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  1. Brody Silvertongue Statblock [URL=/sheets/?id=2876398][B][SIZE=+1]Brody Silvertongue[/SIZE][/B][/URL] Male Neutral Good Elf Bard 4//Sorcerer 1/Ranger 3, [B]Level[/B] 4, [B]Init[/B] 3, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 7, [B]Ref[/B] 13, [B]Will[/B] 9, [B]Base Attack Bonus[/B] 4 [B]Weapon Finesse MW Elven Court Blade (-) [/B] +8 (1d10, 18-20×2) [B]- MW Composite Longbow (X20) [/B] +8 (1d8, X3) [B]- 2x Thowing Axes (-) [/B] +4 (1d6, X2) [B] Mithril Chain Shirt[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 17 [B]Condition[/B] None [B]Languages[/b] Common, Elven, Draconic, Goblin Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Neutral Good Elf Bard 4//Sorcerer 1/Ranger 3, Level 4, Init 3, HP 30/30, Speed 30 AC 17, Touch 13, Flat-footed 14, Fort 7, Ref 13, Will 9, Base Attack Bonus 4 Weapon Finesse MW Elven Court Blade (-) +8 (1d10, 18-20×2) - MW Composite Longbow (X20) +8 (1d8, X3) - 2x Thowing Axes (-) +4 (1d6, X2) Mithril Chain Shirt (+4 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 17 Condition None Languages Common, Elven, Draconic, Goblin Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Skills Skill Name Modifier Appraise 2 Balance 3 Bluff 3 Climb 0 Concentration 0 Craft 0 Decipher Script 4 Diplomacy 7 Disable Device 2 Disguise 3 Escape Artist 3 Forgery 2 Gather Information 6 Handle Animal 3 Heal 1 Hide 6 Intimidate 6 Jump 0 Knowledge(Dungeoneering) 5 Knowledge(Geography) 4 Knowledge(Nature) 4 Knowledge(Local) 4 Knowledge(History) 5 Listen 6 Move Silently 7 Open Lock 3 Perform 8 Profession 4 Ride 5 Search 6 Sense Motive 4 Sleight of Hand 3 Spellcraft 4 Spot 5 Survival 3 Swim 0 Tumble 5 Use Magic Device 3 Use Rope 3 Feats and Abilities Feats: Improved Weapon Familiarity lvl 1, Weapon Finesse (Elven Courtblade) lvl 3, Track (Ranger bonus) Rapid Shot(Combat Style) Racial Abilities: +2 Dexterity, -2 Constitution. Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic effects, and a +2 racial bonus against enchantment spells or effects. : An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the feats for the longsword, , longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on , , and checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: . A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Bard Abilities: Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Inspire Competence Sorcerer Abilities: Summon Familar Ranger Abilities: First Favored Enemy(Goblin), Track, Wild Empathy, Combat Style(Archer) Spell Spell Saves per level: Lvl 0 DC 13 Lvl 1 DC 14 Spells Known: Bard: Lvl 0: 6 Lvl 1: 3 Lvl 2: 2 Sorcerer: Lvl 0: 5 Lvl 1: 3 Spells per Day: Bard: Lvl 0: 3 Lvl 1: 2 Lvl 2: 1 Sorcerer: Lvl 0: 4 Lvl 1: 2 Bard Spells: Lvl 0: Detect Magic Dancing Lights Lullaby Mage Hand Open/Close Prestidigitation Lvl 1: Alarm Identify Sleep Lvl 2: Cure Moderate Wounds Detect Thoughts Sorcerer Spells: Lvl 0: Read Magic Disrupt Undead Detect Poison Lvl 1: Mage Armor Magic Weapon Equipment Equipment: Mithril Chainshirt (1100GP) Dungeon Masters Guide MW Composite Longbow w/20 Arrows(401GP) Players Handbook MW Elven Courtblade (450GP) Races of The Wild 2x Throwing Axes (16GP) Players Handbook Healing Belt (750GP) Magic Item Compendium Pg 110 Signet Ring (5GP) Players Handbook Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook Mandolin(5GP) Players Handbook Explorers Outfit (10GP) Players Handbook Light Warhorse (150GP) Players Handbook Bit & Bridle (2GP) Players Handbook Military Saddle (20GP) Players Handbook Saddlebag (4GP) Players Handbook Feed x7(3SP5CP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Least Truedeath weapons crystal( 1000 GP)Magic Item Compendium pg 66 Least Fiendslayer weapons crystal( 1000 GP) Magic Item Compendium pg 65 Funds Left over 500GP, 11 SP, and 18 CP Brody listens to Orin as he talks about what their next steps should be. "Perhaps what we need right now is more information. Some of us could go out and scout the goblins and gather as much info about them we could while not engaging with them, while the rest stay here and investigate what is happening around the abbey. Then we meet back up and compare notes." While separating the group might not be the best idea if they had two goals it might be the best way to divide and conquer. OOC
