Alex "Duende" Villagos
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
_________________________________________________________ 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 Tank Key
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Alchemy
Formulae (# Carried) Can have 5 Formulae 'active' at one time.
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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 |