LucianV Posted February 17 Clone Share Posted February 17 Gilbert Percy Gilane a.k.a The Crimson Gilbert continued to shout over the sounds coming from the walls, putting in extra effort to get his delivery right. "Do you recall the occasion when you, my gallant companions, dispatched our adversary without the need for my modest contributions..." He waited for a moment when Peggy was in the right position, when Zen's fireball had died down enough where he wasn't seeing stars, and the split second before everyone else moved. In a single fluid motion Gilbert's pistol formed a floating ring in front of the barrel, then let out a blast of ice that shattered over the swarm. 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: Arcane Pool to enhance weapon Standard: Ranged spell strike Snowball on swarm Move: see movement Name xDiceName xDiceResult xDiceString xDiceRolls Ranged spell strike snowball on swarm 17; 12; 33 1d20+13;1d8+8;7d6 [4]; [4,4]; [4,4,6,6,4,6,3,3,5] Link to comment Share on other sites More sharing options...
Penchant Posted February 17 Author Clone Share Posted February 17 (edited) Mid round update Zen does 32 from fireball and 8 from sphere Peggy does 8 and 7 damage Gil misses Swarm has taken 114 points of damage out of its 117hp total! Edited February 17 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming Sphere 8 3d6 5,1,2 Link to comment Share on other sites More sharing options...
Taggerung559 Posted February 18 Clone Share Posted February 18 (edited) Mary Having cleared her head, Mary takes a proper assessment of the enemy...and how few of them are left, the ground littered with charred bots. Nonetheless she doesn't hesitate to take a swing at them as the remainder repositions in search of targets, catching a couple with her blade. Once her companions had finished off the rest of them, she speaks up "Ugh. I always hate the little things, I'd rather something proper to swing at any day of the week." Mechanical actions/OOC comments Took an AoO as the swarm left her threatened area which combined with the attacks of other members should take it down, removing the need for further actions. 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 Edited February 18 by Taggerung559 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls AoO 29 1d20+14 15 AoO damage 15 1d8+10 5 Link to comment Share on other sites More sharing options...
Penchant Posted February 18 Author Clone Share Posted February 18 The fireball wipes out a significant number of the bots and Peggy and Mary wipe out a bunch more. Apparently a certain critical mass of the swarm is reached and the red lights on the bots start to flicker out and they rain to the floor, seemingly inert. The verbal announcer immediately stops and a new recording begins play. Around the room red lights illuminate and begin flash in warning. At the rear of the room there is a hiss and the panel wall blows open on explosive bolts revealing some sort of machine inside. Parts of the machine begin to glow and it unfolds itself and crawls out of the alcove. An armored mechanical hexapod now stands on the floor. It's hydraulic legs and menacing guns gleam in the red strobing light of the room. Deflector plates deploy from its carapace and angle for ground level combat. It is ready for battle. Spiderbot deploys. It activates an ability. The party has initiative! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted February 19 Clone Share Posted February 19 (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 laugh-snorts in surprise then grins broadly as Peggy does her 'can't touch this' thing to avoid the flames, the feeling she'd had from from the vamp fight, that she wasn't contributing, fading unlamented into the background as the last few smarm mini constructs got stomped on, lights powering down. "Well that wasn't so dif.... bollocks." Another construct, a big one this time.. this place was clearly intent on playing to her weaknesses. She wanted to get to Sal, get him inside the fog where he'd be safer... the thought not occurring to her for an instant that if he died this was all theirs. She also wanted to distract the thing with an obvious threat, a ball of fire rolling towards it to see what it would do. Not one for vaccilating, she opted for the second choice and rolled the ball of fire towards it and using her staff to hurl magic missiles, which necessitated she stay where she was. The twin flying barbs of energy connect with the thing.. hammer being too strong a word. "Sal, don't shoot at what's coming.", she shouts, thinking Sal's passivity was the next best thing to being concealed in fog. Move Action: - Flaming Sphere moves to P7 Standard Action: Use Staff of Entwined Serpents to loose 2 magic missiles at robot. Edited February 19 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2 magic missiles 5 2d4+2 2,1 Link to comment Share on other sites More sharing options...
