LucianV Posted January 24 Clone Share Posted January 24 Gilbert Percy Gilane a.k.a The Crimson If there was one thing Gilbert missed, it was the banter. The others always took things so seriously. Now even the evil doers couldn't be bothered to put out a pithy retort with their attacks. Slip's family tree might have been a stub, and he was creepier than...To the man's credit, Gilbert couldn't actually think of any analogy that did the man's creepy nature justice. With a sigh, he continued to fire at the vampires, unloading as many shots as he could to help finish them off quickly. Memorized Spells Level 1: Ray of Enfeeblement, snowball (intensified), snowball (intensified), snowball (intensified), web bolt, windy escape Level 2: Glitterdust, Raven's Flight, Scorching Ray, Scorching Ray Level 3: Haste, Haste Spell Tattoos: Vanish, Obscuring Mist, Jury-Rig Raven's Flight, Visualization of the Body, Web Dispel Magic, Gaseous Form, Air Breathing Actions Swift: n/a FRA: Rapid Shot on vampy south, then c-12 if the south one dies Move: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Rapid Shot 1 21 1d20+10 11 Rapid Shot 2 23 1d20+10 13 Rapid Shot 1 damag 13 1d8+7 6 Rapid shot 2 damage 10 1d8+7 3 Link to comment Share on other sites More sharing options...
Penchant Posted January 24 Author Clone Share Posted January 24 (edited) Vampire 4 steps forward and tries to bite Gilbert Vampire 1 moves in trying to pin Mary down. Possible hit? Peggy continues to bleed alarmingly. The party has initiative Edited January 24 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Vamp 4 on Gil 12 1d20+10 2 Vamp 1 on Mary 28 1d20+12 16 Vamp 1 damage 8 1d8+6 2 Peggy Bleed 2 1d6 2 Link to comment Share on other sites More sharing options...
Starhawk Posted January 25 Clone Share Posted January 25 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 64/64] Speed 30' [Fort 8 Ref 8 Will 11] Channels 9/9 [Adoration 8/8] Female Neutral Human Cleric/Stargazer Level 7 (5/2) Init 3 HP 64/64 DR 0 Speed 30' AC 15 Touch 14 Flat-footed 12 CMD 16 Fort 8 Ref 8 Will 11 CMB +3 BAB +4 [Missile] Staff of Entwined Serpents AutoHit 2 Magic Missiles 2d4+2 130' range [Melee] Staff of Entwined Serpents +4 (1d6, x2) Magic +1 Guardian (+1 Saves) Str 9 Dex 16 Con 12 Int 12 Wis 18 Cha 18 In Town (default list) 1st (6) Burning Hand (Domain) 1 , Ears of the City 2, Carrion Compass 1, Blessing of the Watch 1, 2nd (5) Enthrall (Domain) 1, Pagebound Epiphany 1, Restoration (Lesser) 1, Track Ship 1, 3rd (4) Fireball (Domain) 1, Remove Curse 1, Minor Reversion 1 (like 24 hr Aid), Speak with Dead 4th (3) Wall of Fire (Domain) 1, Make Whole (Greater) 1, Restoration 1. Out of Town (default list) 1st (6) - Burning Hands (Domain) 1, Invisibility to Undead 2, Weapons Against Evil 1, Sanctuary 1, Brightest Night (low light to 3) 2nd (5) - Flaming Sphere (Domain) 1, Drunkard’s Breath 2, Burst of Radiance 1, Protection from Evil (Communal) 1. 3rd (4) – Fireball (Domain) 1, Resist Energy (Communal) 1, Windwall (vs bullets) 1, Shadowmind 1 (use in dim light to blind 1/lvl) 4th (3) - Wall of Fire (Domain) 1, Concealed Breath (with Drunkard’s Breath) 1, Brightest Light 1 (if we’re caught in darkness, can dispel) Channeling 9/9 day [DC 19 Will Save] [can remove 4 plus self from AOE] Positive 6d6 pts /Negative 3d6 pts Adoration Power 8/8 day [DC 17 or cancel single attack] as immediate action Condition Fail a Mind Affecting Save (Reroll @ +8) courtesy of familiar. Healer's Satchel *Regenerates each day. *Treat Deadly Wounds add Wis (+4) to hp restored. *If by 5 or more, this is 2 × Wis (+8). *+4 circumstance bonus to treat poisons and provide first aid (does not stack with normal) Healers Hands *Can treat wounds as a full round action. *If DC exceeded by 10 add Knowledge Planes (5) to amount healed. Stargazer The Mother Cure spells have Stargazer levels (2) added to hp healed. "Tough little bleeders aren't they?", purrs Zen, not one for hurling pithy jokes into the faces of foes, but quite content to offer up puns to her comrades in arms. It seemed callous to her, adding insult to injury, taking the pith out of death. She'd heard that death was the worse thing you could do to an entity, taking away all they are and all they would ever be. In the case of vamps though, she wasn't at all sure this was the case. Sometimes death was a release. She considered life as a vamp and the phrase.. kill me came to her mind. Zen, respectful of her foes, but more concerned about the victims they would now never create, conserves her spells and medical resources for post combat. Thus, she simply points her staff at whichever vamp seemed to her to be the most injured and loosed another pair of missiles. Her contribution to the cause would start with triage. Edited January 25 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Magic Missile damage 9 2d4+2 4,3 Link to comment Share on other sites More sharing options...
