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PigLickJF

PigLickJF

Alex "Duende" Villagos

Fire!

spacer.png"Raider on the tank!," Alex called out unhelpfully. He reacted quickly to the suicidal man's attack though, ducking into the tank to avoid the worst of the blast. Even without Doc's fortifying brews it would have only singed him, but with them coursing through his veins he barely felt it as the flames washed over him. He immediately popped back up and unsurprisingly found Packer there dealing with the threat.

 

With the raider on the tank taken care of and Det taking out the weapon of the raider in the livestock truck, Alex turned his sights back on the jeep. The two raiders on top had been slowed down by his last shots as he'd hoped, but he knew it wouldn't last long and the passengers of the jeep were still in big trouble. Quickly ejecting his spent magazine and popping in a new one, he made another quick adjustment to his rifle and took aim at the raider above the driver, hoping to finish him off for good. Taking an extra moment to aim, he fired, with a solid shot right to center mass. That should do the trick, and even if it didn't finish him off, it would likely at least leave him in a state of being unable to pose a threat as the sticky goo and barbed cabling wrapped around his limbs.

 


 

OOC Stuff (None)

 

 


Combat Mechanics

TEMPORARY EFFECTS

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 6 rounds

Chemical Coating - Improved Tanglefoot Bag: 3 rounds

Starting Stance: Barrage/Close Combat Specialist

Starting sequence: 1


COMBAT ACTIONS: Duende

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

Free: Reload rifle

Free/Non-action: Knowledge (local) to re-scout raider for Find Gap

Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on driver side of jeep roof (link if damage done)

  • If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
  • He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
  • He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire).
  • He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)

Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 1 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +16 vs. touch AC; target scouted, so AC treated as 2 less

Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 1 (sequence) + 3d6 (razorwire) = 34 + 39 (crit!) + 9 (razorwire) + 3 bleed

 

(See OGMW rolls thread for rolls)

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Total Defense to regain Martial Focus


ACTION ECONOMY - Round 4

     Free Action: Reload rifle

     Immediate Action: -

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

     Move Action: -

     Standard Action: -

     Full Round Action: Deadly Shot (Link)

     5 Foot Step: -

Ending sequence: 3 links (+1 Attack & Damage)

Rifle rounds: 5/6

 

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
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: 43/50

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

 

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)

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

 


Improved Tanglefoot Bag (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 (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

    

 

 

 

   
   
PigLickJF

PigLickJF

Alex "Duende" Villagos

Fire!

spacer.png"Raider on the tank!," Alex called out unhelpfully. He reacted quickly to the suicidal man's attack though, ducking into the tank to avoid the worst of the blast. Even without Doc's fortifying brews it would have only singed him, but with them coursing through his veins he barely felt it as the flames washed over him. He immediately popped back up and unsurprisingly found Packer there dealing with the threat.

 

With the raider on the tank taken care of and Det taking out the weapon of the raider in the livestock truck, Alex turned his sights back on the jeep. The two raiders on top had been slowed down by his last shots as he'd hoped, but he knew it wouldn't last long and the passengers of the jeep were still in big trouble. Quickly ejecting his spent magazine and popping in a new one, he made another quick adjustment to his rifle and took aim at the raider above the driver, hoping to finish him off for good. Taking an extra moment to aim, he fired, with a solid shot right to center mass. That should do the trick, and even if it didn't finish him off, it would likely at least leave him in a state of being unable to pose a threat as the sticky goo and barbed cabling wrapped around his limbs

 


 

OOC Stuff (None)

 

 


Combat Mechanics

TEMPORARY EFFECTS

TEMPORARY EFFECTS

Thermal vision (ignore concealment from smoke, dust, etc.): 6 rounds

Chemical Coating - Improved Tanglefoot Bag: 3 rounds

Starting Stance: Barrage/Close Combat Specialist

Starting sequence: 1


COMBAT ACTIONS: Duende

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

Free: Reload rifle

Free/Non-action: Knowledge (local) to re-scout raider for Find Gap

Full round: Deadly Shot (2 snipes) - Trap Launcher (Razorwire tripwire) + Pinning Shot w/ Vital Strike & Deadly Aim, aiming at raider on driver side of jeep roof (link if damage done)

  • If hit, he will be entangled (Improved Tanglefoot Bag: -2 att/-4 DEX, moves half speed for 3d4 rounds). He will also need to make a DC 19 Ref save or be stuck and unable to move (tanglefoot)
  • He will also be grappled (pinning shot - can break free by destroying the ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against CMD 27).
  • He will also need to make a DC19 Ref save or take an additional 3d6 damage (razorwire) and be knocked prone (tripwire).
  • He will also take 3 bleed damage and suffer -3 to attack rolls as long as the bleed lasts (Duelist/Long Cuts/Debilitating Injuries)

Attack bonus: +14 (+6 BAB, +1 size, +5 DEX, +2 enhancement) + 2 (Eagle Eye) + 1 (sequence) -1 (Deadly Aim -2, -1 mitigated by Emperor fate motif) = +16 vs. touch AC; target scouted, so AC treated as 2 less

Damage: 6d6 (Heavy Sniper rifle + Vital Strike) + 7 (Dex/Enhancement) + 4 (Deadly Aim) + 1 (sequence) + 3d6 (razorwire) = 34 + 39 (crit!) + 9 (razorwire) + 3 bleed

 

(See OGMW rolls thread for rolls)

 

COMBAT ACTIONS: Zuki

Swift: Maintain/recenter Aggressive Flanking on tank

Standard: Total Defense to regain Martial Focus


ACTION ECONOMY - Round 4

     Free Action: Reload rifle

     Immediate Action: -

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

     Move Action: -

     Standard Action: -

     Full Round Action: Deadly Shot (Link)

     5 Foot Step: -

Ending sequence: 3 links (+1 Attack & Damage)

Rifle rounds: 5/6

 

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
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: 43/50

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

 

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)

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

 


Improved Tanglefoot Bag (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 (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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