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darlis moonbeam

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Everything posted by darlis moonbeam

  1. I believe this was the line that Sohala was referring to and makes sense as the route to take initially.
  2. 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.
  3. 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.
  4. 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.
  5. Brody is willing to do either. He wants to speak to the abbey gossip at some point.
  6. Gelfin Shadowborn Statblock [URL=/sheets/?id=2865564][B][SIZE=+1]Gelfin Shadowborn[/SIZE][/B][/URL] Male Chaotic Neutral Fey'ri Rogue/Warlock, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 18/18, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 1, [B]Ref[/B] 7, [B]Will[/B] 4, [B]Base Attack Bonus[/B] 2 [B]Least Crystal Arcane Steel/ Hideous Blow MW Short Sword [/B] 3 (1d6 +1 +2d6, ) [B]Eldritch Spear Eldritch Blast [/B] +5 (2d6, ) [B] Mithril Chainshirt[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 10, Dex 16, Con 10, Int 16, Wis 12, Cha 16 [B]Condition[/B] None [B]Languages[/B] Common, Infernal, Abyssal, Elven, and Draconic Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Chaotic Neutral Fey'ri Rogue/Warlock, Level 3, Init 3, HP 18/18, Speed 30 AC 17, Touch 13, Flat-footed 14, Fort 1, Ref 7, Will 4, Base Attack Bonus 2 Least Crystal Arcane Steel/ Hideous Blow MW Short Sword 3 (1d6 +1 +2d6, ) Eldritch Spear Eldritch Blast +5 (2d6, ) Mithril Chainshirt (+4 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 10, Int 16, Wis 12, Cha 16 Condition None Languages Common, Infernal, Abyssal, Elven, and Draconic 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 3 Balance 3 Bluff 8 Climb 0 Concentration 3 Craft 0 Decipher Script 3 Diplomacy 3 Disable Device 3 Disguise 3 Escape Artist 3 Forgery 3 Gather Information 3 Handle Animal 3 Heal 1 Hide 7 Intimidate 6 Jump 0 Knowledge(Arcane) 5 Knowledge(The Planes) 5 Knowledge(l) Knowledge() Knowledge Listen 6 Move Silently 6 Open Lock 3 Perform 0 Profession(Cook) 5 Ride 7 Search 4 Sense Motive 4 Sleight of Hand 3 Spellcraft 5 Spot 5 Survival 1 Swim 0 Tumble 3 Use Magic Device 5 Use Rope 3 Feats and Abilities Feats: Ability Focus (Eldritch Blast)[1st] Point Blank Shot [3rd] Warlock abilities: Eldritch Blast 2d6, Least Invocation, Detect Magic Rogue abilities: Sneak Attack 1d6, Trapfinding Racial abilities: Outsider Darkvision 60ft Low-light Vision Immunity to magic sleep effects and spells +2 will save against enchantments and efftects +2 Bluff, Hide, Listen, Search, and Spot Change Shape Elven Blood Darkness/Detect Thoughts/Suggestion 1/day Fire Resistance 10 Spells Eldricht Blast 2d6 Invocations: Hideous Blow, Eldritch Spear Equipment Gear: Mithril Chainshirt (1100GP) Dungeon Masters Guide MW Shortsword (310 GP) Players Handbook Crystal of Arcane Steel Least (500 GP) Magic Item Compendium Pg 65 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, and 5x Meat (3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Explorer's 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 Funds Left over 4PP, 11GP, 6SP, and 8CP Gelfin nods his head at her response. "Then it shall be a while then, as we did not want to bring the gate down when we came in." He grins at the mention of finding a room "Well if we all have to share a room I call dibs on being big spoon." OOC
