Valeros

Basil Kettering's page

624 posts. Alias of Luke_Parry.


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Basil looked up at the old sign outside Sandpoint, staring at the familiar face in the mirror attached to it.

Finely tanned skin, like old leather, and hair that could have benefited from a decent comb, but par for the course for someone who had been living wild the last few weeks, enjoying some solitude as he traversed the wilds of Varisia.

Still, despite all of that, there was something to be said for contact with others; no man was an island, after all.

I wonder how Rosemary has been?

It had been years since he had taken in that orphan, and whilst he would be the first to admit that he probably wasn't the best role model for a young girl trying to fit into urban society, that little girl had turned into a fine young woman, who seemed to be doing well enough for herself.

She turned out to be a surprisingly good singer. Not that I was much help there.

Basil's voice was generally raspy from lack of use, for he was not the sort of chap who would talk to himself, preferring to keep his senses sharp, and not attract unnecessary attention.

Still, he could not help letting his thoughts, at least, turn inward.

One of these days, I'll return to find that she has found a partner, and possibly even started a family. Time just seems to pass so quickly for the human-blooded!

Enmeshed in his thoughts, but with a noticeable spring in his step, Basil headed down the road to Sandpoint, eager to meet-up with old friends, and to enjoy the upcoming festival...


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Alright. Submitting Basil Kettering, CG Elven Magus, for consideration :-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

How about an Inquisitor with the Blackpowder Inquisition? You'll have access to Cure spells, as well guns (not to mention qualifying for the tasty Inquisitor ability known as Bane!).


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Modules, like APs, are written with the assumption of 4 PCs.

EDIT: I also know precisely the sort of character that I would build for that - and it *would* be different to Basil ;-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

(PM sent, answering the requested questions.)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Sure, I would shot them out of Valda... but I'd have felt a bit guilty about it ;-)

@Valda: Yes, properly built inquisitor archers can be absolute beasts...


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil nods.

"They are definitely gone. Thoroughly destroyed."

Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Careful... you might have a subdural haematoma. Just a second..."

Basil pumps some more healing into the elf.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.

"Well, it looks like you got infested by some sort of intelligent swarm, which was using your body as a meat suit to manipulate its environment. Fortunately, we were able to see the blighter off..."


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Well, I imagine we still should:

01000101 01110011 01100011 01101111 01110010 01110100 00100000 01110100 01101000 01100101 00100000 01100111 01110101 01111001 00100000 01101111 01110101 01110100 00101100 00100000 01100001 01101110 01100100 00100000 01101100 01100101 01110100 00100000 01110100 01101000 01100101 00100000 01100010 01101111 01110011 01110011 00100000 01101011 01101110 01101111 01110111 00100000 01110111 01101000 01100001 01110100 00100000 01101000 01100001 01110000 01110000 01100101 01101110 01100101 01100100 00101110


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

*cough*

Yes, well...


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Breathing a sigh of relief, Basil moves over to check on the Elf, attempting to restore him to consciousness.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2.

Frowning when his wand doesn't appear to be as effective as he would have liked, he tries again.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Not as often as you would like...? ;-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Throwing a worried glance in Valda's direction, Basil focuses all of his attention on dissipating the swarm.

Declaring Bane on the swarm.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 ⇒ (14) + 8 + 2 + 1 + 2 + 2 = 29, for 2d8 + 14 + 4 + 2 + 4 + 4d6 ⇒ (8, 1) + 14 + 4 + 2 + 4 + (3, 3, 3, 6) = 48 damage, +2d6 ⇒ (3, 2) = 5 Electricity damage, +2d4 ⇒ (4, 1) = 5 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 ⇒ (4) + 8 + 2 + 1 + 2 + 2 = 19, for 1d8 + 7 + 2 + 1 + 2 + 2d6 ⇒ (2) + 7 + 2 + 1 + 2 + (5, 1) = 20 damage, +1d6 ⇒ 6 Electricity damage, +1d4 ⇒ 2 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 + 2 ⇒ (1) + 3 + 2 + 1 + 2 + 2 = 11, for 1d8 + 7 + 2 + 1 + 2 + 2d6 ⇒ (7) + 7 + 2 + 1 + 2 + (1, 6) = 26 damage, +1d6 ⇒ 4 Electricity damage, +1d4 ⇒ 3 Fire damage.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

