Penchant Posted February 6 Clone Share Posted February 6 The descent down the shaft is tense but uneventful. It goes down 300 feet but the ladder seems solid and there are regular structural members wide enough to stand on and rest. At the bottom of the shaft is an elevator car with a hatch in the roof. Sal opens the hatch and drops down into the car. He seems fairly nimble despite complaining constantly about his bones and aches and pains. Inside the darkened car there are similar double doors as above and Sal uses the same crank operated device to open them. The space beyond is large and the floor is a polished black stone that reflects the light. Suddenly there is a hum and ceiling lights start snapping on, illuminating the space dimly. They do not seem to be at full power and many flicker on and off intermittently. There appear to be couches for sitting in an area and low stanchions partitioning the room into lanes. The room itself is divided in half with as series of arches and 5' tall walls. After a few moments nothing happens and the party steps out tentatively into the space. Sal whistles, silently tabulating how much he can get for the couches and furniture. As you approach the arches they start to blink and light up. Suddenly the nearest archway glows red. Alarms start sounding and a distorted voice in some strange language starts talking in an authoritative and commanding manner. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative Peggy +2 6 1d20+2 4 Initiative Gilbert +8 24 1d20+8 16 Initiative Mary +6 15 1d20+6 9 Initiative Kelly +5 10 1d20+5 5 Initiative Zen +3 15 1d20+3 12 Initiative Security 1 1d20 1 Link to comment Share on other sites More sharing options...
Penchant Posted February 6 Author Clone Share Posted February 6 Everybody gets to go before things happen! Yay! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Taggerung559 Posted February 6 Clone Share Posted February 6 Mary Entering the space, Mary's initial cursory look has her agreeing with Sal. This place is quite the haul. Clean floors, functional lighting, comfy looking couches...she's a bit tempted to want to stick around for the extraction herself. But she'll have to be satisfied with the initial exploration (and pouring over the deliveries they get to haul back down the road). And then the alarm goes off. Maybe this ruin is a bit too well preserved. Drawing her sword she carefully steps up to the archway in question, hoping to get a good look through it. "Of course, things can't go that cleanly I guess. Time to see what this place has in store for us." Mechanical actions/OOC comments Move action forward Standard action total defense, AC 30 currently Statblock Mary Allensworth HP: 73/73 Init: +6, Perception: +16 (+18 vs traps) AC: 23, TAC: 22, FFAC: 16 Fort: +8, Ref: +13, Will: +5, CMD: 21 Special defenses: evasion, uncanny dodge, deflect arrows, danger sense +1 Speed: 30 Melee: +14/+14/+9 Temple Sword (1d8+10/19-20) Range: +12/+7 Mosin-Nagant (1d10/x4) Sneak attack: +2d6 Debilitating injury: landing a sneak attack debuffs AC (-2, -4 vs me), attack rolls (-2, -4 vs me), or movement speed (halved) for 1 round. Fighting defensively: -2 to attack for +7 AC Piranha strike: -2 to attack for +4 damage Improved feinting flurry: replace first attack of a flurry with a feint (+21 to bluff) which denies dex to AC for my turn Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted February 6 Clone Share Posted February 6 (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 [Fire Resist 10] 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 felt for Peggy. It wasn't often she got more than she handed out. Maybe she was still in shock? Maybe there was something in a vamp bite that left one feeling so 'off', that speech was right out. Still, no matter. She imagined Peggy, silent since the dust up, would thank her with a shot from her moonshine still, which was certainly better than anything but the good stuff anywhere else. The climb down wasn't pleasant, not that it wasn't structurally sound. It was just that incipient feeling of claustrophobia that came from the knowledge that every foot they descended was tens of tons above her head, her fragile head. Mindless of the treasures on offer, she instead drags something from nearby to place in the open elevator doors, terrified they would close and lock them in this mausoleum. Would Sal's gizmo work to open a door from this side? When the voice starts speaking