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PigLickJF

PigLickJF

Alex "Duende" Villagos

CHAPTER NAME

spacer.png"Got it, trike going down," Alex responds, but decides to switch tactics. Instead of shooting the rider of the trike, he would take out the trike itself. Even if he managed to take out the rider in one shot again, which was no guarantee, it was only luck that had kept the Reaver on the back from recovering control, and he didn't want to count on that. At the speeds they were all moving, if he could even slow it down, then the trike, it's driver, and the Reaver would all be effectively removed from the situation, for the time being at least - and he was pretty sure he could do more than slow it down. Protecting the refugees was the most important thing right now.

 

He lowers the barrel of his rifle slightly, aiming instead for the front end of the trike. Flipping a catch with his thumb, a whir and click emanates from his weapon, letting him know his rifle's customizations had once again triggered an attachment to the round. Now fully prepared, he takes the shot. The round, once again coated with a thick residue, slams into the bike's front end. Once again, thick sticky ropes explode from the impact point, accompanied by thicker barbed cables which wind around the entire front end - handlebars, tire, forks, and all - the serrated teeth digging into the metal and bringing the trike to a sudden, violent stop.

 

 

 


 

OOC Stuff

Targeting Trike 3 (see Combat Mechanics spoiler for details).

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 9 rounds

Chemical Coating - Improved Tanglefoot Bag: 6 rounds

Active Stance: Fencing - Chest Strike, Sniper: Steady Shot

Starting sequence: 2

__________________________________________________

COMBAT ACTIONS: Duende

Free: Abandon Focus (link) - abandon Martial Focus for 1 link

Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries

Full round: Attack Trike 3 - Deadly Shot w/ 2 snipes: Pinning Shot and Trap Launcher (Tripwire w/ Razor Wire).

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)

It will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)

It will also need to make a DC19 save or take 3d6 extra damage and fall prone (razorwire tripwire)

Attack: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (Sequence) -3 (Running -8, halved by Outrider, -1 mitigated by Emperor fate boon) = +15; target scouted, so treated as 2 AC less [Note: Forgot to add +2 for sequence, but hopefully irrelevant]

Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] +2 [Sequence] + 3d6 [Razorwire] = 24 + 14 tripwire (see OGMW rolls)

It would also take 3 bleed damage, but I suspect it's immune, so moot point.

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (restore MF to Duende & The Tank)

___________________________________________________

ACTION ECONOMY - Round 2

     Free Action: - Abandon Focus (Link)

     Immediate Action: -

     Swift Action: - Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries

     Move Action: -

     Standard Action: -

     Full Round Action: - Deadly Shot w/2 snipes (link if target takes damage)

     5 Foot Step: -

Sequence: 5 links (+2 Attack & Damage)

Rifle rounds: 4/6

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear

Tank Key

 

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

Struck target -2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

PigLickJF

PigLickJF

Alex "Duende" Villagos

CHAPTER NAME

spacer.png"Got it, trike 2 going down," Alex responds, but decides to switch tactics. Instead of shooting the rider of the trike, he would take out the trike itself. Even if he managed to take out the rider in one shot again, which was no guarantee, it was only luck that had kept the Reaver on the back from recovering control, and he didn't want to count on that. At the speeds they were all moving, if he could even slow it down, then the trike, it's driver, and the Reaver would all be effectively removed from the situation, for the time being at least - and he was pretty sure he could do more than slow it down. Protecting the refugees was the most important thing right now.

 

He lowers the barrel of his rifle slightly, aiming instead for the front end of the trike. Flipping a catch with his thumb, a whir and click emanates from his weapon, letting him know his rifle's customizations had once again triggered an attachment to the round. Now fully prepared, he takes the shot. The round, once again coated with a thick residue, slams into the bike's front end. Once again, thick sticky ropes explode from the impact point, accompanied by thicker barbed cables which wind around the entire front end - handlebars, tire, forks, and all - the serrated teeth digging into the metal and bringing the trike to a sudden, violent stop.

 

 

 


 

OOC Stuff

Targeting Trike 2 (see Combat Mechanics spoiler for details).

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 9 rounds

Chemical Coating - Improved Tanglefoot Bag: 6 rounds

Active Stance: Fencing - Chest Strike, Sniper: Steady Shot

Starting sequence: 2

__________________________________________________

COMBAT ACTIONS: Duende

Free: Abandon Focus (link) - abandon Martial Focus for 1 link

Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries

Full round: Deadly Shot w/ 2 snipes: Pinning Shot and Trap Launcher (Tripwire w/ Razor Wire).

