Deadly Shot. Add snipe. MF to add 4d6 vs touch, 4d10 vs regular ac
-
Trap Launcher (snipe): attach a snare trap
- Tripwire: Ref DC32 or prone
- Bamboozling Trap: Ref DC32 or Feinted
- Thaumatic Sink: 10' radius AMF for 15 rounds
- Can use an alchemical item with trap
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Trap Launcher (snipe): attach a snare trap
Destructive Blast: +25 | 8d6 damage, 16d6 at 1SP
Defense Options
Saves
Fort +18 modifiers+5 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Reflex +26 modifiers+9 base
+10 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+3 Haste
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Will +22 modifiers+9 base
+6 ability
+5 (resistance) Inhuman Resilience
+4 (morale) Imbued Powerful Courage
-2 The Fool
---
+1 Double Chug
+2 vs Spells etc (Spellhardy)
+5 vs Sleep (universal alcohol)
+5 vs Pain (universal alcohol)
+5 vs Emotion (universal alcohol)
+4 (resistance) next saving throw (universal alcohol)Caper (boast): When active, DC30 will save or lose attack against Devlin
Bomb Jump: Free jump check (take 10 on athletics for 54), if remove from area of AOE, no ref save needed.
Resources
SP: 90/90
Shadow Pool: 5/5
MF: 2/2
Stamina Pool: 17/17
Momentum: 31 (16 hours, upon spending 1SP, tracked in Group Benefits)
Silver Pendant protections: 15/15
Nullsteel uses: 250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask -
Equipment
Primary Equipment
+8 Masterwork Flask Thrower | enhancements+5 Enhancement Bonus [5]
Distance quality (x2 range, 40') [1]
Seeking (ignore concealment miss chance) [1]
Arcing (ignore cover) [1]+8 Chronometer Bracer (implement) | enhancementsTime sphere implement
+5 enhancement bonus [5]
+1 extra sphere: Illusion [1]
+1 extra sphere: Destruction [1]
+1 extra sphere: War [1]Equipment List
ITEM COST QTY Weight Masterwork Flask Thrower 325 4 MW Light Crossbow 350 4 Alchemists Lab 200 40 Alchemy Crafting Kit 25 5 Masterwork Artisans Tools 55 5 Healer's Kit x10 (50 each) 500 10 10 Masterwork Instrument 100 3 Surgeon's Tools 1 Advanced Study Guide 40000 1 Pocket of Holding 200 Bandolier of Grenades 900 1 Bottomless Flask 1000 1 Lesser Wizard's Cube of Gaming 500 1 Scholar's Silver Amulet 1500 0.5 Explosive Chemicals Kit 3000 2 Spider Sack 30 1 Pre-Expenses 330 TOTAL 49015 79.5 Cash: 985gp
Storage
BackpackAlchemist's Lab
Lute
Artisan's ToolsOn PersonMost Alchemical Items
Pocket Space5x Healer's Kits
Wizard's Cube of Gaming
Advanced Study GuidePocket of HoldingAdditional Alchemical Items
Alchemy
CRAFTING ALCHEMY SPHERE FORMULAE
15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).
30 minutes to craft all formulae (up to 16).
Usual Lineup:
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[1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.
Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks. - [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
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[4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned. - [2] Salves: DC65 to increase healing by 25 (7d8+40)
- [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
- [2] Improved Acid Flasks: DC65 for +20' burst (full damage within 20', half 25', 1 30')
- [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)
Brew Stable Formulae:
A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp.
If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level.
L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) = 1 hour = a DC36 item with 20' range
L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing
L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x
L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)
L1 Panacea+Salve = 40gp = DC40 (full effect) + 5 increments (salve) = 1 hr = End status effect + heal 1d8+40 hp
LevelsTimes reduced by half (Craftsman)
1 = 20gp = 1 hour (1d8)
2 = 40gp = 1 hr (1d8)
3 = 60gp = 1 hr (2d8)
4 = 80gp = 1hr (2d8)
5 = 100gp = 1 hr (3d8)
6 = 120gp = 1 hr (3d8)
7 = 140gp = 1 hr (4d8)
8 = 160gp = 1hr (4d8)
9 = 180gp = 1 hr (5d8)
10 = 200gp = 1 hr (5d8)
11 = 220gp = 1 hr (6d8)
12 = 240gp = 1 hr (6d8)
13 = 260gp = 4 hrs (7d8)
14 = 280gp = 4 hrs (7d8)
15 = 300gp = 4 hrs (8d8)CRAFTING TRADITIONAL ALCHEMY
Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 progress)
Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity
Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP (x5 progress)
Craftsman: Craft mundane item in half normal time
Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.
- Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
- Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
- Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
- Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
- Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
- Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
- Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage
- Tangleburn Bag: Craft DC30, 150gp, 30 min | Tanglefoot + 1d6 fire, ref DC35 or catch fire
ALTERNATE CRAFTING
Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress.
MUNDANE ALCHEMICAL ITEMS
The following are mundane alchemical items worth less than 25gp. Master list.
Alchemist's Fire oil 20gp, 1lb'
Stink oil 15pg, 1lb
Buoyant Balloon 10gp, 1lb
Sunrod 2gp, 1lb
Water Purification Sponge 25gp, 1lb
Bloodblock 25gp, - (+5 heal)
Bodybalm 25gp, - (+5 heal long term)
Clear Ear 25gp, -
Mellowroot 25gp, -
Smelling Salts 25gp
Soothe Syrup 25gp
--
Acid 10gp
Alchemical cement 5gp
Alchemical glue 20gp
Alchemical solvent 20gp
Alchemist's kindness 1gp
Alkali flask 15gp
Dimmer dust 25gp
Elemental flux 20gp
Impact foam 25gp
Hobgoblin war draught 10gp
Noxious aromatic 15gp
Foaming powder 10gp
Scent Cloak 20gp
Shadowcloy 25gp
Smoke Pellet 25gp -
Memories
22 Available Mental Archive Memories
Current Memories:
- Maps of Oculus
- Book on Beholders
- Book on Beholders 2
- Book on Cyclops
- Book that includes cyclops and other minions
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[1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
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MECHANICS
Stats, bonuses, action menu will go here
Balance Stats
Bonuses
Transformation
Eternal Transformation: Humanoid = Animalistic
- Speed = 100'
- Sprint: 1/min, increase base speed by 60' for one round
Improved Transformation: 3 more traits
- Agile: Evasion
- Agile: Uncanny Dodge
- Elemental: Elemental Empowerment - electricity
Defense
AC
10 base
+10 dexterity bonus
+8 armor (unarmored training, also applies vs touch)
+4 Natural (Inhuman Resilience)
+18 Dodge (prescient dodger)
- scouted +4 dodge (identify rhythms)
- Haste: +3 dodge
Saves
Fort +11 / Ref +19 / Wil +15
+5 resistance all (Inhuman Resilience)
+4 morale all (Imbued Greater Courage)
-2 all, but roll twice on all saves (The Fool)
- +1 (circumstance) all while drunk (double chug)
- +3 reflex with Haste
- +2 vs spell stuff (Spellhardy)
- +5 vs Emotion effects (1hr, Calming Cider)
- +5 vs Pain effects (1hr, Painkilling Perry)
- +5 vs Sleep effects (1hr, Wakeful Whisky)
Resistances/Vulnerability
Electricity 20 (Energy Resistance Boon)
Fire / Acid 5 (Variation, vulnerable to cold)
Silver: SR 25 while wearing pendant, but need to be re-attuned (1 hour) after 15 "uses"
Damage Reduction/Mitigation
4/cold iron (Damage reduction origin)
Go Limp: while drunk, may convert 1/2 damage into nonlethal
Resilient Momentum: spend 2 momentum to reduce damage by 15
Other
Inviolate Abilities: No penalties from ability damage
Evasion, Uncanny Dodge, Bomb Jump, Afterimage (50-75% miss chance)
Offense
Attack
+11 BAB (+11/+6/+1)
+10 Dex (but usually using INT)
+5 Weapon Enhancement
+4 Greater Courage
+3 Haste
- scouted Cunning Attacker: Use INT to attack, and +4 insight bonus to attack.
