namo Posted November 30, 2023 Clone Share Posted November 30, 2023 Kelly Paxton "Sal. Without revealing too much, tell us how far away your gold vein is - only in the sense that we need to know how much food, water and sundries to pack." "Let us know if you need help, Peggy." She generally doesn't, but it's never bad to offer. Kelly lingers a bit longer to enjoy the dishes they have ordered, that do end coming once Esme and the kitchen staff get over the glut of rush hour. < Alright, let me know where you want me, R. > He didn't quite catch the plan, but Randall is their foremost misdirection expert, so he's fine following his lead. Mechanical actions Move: Standard: Swift: 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: 67/67 Talents- Detect Psionics, Create Sound, Far Hand 0- Empathy 1- Conceal Thoughts, Entangling Debris, Foxhole, Inevitable Strike, 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 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 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted November 30, 2023 Author Clone Share Posted November 30, 2023 Sal tips his hat back and thinks a bit. "Well, it's about 3 days to the edge of the claim. Then depending on how careful we are it's about half a day inwards. I usually have to leave my skip behind and walk, but you folk are known to have a junk so we should be able to meander through the ruins all proper like." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Taggerung559 Posted December 1, 2023 Clone Share Posted December 1, 2023 Mary <Option 3 sounds fun, though I suppose it does require Sal's cooperation. Not sure how competent he'd be at the sneaking part of "sneaking out the back".> Outwardly she wrinkled her nose. She wasn't unfamiliar with longer stretches of travel, as the wastelands were rather spread out by their nature. But that still didn't mean she enjoyed being cooped up for multiple days in a row. Mechanical actions Standard, move, swift, etc. 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 Link to comment Share on other sites More sharing options...
Starhawk Posted December 2, 2023 Clone Share Posted December 2, 2023 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 Channeling 9/9 day [DC 19 Will Save] [can remove 4 plus self from AOE] Positive 6d6/Negative 3d6 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 leans forward to speak softly with Sal, "You should come with us to the junk when we leave here. If you need to pick anything up, we'll go with you. If you stay around here on your lonesome, the claimstealers will eat you alive." She pauses to let that sink, before adding, in an insouciant tone.. "So, it's entirely possible, we'll be followed when we leave. It's a free country, or so I am told. No law against it. Then again, out in the Wastes there's no law period, except what a girl chooses to hold herself to." These last words are exxpressed in a tone with some chagrin added, as if she is of the opinion that her moral qualms are one hand tied behind her back. She then turns to the rest, at which point her voice takes on a note of pragmatism.. "Since we've got some idea of what we're likely to be up against, we should get tooled up appropriately before we leave, right?" Actions for the Round Move Action is here Standard Action is here Immediate Action is here Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 2, 2023 Author Clone Share Posted December 2, 2023 (edited) Sal says, "Well, we can go by my skip and get my gear and then stop by the bank to set up the deal with them. I was hoping to sleep in a warm bed but I guess if you think they'd come at me here, I guess I better take your advice." Edited December 2, 2023 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 3, 2023 Author Clone Share Posted December 3, 2023 (edited) Over the next several hours the crew works to get Sal moved over the the Atlas Wake, his skip set up as collateral with the bank and doing counter intelligence on the Gaiter gang. Those Gaiter boys aren't slouches. They are definitely watching and waiting to see if there is an opportunity, both at The Big Score and the wharf where the AW is moored. But you successfully stave off any attempts at Sal or sabotage on the AW. In town, at least, there is a stalemate and all without firing a shot. Sal brings aboard some tools, a cutting rig and several hundred feet of rope along with block and tackle and sundry other accessories for said rope. He keeps his shiny new pistol in a hip holster and adds a bolt action rifle and another six shooter to his getup. You find out during CI, that Dirk Gaiter is one of those arcane mutants (sorcerer) and one of his men has some sort of shadow abilities. Edited December 3, 2023 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 3, 2023 Clone Share Posted December 3, 2023 (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 target/level) 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, dulcitar on her back and quarterstaff in her hands, winks saucily at Sal aboard the Atlas Wakes, drawling her way into.. "The Gators, true to their reptilian name, definitely want to strip you down to the bone. They've been secretly and silently slithering