LucianV Posted December 6, 2023 Clone Share Posted December 6, 2023 Gilbert Percy Gilane a.k.a The Crimson It had been a long, hard night of celebration and Gilbert hadn't stopped throwing them back until his body turned to jelly. It was common knowledge to every server at the Big Score that the gregarious gunslinger could hold a conversation like no other, but had never been able to hold his liquor. As usual, Peggy had returned later that evening to pick him up off the floor and carry him back to the Atlas Wake. Gilbert had missed his chance to procure supplies in the morning, but had the foresight to order nearly a dozen raw bulbs of garlic before the kitchen of the Big Score closed. Gilbert awoke to the gentle hum of the Atlas Wake's engines, and the feeling of rough, matted fur brushing against his cheek. He let out a groan as he turned slightly in his own hammock, reaching helplessly for the flask of water that had been resting on his bed. His eyes opened to see a pair of yellow-orange eyes mere inches from his face. "Begone you irksome feline. You are well aware of my profound aversion towards your presence! While my compatriots may not yet suspect your malign intentions, know that I have caught wind of your nefarious nature." He tried to lift and arm to swat at the cat on his chest, but his movements were both too slow and the mangy little cat was too quick. Hearing Kelly's words through Tak, Gilbert let out another groan before lifting his leg out of the hammock and twisting his body, falling face first onto a floor covered with pillows. A few moments later, he had slowly made his way up to where the others were gathering, seeing the sand kicked up in the distance. Gilbert looked to Kelly with a nod before taking another swig from the water flask. "What foolish foe has the temerity to shadow our every movement? Is that...Dirk?" Gilbert shook his head in disappointment. "One must question to sagacity of a man who chooses to pursue his pray prematurely. Had he a modicum of sense or strategic acumen, he would have waited until the coveted treasure was secure before launching such an ill fated assault." He gingerly pulled a gleaming silver firearm covered in arcane runes from his hip and fiddled with the trigger. He let out a long, pained sigh. Why couldn't they have waited until noon? At least then his headache would be gone. Jacket pockets laden with bulbs of garlic and his red waistcoat covered in small oily paw prints, Gilbert started to hum a little ditty to himself. Runes etched on the barrel began to glow white hot, looking as though they had peeled themselves off the gun and floated up to encircle the barrel. He raised the weapon into the air and pulled the trigger. The runes seemed to hum as they changed in color to a shifting myriad of blue, white, and gold before the exploded above the group. Iridescent colors drifted down over his companions. "Gilbert's Arcane Alacrity... May your skirmishes find resolution ere the first echoes of clash resonate through the battlefield. As for myself, I shall maintain this vantage point, standing sentinel to safeguard Count Copula from any encroaching peril." As Dirk and his boys neared the Atlas Wake, Gilbert focused in silence for a moment, pressing his magic into the runed weapon to reinforce it. In one over exaggerated gesture, he raised his pistol over his head down to use the railing of the ship to steady himself. The runes pulsed from the handle of the gun to the barrel, the waves of light moving faster and faster until he gently squeezed the trigger. 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 Round 1: Cast haste on everyone! Round 2: Swift: Arcane Pool Enhancement on Revolver (+1, Distance) [first range increment is now 160ft] EDIT: Those attacks get +1 from haste Full Round Action: Rapid Shot driver of the big skimmer Name xDiceName xDiceResult xDiceString xDiceRolls Rapid Shot 1 12 1d20+9 3 Rapid Shot 2 18 1d20+9 9 Rapid Shot 1 damage | non lethal 14 1d8+1d6+6 7,1 Rapid Shot 2 damage | non lethal 12 1d8+1d6+6 5,1 Hasted Shot 29 1d20+9 20 Hasted confirmation 10 1d20+9 1 Hasted Shot damage | non lethal 20 1d8+1d6+6 8,6 Link to comment Share on other sites More sharing options...