- scouted Knowledge unlock: +2 competence vs creatures of type identified.
Damage
-
Unarmed Damage: 2d10 (6d10 improved vital strike)
- Large unarmed damage (Drunken Boxer): 4d8 (12d8 improved vital strike)
- Gargantuan unarmed damage (Encompassing light): 8d8 (24d8 VS)
- Creative Strike: Choose not to add strength, gain +15 circumstance to damage.
- scouted +8 circumstance to damage (Analytical Gaze)
- Elemental Empowerment: 1st attack each round does 15 electricity damage
- Damaging Momentum: 2 momentum, weapon attack does +15 damage
- Deadly Shot: +4d10 (regular AC) or +4d6 (vs touch)
-
Fatal Thrust: +3d6 precision within 30'
- Expend MF for +6d6 precision damage
-
Thrown Formulae
- Improved Alchemists Fire: 8d6 fire damage direct, half 5' away, 8 10' away. 5' away catch fire, 1d6/rnd.
- Improved Acid Flask: 8d6 acid damage direct, half 5' away, 8 10' away. Targets take half initial damage again following round.
- Cherry Bombs: 6d4 bludgeoningCan be acid or fire damage. Can make different bombs in the stack do different types, but must be determined when crafted. damage direct, 6 damage 5' away.
- Improved Itching Powder: Fort save or -2 to rolls. 10' away get +5 to save.
-
Flashbangs: 1d8 and blinded/deafened for 1d4+1 rounds (direct hit)
- Glacial Percussion (Ammonium Nitrate): +7d6 cold damage, fort save DC32 or staggered 1d4 rounds
- Elemental Enhancement (Aspect Infusion): +15d6 electricity damage, ref save for half
- Belladona Bursts: 2d6 Strength damage
- Dispelling Detonations (Silver/Circle of Salt): if fail save, subject to greater dispel magic effect
- Sonic Shriekers (Howling Herbology): +15d6 (DCs on flashbangs +4), successful fort save half damage
- Inflammable Cloud (Phlogiston): 20' cloud for 15 rounds, when ignited 7d8 fire damage to all within area (ref half)
-
Destructive Blast: 8d6 / 16d6
- If add in Energy Strike, can deliver with attack
Range/Reach
- Thrown ranged increment penalty less by 1. (Splash Weapon Master)
-
Flask Thrower: 20' range on thrown splash weapons
- Distance quality: Double range (40')
- Fireworks: Increase range of thrown formulae by 40' (now 80' total)
Splash Weapons
Splash Weapon Master: Choose another square on hit, choose direction on miss
Maneuvers
- Deft Maneuvers: +2 Trip, Reposition, Steal, Disarm, Dirty Trick
- Veiled Magic: 1 per round, hide casting. DC40 perception/spellcraft to see it. Feint check when do so
-
Feint: Bluff check - take 10 equals 58 (+5 insight catty stalker if scouted)
- -0 against non-humanoids/animal intelligence, -4 vs mindless creatures
- Catty Stalker: +2 Steal/Dirty Trick vs scouted creatures
Casting
- Secretive Spell: +2 to spell save DC vs feinted creature
Speed/Movement
Speed: Base = 100'. Haste +50', Sprint +60'
Fly: May grant 30' fly speed with transformation
Dimensional Athlete: Warp counts as package for athletic sphere feats
Teleport Range: Short = 50', Medium = 210'
Athletics Sphere packages
- Run: Move 5x speed running, retain AC running, get +4 bonus on jump check after running start
- Leap: Reduce height of fall by 20' DC15, additional 10 for every 10 exceeds DC (take 10 for 54, so 50')
- Fly: Don't need to fly check for half speed, large against wind.
- Teleport (dimensional athlete): Teleport is a movement mode, can use motion talents with teleport
Acrocatics
- Run: always take 10 running across narrow ledge, always succeed to not fall prone half speed slippery surface
- Leap: When would fall at least 10' and not suffer damage, can immediately attempt stealth check to hide even while observed.
Skills
Imbued Greater Courage: +4 all skill checks
Applied Consistency: +2 when taking 10 or 20
The World (Fated Birth): +5 when taking 10 or 20
Skill Familiarity: Can always take 10 on Heal, Perception, Bluff, Acrobatics. +3 if not under stress.
Skill Familiarity (+In-Depth Familiarity): +4 Bluff, Heal
Skill Superiority: +9 Craft (alchemy), Perception
Roguish Know-how: +INT (15) to knowledge checks
Master Alchemist: +2 Craft (alchemy), Use GP value as SP value when calculating mundane alchemy progress
Shadow Tools: +3 circumstance to Craft and Disable Device skill checks using shadow tools
Healer's Kit: 10 uses, +2 to Heal skill (Surgeon's Kit: additional +3 to treat wounds/deadly wounds)
Catty Stalker: +5 Bluff, Diplomacy, Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against scouted creatures
Rapid Preparation: Two preparations at once
Clever Wordplay: Bluff uses INTSkill Breaker: Skill unlocks for Craft, Heal, Knowledge
Shade Stepper: If have MF, can use stealth to hide even while observed.
Mockingbird: Can throw voice at a distance.
High Bonus Skills:
Bluff (feinting): Take10 against scouted for 63 (-4 mundane)
Acrobatics: Take 10 for 54
Craft Alchemy: +48 normal bonus (+51 using shadow tools), when crafting can take 10 with shadow tools for 71
Craft Traps: Usually a +40 roll when using shadow tools (Take 10 for 57)
Senses
See in Darkness: See perfectly in darkness of any kind
Blindsense x2: Blindsense out to 20'
Sightless Action x2: Invisible enemies no bonus against, can act without seeing
Arcane Calculation: Perfectly measure something
Mental Archive: perfectly remember 29 memories.
Capacity
Careful Packer: Storage space doubled, use Int in place of Str for carrying. Light 66lbs | Med 133lbs | Heavy 200 lbs
Pocket Space: 20 lbs extradimensional space
Pocket of Holding: 10lbs extradimensional space
Crafting
Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress
Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity
Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP
Craftsman: Craft mundane item in half normal time
Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.
Traps
Place trap as full round or standard (with MF) or move (expend MF) action. Any solid surface within reach.