  7. Statblock Catfolk LA+1/Ranger 1, Ranger/Rogue 2, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 27/27, [B]Speed[/B] 40 [B]AC[/B] 19, [B]Touch[/B] 14, [B]Flat-footed[/B] 15, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 4 [B] MW Composite Longbow +1 Str (20 x Arrows) [/B] +9 (1d8+1, x3) [B] MW Scimitar [/B] +6 (1d6+1, 18-20x2) [B] 2x Throwing axes [/B] +8 (1d6, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +4 Dex, +1 Natural) [B]Abilities[/B] Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 14 [B]Condition[/B] None [B]Languages[/B] Common, Draconing, Halfling, Feline, and Sylvan Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Catfolk LA+1/Ranger 1, Ranger/Rogue 2, Level 3, Init 4, HP 27/27, Speed 40 AC 19, Touch 14, Flat-footed 15, Fort 5, Ref 7, Will 2, Base Attack Bonus 4 MW Composite Longbow +1 Str (20 x Arrows) +9 (1d8+1, x3) MW Scimitar +6 (1d6+1, 18-20x2) 2x Throwing axes +8 (1d6, x2) Mithril Chain Shirt (+4 Armor, +4 Dex, +1 Natural) Abilities Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 14 Condition None Languages Common, Draconing, Halfling, Feline, and Sylvan 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 3 Balance 4 Bluff 2 Climb 1 Concentration 1 Craft 0 Decipher Script 5 Diplomacy 5 Disable Device 6 Disguise 2 Escape Artist 4 Forgery 3 Gather Information 3 Handle Animal 2 Heal 1 Hide 9 Intimidate 2 Jump 1 Knowledge(Geography) 6 Knowledge(Dungeoneering) 6 Knowledge(Local) 5 Knowledge(Nature) 5 Knowledge Listen 7 Move Silently 10 Open Lock 6 Perform 0 Profession(Cook) 4 Ride 6 Search 6 Sense Motive 4 Sleight of Hand 4 Spellcraft 3 Spot 5 Survival 5 Swim 1 Tumble 6 Use Magic Device 4 Use Rope 5 Feats and Abilities Feats: Point Blank Shot(1st Lvl) Track(Ranger class feat) Rapid Fire (Ranger Combat Style Feat) Endurance(Ranger Class feat) Able Sniper(3rd Lvl) From Races of the Wild. Racial Abilities: +4 DEX and +2 CHA Low-Light Vision +2 to Move Silently and Spot +1 Nat Armor +1 LA Rogue Class Abilities: Sneak Attack +1d6 Evasion Trapfinding Ranger Class Abilities: 1st Favored Enemy Humanoid (Human) Track Wild Empathy Combat Style (Archer) Endurance Equipment Equipment: Mithril Chainshirt (1100GP) Dungeon Masters Guide MW Composite Longbow +1 STR w/20 Arrows(501GP) Players Handbook MW Scimitar (315GP) Players Handbook 2x Throwing Axes (16GP) Players Handbook 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 Trail Rations x7 (3GP5SP) 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 Thieves Tools (30 GP) Players Handbook Explorers Outfit (10GP) Players Handbook Light Warhorse (15)GP) 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 Funds Left over 14 GP, 15 SP, and 18 CP Drewan stands close by as the weapons are brought forth. "I will take a share of the arrows as many as I can get and I will take the silver longsword and the silver dagger. As long as no one else wishes to have them." It would be nice to be better equipped now to handle the dangers that they would encounter.
  8. 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 the Abbot and gives a thanks after he gives his blessing. He gives the Abbot a thoughtful look when he asked if they had any further questions. "Who would you say is your biggest gossip in this Abbey? I am sure I can speak to them as a bard trying to learn stories of this abbey to help in my craft, in reality I would be trying to sift through what they know of everyone to hopefully find your spy within your midst." after he gets his response he follows the rest out to their rooms. He hoped they would get this resolved soon, he frowned at the thought of being put to work. Coming from a noble family he had never really done much manual labor and did not much want to do anything to harm his hands as they were his livelihood though in the end he would not shirk his duties if need be. OOC
  9. Mine is there as for the up-to-date I have the info around his stats based around the borrowed armor and weapons posted in each of my post under the OOC spoiler. Did not want to muck around with his sheet for something that is not long term. I also try to have everything you could possibly need about him in every post as well under different spoiler tags.
