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Missing Magistrate

Hidden from: Rakle, Eborne1, eriktd, ccanary, saithor

Chromoid

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spacer.pngHP:  24/66 + 0/10 - 5 NL | Essence: 7/9
AC: 21+1 - FF: 18+1 - Touch: 14+1 (20+1 Incorporeal Touch) | Fort: +8 Ref: +8+1 Will: +12
Veils  | Other Essence Receptacles | Active Effects | Veil Uses


Though he nodded a bit of gratitude at Eilidh, Murdir remained focused on the ghost. Things still could be going better than they were, but at least no one was dead. Yet. Other than the ghost. Taking a step to the side for a better angle through the doorway, the duergar lashed out at the specter with his mystic dan bon, and the spell that the elf had cast on him was potent enough to let him strike a second time.

 

Actions

5' Step W
Full Round : Full Attack Ghost : Attack 1 - Damage 1 - Attack 2 - Damage 2

AOO - if triggered (10' reach) : AOO Attack - AOO Damage
AOO Crit Confirm : Crit Attack - Crit Damage
 

Edited by dhemon (see edit history)
Name
Attack 1
20
1d20+10 10
Damage 1
18
1d3+2d4+2d6+4 3,4,3,1,3
Attack 2
19
1d20+10 9
Damage 2
15
1d3+2d4+2d6+4 2,1,1,6,1
AOO Attack
30
1d20+10 20
AOO Damage
20
1d3+2d4+2d6+4 1,4,3,4,4
Crit Attack
11
1d20+10 1
Crit Damage
18
1d3+2d4+2d6+4 2,3,4,4,1
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Michael "Mike" Stevens
AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | Features | Conditions


 

Mike barely manages to avoid getting clocked in the head by crate, turning to take the blow on his shoulder, instead. “Well, if there's anything in the crates, at least we don't have to open all of them now.Keeping the ghost in sight, Mike felt his movements quickened by Eilidh's spell. He briefly considered moving up to distract the ghost in melee, but given how it had shredded Murdir, he couldn't help but feel that wasn't a great idea.

Once again, he began gathering electricity to power up his electric blast. As he did, this time, he started quietly singing a little tune, "Doo-doo-doo-doo-doo-do-doo, do-do-do-do-do-doo-do. Doo-doo-doo-do-doo-doo, Ghostbusters!" He wasn't sure where the song came from, but it felt very energetic.

OOC

Previous Round: 25% miss chance for two attacks that hit. Both hit.

Move action: Gather Power (reduce Burn cost by 1)

Standard action: Empowered Kinetic Blast 17+1 Haste = 18 to hit total, Damage 5 * 1.5 = 7 + 4 = 11, divided by 2 = 5.

Burn Cost: 1 Empowered - 1 Gather Power = 0

 

 

Edited by Phntm888 (see edit history)
Name
Miss Chance for two attacks that hit (1-25 is a miss)
71; 26
1d100;1d100 [71]; [71,26]
Empowered Kinetic Blast, Elemental Overflow, Haste
17
1d20+8 9
Damage
5
3d6 1,1,3
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Hailcourse Basement

The undead takes a veritable thrashing now as the team rallies around Murdir. Gunsmoke and the acrid smell of ionized air fills the jail with a thin fog that makes the ghost seem even less real than before. Nevertheless, it is still floating, head lolling to one side, arms outstretched. Having apparently seen that its little supernatural tantrum has had very little effect on those in the room with it, the monster slips quietly past Murdir's guard and stretches both hands out towards Jack.

We are now in combat!

Combat Round 3

Ghost takes a 5' Step and attacks Red Jack!

Creatures

spacer.png

Ghost

<Elite>

Damage: 51 AC: 18 Touch: 18 Flat-footed: 14 CMD: 22

Free: 5' step

Standard: Melee attack

 

Map

Untitled.png.f8bacf780885bbaa7dfc9caa7fef240a.png

 

Name
Melee touch attack
19
1d20+7 12
Touch attack damage
27
7d6 3,3,1,5,4,6,5
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Red Jack the Musketeer
HP: 17/49
AC: 21 Touch: 16 Flat-Footed: 15
CMD: 24
Grit: 4/4
Species +1 Hit Bonuses: Changelings, Ghouls, Cultists
Passive Perception: 19
Conditions:

Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts

 

Jack shivered at the thing's unnatural, ethereal touch. It reached past his defenses and left him chilled to his bones...

