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Chapter 1.4 Dead Eddie


Penchant

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spacer.pngLucienne '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 by Starhawk (see edit history)
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  • 2 weeks later...
Posted (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 by Penchant (see edit history)
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Ilya

Ilya with her rifle"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 by namo (see edit history)
Name
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
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Dayv

Diesel2.png.f8f2381c90bef6e9813c60a7c99eeadf.pngThe 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 by Whitehart09 (see edit history)
Name
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
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Marshal Marshall Berringer                                                                                                                                                            Character Sheet

Marshal2.jpg.dcbe354fd3bf06ba65ccdd652d8753d2.jpg

Marshall blinked in momentary surprise as he was magically transported forward towards the pack of wights and the strange column.

There was a sour grunt at Ilya's shout then shot. Marshall's military reflexes kicked in. Better to execute a strong attack while the position suited before things got too chaotic. He made sure he was positioned to block any direct charge at Dayv, Marshall suspected he was better protected than the driver with his massive mithril shield covering the side that was now facing the wights.

With deceptively practiced ease that belied the hours of constant refining of technique Marshall's geared beast of a mechanical launch bow swung up even as he knocked alchemical grenades into the ammo slot. A dull thud, the springs whirled and repositioned and so the routine continued.

Two black objects sailed through the air to land with a thud down in the middle of the dusty roadway. Then, as if on cue, exploded simultaneously in a flashing, crashing roar, the overlap catching the undead Eddie and those in the middle of the crossroads.

Marshall brought his shield up in readiness for the return attack.

 

OOC
Barrage Attack:
2 x improved fuse grenades touch attack to land in designated squares. 20' radius blast. As I read the map Marshall can get all targets except wight 4 while wrights 1, 3, 5, 6 and Dead Eddie can get the overlapping blasts. Even if missing the wrong square this pretty much won't change.

There's an unclarified rules point here - because as a fuse master Marshall gets the grenades to explode at the same time it doesn't say which is the base grenade to add damage to. For ongoing definition I'd suggest simply stating the first grenade rolled in every case is the base damage to add overlap damage to.

Damage:
6d6 Fire + 6d6 Bludgeoning damage +11
+3d6 bludgeoning for those caught in doubled blast area
Reflex save 19 for half damage

Top side wrights 1,2,3 and Dead Eddie get:
12 fire damage + 27 bludgeoning damage + 11

Bottom side wrights 5,6,7,8 get:
16 fire + 26 bludgeoning +11

Wights 1,3,5,6 and Dead Eddie get:
+14 bludgeoning damage

Total then reflex DC19 for half

(next time I'll stick to characters swinging a sword)

Status

Move ignore 15' difficult terrain.

+6 damage.

4 improved fuse grenades remaining

Will use Active shield defence +4 AC and touch AC for AoO against known attack

Martial Focus: Yes

 

 

 

Edited by Thramzorean (see edit history)
Name
Barrage ranged touch for correct square
18
repeat(1d20+16,1) 2
Second barrage shot
22
1d20+16 6
Fire damage grenade 1
12
6d6 3,4,2,1,1,1
bludgeoning damage grenade 1
27
6d6 5,2,6,5,6,3
fire damage grenade 2 (let's assume bottom group of wights
16
6d6 3,1,5,3,2,2
Bludgeoning grenade 2
26
6d6 6,5,6,2,6,1
overlap added to total for single save
14
3d6 4,6,4
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spacer.pngLucienne 'Lucky Luce' Karsteiner, Marshall

AC 37  F16 R13 Will 18 (20)

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. She hacks at the wight due south of her, then backs off as grenades and bullets coming whizzing in, willing to accept an attack from one of the wights (#4) as she does so.

Note: This is why I usually play a Mage. 2 on a d20, then 1 on a d10. The MW die roller vendetta continues. :)

Move: 20'. Immediate: Danger Sight +5 to AC and Saves. Standard: Hack #8 

 

 

 

 

Edited by Starhawk (see edit history)
Name
Fauchard Attack on #8
20
1d20+18 2
1d10
23
+23
Damage try again
24
1d10+23 1
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Sam is wisked down the road in an instant teleported by his teammate into the thick of it. He recovers quickly falling in line with his team mates and taking a spot so he had Dead Eddie in his sights dead to rights.
 

He pulled his orrery from beneath his armor and held it in his hand as he prayed, “Let the stars light guide my hand and bring the fiery justice only found under the true light of the stars above. Let my aim be true and my rounds carry the force of your wraith.”

 

Sam didn’t bother shouting out to dead Eddie or his team mates he let their words and actions speak for him and lent his strength of action to them. He whistled softly twice as he shouldered his rifle. The fiery sprite living within flared to life and his rifle warmed in his hands and the runes and inscriptions glowed as he sighted down the rifle. He fired softly pulling the trigger and then quickly racking the lever and doing so twice more in rapid succession his rounds flaming down range right as the road ahead of him woke up in fiery plumes of grenade explosions.

 


OOC: availing myself of the teleportation and then casting smite on Dead Eddie then Rapid Firing my rifle into his face holes.

Edited by ManicPixieFatGuy (see edit history)
Name
Attack 1
27
1d20+17 10
Attack 2
18
1d20+17 1
Attack 3
31
1d20+12 19
Damage 1
33
1d10+26 7
Fire damage 1
2
1d6 2
Good damage 1
4
2d6 3,1
Damage 2
21
1d10+16 5
Fire damage 2
3
1d6 3
Good damage 2
6
2d6 5,1
Damage 3
21
1d10+16 5
Fire damage 3
3
1d6 3
Good damage 3
6
2d6 2,4
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spacer.pngLucienne 'Lucky Luce' Karsteiner, Marshall

AC 37  F16 R13 Will 18 (20)

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

Luce notes the one who'd dispelled her invisibility drawing 'a lot' of fire. If that kept up, she'd be invisible again in moments. She tightens her grip around her polearm, wondering if there'd be any more to fight.

Move: 20'. Immediate: Danger Sight +5 to AC and Saves. Standard: Hack #8 

 

 

 

 

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