Underleaf Posted January 25 Clone Share Posted January 25 Peggy Mae Stubbs AC: 22 | HP: 77/91 | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 | Reflex: 8 | Will: 9 | Speed: 50 ft (+30)| Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 It ignored her. Peggy's feeble attempts were completely ignored and the cockroach lunged at Gil, who, with his damned pistol, was a greater threat. Her lips pursed in frustration. She was, however, less concerned about her inability to land a significant hit on one of these creatures, and more concerned about the man who had become a fixture in her life. The only being in the 'verse that was allowed to injure that man was Gray. Everyone and anything else would have to deal with the repercussions of that poor decision. Peggy stepped forward and focused her vision on a soft exposed part of the vampire's back where Zen's magic had opened a wound waiting to be exploited. Fueled by her need to protect, she finally found purchase. Her fist sank into the creature's back, cracking ribs. The second pushed the broken bone into a lung puncturing it. She hadn't killed it, but it could no longer keep itself in the waking world. Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Attack/attack. Move: 5' step forward Reaction: Your reaction goes here. Notes: 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 HitterYou gain a +1 trait bonus on damage rolls made with unarmed attacks., 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 Name xDiceName xDiceResult xDiceString xDiceRolls Attack 25 1d20+13 12 Attack 2 24 1d20+13 11 Damage 20 2d8+6 8,6 Damage 2 12 2d8+6 5,1 Fort save 16 1d20+7 9 Link to comment Share on other sites More sharing options...
LucianV Posted January 26 Clone Share Posted January 26 Gilbert Percy Gilane a.k.a The Crimson If the thing would have blinked, the vampire's eye lashes would have scrapped across Gilbert's skin. As it was, just as the damnable leech came in, it was met with both spells and fists persuading it into eternal rest. Now free of the enemy hounding him, Gilbert took aim once more. "Ladies, if I may beseech you to shift yourselves to one side for but a fleeting moment. I find myself inclined to extend our vampire assailant some leaded refreshments in lieu of a more sanguine repast at our expense." The Crimson's pistol continued to sing as he fired another volley into the last of the vampires. Memorized Spells Level 1: Ray of Enfeeblement, snowball (intensified), snowball (intensified), snowball (intensified), web bolt, windy escape Level 2: Glitterdust, Raven's Flight, Scorching Ray, Scorching Ray Level 3: Haste, Haste Spell Tattoos: Vanish, Obscuring Mist, Jury-Rig Raven's Flight, Visualization of the Body, Web Dispel Magic, Gaseous Form, Air Breathing Actions Swift: n/a FRA: Rapid Shot on vampy 1 Move: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Rapid Shot 1 22 1d20+10 12 Rapid Shot 2 20 1d20+10 10 Rapid Shot 1 damage 14 1d8+7 7 Rapid Shot 2 damage 11 1d8+7 4 Link to comment Share on other sites More sharing options...
