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Chapter 1.2


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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
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
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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
 

 

 

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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 [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 by Starhawk (see edit history)
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spacer.pngGilbert 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

 

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Kelly Paxton

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

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 by namo (see edit history)
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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 by Penchant (see edit history)
Name
Slashing damage
4
2d6 2,2
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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 [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 by Starhawk (see edit history)
Name
Flaming Sphere DC16 Reflex or 3d6 damage
8
3d6 2,5,1
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Kelly Paxton (bird form)

3ccc83bb841a92aa38decd5f0ddc8b4d.jpg.ddc865dbff19d88adf8b22c3fcd87529.jpg

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 by namo (see edit history)
Name
Fort vs distraction
26
1d20+6 20
Fort vs poison
15
1d20+6 9
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spacer.pngGilbert 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
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
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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 91/91 (-7) | CMB: +13/+8 | CMD: 23 | 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 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
Attack 1
20
1d20+13 7
Attack 2
19
1d20+13 6
Attack 1 Damage
19
2d8+6 8,5
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marytop3.png.996aa2138ea12391a3ca7371a8ca4a0e.png

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
 

 

 

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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 by Penchant (see edit history)
Name
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
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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 [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 by Starhawk (see edit history)
Name
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
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Peggy Mae Stubbsimage.png.c2c0a9e86115b50177f97970d21c5c4a.png


AC: 22 | HP: 85/91 (-7) | CMB: +13/+8 | CMD: 23 | 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 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
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
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