Alex "Duende" Villagos
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)
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
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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: 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
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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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