Underleaf Posted December 6, 2023 Clone Share Posted December 6, 2023 Peggy Mae Stubbs AC: 22 (+1)| HP: 91/91 | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple (+1) | Fortitude: 8 | Reflex: 8 (+1)| Will: 9 | Speed: 50 ft (+30)| Conditions: Hasted Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 She could hear the rhythm of the engine, the feel of the keel, the scent of the dust in the air. Peggy's lips carried an unconscious upward curl as she maneuvered Attie over the desert and through the ancient red rock pillars that once formed mountains. Her soul told her to be a mechanic, but her heart told her to pilot whatever she could build. Nothing made the woman happier than flying, and she loved steering Atlas Wake. Her lips pinched when she heard the words of her companions. The vultures had come. Peggy's fingers moved to flick switches and turn dials, a plan to increase engine output while setting a wild course through the unforgiving land forming in her mind, but others spoke up. They knew to warn of injury to the ship. "Damned fools. Hell'll freeze 'fore I let them hurt this girl." Finding a flat beside a rocky outcrop, Peggy settled Atlas Wake into the shade. It wasn't much cover, but something was better than nothing. Once the ships feet found dirt, the pilot met with the others, arriving just in time to receive the gift of speed from Gilbert. She gave the man a smile for thanks. He knew this was a favorite of hers. Peggy wove her fingers between each hand and stretched, sending out pops and cracks, before she shook out her limbs. "You folks who need to, stay back. I ain't lettin' these morons near our girl here." She glanced over at the whirlwind of Zen. "An' I aim to keep 'em all alive. Let the law sort 'em out." As the bay door laid flat on the ground, Peggy was off, creating a dust trail of her own. 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. Ok, not sure exactly how to use what to be able to do what I want to do. My goal: move as far forward as I can to be in the way of the skimmers. If I can get there and attack (I believe on Discord it was determined to be a Combat Manuever), that would be ideal. Additionally, I have 3 AOO if any move past me. I would like to use the Stand Still feat to prevent them from moving forward. No idea if this is possible...but that's what I'm hoping to do. Oh, and with the Combat Manuever, could I use Stomp Foot to prevent them from moving and do a Combat Manuever on a second one? 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 (/+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 Trip-a-Gaiter 17 1d20+14 3 Link to comment Share on other sites More sharing options...
Starhawk Posted December 6, 2023 Clone Share Posted December 6, 2023 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 (15) [HP 64/64] Speed 30' [Fort 8 Ref 8 (9) 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. Currently 50% miss chance from being in fog. Zen was running through events in her head. So, yer Honour... we were engaged in our various concerns on leaving the bar with old Sal in tow. The honourable, though somewhat tattered around the edges, old prospector, needed help with a find, and not just the procuring of such, but also the protection of such post procurement. It is merely conjecture on my part, but I suspect our reputation for fair dealings held us high in his regard. Thus, he made an offer of employment then and there, which we duly shook hands on. In any case, we were quick to note that we were being shadowed in the dark by a group of individuals of less than stellar reputation. Collectively, we pondered whether they were merely gauging or strength, or whether they were slowly but surely laying their plans against us. With the dawn we were underway. However, we found ourselves pursued by the same ne'erdowells as had shadowed us the night before. What were we to think save that they meant to attack us? Gilbert tried to discourage their headlong approach by firing non lethal rounds, but sadly they were not dissuaded. Zen looks on as Peggy dropped down into the bay, clearly disembarking for dispatching and doubtless disembowelling. Looking over at Gilbert, not that he would know, she murmured.. "Ah, who is going to pilot the ship?", her tone entirely jocular. 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 OOC: Zen has the Adoration Domain Power.. Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. Edited December 6, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Quixotico Posted December 6, 2023 Clone Share Posted December 6, 2023 Heretic as Randall Heretic planned on keeping the Randall persona while Sal was around. Getting people on board with the changing identities was exhausting, usually. And Sal was a client, so no reason to spook him. So it was that face that arrived and grunted at news of their pursuit. "Not exactly a cup of coffee, but consider me awake," he says, dryly, before receiving Gilbert's alacrity. His eyes widen. "Now that's better than coffee. Pardon me a moment." Randall steps lively and jumps onto a railing, his one hand gripping a cable tightly as he pivots to face towards the ship. His other hand grabs his shirt by the collar and tugs up, giving the fabric at the nape of his neck ample slack. Something black and swirling in on itself in infinite patterns erupts from the space. Violently jerking and filling out, a large feathered wing in intricate ink emerges, followed quickly by a beaked head. The ship sags lower to the ground as hundreds of pounds become reality. Within seconds Aurik was free. She alights, freeing the Atlas into buoyancy once again. "Sorry it took so long, girl, but you won't be bored. See them?" he half-shouts as the roc turns and matches speed. "Zen says we gotta keep one alive. There's at least five of them, though, so don't upset Zen, now." Aurik rattles off a deep purr Heretic felt more than heard. Meeting the others as the Atlas Wake was nearing the ground, he lays a hand on Peggy's shoulders. "They'll never see you coming, darling. Do me a favor and give them great reason to regret that." A twist of reality and Peggy vanishes from sight. He thought to tell her how long it might last, but saves his breath. Mechanics Roughly, one round to let Aurik out to play, and one round to cast Invisibility on Peggy. @Underleaf Aurik will keep at least 100' off the ground, circling over the Atlas. Can't miss us. To be clear, it's an 8' long, 500lb bird. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted December 7, 2023 Clone Share Posted December 7, 2023 (edited) Kelly Paxton Kelly makes sure Sal is ready to contribute to the defense, without exposing himself too much. It's mostly gestures, but the general meaning is: "just because you're a customer doesn't mean you get to skate by" Then it was time for action, not words. Standing some little distance from Gil, he aims with his own rifle, a plain one. He's searching for the Gaiter boy, mutant, and when he finds him, he fires. ...except this is all a cover for his powers. The bullet goes wide, but the fiery blast coming from the rifle may yet reach its target. Mechanical actions 1st round: (move) getting in position with his rifle, (free action) losing focus and (move) refocusing with the fire element instead of his usual sonic 2nd round: Standard: he manifests Energy Push (3 PP), range 170ft Ranged touch attack: 14 (forgot +1 Haste); if it hits, fire dmg: 11 Reflex save DC 18 to halve the damage Strength DC 18 or be pushed 15ft back (causing him to fall from his vehicle) Move: 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: 64/67 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 Edited December 7, 2023 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ranged touch attack 13 1d20+6 7 Damage (fire) 11 2d6+2 3,6 Link to comment Share on other sites More sharing options...
Starhawk Posted December 7, 2023 Clone Share Posted December 7, 2023 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 (15) [HP 64/64] Speed 30' [Fort 8 Ref 8 (9) 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. Currently 50% miss chance from being in fog. Zen disembarks the Wake, then immediately stops. She casts Burning Sphere, looking on as the burning ball of fire takes shape between her and the riders. Other than that, she holds back on attacking for the moment, since as far as she can tell, from a legal standpoint she hasn't fired first. Gilbert she imagines has used his non lethals, but everyone else seems to be acting like highwaymen, attacking without even a challenge issued. Still, that's their recourse. She looks for the leader, the sorcerer. She figured screwing with his spellcasting was her main task and hitting him with a bouncing ball of fire and some magic missile would do nicely. "Approaching riders, veer off or you will be fired upon.", she shouts out - very loudly, thinking she should have done that a little earlier. Actions for the Round Move Action Disembark Standard Action Burning Sphere Immediate Action None Move Action Disembark (easy with Haste) Standard Action Cast Burning Sphere Immediate Action None OOC: Zen has the Adoration Domain Power.. Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. Edited December 8, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 25 1d20+14 11 Link to comment Share on other sites More sharing options...
