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Chapter 1.1 - Sometimes Opportunity Falls in Your Lap


Penchant

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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

"I got him good, Her- Randall. He'll need a breath or two to recover. Maybe try to dispel the web instead?"

 

Mechanical actions

Standard:

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

 

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Heretic as Randall

Randall squints through the webbing, then grunts. "Right, very good," he says and then flexes his fingers while muttering the words that his very blood seemed to hum. A sudden clenching of fists that left his knuckles white and dug nails into his palms joined the last syllable and then he releases.

His own magic slams into the magic keeping the webbing "real", but washes over it, sliding and sloshing in ways that make Randall grit his teeth. Nails on a chalkboard, he'd heard it likened to, once. It was close. "Buggernuts! No good."

Mechanics

Change of plans...

Action: Cast Dispel Magic on Web

Move: Staying still. Don't think he'd get out of it.

Swift:

Name
Targeted Dispel against Web (DC ...17?)
13
1d20+7 6
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Dirk is preoccupied by the haunting terrors of the worst thing he is knows, "Please Daddy, don beat me no more! I swear I saw the angels last time and I don wanna go back there!"

Slim tries a fast one on Peggy but she shimmies to the side just as he goes for her giblets with a knife.

The other boys fire at Mary but she's too quick for them.

Begin Round 4

 

Tactical

Zen destroys part of the Web and moves
Kelly activates True Terror. Dirk fails, Slim saves
Peggy grapples Slim
Mary destroys Thug 1
Gil shoots Dirk 15, 12, 20 hits twice
Randall tries to dispel Web, fails. 

Dirk is stunned
Slim tries feint, fails. Tries attack in grapple but misses
Thug 2, 3, 4 fires at Mary. No hits

 

Edited by Penchant (see edit history)
Name
Blur
32; 50
1d100;1d100 [32]; [32,50]
Feint
17
1d20+13 4
Slim Melee
20
1d20+6 14
Thug attacks
21; 14; 13
1d20+7;1d20+7;1d20+7 [14]; [14,7]; [14,7,6]
roll
2
1d4 2
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spacer.pngZen, 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 ponders for a moment. She considered flaming sphere to get folk out of the web, but it would collapse soon anyway. So, she looks in the direction of the combat and casts a spell.. a ball of fire suddenly appears next to one of the hurt thugs. She then moves towards the combat, having burned her way out of the web spell just previously, giving the remaining thugs something to think about besides shooting at Mary.

Actions for the Round

 Move Action Move towards enemy Standard Action Cast Flaming Sphere Immediate Action Adoration if attacked

Move Action 2nd Move towards the combat.

Standard Action 1st Cast Flaming Sphere

Immediate Action Adoration DC17 Will Save

 
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 by Starhawk (see edit history)
Name
Flaming Sphere DC15 reflex or take listed damage
12
3d6 2,6,4
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

Mary

With one mook down and Mr. Fancypants Spellcaster currently handled, Mary moves on to the next goon, giving him a quick introduction to her blade.

"Is this really the best way you guys could come up with to spend your morning?"

Mechanical actions

Move action: travel to next closest mook
Free action: place second hand on sword
Standard action: attack mook
free action: remove second hand from sword

AC: 31, touch AC: 30, touch AC vs bullets: 32
deflect arrows feat is active

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 by Taggerung559 (see edit history)
Name
Attack roll
13
1d20+11 2
damage roll
21
1d8+14 7
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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

With the fight turning in their favour, Kelly decides to conserve his mental powers.

He takes aim with his rifle and shoots at Dirk.

 

Mechanical actions

I'm assuming Dirk is within 80ft. If not, he'll aim at an enemy within 80ft (to get a touch attack), starting preferably with the stunned goon.

Full-round:
ranged touch attacks x2
10 ; dmg 2
18 ; dmg 10

NB: forgot the +1 from Haste again for the 1st roll, added it aftewards.
These hit if vs the stunned people.

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 by namo (see edit history)
Name
Ranged touch attack
9
1d20+7 2
Dmg
2
1d10+1 1
Ranged touch attack
18
1d20+8 10
Dmg
10
1d10+1 9
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spacer.pngGilbert Percy Gilane a.k.a The Crimson

Muffled sounds finally gave way to intelligible speech as Gilbert peeled away the webbing. He held the strands of adhesive magic up with one hand, more than a few hairs from his moustache still stuck to it. "The audacity of this specious sorcerer! Your magical antics are as feeble as your aspirations, a trite display that lacks both finesse and the underlying knowledge to properly wield the arcane. Though what else should I expect from a common hedge wizard. I would advise you to reconsider your chosen path, for even the most amateur illusionist would find your magic exploits woefully lacking!"