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)

It will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)

It will also need to make a DC19 save or take 3d6 extra damage and fall prone (razorwire tripwire)

Attack: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (Sequence) -3 (Running -8, halved by Outrider, -1 mitigated by Emperor fate boon) = +15; target scouted, so treated as 2 AC less [Note: Forgot to add +2 for sequence, but hopefully irrelevant]

Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] +2 [Sequence] + 3d6 [Razorwire] = 24 + 14 tripwire (see OGMW rolls)

It would also take 3 bleed damage, but I suspect it's immune, so moot point.

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (restore MF to Duende & The Tank)

___________________________________________________

ACTION ECONOMY - Round 2

     Free Action: - Abandon Focus (Link)

     Immediate Action: -

     Swift Action: - Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries

     Move Action: -

     Standard Action: -

     Full Round Action: - Deadly Shot w/2 snipes (link if target takes damage)

     5 Foot Step: -

Sequence: 5 links (+2 Attack & Damage)

Rifle rounds: 4/6

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear

Tank Key

 

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

Struck target -2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

PigLickJF

PigLickJF

Alex "Duende" Villagos

CHAPTER NAME

"Got it, trike 2 going down," Alex responds, but decides to switch tactics. Instead of shooting the rider of the trike, he would take out the trike itself. Even if he managed to take out the rider in one shot again, which was no guarantee, it was only luck that had kept the Reaver on the back from recovering control, and he didn't want to count on that. At the speeds they were all moving, if he could even slow it down, then the trike, it's driver, and the Reaver would all be effectively removed from the situation, for the time being at least - and he was pretty sure he could do more than slow it down. Protecting the refugees was the most important thing right now.

 

He lowers the barrel of his rifle slightly, aiming instead for the front end of the trike. Flipping a catch with his thumb, a whir and click emanates from his weapon, letting him know his rifle's customizations had once again triggered an attachment to the round. Now fully prepared, he takes the shot. The round, once again coated with a thick residue, slams into the bike's front end. Once again, thick sticky ropes explode from the impact point, accompanied by thicker barbed cables which wind around the entire front end - handlebars, tire, forks, and all - the serrated teeth digging into the metal and bringing the trike to a sudden, violent stop.

 

 

 


 

OOC Stuff

Targeting Trike 2 (see Combat Mechanics spoiler for details).

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

  • Thermal vision (ignore concealment from smoke, dust, etc.): 9 rounds
  • Chemical Coating - Improved Tanglefoot Bag: 6 rounds
  • Active Stance: Fencing - Chest Strike, Sniper: Steady Shot
  • Starting sequence: 2

__________________________________________________

COMBAT ACTIONS: Duende

Free: Abandon Focus (link) - abandon Martial Focus for 1 link

Swift: Change Stance (link) - Duelist/Long Cuts/Debilitating Injuries

Full round: Deadly Shot w/ 2 snipes: Pinning Shot and Trap Launcher (Tripwire w/ Razor Wire).

  • If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)
  • It will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
  • It will also need to make a DC19 save or take 3d6 extra damage and fall prone (razorwire tripwire)
  • Attack: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (Sequence) -3 (Running -8, halved by Outrider, -1 mitigated by Emperor fate boon) = +15; target scouted, so treated as 2 AC less [Note: Forgot to add +2 for sequence, but hopefully irrelevant]
  • Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] +2 [Sequence] + 3d6 [Razorwire] = 24 + 14 tripwire (see OGMW rolls)
  • It would also take 3 bleed damage, but I suspect it's immune, so moot point.

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (restore MF to Duende & The Tank)

___________________________________________________

ACTION ECONOMY - Round 2

     Free Action: - Abandon Focus (Link)

     Immediate Action: -

     Swift Action: - Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries

     Move Action: -

     Standard Action: -

     Full Round Action: - Deadly Shot w/2 snipes (link if target takes damage)

     5 Foot Step: -

Sequence: 5 links (+2 Attack & Damage)

Rifle rounds: 4/6

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear

Tank Key

 

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

Struck target -2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

PigLickJF

PigLickJF

Alex "Duende" Villagos

CHAPTER NAME

"Got it, trike 2 going down," Alex responds, but decides to switch tactics. Instead of shooting the rider of the trike, he would take out the trike itself. Even if he managed to take out the rider in one shot again, which was no guarantee, it was only luck that had kept the Reaver on the back from recovering control, and he didn't want to count on that. At the speeds they were all moving, if he could even slow it down, then the trike, it's driver, and the Reaver would all be effectively removed from the situation, for the time being at least - and he was pretty sure he could do more than slow it down. Protecting the refugees was the most important thing right now.