But he was still breathing, and his hands still worked. They worked rapidly.

"Ya get one." Jack rasped at the ghost, raising his reloaded weapon and taking aim at it. "Now stay dead this time." BLAM. And even before the sound of the first shot had finished ringing, Jack had reloaded and fired again, tearing two holes through its deteriorated mass in the space of one.

 

Swift: RELOADING!

Standard: Blast it. Hit.

Move: RELOADING!

2nd Standard: Shoot it again. Hit.

 

24 damage in total, halved to 12 when all's said and done.

 

Statblock

[URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
Jacob "Red Jack" Heath
Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30
AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5
Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4)
Dagger/Bayonet +7 (1d4+2, x2)
Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2)
+1 Chain Shirt (+5 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9
Condition None
Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4)
1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK)
Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action
Steady Aim: Move Action to add +10 Range, Stacks Distance
3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action.
Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less)
Deft Shootist: No AOOs for firing or reloading in melee range
Musket Training 1: +DEX Modifier to Damage
Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance.
Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments

 

 

 

 

Edited by Erico (see edit history)
Name
Musket Shot 1
26
1d20+9 17
roll
12
1d12+10 2
Musket Shot 2
28
1d20+9 19
Damage
12
1d12+10 2
Fortitude
15
1d20+7 8
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spacer.pngEilidh Sorsha

AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3

Female Neutral Elf Wizard Conjurer (Teleportation)

Level 5 Init 3 HP 31/31 Spd 30'
AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2   
Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2)
Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force)

Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12

 

Condition None

Wand of Shield 49/50

Shift 5/8

1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl, Pearl, Pearl, Pearl.

2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy.

3rd Stinking Cloud, Stinking Cloud, Haste (used),

Eilidh shuffles back along the corridor until Murdir is between her and the ghost. Seeing the ragged nature of their opponent she then unleashes a veritable barrage of magic missiles.. one, two, three, four.. which whirl around and past Murdir before slamming into the ghost. "Say hi to the Abyss for me..", she hisses nastily.

Actions Move: 30' East to Murdir. Standard: Cast Haste on self and all allies.Swift: Shift 15' west.r. 

 

 

Edited by Starhawk (see edit history)
Name
Magic Missile Damage (not halved)
14
4d4+4 3,1,3,3
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Hailcourse Basement

It finally goes down. Or, well, vanishes anyway. Not even so much as a breath or a sigh escapes the silent specter's lips as it fades from view.

There is nothing left but the reek of battle and your panting breathing. The question is: what now?

Combat has ended!

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spacer.pngEilidh Sorsha

AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3

Female Neutral Elf Wizard Conjurer (Teleportation)

Level 5 Init 3 HP 31/31 Spd 30'
AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2   
Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2)
Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force)

Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12

 

Condition None

Wand of Shield 49/50

Shift 5/8

1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl (used), Pearl, Pearl, Pearl.

2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy.

3rd Stinking Cloud, Stinking Cloud, Haste,

"You know..", begins Eilidh in a light conversational tone, not out of breath, barely looking ruffled.. ".. ghosts come back unless you find out why their transparent arses are sticking around", sounding like she knows the procedure. She then grins a triangular grin, more shiny white teeth on display on one side than the other.. not the sort of grin you'd take home to meet your mother. "You find that and you can get to say things like 'this house is clean' or 'cleanse and purify', that sorta shit". Eilidh, with her ever so posh accent sounds like a noble slumming it, given her choice of vocabulary. She's also putting a fair amount of body into the 'r' on arses, so it sounds dirtier. Rubbing her hands together she continues with.. "So, we need to find this magic item I'm sensing", all the while looking at the blocked passage. She then stops, seemingly as an afterthought, and surveys the company, while raising a sardonic eyebrow. "You might want to take a moment though. You lot look like a collection of bruises at the drunk tank at Caliphas clink on a Friday night."