Gilbert had expected the webs to fade away, since Harry had offered to take care of it, and yet he still found the threads sticking to his clothing, limiting both his movement and ability to aim properly. "You seem to have forgotten the fundamentals required to properly dispel another's spell my friend. If you recall the chat we had while making our way to the town of Lairdsville some time ago, I did recount the primary three things to consider. ONE." A shot rang out from his pistol as he counted. "Spells, my dear associate, are intricate tapestries woven from the very fabric of the arcane. To unravel their mysteries, one must approach them with the finesse of a master seamstress, delicately tugging at the threads rather than attempting to tear the fabric asunder with mere brute force. A more educated understanding of the magics in question could do much to help you find and exploit."

"TWO." Another shot echoed through the surrounding desert as he continued. "Consider the area in which you find yourself. The ambient magic has a large impact on the potential for dispelling, both in how you craft your magic, and how it interacts with theirs. This crucible of arid energies should not be overlooked. The dispelling endeavor becomes akin to sculpting the wind; every move must be deliberate, or unintended consequences may cascade like sand through careless fingers."

"AND THREE. Understanding one's adversary is tantamount to unlocking the secrets of countering their incantations. The intricacy of a spell is a reflection of the caster's acumen and willpower pitted against your own. To grasp the nuances of their magical machinations is to hold the key to triumph, as the ancient maxim goes: To know one's enemy is to know victory. May this elucidation serve as a beacon for future endeavors, ensuring that your arcane talents are woven and unwoven with the artistry they rightly deserve."

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
Rapid Shot 1 | non-lethal
18
1d20+6 12
Rapid Shot 2 | non-lethal:1d20+6
8
1d20+6 2
Hasted Shot | non-lethal
9
1d20+6 3
Rapid Shot 1 Damage
16
1d8+1d6+6 5,5
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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 (+1)| HP: 91/91 | CMB: +13/+8 (+1) | CMD: 23 (+1) | Fortitude: 8 | Reflex: 8 (+1)| Will: 9 | Speed: 50 ft (+30)| Conditions: Hasted
Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3


Peggy caught the scene out of the corner of her eye. The target of Mary's ire fell to the dirt, waiting for the vultures that would come for an easy meal. "Seems yer friends aren't as lucky as you."  She shifted and shoved the squirming man. "Hells kid, don' ya see what's happenin'? Gaiter led y'all ter yer last stand. I'm tryin' ta offer ya somethin' better than a gravestone."  But her plea fell on deaf ears. She sighed and shook her head. "Fine. Have it yer way."

The mechanic whipped her neck backward and then forward at an alarming speed, slamming her forehead into the temple of the man she held. As his eyes spun in their sockets, she released her grip, letting him stumble away a few steps. Before he could gather his balance, Peggy's fists became a blur, each finding a target intended to weaken him, but not kill him.



Mechanics

Main Hand: Empty
Off Hand: Empty


Free: Your action goes here.
Swift: Your action goes here.
Action: All the punching possible with Foot Stomp
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 Hitter, Bandit (Strength)


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

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


Equipment cash on hand $3,700

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

                     
Name
Punch 1
20
1d20+13 7
Punch 2
21
1d20+13 8
Punch 3
16
1d20+13 3
Punch 4
22
1d20+8 14
Punch 1 Damage
19
2d8+6 6,7
Punch 2 Damage
13
2d8+6 1,6
Punch 4 Damage
21
2d8+6 8,7
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Heretic as Randall

"Lairdsville, I recall that chat," Randall half-shouts at Gilbert to be heard above the din. "I believe I followed with the tale of duck failing to find common ground between the fish and the eagle, no?"

The web didn't seem to be bothering anyone, and the lot were already looking sorely unprepared for just how bad an idea they'd had and then acted upon. "Issu'livo ac'reatore," he says, having long ago explained that choking was part of the pronunciation. Randall throws his hand forward, fingers forming spear without touching, whilst his other hand seems to tickle the air near his elbow. Each flick caused a trilling bolt to crookedly skitter out from his concealed palm, haphazardly darting through the air. The salvo scatters amongst the thugs, hitting with pure force strong enough to make one think twice. Or perhaps once, for the first time. No shame in running, lads.

Mechanics

Action: Magic Missile.*A classic for a reason! Four of them, Penchant I trust you to divy them out amongst the thugs. Priority to assist those in melee if they don't quite take down their target, otherwise target those not yet harmed so they're all a little hurt.

Move: Staying still. Don't think he'd get out of it.

Swift:

Name
Force Damage
2,5,2,5
repeat(1d4+1,4) 1,4,1,4
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With Dirk Gaiter still not blasting anyone and everyone getting hit, the Gaiter gang turns tail and runs. They leave behind a corpse and an unconscious Slim. Mary can take a swipe at the one she had just engaged.

 

The Wake is still on fire on the bridge.

 

Tactical

round 4

Zen casts Flaming Sphere, Thug takes damage
Mary Attacks Thug, misses
Kelly shoots Dirk hits once for 10
Gil shoots Dirk, hits once for 16
Peggy pummels Slim
Heretic Magic Missiles the remainder

Thugs Run

Mary gets an AoO on the one she was attacking
Begin Round 5

 

Edited by Penchant (see edit history)
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Slim is trussed up while unconscious. He'll be out for a while after the drubbing he received. The fire is put out on the bridge and damage is nothing Peggy can't fix, though the smell will be around for a while.