LucianV Posted February 20 Clone Share Posted February 20 Gilbert Percy Gilane a.k.a The Crimson Gilbert let out a sigh of relief as the swarm finally died. Overall, it hadn't been great, but it hadn't been too bad either. Now if someone could just shut off the shouting, they could get to making money. And then Mary went and said it. Gilbert couldn't hold back his cringe as a new creation dropped from the ceiling. How many of these things were there? He just had to hope there were a finite number of them stored around the chamber and it wasn't just summoning them from the ether like how most demons came into their world. "REALLY Mary? Upon the eve of our imminent victory and you summon the very specter of misfortune? While fate cares little for us mortals, such bold proclamations have an inordinate tendency to invite unforeseen consequences. You might have well just said 'What could possibly go wrong'." Gilbert ducked behind one of the metal pillars as he did a mental check of the number of shots he still had. "Behold! The universe has answered your call and ensnared us in a web of even more dire circumstances." Gilbert whirled around the edge of the wall and leveled his eyes on the mechanical thing. Was it supposed to b a spider or a scorpion? He took a moment to study the lines of the things construction in an attempt to understand both how it moved and how it was powered. If it ran on fuel, maybe they could put a hole in the tank...That was when he spotted the room across from the creature. "Dare we entertain the notion the glass covered room beyond holds the key to our salvation?" He nodded in the direction, trying to both draw his companion's attention to the room, and subtly suggest one of them go and find out. Looking back down the sight, Gilbert took a single steady breath as the spell charged through his pistol, glowing rings of runes floating just off the end of the barrel once more. He took aim for bulbous part that seemed like the things core and slowly squeezed the trigger. Iron and ice blasted the metal monster sheering off parts like a hillbilly flinging trash in a junkyard. 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: Ranged spell strike Snowball on spiderbot Move: see movement Arcane pool active 8/10 Name xDiceName xDiceResult xDiceString xDiceRolls Snowball shotz on spiderbotz 32; 11; 21 1d20+12;1d8+7;7d6 [20]; [20,4]; [20,4,4,2,3,5,2,4,1] confirmation 27 1d20+12 15 Additional Critical Damage 36; 68 3d8+21;21d6 [7,5,3]; [7,5,3,6,5,2,2,5,6,2,3,6,2,4,3,1,2,6,2,3,1,3,1,3] Link to comment Share on other sites More sharing options...
Taggerung559 Posted February 21 Clone Share Posted February 21 Mary Her attention quickly grabbed by the newest arrival, Mary quickly responds "I said I'd prefer something bigger and I meant it, as much as this one is a bit closer to the other side of the spectrum than is ideal. Not that it matters, all that superstition is just a bunch of nonsense, this guy would have been along whether I'd spoken or not. And with that she heads off in the general direction of the towering threat. Which is too far away for her to do much else at the moment. Mechanical actions/OOC comments double move action to get closer to the spiderbot. 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...
namo Posted February 23 Clone Share Posted February 23 (edited) Kelly Paxton (bird form) The bird, watching his comrades put and end to the swarm, sighed in relief - and emitted an involuntary trill in the process that surprised himself. Focusing inward, Kelly sets to counteract the effects of the poison on his body. But there's no time to rest as a different kind of monstrosity comes into view. From limited experience with automata, Kelly knows that powers that target minds don't work too well on animated creations. Then there are sound-based attacks but unlike Zen he doesn't want to try his luck and expose his allies to it. He decides to wait and hope for an opening, or an evolution of the tactical situation. < Boss, are you hiding? > ventures an impertinent Tak. < Of course not! Shut up! > Mechanical actions (previous round) Standard: manifest Cleanse Body (3 PP) to get rid of the ability damage from the poison (current round) delay 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: 51/67 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 28 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted February 24 Clone Share Posted February 24 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 | Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 Shivers ran through her as the final bits and bobs of the mechanical swarm fell from her. Her skin was littered with tiny bumps, reddened from injection sites. Sweat beaded on her brow. "Somethin' is off." Peggy spoke aloud, but more to herself as she shook her arms, attempting to recirculate feeling. "Zen...Kel...somethin' ain't right. Medicinally speakin'." But there was no time to elaborate, another contraption had arrived. Peggy was not ignorant to alarm systems. The Atlas Wake had a decently assembled one, and she was certain the blaring wails of incoherent speech were alerting these defense bots. She glanced at her companions, eyes widening at the blast created by Gilbert. His magic was truly terrifying. "Ya'll got that. I'm goin' see 'bout the screamin'." And off she ran to the security door. Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Move 30' to door, if door is unlocked will continue in another 20' to console Move: Move 50' Reaction: Your reaction goes here. Notes: 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 Link to comment Share on other sites More sharing options...
