Taggerung559 Posted December 27, 2023 Clone Share Posted December 27, 2023 (edited) Mary While she's willing to let the assailants run, she doubts they're above trying something funny and keeps an eye on them until the departing vehicles are out of sight. It never hurts to be careful. Eventually satisfied that they'd actually left, she turns and makes her way back onto the wake. Catching the tail end of Gilbert's suggestion, Mary rolls her eyes and retorts "What condition he gets to leave in probably ought to depend on how helpful he decides to be." But before discussion could be had preparations needed to be made. Mary dragged the ruffian onto the bridge (well, Peggy dragged him upon Mary's request. He wasn't the lightest individual) and tied him to the railing before thoroughly riffling through his belongings and removing anything of interest. Eventually satisfied that he'd be properly disarmed, she brings forth the canteen of not quite endless water and upends it upon his head. Once he'd finished regaining consciousness (in a rather amusing fashion) she smiles and addresses him. "Welcome back to the land of the living Mr. Stabby! From one blade aficionado to another, I'd suggest considering finding another line of work if that's the best you can do. But you can worry about that later. Maybe. What's more important right now is how you might brighten our moods enough to make sure you have the chance to consider other employment opportunities. As it stands, this far from town you might have a hard time getting back to safety if we stranded you here without any way to protect yourself. Even less so if my friend's giant Tweety bird decides you look tasty. But we have recently picked up a couple of skimmers that we don't have the strongest need for. So with all that being said, what can you tell us? Any dirt on Dirk? Caches worth looting? Some other fun maybe?" Mechanical actions Nothing special 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 27, 2023 by Taggerung559 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 27, 2023 Author Clone Share Posted December 27, 2023 Slim rolls his shoulders as he works his jaw to get the kinks out of it. He looks around and then at Mary, "Well now, that filly is a mite stronger than she looks. I fair say you couldn't take her either, I spec. Though it would be a treat to see you try, eh? Maybe all stripped down to make it fair. Yeah, I can picture it. Oh, but you were gonna offer my life in exchange for dirt on poor ole Dirk? Nah, I don't think so. You lot don't have the reputation as killers. Always needing an excuse to pull the trigger. Shame. You folk have talent. Could be running the valley if you had a gang to back you up and the guts to get dirty. Is that what you gonna do? Get dirty?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 27, 2023 Clone Share Posted December 27, 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 having dragged the dead body over to the rear deck sits it up by the rail, winds some twine through two holes she'd cut in the worthy's jacket and ties it to the rail so it appears he's sitting up all by himself. He's gagged, with his own neckerchief, but head down, since he's dead, though it could be from submission. The apparently alive, but still dead, man, is thus in line of sight for Slim when he comes to. <<Let's show Slim we're serious shall we?>>, she remarks through their mindlink. At this point she pushes the end of her quarterstaff into the top of the bowed head, and looks over at Mary, as if waiting on a word from her. The impression she is trying to convey, is that she doesn't want her prisoner to look at her, exactly what someone who is about to kill someone and has some scruples would do. She gets the sense that Mary and Slim are talking, but is too far away to hear what is being said. Edited December 27, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 27, 2023 Clone Share Posted December 27, 2023 Bluff Name xDiceName xDiceResult xDiceString xDiceRolls Zen Bluff 11 1d20+5 6 Link to comment Share on other sites More sharing options...
Penchant Posted December 28, 2023 Author Clone Share Posted December 28, 2023 (edited) Slim's eyes narrow at Zen's theater, "Oh now, there's poor Everett. Now I appreciate the attempt, but you near gutted him and he ain't bleeding none. Dead men don't bleed, you see." He turns back to Mary, "How about this... you turn me out and leave me my skimrod. We all go back to our corners and resume play all civil like. If'n you turn me out and leave me in the wastes with nuthin', well... I'd take that all sorts of personal. I'd find my way back and then I'd handle things Slim's way. One day, when y'alls asleep in yer fine little ship ole Slim creeps aboard and one by one, *SNIK* Slim cuts you a new smile, ear to ear. Oh, I wouldn't end all of you. I'd leave one alone just to remember why." Slim attempts an Intimidate on Mary. Success will result in her being Shaken for the duration of the interrogation, though she can take a break to collect herself and drop the condition. Edit: Poor roll. Attempt unsuccessful. Edited December 28, 2023 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls SLims Intimidate on Mary 13 1d20+11 2 Link to comment Share on other sites More sharing options...