- Make Craft (traps) check DC5. Trap persists 1 round per point exceed rank. (Take 10 would be 54=49rnds/ min=34=29rnds=2.9 min)
- Each trap requires 1.5gp (15 silver) to produce
- Trap placed in up to 4 contiguous 5' squares.
-
Perception DC to locate = 47 (or 43 when non-magical)
- Creatures who see you set or are warned get +5 on perception check to notice and reflex save against
- Removal: Disable device same as perception to notice
- Hardness 15, AC 25, 40 HP
- Trap Sphere DC = 32
-
DART traps
- Target in 60' line originating from corner of one square
- When triggered, ranged attack roll (+30) against each creature in line until 1 is hit
- 8d6 piercing damage, 20/x3 crit
- May forgo damage and expend alchemical item to add effects to dart, resolve against touch AC
- Thaumic Sink (dart): Target affected by AMF for 15 rounds, or pull out as full round (or standard but inflicts 6 damage)
-
SNARE traps
- Reflex save when creature enters square or set it off
- If avoids, aware of trap and can pass through squares
- May rig alchemical item etc to a snare, tripping it targets intersection adjacent to trap when set. Tripping creature affected as if direct hit.
- Tripwire (snare): Target falls prone on fail (trap not destroyed)
- Thaumic Sink (snare): 10' radius around triggered square is AMF for 15 rounds (spell like)
- Bamboozling Trap (snare): Failure means feintedA creature that fails its Reflex save to avoid this snare is treated as if it was successfully affected by a feint. This counts as you performing the feint for the purposes of Fencing sphere talents that depend on feinting a target. Non-humanoids with an Intelligence score of 1 or 2 get a +4 bonus to Reflex saves against this trap and mindless creatures are still immune. If you possess the Unlikely Feint Fencing sphere talent, reduce the bonus to saves non-humanoids with an Intelligence score of 1 or 2 get to their saves to +2 and mindless creatures are vulnerable to this trap but gain a +4 bonus to their Reflex save.
- Aerial Trigger: Creatures 150' above trap trigger as normal. If knocks flyer prone, battered until end of next turn instead.
- Crowd Pleaser: Triggered trap provokes a free boast (usually the attack)
- Opportunist: Successful trap provokes AOO in first ranged increment
- All Part of the Plan: Expend MF as immediate to use trap against feinted creature that moves to square within 60'
- Trap Launcher: launch trap in first ranged increment, or as a (snipe) along with deadly shot
Resource Pools
HP: 210
SP: 90
Shadow Pool: 5
Stamina Pool: 17
Momentum: 31 (16 hours, upon spending 1SP)
Silver Pendant protections: 15
Nullsteel: 250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid FlaskTIMERS
Drunk: 8 rounds (16 double chug)
Action Menu
FREE ACTIONS
Sprint: Increase speed by 60' once per minute
Trick Casting: When use veiled magic, Feint a creature within 30' - resolves before spell. Creature remains FF for additional round.
Bomb Jump: vs area attack, make acrobatics check to jump (take 10 for 50' jump)
Drunken Boxer: Expend drunk status to deal maximum damage with unarmed strike
Fan Favorite: When succeed on saving throw against hostile creature, perform boast (250' range)
Crowd Pleaser: When enemy triggers placed trap within line of sight, perform boast (250' range)
Boasts:
- Prowess: roll next attack twice
- Bloodthirst: Make attack against enemy within area of boast
- Caper: Until start of next turn, creature in area of boast must make will save or lose attack/spell against you
Knowledge Check to ID monster
- Academic knowledge: move action to give allies +2 CMB/DCs
- Cunning Attacker: INT instead of STR/DEX for attack rolls/CMB, +4 insight to attack rolls.
- Identify Rhythms: +4 dodge bonus against
- Knowledge unlock: +2 competence to attack/skill/saves against magic against for 1 min
- Analytical Gaze: +8 circumstance to damage
- Catty Stalker: +5 to selected skills vs (see skills section above), and +2 Steal, Dirty Trick
Shadow Magic: 1SP/ShP grant 2 magic talents. See standard section.
Glory: Cause glow to shed bright light in 5' radius
SWIFT ACTIONS
Rapid Processing (swift or move): make complex analysis like reading 500 words
Assume Stance (Usually Dynamite Throwing Form) - expend MF to last 15 rounds
Feint Strike: make attack against creature when successfully feint them. Expend MF to make as AOO
Kick-off: After successful unarmed strike attack action, move 20' away from target, no provoke
Quicken Spell: +4 SP to cast as a swift action
Talented Trickster: +1SP for Trick as a swift action, may cast 5 tricks simultaneously
Shadow Shield: 15d4+15 Temp HP and damage reduction 4 (all sources) for 1 min, target within 60'
MOVE ACTIONS
Mobile Focus: Move > 10' but < half speed, Regain MF
Superpositioned: While under suppression, may warp self as Move action (and also use Decoy)
Afterimage: When move 5'+ using movement mode, leave after image (50% miss rate). Move >20' = 3 images (expend MF for 1 more)
Hard Drinker/Double Chug: Drink alcohol/drink, gain drunk status for 8 rounds (16 double chug). Expend drunk status twice.
Sweep: trip attempt at -2, no provoke
Rapid Placement: Expend MF to place trap as move (or really reduce action step by 1)
Academic Knowledge: After monster ID, grant allies +2 on combat maneuvers and DCs of abilities for 1 min
Shadowstuff Armaments: (free with 1SP) Create stable shadowstuff equipment, or a tool (craft/disable) that provides +3 bonus
Quick Teleport: +1SP to teleport as move action
Superpositioned: When under suppression, teleport as move action.
STANDARD ACTIONS
Arcane Calculation: Focus on target, roll twice on attack for next minute
Attack Action
- When successfully damage, extend stance for one round
-
If flanking/vs FF/vs lost dex bonus within 30', deal additional 3d6 precision damage
- Expend MF to make it 6d6 precision damage, add two exploits
- Ankle Strike: make trip attempt
- Soul Strike (su): target suffers -2 all saves for 1d4+2 rounds
- Throw Flashbang (180')
- Throw Formulae (80')
Special Attack Actions
Spell Attack: [Strike] Time strike or Energy Strike
Barrage (special attack action)
- 2 at +44 (fully buffed)
- Expend MF for 4 at +40 (8d4+23 each + other single attack action riders)
Deadly Shot: Add (snipe) talent. Expend MF for +4d6 damage
- Trap Launcher: shoot a snare trap along with shot
Material Impositions (Expend MF)
- Phlogiston: Fire emitted, ranged touch 30', gives vulnerability to fire and must make DC 26 magic skill check to teleport
- Howling Herbology: Deal 15d4 sonic damage in 30' burst (fort half)
- Circle of Salt: Protect self and 7 adjacent allies, +15 to saves vs magic 15 rounds, if succeeds on save regain MF
- Belladona Barrier: Give protection against Lycanthropy and +15 AC vs natural attacks, 15 rounds
- Aspect Infusion: Release a huge air elemental (swift to reclaim)
- Ammonium Nitrate: Cool area within 30' and all allies gain +15 fire resistance. Or ranged touch attack 30' 3d8 cold damage and Fort Save or target frozen in block of ice 16 rounds
Set Trap (standard with MF, otherwise full round), lasts 1 round per point DC exceeded
- Dart: 60' line, 8d6 piercing damage. May apply alchemical item.
