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Chapter 1.1 - Sometimes Opportunity Falls in Your Lap


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Kelly Paxton

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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

 

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spacer.pngZen, 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.

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spacer.pngGilbert 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

 

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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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
 

 

 

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spacer.pngZen, 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?"

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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 91/91 | CMB: +13/+8 | CMD: 23 | 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 Hitter, Bandit (Strength)


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

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


Equipment cash on hand $3,700

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

                     
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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.

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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

"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
Init
17
1d20+4 13
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spacer.pngZen, 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."

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spacer.pngGilbert 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
Perception
18
1d20+11 7
roll
19
1d20+8 11
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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
Perception (extra +2 vs traps)
28
1d20+16 12
initiative
26
1d20+6 20
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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 91/91 | CMB: +13/+8 | CMD: 23 | 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 Hitter, Bandit (Strength)


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

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


Equipment cash on hand $3,700

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

                     
Name
Perception
34
1d20+19 15
Initiative
6
1d20+2 4
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spacer.pngZen, 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
Initiative
7
1d20+3 4
Perception
27
1d20+14 13
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