  10. Not sure if my post was missed for Polo's interaction with the other halflings or not.
  11. 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 snorted as the others spoke of the fey, it seemed obvious some if not all of them had no idea he was a Fey. "Its true we are not all treacherous, but we do love a good bargain. You should always think deeply when making any deals with my kind, what you think you are agreeing to is not always what you are actually agreeing on I suggest you look at any bargain from all angles before agreeing ." He thought about his fey friend Belara that he still spoke with in the Feywild. "Though some are not as mischievous as others so there is that too." OOC
  12. 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 Jake shrugs his shoulders and those close to him hear him mutter something along the lines of no one should lose their free will. He would keep his eyes open and if the opportunity presented itself he would do what was needed to give Rona back her free will within the crew. He follows the others his senses wide open, the ability to see in the dark as well as low-light was made even stronger to the point he even had a blind sense in a 60 ft radius. He would not ever be found flat-footed, he keeps his Arcane blaster out trailing side to side. He knew the trick was not to focus on any one point for long to do so only at the last instant once a real target came along. He was also prepared to activate his cloaking field at the first sign of danger. He also moved as quietly as possible and kept to the shadows as much as possible. 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
  13. Akari Monduro Statblock [b][url=/sheets/?id=2855926]Akari Monduro[/url][/b] [i]KASATHAS Operative NG[/i] [b]HP[/b] 10 / 10 [b]RES[/b] 5 / 5 [b]STAM[/b] 8 / 8 [b]Speed[/b] 30ft [b]Init[/b] 4 [b]KAC[/b] 16 [b]EAC[/b] 15 [b]Fort[/b] 4 [b]Ref[/b] 6 [b]Will[/b] 4 [b]CMB[/b] 24 [b]BAB[/b] 0 [b]Longsword[/b] 1 (1d8, -) [b]Laser Pistol[/b] 4 (1d4, Burn 1d4) [b]Str[/b] 13 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 15 (2) [b]Int[/b] 17 (3) [b]Cha[/b] 17 (3) KASATHAS Operative NG HP 10 / 10 RES 5 / 5 STAM 8 / 8 Speed 30ft Init 4 KAC 16 EAC 15 Fort 4 Ref 6 Will 4 CMB 24 BAB 0 Longsword 1 (1d8, -) Laser Pistol 4 (1d4, Burn 1d4) Str 13 (1) Dex 18 (4) Con 14 (2) Wis 15 (2) Int 17 (3) Cha 17 (3) Skills Skill Name Modifier Acrobatics +13 Athletics +8 Bluff +8 Computers +8 Culture +8 Diplomacy +3 Disguise +3 Engineering +8 Intimidate +8 Life Science +3 Medicine +3 Mysticism +2 Perception +7 Physical Science +3 Piloting +12 Profession +2 Sense Motive +7 Slight of Hand +9 Stealth +12 Survival +7 Equipment GEAR: Second Skin Laser Pistol Longsword 50ft Titanium Cable Personal Comm Unit Creature Companion (Ilskitt) Peeka Tier II Computer (Self Charging, AI) Industrial Backpack Hygiene Kit R2E 1 weeks rations 64 CR Feats and Abilities Feats: Great Fortitude Racial Abilities: Nomad: +2 INT, +2 CHA, -2 WIS; Desert Stride; Four-Armed; Crew Member; +2 Piloting; Natural Grace +2 Athletics/Acrobatics Operative Class Abilities: Operatives Edge +1; Specialization: Ghost; Trick Attack +1d4 Languages: Common, Kasatha, Vesk, Yoski, Azlanti Akari grins at Davir. "The Princess is safe with me, granny on the otherhand better watch out. You best hold on though, I would hate for your scrawny ass to fall out. You might break." He chuckles as he finishes.
