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Peggy Mae Stubbs, aka Wrench


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Peggy Mae Stubbs, aka Wrench
Mechanic, Scrapper, Driver for Hire, Straight-talker
image.png.75d546e36c453f1b27ac97866ebf6991.png
 
Mechanics

"If I need to punch it, I'll punch it, but sometimes you just gotta find the right bolt to tighten."

Race: Human
Class: Unchained Monk (Softstrike Archetype-most likely)
Gender: Female
Age: 28
Theme Song: Take the Coltrane

 

Description & Personality

"Folks are good, mostly. Problem is the rotten apples hide with the ripe ones, infect the goodness out. Can't have the gross apples ruinin' the tasty ones, can we?"

 

A saxophone blared through the workshop, tangled and toying with the keys of a piano that accompanied it. Notes were scattered, weaving through a harmony that was built as the players played. The woman who listened had the volume maxed out. It was the only way to hear it over her own cacophony of sounds. Metal crashed like cymbals, hammers beat like drums. Even the welder took part in the orchestra, adding tinny bits that could be compared to bells.

Music hid the sound of boots walking into her garage. The scent of motor oil and diesel fuel pervaded the garage, completely masking the musk of the newcomer's cologne. But Peggy didn't need sound to know something had changed in her sacred space. The energy had changed, the flow of essence had been interrupted. Someone had come to visit, someone unannounced.

Peggy Mae Stubbs did not take chances in her garage. On the track or on the job, she was a devil of speed and risk, but here...here she did not gamble. Her fingers wrapped around the thick metal of a pipe wrench that laid nearby, then quickly slid herself out from under Bess. The creeper's wheels were well-oiled, barely a whisper escaped as it shot her out. She leapt up, wrench in hand, ready to strike the unexpected visitors.

"Woah woah woah Peg!"  Tony hollered while raising his meaty hands up in innocence. The dark-haired man glanced at his partner who confusedly raised his hands as well. "We mean no harm, darlin'. Just came to have a chat, need to get savvy on your last job."  He paused a moment, then removed his hat, clearly trying to look humble. His companion mirrored the action.

"Gil handles all the business-like parts of the business. You boys can go wander 'bout an' find him."  Peggy waved her metal club at them, as though shooing a fly from dung.

"Well, ma'am..."  The heat of the day or his nerves, had started to get to him. Tony pushed a bead of sweat from his brow. "Mr. Crimson did fil..."

"Mr. Gilane."

"Right...yes ma'am. Mr. Gilane did file the report. And a fine report it is. Full of big words and all."  Tony again glanced at the other man who finally cleared his throat to speak.

"We don' understand a word of it Ms. Stubbs. Not a word. We can' even tell if the job was done. We know it was, you all brought William Holcaster in...but..."  The unnamed man was at a loss for words.

Tony chimed in again. "What happened?"

Peggy took a moment to give the men a chance to squirm under her gaze. She was a slight woman, unimposing for those didn't know her. But for those who did, those who had heard the tales, knew not to trust the fragile figure they saw. Her shaggy dust-colored hair and grease-smeared face added to the false persona of an innocent girl in the wastes. Tony, though, and Mr. Noname, they knew better. They knew that below those welding leathers was a well-honed body of muscle and sinew. They knew that the energy of the 'verse fueled her fists. They knew that she was as hard as iron and as fast as a horse.

Her lips quirked to the side and blew out a soft whistle. "You all gotta learn to speak his fluff duff if you keep on hirin' us. Translatin' for him with the low-lifes is expected...but for you folk...pfft."  Peggy put down her wrench, causing the two men to visibly relax, and moved to the gramophone, lowering the volume. "Big Bill was...well a big sonabitch. But those ladies on the line wanted no part in hiding his saddle from the law."  She picked up a rag and began polishing the skimmer Bess resided in. "We had tracked him to Gambler's Ghost, easy 'nough. Holcaster tried jawin' his way out...but you all know how it is talkin' to Gil. Man got himself all topsy turvy."  Peggy laughed at the memory. The sound was sweeter than they expected, soft and delicate. "Well, the fool tried to run, but he ran down a hall with no stairs. Gil hit 'em with one of those fancy bullets that don' kill. We did try to take him alive."  She shook her head. "He tipped over from the hit and fell out the window. Honestly, he probably woulda lived if he hit dirt, but the bastard landed on my ride. Dented the hood."  She had wandered to the front of the skimmer and slapped the front of it with her last sentence. "Been working to get Bill's face outta her for a week now. Like I said, big sonabitch."

 

 

Background

"Home is where Bess is. Bess is my keel. She's been in every skimmer I've had for the last decade."

 

Margherita Mae Stubbs was a farmer's daughter. In the wastes, naturally fertile land was hard to come by. Only a community of people with the same goal could convince the dried land to produce meager crops. And although the crops were meager, the living was good. The community was a true community, neighbors cared for each other.

But Peggy didn't want to farm. She liked to work the machines needed to till the land, to irrigate the crops, to help make a hard life easier. Eventually, the young woman discovered machines built for speed. A man named Jim stopped in town when she was 17 and introduced her to racing. He hired her on as a mechanic and she hasn't looked back since.

 

 

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  • 2 weeks later...