 

He lowers the barrel of his rifle slightly, aiming instead for the front end of the trike. Flipping a catch with his thumb, a whir and click emanates from his weapon, letting him know his rifle's customizations had once again triggered an attachment to the round. Now fully prepared, he takes the shot. The round, once again coated with a thick residue, slams into the bike's front end. Once again, thick sticky ropes explode from the impact point, accompanied by thicker barbed cables which wind around the entire front end - handlebars, tire, forks, and all - the serrated teeth digging into the metal and bringing the trike to a sudden, violent stop.

 

 

 


 

OOC Stuff

Targeting Trike 2 (see Combat Mechanics spoiler for details).

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

-Thermal vision (ignore concealment from smoke, dust, etc.): 9 rounds

-Chemical Coating - Improved Tanglefoot Bag: 6 rounds

-Active Stance: Fencing - Chest Strike, Sniper: Steady Shot

__________________________________________________

COMBAT ACTIONS: Duende

Free action: Abandon Focus (link) - abandon Martial Focus for 1 link

Swift action: Change Stance (link)

 

Full round action: Deadly Shot w/ 2 snipes: Pinning Shot and Trap Launcher (Tripwire w/ Razor Wire).

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)

It will also need to make a DC 19 Fort save or be blinded and deafened for 1d4+1 rounds (half damage from Flashbang if he succeeds) - not sure that this is relevant for a vehicle.

It will also need to make a DC 19 Ref save or be stuck and unable to move

It will also need to make a DC19 save or take 3d6 extra damage and fall prone

Attack: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (Sequence) -3 (Running -8, halved by Outrider, -1 mitigated by Emperor fate boon=-3) = +15; target scouted, so treated as 2 AC less

Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] +2 [Sequence] + 3d6 [Razorwire] = 24 + 14 tripwire (see OGMW roll thread)

It would also take 3 bleed damage, but I suspect it's immune, so moot point.

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (restore MF to Duende & The Tank)

___________________________________________________

ACTION ECONOMY - Round 2

     Free Action: - Abandon Focus (Link)

     Immediate Action: -

     Swift Action: - Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries

     Move Action: -

     Standard Action: -

     Full Round Action: - Deadly Shot w/2 snipes (link if target takes damage)

     5 Foot Step: -

Sequence: 5 links (+2 Attack & Damage)

Rifle rounds: 4/6

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear

Tank Key

 

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

Struck target -2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

PigLickJF

PigLickJF

Alex "Duende" Villagos

CHAPTER NAME

"Got it, trike 2 going down," Alex responds, but decides to switch tactics. Instead of shooting the rider of the trike, he would take out the trike itself. Even if he managed to take out the rider in one shot again, which was no guarantee, it was only luck that had kept the Reaver on the back from recovering control, and he didn't want to count on that. At the speeds they were all moving, if he could even slow it down, then the trike, it's driver, and the Reaver would all be effectively removed from the situation, for the time being at least - and he was pretty sure he could do more than slow it down. Protecting the refugees was the most important thing right now.

 

He lowers the barrel of his rifle slightly, aiming instead for the front tire of the trike. Flipping a catch with his thumb, a whir and click emanates from his weapon, letting him know his rifle's customizations had once again triggered an attachment to the round. Now fully prepared, he takes the shot. The round, once again coated with a thick residue, slams into the bike's front end. Once again, thick sticky ropes explode from the impact point, accompanied by thicker barbed cables which wind around the entire front end - handlebars, tire, forks, and all - the serrated teeth digging into the metal and bringing the trike to a sudden, violent stop.

 

 

 


 

OOC Stuff

Targeting Trike 2 (see Combat Mechanics spoiler for details).

 


 

Combat Mechanics


___________________________________________________

TEMPORARY EFFECTS

-Thermal vision (ignore concealment from smoke, dust, etc.): 9 rounds

-Chemical Coating - Improved Tanglefoot Bag: 6 rounds

-Active Stance: Fencing - Chest Strike, Sniper: Steady Shot

__________________________________________________

COMBAT ACTIONS: Duende

Free action: Abandon Focus (link) - abandon Martial Focus for 1 link

Swift action: Change Stance (link)

 

Full round action: Deadly Shot w/ 2 snipes: Pinning Shot and Trap Launcher (Tripwire w/ Razor Wire).

If I hit, the enemy will be grappled (Pinning shot: can't move, -4 DEX, -2 att/CMB, can't take actions that require two hands), and entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds)

It will also need to make a DC 19 Fort save or be blinded and deafened for 1d4+1 rounds (half damage from Flashbang if he succeeds) - not sure that this is relevant for a vehicle.