Starhawk Posted December 29, 2023 Clone Share Posted December 29, 2023 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 64/64] Speed 30' [Fort 8 Ref 8 Will 11] Channels 9/9 [Adoration 8/8] Female Neutral Human Cleric/Stargazer Level 7 (5/2) Init 3 HP 64/64 DR 0 Speed 30' AC 15 Touch 14 Flat-footed 12 CMD 16 Fort 8 Ref 8 Will 11 CMB +3 BAB +4 [Missile] Staff of Entwined Serpents AutoHit 2 Magic Missiles 2d4+2 130' range [Melee] Staff of Entwined Serpents +4 (1d6, x2) Magic +1 Guardian (+1 Saves) Str 9 Dex 16 Con 12 Int 12 Wis 18 Cha 18 In Town (default list) 1st (6) Burning Hand (Domain) 1 , Ears of the City 2, Carrion Compass 1, Blessing of the Watch 1, 2nd (5) Enthrall (Domain) 1, Pagebound Epiphany 1, Restoration (Lesser) 1, Track Ship 1, 3rd (4) Fireball (Domain) 1, Remove Curse 1, Minor Reversion 1 (like 24 hr Aid), Speak with Dead 4th (3) Wall of Fire (Domain) 1, Make Whole (Greater) 1, Restoration 1. Out of Town (default list) 1st (6) - Burning Hands (Domain) 1 [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. <<Ok, which of you lot are good at deception?>> thinks Zen through the link. Clearly her ruse hadn't worked, despite her being about as far away from Slim as she could be and still be aboard. She wanders over, hearing Slim's retort as she does so. "I say we just drop him off here, without weapons, food, water or transport. It would be Wastes killing him, not us. I figure we don't need to give him a lift, nor room and board. Don't know about the rest of you, but I have no tolerance for scum like this. So, that's my vote.", she purrs, the very picture of nonchalance. She looks around at the others, figuring she wouldn't try doing what others were better at twice in the one day. Coming up with good ideas you couldn't back up with skill was a fool's errand. "Anyone here got a talent for reading minds, before we drop this scum off?" She turns back to Slim.. "As for your friend there, well I'm going to dress him, practice my dissection skills, then salt him, sell him or throw him to anything not particular about their diet. Waste not want not. Just a cadaver after all. That's not me trying to intimidate you, just saying it like it is." She grins at him, begins whistling a merry tune, then turns and walks back towards the cadaver. Edited December 29, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LucianV Posted December 29, 2023 Clone Share Posted December 29, 2023 Gilbert Percy Gilane a.k.a The Crimson Gilbert listened rather impassively from the kitchen as the others tried a few different ways to get information out of the man. It was always a tricky proposition, getting people to turn on their former comrades. The only thing more scarce in the wastes than loyalty was honesty. The whole thing seemed like nothing more than a waste of time to him. When the elaborate plans and deceptions failed, Gilbert was often the one who tried to bring them back to simple and straight forward. Truth be told, he was actually surprised they hadn't cracked tis scum sucker yet. Clearly everyone was having an off day with the Atlas Wake being set on fire and all. With a sigh, he grabbed the back of one of the chairs from the kitchen and dragged it behind him. The sound of screeching metal on metal slowly approached the others as Gilbert pulled the chair out to where they'd had Slim tied up. Perfect timing, Zen seemed to have just finished up with him. "Rummaging through the recesses of this one's mind would likely leave even Kelly yearning for a thorough cleansing. Some thoughts are best left unexplored, and the intricacies of this particular mental landscape may prove to be more treacherous than traversing the desert during a sandstorm." He pulled the chair around, and plucked the teacup that had floated after him from the kitchen as he sat in front of the man. He took a sip and gave the man an amiable smile. "My name is Gilbert Gilane. You're Slip right? Well Slip, it seems you have unwittingly fallen prey to an egregious misconception, so allow me to proffer some much needed clarity in two simple points: Firstly, while you're quite astute to recognize my companions share some apprehension, I dare say it could even be considered an aversion to violence. A revelation born of traversing those darkened roads