Taggerung559 Posted December 8, 2023 Clone Share Posted December 8, 2023 Mary Early morning disturbances are generally unwelcome regardless of their source, even more so when they come before Mary's managed to make a pot of tea. Add in the reason for this particular disturbance and she was downright grumpy. But a job's a job and this problem wouldn't go away if it was ignored, so it was time to get up and get out there. But that doesn't mean she has to be happy about it. Vaulting over the ship's railing Mary took up a forward position and waiting, sword at the ready, tensely looking out for any unwelcome projectiles that might decide to fly her way. "While it'd be lovely if they took you up on that offer, I doubt these ruffians are of the mind to run off just becasue we aren't as defenseless as their victims usually are." Mechanical actions Move action: disembark Standard action: total defense (AC currently 31, TAC 30, TAC vs bullets 32) 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 8, 2023 Clone Share Posted December 8, 2023 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 (15) [HP 64/64] Speed 30' [Fort 8 Ref 8 (9) 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. Currently 50% miss chance from being in fog with the first successful attack on her triggering her adoration. DC 17 or be cancelled. Zen happily esconced within her column of fog, twirls her Staff of Entwined Serpents, which she secretly refers to as 'Mage Tickler', then replies to Mary, whom she can see just fine from inside her fog protection. "Just ticking off the 'good guy' boxes here. So... now that's out of the way.. let the revels begin.", she purrs, as low, breathy and husky as she always sounds, then again she's been up for more than an hour doing her prayer stuff. She also had a quick gulp of thick black coffee, akin to tar, which she drank from those tiny little cups. The wake up hormone Cortisol was in large doses very unhealthy. Thankfully, a morning shit kicking, was a wonderful way to blow off steam and get those Cortisol levels down. Actions (described in last post) Move Action Disembark (easy with Haste) Standard Action Have a good look around Immediate Action None OOC: Zen has the Adoration Domain Power.. Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. Edited December 8, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 8, 2023 Author Clone Share Posted December 8, 2023 (edited) As Peggy gets into the hold to open the bay, the wheelhouse explodes in fire and ash where she was just a moment ago. It's not clear what damage was done but there's something on fire up there. The ship's cat was up there too, but he pokes his head out the window apparently unharmed and Mwrows with irritation (he has evasion and a really good reflex save). The Gaiters are slowing down to engage the group. Invisible Peggy and Mary move out in front of the ship hoping to intercept. Kelly blasts Dirk with an energy push and it hits, but Dirk grimaces and powers through it unmoved. The blast only opens his shirt to expose a full chest of hair. Zen notices that Dirk is next to something mounted on the back of the truck bed. It looks like a harpoon gun with a coil of steel cable hung on a reel. Peggy pounds the front end of the skimrod but the rider manages to bank and recover. As she becomes visible the rider looks back and brakes hard to come around. The Crimson blasts the driver of the medium skimmer twice but the man is still alive to talk about it. Dirk sends a blob of nastiness toward the ship's open door and it explodes into thousands of sticky strands. Anyone inside or on the ramp must save vs. Web DC 15 Tactical Round 1 Peggy lands the craft and opens the bay door Zen grabs her staff and activates an item The Crimson casts haste on the party Heretic lets Auric out Kelly gets into position and takes aim Mary moves outside and takes total defense The Gaiters take movement Dirk casts Fireball Round 2 Heretic casts Invisibility on Peggy Kelly fires at Dirk Gaiter (Touch AC 14, 11 fire DC 18 half, DC 18 strength or take 2d6) Hit, no push Zen takes movement, active perception, sees stuff Peggy moves and makes Trip attempt on skimrod does not meet CMD The Crimson shoots skimmer driver (Touch 12(14), 18(12), 29/10(20) ) Miss, hit, hit (no crit) Mary waits expectantly Dirk casts Web Round 3 begins. The Gaiters are within melee of Mary, still mounted. Slim is near Peggy, still mounted. Honor system of who was in the Web spell. The party has initiative. Edited December 8, 2023 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dirk Reflex Save 8 1d20+4 4 Dirk Str check 22 1d20+2 20 Link to comment Share on other sites More sharing options...