Penchant Posted February 24 Author Clone Share Posted February 24 (edited) The group spreads out to get into position to confront the new enemy while firing opening salvos, giving Pegs the opportunity to go for the room at the end where there are hopefully answers and options. She bursts through the door to find a pristine room with monitors on one side displaying messages in red written in the strange alien text and on the other side is a control console. Knowing that she can't operate the console the way it was intended to be used, she instead works to operate it her way. Skill Challenge The console is an electro mechanical device. She will have to engage in a skill challenge to bypass it and return it to standby mode. She must accumulate three (3) successful checks to do so. She is opening the panel and manually operating the switches and relays inside the machine. She needs one success in Perception, and two in Disable Device or Mechanic. The DC is 20. The spiderbot jinks sideways like a crab and lines up on two likely targets. A row of capacitors on it's underside crackle to life and an emitter glows with stored energy. The electricity bursts forth in a long arc of energy catching both Mary and Zen in it's path. They must roll DC 17 reflex saves for half damage. Zen moves the flaming sphere and magic missiles the bot for 5 damage Gil fires at the bot with a crit doing 58 damage Mary double moves Kelly takes cover Peggy moves into the console room Spiderbot moves and activates Lightning gun! Edited February 24 by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Lightning Gun Damage 23 8d6 4,6,1,3,2,3,2,2 Link to comment Share on other sites More sharing options...
Taggerung559 Posted February 24 Clone Share Posted February 24 (edited) Mary Mary jumps to the side in time to avoid the burst of energy, before circling around a bit in hopes of keeping the bot away from Peggy. A strike is made with the intent of catching its attention. Mechanical actions/OOC comments Move action: move Standard action: attack with fighting defensively, no piranha strike. AC is currently 30 (29 TAC) 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 Edited February 24 by Taggerung559 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls reflex vs zap 23 1d20+13 10 attack roll 32 1d20+12 20 crit confirmation 20 1d20+12 8 damage 17 1d8+10 7 Link to comment Share on other sites More sharing options...
Underleaf Posted February 24 Clone Share Posted February 24 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 | Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 The language was foreign, the displays were archaic and the endless black finish was depressing, but just like humans who all looked different on the outside, below that surface each person had the same type of parts humming along to make that body function. This security system would reveal her secrets once Peggy got below that shiny ebony exterior. "Come on, ol'girl. What whispers have you been waitin' to share?" She slid the chair away from the console and slipped below, just as she did when Attie needed some extra attention, but instead of spying cleaned gears and polished fuses, her brow arched at the myriad of wires that coursed through the stations underbelly. "FOLKS..." The mechanic hollered from her prone position. "THIS MAY TAKE A MORE LICKS THAN A LOLLIPOP!" Hopefully she was wrong and would be able to reset the system quickly, but as her fingers traced the blue wires across to the yellow ones at connectors she didn't fully recognize, Peggy wasn't certain. Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: Perception check 28 vs DC20. Move: Climb under console. Reaction: Your reaction goes here. Notes: 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 Link to comment Share on other sites More sharing options...