No, I will redirect my remaining attacks into the robot.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

My response to your statement is:

"01001110 01101111 01110100 00100000 01100001 00100000 01100011 01101000 01100001 01101110 01100011 01100101 00100001"

;-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"He is currently infested by a type of swarm called an 'Empowered Cyberplasm', which will eventually kill him if it isn't removed, as it slowly drains its host's vitality over the course of about half a day. Electricity has a chance to eject it from its host, as does a Remove Disease spell. We will need to be careful - once removed from its host, it will probably try to infest one of us..."

Surprise Round:

Basil declares Bane on the infested creature, and then shoots a blunt arrow at it, trying to knock it out.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 10 + 2 + 1 + 2 + 2 + 2 + 2 - 4 ⇒ (9) + 10 + 2 + 1 + 2 + 2 + 2 + 2 - 4 = 26, for 1d8 + 7 + 2 + 1 + 2 + 2 + 2d6 ⇒ (2) + 7 + 2 + 1 + 2 + 2 + (3, 1) = 20 damage, +1d6 ⇒ 5 Electricity damage, +1d4 ⇒ 1 Fire damage.

Round 1:

He then tries to finish the job.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 + 2 - 4 ⇒ (13) + 8 + 2 + 1 + 2 + 2 + 2 - 4 = 26, for 2d8 + 14 + 4 + 2 + 4 + 4 + 4d6 ⇒ (5, 3) + 14 + 4 + 2 + 4 + 4 + (3, 4, 1, 4) = 48 damage, +2d6 ⇒ (5, 2) = 7 Electricity damage, +2d4 ⇒ (2, 3) = 5 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 + 2 - 4 ⇒ (14) + 8 + 2 + 1 + 2 + 2 + 2 - 4 = 27, for 1d8 + 7 + 2 + 1 + 2 + 2 + 2d6 ⇒ (1) + 7 + 2 + 1 + 2 + 2 + (6, 4) = 25 damage, +1d6 ⇒ 1 Electricity damage, +1d4 ⇒ 4 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 + 2 + 2 - 4 ⇒ (10) + 3 + 2 + 1 + 2 + 2 + 2 - 4 = 18, for 1d8 + 7 + 2 + 1 + 2 + 2 + 2d6 ⇒ (3) + 7 + 2 + 1 + 2 + 2 + (2, 5) = 24 damage, +1d6 ⇒ 5 Electricity damage, +1d4 ⇒ 1 Fire damage.

Caveats:

If he still counts as 'human' whilst infested, there is an additional +2 to hit and damage on all of these rolls.

If at any point he drops, and the swarm pops out (or it just pops out without him going down), I will stop doing non-lethal (which means the attacks will be at an additional +4 to hit), spend a swift action to bane the swarm (so I don't lose the bonus from that), but I *will* lose my 'mark', so I will be at a -2 to hit and damage, and target the swarm with my remaining attacks (which I can do, thanks to my swarmbane clasp).


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil's expression sours.

"The roof of the room inside is decorated to look a bit like the night sky. I think we have found our remaining missing member of the museum staff... or at least what is left of him; it looks like his skin has been removed, and his body is infested with some sort of nanites."

I am essentially thinking something like a Husk out of Mass Effect...

Basil will have definitely 'Marked' the thing, as well...

"We should be ready for anything."

So saying, Basil starts buffing.

Shield of Faith on each of us, Invisibility on each of us, then Divine Favor on myself, then Crafter's Wrath on Valda's weapon (in case this thing counts as a construct) again, followed by Fire Strike on each of our weapons (so they do an additional 1d4 fire damage on a hit.

Following all of that, he will motion for Valda to open the door.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

With a nod, Basil carefully inspects the door for traps.

If he finds none, he will use Remote Viewing to see what is on the other side.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil shudders when he realises where the creatures came from.

"What manner of creature was it that turned dead flesh into a horrible parody of life!?"

Searching the rooms, he chuckles when he finds the pesh pipe, but wordlessly leaves it where he found it.