  2. If there was supposed to be private text to me in last post then something went wrong.
  3. Statblock Gavin Hopsalot Harengon Ranger 1 NG AC 15 HP 12 Speed 30ft Str 10 (0) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 14 (2) Cha 10 (0) Saves: Str 2 Dex 6 Con 2 Wis 3 Int 2 Cha 0 Passive Perception: 15 Passive Insight: 13 Passive Investigation: 14 Initiative: 6 Attacks Short Sword +2 to hit damage: 1d6+2 Short Sword 2 to hit damage: 1d6+2 Long Bow +6 to hit damage: 1d8+2 Skills Skill Name Modifier Athletics +0 Acrobatics +4 Stealth +8 Sleight of Hand +4 Arcana +2 History +2 Investigation +4 Nature +4 Religion +2 Animal Handling +3 Insight +3 Medicine +3 Perception +5 Survival +5 Deception +2 Intimidation +0 Performance +0 Persuasion +0 Feats and Abilities Racial features: Hare Trigger: You can add your proficiency bonus to your Initiative. Leporine Senses: You have proficiency in the Perception Skill. Lucky Footwork: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to your saving throw, potentially turning the failure into a success. You can't use this reaction if you are prone or your speed is 0. Rabbit Hop: As a bonus action, you can jump a distance equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, an you regain all expended uses after a long rest. Background features: Skill proficiency: Deception and Survival Tool Proficiency: Mandolin Language: Elven Equipment: Mandolin, Large iron fingernail, child's parasol covered in moss and leaves, sprig of Rosemary wrapped with ribbon at one end, travelers clothes, and Pouch of 8 gp. Fey Mark: Bunny Tail Feywild Visitor: Unicorn Class Features: Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor(a) two shortswords or (b) two simple melee weapons(a) a dungeoneer's pack or (b) an explorer's packA longbow and a quiver of 20 arrows Favored Foe (Optional) This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Deft Explorer (Optional) This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. Languages: Draconic, Elven, Common, Sylvan, and Goblin Spells None currently Equipment Equipment: 2x Short Sword Long Bow w/ 20 arrows Leather Armor Mandolin Large iron fingernail Child parasol covered in moss and leaves Spig of Rosemary wrapped in a ribbon on one end. Pouch Travelers clothes Explorer's pack Gavin makes a move to catch a seed, and makes a wish if he does catch one. Then he blows the seed away. OOC
  4. Jake Roberts Statblock [b][url=/sheets/?id=2809477]Jake Roberts[/url][/b] [i]Human Operative 12 NG[/i] [b]HP[/b] 108 / 108 [b]RES[/b] 12 / 12 [b]STAM[/b] 108 / 108 [b]Speed[/b] 40ft [b]Init[/b] 6 [b]KAC[/b] 20 [b]EAC[/b] 21 [b]Fort[/b] 7 [b]Ref[/b] 14 [b]Will[/b] 11 [b]CMB[/b] 28 [b]BAB[/b] 9 [b]Laser Pistol[/b] +9 (2d81, 20) [b]Laser Sniper Rifle[/b] +9 (3d8, 20) [b]High Frequency Sword[/b] +6 (2d6+2, 19-20) [b]Stun Baton[/b] +6 (1d6+2, 20) [b]Str[/b] 14 (2) [b]Dex[/b] 22 (6) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 23 (6) [b]Cha[/b] 16 (3) [b]Soc[/b] 10 (0) [b]Edu[/b] 28 (9) Human Operative 12 NG HP 108 / 108 RES 12 / 12 STAM 108 / 108 Speed 40ft Init 6 KAC 20 EAC 21 Fort 7 Ref 14 Will 11 CMB 28 BAB 9 Laser Pistol +9 (2d81, 20) Laser Sniper Rifle +9 (3d8, 20) High Frequency Sword +6 (2d6+2, 19-20) Stun Baton +6 (1d6+2, 20) Str 14 (2) Dex 22 (6) Con 16 (3) Wis 16 (3) Int 23 (6) Cha 16 (3) Soc 10 (0) Edu 28 (9) Skills Skill Name Modifier Acrobatics +25 Athletics +19 Bluff +20 Computers +23 Culture +18 Diplomacy +9 Disguise +15 Engineering +28 Intimidate +20 Life Science +8 Medicine +8 Mysticism +5 Perception +20 Physical Science +8 Piloting +34 Profession +16 Sense Motive +20 Slight of Hand +18 Stealth +23 Survival +20 Jack of all Trades +2 Repair 10 +10 Local Computer Use +11 Feats and Abilities Feats: Skill Focus: Piloting Skill Synergy: Engineering and Piloting Far Shot Sky Jockey Hide Sabotage Tactician Weapons Specialization: Basic Melee Small Arms and Sniper Skill Focus: Computers & Engineering Class Abilities: Operatives Edge +4 Specialization: Hacker Trick Attack +6d8 Evasion Debilitating Trick Uncanny Agility Specialization Skill Mastery Operative Exploits: Nightvision Uncanny Pilot Enhanced Senses Elusive Hacker Soft Movement Cloaking Field Control Hack Glimpse the Truth Languages: English, French, German, Mandarin, Trade Language, Vaulter, Elven, Dwarven, Troll, Ork Equipment Equipment: Laser Pistol (6500 Cr) Laser Sniper Rifle (15000 Cr) Stun Baton (500 Cr) High Frequency Sword (650 Cr) Ceremonial Navy Sword (Mustering out Navy weapon) Personal nanoshield (50000 Cr) Personal shield (5000 Cr) D Suit I (63600 Cr) Display contacts (over eyes) (650 Cr) Card Computer (3500 Cr) Intelipick (350 Cr) Combat Vac Suit (100 Cr) Data Port Implant (head slot) MRK II Augmentation to all 6 Stats (390000 Cr) Fighter Ship(See post below) (3MCr) Vehicle (Mustering out) TAS Membership (Mustering out) 3 Ship shares worth (10 MCr) Broadsword Class Merc Cruiser As Samuel motions he notices the danger and turns to the others and he speaks within the mindnet. "We got company coming, Zora you think your invisibility will cloak us from their senses or should we hide behind the portcullis for good measure. Not sure we can take out this many without drawing others to us as well." he is prepared to stand still or make for the portcullis if that is the decision everyone makes. He knew his greater speed even in difficult terrain would get him where he needed to be quickly OOC Current Stats: HP: 108 Stamina: 108 EAC: 31 KAC: 33 CMAC: 41 Resolve: 12 DR: 10 Weapons: +15 Ranged +11 Melee Arcane Blaster Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities: Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges Nanoblade Rifle Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities: Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here Abilities: Cloaking Field (Ex) Source You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move. Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute. Enhanced Se nses (Ex) Source You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit. Nightvision (Ex) Source You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet. Uncanny Pilot (Ex) Source When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions. Elusive Hacker (Ex) Source Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future. Soft Movement (Ex) Source As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location. Control Hack Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal. Glimpse the Truth (Ex) Source By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet. Uncanny Agility Uncanny Agility (Ex) - 7th Level You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. Triple Attack Triple Attack (Ex) - 8th Level When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two. Debilitating Trick Debilitating Trick (Ex) - 4th Level When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack. Quick Movement Quick Movement (Ex) - 3rd Level As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet. Trick Attack Trick Attack (Ex) - 1st Level You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. Current is +6d8
