Penchant Posted January 14 Author Clone Share Posted January 14 (edited) As Mary strides forward into the Dark with Peggy in back with her lantern, a cacophany of high pitched clicks starts issuing from the darkness. Sal sucks in a sharp intake of breath, "Leeches! Gorram scat eating sonsabeeches moved into my claim! We better hightail it back into the sunlight. I always hide from these bastards, no good blood sucking festering pools of perdition, they are!" He brandishes is piece but looks ready to bolt. The lantern light casts long shadows but Mary and Gilbert can see the ugly furred forms of vampires slithering in the blackness. These evil mutants of the waste have warped and twisted face with enormous ears and thin membranous skin stretching from long spindly arms to their short clawed legs. They resemble humanoid bats but drip with the spoor of supernatural evil. @Taggerung559 @LucianV Have initiative and successfully make perception checks and can act before the vampires. @namo ties the enemies but they have a higher bonus so they go first. Note: Previous knowledge rolls about these revealed that it takes silver weapons or attacks to bypass damage reduction and that garlic reveals their true forms (though these are not hiding what they are here). Sal has shared that they can see even in the darkness. Edited January 14 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Taggerung559 Posted January 14 Clone Share Posted January 14 Mary Well, that's an unpleasant welcome if ever there was one. But the lurkers were a bit too far in to be easily reached for now, so Mary thought it best to hold back and let her companions' bullets lure them a bit closer for now. Mechanical actions/OOC comments Just gonna delay turn for now, she'll take her turn once the threat gets closer, assuming they choose to. If not she's perfectly willing to let her friends pepper them with bullets. She hasn't made an attack or taken the total defense action so her AC is actually the 23 on the character sheet currently, but at least she has uncanny dodge and thus isn't flatfooted despite not having acted. 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...
LucianV Posted January 15 Clone Share Posted January 15 Gilbert Percy Gilane a.k.a The Crimson "Did these malevolent entities move in recently, or have they been lurking in the shadows, concealed with the dark recesses of this place? While the answer eludes us now, I suspect it to be the latter. Fortunately our course of action remains unchanged." Gilbert gave his pistol a twirl with practiced ease as the throng of hideous creatures burst forth from the darkness. While he knew there would be trouble, the sheer number of them that had come to greet the group was worrying, just how many more of these things could be hiding in the dark "While even I did not anticipated it, I do find myself of the same mind as Sal. I propose a strategic withdrawal to more favorable ground? The more narrow confines of the entrance would allow us to employ what is most colloquially known as a 'bottleneck', making their approaching number more susceptible to a coordinated, wide area onslaught. That and sunlight." He looked to the others, most of which were still hesitating. He didn't want to pull out any of this trump cards just yet, so he settled for taking a few pot shots at one of the approaching creatures. As he leveled the pistol and looked down the sight, runes flared to life on the weapon. "Fear not, I shall take the initiative to impede the progress of one of our foes, affording us a momentary respite and advantage in the impeding skirmish..." A shot exploded from the weapon, a massive glob of midnight black webbing flying through the air 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 Swift: Use Arcane Pool for +2 to attack (that brings the bonus to +3, which should overcome silver, so just confirming that actually works) Standard: ranged spell strike for webbolt on L2 vampyboi (reflex dc 16) Move: 5ft back Name xDiceName xDiceResult xDiceString xDiceRolls Attack on L2 vampy lethal 19 1d20+12 7 damage on L2 vampy 13 1d8+7 6 Link to comment Share on other sites More sharing options...
Penchant Posted January 16 Author Clone Share Posted January 16 (edited) Gilbert's shots ring out in the hollow air, striking his target. The magic of his weapon does dire damage to the creature (bypasses DR). With the peace broken, the creatures surge forward hoping to overwhelm and drain the new entries of food. (Mary gets an AoO on Vampire 2 as it rushes by her) Peggy gets bit by one of the vampires. In addition to taking damage she suffers 1d6 bleed and takes 2 Con damage as it drains a disturbing amount of blood from her. Mary is unscathed so far. The party has initiative. Everyone can post. Edited January 16 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls V1 Attack on Peggy 13 1d20+12 1 V2 Attack on Peggy 26 1d20+12 14 V2 damage on Peggy 7 1d8+6 1 V3 Attack on Mary 19 1d20+12 7 V4 Attack on Mary 20 1d20+12 8 V5 Attack on Mary 17 1d20+12 5 V2 reflex save 12 1d20+8 4 Link to comment Share on other sites More sharing options...