Two skimmers are recovered. The corpse had a revolver and ammo along with $20. Slim had a revolver and ten daggers on a bandolier. He also had a vial of poison with four doses left.

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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

Kelly watches the light trail of dust vanish at the horizon.

"I was tempted to follow through and end that gang for good, but with two down it was likely they had learned their lesson, and will step carefully around us henceforth."

He intends to wait for the web to expire, as a way to train his patience... until Gil informs him it might last for the better part of an hour. He jumps over the railing, and walks around A.W. and back onto the lower deck, on the other side.

He gathers with his companions once the fire is put out.

"That ended better that it started.

So, gals, guys, anything we can learn from this? Do better next time?"

They are variously receptive to his attempts at debriefing depending on their mood, but he does it every time nonetheless.

 

Mechanical actions

 

Statblock

Kelly Paxton
HP: 56/56
Init: +4, Perception: +21
AC: 21, TAC: 14, FFAC: 18
Fort: +6, Ref: +7, Will: +8, CMD: 16
Speed: 30

Ranged: +7 Mosin-Nagant (1d10+1/x4) -- vs touch in the 1st increment (80ft)

PP: 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

 

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spacer.pngZen, 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.

Zen raises an eyebrow, before emerging from her column of mist looking none of the worse for wear, though a little damp. Still, first things first she thinks to herself, hustling over to the dead man to see if he is indeed a 100% dead and not mostly dead which, as all medical professionals know, is still a little bit alive. Not wanting to spend what might be precious moments in triage, she simply casts stabillize on the tragic turd before looking to see what can be done, besides going through his pockets looking for loose change.

Gesturing with her hand, during her examination, she directs her ball of fire back to the web, burning through the strands between the AW and the ground, much of which she'd already cleared with her burning hands spell. She does this carefully, not wanting their ride to go up in flames anymore than it was doing already. She watches as little by little its fire dispenses with the web.. faster than it normally would on account of the haste spell. Thinking on haste,iIt would, at least to her mind, be better if they were away from here post haste.. before the scavengers arrived. The sphere doesn't last long, but long enough to do what she asks of it.

"Crook, go up top and have a look. Tell me what you see going away and coming our way, will you?", she asks of her irridescent thrush familiar. Say what you want of the Wastes, but in the flat, barren expanses it's pretty light on places to hide.. all of which make an eye in the sky an invaluable resource.

"Right ye are Zee. Cannae be too careful ah always say.", Crook replies, doing his best to growl through a voice made for trilling. He immediately flies off heading up quickly in tight little loops until he's a speck 'up top'.

She then drags the corpse, if such he turns out to be in his entirety, onto the AW, thinking if they come across something big, carnivorous and unfriendly, they'd have something to feed it with. She knows she'll have dress it, otherwise it will go off to quickly, but she has the skills for such.

Edited by Starhawk (see edit history)
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spacer.pngGilbert Percy Gilane a.k.a The Crimson

Gilbert let out a sigh as he finally freed himself from the webs, in time at least to help the others sort through their gains and the bodies. His haste spell had dissipated time slowing back down to normal speed for him and the others. With a flick of his hand, a wave of power emanates from him, giving away the location of anything magical. Not that he had the slightest hope these worthless buffoons had anything of value. He knelt down, giving everything they had captured another hard look before letting out a sigh and smile.

"They initiated the skirmish, yet we emerged as the victors. To the astonishment of none but him I'd wager." He clapped his hands together, his smile widening. "Now, as for Dirk, may I propose a touch of theatricality in our resolution? Let us liberate him of his gear and, for a parting jest, attire him in that delightful sun dress Zen keeps in her bunk but never wears. The prospect of Dirk strolling back into town bedecked in such an unconventional garment would undoubtedly cast a shadow upon his reputation. And I would find it most amusing."

He couldn't help but shake his head at the damage Dirk had done to their ship. It hardly even made sense. This was the sort of sloppy work of a man who knew he couldn't win, so had just been content to cause as much of a hassle for them as possible. Amateurs...
 

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!!!!

 

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spacer.pngZen, 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.

Never wears? That's what he thinks. Even thinking this the dress in question comes to mind. It's dark blue with large white polka dots, is very low cut in the back, and has 24 buttons, count 'em, deliciously placed right in the front, what she liked to call 'the best things come to he who waits' motif and a waist sash, which accentuated her curves, though in recent years her curves had started to accentuate all by themselves. It was clear to her that men really went for women who tapered out from waistline to hips. She recalls that she used to think, hilariously in point of fact, that 'child bearing hips' meant your hips were a good place to carry a toddler while you fussed with a bag. The fact that she was now a healer, and thus should be a lot more au fait about these things, only made this more absurd.

Edited by Starhawk (see edit history)
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