  5. Jorenis Moonstone Statblock [URL=/sheets/?id=2880518][B][SIZE=+1]Jorenis Moonstone[/SIZE][/B][/URL] Male Lawful Good Grey Elf Monk 3//Range2/Fighter 1, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 29/29, [B]Speed[/B] 40 [B]AC[/B] 16, [B]Touch[/B] 15, [B]Flat-footed[/B] 13, [B]Fort[/B] 4, [B]Ref[/B] 8, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 3 [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +6 (+8) (1d6+2, 19-20×2) [B]Masterworked/Weapon Focus Drow Long Knife (-) [/B] +6 (+8) (1d6+2, 19-20×2) [B]Masterworked Elven Courtblade [/B] +7 (1d10+2, 18-20×2) [B] Bracers of Armor +1[/B] (+1 Armor, +3 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 10 [B]Condition[/B] None Male Lawful Good Grey Elf Monk 3//Range2/Fighter 1, Level 3, Init 7, HP 29/29, Speed 40 AC 16, Touch 15, Flat-footed 13, Fort 4, Ref 8, Will 5, Base Attack Bonus 3 Masterworked/Weapon Focus Drow Long Knife (-) +6 (+8) (1d6+2, 19-20×2) Masterworked/Weapon Focus Drow Long Knife (-) +6 (+8) (1d6+2, 19-20×2) Masterworked Elven Courtblade +7 (1d10+2, 18-20×2) Bracers of Armor +1 (+1 Armor, +3 Dex, +2 Misc) Abilities Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 10 Condition None Skills Skill Name Modifier Appraise 2 Balance 6 Bluff 0 Climb 2 Concentration 1 Craft 0 Decipher Script 2 Diplomacy 5 Disable Device 2 Disguise 0 Escape Artist 3 Forgery 2 Gather Information 0 Handle Animal 0 Heal 0 Hide 4 Intimidate 5 Jump 2 Knowledge(Geography) 2 Knowledge(History) 2 Knowledge(Local) 2 Knowledge(Nature) 2 Knowledge Listen 7 Move Silently 5 Open Lock 3 Perform 0 Profession(Cook) 4 Ride 3 Search 8 Sense Motive 5 Sleight of Hand 3 Spellcraft 2 Spot 7 Survival 5 Swim 2 Tumble 7 Use Magic Device 0 Use Rope 3 Feats and Abilities Feats: ,Weapon Finesse (Monk Bonus) Weapon Focus( Drow Long Knife) (lvl 1), Kung-fuGenius (Fighter bonus ), Improved Initiative (Monk Bonus) Constant Guardian (Drow of Undedark pg 47)( lvl3), Track (Ranger bonus) Two Weapon Fighting (Combat Style) Racial Abilities: +2 Dexterity, -2 Constitution +2 Intelligence, - Strength Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic effects, and a +2 racial bonus against enchantment spells or effects. : An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the feats for the longsword, , longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on , , and checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: . A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Monk Abilities: Flurry of Blows, Unarmed Attack, Evasion, 2x Bonus Feats, Still Mind Fighter Abilities: Bonus Feat Ranger Abilities: First Favored Enemy(Goblinoid), Track, Wild Empathy, Combat Style(Two-Weapon Fighter) Equipment Equipment: Bracers of Armor +1 (1000GP) Dungeon Masters Guide MW Drow Long Knife(315GP) Races of Ebberon MW Drow Long Knife(315GP) Races of Ebberon MW Elven Courtblade (450GP) Races of The Wild Healing Belt (750GP) Magic Item Compendium Pg 110 Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook Explorers Outfit (10GP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Funds Left over 74GP, 5 SP, and 3 CP Joren prepares for the attack with the skeletons. OOC