  14. Thorin Firestone Statblock Dwarf Drakewarden Ranger 10 Gender: Male Alignment: Neutral Good Background: Outlander Deity: Reorx AC: 20 HP: 105 Str: 21 (+8) Dex: 18 (+4) Con: 14 (+2) Int: 13 (+1) Wis: 18 (+4) Cha: 10 (0) Saves: Strength and Dexterity Skills: Athletics, Nature, Stealth, Perception, Survival Feat: Skill Expert Melee Attack: WyrmSlayer +2 BattleAxe - +13 to hit Handaxe x3 - +8 to hit Ranged Attack: Heavy Crossbow - +8 to hit Handaxe x3 - +8 to hit Flaw I am too enamored of ale, dwarven spirits, and a good pipe at the end of the day. Personality Trait I once ran twenty-five miles without stopping to warn my clan of an approaching Draconian horde. I'd do it again if I had to. Ideal It is each person's responsibility to make the most happiness for the whole clan. Bond My clan is the most important thing in my life, even when they are far from me. I want to bring honor to their name. Skills Skill Name Modifier Athletics +8 Acrobatics +4 Stealth +10 Sleight of Hand +4 Arcana +2 History +2 Investigation +2 Nature +5 Religion +2 Animal Handling +4 Insight +7 Medicine +4 Perception +10 Survival +7 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Passive Perception: 18 Feats and Abilities Feats: Skill Expert Race Traits Ability Score Increase: CON+2, WIS +1 Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Class Features Hit Dice: d10 Saving Throws: STR, DEX Skills: Stealth, Nature, Perception SpellcastingBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell save DC = 15 Spell attack modifier = 7 Primal Awareness This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd Speak with Animals 5th Beast Sense 9th Speak with Plants 13th Locate Creature 17th Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest Level 4 ASI: +2 Dex Nature's VeilThis 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Background Features Skills: Athletics, Survival Proficiencies Armor: None Weapons: None Tools: Mandolin Languages: Common Dwarven Draconic Elvish Hand Talk Ogre Plains Nomad Spells Spells Known: Cantrips: Thaumaturgy Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Level 1 Spells: Goodberry1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Level 2 Spells: Primal Awareness Spells: These can be done once a day. Equipment Equipment WyrmSlayer +2 Battle Axe Heavy Crossbow Hand Axe x3 Mithral Half Plate Belt of Giant Strength Explorer’s Pack Flask of Dwarven Spirits Jug of Ale Pouch of Dwarven Smoking tobacco Dwarven Pipe Deck of Cards Grooming Kit Mirror Assorted herbs and spices for cooking Iron Pot Mandolin Shield Drake Companion Stats Name: Silvena Gender: Female Size: Small/Medium HP: 40 Proficiency Bonus:+3 Speed: 40 Saves: Dex +4, Wis +5 Abilities: STR 16(+3), DEX 12(+1), CON 15(+2), INT 8 (-1), WIS 14(+2), CHA 8 (-1) Damage Immunities:Cold Senses: Darkvision 60 ft, Passive Perception: 12 Languages: Draconic Actions: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 +3 piercing cold damage. Reactions: Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 cold damage Thorin looks at the little boats with some trepidation, they had just been shipwrecked recently and the small vessels did not fill him with much confidence as he was not a small person, regardless of how short he may be. It felt unnatural for a dwarf to not have his feet firmly planted on the earth, with a silent sigh he heads to whichever canoe still had room for him. Silvena just looked at the canoes and growled before launching herself in the air circling around the canoes waiting for them to move before she will follow.
  15. 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 Jake shakes his head as the Captain leaves and he then turns to Rona before he speaks again. "While he is a major asshole, and his people skills are what I like to refer to as non-existent, he is not wrong. Us humans regardless of the planet we come from seem to have a bad habit of mucking it all up on their own without any real help from the gods. Sammy's research that he was attempting to show me even though he knows my doctorate is in engineering and not medicine seem to prove that your infected and even your mutations are man made and not of some natural origin. Even Sammy's behavior while less than to be desired was geared towards finding answers to that research and finding ways to cure it if possible. So as I have said you may not trust us fully yet but believe me when I say that while our primary goal is to get off this planet and continue our journey. We will do everything in our power to leave this planet better off than when we got here. You may not agree with our methods but I think eventually you will see our results. Those results will be easier to attain with your cooperation, even more so with your unforced cooperation. At this point I think the Old Man has made it abundantly clear he does not care about your or anyone else's feelings in the matter though." OOC Current Stats: HP: 108 Stamina: 108 EAC: 31 KAC: 33 CMAC: 41 Resolve: 11/12 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
  16. Obviously Drewan would take arrows though he would split them if others use bow. Also if there are three types of weapons and of those one is silver, another is cold iron, what is the third one just a regular weapon or we do not know without a magic check?