and coming to the to the profound understanding that after spilling so much blood, it starts to take a toll on the soul. Even something as pure as redemption has limits, after all." Gilbert took another sip from his tea, then leaned in just a bit closer to Slim. "A poignant truth indeed...But people such as you and I...We know. That hungering void within, insatiable and unyielding, that propels those like us further down that road where salvation is little more than an elusive specter, an impossible dream." He sat back in his chair, continuing to give Slim that casual smile still that truly reached his eyes. "All that to say, people like you and I have no such compunctions about getting our hands dirty. In fact, I think I'd quite enjoy removing a pit stain such as yourself from existence." Gilbert let out a dark chuckle. "Normally, I wouldn't dare insult your illustrious gang's reputation by assuming you would tell us anything of interest or value without the duress of torture, however, the constraints of your knowledge make this investment of time and effort a dubious pursuit...so... We come to the second point. The two options that stand before you: The first is the more judicious and mutually beneficial course of action which would have you working very diligently over the next few minutes, trying to convince me there is a single reason to let you live, since you've already made clear your intentions for revenge, this is probably beyond your capacity. The second option allows us to steer clear of such futile endeavors, which aligns with the aforementioned understanding that your well of valuable information remains dry in this particular instance." Gilbert crossed his legs as he smiled at Slim, teacup in one hand and his pistol in the other. "So what's it going to be Slip?" 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 N/A Name xDiceName xDiceResult xDiceString xDiceRolls Intimidate 22 1d20+15 7 Link to comment Share on other sites More sharing options...
Penchant Posted December 29, 2023 Author Clone Share Posted December 29, 2023 (edited) Moment by moment Slim's confident smirk drops. And before Gil is even done he's averting his eyes and his shoulders hunch in submission. "Alright, alright. I kin see you got the shade in you. You lemme go and.... I'll tell you where Dirk's stash is. He don't know that I know but it don take a scholar to figger time and distance when he goes out with the loot." Slim will map out a location in the waste where Dirk stores the loot before it can be laundered and sold off. Edited December 29, 2023 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Taggerung559 Posted December 29, 2023 Clone Share Posted December 29, 2023 Mary While there would be some satisfaction in removing this particularly unsavory character from the land of the living, there's a difference between killing a man in a fight and killing one that's been tied up. Mary gives a short nod and looks to her companions. <That's probably the best we'll get out of him, and I'd tired of listening to him talk. I say we take the deal. Even if he does get back he's not likely to let Dirk know he's figured out the cache location, much less that he told us about it, so it can wait until we finish with Sal. Assuming he's telling the truth of course. Any opposed?> Mechanical actions Nothing special 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 30, 2023 Clone Share Posted December 30, 2023 Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 64/64] Speed 30' [Fort 8 Ref 8 Will 11] Channels 9/9 [Adoration 8/8] Female Neutral Human Cleric/Stargazer Level 7 (5/2) Init 3 HP 64/64 DR 0 Speed 30' AC 15 Touch 14 Flat-footed 12 CMD 16 Fort 8 Ref 8 Will 11 CMB +3 BAB +4 [Missile] Staff of Entwined Serpents AutoHit 2 Magic Missiles 2d4+2 130' range [Melee] Staff of Entwined Serpents +4 (1d6, x2) Magic +1 Guardian (+1 Saves) Str 9 Dex 16 Con 12 Int 12 Wis 18 Cha 18 In Town (default list) 1st (6) Burning Hand (Domain) 1 , Ears of the City 2, Carrion Compass 1, Blessing of the Watch 1, 2nd (5) Enthrall (Domain) 1, Pagebound Epiphany 1, Restoration (Lesser) 1, Track Ship 1, 3rd (4) Fireball (Domain) 1, Remove Curse 1, Minor Reversion 1 (like 24 hr Aid), Speak with Dead 4th (3) Wall of Fire (Domain) 1, Make Whole (Greater) 1, Restoration 1. Out of Town (default list) 1st (6) - Burning Hands (Domain) 1 [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 figures they'll meet Slim again, should he survive the trip back to town. She figures she'd already done him a favor by removing the corpse from the battlefield. No corpse would mean fewer scavenging predators, so perhaps the gauntlet back to town would be a little easier. Still, she gave him no more than 50/50. Fate was a coin toss, but he was right about her not being able to kill a man tied up. <<You got my vote.