He then nods in appreciation at the contents of the library, before stopping at the door at the southern end of the room, which he carefully opens (after searching for traps).

I assume the stairs go up?


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Most of my arrows are elven-crafted, and built to last. Sadly, my blunt arrows were made by humans, and, well... the craftsmanship is just not the same..."

He gratefully accepts the quiver.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil wrinkles his nose in distaste.

"I can honestly say, those things are probably one of the most disgusting types of creature that I have ever had to put down. I wonder where they came from? I doubt they were part of the standard exhibit..."

He then moves to carefully explore the room, skirting the remaining goo and acid as much as possible.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Sadly, blunt arrows (as far as I am aware) can't be durable, since they are their own type of 'special' arrow.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

That said, hopefully there aren't any more of those things - I have already burned through 2/3 of my blunt arrows, and they definitely *aren't* durable :-/


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Don't worry - I'll fix that momentarily ;-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Sorry about that, Valda - give me a second..."

With a frown, Basil pours another wave of arrows into the ooze.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (20) + 8 + 2 + 1 + 2 = 33, for 2d8 + 14 + 4 + 2 ⇒ (1, 6) + 14 + 4 + 2 = 27 damage, +2d6 ⇒ (1, 6) = 7 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (18) + 8 + 2 + 1 + 2 = 31, for 1d8 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13 damage, +1d6 ⇒ 1 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 ⇒ (12) + 3 + 2 + 1 + 2 = 20, for 1d8 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13 damage, +1d6 ⇒ 1 Electricity damage.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

@GM Mort: Done!

I hope you enjoy your swim :-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil marks it, and then pops another trio of arrows past Valda!

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (20) + 8 + 2 + 1 + 2 = 33, for 2d8 + 14 + 4 + 2 ⇒ (4, 1) + 14 + 4 + 2 = 25 damage, +2d6 ⇒ (2, 3) = 5 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (12) + 8 + 2 + 1 + 2 = 25, for 1d8 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16 damage, +1d6 ⇒ 6 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 ⇒ (1) + 3 + 2 + 1 + 2 = 9, for 1d8 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17 damage, +1d6 ⇒ 2 Electricity damage.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Now that the herd of quivering flesh as been thinned a little, Basil stops using Bane, and instead marks the final remaining 'big' ooze, before firing upon it.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (2) + 8 + 2 + 1 + 2 = 15, for 2d8 + 14 + 4 + 2 ⇒ (8, 7) + 14 + 4 + 2 = 35 damage, +2d6 ⇒ (3, 5) = 8 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (11) + 8 + 2 + 1 + 2 = 24, for 1d8 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15 damage, +1d6 ⇒ 1 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 ⇒ (2) + 3 + 2 + 1 + 2 = 10, for 1d8 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 18 damage, +1d6 ⇒ 6 Electricity damage.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil nods.

"That sounds like an excellent plan, Valda - I'll tag them, you bag them!"

He then keeps up the steady stream of arrows.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (17) + 8 + 2 + 1 + 2 = 30, for 2d8 + 14 + 4 + 2 + 4d6 ⇒ (8, 2) + 14 + 4 + 2 + (5, 5, 6, 4) = 50 damage, +2d6 ⇒ (3, 2) = 5 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (4) + 8 + 2 + 1 + 2 = 17, for 1d8 + 7 + 2 + 1 + 2d6 ⇒ (7) + 7 + 2 + 1 + (2, 3) = 22 damage, +1d6 ⇒ 1 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 ⇒ (13) + 3 + 2 + 1 + 2 = 21, for 1d8 + 7 + 2 + 1 + 2d6 ⇒ (8) + 7 + 2 + 1 + (1, 3) = 22 damage, +1d6 ⇒ 2 Electricity damage.

Still using Blunt Arrows ;-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Upon seeing the blobs, Basil wrinkles his nose in disgust.

"Those are hungry fleshes, a type of ooze accidentally created by alchemists investigating regeneration. They live only to consume. In addition to being able to regenerate (which is bypassed by acid and fire), they actually grow bigger when hit with slashing and piercing attacks - *So only using bludgeoning*! They also deliver a nasty disease with their attacks, which will eventually turn you into one of them..."

He then unleashes on the closest oozes with a pile of blunt arrows.

