Alex "Duende" Villagos
OOC Stuff
Targeting the driver of Trike 2 (see Combat Mechanics spoiler for details).
Combat Mechanics
TEMPORARY EFFECTS -Thermal vision (ignore concealment from smoke, dust, etc.): 10 rounds -Chemical Coating - Improved Tanglefoot Bag: 7 rounds ___________________________________________________ COMBAT ACTIONS: Duende Prep round: Applied Chemical Coating Tanglefoot bag (duration 7 rounds) and activated Sensory Set - Thermal Vision (Duration: 1 minute). Round 1: Expended MF to apply Flashbang w/ Howling Herbology to attack. Full round action to Deadly Shot w/ 2 snipes: Pinning Shot and Hindering Projectiles (Opener). If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), hindered (Hindering Shot: -2 penalty to attack rolls, AC, and CMD), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds) He will also need to make a DC 19 Fort save or be blinded and deafened for 1d4+1 rounds (half damage from Flashbang if he succeeds). He will also need to make a DC 19 Ref save or be stuck and unable to move If he's flat-footed, he also has to make a DC 19 Fort save or be Sickened (–2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 2 rounds. Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] + 2d6 [Fatal Thrust (precision)] + 4d6 [Flashbang (sonic)] + 3d6 [Pressurized Shot] = 53 total (see Dice Tower) Swift action to Scout Trike 3 Driver (link)
COMBAT ACTIONS: Zuki
Round 1: Standard: Focusing Cry (restore MF to Duende & The Tank) Move: Warleader - Aggressive Flanking tactic ___________________________________________________ ACTION ECONOMY - Round 1 Free Action: - Immediate Action: - Swift Action: - Scout Trike 3 Driver Move Action: - Standard Action: - Full Round Action: - Deadly Shot 5 Foot Step: - Sequence: 2 links (+1 Attack & Damage) |
General Info
_________________________________________________________ OFF-TURN/CONTINGENT ACTIONS STUFF GOES HERE AND HERE HERE TOO ETC _________________________________________________________ NOTABLE SKILLS/SKILL CHECKS
Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15 Perception: Base +22 _________________________________________________________ SENSES Low Light Vision Can see 10' in Smoke, Fog, etc Darkvision 60' Perception: +21 (+1/60' Range Increment) Sense Motive: +10 Stealth: +25
_________________________________________________________ Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon) War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew) Black: +7 Competence Bonus to Stealth Yellow: +7 Competence Bonus to Perception
DAILY TEAM BUFFS Maintenance: Improved Firearm (Heavy Sniper Rifle x2) Railgun: x3 range increment of firearm (540'). Can fire underwater. Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later _________________________________________________________ CONSTANT EFFECTS/STATBLOCK Current Run Speed: 60 (60 Base) Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle) Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual) Current Temp Hit Points: 50 Primary Martial Focus: Yes Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) ) Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon)) Current CMB: 11 (6 BAB + 5 DEX) Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon)) SAVES FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience) REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience) WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience) Resistances: N/A
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Equipment
_____________________________________________________ Daily Carry Gear AOE Splash Cold Damage + Stagger; Can Freeze liquid Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round +5' Half damage +10' Radius 1 pt Can freeze 3 5' cubes of liquid solid Can freeze AOE 80' diameter This AOE can support Medium creatures Tank Key On dog tag style necklace if not in use Sticks target in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor STR Chk or 20HP Slashing dmg to remove Half speed for 3d4 rounds Sticks target in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor STR Chk or 20HP Slashing dmg to remove Half speed for 3d4 rounds 5' Radius - REF 19 or suffer all above effects 5' Radius - REF 19 or suffer all above effects
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Alchemy
Formulae (# Carried) Can have 5 Formulae 'active' at one time.
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AoE Cold Damage + Stagger Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round 5' Half damage 10' 3 damage
Chemical Coating: Improved Liquid Ice (1) Cold Damage + Stagger Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round
AoE Sticks targets in place via glue-like substance Struck target -2 att/-4 DEX; REF 19 to stuck to floor STR Chk or 20HP Slashing dmg to remove Half speed for 3d4 rounds 5' radius
Chemical Coating: Improved Tanglefoot Bag (1) Sticks target in place via glue-like substance Struck target-2 att/-4 DEX; REF 19 to stuck to floor STR Chk or 20HP Slashing dmg to remove Half speed for 3d4 rounds |