Actions Detect Magic once more..  

 

 

Edited by Starhawk (see edit history)
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Red Jack the Musketeer
HP: 17/49
AC: 21 Touch: 16 Flat-Footed: 15
CMD: 24
Grit: 4/4
Species +1 Hit Bonuses: Changelings, Ghouls, Cultists
Passive Perception: 19
Conditions:

Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts

 

"Yeah?" Jack mused, when Elidh accused them of looking like death warmed over. The musketeer calmly reloaded and then shouldered his weapon. "That's about normal fer us, leastwise. We get roughed up a lot doin' this, but the other folks always end up dead, so. You ain't wrong, though, we could use some patchin' up. Usually Murd just gives us a pat on the back and fixes us up. But Murd got banged up some too." The gunslinger reached for his satchel. "Murd, ya need a healing potion or two? We could dip into our supplies some for ya. But keep yer eyes peeled. This is the second time we've had to deal with a ghost, so lemme know if'n you see any residue it left behind. Ghost dust. Ah think ah could use it to mess the next one up real proper."

 

(Jack offers Murd healing potions from the party stash and looks around for ghost dust residue from their latest triumph...)

 

Statblock

[URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
Jacob "Red Jack" Heath
Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30
AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5
Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4)
Dagger/Bayonet +7 (1d4+2, x2)
Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2)
+1 Chain Shirt (+5 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9
Condition None
Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4)
1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK)
Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action
Steady Aim: Move Action to add +10 Range, Stacks Distance
3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action.
Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less)
Deft Shootist: No AOOs for firing or reloading in melee range
Musket Training 1: +DEX Modifier to Damage
Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance.
Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments

 

 

 

 

Name
Perception
13
1d20+9 4
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spacer.pngEilidh Sorsha

AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3

Female Neutral Elf Wizard Conjurer (Teleportation)

Level 5 Init 3 HP 31/31 Spd 30'
AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2   
Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2)
Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force)

Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12

 

Condition None

Wand of Shield 49/50

Shift 5/8

1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl (used), Pearl, Pearl, Pearl.

2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy.

3rd Stinking Cloud, Stinking Cloud, Haste,

Eilidh smirks at Jack's description of the company's trademark look. "If you have items you are unable to use, I can use them.. just letting you know I'm a master at using items from other disciplines.", she idly remarks.

OOC: MW has locked colours and bold..

Actions Detect Magic once more..  

 

 

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Red Jack the Musketeer
HP: 17/49
AC: 21 Touch: 16 Flat-Footed: 15
CMD: 24
Grit: 4/4
Species +1 Hit Bonuses: Changelings, Ghouls, Cultists
Passive Perception: 19
Conditions:

Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts

 

Jack considered Elidh's offer. "Mebbe." He hedged, rifling around and pulling out one of the wands that they'd taken from their earlier exploits. "This little twig heals, not that any of us could use it." He handed over the wand of light healing and gestured to himself. "Give it a try. If'n ya can get it to work for you, we can save some of our potions and ya can heal up Murd some. Murd'll probably give me another one of his patented slaps soon enough." The musketeer sized up the hidden doorway that he and Sparks had revealed. "Whatever that ghost was guarding's down that way. We need to finish up here and get back to the church, so let's hustle this up."

 

Jack gives Elidh one of the Team CLW Wands to try out and has healing potions on standby.

 

Statblock

[URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
Jacob "Red Jack" Heath
Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30
AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5
Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4)
Dagger/Bayonet +7 (1d4+2, x2)
Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2)
+1 Chain Shirt (+5 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9
Condition None
Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4)
1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK)
Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action
Steady Aim: Move Action to add +10 Range, Stacks Distance
3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action.
Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less)
Deft Shootist: No AOOs for firing or reloading in melee range
Musket Training 1: +DEX Modifier to Damage
Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance.
Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments

 

 

 

 

Edited by Erico (see edit history)
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Eilidh takes the wand with a polite nod thrown in for good measure. She then touches Jack on the shoulder like she is a Queen knighting a subject. "Child's play.", she says with a grin as the healing magic is released from the wand.