It will also need to make a DC 19 Ref save or be stuck and unable to move

It will also need to make a DC19 save or take 3d6 extra damage and fall prone

Attack: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 2 (Sequence) -3 (Running -8, halved by Outrider, -1 mitigated by Emperor fate boon=-3) = +15; target scouted, so treated as 2 AC less

Damage: 6d6 [Vital Strike Heavy Sniper Rifle (bludgeoning/piercing/slashing)] + 7 [Dex/Enhancement] +2 [Sequence] + 3d6 [Razorwire] = 24 + 14 tripwire (see OGMW roll thread)

It would also take 3 bleed damage, but I suspect it's immune, so moot point.

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Focusing Cry (restore MF to Duende & The Tank)

___________________________________________________

ACTION ECONOMY - Round 2

     Free Action: - Abandon Focus (Link)

     Immediate Action: -

     Swift Action: - Change Stance (Link) - Duelist/Long Cuts/Debilitating Injuries

     Move Action: -

     Standard Action: -

     Full Round Action: - Deadly Shot w/2 snipes (link if target takes damage)

     5 Foot Step: -

Sequence: 5 links (+2 Attack & Damage)

Rifle rounds: 4/6

General Info

 

_________________________________________________________

OFF-TURN/CONTINGENT ACTIONS

     STUFF GOES HERE

     AND HERE

     HERE TOO

     ETC

_________________________________________________________

NOTABLE SKILLS/SKILL CHECKS

 

     Knowledge (Wastes, Dungeoneering, Geography, Local, Nature, Leaders): Base +15

     Perception: Base +22

_________________________________________________________

SENSES

     Low Light Vision

     Can see 10' in Smoke, Fog, etc

     Darkvision 60'

     Perception: +21 (+1/60' Range Increment)

     Sense Motive: +10

     Stealth: +25

_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.

Fate: The Emperor Motif: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by 1 (minimum -1); Duration: Permanent (Fated Oath Boon)

War Paint: Can have 2 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew)

     Black: +7 Competence Bonus to Stealth

     Yellow: +7 Competence Bonus to Perception

 

DAILY TEAM BUFFS

     Maintenance: Improved Firearm (Heavy Sniper Rifle x2)

Railgun: x3 range increment of firearm (540'). Can fire underwater.

    Pressurized Shot: Move action to add 3d6 damage to next shot on the following round or later

_________________________________________________________

CONSTANT EFFECTS/STATBLOCK

Current Run Speed: 60 (60 Base)

Current Initiative Bonus: +7 (+5 DEX, +2 First to Battle)

Current Hit Points: 60/60 (66 Max/-6HP for Oath of Ritual)

Current Temp Hit Points: 50

Primary Martial Focus: Yes

Current AC: 29 (Base 10; +1 size; +5 DEX; +1 Inhuman Resilience (Natural); +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current Touch AC: 28 (Base 10; +1 size; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon) )

Current Flat Footed AC: 24 (Base 10; +1 size; +1 Inhuman Resilience (Natural); Prescient Dodger +6; +5 Unarmoured Training; +1 Deflection (Oath Boon))

Current CMB: 11 (6 BAB + 5 DEX)

Current CMD: 31 (Base 10; -1 size; +6 BAB ; -1 STR; +5 DEX; +6 Prescient Dodger; +5 Unarmoured Training; +1 Deflection (Oath Boon))

SAVES

     FORT: +8 (Base: +5; +1 CON; +2 Inhuman Resilience)

     REF: +12 (Base: +5; +5 DEX; +2 Inhuman Resilience)

     WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)

Resistances: N/A

 

Equipment

 

_____________________________________________________

Daily Carry Gear

Tank Key

 

 

Alchemy

 

Formulae (# Carried)

Can have 5 Formulae 'active' at one time.

________________________________________________________
Save DC: 19 (Unless otherwise specified)
Attack Mod: +11 vs Touch (Splash)
Range Increment: 25'

 

Improved Liquid Ice (2/2)

AoE Cold Damage + Stagger

Struck Target takes 3d6 Cold, Fort 19 or Staggered and movement halved for one round

5' Half damage

10' 3 damage

 

Chemical Coating: Improved Liquid Ice (1/1)

Cold Damage + Stagger

Struck Target takes 1d6+3 Cold, Fort 19 or Staggered and movement halved for one round

 

Improved Tanglefoot Bag (1/1)

AoE Sticks targets in place via glue-like substance

Struck target -2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

     5' radius

  

Chemical Coating: Improved Tanglefoot Bag (0/1)

Sticks target in place via glue-like substance

Struck target-2 att/-4 DEX; REF 19 to stuck to floor

     STR Chk or 20HP Slashing dmg to remove

          Half speed for 3d4 rounds

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