Starhawk Posted April 24 Clone Share Posted April 24 (edited) Lucienne 'Lucky Luce' Karsteiner, Marshall AC 29 Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 6/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 3/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil "Let's take this outside.", replies Luce, while casting Improved Invisibility. She then backs out the door into the street. Edited Saturday at 04:18 AM by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Penchant Posted Monday at 12:23 AM Author Clone Share Posted Monday at 12:23 AM (edited) Luce vanishes and moves out of the saloon as the wights stream out after her. They spread out looking for signs of her (double moves) but Eddie takes his time. She hears him mutter something in another language and a shimmering bubble grows from him as he walks out the double doors and stands on the boardwalk. As the bubble washes past her, the invisibility goes down and she finds herself surrounded by wights suddenly aware of her location From the end of the town the party sees human figures pile out of the saloon and then suddenly Luce appears in their midst. DC 18 Spellcraft check to identify Invisibility Purge, a notorious cleric spell The wights have revolvers and Bowie knives and Eddie has a lever action rifle. Begin Round 2, everyone may act. Edited Monday at 12:26 AM by Penchant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted Monday at 02:33 AM Clone Share Posted Monday at 02:33 AM Lucienne 'Lucky Luce' Karsteiner, Marshall AC 29 Female Occultist (Haunt Collector) Lawful Neutral Level 10 Init 2 HP 88/88 DR 0, Speed 20' AC 29 Touch 14 Flat-footed 27 CMD 28 Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7 Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit] Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver Full Plate Armor Magic +2, Mithril Magic Full Shield Darkwood 11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil Condition Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving Powers Abjuration 6/6 Divination 9/9 Illusion 2/2 Transmutation 5/6 Constant (Resonant Powers) Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility. Transmutation Temporary +4 to Strength Guardian +1 to CMD Champion +2 to Non Spell Damage Trappings +3 to BAB with Fauchard Mental Focus Distribution 23/23 Divination 9/9 Abjuration 6/6 Transmutation 6/6 Illusion 2/2 Immediate Action Implement Abilities Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn] Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn Swift Action Implement Abilities Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd] Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd] Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd] Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd] Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage Standard Action Implement Abilities Aegis Abjuration 1pt 1 min +2 Armor Powers Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image Legacy Weapon Transmutation 1pt 1 minute +2 power bonus Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability Spells: 1st 7/7 2nd 6/6 3rd 3/4 4th 2/2 Spells 0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand 1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command 2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick 3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility 4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil "Well I'd love to stay, but... " drawls Luce, smirking back at Dead Eddie, even as she disappears into column of mist twenty feet in diameter. This column backs off down the street. WIP: I recall Marshall using some ability to give bonuses of some sort, but I can't remember what they were and this might be important. This post is also delayed until the others act, since the column of mist she's about to throw up will conceal all the enemies from the company. 40' Move, Danger Sight Power and Quickness Power Activated Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted Monday at 08:15 PM Clone Share Posted Monday at 08:15 PM (edited) Ilya "Brace for transport! Tell me if you want melee, ranged, or something else!" Ilya quickly grabs her cherished orrery pendant, and incants: "Like a comet skips through the sky Divine energies let us cross Through paths unseen" In the blink of an eye, the quatuor is brought closer to the action. Ilya lands on top of a nearby building, with the meleers on the ground and Dayv nearby. She tries to position the others as best she can given what they replied, and also what they told her earlier of their fighting style. "Not-Quite-Dead Eddie" she shouts, to get his attention away from Luce. "You are under arrest! Stand down, or we will use any means at our disposal - mostly disproportionate force, hails of enchanted bullets and powerful spells - to crush the undeath out of you." Noticing some magic emanating from one of them, she decides to shoot it first. OOC Move: Warp herself and her allies up to Medium range (200ft); they must end up within Close range (50ft) of her. This costs her 3 SP (1 for extra distance, 1 for Mass, 1 for Move action) Standard: Deadly Shot (expand MF) vs Dead Eddie, with Hindering Projectile Atk 38, Dmg 39 Dead Eddie takes a -2 AC/Atk/CMD penalty until he takes a move action to remove it (IC, the bullet is lodged in his body). I'll roll two Intercepts in case up to 2 enemies attack Luce (or Diesel). If they hit, the triggering attack takes a -6 penalty. All attacks are touch attacks. Statblock Ilya HP: 68/68 Init: +4, Perception: +20 AC: 27, TAC: 22, FFAC: 23 Fort: +8, Ref: +14, Will: +15, CMD: 28 Speed: 30ft Deadly Shot: +19 vs touch AC (1d10+10/x4, bleed 3) -- range 320ft +3d6 if expend MF Intercept: +15 vs touch AC (1d10+10/x4, bleed 3) -- range 320ft +2 / +1d6 vs Humans [ ] Martial Focus 14/20 SP Active buffs: Sense Magic 45ft, Sniper's Eye, Tremorsense 45ft Mystic Warding: Diesel, Lucienne Edited 5 hours ago by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Atk 38 1d20+19 19 Dmg 36 2d10+10+3d6 8,9,2,2,5 Intercept 1 - atk 18 1d20+15 3 Intercept 1 - dmg 18 1d10+10 8 Intercept 2 - atk 19 1d20+15 4 Intercept 2 - dmg 15 1d10+10 5 Link to comment Share on other sites More sharing options...
Whitehart09 Posted 11 hours ago Clone Share Posted 11 hours ago (edited) Dayv The tide had turned quickly. He was just getting ready to saunter toward the saloon when the doors bang open and a group of emaciated undead cowpokes stumble out searching around for something or other. Then the head honcho, Eddie, seemed to dispel Luce's invisibility only for the warrior to be surrounded by a small cloud of mist. Add on to that his sudden appearance behind a covered wagon seemed to set Dayv on the backfoot. He oriented himself quickly however and stepped up to the edge of the wagon drawing his revolver and shooting at the closest enemy. OOC and Actions Dayv------------------------- HP: 98 (98 base) AC: 20 (10 base, +4 DEX, +2 armor, +1 dodge, +1 natural, +2 deflect) Initiative: 8 ===== Reactions ===== ===== Actions ===== 5' step Two revolver shots against Wight 8 Ongoing Effects and Daily Use Things Ongoing Effects: Mystical Warding from Ilya Remaining Resources: Potions: Items: 10 Greater Burrowing Bullet Edited 11 hours ago by Whitehart09 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Revovler shot 1 31 1d20+12 19 Revolver damage 1 1 1d8 1 Revolver shot 2 26 1d20+7 19 Revolver damage 2 3 1d8 3 Link to comment Share on other sites More sharing options...
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