namo Posted December 31, 2023 Clone Share Posted December 31, 2023 Kelly Paxton Kelly passes some of the travel time cleaning the soot off - through the arcane power of his cloak, obviously not soiling his hands. He otherwise likes to gaze at the vistas, the vast expanses so full of... potential. The ingenuity of man can conquer all. Of course the greed of man can destroy all, as well. He likes the anticipation before an exploration, the build-up of tension. He lets Tak, his psicrystal, wander off on its spindly legs when it wants to. Tak is in a perpetual face-off with Gray, the cat not able to land a scratch on it but still trying to bowl it over or pounce on it unexpectedly, and the psicrystal not able to convince Gray to leave it alone. Sometimes Crook joins the dance and it becomes even messier. Kelly also takes the time to quiz Sal to get an idea of the lay of the land at the ruins: how far or deep he's gone to find relics, and how much he thinks his exploration has covered. As the A.W. come to a rest next to the eroded spires, Kelly draws upon his mind powers to prepare. He gratefully dons the gas mask. Mechanical actions - Detect Psionic (like Detect Magic) on Sal while onboard. Someone might have done it back at the bar, I don't remember, but it's just standard protocol for Kelly. - Detect Psionic around the entrance of the cave. Overall, he uses it quite often when exploring, FYI, so I won't necessarily mention it every time (though it's not on all the time: he likes to take a first look without the distraction of the power). - he manifests Share Pain on his psicrystal and himself Statblock Kelly Paxton HP: 56/56 Init: +4, Perception: +21 AC: 21, TAC: 14, FFAC: 18 Fort: +6, Ref: +7, Will: +8, CMD: 16 Speed: 30 Ranged: +7 Mosin-Nagant (1d10+1/x4) -- vs touch in the 1st increment (80ft) PP: 64/67 Talents- Detect Psionics, Create Sound, Far Hand 0- Empathy 1- Conceal Thoughts, Entangling Debris, Foxhole, Inevitable Strikes, Skate, Untouchable Aura, Vigor 2- Clairvoyant Sense, Cleanse Body, Defy Gravity, Energy Push, Everyman, Share Pain, True Terror 3- Concussive Onslaught, Energy Wall, Metamorphosis, Telekinetic Force, Time Hop 4- Fold Space, Wall of Ectoplasm Concentration +13 (+15 roll twice for casting defensively) Current element: Sonic at-will Prestidigitation 7/7 Ring of Seven Lovely Colours 3/3 Spellguard Bracers 50/50 Wand of CLW 50/50 Wand of Repair Damage 7h - Share Pain 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 January 1 Clone Share Posted January 1 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, ponders whether anyone heard her performance. It occurred to her that you never knew what would be the difference between death and survival. In her case she was a musician and a healer. It could be that if she were captured by an enemy they might think her too valuable to kill. Healers were hard to come by in the Wastes. Even so, things that dwelled in such places as this, were rarely moved by such considerations. Pursing her lips, she dons the gas mask. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LucianV Posted January 4 Clone Share Posted January 4 Gilbert Percy Gilane a.k.a The Crimson The next few days were as monotonous as Slip's personality, but Gilbert managed to keep himself entertained with the few books that made up library of the Atlas Wake, most of them from his personal collection. He split his time in the usual way while they traveled: making obscure musical requests of Zen, having scholarly arguments on alchemy with Mary, reading prose poetry to Peggy while she was trapped under the Wake's engine, and playing cards with Kelly. When they finally reached the cave that was Sal's claim, he refused the gas mask, but gladly took the canister for his own. He leaned over the side to peer down into the dark. "So...Whom among us will be the vanguard braving the darkened depths of this most ominous of subterranean formations?" He turned to Peggy and bowed slightly at the waist. "Ladies first?" He tapped her goggles, causing a small metal tip on the top to glow. "Behold, our very own cave-dwelling anglerfish! What will burst forth from the darkness to prey upon our dear Peggy? Not much, if it possesses a modicum of sense." 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 Link to comment Share on other sites More sharing options...