it gives her the shiver. A voice from before the Collapse, a voice from beyond the grave. She steps off to the one side and activates her ring. She's delighted in the concept of multiple spheres of defence. Delight wasn't what she was feeling now.. more like thankfulness. Move Action: Activate Mist Ring. Standard Action: - Edited February 7 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LucianV Posted February 7 Clone Share Posted February 7 Gilbert Percy Gilane a.k.a The Crimson Gilbert kept his grumbling to himself as they descended the shaft. Rung after rung they ventured down into the darkness. Part of him had been surprised by Sal's ingenuity and creative use of the thunderstone. The other part let out a long sigh since it would certainly let anything down there know they were coming. When they reached the bottom, Gilbert drew out a handkerchief and lightly padded his forehead before stuffing it back into a vest pocket. As they started to look around, he couldn't help but be amazed by how intact the place was. Gilbert had expected some shitty old ruin filled with acid and monsters. Instead what they had gotten was a relic from the past that was more intact than anything he had ever seen in his career. "It nearly grieves the heart to imagined the squandered potential of such an extraordinary locale. One cannot help but entertain the notion of repurposing this pristine sanctuary for our own endeavors. A veritable fortress of solitude amidst the tumultuous wilds..." And then the sirens started going off. At first Gilbert's hand drew his pistol expecting something to happen. And then he pressed his free hand and the one holding his firearm against his ears as he tried in vain to shout over the noise. "I FIND MYSELF COMPELLED TO REVISE MY PRIOR STANCE; LINGERING WITHIN THESE HALLS NO LONGER HOLDS THE APPEAL IT ONCE DID..." He glanced around, still expecting something to attack the group (something almost always did) and hoping, nay, praying that Sal would find some way to silence this damnable place. 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: Readied action to shoot anything that attacks the party. Move: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted February 9 Clone Share Posted February 9 (edited) Kelly Paxton Kelly keeps his grumbles mostly to himself on the way down. He's not a big fan of exercise, but if he's honest he probably needs some to combat that nascent belly - those delicious fried foods come at a cost. "Guardian or no, that place is way too far off the grid, Gil. Another romantic but impractical notion. Does anybody understand what it's saying? Sal, any tip on how to deal with this?" Brave Kelly then rubs his ring, whispering "Fly away", the activation word, and he turns into a little songbird, for better mobility and damage avoidance. He can't talk anymore, but he can still think through Tak, who is now as large as Kelly but not weighing him down too much thankfully. Mechanical actions Standard: activate the ring of seven lovely colours (duration 10 min); he becomes Tiny Statblock Kelly Paxton (songbird form) HP: 56/56 Init: +4, Perception: +21 AC: 27, TAC: 17, FFAC: 23 Fort: +6, Ref: +11, Will: +8, CMD: 16 Speed: 30, fly 40ft (average) 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 6/7 Ring of Seven Lovely Colours 2/3 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 Edited February 9 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted February 11 Author Clone Share Posted February 11 (edited) As the group nervously waits for whatever is coming, mechanical sounds come from above. Four stonelike cylinders extend from the ceiling and start dispensing a large number of mechanical whirring contraptions. Each is a tiny whirling mess of blades with a glowing red eye in the center. They descend and start swirling in a little tornado of razor sharp sound and fury. Manhack swarm N Tiny Construct (swarm) Init +6, Senses Darkvision 60ft, lowlight vision, Perception +16 AC 20, touch 20, flat footed 18 (+2 dex, +6 insight, +2 size) HP 117 (9d10+27) Fort +8, Ref +10, Will +4 Defensive Abilities Swarm Traits @LucianV Readied actions can be taken prior to the swarm attack. Gil, Mary and Kelly take 2d6 damage and must make DC 16 Fort save vs. Distraction and DC 16 Fort Save vs. Poison Edited February 11 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Slashing damage 4 2d6 2,2 Link to comment Share on other sites More sharing options...