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Snare: ref save DC32
- Tripwire: fall prone on failed save. Running or charging -2
- Bamboozling: failed save successfully feinted
- Thaumic Sink: 10' around trigger (or creature struck by dart) is AMF for 15 rounds
Cast Sphere Effect
Alteration: Shapeshift (self only) — concentration or 1SP for 11 min. Grant 3 traits.
- Blank Form: Various natural attacks
- Dodge: +2 dodge AC
- Initiative: +4 init
- Uncanny Dodge: already have, but may apply x2 version
-
Elemental Transformation: Change to Elemental. +4 natural armor. 1SP for 75% change ignore crit. Movement package.
- Air Mastery: airborn creatures -2 penalty to attack/damage against
- Burn: 2d6 element damage per turn
- Earth Mastery: +2 attack/damage if both on ground
- Elemental Empowerment: Deal 11 energy damage first attack each round
- Elemental Movement: Movement package as elemental
- Elemental Resistance: ER acid/cold/fire/electricity 11
- Water Mastery: +2 attack/damage if both touching water
- Whirlwind: Whirlwind universal monster ability
Illusion: 1SP, create illusion with concentration max 20 min, max size colossal++. Figment or Glamer.
- Illusionary Disguise: make disguise check without disguise kit
-
Create a Trick, lasting 20 min or until dismissed.
- Minor figment: obviously fake illusion
- Minor Glamer: minor changes to an object or creature
- Decoy: create decoy in same square as creature. May try to provoke AOO (vs will). Or follows creature, and will save or 50% miss chance. If miss, strike creature and dissipate it. Lasts 10 rounds.
- Decoy Glamer: 8 decoys surrounding target, 50% miss chance as long as any remain.
- Suppression Glamer — Invisibility: Can attempt stealth check while observed, +20 bonus to stealth. If undetected, +2 attack rolls, ignore dex bonus to AC. May create as a figment on a space.
- Shadow Infusion: +1SP/ShP illusion effect that is disbelieved still has reduced effect.
- Shadow Magic: Free action, spend 1SP/ShP grant 2 temporary talents from Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute. CL18 for these effects, and they are considered Illusion sphere.
- Shadow Slay: When deal damage from Illusion source, 1SP/ShP any attack can be resolved as touch for 1 min or until hit
Light — Glow: Cause self/object to glow for 11 minutes, but as black light.
- Encompassing Light: 1SP, reach and damage as if 2 sized larger. With Glory, may add for free if already glowing.
Time
- Temporal Haste: 1SP, +50 speed, +3 attack/dodge AC/ref saves, +5 AOOs, extra move or swift action, 20 rounds
- Time Strike [strike]: Deliver time effect with attack
- Rapid Response (time): +10 initiative, act in surprise round. 1SP for 200 min.
- Broken Time (time): Will save or -10 penalty all attack/skill rolls, must succeed on concentration check against MSD to cast. 1SP for 20 rounds.
- Steal Time (time): 1SP — Will save or dazed 1 round. Gain additional standard action.
- Past Sight: 1SP, 1 minute, view past hour at location at close range. Concentrate for an additional hour per minute. May spend extra spell point for a day/10 minutes, or 2 for a year per hour.
Warp — Teleport: Teleport 50', or 1SP for 210'
War (No totems, no rallies) — 1SP: Momentum pool of 31, 16 hours
- Damaging Momentum: Any weapon attack, 2M to add 15 damage
- Resilient Momentum: Any time taking damage, 1M to reduce by 15
Destruction: Destructive Blast 8d6, 1SP for 16d6 bludgeoning.
- Will often add destruction talents with Shadow Magic, and most often Energy Strike shape and a blast type
FULL ROUND ACTIONS
Set a Trap without MF
Full attack action
Charge
IMMEDIATE ACTIONS
Acrocatics: Expend MF when falling prone to not fall prone. (or do not fall while flying)
Reflexive Twist: when attacked, make athletics check (take 10 on acrobatics for 54) with skill corresponding to movement mode to use result as AC against that attack.
All Part of the Plan: When feinted creature enters square within 60', expend MF to have placed a trap in that square
Flash Bang: When creature fails save against flashbang, recover MF as immediate
AOOs
6 per turn when Haste active
Snap Kick: when trip or make prone, target provokes AOO. If successful, ref save or staggered.
Opportunist: Creature hit by dart or failed save vs snare provokes AOO within 1st range increment
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BUILD
Origin/Traits
6 Potent Talents, 3 Phenomenal Potent Talents
Phenomenal Potent: Convert to 2 Phenomenal Auxiliary
- Blindsense x1
- Blindsense x2 (20')
Phenomenal Potent: Convert to 2 Phenomenal Auxiliary
Phenomenal Potent: Convert to 1 Phenomenal Utility, 1 Ph-Auxiliary
Potent: Specialized Training (extra Feat)
Potent: Specialized Training (extra Feat)
Potent: Spellhardy
Potent: Convert to 2 Aux, 1 Utility
- Darkvision x1 (60')
- Darkvision x2 (90')
- Skill Familiarity (Heal, Bluff)
Potent: Convert to 2 Aux, 1 Utility
- Darkvision x3 (120')
- Damage Reduction (4/cold iron)
- Applied Consistency
Potent: Convert to 2 Aux, 1 Utility
Variations: Elemental Vulnerability (Cold vulnerability, Fire/Acid resistance 5)
TRAITS
- Pocket Space
- Clever Wordplay (Bluff uses INT mod)
- 2 Traits traded for Bonus Feat
- Drawback: Condescending
Classes/Features
MONTEBANK 15
15D8 | +11/+6/+1 BAB | Bad Fort, Good Ref, Will | CL +11
Casting: Mid-caster. Int as CAM
Spell Pool: 35
Blended Training: 15 magic/combat talents
Trickster Training: Illusion Sphere, uses class level as CL for Illusion
Natural ScoundrelScoundrel's Touch: Must select Scout with 1st talentThief's MarkAnalytical Gaze: +8 to damage vs scouted creatures for 1 minCreative Strike: Don't use STR to damage, apply bonus equal to CAM instead
Social/Rogue Talents: Every two levels pick a social or rogue (per phantom thief) talent
- Skill Familiarity (Heal, Bluff, Acrobatics, Perception)
- Mockingbird
- Catty Stalker
- Prescient Dodger
- Roguish Know-how
- Combat Trick = Extra Combat Talent
- Shadow Tools
Veiled Magic: May try to hide spell use. Perception/Spellcraft check DC 45 to know spell used.
Trick Casting: When spell hidden via veiled casting, may feint attempt creature within 30' once per round
Skill Breaker: Unlock skill every 5 levels. Unlocked skills: Craft, Knowledge, Heal
Secretive Spell: +2 spell's save DC vs foe denied dex bonus to AC
Swift Veil: Don't need to increase casting time on Veiled Magic
Advanced Trickery: Don't need to expend MF for Trick Casting
Shade Stepper: If have MF, can use stealth to hide while being observed
Master Trickster: When feint with trick casting, creature remains flat-footed for additional round
FBC: Vanara = 3 Athletics Sphere talents (15/5)
SCHOLAR 15
See Montebank for BAB, Saves, HD, CL. 8+Int skill ranks per level.