>> she mentally replies. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted December 30, 2023 Clone Share Posted December 30, 2023 (edited) Kelly Paxton His earlier question all but forgotten in the hubbub around their prisoner, Kelly is quite to let the others handle the interview. Sidling up to Peggy, he starts a whispered side conversation: "How bad was the damage, up top?" When the time comes to decide on the fate of their slimy slim friend, Kelly actually answers out loud, for once: "Yes, let him taste the Wastes, and remember his place on our planet, in our society. A speck of dust. If he's extra lucky, we'll handle our business quick, and give him a ride home... so he can go back to being ordered around by his ma'" The latter is just a guess, but not that wild given the propensity the man shows for belittling the fair sex - not something Kelly himself would abase to - a disease that sometimes comes from overbearing mothers men try for their whole lives to escape. 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 Edited December 31, 2023 by namo typo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted December 30, 2023 Clone Share Posted December 30, 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 She had carried the unconscious body to the ramp of the ship and unceremoniously dropped him on the metal platform, knowing her companions would decide the outcome of the fool and that she was needed on the bridge. The scent of the smoke was laced with clues of the damage. Peggy knew the papers she had scattered were destroyed. She had been working on a new design for her skimrod. Months of effort gone... But more importantly, her nose picked up traces of copper in the air. Metal had been burned. Taking a moment to calm her nerves, she then stepped onto the bridge to see the destruction. Switchboards curled at the edges, exposed wires sparked haphazardly, and chairs at the helm and navigation were twisted from the concussion of the explosion. Peggy's mind created a checklist of tasks that needed to be done, arranged in order of priority. "Gray?" Silence settled after the call for the ship's cat. Peggy slowly picked her way through the debris till she heard what she most feared she wouldn't. "Reowr?" And out from a loose panel, Gray poked his head out. Immediately her shoulders relaxed and her mind cleared. "Good ta see ya nugget. Let's get to work." The cat growled disagreeably but meandered his way to her side. Dirt and grease were already smudged on her arms and face by the time Kelley came to check-in. She smiled. He was always kind and concerned for Attie. It made sense for him to worry about the ship, but his manner was in a way that he seemed to understand she wasn't just a box that floated. Peggy appreciated it. "No need to take her to a bone orchard, but she's a bag o'nails right now. I'll get 'er fixed up, lickety split." She looked around and scratched the top of her head with a wrench. "Well, maybe not lickety split. But by mornin' we should be good to burn the breeze again." Peggy turned to resume her work, but called over her shoulder as he started to walk away. "Make sure we keep those rides of theirs. I can get parts off 'em. If there's no magic jinglin' the others don' think it's valuable." Her words began to be muffled as she slid under the main console, though should any hear, it was obvious the mechanic prattled on about the lack of appreciation others had for mundane value to useful items. Her monologue continued, diverting to discuss with Gray the damage to the Atlas Wake. 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 Mechanics to fix Attie 24 1d20+18 6 Link to comment Share on other sites More sharing options...