  6. Jake Roberts Statblock [b][url=/sheets/?id=2809477]Jake Roberts[/url][/b] [i]Human Operative 12 NG[/i] [b]HP[/b] 108 / 108 [b]RES[/b] 12 / 12 [b]STAM[/b] 108 / 108 [b]Speed[/b] 40ft [b]Init[/b] 6 [b]KAC[/b] 20 [b]EAC[/b] 21 [b]Fort[/b] 7 [b]Ref[/b] 14 [b]Will[/b] 11 [b]CMB[/b] 28 [b]BAB[/b] 9 [b]Laser Pistol[/b] +9 (2d81, 20) [b]Laser Sniper Rifle[/b] +9 (3d8, 20) [b]High Frequency Sword[/b] +6 (2d6+2, 19-20) [b]Stun Baton[/b] +6 (1d6+2, 20) [b]Str[/b] 14 (2) [b]Dex[/b] 22 (6) [b]Con[/b] 16 (3) [b]Wis[/b] 16 (3) [b]Int[/b] 23 (6) [b]Cha[/b] 16 (3) [b]Soc[/b] 10 (0) [b]Edu[/b] 28 (9) Human Operative 12 NG HP 108 / 108 RES 12 / 12 STAM 108 / 108 Speed 40ft Init 6 KAC 20 EAC 21 Fort 7 Ref 14 Will 11 CMB 28 BAB 9 Laser Pistol +9 (2d81, 20) Laser Sniper Rifle +9 (3d8, 20) High Frequency Sword +6 (2d6+2, 19-20) Stun Baton +6 (1d6+2, 20) Str 14 (2) Dex 22 (6) Con 16 (3) Wis 16 (3) Int 23 (6) Cha 16 (3) Soc 10 (0) Edu 28 (9) Skills Skill Name Modifier Acrobatics +25 Athletics +19 Bluff +20 Computers +23 Culture +18 Diplomacy +9 Disguise +15 Engineering +28 Intimidate +20 Life Science +8 Medicine +8 Mysticism +5 Perception +20 Physical Science +8 Piloting +34 Profession +16 Sense Motive +20 Slight of Hand +18 Stealth +23 Survival +20 Jack of all Trades +2 Repair 10 +10 Local Computer Use +11 Feats and Abilities Feats: Skill Focus: Piloting Skill Synergy: Engineering and Piloting Far Shot Sky Jockey Hide Sabotage Tactician Weapons Specialization: Basic Melee Small Arms and Sniper Skill Focus: Computers & Engineering Class Abilities: Operatives Edge +4 Specialization: Hacker Trick Attack +6d8 Evasion Debilitating Trick Uncanny Agility Specialization Skill Mastery Operative Exploits: Nightvision Uncanny Pilot Enhanced Senses Elusive Hacker Soft Movement Cloaking Field Control Hack Glimpse the Truth Languages: English, French, German, Mandarin, Trade Language, Vaulter, Elven, Dwarven, Troll, Ork Equipment Equipment: Laser Pistol (6500 Cr) Laser Sniper Rifle (15000 Cr) Stun Baton (500 Cr) High Frequency Sword (650 Cr) Ceremonial Navy Sword (Mustering out Navy weapon) Personal nanoshield (50000 Cr) Personal shield (5000 Cr) D Suit I (63600 Cr) Display contacts (over eyes) (650 Cr) Card Computer (3500 Cr) Intelipick (350 Cr) Combat Vac Suit (100 Cr) Data Port Implant (head slot) MRK II Augmentation to all 6 Stats (390000 Cr) Fighter Ship(See post below) (3MCr) Vehicle (Mustering out) TAS Membership (Mustering out) 3 Ship shares worth (10 MCr) Broadsword Class Merc Cruiser As one of the more stealthy members of the group he stayed out front just behind Samuel. He kept his weapon at the ready though he kept a sweep of the area as he was trained so as to not focus only on one spot in case a danger came into his area. When need be he would stop those behind him through the mindlink while Samuel scouted ahead to make sure there was nothing that would surprise them. He was prepared to activate his cloaking field at a moments notice his senses stretched out to capture even the hint of danger. OOC Current Stats: HP: 108 Stamina: 108 EAC: 31 KAC: 33 CMAC: 41 Resolve: 12 DR: 10 Weapons: +15 Ranged +11 Melee Arcane Blaster Arcane Blaster Level: 11 Price: 90,000 credits Damage: 4d6 force Critical: Wounding Range: 80 ft. Capacity: 20 charges Usage: 2 Bulk: 1 Special: Arcane, Line Arcane Blaster: This sleek and compact handgun harnesses the power of arcane energy. It uses specially designed cartridges filled with enchanted crystals that, when fired, release bolts of magical energy. The Arcane Blaster can be loaded with different types of crystals, each imbued with a specific elemental effect such as fire, ice, or lightning. It also has a chamber that can be charged to unleash a powerful arcane blast, dealing area damage to foes. Special Abilities: Arcane Energy Blast: The Arcane Blaster channels arcane energy to unleash powerful force blasts. It deals force damage instead of its normal damage type. Additionally, the blaster gains a +2 bonus to attack rolls against creatures with spellcasting abilities or those using magical effects. Arcane Line: The blaster fires a focused