Combat Training: Proficient, 7 combat talents
Careful Packer: double capacity backpack, use INT instead of STR for carrying capacity
Medical Training: Int instead of Wis for Heal. Make special heal checks to restore HP.
Problem Solver: Gain Alchemy, Scout
Flashbangs: 1d8 b/p/s, Fort DC37 or blinded deafened for 1d4+1 rounds, 180' range
Scholar's Knacks: Every 2 levels
- Cunning Attacker
- Studied Technique (3 bonus talents)
- Studied Technique (3 bonus talents)
- Studied Technique (3 bonus talents)
- Arcane Studies
- Amateur Chronomancy
- Chronomancy
- Advanced Chronomancy (from Extra Scholar Knack)
- Academic Knowledge (from Extra Scholar Knack)
- Rapid Alchemy (from FCB)
- Trick Arrows (from Advanced Study Guide)
Material Imposition: Imposition at 3rd and every 2 levels thereafter.
- Aspect Infusion
- Belladona Barrier
- Ammonium Nitrate
- Howling Herbology
- Phlogiston
- Silver
- Circle of Salt
Advanced Medical Training: Can cure blindness, deafness, paralysis, poison, ability drain. HP better.
Expert Medical Training: Cure confusion, cursed, disease. Heal dead. Heal HP better.
FBC: Dwarf = 1 and 7/8 scholar's knacks
Oaths and Boons
OATHS • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Oath Against ArtificeDevlin adheres to the tenets of the oath just fine (no firearms, metal shields/armor, devices using charges). His take is a little different than not using technology because he is a big fan of science and invention. Rather, metal plate and shield are too bulky, and besides that almost feel like "cheating" to him, thus he only accepts going unarmored (and in fact is much more effective that way). In addition, guns feel too imprecise - he thrives off the challenge of hitting opponents directly with a thrown object, or leading them into a trap. (1)
Oath of RitualDevlin has spread himself thin across the timelines, and the effect it literal. He is diminished slightly, thinned out, as he expands his consciousness each day to be able to flex through time. He has developed a costly fluid with which he may mitigate these effects, and if there is time and availability, he will imbibe this instead. (1)
Oath of LoyaltyTo the Guild. Which is an odd choice for him, both comforting and anathema at the same time. His curious relationship with causality has caused him to doubt any orders he gets from anyone. At the same time, it has left him unmoored. He found that he was able to place a lot of trust in the Guildmaster after working with them, and decided to trust in their guidance. He will do what they say. (1)
Oath of HumilityDevlin is not humble in his estimation of himself. However, he is when it comes to others serving him. With followers come responsibility. With titles come expectations and necessity. Neither work for the goals Devlin wishes to accomplish. (1)
Code of HonorKnowing the nature of causality, keeping to a code is important to Devlin. Not for the external view of honor, but for his own behaviors. (2)
Forbidden KnowledgeMadness: Instinctive Defiance. "Whenever another creature gives you an order or command, attempt a Will save. On a failure, you become antagonized towards that creature." DC14 -- Devlin's mental journeys through time have left him jaded at the thought of anyone knowing the proper decisions. He strenuously object to anyone giving him orders, outside of those very few he has given his loyalty to. (2)
Extra Oath Points: 8
Total Oath Points: 28
BOONS
[-1] Energy Resistance (ER20 Electricity)
[-1] Inhuman Resilience (+5 saves, +4 Natural Armor)
[-3] Enhanced Armaments (+8 Implement, stave. See below)
[-3] Enhanced Armaments (+8 Flask Thrower. See below)
[-5] Bonus Talents
[-5] Bonus Feats
[-4] Imbued Spell (Complexity 9 apparatus. See below)
[-2] Immortality (no need to eat, drink, sleep, breath; immune to poison, disease, aging)
[-2] Fated Birth x2 (The Fool, The World)
[-2] Skill Superiority x2 (+9 to Craft alchemy, perception)
Enhanced Implement+8 Time Implement. Staff.
5: +5 Enhancement Bonus
1: Extra Sphere - Illusion
1: Extra Sphere - War
1: Extra Sphere - DestructionEnhanced Weapon+8 Flask Thrower
5: +5 Enhancement Bonus
1: Distance (range increase to 40')
1: Seeking (No miss chance for concealment)
1: Arcing (Attack around cover)Imbued Spell
Total Complexity = 9. Apparatus starts at 1 complexity. Base Mind Sphere effect.
Complexity and Effect Adjustments:
+1 Change charm to Courage
+1 Use Greater version of Courage (+4 to attack/save/skill/ability checks)
-1 Decrease range from touch to self
+4 Increase duration to hours/CL (necessary step to make "apparatus")
+1 Add talent: Arcane Calculation
+1 Add talent: Rapid Processing
+1 Add talent: Mental Archive
Feats
15 from character levels. 2 from Origin. 1 from Trait exchange. 6 from Bonus feats.
- Great Focus
- Unorthodox Unarmed Training (Alchemy sphere, Trap sphere)
- Extend Stance
- (Splash Weapon Master)
- Quicken Spell (metamagic)
- Spell Attack
- Deft Maneuvers
- Vital Strike
- Improved Vital Strike
- Eternal Transformation
- Improved Transformation
- Dimensional Athlete
- Master Alchemist
- Extra Scholar Knack
- Extra Scholar Knack
- Superpositioned
- Brew Stable Formula
- Combat Stamina
- Focused Stamina
- Extra Combat Talent
- Shadow Magic (surreal)
- Shadow Shield (surreal)
- Improved Shadow Shield (surreal)
- Shadow Slay (surreal)
- Shadowstuff Armaments (surreal) (free via Shadow Tools rogue talent)
Guild Teamwork Feats
- Thuvian Grenadier
- Ambush Squad
- Coordinated Shot
Talents
MARTIAL TALENTS
12 from Montebank progression, 7 from Scholar progression, 7 from Bonus Talents boon, 6 from Martial Traditions, 2 from Classes, 9 from Scholar Studied Technique, 5 from sphere drawbacks, 3 from Montebank FCB
Alchemy (Formulae. 14 prepared at once)
- Snap Toss
- Dynamite Throwing Form (stance)
- Fireworks
- Salve (f)
- Panacea (f)
- Cherry Bombs (f)
- Improved Itching Powder (f)
- Improved Alchemist Fire (f)
- Improved Acid Flask (f)
- Universal Alcohol (f)
Athletics (Leap)
- Expanded Training (Run, Fly)
- Acrocatics
- Bomb Jump
- After Image
- Reflexive Twist (risky escape drawback)
Barrage
- Mobile Focus
Barroom
- Double Chug (alcoholic drawback)
- Go Limp
- Drunken Boxer
Gladiator
- Fan Favorite (retort drawback)
- Theatrical Boast (distant icon drawback)
- Blood-thirst (boast)
- Caper (boast)
Fencing
- Skewer
- Feint Strike
- Unlikely Feint
- Ankle Strike (exploit)
- Soul Strike (exploit)
Open Hand
- Snap Kick
- Kick-Off
Scout
- Identify Rhythms
Sniper
Traps
- Aerial Trigger
- Bamboozling Trap
- Opportunist
- Crowd Pleaser
- Rapid Placement
- Trap Launcher (snipe)
- All Part of the Plan x2
- Thaumatic Sink
Equipment
- Unarmored Training
- Fast Draw
- Craftsman
- Gnomish Heritage (discipline)
MAGIC TALENTS
2 from Tradition, 3 from Montebank progression, 1 from Montebank class, 7 from Chronomancy knacks (all time), 3 from Arcane Studies, 9 from sphere specific drawbacks
Alteration (Lycanthropic, Unnatural Transformation)
- Agile
- Elemental Transformation
Illusion
- Decoy
- Suppression
- Talented Trickster
- Shadow Infusion
Light (Touch of Light, Light Focus, Subtle Light)
- Black Light
- Glory
- Encompassing Light
Time (Altered Time)
- Improved Haste
- Temporal Haste
- Rapid Response
- Time Strike (strike)
- Past Sight
- Broken Time (time)
- Steal Time (time)
Warp (Personal Warp)
- Quick Teleport
War (Commando, Small Unit Tactics)
- Damaging Momentum
- Resilient Momentum
Destruction
Equipment
ITEM
NOTE COST WEIGHT MW Flask Thrower 20' range, throws splash weapons 325gp MW Instrument Lute 100gp MW Artisan's Tools For crafting traps, mechanical 55gp Alchemist Lab 200gp Alchemy Crafting Kit 50gp MW Light Crossbow 1d8, 19-20/x2, 100' range 350gp Pocket of Holding 10 lbs extradimensional space 200 Healer's Kits x10 10 uses each, +2 to heal 500gp Advanced Study Guide Scholar Knack: Trick Arrows 40,000gp -
“Timing is everything. That's why it is so important to have complete control of it.” Scholar (Maybe Doctor)
PRIMARY ROLE Ranged Attack, Explosions, Skills, Knowledge SECONDARY ROLE Backup Healing, Scout RACE: Human(ish) AGE: 33 GENDER: Male -
...Fire!