Starhawk Posted December 8, 2023 Clone Share Posted December 8, 2023 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 (15) [HP 64/64] Speed 30' [Fort 8 Ref 8 (9) 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 [USED], 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. Currently 50% miss chance from being in fog. Zen twists and bends like a reed in the wind, somehow managing not to get entangled in sticky webbing. She twists to her left, the side Mary's not on, and raises her free hand, from which emerges blazing flames, which flares her column of concealing 10' radius white mist pretty red and orange, the 15' flames extending beyond the mist column in coruscating flames. Having mostly cleared a path perpendicular to the enemy's path a 15' wedge inside a 20's diameter web, she moves to the left as far she can without entering the web rim. She imagines she gets over unless the enemy move way off to their left and closer. There was still the matter of the webbed ramp to deal with, but that could wait. Actions for the Round Move Action Move 30' Standard Action Blow wedge through web with Burning Hands Immediate Action None Move Action 2nd Move forward 30' out of the web spell. Standard Action 1st Burning Hands directed 90 degrees left to LOS with the enemy, leaving a 5' foot rim of web there at the spell's furthest extent, 15' burn vs 20' web Immediate Action None OOC: Zen has the Adoration Domain Power.. Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. Edited December 11, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex Save DC15 18 1d20+9 9 Burning Hands Damage to Web 14 5d4 2,2,4,3,3 Link to comment Share on other sites More sharing options...
namo Posted December 8, 2023 Clone Share Posted December 8, 2023 (edited) Kelly Paxton Kelly surprises even himself with the rapidity of his reaction. He avoids getting immobilized by the sticky strands... yet is still stuck in the at the edge of it, with little appetite for trying to cross through it to get out of the ship. He could jump over the railing but, well, not his style. What if I sprain my ankle? I would look extremely foolish. Foolish Tak echoes in agreement. He is having a painful realization that he has been too complacent; the Gaiter boy is having the better of him for now, and... That. Just. Cannot. Happen. That doesn't mean he has to deal personally with the rascal, however. "Gil, may I suggest you attempt to interrupt this miscreant's next magical attack? Except if you think you can down him before that, of course. But wait & see, I might get him at the same time I distract some of the others." He focuses on his raw emotions - anger, shame, ... - and through mental alchemy turns into pure, unadulterated fear that he sends to crush the minds of their assailants. Mechanical actions Note: the thoughts without < > are not broadcast, FYI. 3rd round: Standard: manifest an augmented True Terror (7 PP - 3PP base +2 for 2 extra targets + 2 for 1 extra round) on Dirk, Slim and a random 3rd guy. Will save DC 20 or be stunned for 2 rounds Move: 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: 57/67 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 Edited December 10, 2023 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex 31 1d20+15 16 Link to comment Share on other sites More sharing options...
Underleaf Posted December 10, 2023 Clone Share Posted December 10, 2023 Peggy Mae Stubbs AC: 22 (+1)| HP: 91/91 | CMB: +13/+8 (+1)+15/+10 to grapple | CMD: 2325 vs grapple (+1) | Fortitude: 8 | Reflex: 8 (+1)| Will: 9 | Speed: 50 ft (+30)| Conditions: Hasted Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 As her foot missed its target on the front of the skimrod, Peggy spun to follow its trajectory. Her gaze was drawn upward, though, as a billowing flame erupted from her bridge. The woman's brow furrowed in confusion, then anger. No one harmed Attie. Unfortunately for the fool who turned to face her, he was the only one she could enact revenge on. Peggy's feet dug into the earth and launched her forward. Dirt kicked up behind her announcing the path she took. The shine of his forehead provided the only target she needed. A moment had passed, a few breaths at most, and she was on him. Once within reach, she pushed off harder on one foot, sending her into the air. A hand reached out, grabbed his arm, and pulled him off his ride with the force of her own body flying through the air. Peggy quickly twisted her other arm around to grab his free one. "Be still, ya moron. Ain't no one gotta die, but someone's gonna pay for harmin' my girl." Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Pull Slim from skimrod and grapple Move: Run to Slim 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 (/+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 Grapple Slim 22 1d20+16 6 Link to comment Share on other sites More sharing options...