Declaring Bane.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (14) + 8 + 2 + 1 + 2 = 27, for 2d8 + 14 + 4 + 2 + 4d6 ⇒ (7, 8) + 14 + 4 + 2 + (4, 2, 3, 6) = 50 damage, +2d6 ⇒ (2, 6) = 8 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (16) + 8 + 2 + 1 + 2 = 29, for 1d8 + 7 + 2 + 1 + 2d6 ⇒ (4) + 7 + 2 + 1 + (3, 2) = 19 damage, +1d6 ⇒ 1 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 ⇒ (11) + 8 + 2 + 1 + 2 = 24, for 1d8 + 7 + 2 + 1 + 2d6 ⇒ (3) + 7 + 2 + 1 + (2, 4) = 19 damage, +1d6 ⇒ 4 Electricity damage.

Note: Just to be on the safe side, I will direct an extra attack into one of these things after it goes inert - I don't want it come back to 'consciousness' in the middle of the fight. Any additional attack(s) will be directed into another one of the creatures.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil rolls up his sleeves, gives himself Guidance, and attempts to disable the bomb.

Disable Device: 1d20 + 19 + 2 + 1 ⇒ (13) + 19 + 2 + 1 = 35.

Assuming that succeeds... he then searches the area (and collects his arrows).


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Nodding in satisfaction, Basil attempts to finish-off the final robot.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 2 ⇒ (16) + 8 + 4 + 2 + 2 = 32, for 2d8 + 14 + 8 + 4 ⇒ (3, 5) + 14 + 8 + 4 = 34 damage, +2d6 ⇒ (5, 4) = 9 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 2 ⇒ (11) + 8 + 4 + 2 + 2 = 27, for 1d8 + 7 + 4 + 2 ⇒ (1) + 7 + 4 + 2 = 14 damage, +1d6 ⇒ 2 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 4 + 2 + 2 ⇒ (15) + 3 + 4 + 2 + 2 = 26, for 1d8 + 7 + 4 + 2 ⇒ (8) + 7 + 4 + 2 = 21 damage, +1d6 ⇒ 3 Electricity damage.

Once again, marking it, and using Adamantine arrows.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Lovely. Flying constructs..."

Shaking his head, Basil chain-guns the northernmost of the two northern robots, after marking it.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 ⇒ (3) + 8 + 4 + 2 + 1 + 2 = 20, for 2d8 + 14 + 8 + 4 + 2 ⇒ (4, 1) + 14 + 8 + 4 + 2 = 33 damage, +2d6 ⇒ (1, 2) = 3 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 4 + 2 + 1 + 2 ⇒ (19) + 8 + 4 + 2 + 1 + 2 = 36, for 1d8 + 7 + 4 + 2 + 1 ⇒ (3) + 7 + 4 + 2 + 1 = 17 damage, +1d6 ⇒ 6 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 4 + 2 + 1 + 2 ⇒ (20) + 3 + 4 + 2 + 1 + 2 = 32, for 1d8 + 7 + 4 + 2 + 1 ⇒ (8) + 7 + 4 + 2 + 1 = 22 damage, +1d6 ⇒ 5 Electricity damage.

Crit Confirmation: 1d20 + 3 + 4 + 2 + 1 + 2 ⇒ (16) + 3 + 4 + 2 + 1 + 2 = 28, for 2d8 + 14 + 8 + 4 + 2 ⇒ (2, 2) + 14 + 8 + 4 + 2 = 32 *ADDITIONAL* damage.

Once again, ignoring cover, and using Adamantine arrows, since they are constructs.

EDIT: Of course, if at any point I drop one of the robots, any remaining arrows will go into the one next to it; my to-hit and damage rolls will be two points lower against that one.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil breathes a sigh of relief when the plant stops moving. He makes *sure* it is dead (since it seemed to be healing fairly fast earlier), then follows Valda.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Gah!"

Basil backs up, and keeps shooting at the giant plant, hoping to take it down before it can swallow Valda.

This time, activating Bane, as well...