Starhawk Posted February 25 Clone Share Posted February 25 (edited) Zen, Wastelands Healer and Horologian Priestess AC15 Touch 14 [HP 52/64] 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 (used), Drunkard’s Breath 2, Burst of Radiance 1, Protection from Evil (Communal) 1. 3rd (4) – Fireball (Domain) 1 (used), 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 can't help but be impressed by the effect Gil is having on the thing. This impression is short lived as, with a yelp she ducks, well mostly, beneath the plane of lightning. Even though she ducked beneath the plane her nerves still jingle and jangle such that she convulses at its glancing touch. Clearly, concealment wouldn't work against a plane of lightning which didn't care. The fog around her dissipates, such that others can see her visibly 'shake it off'. From where she is she hustles towards the doorway near Gil, her hair comically standing straight up from her head. "Sal, with a touch I can imbue you with resistance to lightning. Kelly, you too. Meet you at Gil.", she shouts aloud. Looking around the edge of the door she's at, she hurls two more magic missiles at the spider construct. Free Action. Deactivate Saltspray Ring Move Action: - Flaming Sphere remains in P7. Zen moves closer to Gil. Standard Action: Use Staff of Entwined Serpents to loose 2 magic missiles at robot. Edited February 25 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex 24 1d20+8 16 Magic Missile Damage 8 2d4+2 2,4 Link to comment Share on other sites More sharing options...
LucianV Posted February 25 Clone Share Posted February 25 Gilbert Percy Gilane a.k.a The Crimson He let out one breath after another as he counted the seconds the soft hum built before it discharged toward the others. No power source, even from ancient times, was infinite. In either case, the time between blasts like that was hardly mattered if they simply killed it, or Peggy figured out how to make the room stop shouting at them. "Despite the insistence of many a fair maiden, Mary, the adage 'bigger is always better' finds no purchase in this, as well as many other scenarios. Case and point, Zen handled like a thousand small ones at once." He smirked at the last part as the others started gathering around. As Gilbert observed the spells and powers his companion's were throwing at the creature, he realized somewhat quickly he was be suited to dispatching this thing. With a sigh, he began to mentally review the spells he had memorized and found what was left somewhat lacking. With another deep breath, he began consuming some of the spare arcane energy he kept into the proper incantations and arrays for another spell. Gilbert wasn't sure how long Peggy generally considered appropriate to lick a lollipop, but he'd just have to buy her as much time as possible. "Fret not Peggy." He shouted over the alarm. "Time is a luxury we possess in abundance. It isn't like we find ourselves embroiled in a skirmish against a colossal death contraption adorned with razor sharp appendages with a penchant for unleashing bolts of lightning from its posterior. A calamity that Mary summon with her wanton disregard for Murphy's Law." He took another long breath to recover from all the shouting before he dipped around the corner and fired another shot at the machine. Even as he leveled the weapon at the spiderbot and pulled the trigger, he could tell one of the circular arrays at the end of the barrel was misaligned. "Well shit." His shot lanced off to the side, smashing into the wall and missing the machine by a mile. 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 Arcane Pool: 5/8 Actions Swift: Spell Recall for Intensified snowball Standard: Ranged spell strike Snowball on spiderbot Move: N/A Arcane pool active 7/10 Name xDiceName xDiceResult xDiceString xDiceRolls Gilbert Ranged spell strike on spiderbot 14; 13; 25 1d20+12;1d8+7;7d6 [2]; [2,6]; [2,6,1,4,3,6,5,2,4] Link to comment Share on other sites More sharing options...
namo Posted February 28 Clone Share Posted February 28 (edited) Kelly Paxton (bird form) Kelly the bird flies after Peggy, both to make sure she's OK, and to help her however he can. Time and again, the group has had to relearn that it's good practice to stay in pairs. < Peggy, where does it hurt? > He asks through Tak. < You got hit by the swarm too? > In the chaos of battle, he hasn't been able to track everything. He lands under the console next to her. It's good he doesn't take much space, or they'd have to squeeze in there. He may not be as proficient as her in mechanics, but he's pretty damn good at identifying patterns. He takes in the mass of cables, the various groupings, their colour and size. This should be power, this is communication or command, it's also duplicated over there; and the sensor cables must be the smaller, more numerous ones... He shares his hypotheses with Peggy. Hopefully two people can crack it faster than one. Mechanical actions 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: 51/67 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 28 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 37 1d20+21 16 Craft: mechanic (aid another) 23 1d20+10 13 Link to comment Share on other sites More sharing options...
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