Penchant Posted December 30, 2023 Author Clone Share Posted December 30, 2023 The damage done to the bridge will be repaired before sundown. Very good. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted December 30, 2023 Author Clone Share Posted December 30, 2023 The business with Slim done and the ship properly repaired (though it will take a while for the smell to go away), life aboard returns to normal. At dinner Sal regales the group with stories, both believable and not, about his time in the wastes and remarks gleefully about how the party gave Dirk what-for. Two uneventful days pass as the Wake travels through the barren landscape. The distant spires of the ruins come into view and Sal directs the group into it, avoiding poisonous clouds and precarious uproots of rotting steel that threaten to collapse. Eventually, you come to a deep cave opening at the base of one of the spires. He says the score is inside the cave. He hands out gas masks to the group 'just in case' and suits up to enter. During the trip he's made a proper holster out of canvas and leather for his new sidearm and shoulders his rifle along side his pack full of new equipment. What prep does the party need and what is to be done with the Atlas Wake as you go in? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted December 31, 2023 Clone Share Posted December 31, 2023 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 64/64] Speed 30' [Fort 8 Ref 8 Will 11] Channels 9/9 [Adoration 8/8] Female Neutral Human Cleric/Stargazer Level 7 (5/2) Init 3 HP 64/64 DR 0 Speed 30' AC 15 Touch 14 Flat-footed 12 CMD 16 Fort 8 Ref 8 Will 11 CMB +3 BAB +4 [Missile] Staff of Entwined Serpents AutoHit 2 Magic Missiles 2d4+2 130' range [Melee] Staff of Entwined Serpents +4 (1d6, x2) Magic +1 Guardian (+1 Saves) Str 9 Dex 16 Con 12 Int 12 Wis 18 Cha 18 In Town (default list) 1st (6) Burning Hand (Domain) 1 , Ears of the City 2, Carrion Compass 1, Blessing of the Watch 1, 2nd (5) Enthrall (Domain) 1, Pagebound Epiphany 1, Restoration (Lesser) 1, Track Ship 1, 3rd (4) Fireball (Domain) 1, Remove Curse 1, Minor Reversion 1 (like 24 hr Aid), Speak with Dead 4th (3) Wall of Fire (Domain) 1, Make Whole (Greater) 1, Restoration 1. Out of Town (default list) 1st (6) - Burning Hands (Domain) 1 [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 looks on as Slim disarmed, dishevelled and now disembarked, finds himself at the mercy of the wastes with a long road before him that would perhaps find him distressed, perhaps dismembered. Slim, that's his chances, she thinks to herself, even though she'd effectively cleaned up the battlefield so there was nothing to attract predatory scavengers. She ponders what she'll do with Everett, who'd been less than useful thus far. It occurs to her that if she drops Everett overboard some distance from the battlefield, it might improve Slim's chances. The idea of it acting as a decoy close to the ruins, doesn't fly. Carrying a dressed, as in disemboweled, corpse into the ruins on the offchance they ran into something didn't seem like a practical tactic. So, she waits until the AW flies several miles in the opposite direction from Slim's likely path, prays for the dead man's soul and then drops Everett overboard, watching him fall to crumple and shatter on the hard earth below. ------------------------- There was a definite 'look on my works, ye mighty and despair' appeal to the Wastes in these parts. The towering ruins were akin to profane fingers sprouting out of the ground reaching for heaven. Hubris. It was a testament to the ambition of the human spirit. Flying in amongst it all, these decaying monuments of failure, she couldn't help but feel that man would try again, fail and then try again. It wasn't in their nature not to. Define noble.. standing up again when you've been beaten down times beyond numbering. And so, she sat at the rear the vessel, near the blunt end and played her dulcitar for any restless spirit that might be nearby, not as an appeasement but as a tribute. And so she plays song after song, plucking the strings with reverence. She settles on Adagio for Strings, Concierto de Aranjuez, Mars the Bringer of War and War is bloody and Soulless, working her way through them one at a time. -------------------------- When the moment came to decide what to do with their ride, it occurs to her, as the issue of how to protect an occupied AW comes up, that filling her with obedient undead had its attractions. It was a definite face palm moment as it occurs to her that Everett could be far more useful than she's realized previously. "Perhaps we can find a 'difficult to get to' mooring?", she suggests, in her usual nonchalant husky purr . "Crook can you have a look around for somewhere difficult to get to where we can moor the ship?" Crook, Zen's irridescent thrush familiar, perched on her shoulder, pipes up with "Nae wucking furries, Dollface. Ah'll take a quick shufty. Be back before a bear can take a shit in the woods.", he replies, sounding as ever like a dockside thug, before departing in a flurry of wings for a brief look around. Edited December 31, 2023 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Performance strings 34 1d20+16 18 Link to comment Share on other sites More sharing options...
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