dhemon Posted April 22 Clone Share Posted April 22 (edited) HP: 62/66 + 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 VeilsStone Giant's Girdle : 1 Essence : Gain 5 + 5/Essence Temporary HP that regenerates at a rate of 1 per minute Loyal Paladin's Dan Bong of Light : [Good] : 2 Essence : Swift Action summon Dan Bong that bypasses DR - +1d6 damage/Essence - +5' Reach / 2 Essence - 10'+10'/Essence Line attack Aura of the Adaptable : 2 Essence : Ring of the Abjurer : [Force] : +4 AC - Force Effect : +1 AC / Essence [B]Tactician's Tabard[/B] : : : Aura of the Adaptable | Other Essence ReceptaclesGentle Touch : 0 Essence : Gain 1d4/Essence+Wis damage with Philosophy weapons, damage is nonlethal : 2d4+Wis Will of the Daeva : 0 Essence : +1 Will Saves/Essence Life Bond : 2 Essence : Transfer HP as Full Round - +5hp healed / Essence | Active EffectsDarkvision : 60' Burn : 1 Ring of the Abjurer : +6 AC, Force Effect Haste : +1 Attack, AC, Reflex, +1 Attack during Full Attack, Double Movement speed : 5/5 Rounds | Veil UsesUnicorn Feathering (3) : Jack 1, Mike 1, Murdir 1 "Have fun, friends." In true duergar overlord fashion, Murdir supervised the others as they started taking down the wall and Eilidh used the wand on him. After a moment of amusing himself though, he set about patching up their injuries, small cuts opening up on his arms as he transferred his own wellbeing to the others. At Mike's comment, he grinned, a wide and somewhat nasty expression. "Alternatively, we could move the body and hope the ghost is bound to it rather than the fort, so it'll be a nasty surprise for someone else when it reforms. That'd be amusing. If we had more time, I'd say we should catapult it into the manor and see what happens." Actions Swift Action : Reallocate Essence Full Round Action x4 : Spend 1hp for Life Bond, healing Mike for 11hp & Jack for 33hp (over the course of the wand healing, 1 Temp HP would have regenerated & been spent) Edited April 23 by dhemon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted April 22 Clone Share Posted April 22 (edited) Red Jack the Musketeer HP: 49/49 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 Murd's healing was as reassuring now as it was when the Duergar had first picked up the ability back in the asylum. Jack gave his comrade a thankful nod and then went to help Sparks clear the path to reveal the source of the ghost's manifestation. 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 April 22 by Erico (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted April 22 Clone Share Posted April 22 Michael "Mike" Stevens AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal Mike frowned in thought at Murdir's comment about building a catapult. He felt that this was something he'd read about before...involving dead animals or people who died of disease. The goal was to demoralize and possible sicken the enemy? What was the context of that? This amnesia was really difficult to deal with when you couldn't remember things appropriately. “We would have to hope they don't have a way of bending the ghost to their control to send against us, but if we had more time, that might be effective." He continued digging out the wall. OOC Continuing to tear down the wall. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chromoid Posted April 23 Author Clone Share Posted April 23 Hailcourse Basement The plaster is chipping away due to the humidity in the room and what appears to be rather hasty stonework behind it. Nevertheless, it will take some time or exceptional strength to breach this sealed passage. The sun last told you it was just past noon before you descended into the basement to explore a second time. This will likely take at least an hour unless someone can muster up some serious grit to expedite the process. SituationYou will need to either attempt to Break or Sunder this barrier in order to force your way through quickly. Otherwise chipping away at the plaster and moving the stones out of the way takes 1 hour. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted April 24 Clone Share Posted April 24 Red Jack the Musketeer HP: 49/49 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 "We ain't exactly set with a lot of time on our hands." Jack muttered, digging into their belongings and pulling out the Any-Tool that had once been owned by their wandering, departed friend "Fists". With a few quick turns and twists he converted the device into a heavy wrought iron hammer, then took aim at the wall. "And ah don't feel like wastin' gunpowder meant for shooting bullets if ah can help it. Hang on, fellers." He gauged his swing, then brought the hammer around with all of his might... 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 xDiceName xDiceResult xDiceString xDiceRolls Strength Check to Break Wall 12 1d20+2 10 STR Try 2 5 1d20+2 3 STR Try 3 20 1d20+2 18 Link to comment Share on other sites More sharing options...