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 ⇒ (15) + 8 + 2 + 1 + 2 + 2 = 30, for 2d8 + 14 + 4 + 2 + 4 + 4d6 ⇒ (7, 1) + 14 + 4 + 2 + 4 + (2, 1, 3, 3) = 41 damage, +2d6 ⇒ (2, 3) = 5 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 ⇒ (20) + 8 + 2 + 1 + 2 + 2 = 35, for 1d8 + 7 + 2 + 1 + 2 + 2d6 ⇒ (6) + 7 + 2 + 1 + 2 + (6, 5) = 29 damage, +1d6 ⇒ 3 Electricity damage.

Crit Confirmation: 1d20 + 8 + 2 + 1 + 2 + 2 ⇒ (4) + 8 + 2 + 1 + 2 + 2 = 19, for 1d8 + 7 + 2 + 1 + 2 ⇒ (6) + 7 + 2 + 1 + 2 = 18 *ADDITIONAL* damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 + 2 ⇒ (14) + 3 + 2 + 1 + 2 + 2 = 24, for 1d8 + 7 + 2 + 1 + 2 + 2d6 ⇒ (8) + 7 + 2 + 1 + 2 + (5, 2) = 27 damage, +1d6 ⇒ 4 Electricity damage.

Once again, ignoring cover thanks to Friendly Fire Maneuvers / Improved Precise Shot.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

I don't mind being assigned the information I receive from knowledge checks (although I have seen it done both ways) - as long as my PC would consider it to be relevant ;-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"That is an alien plant - it can emit pulses of bright light, is resistant to non-slashing weapons, and if it can grab you in its 'mouth', will try to swallow you to insert you into a seed pod."

He then steps back 5', studies it, and then unleashes a flurry of arrows...

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32, for 2d8 + 14 + 4 ⇒ (7, 1) + 14 + 4 = 26 damage, +2d6 ⇒ (6, 1) = 7 Electricity damage.

Crit Confirmation: 1d20 + 8 + 2 + 2 ⇒ (2) + 8 + 2 + 2 = 14, for 2d8 + 14 + 4 ⇒ (4, 8) + 14 + 4 = 30 *ADDITIONAL* damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29, for 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13 damage, +1d6 ⇒ 1 Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 2 ⇒ (4) + 8 + 2 + 2 = 16, for 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12 damage, +1d6 ⇒ 5 Electricity damage.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"That... is a big pot plant!"

He then tries to work out what it is.

Knowledge(Nature): 1d20 + 11 + 7 ⇒ (17) + 11 + 7 = 35.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Looks like some sort of lecture hall. I don't see anyone in it."

He then opens the door to check it out more thoroughly.

I guess we then check-out the other rooms to the north, as well.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"You can try the doors to the north, whilst I check out the single room to the south."

Basil then uses Remote Viewing on the room to the South.

I get limited uses of the ability per day, so I only want to use it on 'large' areas.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Well, good luck! The way to the entrance should be clear - I think we have dealt with all of the threats on this level..."

Once he is sure that the men are safe, he follows Valda up the hidden staircase.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil carefully checks the secret doors for traps, then lets Valda try her hand at opening them.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Looks like some sort of exhibit preparation area. I don't see any hostiles."

He then carefully opens the door.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Yes, it is a neat trick... although the pedant in me will point out that technically, I am projecting a magical sensor into the area on the other side of the wall, rather than looking through the wall directly ;-)


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Actually, before we go up stairs, can we check-out the last bit of the lower level?

"Hold on a sec..."

Before heading up the stairs, Basil checks-out the double doors to the north.

Specifically, using another round of Remote Viewing to quickly check-out what is on the side of the doors.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Sense Motive: 1d20 + 6 ⇒ (14) + 6 = 20.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

I have no objection to taking her along. The first time she steps out of line, though, Basil will send her on a quick trip to the Boneyard...


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

True, but what is strange and/or banned in one nation, is considered perfectly reasonable in others... for example, horse and dog are considered delicacies in some areas, and illegal in others...

Please note that I am not trying to advocate the consumption of one meat over another; merely pointing out that if you try hard enough, you will surely find somewhere where pretty much anything is banned/illegal...


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil raises an eyebrow.

"Well, she seems to be telling the truth... what manner of beast did they release in here?"

He then shakes his head sadly.