  17. Well outside of Trade speak and social speak whatever those are, Jake speaks every language on the planet. So I would think that would help him figure some of that out then, he also gets a +18 Modifier for culture checks.
  18. So out of curiosity where does the ancient texts language fall? Was it originally derived from this planet or of alien origins before it was taken out of time? If the latter it could conceivably be a root language to some we would have access to and would have learned which would then aid us in translating it due to extrapolating possible root similarities.
  19. 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 With the defeat of the golem and the gun placements Jake reappears among his team and speaks up, "Good job everyone, way to use your skills effectively." he had not worked with his team from his minds perspective in several decades and it was obvious that they had changed in some ways, but then so had he. Growing up on Earth he did not even think of going the route of the military and yet here and now it seemed like the most logical route for him. He glances over at Rona, while she had helped, it was obvious that she was not a member of the team as of yet. While some on the team only saw her as a tool that could be used, he had the opportunity to see her as a person and did not agree with the approach that some wanted to take which is to not trust her and hold her at arms length. She would never become a willing member of the team if that did not change. So he took it upon himself to take that first step and properly introduce her to the team in that moment that they had some breathing space before they encountered the next piece of danger. "Rona, as I am sure you have surmised, this is my old crewmates. Though it came as a surprise to me that they would be here. Guys this is Rona, she is a ..." he glances over at Rona for a moment as his mind tries to come up with the right word to describe her "Techmage I guess would be the term, and a friend. The captain has been a massive dick to her, and has abused her trust, and I am sure some of you also do not trust her. Well you trust me and I trust her, she only wants to do what's right for her planet and I have seen her heart, I think if we can trust her and let her in, she can come to trust us too. I believe we have become jaded to the fact that we are not alone in this universe, but just imagine if you just now found that information out, then perhaps you could understand her distrust. " He then turns to address Rona "I know the Old Man, and that asshole over there." this with a glance at Sammy "have given you zero reason to trust us. For that I am sorry, but most of my crew are good people and none of us have any interest in harming your planet or its people. We just want to find a way to continue our own journey back to the stars. While I am sure eventually we will do so on our own, it would be considerably easier and have less chance of unintended harm to your planet with your help. I would prefer that to be your own choice, though we both know The Old Man does not care one way or another and will just use you as a tool with your cooperation or not. Of course most times I am sure that's how he sees all of us. As ancient and powerful as he is, we are all as insects in his eyes. I promise you though with the rest of our crew if you give us a chance we will prove to be valuable allies and will do everything in our power to also help your planet while also helping ourselves." though he knew one little speech would not cure everything he also knew if he did not take the first step they would only become more distrustful of each other and that route would lead to failure for all of them including Rona. Current Stats and ability breakdown Current Stats: HP: 108 Stamina: 108 EAC: 31 KAC: 33 CMAC: 41 Resolve: 11/12 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
  20. Jake took all the culture ranks from before. He used speak language ranks to grab all of the local languages on the planet. Is there a thread that list all the station languages? He might even try and grab the captains language just so they can speak privately Lol. He can pick up 7 languages from his culture ranks since I did not realize that culture gave that. Any suggestions on best languages to grab?
  21. (Int; Trained Only) Source You are a student of the vast number of known cultures in the galaxy, and you have a deep and rich understanding of the undercurrents of cultures and language in general. Each time you take a rank in Culture, you learn to speak and read a new language. See page 41 for a list of common languages. Seems like it is. On another note I did not realize that last part. I got 7 ranks in culture so i need to think up 7 languages for Jake he would have known. He is kind of a cunning linguist it seems.
  22. Yea Griffen made Narlvog look like a fool so it's probably for the best they move away quickly. Lol Griffen probably ready to talk to their suspect in custody now.
  23. While Joren will not be in the very front as he realizes that's the place of a sneaky person he has trained since a boy to be a bodyguard so he would be towards the front protective of those who need protecting.
  24. I mean Griffen did a Mic drop and walked away like a boss. So it's up to everyone else to decide what they going to do.
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