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Chapter 1.1 - Sometimes Opportunity Falls in Your Lap


Penchant

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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 by Penchant (see edit history)
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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
 

 

 

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spacer.pngGilbert 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
Attack on L2 vampy lethal
19
1d20+12 7
damage on L2 vampy
13
1d8+7 6
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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 by Penchant (see edit history)
Name
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
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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 by Taggerung559 (see edit history)
Name
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
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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

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
Wall sonic dmg
14
2d6+7 6,1
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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, 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 by Starhawk (see edit history)
Name
Magic Missile Damage
8
2d4+2 2,4
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spacer.pngGilbert 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
Ranged Spell Strike on DB vamp
22
1d20+12 10
Blunt & Cold
44
1d8+7d6+7 8,5,5,6,3,6,2,2
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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 84/91 | 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


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 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
Unarmed Attack with Stunning Fist (DC17)
16
1d20+13 3
Unarmed 2nd Attack
18
1d20+13 5
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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 by Penchant (see edit history)
Name
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
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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 79/91 | 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


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 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
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
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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 by Taggerung559 (see edit history)
Name
Attack roll
31
1d20+12 19
crit confirmation
20
1d20+12 8
damage
16
1d8+10 6
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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

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
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
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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, 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 by Starhawk (see edit history)
Name
Damage
4
2d4+2 1,1
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