Taggerung559 Posted January 4 Clone Share Posted January 4 Mary Mary's preferred way to spend the travel time involved sitting out on the front deck, legs dangling off the edge through the railing, staring out at the wastes. If anyone asked why she'd say she was keeping an eye out for any points of interest that might be worth checking out on the way back...but in truth there was just something about witnessing the spectacle of what'd come before. Even in their current state some of the ruins were awe inspiring, and trying to imagine what they'd looked like before was enough of a task to keep her mind occupied as they flew by. On the morning of their arrival Mary made had a last cup of tea before disembarking, graciously accepting Sal's offered gasmask. Clicking on the enchanted flashlight strapped to her pack she takes a step forward. "It might be best if I lead the way. Ruin delving is more or less my area of expertise after all. Not to say you can't handle yourself Peggy, but it helps to know what sort of things to look out for down here." Mechanical actions/OOC comments No specific preparations come to mind. I'm fairly certain "enchanted flashlight" is an appropriate refluffing for her everburning torch, that a backpack of holding is likewise reasonable, and that it's not unreasonable to assume that the flashlight could be strapped to her pack or something else to keep it in use without taking up a hand. If it comes up, she has +2 to perception and +1 to AC/ref vs traps that aren't taken into account on her sheet between trapfinding/danger sense. 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 January 5 Clone Share Posted January 5 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, for once without her signature dulcitar, takes off the gas mask given to her by Sal. Looking a little abashed she reaches into a waist satchel and pulls out her own gas mask. Clearly she'd just remembered that she had her own. The satchel has additional filters in it as well. She looks back and forth between Mary and Peggy, her expression impassive, all the while checking the knots on her quarterstaff, the rope of which allows it to be carried on her back when she's climbing or her hands are otherwise engaged. She then looks into the cave. "Anyone have a light spell they can fire in?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted January 8 Clone Share Posted January 8 Peggy Mae Stubbs AC: 22 | HP: 91/91 | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 | Reflex: 8 | Will: 9 | Speed: 50 ft (+30)| Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 Repairs continued during the journey. They were ever continuous. Peggy appreciated the extra hands Kelly offered, especially when more than two hands were needed, like when she got under the keel. She chatted ideally with Mary, as her dangling legs cast shadows over her, an unplanned boon, blocking the glare of the suns over the desert. Zen's music filled the ship, although her talents leaned away from Peggy's preferences, the music was still quite good and required no complaining. Heretic's presence was often felt, but not heard, and Sal was constantly heard as he prattled on with stories valuable and inane. And then there were the moments of rhyming words and counted syllables that Gilbert shared. While he stated he read to her his favorite poetry to help round out her culturing, it was Peggy's belief that he just liked to be near. They had an unspoken bond that was hard to define and made little sense to anyone. And yet, they would be friends to the end, she had no doubt. When it finally came time to delve into the ruins, she smiled when her goggles were gifted with a glowing light. Peggy offered a terrible curtsy in thanks. "Much appreciated." Her head titled toward Zen and tapped her eyewear. "Gil has chosen I should be the target any enemies spot first. But I can set with Mary, she's ace-high here. I can right behind her though, ready for a brush." She took the gasmask from Sal, but strapped it her bag, not wanting to wear it till necessary. 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 attack, 2d8+6 bludgeoning Skills Acrobatics (7) +12 Heal - +2 Sense Motive (7) +14 Climb (7) +14 Perception (7) +19 Sleight of Hand - +2 Disable Device - +2 Profession (Mechanic) (7) +16 Stealth - +2 Escape Artist (7) +12 Profession (Pilot) (7) +18 Survival - +4 Fly - +2 Ride - +2 Swim - +4 Weapons aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage Armor None Feats DodgeYou gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved Unarmed StrikeYou are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice., Stunning FistYou must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned., Weapon Focus - Unarmed StrikeYou gain a +1 bonus on all attack rolls you make using the selected weapon., Improved GrappleYou do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you., Combat ReflexesYou may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., Extra KiYour ki pool increases by 2., Deflect ArrowsYou must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected, Stand