Taggerung559 Posted January 16 Clone Share Posted January 16 (edited) Mary While she herself weathered the expected onslaught successfully (though as much can't be said for the slice she took at one of the miscreants on its way by), Mary winced at the bite Peggy took. "Make to let Zen get a look at that later, we have no idea where those teeth have been, and I at least probably don't want a full recounting." For her own part, she begins trading blows with those surrounding her while ever so slowly backing up towards the main group. Best to give them something to keep their attention occupied after all. Mechanical actions/OOC comments Flurry of blows, replacing the first attack with a feint via improved feinting flurry. The feint and following blows will be targeting the vamp in D8, and if he somehow dies to the first one the second hit will be against the vamp in E8. Then a 5' step to C7. 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 January 16 by Taggerung559 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls AoO vs vamp 2 22 1d20+14 8 bluff check to feint 34 1d20+21 13 Attack roll 1 17 1d20+14 3 attack roll 2 17 1d20+9 8 attack 1 damage 23 1d8+10+2d6 4,3,6 attack 2 damage 23 1d8+10+2d6 7,2,4 Link to comment Share on other sites More sharing options...
namo Posted January 16 Clone Share Posted January 16 Kelly Paxton With Kelly, the action is always invisible, inaudible - until it isn't; yet another difference with his blasty, verbose friend. A susurrus rises crescendo, as a sheet of undulating blue comes into being right on top of the vampires. Its vibrations reverberate deep, and they can all feel it in their chests. Kelly's companions know that pushing enemies through it will damage them, and that they themselves should not cross it if they can avoid it. Mechanical actions Wall of Energy, 5 PP: 2d6+7 sonic damage for the vampires it appears on top of (and same every time they cross it) - before the vulnerability to sonic you alluded to. Ref DC 19 for half. It faces away from the PCs. Every round, it deals 2d6 sonic to creatures within 10ft of it, and 1d6 to those between 10 and 20ft; creatures that cross it take 2d6+7. All of these are again "save for half". It blocks line of sight. duration: Concentration + 1 round / level I tried to materalize it in roll20, but maybe it's not visible to others, like Zen's fog at first? 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: 59/67 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 DC 16 + power level 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 Wall sonic dmg 14 2d6+7 6,1 Link to comment Share on other sites More sharing options...
Starhawk Posted January 17 Clone Share Posted January 17 (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, 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 considers her options. The fireball wouldn't work, the screeching blue wall blocked line of sight to the focus point. Negative channeling wouldn't work, she'd cover half the company in fog to get in range. Her undead killing spells wouldn't work, since they were not, in fact, undead. Call fire wouldn't work, due to interposing friendlies. Wall of Fire was out of the question due to line of sight considerations. Protection from evil would help only a little, since these were not summoned creatures. With a sigh, she raises her quarterstaff and launches two magic missiles at the filth that just bit Penny. It then occurred to her that the shrieking horrors could see through mist, making her column of mist useless. So she deactivates her ring and moves forward. Oh well, at least magic missile pierces pretty much everything being force. She figures if Heretic stays back around the corner she could channel and not hurt anyone, providing Sal was out of sight. Channeling only affected things the user could see. "Sal, back around the corner, out of sight!" Edited January 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Magic Missile Damage 8 2d4+2 2,4 Link to comment Share on other sites More sharing options...
LucianV Posted January 18 Clone Share Posted January 18 Gilbert Percy Gilane a.k.a The Crimson Gilbert's pistol continued to ring out like a nearby thundercloud. This time he decided to even the odds in Mary's favor, since she was now being overwhelmed. "Might I proffer a morsel of advice, dear Mary? In the delicate art of combat, the most subtle and often overlooked nuance that leads to victory is often not in the power of one's strike, but the precision one wields." With Zen and Kelly now nearby, Gilbert wasn't too worried for himself, but he certainly hoped Sal didn't do anything stupid while they were dealing with the issue. He shouted over the noise of his own weapon, as he chuckled and turned to look at his companions. "In this moment, I find myself reminiscing about the time Sal planned to embark upon the exploration of this claim sans our vigilant protection. A decision that, in retrospect, might be deemed imprudent. Wouldn't you agree?" Just as one of the creatures lunged at Mary, Gilbert fired once again from the hip, the bullet coalescing into a massive shard of ice as it traveled. It struck the creature in the left eye, causing it to shriek in pain as it clutched at the wound. 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 Swift: n/a Standard Action: Spellstrike snowball on D8 vampyboi (Fortitude saving throw DC16 or be staggered for 1 round.) Move: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Ranged Spell Strike on DB vamp 22 1d20+12 10 Blunt & Cold 44 1d8+7d6+7 8,5,5,6,3,6,2,2 Link to comment Share on other sites More sharing options...
Underleaf Posted January 20 Clone Share Posted January 20 Peggy Mae Stubbs AC: 22 | HP: 84/91 | 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 The pain felt was only marked with a swift sucking of air between her teeth. Peggy was not one to admit injury until necessary. And as of this moment, it was not necessary. She did, however, nod to Mary, acknowledging the woman's words for care in the (hopefully) near future. But for now, the pilot of the Atlas Wake shook out her arms quickly, sending shimmers of silvery light through her veins to her hands. Her rings and knuckles emanated a faint glow. "Here we go." She whispered to herself, an odd little bit of encouragement mixed with warned caution. Too much caution was provided or the bite received affected her more than she realized. Peggy's fists went wide, missing her mark. She nearly tumbled into the wall of sound, but managed to catch herself before suffering that fate. Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Attack/attack. 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 Unarmed Attack with Stunning Fist (DC17) 16 1d20+13 3 Unarmed 2nd Attack 18 1d20+13 5 Link to comment Share on other sites More sharing options...