after us since the bar." All of this is delivered in her usual low, breathy and husky contralto, which takes her naive ingenue appearance out back and beats the crap out of it. Turning to the others.. "We need to lure these vomitous breechbirths", she winks at the garrulous 'though thoroughly entertaining with it' Gilbert as she utters this epithet... clearly of a mind to play his game.. "...into a trap before we get to where we're going. We can't fight a war on two fronts." As she is saying this she begins to wonder what might be hungry for man flesh and uncaring about magic items.. traps being less risky than ambushes. "It would have to be somewhere relatively close by. We wouldn't want more than one junk on us, or risk the Wake getting bust up in an air duel." Just at this point, something seemed to occur to her. "I can cast a spell to allow a thorough trawling of the local rumormill with a spell. This will allow, someone, namely Kelly to seek the answers to a total of 7 questions, about the Gators or someplace to introduce them to. It occurs to me if we leave the Wake hovering with ropes down, they could be encouraged to go where they think we've gone." @namo You can use your Perception 20 and a d20 roll as a Gather Information checks, to get the answer to 7 questionsfrom the local rumormill. Actions for the Round Move Action is here Standard Action is here Immediate Action is here Edited December 3, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted December 3, 2023 Clone Share Posted December 3, 2023 Kelly Paxton Kelly is about to protest, but in the end he resorts to just grumbling under his breath. "If you love that spell so much, why don't you use it yourself. Grrmmgrrmm." That magic is really just so unrefined compared to his own mental talents... Like getting punched in the face to identify someone's knuckles. But he can't deny it produces results. Barring other instructions from his teammates, he focuses exclusively on the Gaiters in his intelligence gathering, trying to answer the following questions: "How many people are in this Gaiter's crew? How many fighters/mutants among them? About how many vehicles can they count on? Where is their base? Are they affiliated wit other miscreants - or mafias - beyond the Gaiter galaxy?" ...and then braces for the onslaughts of images and sounds. Mechanical actions Move: Standard: Swift: 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: 67/67 Talents- Detect Psionics, Create Sound, Far Hand 0- Empathy 1- Conceal Thoughts, Entangling Debris, Foxhole, Inevitable Strike, 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 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 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 4, 2023 Clone Share Posted December 4, 2023 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 target/level) 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 looks a little puzzled at the grouchiness, though she must know by now what his likely response would be.. "Well, you get more from it than I do.", she breathes back, looking like butter wouldn't melt in her mouth. "You, my friend, are cursed with the best senses of all of us... your fate is set.", she adds, with a wicked smile. "Now, see if anyone knows how Dirk Gaiter communicates with his wanted siblings? .. what crimes he's suspected of but not convicted of.. ? who Dirk's fence is? , who his enemies are? what spells he's known to cast? what scares him, if anything? what his shadow companion's skill set is?" She bites down on her stream of consciousness torrent of questions, it apparently having occurred to her that she's gone overboard with the questions. Actions for the Round Move Action is here Standard Action is here Immediate Action is here Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted December 5, 2023 Clone Share Posted December 5, 2023 Peggy Mae Stubbs 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 Brassy horns wailed through the gramophone on the bridge of Atlas Wake, while Peggy laid on her back, head buried under the steering console. A matted pile of dingy orange fur lay curled on her belly, purring along to the trumpets and trombones. A spark popped as her fingers pulled on wires. "Reowr." Peggy chuckled softly, a single hand reached out to scratch the cat below the chin. "It's alright Gray. Just a fuse, need to redo this bit of wiring before we take off. Go check on the others, they should be stirrin' to wake now." She chuckled again as she nudged the feline off. "Kelly an' Gilbert love your attention." Gray wandered offer, grumbling as he went. Peggy wheeled herself out and sat up, just as the desert sun started to peek into the front windscreen. Her tongue danced along her teeth while she breathed out, causing a soft whistle to emit from her mouth. "Don' believe they get that kind of sunrise floatin' in the sky, do they?" She looked back over her shoulder, half expecting a response from Gray, but instead spotting the first to wake for the day. "Mornin'. Sleep well?" 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 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 Link to comment Share on other sites More sharing options...