StillWhen a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity. Class Features Flurry of BlowsAt 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects., Non-Lethal StrikeA softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage. This alters unarmed strike., Feather TouchA softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon., Tenet of LifeThough a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent., EvasionAt 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion., Fast MovementAt 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed., Ki Pool (9)At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive., Ki Strike (Magic)At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness., Ki Power - Zephyr Blow (1ki)At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Zephyr Blow (Su): By spending 1 ki point as a standard action, a monk with this power can disrupt the wind and create a sharp blast of air, as if using the spell gust of wind. The monk’s caster level for this effect is equal to his monk level., Still MindAt 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects., Purity of BodyAt 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases., Style Strike - Stomp FootAt 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes. Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike., Life Giving BlowsAt 6th level, a softstrike monk can force a piece of his life force into a nonliving creature to disrupt its animating essence. If he hits an undead foe with an unarmed attack, he can spend 1 ki point as a free action to remove the target’s immunity to nonlethal damage for a number of minutes equal to his Wisdom modifier. If, during this time, the target’s nonlethal damage exceeds its current hit points, it is destroyed. At 10th level, a softstrike monk can also use this ability against constructs. This replaces the bonus feats gained at 6th and 10th levels., Ki Power - Qinggong Power (Barkskin, 1 ki)Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power. Barkskin Duration 10 min./level Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0., Ki Strike (Cold Iron/Silver)At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. Equipment cash on hand $3,700 Handy HaversackA backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does., Eyes of the EagleThese lenses are made of special crystal and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round., Monk's RobeWhen worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. , Traveler's Any ToolThis implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls. Masterwork Mechanics Tools Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted January 8 Author Clone Share Posted January 8 Leaving the Atlas Wake behind, the team ventures down to the open mouth of the cave entrance. A short ways in, rock and earthern walls give way to the smooth manufactured walls of ancient construction. A 15 foot wide opening is in the far wall. It was once covered by a steel door but that door now lay in pieces thanks to Sal's hard work. A large cavernous space lies within. The air is acrid and stale even given the time to ventilate with Sal spending time in town. OOC: Take actions in any order but stick to combat rounds. The area is not safe. The battle map is opened with fog of war enabled. Don't go into the fog, obviously. Let me know your light sources so I can reveal appropriate areas for you. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted January 9 Clone Share Posted January 9 Kelly Paxton "Alright, Mary, lead the way, and punch any uglies you come across. I shall take on the thankless role of scanning for magic auras, however doubtful it might that we encounter them so close to the entrance. Sal, my goodman, it was a brave thing to venture in there alone like you did." He remains in constant telepathic contact with Yar, who see much better than him in this kind of environment. < And this is why I prefer bounty hunting > he sends to Yar. < Is it that, or do you just like to complain? > Mechanical actions Detect Psionic (concentration) Tak can "see" through fog and darkness up to 40ft away, a a reminder. Statblock Kelly Paxton HP: 56/56 Init: +4, Perception: +21 AC: 21, TAC: 14, FFAC: 18 Fort: +6, Ref: +7, Will: +8, CMD: 16 Speed: 30 Ranged: +7 Mosin-Nagant (1d10+1/x4) -- vs touch in the 1st increment (80ft) PP: 64/67 Talents- Detect Psionics, Create Sound, Far Hand 0- Empathy 1- Conceal Thoughts, Entangling Debris, Foxhole, Inevitable Strikes, Skate, Untouchable Aura, Vigor 2- Clairvoyant Sense, Cleanse Body, Defy Gravity, Energy Push, Everyman, Share Pain, True Terror 3- Concussive Onslaught, Energy Wall, Metamorphosis, Telekinetic Force, Time Hop 4- Fold Space, Wall of Ectoplasm Concentration +13 (+15 roll twice for casting defensively) Current element: Sonic at-will Prestidigitation 7/7 Ring of Seven Lovely Colours 3/3 Spellguard Bracers 50/50 Wand of CLW 50/50 Wand of Repair Damage 7h - Share Pain 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 Init 17 1d20+4 13 Link to comment Share on other sites More sharing options...