Starhawk Posted February 11 Clone Share Posted February 11 (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 [Fire Resist 10] 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, both awed and terrified, hastily casts Flaming Sphere, having it materialize on top the metal insectoid swarm. The little buggers were fast, so the odds of it working weren't exactly the best, but it lasted.. Fireball would be better, but again folk were in the area of effect. Move Action: - Standard Action: Cast Flaming Sphere. Edited February 11 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Sphere DC16 Reflex or 3d6 damage 8 3d6 2,5,1 Link to comment Share on other sites More sharing options...
namo Posted February 11 Clone Share Posted February 11 (edited) Kelly Paxton (bird form) The nimble bird flies clear of the swarm - wait, these are not insects! Little machines!?! - but he suddenly feels pain; he still got pricked by one of the tiny assailants. He gets away from the danger, to be able to assess the situation. Much like Zen, he cannot attack their enemy with powerful magics without inducing some friendly fire. OOC & Mechanical actions Move: fly away Standard: nothing (though I may use a power if the poison risks really crippling him; I'll wait until I know more) Save vs poison failed. Success vs distraction. The damage gets split between Tak (absorbed by hardness) and him; Tak takes no direct damage thanks to hardness. Statblock Kelly Paxton (songbird form) HP: 54/56 Init: +4, Perception: +21 AC: 27, TAC: 17, FFAC: 23 Fort: +6, Ref: +11, Will: +8, CMD: 16 Speed: 30, fly 40ft (average) 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 6/7 Ring of Seven Lovely Colours 2/3 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 Edited February 11 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort vs distraction 26 1d20+6 20 Fort vs poison 15 1d20+6 9 Link to comment Share on other sites More sharing options...
LucianV Posted February 12 Clone Share Posted February 12 Gilbert Percy Gilane a.k.a The Crimson Gilbert didn't like needles. While he had a healthy respect for those in the medical profession, when one of those people pulled out a needle with the intention of sticking him with it, he usually told them exactly where they could stick it. So when a swarm of little metal things with needle-like appendages descended from places on the ceiling and started swirling about menacingly, Gilbert did what came naturally, he started firing off his pistol into the air like it was the Waste's Independence Festival. With little more than let out a yelp, he dove away from the cloud of...things? With the tip of his pistol, he wrote a pair arcane sigils into the air which quickly released gouts of flame at the cloud of enemies. Everyone else seemed to be just standing around, so clearly he'd have to save the day (again) and remind them about it later. 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 Previous Readied Action: Shoot the swarm Swift: n/a Standard: Scorching Ray on Swarm Move: see movement Name xDiceName xDiceResult xDiceString xDiceRolls DC 16 Fort save vs. Distraction 25 1d20+7 18 DC 16 Fort save vs. Poison 19 1d20+7 12 Scorching Ray 1 on Swarm 23 1d20+10 13 Scorching Ray 2 on Swarm 28 1d20+10 18 Scorching Ray 1 Fire Damage 18 4d6+1 2,6,4,5 Scorching Ray 2 Fire Damage 14 4d6+1 2,1,4,6 Previous Readied Action: Shoot Swarm 25 1d20+11 14 Previous Readied Action: Damage 14 1d8+6 8 Link to comment Share on other sites More sharing options...
Underleaf Posted February 14 Clone Share Posted February 14 Peggy Mae Stubbs AC: 22 | HP: 91/91 (-7) | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 (-1) | Reflex: 8 | Will: 9 | Speed: 50 ft (+30)| Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 She had remained silent, graciously accepting the healing that Zen offered, but not speaking on the pain or injury. Peggy was frustrated by the engagement, and although her wounds had mended, she still felt not completely whole. Sal led them down to his jackpot, which did elicit a whistle from her. All the gizmos and gadgets she saw were of great value, even just the raw material. The mechanic could easily see herself bartering aggressively at a junkyard for almost everything her eyes caught sight of. There was little time to revel in the find. A blaring sound began pulsing through the chamber, each whistle resounding off the metallic walls. Peggy instinctually reached for her ears but pushed herself to stand and fight back the urge to protect herself. She hadn't realized she had also closed her eyes when the sound began, however, she suddenly found herself alone facing a mechanical swarm. Her brow pinched in confusion for a moment before her muscles reacted to Gilbert's attacks with primal motions of her own. Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Attack/attack. Move: 5' step forward Reaction: Your reaction goes here. Notes: Need to modify HP from CON loss still. Statblock Peggy Mae Stubbs Human Unchained Softstrike Monk (7) Str +4 (19) Dex +2 (14) Con +2 (14) (-1) 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 Attack 1 20 1d20+13 7 Attack 2 19 1d20+13 6 Attack 1 Damage 19 2d8+6 8,5 Link to comment Share on other sites More sharing options...
