Alex "Duende" Villagos
OOC Stuff
Combat Mechanics TEMPORARY EFFECTS TEMPORARY EFFECTS Thermal vision (ignore concealment from smoke, dust, etc.): 8 rounds Chemical Coating - Improved Tanglefoot Bag: 5 rounds Active Stance: Duelist/Long Cuts/Debilitating Injuries Starting sequence: 5 COMBAT ACTIONS: Duende Swift: Change Stance (link) - Barrage/Close Combat Specialist Free: Reload rifle Standard: Flurry (finish) - As a standard action the prodigy may make one ranged attack per link in her sequence, but no one creature may be targeted by a number of attacks greater than half the length of the sequence. These attacks are made at the prodigy’s full base attack bonus.
Any enemy I hit will be 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)
Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) = +16 vs. touch AC; targets scouted, so treated as 2 AC less Damage: 3d6 (Heavy Sniper rifle) + 7 (Dex/Enhancement)
See OGMW rolls for attack & damage
Move: Surface Cut (Opener) on platform truck gunner firing at refugees - 3 bleed damage on hit
COMBAT ACTIONS: Zuki Swift: Maintain/recenter Aggressive Flanking on tank Standard: Focusing Cry (restore MF to Duende & The Tank) ACTION ECONOMY - Round 3 Free Action: Reload rifle Immediate Action: - Swift Action: Change Stance (Link) - Barrage/Close Combat Specialist Move Action: Surface Cut (Opener) Standard Action: Flurry (Finisher 5) Full Round Action: - 5 Foot Step: - Sequence: 1 link (+0 Attack & Damage) Rifle rounds: 0/6
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General Info
OFF-TURN/CONTINGENT ACTIONS STUFF GOES HERE
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 Perception: +21 (+1/60' Range Increment) Sense Motive: +10 Stealth: +25
DAILY ACTIONS/LONG TERM BUFFS
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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Alchemy
Formulae (# Carried) Can have 5 Formulae 'active' at one time.
Save DC: 19 (Unless otherwise specified)
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 |
Equipment
Daily Carry Gear Tank Key
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