"It strikes me that all of this carnage could have been avoided, if someone had not decided to raid a museum. No matter. Let's put an end to this!"

He then heads purposefully for the exit to the northwest (labelled B2?).

Almost as an afterthought, he calls back over his shoulder to the woman:

"I recommend getting out of here sooner rather than later. I am sure when this particular problem is laid to rest, it would not be healthy to still be around, as I am sure that someone will need to take the blame..."


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Yes, I had assumed she would just reach in, and pluck her out ;-)

Full Name

Elize Brokenshield

Race

Human

Classes/Levels

Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |

Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Gender

Female

Size

Medium

Age

26

Alignment

NG

Deity

None in particular

Location

Ustalav

Languages

Common, Orc, Dwarf

Occupation

Carriage Haver

Strength 10
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 14
Charisma 10

About Elize 'Lys' Brokenshield

Elize 'Lys' Brokenshield
Female Human Gunslinger (Bolt Ace) 3/Occultist (Psychodermist)
NG medium humanoid (human)
Init +6; Senses, Perception +8

DEFENSE:

AC 20, touch 15, flat-footed 15 (+4 Dex, +3 armor, +2 shield, +1 dodge)
HP 28 (3d10 + 3 [Con] + 3 FCB)
Fort +4, Ref +8, Will +6 (+2 vs Fear)

OFFENSE:

Speed 30 ft.
Melee handaxe +7(1d6; x3)
Ranged +8 (1d10; 19-20, x3)
Rapid Shot +6/+6 (1d10)
DA+RS +4/+4 (1d10+2)
Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES:

====GUNSLINGER====
Grit (2/day)

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Nimble(Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
_____DEEDS______

Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. Can't be reduced by Cost-reducing Deeds.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

====OCCULTIST====
Monster Hunting Lore (Ex): At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.
Discern Death (Su) At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.
Trophies (Su): Gain Harvest Parts as bonus Feat.
Mental Focus (5/day, DC 14)
Abjuration
Warding Talisman (Su): Whoever wears (or holds, for bells) it gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 per 4 occultist levels.
Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5.

Divination
Third Eye (Su): The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision.
Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
Watchful Eye (Sp): You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. Whenever any creature enters that square, you receive a mental image of the creature as long as you are on the same plane as the sensor. The sensor remains active for 10 minutes per occultist level you possess. The image will not wake you from slumber, although you do receive all of the images the sensor collected once you wake up. The sensor can be deceived by invisibility and similar magic. You can expend additional points of mental focus when creating the eye to increase the size of the square by 5 feet per additional point spent (to 10 feet square, 15 feet square, and so on).

Transmutation
Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.
Philosopher’s Touch (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess.
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

______SPELLCASTING______
Knacks (DC 12): Know Direction, Detect Poison, Mending
1st Level: Alarm, Heightened Awareness, Gravity Bow, Feather Fall, Liberating Command

Traits and Feats:

Alternate Race Trait - Imposter Wary (+2 vs Illusions, Sense Motive free ranks)
Vagabond Child [Region] - +1 to Disable Device, class skill
Making Good On Promises [Campaign] - +2 vs fear.

FEATS
[Human] Fast Learner
[Occultist] Harvest Parts
[1st] Precise Shot
[3rd] Rapid Shot

Skills:

4 base, 2 from int, 1 from Skilled/Alternate, +1 from FLearner, 2 background

Disable Device (3 ranks, 4 Dex, 3 Class, +2 Tools, 1 bonus) +13
Perception (3 ranks, 2 Wis, 3 Class) +8
Survival (3 ranks, 2 Wis, 3 Class) +8
Acrobatics (1 rank, 4 Dex, 3 Class) +8
Climb (1 rank, 3 class) +4
Ride (1 rank, 4 Dex, 3 class) +8
Knowledge (Religion) (1 rank, 2 Int, 3 class) +6
Knowledge (Dungeoneering) (1 rank, 2 Int, 3 Class) +6
Stealth (3 rank, 4 Dex, 3 class) +10
Sense Motive (3 rank, 2 wis, 3 class) +8
Use Magic Device (1 Rank, 2 Int, 3 class, 1 bonus) +7