namo Posted January 26 Clone Share Posted January 26 (edited) Kelly Paxton The team has asserted its superiority, at the cost of a few bits and bites. Since no one is screaming, probably all fingers are still in place. Kelly switches to his firearm. You'd think point-blank is easier, but the creature is duking it out with Mary, so that getting a clean shot is not such an easy endeavour. "I'm firing on 1... 2... 3!" The shot goes wide. Kelly curses. "Balls!!" Mechanical actions 5ft step away Standard: fire 1 shot Statblock Kelly Paxton HP: 56/56 Init: +4, Perception: +21 AC: 21, TAC: 14, FFAC: 18 Fort: +6, Ref: +7, Will: +8, CMD: 16 Speed: 30 Ranged: +7 Mosin-Nagant (1d10+1/x4) -- vs touch in the 1st increment (80ft) PP: 54/67 Talents- Detect Psionics, Create Sound, Far Hand 0- Empathy 1- Conceal Thoughts, Entangling Debris, Foxhole, Inevitable Strikes, Skate, Untouchable Aura, Vigor 2- Clairvoyant Sense, Cleanse Body, Defy Gravity, Energy Push, Everyman, Share Pain, True Terror 3- Concussive Onslaught, Energy Wall, Metamorphosis, Telekinetic Force, Time Hop 4- Fold Space, Wall of Ectoplasm DC 16 + power level Concentration +13 (+15 roll twice for casting defensively) Current element: Sonic at-will Prestidigitation 7/7 Ring of Seven Lovely Colours 3/3 Spellguard Bracers 50/50 Wand of CLW 50/50 Wand of Repair Damage 7h - Share Pain PSICRYSTAL - Tak HP 28/28 Senses Sighted 40 ft., Perception +10 Fort +5, Ref +6, Will +7 AC: 19, TAC: 16, FFAC: 17 Fort: +5, Ref: +6, Will: +7, CMD: 16 Hardness 8 Telepathic Link with Kelly - 1 mile Telepathic Speech with anyone - 30ft Edited January 26 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 14 1d20+3 11 Damage 4 1d10+1 3 Link to comment Share on other sites More sharing options...
Penchant Posted January 27 Author Clone Share Posted January 27 (edited) Peggy pummels the Vampire (4) into unconsciousness, while Gilbert fires on Vampire (1) but it still survives. Mary @Taggerung559 and Kelly @namo still up Edited January 27 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Taggerung559 Posted January 27 Clone Share Posted January 27 Mary Dodging the remaining vamp's bite, Mary takes a step to the side before returning some slashes in response. "If you want an opening I'll give you what I can Gil, though I'm not sure 'refreshments' is the most appropriate euphemism for what you have in mind." Mechanical actions/OOC comments 5' step to the side full round action flurry of blows on the vamp, replacing the first hit with a feint, using fighting defensively and piranha strike. AC is currently 30. Statblock Mary Allensworth HP: 73/73 Init: +6, Perception: +16 (+18 vs traps) AC: 23, TAC: 22, FFAC: 16 Fort: +8, Ref: +13, Will: +5, CMD: 21 Special defenses: evasion, uncanny dodge, deflect arrows, danger sense +1 Speed: 30 Melee: +14/+14/+9 Temple Sword (1d8+10/19-20) Range: +12/+7 Mosin-Nagant (1d10/x4) Sneak attack: +2d6 Debilitating injury: landing a sneak attack debuffs AC (-2, -4 vs me), attack rolls (-2, -4 vs me), or movement speed (halved) for 1 round. Fighting defensively: -2 to attack for +7 AC Piranha strike: -2 to attack for +4 damage Improved feinting flurry: replace first attack of a flurry with a feint (+21 to bluff) which denies dex to AC for my turn Name xDiceName xDiceResult xDiceString xDiceRolls bluff check to feint 30 1d20+21 9 first attack roll 26 1d20+10 16 second attack roll 17 1d20+5 12 first damage roll 28 1d8+2d6+14 4,5,5 second damage roll 26 1d8+2d6+14 4,2,6 Link to comment Share on other sites More sharing options...
Penchant Posted January 27 Author Clone Share Posted January 27 (edited) With Mary's final blows the last vampire goes down and the cavernous space is quiet. The one living vampire slumbers uneasily as it licks at Peggy's blood still wet around it's mouth. Combat End Peggy @Underleaf needs to make a Fortitude save. Edited January 27 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Peggy Bleed damage 1 1d6 1 Link to comment Share on other sites More sharing options...