Looking at Peggy's character sheet, some things I noticed that I believe to be errors:

Automatic bonus progression isn't taken into account (which has been mentioned elsewhere).
Wisdom to AC from monk isn't taken into account (which has been mentioned elsewhere).
The con bonus to HP doesn't seem to be taken into account (we're max HP per level and U!monk is a d10 class, so HP per level ought to be 10 (class) +2 (con mod) +1 (favored class bonus) = 13, so 91 total).
She seems to be short 5 feats (all she has listed are improved unarmed strike (which monk gives for free at level 1), improved grapple (monk's 1st level choose-able feat) and combat reflexes (monk's 2nd level choose-able bonus feat), which means she still has her human bonus feat and the feats everyone gets at odd levels (1, 3, 5, 7) to take).
I'm not sure where the last +1 of her attack bonus is coming from (+7 from BAB, +3 from str, +1 from amulet gives +11, but +12 is listed. I could just be missing something though).

Some things that are just my opinions:

Combat reflexes is a feat that can be useful, but unless you have reach (so something like enlarge person or a reach weapon) or a way to guarantee attacks of opportunity (the greater trip feat for instance) it's somewhat niche. You might be better off spending that bonus feat on dodge (boring but useful) or deflect arrows (despite the name it works on bullets).
You'd probably be better off putting her 16 into str rather than wisdom. You lose 1 AC, ki point, and will save to gain +1 to attack and damage, and it's generally best to prioritize your "do something" ability score (ie. the stat used to see if your most common action is successful. Attack rolls for martials, spell DCs for casters, with a couple oddballs), since it doesn't matter how durable you are if you can't consistently succeed at your combat strategy. Not to say Peggy's accuracy is bad (being full BAB helps there), but making it better is usually something I consider to be a priority when possible.
Since you have most of your money still available due to the afore mentioned ABP, some items that I might recommend at least considering would be an amulet of bullet protection (amulet slot is freed up from mighty fists unless you want to get a special ability like agile or flaming, and as a luck bonus it'll stack with most things) and a monk's robe (pricy at this level but affordable, and with softstrike monk's non-lethal strike ability it'd bump her unarmed strike damage dice up to 2d8, which is +3.5 on average compared to 1d10, while also giving her +2 AC. The benefits are a bit stronger than normal at the current level as we're one below a level divisible by 4).

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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 91/91 | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 | Reflex: 8 | Will: 9 | Speed: 50 ft | Conditions: None
Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3


Post goes here.

"Speech"

thoughts in italics



Mechanics

Main Hand: Empty
Off Hand: Empty


Free: Your action goes here.
Swift: Your action goes here.
Action: Your action goes here.
Move: Your move goes here.
Reaction: Your reaction goes here.

Statblock

Peggy Mae Stubbs
Human Unchained Softstrike Monk (7)


Str +4 (19)   Dex +2 (14)   Con +2 (14)   Int +0 (10)   Wis +4 (18)   Cha +0 (10)
Speed 50 ft   Initiative +2   


Languages Common
Traits Heavy Hitter, Bandit (Strength)Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.


• Unarmed Strike +13/+13 attack, 2d8+6 bludgeoning


Skills 

Acrobatics (7) +12 Heal - +2 Sense Motive (7) +14
Climb (7) +14 Perception (7) +19 Sleight of Hand - +2
Disable Device - +2 Profession (Mechanic) (7) +16 Stealth - +2
Escape Artist (7) +12 Profession (Pilot) (7) +18 Survival - +4
Fly - +2 Ride - +2 Swim - +4


Weapons aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage
Armor None
Feats DodgeYou gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved Unarmed StrikeYou are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice., Stunning FistYou must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned., Weapon Focus - Unarmed StrikeYou gain a +1 bonus on all attack rolls you make using the selected weapon., Improved GrappleYou do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you., Combat ReflexesYou may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., Extra KiYour ki pool increases by 2., Deflect ArrowsYou must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected, Stand StillWhen a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Class Features Flurry of BlowsAt 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
, Non-Lethal StrikeA softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage.

This alters unarmed strike.
, Feather TouchA softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon., Tenet of LifeThough a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent., EvasionAt 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion., Fast MovementAt 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed., Ki Pool (9)At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
, Ki Strike (Magic)At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
, Ki Power - Zephyr Blow (1ki)At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen.

Zephyr Blow (Su): By spending 1 ki point as a standard action, a monk with this power can disrupt the wind and create a sharp blast of air, as if using the spell gust of wind. The monk’s caster level for this effect is equal to his monk level.
, Still MindAt 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects., Purity of BodyAt 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases., Style Strike - Stomp FootAt 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
, Life Giving BlowsAt 6th level, a softstrike monk can force a piece of his life force into a nonliving creature to disrupt its animating essence. If he hits an undead foe with an unarmed attack, he can spend 1 ki point as a free action to remove the target’s immunity to nonlethal damage for a number of minutes equal to his Wisdom modifier. If, during this time, the target’s nonlethal damage exceeds its current hit points, it is destroyed. At 10th level, a softstrike monk can also use this ability against constructs.

This replaces the bonus feats gained at 6th and 10th levels.
, Ki Power - Qinggong Power (Barkskin, 1 ki)Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.

Barkskin
Duration 10 min./level

Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
, Ki Strike (Cold Iron/Silver)At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.


Equipment cash on hand $3,700

Handy HaversackA backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
, Eyes of the EagleThese lenses are made of special crystal and fit over the eyes of the wearer.

They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.
, Monk's RobeWhen worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. , Traveler's Any ToolThis implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Masterwork Mechanics Tools

                     
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