Taggerung559 Posted February 15 Clone Share Posted February 15 Mary The sudden appearance of the miniaturized horde of mechanical terrors left Mary reeling. She stumbled backwards while attempting to get her bearings. Mechanical actions/OOC comments Move action: move to just outside the swarm's area Standard action: she's nauseated by the distraction and doesn't get one. Statblock Mary Allensworth HP: 69/73 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...
Penchant Posted February 15 Author Clone Share Posted February 15 (edited) Gil's Readied action shoots the swarm, they take 1/2 damage (7) Zen casts Flaming Sphere DC 16 (Saved, no damage) Kelly moves. Take poison damage (-2 dex) Gil casts scorching ray with the beams taking down an appreciable number of bots (32) Peggy punches and swipes through the air taking out a fair number of bots (19) Mary moves. Is nauseated The swarm moves and covers both Peggy and Sal. They both take 5 damage. They must both make DC 16 Fort saves vs. Distraction and Poison. Poison damage is 1 point. Sal turns a little green as he gets injected by a dozen little needles and runs off to hide in the corner, "Now that's not playin' fair! Gul durned things got me through my jerkin!" He turns and fires a few shots at the blob of buzzing machines. Swarm has taken 59 points of damage The party has initiative! Edited February 15 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Swarm Reflex vs. Sphere 16 1d20+10 6 Dex 2 1d3 2 Swarm damage 5 2d6 1,4 Dex 1 1d3 1 Sal Fort saves 20; 9 1d20+4;1d20+4 [16]; [16,5] Sal to hit 25 1d20+9 16 Sal damage 2 1d8+1 1 Link to comment Share on other sites More sharing options...
Starhawk Posted February 16 Clone Share Posted February 16 (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 [Fire Resist 10] 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, pondering whether she was, for the swarm at least, out of sight and thus out of mind, remains exactly where she.. happily esconced within her pillar of fog. With a graceful gesture she moves her flaming sphere back onto the swarm, it lands on on the swarm but away from Mary. Then crying aloud with a an extremely apologetic, "Mary, heals after..", she hurls a fireball onto the swarm. An eyeblinkingly bright spark of light crosses the space from her to the swarm in an instant before exploding.. catching Mary as well. The things were clearly mechanical.. So channel healing next? Move Action: - Move Flaming Sphere back onto swarm Standard Action: Cast Fireball. Edited February 17 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Sphere DC16 reflex or 3d6 damage 13 3d6 3,5,5 Fireball DC17 Reflex save for half 43 10d6 6,4,2,3,5,3,5,6,3,6 Link to comment Share on other sites More sharing options...
Underleaf Posted February 17 Clone Share Posted February 17 Peggy Mae Stubbs AC: 22 | HP: 85/91 (-7) | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 (-1) | Reflex: 8 | Will: 9 | Speed: 50 ft (+30)| Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 Tiny needles plunged into her skin as the critters of machination's past skittered up her leg and around her arms. "Gah'ram skeeters!" No longer aware of the actions of her companions, Peggy was solely focused on freeing herself of the swarm. That was until she heard a specific song resound off the pristine walls. It was a trigger being pulled, a harmony begging for a partner. Zen was about to unleash a terrifying explosion. Luckily, it was a feat the pair had practiced for time and again. Gilbert had even once called it a beautiful pairing of a siren and a phoenix, though he used fancier words and a tone that left Peggy uncertain if it was a compliment. A wave of heat forwarned her of the pattern the flame would take, and as the fire blossomed in the air, the pilot ducked and spun, as though the blaze was her partner a scintillating dance. Once the magic had faded, Peggy got to work once again on ridding herself of the metallic maggots. 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: Passed Distraction, Failed Poison, Passed Fireball with Evasion Statblock Peggy Mae Stubbs Human Unchained Softstrike Monk (7) Str +4 (19) Dex +2 (14) Con +2 (14) (-1) 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 Attack 1 26 1d20+13 13 Attack 2 33 1d20+13 20 Damage 1 17 2d8+6 4,7 Damage 2 15 2d8+6 6,3 Link to comment Share on other sites More sharing options...
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