Outside Greenwood
OOC
Okay, NOW it's time for initiative. Most of you already rolled, and I'll just take those rolls. In fact by the time I have this post up, I'll likely have rolled init for the enemies. Time for ACTION!
Please check out the Scene spoiler below for both the map of the scene, and a link to Roll20. We probably don't actually need Roll20 just yet, and I don't have a grid active there. At this point, simple range to enemy is the most important thing. Squares and a grid might be useful later as the distance closes.
Mechanics
Players win initiative, and are acting first.
The vehicles to the rear of the enemy pack are in the midst of a dust cloud kicked up by the pursued vehicles, giving them concealment (noted in enemies tab). In addition, if there is a vehicle in front of a target you are trying to shoot, the one behind has cover (soft cover). Up a miss in this scenario, there is a 10% chance you hit the vehicle in front.
Knowledge Checks
Identify Vehicles: K:Engineering
Identify Raiders: K:Local
K:Local DC20 (DC10 for Det): These raiders are a splinter group of the Disciples, a violent clan with a religious veneer, using whatever dogma best justifies them doing whatever they want. This particular sect is known as the Wrathful, and have been a growing threat in the region. Though they need little justification for carnage and chaos, they tend to strike settlements rich in resources with overwhelming numbers if they don't immediately give them everything they demand. They have a bunch of regular violent types, but also employ true Zealots who guzzle mind-altering concoctions and commit to violence with little regard for self-preservation.
Scene / Map / Enemies
Cedar Valley and Greenwood
The Tank has just emerged from the valley. A road leads southeast to the settlement of Greenwood, which is aflame and surrounded by a very large force of raiders. A smaller group of raiders has broken off the main body to chase down a contingent of survivors, both of which are headed up the road and directly toward The Tank. Greenwood itself is in ruin, and the raider vehicles have churned up and damaged a good portion of the surrounding fields. There were some basic walls and defensive emplacements surrounding the town, but those have all been completely breeched.
___________________________
Map
(You'll see circles around the Tank, each one representing 100'. This will help determine range to targets (I only included 1200' worth, but the main cannon's full range is 3000', with 300' increments. The tank icon isn't necessarily "to scale" at this point, I'll adjust sizes if and when distance is closed)
Full Map & Closeup (click to enlarge)
___________________________
Enemies
> Trike 1 Large vehicle. 1 driver, 1 rider. Conditions: none [Unscratched] | Range (at beginning of turn): 1,050'
> Trike 2 Large vehicle. 1 driver, 1 rider. Conditions: none [Unscratched] | Range (at beginning of turn): 1,030'
> Trike 3 Large vehicle. 1 driver, 1 rider. Conditions: none [Unscratched] | Range (at beginning of turn): 1,090'
> BuzzTruck Huge vehicle. 1 driver, 1 passenger, X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 1,200'
> GunTruck Huge vehicle. 1 driver, 1 passenger, 1 gunner, X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 1,160'
> Harpooner Huge vehicle. 1 driver, 1 passenger, 1+X riders. Conditions: none [Unscratched] | Range (at beginning of turn): 1,100'
> Platform Truck Huge vehicle. 1 driver, 1 passenger, 2 gunners, X riders. Conditions: Concealment [Unscratched] | Range (at beginning of turn): 1,250'
____________________________
Other NPCS
Group of escapees from Greenwood
• Off-roader buggy
• Bus
• Truck with big fuel tank
• Hauler truck with trailer
• Truck with livestock pen [Harpooned]
• Cruiser
• Jeep
• Dirt Bike
• Pickup [Wrecked, Prone]
Tank
THE TANK
Gargantuan Land Vehicle (15'W x 25'H x 15'H)
40 base speed | 32 AC | 15 Hardness
HP: 170/170 | Temp HP: 28 (Reactive Armor)
Stress: 0
Crew Martial Focus: Yes
_______________________
Main Cannon
PC ranged attack +1(MW); 8d6 b/p/s damage; 20/x4; 300' range increments
30 Ammo Capacity
Base Cannon Rounds: 24
HE Rounds: 2
Canister Rounds: 2
________________________
Gadgets and Secondary Weapons
Miniguns: Machine Guns facing each cardinal direction, and one mounted same direction as turret. 12/12 uses.
Launcher: Launch object any direction in 60' range increments. 4/4 uses.
Hook and Pulley: Grab at distance, 20' increments. 4/4 uses.
Gadgets: 10/10 remaining.
Detonators, launchers, hook and pulley, improvised tools, constructed weapons, grapple gun, steam release, chemical insight detonator options.
_________________________
Capacity
Raw Material Storage: 500/500 lbs
Passengers: 7/8 (Crew, +Jana)
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The OG Mythweaver rolling thread is here if you'd rather use that. However I thought I would go ahead and put a dedicated rolls thread here as well, if you want to use it. You can always make rolls on your IC post, of course.
Please be as clearly descriptive as possible with naming your rolls here, as it seems like they get a little mixed up in the dice tower.
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19 minutes ago, Djacob91 said:
Fragmenting Shot: I say sure. A nice bit of AoE on the main gun will be nice. I would be interested to know your opinion on using it with other AoE options like canister shot or Explosive Rounds(assuming that we add said improvement in the future).