Starhawk Posted January 28 Clone Share Posted January 28 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 64/64] Speed 30' [Fort 8 Ref 8 Will 11] Channels 9/9 [Adoration 8/8] Female Neutral Human Cleric/Stargazer Level 7 (5/2) Init 3 HP 64/64 DR 0 Speed 30' AC 15 Touch 14 Flat-footed 12 CMD 16 Fort 8 Ref 8 Will 11 CMB +3 BAB +4 [Missile] Staff of Entwined Serpents AutoHit 2 Magic Missiles 2d4+2 130' range [Melee] Staff of Entwined Serpents +4 (1d6, x2) Magic +1 Guardian (+1 Saves) Str 9 Dex 16 Con 12 Int 12 Wis 18 Cha 18 In Town (default list) 1st (6) Burning Hand (Domain) 1 , Ears of the City 2, Carrion Compass 1, Blessing of the Watch 1, 2nd (5) Enthrall (Domain) 1, Pagebound Epiphany 1, Restoration (Lesser) 1, Track Ship 1, 3rd (4) Fireball (Domain) 1, Remove Curse 1, Minor Reversion 1 (like 24 hr Aid), Speak with Dead 4th (3) Wall of Fire (Domain) 1, Make Whole (Greater) 1, Restoration 1. Out of Town (default list) 1st (6) - Burning Hands (Domain) 1, Invisibility to Undead 2, Weapons Against Evil 1, Sanctuary 1, Brightest Night (low light to 3) 2nd (5) - Flaming Sphere (Domain) 1, Drunkard’s Breath 2, Burst of Radiance 1, Protection from Evil (Communal) 1. 3rd (4) – Fireball (Domain) 1, Resist Energy (Communal) 1, Windwall (vs bullets) 1, Shadowmind 1 (use in dim light to blind 1/lvl) 4th (3) - Wall of Fire (Domain) 1, Concealed Breath (with Drunkard’s Breath) 1, Brightest Light 1 (if we’re caught in darkness, can dispel) Channeling 9/9 day [DC 19 Will Save] [can remove 4 plus self from AOE] Positive 6d6 pts /Negative 3d6 pts Adoration Power 8/8 day [DC 17 or cancel single attack] as immediate action Condition Fail a Mind Affecting Save (Reroll @ +8) courtesy of familiar. Healer's Satchel *Regenerates each day. *Treat Deadly Wounds add Wis (+4) to hp restored. *If by 5 or more, this is 2 × Wis (+8). *+4 circumstance bonus to treat poisons and provide first aid (does not stack with normal) Healers Hands *Can treat wounds as a full round action. *If DC exceeded by 10 add Knowledge Planes (5) to amount healed. Stargazer The Mother Cure spells have Stargazer levels (2) added to hp healed. Zen summons her familiar now that the coast is clear. Shen then moves forward to tend to Peggy. As usual her first recourse is to use her medical skills with help from her brutish flying assistant. Everyone knows her medical bag refills every day from out of the ether, and that something about it and Zen's freaky skill with such things puts other healers to shame. OOC: Treat Wounds (only a full round action for Zen) results in Peggy getting 22hp back.. (Peggy's level 7, plus DC exceeded by more than 5 with medical pack (2xwis) 8, plus ranks in knowledge planes 7 = pack back. She also gets +4 to Fort Saves if it's poison or disease. Edited January 28 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heal vs Poison/Disease 39 1d20+20 19 Treat Deadly Wounds Base Threshold DC20 34 1d20+18 16 Link to comment Share on other sites More sharing options...
Penchant Posted January 28 Author Clone Share Posted January 28 (edited) Peggy gets a second Fort save with a +4 bonus Zen takes a little while working on Peggy. Meanwhile Sal moves about the now unoccupied area (a parking garage) and starts working on a steel door at the opposite end. There are green acidic pools of liquid smattering the floor at the end, but the gas masks prevent any damage from the toxic air. The door has a keypad next to it with strange characters on the buttons. Sal pulls out a notebook and starts working on the keypad. After a minute there is a click and a hiss and he manually slides the door open with a fair bit of effort. The room beyond is pitch black. Edited January 28 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted January 29 Clone Share Posted January 29 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 64/64] Speed 30' [Fort 8 Ref 8 Will 11] Channels 9/9 [Adoration 8/8] Female Neutral Human Cleric/Stargazer Level 7 (5/2) Init 3 HP 64/64 DR 0 Speed 30' AC 15 Touch 14 Flat-footed 12 CMD 16 Fort 8 Ref 8 Will 11 CMB +3 BAB +4 [Missile] Staff of Entwined Serpents AutoHit 2 Magic Missiles 2d4+2 130' range [Melee] Staff of Entwined Serpents +4 (1d6, x2) Magic +1 Guardian (+1 Saves) Str 9 Dex 16 Con 12 Int 12 Wis 18 Cha 18 In Town (default list) 1st (6) Burning Hand (Domain) 1 , Ears of the City 2, Carrion Compass 1, Blessing of the Watch 1, 2nd (5) Enthrall (Domain) 1, Pagebound Epiphany 1, Restoration (Lesser) 1, Track Ship 1, 3rd (4) Fireball (Domain) 1, Remove Curse 1, Minor Reversion 1 (like 24 hr Aid), Speak with Dead 4th (3) Wall of Fire (Domain) 1, Make Whole (Greater) 1, Restoration 1. Out of Town (default list) 1st (6) - Burning Hands (Domain) 1, Invisibility to Undead 2, Weapons Against Evil 1, Sanctuary 1, Brightest Night (low light to 3) 2nd (5) - Flaming Sphere (Domain) 1, Drunkard’s Breath 2, Burst of Radiance 1, Protection from Evil (Communal) 1. 