namo Posted December 11, 2023 Clone Share Posted December 11, 2023 Kelly Paxton "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 Name xDiceName xDiceResult xDiceString xDiceRolls 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 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 xDiceName xDiceResult xDiceString xDiceRolls Targeted Dispel against Web (DC ...17?) 13 1d20+7 6 Link to comment Share on other sites More sharing options...
Penchant Posted December 11, 2023 Author Clone Share Posted December 11, 2023 (edited) 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 December 11, 2023 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Starhawk Posted December 11, 2023 Clone Share Posted December 11, 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 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 December 11, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Sphere DC15 reflex or take listed damage 12 3d6 2,6,4 Link to comment Share on other sites More sharing options...
Taggerung559 Posted December 14, 2023 Clone Share Posted December 14, 2023 (edited) 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 December 14, 2023 by Taggerung559 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack roll 13 1d20+11 2 damage roll 21 1d8+14 7 Link to comment Share on other sites More sharing options...
namo Posted December 14, 2023 Clone Share Posted December 14, 2023 (edited) Kelly Paxton 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 December 14, 2023 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ranged touch attack 9 1d20+7 2 Dmg 2 1d10+1 1 Ranged touch attack 18 1d20+8 10 Dmg 10 1d10+1 9 Link to comment Share on other sites More sharing options...
LucianV Posted December 16, 2023 Clone Share Posted December 16, 2023 Gilbert 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 xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Underleaf Posted December 17, 2023 Clone Share Posted December 17, 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 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 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 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 Link to comment Share on other sites More sharing options...
Quixotico Posted December 19, 2023 Clone Share Posted December 19, 2023 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 xDiceName xDiceResult xDiceString xDiceRolls Force Damage 2,5,2,5 repeat(1d4+1,4) 1,4,1,4 Link to comment Share on other sites More sharing options...
Penchant Posted December 21, 2023 Author Clone Share Posted December 21, 2023 (edited) 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 December 21, 2023 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 21, 2023 Author Clone Share Posted December 21, 2023 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted December 21, 2023 Clone Share Posted December 21, 2023 Kelly Paxton 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 22, 2023 Clone Share Posted December 22, 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. 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 December 22, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LucianV Posted December 22, 2023 Clone Share Posted December 22, 2023 Gilbert 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!!!! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 22, 2023 Clone Share Posted December 22, 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. 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 December 22, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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