It would need to be a direct target of the Deadly Shot to be able to 'splode. So you could pop an enemy with an Explosive Round direct hit, but not with the splash damage from it. I don't think the canister shot would actually be valid for Deadly Shot, it behaves more like a spell effect with a save, rather than having an attack roll. Just damage everything in a 30' swath out to 300'.
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Where there's smoke...
Outside Greenwood
OOC
And the first scene is up! Uh oh, looks like trouble ahead. If you continue at your current speed, Greenwood will be in view in just a few seconds. As such, I'll give you all a round worth of actions to prep (or more if you all decide to pause for a tick) and otherwise react. Then you get to see what all that smoke is about.
Mechanics
No mechanics yet.
Scene / Map
Cedar Valley is a wide, shallow valley on the approach to Greenwood. Wheel marks show it is a very common route to and from the town, and often used by vehicles. Trees grow on either side, providing shade and shelter to a variety of fauna.
Tank
Tank stuff to come here.
-
The Nomad Bazaar
Somewhere in the wastes
OOC
And that's the end of the Prelude. To be continued in a new thread.
Scene / Map
The Nomad Bazaar was a regular stop for the crew of 1A-X B3, at least whenever they could find it. It was mostly located by word of mouth, a very loosely held schedule, and general reckoning. Perhaps a small bit of luck. The component members of the bazaar were an eclectic and often changing bunch. Lead by a small clan of survivors who quickly learned the knack of adapting to the new post-apocalyptic world, they have passed knowledge and traditions down to successive generations who carry on the fluid nature of the camp. Oddball tinkers and entrepreneurs tend to latch on and travel with the nomads for stretches of time. Visitors to the bazaar need to be keen barterers and mindful of the deals they make with the traders within, but they can usually find interesting components for trade, good enough grub, and various forms of entertainment. A modest amount of protection as well, especially when it comes to safety in numbers, but the bazaar is no fortress (not even close), and is much inclined to break apart and run for it rather than stay and fight..
Mechanics
This space will have combat mechanics, if relevant
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Current proposals
Switch Smash to Hammer: Ark suggested this in the balance thread. Given a tweak to how some combat maneuvers in the tank works, this one makes a lot of sense
Focusing Reload: An easy option to regain tank's martial focus. Could be added or replace another talent. Characters may use their own MF restoring actions to restore the Tank/Crew's MF, so it may not be necessary.
Fragmenting Shot: Nice splash damage on a kill shot, and I'm allowing it.
Swap one Machine Gun for a Chemical Thrower: Basically, you are adding a flamethrower (4 uses, I suppose it could also be cold or acid) to the tank, at the cost of reducing Machine Gun uses to 8 instead of 12.
Since there is an additional Talent slot that I never filled, I'm going to go ahead and add Fragmenting Shot, unless anyone objects. I'll also switch Smash to Hammer, again unless there is objection.
In the above case, Focusing Reload would need to replace something. For that and for swapping into the Chemical Thrower, I would want majority buy-in, so at least 4 approvals for that here or on discord.
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4 hours ago, PigLickJF said:
Turns out I have a bit of signal up here, so I'm going to sneak in this post. I didn't see any feedback for my suggestion here, anyone have thoughts?
I was a little on the fence with this one, because yeah that is some serious extra splash damage. But hey, it feels appropriate for the tank. I'll allow it.
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2 hours ago, dalamb said:
It's after 10, so this is about 20 minutes past my promised finish time, but I believe Tanya's sheet and summary posts at the start of this thread are now done except for two things, which depend on answers to questions I only thought to ask earlier this morning in the Discord:
- One talent, waiting for an answer about applying the Run package to the tank
- $1137 to spend, waiting for an answer about weapon abilities for ammo vs those for a ranged weapon.
Of course, I could be wrong!
Gave you some answers on discord. Also probably nothing wrong with using both an AR and shotgun for versatility. You don't need to, but it would be an options.
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9 minutes ago, Arklytte said:
Aid is a Morale boost. AFAIK, those stack normally, so even if everyone Aided AC, it'd still only be +2.
I don't think it is a morale bonus, but I could be wrong. Everything I see it looks like just an untyped bonus, so different sources of it stack. A bunch of the warleader stuff is morale though, which a number of you have, so you have that going for you.
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10 hours ago, Arklytte said:
Might I suggest Hammer? This basically lets the tank Bull Rush critters/vehicles into other vehicles/critters/buildings/whatever, and the vehicle/critter being Bull Rushed takes extra damage from the impact, based on their size and how far they would have been pushed, had they not been slammed into another thing. Basically, it's the old "We pinned him against the wall with the bumper...FLOOR IT!" trope. 🙂
That seems like a good replacement. Anyone opposed?
9 hours ago, Arklytte said:I was thinking of using the Green war paint on the Tank, pretty much all the time. It allows Morale Bonuses to remain for 2 extra rounds. Aid Another is a Morale bonus. I think you see where I'm going with this. If we're in the tank, and someone Aids Another (or uses some other Morale bonus), then that bonus would linger for 2 rounds after being given. At least, that's how it seems to me. If you agree, then consider that pretty much a given for what war paint is on the tank.
Yeah, Green is fine for the tank. Though the Tank is still slightly separate from The Crew, so that bonus would apply to morale bonuses that affect the creature that is The Tank. It would not affect every member of the The Crew, you'd still have to apply individual green paints to make aid anothers on one another linger. I'm also going to be a bit more strict with Aid Another upon the tank itself than i might be otherwise. For instance, mostly I'm not going to allow Aid Another to the tank's AC, as it's hard to justify and I can quickly see it getting out of hand if every crewmember throws separate +2 bonuses on it. There might be situational exceptions.
9 hours ago, Arklytte said:Anyway, reason for rattling all that off is to make sure that it's all kosher with you before I finalize my sheet. Doc's basically ready, other than approval for those three talents.
EDIT: Actually, I forgot one. He's also got Mobile Focus from Barrage, which lets you regain your MF when you move no more than half your speed in a round. I took that as normal, since Doc needs a reliable way to regain MF for himself as well (turns out that several of his class features require MF to really work well 😛). Anyway, would I be able to use that to regain the tank's MF as well?
Yup, all those are fine (oh crap, what have I done? Everything is about to get run over and smashed!).
And yes, Mobile Focus will allow you as the driver to restore MF to the Tank/Crew when you take that action. There will still be the normal restriction on the Crew of only allowing MF to be restored once per round, but you all can get around that a little bit by the options to expend/restore your own MFs.
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Languages
Most of the wastelands in the regions The Crew operate speak English, and that is the default language. The expected variety of world languages also exist, some having survived better than others. Cross-continental travel is far less common in the post-apocalyptic world, so most of the languages spoken in the former US would have been ones of established communities or which were commonly taught. The most common languages other than English in the US were: Spanish, Chinese (including Mandarin, Cantonese, others), Tagalog (Filipino), Vietnamese, French and French Creole, Arabic, Korean, Russian, German. Interesting that French wasn't on the list I found, but if you're anywhere up near former Canada, expect it to be much more common.
Generally speaking, language won't be much of a barrier in this game. That is, I won't put up some impassable challenge that you could work out if only you spoke the right language. You might happen upon communities or deal with peoples that primarily speak a different language, or speak it among their own community. A few might give you advantages in certain situations or make dealings go a little smoother.