3rd (4) – Fireball (Domain) 1, Resist Energy (Communal) 1, Windwall (vs bullets) 1, Shadowmind 1 (use in dim light to blind 1/lvl) 4th (3) - Wall of Fire (Domain) 1, Concealed Breath (with Drunkard’s Breath) 1, Brightest Light 1 (if we’re caught in darkness, can dispel) Channeling 9/9 day [DC 19 Will Save] [can remove 4 plus self from AOE] Positive 6d6 pts /Negative 3d6 pts Adoration Power 8/8 day [DC 17 or cancel single attack] as immediate action Condition Fail a Mind Affecting Save (Reroll @ +8) courtesy of familiar. Healer's Satchel *Regenerates each day. *Treat Deadly Wounds add Wis (+4) to hp restored. *If by 5 or more, this is 2 × Wis (+8). *+4 circumstance bonus to treat poisons and provide first aid (does not stack with normal) Healers Hands *Can treat wounds as a full round action. *If DC exceeded by 10 add Knowledge Planes (5) to amount healed. Stargazer The Mother Cure spells have Stargazer levels (2) added to hp healed. Zen puts her esoteric, gruesome looking, medical tools back into healer's satchel, satisfied that she has sealed the wounds, restored full flexibility to the muscles and tissues, while having dampened pain down to almost nothing save for a vague itch. Her herbal concoctions, incorporated inside the herbal wound sealing putty, which was filling in the wounds nicely, were boosting Peggy's immune response. She concludes she'd have to look in on those wounds later, but for now it all seemed ship shaped and Bristol fashion. Clicking her healer's satchel closed, she looks up, meeting Peggy's gaze. "Ok, open your mouth and say Ahhh.", she purrs, in good humor. She then does a review to see if Peggy is suffering the after effects of the doubtless pestilential bite, which might require magic. For the moment, she was loaded down with offensive and utility spells, but she could memorize magics that would solve any lingering problems beyond her doctor skills to treat. Picking up her staff, she looks over at Sal and the door he'd just opened. She then looks over the corpses, looking for anything interesting about them. Edited January 29 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heal skill coroner style with aid from familiar 23 1d20+17 6 Perception 36 1d20+16 20 Link to comment Share on other sites More sharing options...
namo Posted January 29 Clone Share Posted January 29 (edited) Kelly Paxton Kelly takes his little crystal "gem" and throws it at the floor < Keep an eye on Sal, Tak. The book. > he sends to Tak only. You never know what could happen to the man and his possessions (what if he got swallowed whole by an ooze or a giant snake...), in which case they'd need to fend for themselves. Tak grows out its small legs and scurries towards the end of the cavern then up a column, if he can find a vantage point from which to take a look at Sal's book. For Tak, darkness doesn't exist - it's just not a concept the little crystal can understand, since its perception of the world is so different. "What do we do with the unconscious one?" Kelly already has the barrel of his gun resting on the vampire's head, giving a fairly clear indication of his personal opinion. "Peggy, do you want to adopt it? Zen, do you need it for "medical" experiments? Anyone?" If no one claims it, Kelly fires into its head, then kicks it a couple of times to make sure it stays dead. Then he mutters "Clean clean clean", one of the command words for his cloak, and proceeds to get rid of the stains on his clothes. Only then does he recharge the magazine of his rifle, the lesser priority of the two. Mechanical actions Statblock Kelly Paxton HP: 56/56 Init: +4, Perception: +21 AC: 21, TAC: 14, FFAC: 18 Fort: +6, Ref: +7, Will: +8, CMD: 16 Speed: 30 Ranged: +7 Mosin-Nagant (1d10+1/x4) -- vs touch in the 1st increment (80ft) PP: 54/67 Talents- Detect Psionics, Create Sound, Far Hand 0- Empathy 1- Conceal Thoughts, Entangling Debris, Foxhole, Inevitable Strikes, Skate, Untouchable Aura, Vigor 2- Clairvoyant Sense, Cleanse Body, Defy Gravity, Energy Push, Everyman, Share Pain, True Terror 3- Concussive Onslaught, Energy Wall, Metamorphosis, Telekinetic Force, Time Hop 4- Fold Space, Wall of Ectoplasm DC 16 + power level Concentration +13 (+15 roll twice for casting defensively) Current element: Sonic at-will Prestidigitation 7/7 Ring of Seven Lovely Colours 3/3 Spellguard Bracers 50/50 Wand of CLW 50/50 Wand of Repair Damage 7h - Share Pain PSICRYSTAL - Tak HP 28/28 Senses Sighted 40 ft., Perception +10 Fort +5, Ref +6, Will +7 AC: 19, TAC: 16, FFAC: 17 Fort: +5, Ref: +6, Will: +7, CMD: 16 Hardness 8 Telepathic Link with Kelly - 1 mile Telepathic Speech with anyone - 30ft Edited January 29 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted January 29 Author Clone Share Posted January 29 Tak is able to skitter up next to Sal. A peek at the book shows a complex set of algorithms seemingly designed to decode a sequence. There are also rows and rows of the alien characters scratched out with one set circled at the bottom. It is 7 characters long: Пэнчант Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted January 30 Clone Share Posted January 30 Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 64/64] Speed 30' [Fort 8 Ref 8 Will 11] Channels 9/9 [Adoration 8/8] Female Neutral Human Cleric/Stargazer Level 7 (5/2) Init 3 HP 64/64 DR 0 [Fire Resist 10] Speed 30' AC 15 Touch 14 Flat-footed 12 CMD 16 Fort 8 Ref 8 Will 11 CMB +3 BAB +4 [Missile] Staff of Entwined Serpents AutoHit 2 Magic Missiles 2d4+2 130' range [Melee] Staff of Entwined Serpents +4 (1d6, x2) Magic +1 Guardian (+1 Saves) Str 9 Dex 16 Con 12 Int 12 Wis 18 Cha 18 In Town (default list) 1st (6) Burning Hand (Domain) 1 , Ears of the City 2, Carrion Compass 1, Blessing of the Watch 1, 2nd (5) Enthrall (Domain) 1, Pagebound Epiphany 1, Restoration (Lesser) 1, Track Ship 1, 3rd (4) Fireball (Domain) 1, Remove Curse 1, Minor Reversion 1 (like 24 hr Aid), Speak with Dead 4th (3) Wall of Fire (Domain) 1, Make Whole (Greater) 1, Restoration 1. Out of Town (default list) 1st (6) - Burning Hands (Domain) 1, Invisibility to Undead 2, Weapons Against Evil 1, Sanctuary 1, Brightest Night (low light to 3) 2nd (5) - Flaming Sphere (Domain) 1, Drunkard’s Breath 2, Burst of Radiance 1, Protection from Evil (Communal) 1. 3rd (4) – Fireball (Domain) 1, Resist Energy (Communal) 1, Windwall (vs bullets) 1, Shadowmind 1 (use in dim light to blind 1/lvl) 4th (3) - Wall of Fire (Domain) 1, Concealed Breath (with Drunkard’s Breath) 1, Brightest Light 1 (if we’re caught in darkness, can dispel) Channeling 9/9 day [DC 19 Will Save] [can remove 4 plus self from AOE] Positive 6d6 pts /Negative 3d6 pts Adoration Power 8/8 day [DC 17 or cancel single attack] as immediate action Condition Fail a Mind Affecting Save (Reroll @ +8) courtesy of familiar. Healer's Satchel *Regenerates each day. *Treat Deadly Wounds add Wis (+4) to hp restored. *If by 5 or more, this is 2 × Wis (+8). *+4 circumstance bonus to treat poisons and provide first aid (does not stack with normal) Healers Hands *Can treat wounds as a full round action. *If DC exceeded by 10 add Knowledge Planes (5) to amount healed. Stargazer The Mother Cure spells have Stargazer levels (2) added to hp healed. Zen, as much her personal proclivities tended towards 'choose life', had nothing to say on the matter of killing unconscious vampires. For her, 'choosing life' in this case was confined to future vamp victims. She shakes her head as Kelly looks over to her and asks her, so she would share responsibility with him. She was certain the act would not weigh heavily on him, more likely not at all, but still she figured it was the thought that counted. In moments she was standing close to Sal, the light from her Wayfinder, giving her enough light to see by. Activating her Saltspray Ring, she once more disappears into a column of mist. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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