Starhawk Posted January 10 Clone Share Posted January 10 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, Anti Incorporeal Shell, 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, as much she dislikes it, turns to Crook her irridescent Thrush familiar and sends him back to the AW.. "Don't want you to be the dead canary in the coal mine.", she murmurs. She looks back as Crook flutters away. With a sigh, she touches the Wayfinder around her neck whereupon light, as in the light cantrip, suddenly appears around her. She puts on her Goz Mask, which would not work with Sal's mask but which works with hers, where the filter is down by her chest, not hanging off the front of her face. She moves off to the party's left, towards the rear, since surrounding herself with a column of mist necessitates being slightly apart from the rest of the company. Besides which it would block line of sight to the company as a whole from behind. "If we encounter incorporeals.. you know wraiths and the like, you might want to crowd around me. I have a spell radius that they cannot enter." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LucianV Posted January 11 Clone Share Posted January 11 Gilbert Percy Gilane a.k.a The Crimson With an adjustment of his cravat, Gilbert prepared himself for the worst. They were walking into the pitch black, carrying lights, so there was hardly reason to be stealthy. If there were any creatures hiding, it wouldn't be long until the fighting started. "As is customary in our many collective endeavors, I shall assume the role of the steadfast rock upon which our group stands..." Gilbert slowly pulled his revolver from the sheath, released the clip to inspect his ammunition stores, and then replaced it. While he didn't need to look to know how many shots were there, the ritual always had a calming effect. He looked around as the others prepared, spells of all natures flying about in the chaotic mess that was their group. He turned and gave the swirling mist behind him a sly smile, knowing Zen could see out, but he sure as hell couldn't see in. "In that, we are perhaps kindred spirits Zen. I too possess an aspect most potent to deter those that harbor violent intentions - an aura, if you will, comprised namely of bullets." The scholarly gunslinger gave another look around the cavern and sighed. They were definitely going to get ambushed. "In this cavernous domain, where shadows dance and secrets linger, let us not underestimate the importance of keen observation. Keep an eye open, and if you find the inclination, perhaps even two, for such endeavors rarely go unrewarded." With that, Gilbert strolled forward with the others, whistling a merry little tune as they went. 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 Perception 18 1d20+11 7 roll 19 1d20+8 11 Link to comment Share on other sites More sharing options...
Taggerung559 Posted January 11 Clone Share Posted January 11 Mary The sour air coming from their destination causes Mary to wrinkle her nose and reluctantly don the previously accepted gasmask. Better safe than sorry after all. "Well, let's get this show on the road I guess." Satisfied that preparations were completed as best as they could be, she drew her sword (as odd as it was to expect enemies in a centuries old sealed environment, experience had taught her to be careful) and slowly made her way forward. Entering the ruin proper, she visually scanned her new surroundings, looking for anything interesting or out of place. Mechanical actions/OOC comments So, a normal everburning torch works as a torch, so shedding normal light in a 20' radius and dim light 20' beyond that. Comparing the hooded normal vs bullseye lanterns, the directed version has double the range to compensate for being a cone, so it would make sense to me to have her flashlight shed normal light in a 40' cone, and dim light 40' beyond that. If it comes up, she has +2 to perception and +1 to AC/ref vs traps that aren't taken into account on her sheet between trapfinding/danger sense. 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 Perception (extra +2 vs traps) 28 1d20+16 12 initiative 26 1d20+6 20 Link to comment Share on other sites More sharing options...
Penchant Posted January 12 Author Clone Share Posted January 12 WIP Name xDiceName xDiceResult xDiceString xDiceRolls Enemy Initiative 17 1d20+6 11 Link to comment Share on other sites More sharing options...
Underleaf Posted January 12 Clone Share Posted January 12 Peggy Mae Stubbs AC: 22 | HP: 91/91 | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 | Reflex: 8 | Will: 9 | Speed: 50 ft (+30)| Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 Cool air kissed her skin as they entered the darkness. The magic on her goggles lit the way into the shadows, peeling away the unknown. Peggy blinked, helping her eyes acclimate. Mary led the way, confident as always. The others chattered, but their pilot opened her senses to be aware of what was here before they arrived, tuning everything else out. There was peace in the unseen, secrets and mysteries waiting to be uncovered. Her lips curled remembering a tale Gilbert had told, a question of whether or not something existed if it was in a box where none could see. The idea of what was to be discovered not truly existing until they encountered it was intriguing. Certainly, Sal had not been everywhere here. Some items to be discovered would first seen by Peggy. As she moved forward, she left space between her and Mary. Close enough to engage if needed but far enough back to protect those behind. Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Your action goes here. Move: Your action goes here. 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 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 Perception 34 1d20+19 15 Initiative 6 1d20+2 4 Link to comment Share on other sites More sharing options...
Starhawk Posted January 12 Clone Share Posted January 12 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. Mary had entered the structure proper as had Peggy. Serene as a clear as a clear blue sky, she waited for Kelly, Heretic and Gilbert to move in, along with their employer. The problem with walking around inside a fog pillar is you didn't want to get in anyone's way. Holding her staff in one hand, she extends her senses as much as she is able.. trying to sense a trap. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 7 1d20+3 4 Perception 27 1d20+14 13 Link to comment Share on other sites More sharing options...
Quixotico Posted January 13 Clone Share Posted January 13 Heretic as Randall Randall, having been withdrawn for a while, follows the party silently. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 11 1d20+1 10 Initiative 10 1d20+3 7 Link to comment Share on other sites More sharing options...
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