There are some additional languages that are relevant to the game, or forms of communication that survived the Collision or have risen anew. Descriptions follow:
Languages you may take:
- English (this is the default, everyone should have this)
- Any existing world language (see list in first paragraph above of most common)
- A Native American/First Nation language (some tribes have made a comeback in the new world)
- WayfairerThis is a system of communication that has slowly and organically developed by travelers across the wasteland. It is based largely on semaphore communication, using "flags" (often bits of convenient cloth), broad gestures, hand signs, flashing lights, horn blares, and other signals that can be seen from a distance. It also incorporates some hand sign, for people traveling in convoy together to make gestures and communicate if they lack radio. The system developed and greatly expanded as travelers needed methods to communicate without getting within danger distance of one another, as it can be hard to trust strangers in the wastelands.
- Morse Code
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CodingYou know a programming language. Pick one, you can be a little abstract with it. Knowledge of at least one programming language allows you to make Linguistics checks to puzzle out similar programming languages, if you somehow have access to the source code. If you have the tech sphere and can make any automated device, it is assumed you know how to code your own objects, but you don't necessarily know old world languages.
Prerequisite: 1 rank in Use Technology, 5 ranks in Knowledge: Engineering, or Tech Sphere. - American Sign Language
- MyutA very strange and still developing language, it grew as mutations starting becoming more common place. First invented by a small group of mutants who collected together and hand vocal or hearing mutations, they played around with communication aspects that took into account a few of these expanded abilities. As that developed and it was taught to others, it was apparent more standardized forms were needed for those without such abilities. The language developed from there. It is mostly only taught and shared among mutants with one another, and remains a sort of secret language bonding them together. It will have been less common to pick up if one, even a mutant, hasn't spent much time with mutant communities. It is very rare for a non-mutant to speak, save those considered trusted allies by mutants who know the language.
- PrimalThis is what others call the language spoken by Primals, those mysterious humanoids that appeared after the Collision. It is wildly different than any other known language, and tends to be very hard for outsiders to pick up, doubly so given that Primals tend to be rather murderous toward outsiders in the first place.
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5 minutes ago, Arklytte said:
Would you allow me to trade one of Doc's Alchemist Discoveries for a Scholars Knack? You can use a Discovery for a feat, and Extra Knack is a feat (though technically I can't take that til next level).
I wanted to take Trick Arrows with it. There are a decided lack of good Rogue talents, and one of the ones I took is kinda lame, but it was the only one that either wasn't magical, or totally inappropriate for Doc.
Anyone, would that be cool?
Yeah, they are quite similar theme classes. Go ahead.
6 minutes ago, Arklytte said:Also, I wanted to know if, to satisfy Docs Oath of Offering, could he trade Alchemical Items and/or professional services as a way to offset the cost? I was thinking that it might be easier (not to mention more plausible IC) to have him do that, rather than just handing a bag of cash to everyone with a problem he runs across.
My thought was as follows: Whenever he donates his services, I keep a running talk of the GP cost (either the cost of the items or the value of an appropriate Profession check). Then, when we find loot, I can subtract the value of the accumulated services from the loot, and just keep that amount.
It would look something like this: The crew comes on a village. There's been a minor outbreak of plague, so Doc makes/uses a dozen doses of Panacae and two days worth of work. I'm going to arbitrarily say that amounts to 300 GP, since I don't have time to do the math. 🙂
Later, we kill some raiders and Docs share is 1000GP. He automatically keep half, the subtracts the 300 from earlier, so he gets to keep 800 and the other 200 gets stashed and later given away to an orphanage they come across.
Would that work? I'll be happy to keep track of the math and whatnot. I can set up a one of my reserved posts here to keep a running total. 🙂
I'm pretty sure this is fine. Economy is mostly a barter system, and I pretty much expected a lot of your "donation" to be in the form of services/alchemy/etc... As long as it is equivalent value, and it still reflects in you having half as much overall material gain, that is fine.
We're probably going to need to take a close look at what you are getting out of it the first time this happens. I know you have some crazy high craft scores so I expect you'll be able to manufacture at an insanely high rate, so if you are far outpacing income values with your donation values of items given away, we'll likely need to make some adjustments.
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1 hour ago, dalamb said:
With the Tank providing Advisory Scout and Find the Gap, is it appropriate to replace my own versions of these two Scout talents with others? We'd lose access to those two when not in the tank, but that's only about 40% of the time if I recall correctly, and some of that 40% is unlikely to involve combat (e.g. negotiating with other people).
It's actually the other way around. I would say about 60% of your "combat turns" are likely to be taking PC actions rather than tank actions, is perhaps the most accurate way as to how I'm thinking of it. But it will really vary in terms of each character and the tactics each of you choose (and is really a very generally estimate anyway). I think what that means is I expect 30% of encounters to be really targeted at fighting in the tank, 30% to require getting out of the tank to take care of something completely on foot, and the remaining 40% to be more "flexible" - so for instance maybe a fight with raiders that are both on foot and mounted/vehicled where it makes sense for some of you to fight them off the top of the tank or flank them as a smaller unit while the others continue fighting from the tank. Mixed unit type stuff. In those, I don't yet know how each of you will decide to play it. Some will tend to keep operating the tank, others will tend to freelance a bit more. You may figure out ways to use the tank in encounters I expected you to do on foot, and vice-versa.
The parts that don't involve combat, I'm not really accounting for in the above ratios. Those utilize a lot of non-combat skills by nature, and will usually be handled outside of the tank or in a way that is more independent of the tank mechanics (like you might be negotiating standing on top of the tank turret, but it won't utilize any tank mechanics, if that makes sense.) This is definitely going to be an action-oriented game, but I'll provide a lot of space for roleplay and quiet/non-violent moments as well.
I don't know if that helps your decisions:) But at least it should clarify expectations a bit, at least to my best ability to estimate.
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2 hours ago, Arklytte said:
Thanks for the answers Pax. Will respond in detail later, as I have a couple of follow ups which are too long to type on my phone.
Okay, so I went and made some revisions to the Driver actions after considering the vehicle rules a little more and balancing those with the tank as a creature and what a tank should be able to do. Go take a look at the Tank Rules thread and consider those to mostly supersede the answers I gave you above if they conflict. For the most part, the Tank moves like a creature (besides needing to account a little extra for which way it faces) and Combat Maneuvers more like a vehicle (it has no limbs for finesse stuff, but whenever it collides with something else, crushing and smashing ensues).
EDIT: Also given some of those changes I made, Smash might not be the best Brute talent to use, even if it apples Ram damage in the tank's case. V Overrun already basically does this, and V Bullrush can do it too if you beat by 5, so it's a little more redundant now and something else might be more effective.
Devlin the Icon
in The Hunters
Posted
@Arklytte So I'm about 80% of the way through my mechanics, and realized I'm using a 3PP champion class. Thought I would double-check before rebuilding that side of my character. Are mountebank and other 3PP champion classes off the table? (Couldn't be more OP than Sage 😉 ) I'm completely fine redoing it, realizing you were quite explicit about no 3PP material and not wanting to open up any doors you prefer remain closed, but it would obviously be my preferred option to stick with what I have going.