Knowledge (Engineering) (3 ranks, 2 int, 3 class) +8
Lore (Monster Hunters) (3 ranks, 2 int, 3 class) +8

FCB: +1 HP, +1 skill point bonus.
Languages: Common, Dwarven, Orc

GEAR/POSSESSIONS:

Heavy Horse, Combat Trained x2 (600gp)
Military Saddle (20gp)
Carriage (100gp)
Masterwork Heavy Repeating Crossbow (Class)
2 Wrist Launchers, Heavy (500)
Mwk. Handaxe (310)

Parade Armour (Druma) (25)
+1 Metal Buckler (1015)

200 Bolts (20)
100 Blunt Bolts (20)
5 Silver, alchemical Bolts (11gp)
2 Raining Bolts (40)
20 Barbed Bolts (2)
Masterwork Thieves' Tools (50)

282gp left, will probably leave for books, etc.


===================================================

Background:
Elize was one of the many orphans growing up in Trunau, the sole 'civilised' town in the Hold of Belkzen, raised by dwarven parents. Growing up in the Brokenshield household meant learning about maintaining, fixing and creating various devices, from hammering a cart-wheel to shape to keeping Trunau's porticullis oiled and rust-free. Elize showed some promise, but it was clear that she isn't terribly interested in the future of a tinkerer, and, seeing how her adoptive parents were still quite young and more than likely to outlive her, was left to her own devices.
A known pest and a prankster, it wasn't much surprise when she left Trunau quickly after coming of age to find her fortune around Lake Encarthan. Fleeting assistance to the Nirmathans' freedom-fighting, cut short by a vicious Molthunian response and flight to Druma. Encapturing by the glimmer and gold of the Kalistocracy, training to join the ranks of the Blackjackets, only for acts of brutality in service of coin few too many spoke to her better instincts.

It was Ustalav where she found purpose - a promising, if not veteran mercenary with a heart not too dark and desire for dedication obvious to some, where she joined forces with Viktor - an inquisitor of Pharasma, aiding the countryside with problems paranormal and mundane alike. Coin was sparse, but beds (or barns) were warm and easier to sleep with, and even the few horrors were easier to face with someone with conviction - faith that Lys never found - at your side. Professor Lorrimor was a man she'd seen a sparse few times - the studious eccentric consulted for matters more eldritch than the usual. At the wise professor's insistence, while consulted on a hunt for a devious vampire spawn, the broke inquisitor attempted to refuse a scroll containing the power of the sun - only to be given it for exchange for a future offer. The light proved life-saving as the duo were ambushed in their sleep soon after, with the Professor's name uttered in prayers (by the inquisitor) and many toasts (by Lys).

All light fades to darkness, however. In a small, nameless village, Viktor fell - slain by a mob of villagers, dominated by a vampire. Unable to fight the fight against such foes, after a mad dash to freedom and life, she found herself alone, once again.

Fear may clasp the heart, but debt and duty fend its claws, goes the Dwarven saying. Alone with nothing but a debt once again, Lys set foot to Professor Lorrimor's estate.

Appearance:
Elize is a young human, leaning on the short and wiry side, with auburn hair and brown eyes, plain but jovial, if not unattractive. The thing that catches the eye is the absolutely unordinary outfit she has: A once-majestic inquisitor's hat, a pair of gaudy Druman jeweled earrings, wearing a worn, unbuttoned Blackjacket uniform, interrupted by a sleeve of black-painted Blackwall full plate, and finishing with even more worn ranger's boots. Despite the mish-mashness of it, it's all picked so it fits together. A humongous crossbow-shaped contraption is strapped to her back, the words The Messenger engraved in silver on the stock. Two quivers, or Magazines are on each side of the blackjacket, and a worn leather pouch is usually on her side.

Personality:
Elize is crass. And nervous. And hides the latter behind the former. She gives lip service to Pharasma, aids others out of principle while convincing herself it's out of habit, and is internally sure that a sudden and inevitable end is behind every corner.

Not one to show weakness, she usually masks negative emotions and distaste with humour and jests, especially fear and loneliness, the two emotions drilling in her mind in the quiet after battle. While outwardly jovial, she often questions her choices, her skills and especially, her conviction to the cause, the thought of running away whispering quietly in her mind.