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Chapter 1.1 - Sometimes Opportunity Falls in Your Lap


Penchant

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spacer.pngGilbert 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
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
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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 by Penchant (see edit history)
Name
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
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spacer.pngZen, 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 by Starhawk (see edit history)
Name
Magic Missile damage
9
2d4+2 4,3
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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 77/91 | CMB: +13/+8 | CMD: 23 | 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 Hitter, Bandit (Strength)


• 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 Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Focus - Unarmed Strike, Improved Grapple, Combat Reflexes, Extra Ki, Deflect Arrows, Stand Still

Class Features Flurry of Blows, Non-Lethal Strike, Feather Touch, Tenet of Life, Evasion, Fast Movement, Ki Pool (9), Ki Strike (Magic), Ki Power - Zephyr Blow (1ki), Still Mind, Purity of Body, Style Strike - Stomp Foot, Life Giving Blows, Ki Power - Qinggong Power (Barkskin, 1 ki), Ki Strike (Cold Iron/Silver)


Equipment cash on hand $3,700

Handy Haversack, Eyes of the Eagle, Monk's Robe, Traveler's Any Tool
Masterwork Mechanics Tools

                     

 

 

Name
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
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spacer.pngGilbert 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
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
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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

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 by namo (see edit history)
Name
Attack
14
1d20+3 11
Damage
4
1d10+1 3
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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
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
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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 by Penchant (see edit history)
Name
Peggy Bleed damage
1
1d6 1
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spacer.pngZen, 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 by Starhawk (see edit history)
Name
Heal vs Poison/Disease
39
1d20+20 19
Treat Deadly Wounds Base Threshold DC20
34
1d20+18 16
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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 by Penchant (see edit history)
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spacer.pngZen, 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 by Starhawk (see edit history)
Name
Heal skill coroner style with aid from familiar
23
1d20+17 6
Perception
36
1d20+16 20
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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

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 by namo (see edit history)
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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

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spacer.pngZen, 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.

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