Chromoid Posted April 24 Author Clone Share Posted April 24 (edited) Hailcourse Basement The hammer strikes with a dull ringing noise and leaves Jack's hand throbbing from the backlash. The plaster is powdered and there's a soft crater where the gunslinger struck it, but otherwise he's not accomplished much with his efforts. He tries again and again, but to no avail. There's just not enough strength left to him after the harrowing fights to force the blockade to part. OOCRed Jack can no longer attempt to Break this barrier. Edited April 24 by Chromoid (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted April 24 Clone Share Posted April 24 Red Jack the Musketeer HP: 49/49 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 Exhausted after three swings of the Many-Tool's hammer form, Jack slumped to the side of the wall and held out the hammer to the other two. "Mighta weakened it some." He rasped weakly. "Anyone else care to take a swing at it? Ah can try making a bomb, but I'd prefer not to waste gunpowder if'n we don't have to. And we ain't exactly stacked fer time." 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dhemon Posted April 24 Clone Share Posted April 24 HP: 62/66 + 0/10 - 5 NL | Essence: 7/9 AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12 VeilsStone Giant's Girdle : 1 Essence : Gain 5 + 5/Essence Temporary HP that regenerates at a rate of 1 per minute Loyal Paladin's Dan Bong of Light : [Good] : 2 Essence : Swift Action summon Dan Bong that bypasses DR - +1d6 damage/Essence - +5' Reach / 2 Essence - 10'+10'/Essence Line attack Aura of the Adaptable : 2 Essence : Runecloth of Doorways : [Teleportation] : Create 5' Diameter Portal in adjacent square, second portal within 25' +5'/2 levels - Treated as 2 levels higher / Essence [B]Tactician's Tabard[/B] : : : Aura of the Adaptable | Other Essence ReceptaclesGentle Touch : 2 Essence : Gain 1d4/Essence+Wis damage with Philosophy weapons, damage is nonlethal : 2d4+Wis Will of the Daeva : 0 Essence : +1 Will Saves/Essence Life Bond : 0 Essence : Transfer HP as Full Round - +5hp healed / Essence | Active EffectsDarkvision : 60' Burn : 1 | Veil UsesUnicorn Feathering (3) : Jack 1, Mike 1, Murdir 1 "It might be better to simply come back later, if we don't all die. I'll try something though." Burning through essence yet again, Murdir's protective force enclosure faded, being traded for bands of runic cloth. Taking the gunslinger's place by the bricked up wall, the duergar attempted to summon portals - one on the other side of the wall, and the other right next to Red Jack. Actions Burn 1 Essence for Tactician's Tabard, swapping AotA (RotA) for AotA (Runecloth of Doorways) Make a portal - adjacent portal on other side of wall, ranged portal next to Jack. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 24 Clone Share Posted April 24 (edited) Eilidh 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, Eilidh looks on, curiosity written all over her features as she watches Murdir, a non Wizard, usurp the domain of wizards by producing a gate. She then steps back behind all three burly males and flexing her right hand, almost like a gunslinger does, readies her spells for employment. She continues to investigate the aura her detect magic spell is producing. Actions Detect Magic once more.. Edited April 24 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted April 24 Clone Share Posted April 24 (edited) Michael "Mike" Stevens AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal Mike watched as Murdir summoned a portal. He wasn't particularly strong for breaking down the wall, and he wasn't sure they had the time to do more. Hopefully Murd's portals worked. Once he saw Murd's portal wasn't going to work, though, he said, "Let's come back for this after we deal with the mansion. We don't have time to manually take down the wall right now. We should investigate the other door in the meantime." He will then lead the group there. OOC Edited April 24 by Phntm888 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted April 24 Clone Share Posted April 24 (edited) Red Jack the Musketeer HP: 49/49 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 Having given up on the walled up room the ghost had come from (For now, they could always come back later), Sparks led the team to the second door, the locked one that Jack had already gotten started blasting apart. "The key ain't gonna do us much good here no more, so brute force is called fer." He hefted up the Any-Tool, still in its hammer form, and took aim at the badly damaged lock. "Lessee if'n I can break it off before I go wastin' more bullets on it." His first swing was...less than impressive. Jack snarled, swore under his breath, and swung again more out of spite than anything else. 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 April 24 by Erico (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls STR to break already damaged door lock 3 1d20+2 1 STR Try 2 18 1d20+2 16 Reflex 15 1d20+9 6 Link to comment Share on other sites More sharing options...
Chromoid Posted April 24 Author Clone Share Posted April 24 (edited) Hailcourse Basement On his first attempt, the door groans. On his second, the gunslinger's ire and spite prove too much for the battered door to withstand. It caves in half almost right down the middle with a loud CRASH! Instantly a jet of liquid hoses down the center of the room, steaming white mist everywhere as it splashes across Jack, Michael, and the storage containers behind them. The "steam" is not hot though; quite the opposite in fact. Both of the afflicted men feel their bodies wracked with unbearable, bone-stinging chill and their extremities are numbed almost instantly. Frostbite sets in seconds later as the deep freeze inflicted by the alchemical trap which was triggered begins its work in earnest. OOCRed Jack and Michael have been hit by a freezing spray trap! They must both succeed at a DC 20 Reflex save in order to take half of the trap's damage. The damage type is "Cold." Map Edited April 24 by Chromoid (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Freezing Spray Trap damage (Cold) 16 5d6 1,5,3,2,5 Link to comment Share on other sites More sharing options...
Erico Posted April 24 Clone Share Posted April 24 Red Jack the Musketeer HP: 33/49 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 The strike made Jack hiss in pain and stumble back, curling in on himself as the cold ate at him. He'd exhausted himself on that second swing enough that his reaction time had been slowed. He'd live, but it definitely hurt. "Shit on a prairie." Jack hissed. "Sparks, y'okay? Shake it off, feller." Curling and uncurling his fingers to work the cold and numbness out of them, Jack turned to the rest of the team. "Right. Door's open." 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted April 25 Clone Share Posted April 25 Eilidh 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, Eilidh's facial expression spoke of disappointment with vindication that the 'usurper' had failed. However, matters moved on quickly.. "Whoreson!", exclaims Eilidh in surprise, as the burlies get hosed down. She then looks somewhat abashed.. doubtless at the revelation of her 'sailor' vocabulary. She peeks down the long corridor. "That's a long corridor." she remarks, her tone suggesting that the length is dangerous. Actions Detect Magic once more.. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted April 25 Clone Share Posted April 25 (edited) Michael "Mike" Stevens AC 19, T 14, FF 16 | HP 49/58 (Nonlethal 15) | Perception +10 | Initiative +3 | FeaturesBurn 6/7 Enveloping Winds - 25% miss chance vs ranged attacks Languages: Common, English | ConditionsConditions: Normal Mike had completely forgotten about the trap Murdir had warned them of until after Jack’s second swing. "A lesson has been learned. Stand back when the door is being broken." He then looked down the hallway, trying to see anything down there. Title Perception check on the hallway. Edited April 26 by Phntm888 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex 13 1d20+8 5 Perception 17 1d20+10 7 Link to comment Share on other sites More sharing options...
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