Edited by Starhawk (see edit history)
Name
Spellcraft
22
1d20+18 4
Cure Light Wounds
5
1d8+1 4
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Red Jack the Musketeer
HP: 22/49
AC: 21 Touch: 16 Flat-Footed: 15
CMD: 24
Grit: 4/4
Species +1 Hit Bonuses: Changelings, Ghouls, Cultists
Passive Perception: 19
Conditions:

Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts

 

Jack breathed a little easier and nodded. “Yup. Works for ya. Take care of Murd, please?”

 

Statblock

[URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
Jacob "Red Jack" Heath
Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30
AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5
Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4)
Dagger/Bayonet +7 (1d4+2, x2)
Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2)
+1 Chain Shirt (+5 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9
Condition None
Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4)
1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK)
Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action
Steady Aim: Move Action to add +10 Range, Stacks Distance
3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action.
Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less)
Deft Shootist: No AOOs for firing or reloading in melee range
Musket Training 1: +DEX Modifier to Damage
Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance.
Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments

 

 

 

 

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spacer.pngEilidh Sorsha

AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3

Female Neutral Elf Wizard Conjurer (Teleportation)

Level 5 Init 3 HP 31/31 Spd 30'
AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2   
Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2)
Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force)

Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12

 

Condition None

Wand of Shield 49/50

Shift 5/8

1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl (used), Pearl, Pearl, Pearl.

2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy.

3rd Stinking Cloud, Stinking Cloud, Haste,

Elidh looks over the battered duergar.. "Well, this might take a while.", she observes comically, apparently well acquainted with concept of schadenfreude. She then taps the beaten up Murdir a whole bunch of times with the wand.

OOC. Successful UMD with a wand gives you +2 on further uses, so for Eilidh that's +20 and a DC of 20.

OOC2: Murdir recovers 41 hit points.

OOC3: The wand started out with how many charges?

Actions Detect Magic once more..  

 

 

Edited by Starhawk (see edit history)
Name
CLW 1
6
1d8+1 5
2
5
1d8+1 4
3
6
1d8+1 5
4
3
1d8+1 2
5
5
1d8+1 4
6
9
1d8+1 8
7
2
1d8+1 1
8
5
1d8+1 4
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Michael "Mike" Stevens
AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | Features | Conditions


 

Mike, having avoided being too badly beaten up, turned his attention back to the wall. “I don't know how I know it, but I also know that we need to do something to stop him from coming back. His body may be back here - perhaps he was trapped when they built the wall and then died, and we need to bury his body to put him to rest." He then started removing bricks from the wall again.

OOC

Starting to tear down the wall again.

 

 

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spacer.pngEilidh Sorsha

AC (currently 17 mage armor) HP 31/31 Fort +2 Ref +4 Will +7 Initiative +3

Female Neutral Elf Wizard Conjurer (Teleportation)

Level 5 Init 3 HP 31/31 Spd 30'
AC 13 Touch 13 Flat-footed 10 CMD 14 Fort 2 Ref 5 Will 7 CMB +1 BAB 2   
Quarterstaff of Entwined Serpents (melee) +2 (1d6, x2)
Quarterstaff of Entwined Serpents (ranged) Auto Hit (2d4+2 Force)

Str 8 Dex 16 Con 12 Int 20 Wis 14 Cha 12

 

Condition None

Wand of Shield 49/50

Shift 5/8

1st Mage Armor (used), Grease, Colour Spray, Magic Missile (Used), Protection from Evil, Vanish (Used), Crafter's Fortune, Ears of the City, Pearl (used), Pearl, Pearl, Pearl.

2nd Web, Web, Summon Swarm, Summon Swarm, Full Pouch, Resist Energy.

3rd Stinking Cloud, Stinking Cloud, Haste,

Eilidh looks at the ongoing physical labor.. "Glad am I that we have big burly males to do this manly work.", she remarks idly, not feeling the need to respond to Mike's statement of the obvious.

Actions Detect Magic once more..  

 

 

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