Taggerung559 Posted December 10, 2023 Clone Share Posted December 10, 2023 (edited) Mary Somehow predicting the incoming entrapment, Mary calmly takes a step forward, putting herself just out of the magical web's spread. With her opponents' intentions satisfactorily stated and frontrunners near enough for engagement, the waiting is over and fun time has arrived. A feint to the left is followed by a trio of slashes to the right, and the newest past member of the Gaiter gang didn't even see what happened before he was eviscerated. The local wildlife would be sure to enjoy him once things quieted down. Mechanical actions Reflex save: passed. Mary was out in front so I decided (unless GM rules otherwise) that she'd be right at the edge of the web, and whether you can 5' step is based on the terrain you're stepping into rather than out of, so she can safely 5' step out of it. 5' step towards nearest enemy (if needed) free action: grip sword with both hands full round action: flurry of blows using the "improved feinting flurry" feat to replace the first attack with a feint, which denies the target's dex to AC vs the following attacks if successful. Fighting defensively and piranha strike are both used. free action: remove one hand from the sword. AC is still 31 (30 touch, 32 vs bullets) and the first bullet to hit her is automatically deflected via the deflect arrows feat. If math is correct, that's 80 damage to the guy. 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 Edited December 10, 2023 by Taggerung559 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls feint 36 1d20+21 15 Slash 1 28 1d20+11 17 Slash 1 damage 21 1d8+14 7 slash 1 sneak attack 7 2d6 6,1 slash 2 29 1d20+11 18 slash 2 damage 18 1d8+14 4 slash 2 sneak attack 11 2d6 6,5 slash 3 17 1d20+6 11 slash 3 damage 18 1d8+14 4 slash 3 sneak attack 5 2d6 2,3 Link to comment Share on other sites More sharing options...
LucianV Posted December 11, 2023 Clone Share Posted December 11, 2023 Gilbert Percy Gilane a.k.a The Crimson Gilbert had just opened his mouth to reply to Kelly when he found it suddenly filled with a vile tasting, sticky substance. Webs coated the back of the deck, pinning him to the spot he had been resting on at the rear of the ship to fire. Luckily for him, he was still in the same position and only had to turn his wrist slightly to aim at the now still target of Dirk the Dirty-Mutant-Bastard-who-covered-him-in-webbing. "Mhmmmffmm! Mffmhhmm mhmmf mrrggghhh mffrr mrm fffmmmrr rrhhhmmm hhffmmrr mmrrhh mmmrr mmhg hrrrr mmggmmrff mmrfggg mhhrrff mm!" He tried to shout to his companion, but the webbing wasn't doing him any favors. Instead, a trio of shots rang out as his weapon leveled on the leader of their assailants. 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 Free: n/a Full Round Action: Shoot Dirk in the face!!!! Name xDiceName xDiceResult xDiceString xDiceRolls Reflex Save 14 1d20+8 6 Rapid Shot 1 | non-lethal 15 1d20+6 9 Rapid Shot 2 | non-lethal 12 1d20+6 6 Hasted Extra Shot | non-lethal 20 1d20+6 14 Rapid Shot 1 Damage | non-lethal 17 1d8+1d6+6 5,6 Rapid Shot 2 Damage | non-lethal 15 1d8+1d6+6 5,4 Hasted Shot Damage | non-lethal 18 1d8+1d6+6 6,6 Link to comment Share on other sites More sharing options...
Quixotico Posted December 11, 2023 Clone Share Posted December 11, 2023 Heretic as Randall Randall sees the Web spell at the last minute, the spellformed webbing springing into existence from tiny motes of arcane energy. It was almost beautiful as seen under the effects of Gilbert's hastening spell. So too did the latter spell make the former spell easier to evade. Of course, he was now a bit trapped and wary for it. "Gil is at a loss for words," he shouts at Kelly "I've dispelling covered." Standing still amid the sticky threads, he doubts he could escape without becoming equally stuck. Instead Randall draws back one hand in a painful-looking claw, his forward hand similarly tortured in pose. From this distance it could be a t At this distance it'll be a trick to dispel, but then Gilbert put us at an advantage. Mechanics Aurik is 100' off the ground and without instruction will take a Dodge action. Heretic is readying an action to Counterspell (Dispel) if the cast spell looks like danger. Name xDiceName xDiceResult xDiceString xDiceRolls Hastened Reflex vs DC 15 Web 18 1d20+6 12 Link to comment Share on other sites More sharing options...
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