Penchant Posted January 20 Author Clone Share Posted January 20 (edited) One vampire is mortally wounded and collapses in on itself, an empty husk as it's stolen life blood evaporates. The other one caught in the wall is destroyed by a shot from Gil. The other two skitter around the wall, though obviously hurt by it. They run up on the party and look ready to do some biting. One of them appears discomfited by the light streaming in from outside. The webbed one breaks free and starts doing the same. Mary misses V2, but hit's V5 twice killing it Kelly creates a sonic wall V2 fails its save and takes 16 damage Zen blasts V2 for 8 Seeing D8 is down, Gil fires on Vampire 2. It takes damage but is not staggered. It dies instead. Peggy swings twice but misses Sal moves across and puts his back to the wall, but still has his gun ready. Peggy takes 5 points of bleed damage V2 takes a 5' step out of the wall and then attacks on Mary. It misses. V3 and V4 take double move actions to circle around the wall. V4 is dazzled. V1 breaks free of the webbing and also moves to go around the wall. The party has initiative. Edited January 20 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls V2 DC 19 18 1d20+8 10 V2 damage 11 2d6+7 1,3 damage 5 2d6 2,3 V2 save Fort DC 16 24 1d20+4 20 Peggy Bleed 5 1d6 5 V2 bite on Mary 21 1d20+10 11 V1 CMB 26 1d20+10 16 Link to comment Share on other sites More sharing options...
Underleaf Posted January 20 Clone Share Posted January 20 Peggy Mae Stubbs AC: 22 | HP: 79/91 | 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 She closed her eyes and took a deep breath. Peggy saw the creature before her collapse on itself and heard the skittering of others behind her. Turning, her eyes honed in on the one facing Kelly. "Hells." Her knuckles cracked as she moved to fall in behind the vampire harassing the mentalist, then whipped her fists forward once more. Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Attack/attack. Move: Move to A6 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 Unarmed Attack with Stunning Fist (DC17) 14 1d20+13 1 Unarmed 2nd Attack 28 1d20+13 15 2nd Attack Damage (Magic/Silver/Iron) 18 2d8+6 7,5 Link to comment Share on other sites More sharing options...
Taggerung559 Posted January 21 Clone Share Posted January 21 (edited) Mary Striding back to the group to get to the vamps who had so rudely rushed past her, Mary takes a swing at the one Peggy had softened up. It landed, though not as effectively as she'd have liked. Mechanical actions/OOC comments Move action: do that movement thing. Standard action: attack the vamp Peggy had hit, while fighting defensively. Unfortunately I don't believe Kelly is threatening, so no flanking here. AC is currently 30. 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 January 21 by Taggerung559 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack roll 31 1d20+12 19 crit confirmation 20 1d20+12 8 damage 16 1d8+10 6 Link to comment Share on other sites More sharing options...
namo Posted January 21 Clone Share Posted January 21 Kelly Paxton Finding himself uncomfortably close with the slavering mouths of their uncouth hosts, Kelly attempts to throw them away with his mind. This is so much better than having to hit those things with my fists. I don't know how Mary and Peggy can stand that. Only a small grunt materialized the mental strain he goes through. Mechanical actions Free: 5ft step away Standard: Manifesting defensively (using his Spellguard item to roll twice) Telekinetic Force (5 PP): the 2 vampires nearby must make a Will save (DC 19) or be sent flying up and away through the Wall. He sends them to strike the ceiling (1d6 damage), then either they fall (and take more damage) or they manage to fly - I'll let you handle that. 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: 54/67 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 DC 16 + power level 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 Concentration (DC 21) 31 keep(2d20,highest,1)+15 16,6 Wall damage 15 2d6+7 4,4 Hitting the ceiling damage 4 1d6 4 Link to comment Share on other sites More sharing options...
Starhawk Posted January 22 Clone Share Posted January 22 (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, 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 once again considers her options. Now that the vamps were in among them there was no longer the unbreachable line of sight prohibition. Now it was an immovable area of effect prohibition, not wanting to hit an ally. Not to worry Zen, your time will come. She rather imagined the Vamps would not last much longer, so using the flaming sphere spell would be a waste of resources and the fireball was right out. Still sighing somewhat, she backed off and pointing her staff at the vamp that Mary and Peggy had been whaling on, watching the twin missile work their way around her comrades in arms to strike unerringly home. Edited January 22 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Damage 4 2d4+2 1,1 Link to comment Share on other sites More sharing options...
Penchant Posted January 22 Author Clone Share Posted January 22 (edited) One vampire flies through the wall. You can't see it's fate though. The other resists the push. The other vamp takes magic missile damage. Gil is up for action @LucianV Edited January 22 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will save vamp 11 1d20+4 7 Will save vamp 22 1d20+4 18 Link to comment Share on other sites More sharing options...
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