Starhawk Posted December 5, 2023 Clone Share Posted December 5, 2023 (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 target/level) 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. As the sun rises, Zen is already to be found in prayer.. imploring power from the Gods to face down the challenges of the day. Sitting in a lotus position, cushion no longer required as it once was, she is unmoved by Crook, who is perched nearby beating the full seven shades out of locust only a little smaller than he is. The locust has long since given up the ghost, but getting access to the juicy flesh inside was clearly easier said than done.. Thus the seven shades. "Heavens above, the Gods really locked the pantry bleeding door on these friggin things.", complains Crook, somehow managing to suggest a growl through the trill. Zen is again unmoved, having been through this scene with Crook more times than she cared to remember. Eyes closed, still intoning quietly, working her way through the catchism for the day, Zen reaches into a box and pulls out a nutcracker with one hand, while offering her other hand, open and palm up to the little irridescent thrush. "Yeah, it's like heavy like, nearly blew my aorta getting it up here.", comments Crook. Still, managing to keep it together, Zen, eyes still closed, litany unbroken, allows the empty hand to wander over the surface of the table next to her until she finds the insect in question. She then proceeds to crack the corpsified flying meat parcel open, unparcelling it while being profanely urged on by Crook. Even so, she is still litanying for all she's worth. This continues while Crook peels away at the locust until he's finished. Zen's called Zen for a reason. Getting to her feet she pulls her stole on, then adds jacket while she's walking to the bridge. "Music could use some strings, but it's still good.", states Crook. "It's good for when you're brazenly up to no good, nothing being as brazen as brass.. sets the tone.", replies Zen, in her customary come hither husky tones, her dulcitar strapped over her shoulder. As ever, she has her staff in her left hand, as she opens the door to the bridge. She nods at Peggy's query of her. "Well enough to need some coffee, Peggy. You know how I like it, hotter and blacker than Asmodeus himself. Morning, Gray." Actions for the Round Move Action is here Standard Action is here Immediate Action is here Edited December 5, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 5, 2023 Author Clone Share Posted December 5, 2023 Kelly receives the following impressions: Derek "Dirk" Gaiter currently has seven guys that tend to posse up with him. Two are in lockup right now. They travel almost entirely on skimrods, but they often are trading in and out a suspicious number of used skimmers. They have a hideout somewhere in the waste but nobody knows where. They are all accomplished gunfighters aside from Slim who is just creepy. He brings knives to gun fights. They don't associate with any other crews. They are trouble enough on their own. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 5, 2023 Author Clone Share Posted December 5, 2023 The Atlas Wake is prepped and ready to go. Sal Copeland has a hammock strung up in the lower bay and his gear is stowed. The rest of the crew have their usual bunks laid out in the old junk. Pepper has adjusted the ballast load of gravel to just a few hundred pounds negative and the ship sits lightly in the moorings. All the lines cast off and she starts the diesel engine. The ventral gasbag raises up the mast and begins to inflate. As it fills the ship bobs and starts to rise. Props deploy from the hull of the ship and they direct the ship upward and outward from the dry desert wharf. Getting under full speed, Pegs takes the ship along the route Sal provided and it's toward the large expanse of ruins to the West. It will be a few days travel even given the ship's ability to navigate over rough ground and avoid a number of hazards that Sal would no doubt have had to ford in his medium sized skimmer. The sun is high on the first day as the Wake is running aside the Basin Lake. This is a wide circular depression in the ground that is disturbingly craterlike. In the middle is a body of water that is as calm as it is toxic and no life lives within it. The bones of countless desperate livestock lay along the rim of the lake having taken a fateful sip. The roostertails of dust quickly approaching are easy to spot. It looks like the Gaiters have taken this time to make their move. The crew can see four skimrods and a medium skimmer making top speed across the waste. They are much faster that the Junk but traveling at ground level. Game Info You have two rounds before they are close enough to engage. The ship is fifty feet off the ground and the skimmers only run about five feet up. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted December 5, 2023 Clone Share Posted December 5, 2023 Kelly Paxton Kelly was in quite the good mood, until the Gaiters got spotted. He now stands at the stern, still immaculately dressed, his coat flapping in the wind. Despite what he knows of his crew's abilities... "...I can't help but be a little worried. They have a definite advantage of speed and mobility." He takes a deep breath and centers himself, focusing on the analytical and setting aside emotions. He switches to Tak for the speed-of-thought communication - and letting everybody but Sal hear. < Tactical assessment: they will harry us, making use of superior speed to engage and disengage as needed, coming at us from alternate directions to divide attention. We have the advantage of altitude - but Atlas Wake's underbelly is tough to protect. > Mechanical actions Move: Standard: Swift: 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: 67/67 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 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 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 5, 2023 Clone Share Posted December 5, 2023 (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 target/level) 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. <<Yes, we should take the Wake down and get this over with. Let's try and keep someone alive to corroborate our version of how events unfolded. Oh and don't hit the skimmers. >> thinks Zen, to the company at large. <<See you on the other side.>> Saying this, Zen disppears into a column of mist as she puts her saltspray ring on. The company knows she can see perfectly well out of this.. exactly how she is seeing out of the mist is something of a mystery since it's not related to a magic item. Actions for the Round Move Action Grab Quarterstaff Standard Action Activate Ring Immediate Action None Move Action Grab Quarterstaff Standard Action Activate Ring Immediate Action None Edited December 6, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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