line of arcane energy. When making an attack with the Arcane Blaster, you can choose to fire a line instead of making a single-target attack. The line has a width of 5 feet and extends for 80 feet. All creatures in the line must make a Reflex saving throw (DC 18 + half the attacker's level) or take full damage. Those who succeed on the save take half damage. This ability uses 5 charges per use. Spell Disruption: The Arcane Blaster disrupts magical energies upon impact. Whenever you score a critical hit with the Arcane Blaster, the target must succeed on a Will saving throw (DC 18 + half the attacker's level) or be affected by a random spell disruption effect chosen by the GM. This effect should be appropriate for the level and power of the campaign. Arcane Infusion: The Arcane Blaster is infused with residual arcane energy. The wielder gains a +2 bonus to saving throws against spells or spell-like abilities while the blaster is in their possession. Arcane Surge: Once per day, as a swift action, the wielder can activate the Arcane Surge ability. This empowers the next attack made with the Arcane Blaster, causing it to deal an additional 2d6 force damage. The Arcane Surge ability does not consume charges Nanoblade Rifle Nanoblade Rifle Level: 10 Price: 50,000 credits Damage: 4d6 piercing Critical: Bleed 2d6 Range: 120 ft. Capacity: 20 rounds Usage: 1 Bulk: 1 Special: Analog, Operative, Nanoblade Nanoblade Rifle: This rifle combines cutting-edge nanotechnology with traditional firearm design. It fires razor-sharp nanoblades instead of conventional bullets. These blades are infused with magical energies, allowing them to slice through defenses and cause bleeding wounds. The rifle is equipped with a nanoblade reservoir that replenishes the ammunition over time, ensuring a steady supply of blades in combat. It also has an alternate firing mode that launches a cluster of nanoblades, hitting multiple targets simultaneously. Special Abilities: Nanoblade: The Nanoblade Rifle is equipped with nanomachines that enhance its cutting power. When scoring a critical hit with the Nanoblade Rifle, the target takes additional bleeding damage equal to 2d6 at the start of their turn. This bleed effect lasts until the target receives magical healing or succeeds on a DC 15 Medicine check. Nanoblade Strike: The wielder of the Nanoblade Rifle gains the ability to make precise strikes with the weapon. When making a full-attack action, the wielder can choose to make two attacks with the Nanoblade Rifle instead of three, but each attack gains a +2 bonus to the attack roll and deals an additional 1d6 damage. Nanopulse Rounds: The Nanoblade Rifle is compatible with specialized nanopulse rounds. As a swift action, the wielder can load nanopulse rounds into the rifle, granting their attacks the Disrupting critical hit effect. This effect causes the target to be staggered for 1 round on a critical hit, in addition to the normal critical hit effects. Nanopulse rounds last for 1 minute or until expended. Nano-Enhanced Targeting: The Nanoblade Rifle incorporates nanotechnology to enhance the wielder's targeting capability. The wielder gains a +2 bonus to attack rolls with the Nanoblade Rifle. Stealthy Precision: The Nanoblade Rifle is designed for stealthy operatives. When making ranged attacks with the Nanoblade Rifle, the wielder can add their Dexterity modifier to damage rolls in addition to their Strength modifier. A capture infected weapon they dont really suggest using it but it is here Abilities: Cloaking Field (Ex) Source You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move. Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute. Enhanced Se nses (Ex) Source You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit. Nightvision (Ex) Source You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet. Uncanny Pilot (Ex) Source When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions. Elusive Hacker (Ex) Source Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future. Soft Movement (Ex) Source As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location. Control Hack Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal. Glimpse the Truth (Ex) Source By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of true seeing for 1 round with a range of 60 feet. Uncanny Agility Uncanny Agility (Ex) - 7th Level You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. Triple Attack Triple Attack (Ex) - 8th Level When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two. Debilitating Trick Debilitating Trick (Ex) - 4th Level When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack. Quick Movement Quick Movement (Ex) - 3rd Level As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet. Trick Attack Trick Attack (Ex) - 1st Level You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. Current is +6d8
  7. Yea and I am injecting reality into it a bit. Even in the worst shape of my life I could do 1.5 miles in about 10 minutes and that's around 7,920 feet. Now I guess if we are also factoring in that 300 ft we are also doing extensive searches as well or doing some low crawl and stops to hide from active patrols of infected I could see it maybe.
  8. 300 ft is 10 minutes? On what planet? Jake can do 300 ft in 6 rounds which is 1 minute at most. I could not imagine that doing it stealthy would add 10 times that time. Though math was certainly not my strongest suit.
  9. Yea I still have not had Wrath give me a good answer on what constitutes a move of 3 (Even though I have asked like three times in different places) as the grid I almost can see here is the dark grey lines in the shape of a square. To me though that seems too huge but I could be wrong, otherwise though its hard to map it out from a move perspective.
  10. I believe this was the line that Sohala was referring to and makes sense as the route to take initially.
  11. My apologies I reread your post and you are correct for some reason I was thinking the ones you listed where the two that was up above their current location but the ones you mentioned were in a sort of line between the infected hot spots.
  12. Well technically guesses and observations are the same exact thing in this context. In that the guesses are based on observations. It's not like I placed yellow marks on the map at random. On several of them they were based exactly for the same "Observations" you made, this is kinda nitpicking over semantics which really gets us no where. It would be like me saying I stopped at the light in an abundance of caution and you saying I stopped because the light was yellow which means caution. We both stopped for the same reason we just used different words to describe it.
  13. These are my guesses on potential points that the Seals may be located and I know Sohala had some guesses as well that differed from me. We might want to figure out which way we want to go towards first. I think Sohala and I was thinking the two yellow points I placed upper left quadrant of the map.
  14. Brody is willing to do either. He wants to speak to the abbey gossip at some point.
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