Vale Temros

Eli Boone's page

376 posts. Alias of Daniel Stewart.


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Wow! I too cannot believe it has been that long! Good for us!! And our outstanding GM who has kept us coming back for more. Also, my fellow players who have created such great characters to play with...kudos to all!!


Eli lets out a sigh of relief and slowly slumps to the floor. The last few hours of being tasered and beaten, then his ill-conceived attempt of falling on his captors down the hatch has left him sore and tired.

"Thank the gods that is over with!"


Eli stands protectively over Dr. Feldspar, wincing in pain from his many bruises.


Groggily the ex-Scout stands with the help of Dr. Feldspar.

"Well...it seemed like a good idea at the time."


Ok, for some reason my main page was not updating and I just realized all the stuff that has happened since Eli threw himself down the shaft at the bad guys...Sorry for that!!


Athletics: 2d6 + 0 ⇒ (1, 4) + 0 = 5 ouch!!


Ok, this might be dumb, but Eli is going to drop soon again anyway...

Stumbling forward, barely able to feel his own legs due to the stun, Eli throws himself down the ladder and hopes he breaks his fall on the guard and Kamo!


Hmmm...with athletics-0 it might give me a chance....

Seeing his chance, Boone moves forward and looks down the ladder-way.

"What the....did you see that??", he exclaims to the guard, trying to get her to lean over the opening so he can then push her in.

Athletics: 2d6 + 0 + 0 ⇒ (3, 6) + 0 + 0 = 9


Hmmm..I have no melee skill so most likely I would get killed...will wait for a better moment!

Eli stays where he is waiting to see what the others do.


What would I need to do that?


How close are they to the hole in the floor? Is it be enough to maybe push one of them down it?


"Ok, ok...sheesh!"

Boone keeps his eyes on the others...waiting until only he and the guard are on this level...then he might make his move...


Boone moves slowly, trying to get some distance between him and his guard and the rest of the bunch.


Eli continues to bide his time until he sees an opportunity.


In a very loud voice, Eli calls out.

"Well I hope it is not some of Windlu's people! What do you think Kamo?"


"So you really don't care if he kills all those people...men, women...children! Is his vendetta yours as well, or do you actually think for yourself?"

Eli keeps up the quiet banter trying to get an advantage on this guard if her attention wavers at all.


Sorry was not able to get on yesterday due to the system being out.

Boone keeps himself ready to spring at a moment's notice.

"Are you sure you want to follow this madman? He plans on killing thousands of innocents...for what? It's not too late to stop him, you know. Just help me out and we can put an end to this insane plan.", Eli whispers to his guard as they walk down the hallway.


Are we traveling together still, or are the woman and I going in a different direction from Kamo?


"Are you crazy? You will kill all those innocent people. And the rest of you are all ok with this?"

Boone looks for anything that he might be able to use as a weapon to try and stop Kamo.


"Ok, who are you guys and what is going on? I just help some poor people from dying hideously and suddenly I am "public enemy number one"!! What's going on?"


"Who the hell is Windlu? All I know is some thugs attempted to get between me and my friends...then we all got stunned to hell! What's going on here?"


"And who the hell are you? What am I doing here?"

Boone keeps his eyes sharp for any exit he can make it out of.


Still feeling the effects of the stun, Boone leans against the wall until the shouting man decides to notice him...or he passes out again...whichever comes first.


"What happened? Where am I?"

Boone will start to get up from the gurney.


Aeryl goes to help move the man and pockets the revolver. When she gets the chance she will pass it onto Anson.


No idea how she would act in this situation, as I do not know her involvement with the syndicate...Dm might have to take over here now..lol


Aeryl looks over to Fineline before answering...unsure who this man might be.

Where is Boone? lol


"Ummm yes?!" the confused Aeryl says.


Ouch...in the FACE!!! lol


Sorry, for some reason I thought we were waiting on Fineline..my bad

Aeryl is confused by the man with the SMG...his firing upon the other fellow was unexpected. She also fires on the one who shot Fineline.

Attack: 2d6 - 1 ⇒ (3, 6) - 1 = 8


"Oops..sorry!"

Aeryl ducks back down after almost shooting Fineline.


Aeryl aims for the goon with the SMG again, this time hoping to distract him from firing on Fineline.

Attack: 2d6 - 1 ⇒ (2, 2) - 1 = 3


I really did not think she would hit anything....thanks!

Damage: 2d6 ⇒ (6, 4) = 10


Aeryl once again attempts to fire at one of the goons who has the automatic weapon (sprayed the room last round, I think)

Attack: 2d6 - 1 ⇒ (2, 1) - 1 = 2

She calls to the others.

"Run, get out of here and find your friend. I will try to hold them off!'


Aeryl fires at one of the gunmen.

2d6 + 1 ⇒ (4, 1) + 1 = 6


While pulling her pistol and diving for cover, Aeryl calls a warning to the others!

Sorry had not noticed the updates


Init: 2d6 ⇒ (5, 5) = 10 woot!!


Sure...

Investigation: 2d6 + 2 ⇒ (6, 4) + 2 = 12


"Maybe we should follow them?" Aeryl says as she watches the group disappear


Aeryl holds her gun at the ready as she watches the others take the wounded man away.

"Now what? Where is your other friend?"

She carefully watches the area for any threats while talking.


"Maybe we should go down the way the wounded man arrived. It would get us out of this crowd and somewhere safer.."


Aeryl moves back towards the captain and doctor. She has her stunner still out and is ready to drop anyone in her way.

"How are you doctor? How is this other fellow? Where the hell is security and emergency services!"


Sorry, where is Aeryl right now?


Please do, we just moved into a new place and a new job, so I unfortunately do not have the time to do it...sorry..


Hey guys, sorry for the silence...internet problems here in the north as well as moving has conspired to keep me busy! We move this week and I hope to be back up and running by the weekend, but until then could you please bot me? Thanks!


Ok, I will get something done and get it to you asap!


Sure, sounds good to me!!


LOL..well close to what I was planning anyway....

CON save: 2d6 - 2 ⇒ (3, 6) - 2 = 7


Athletics: 2d6 ⇒ (3, 1) = 4 Ouch!

Now that the tail following him is distracted, Boone will try to hide and make his way to the others...as long as he can now shake this drone!!


Turning towards the two men following him, Boone smiles, then sprints right at them...hoping the security drone will follow.

Full Name

Pebbles (Maud's Spirit Animal)

Classes/Levels

| Active Conditions: Protective Ball

Gender

female N Tiny Outsider (Native, Earth) | HP:14/14 | AC:20*, T14, FF18* | CMD:9 (add +4 vs trip) | Saves:F3/R5*/W3 | Init:2 | Perc:9 (only 1 sight-based) | SM:3 | Speed 0*ft

Size

10lbs; 1-2ft

Strength 4
Dexterity 15
Constitution 11
Intelligence 6
Wisdom 12
Charisma 9

About Pebbles - Maud's Spirit Animal

differing info blurbs for easy copy/paste:
NORMAL:
female N Tiny Outsider (Native, Earth) | HP:14/14 | AC:19, T14, FF17 | CMD:9 (add +4 vs trip) | Saves:F3/R5*/W3 | Init:2 | Perc:9 (only 1 sight-based) | SM:3 | Speed 30ft, 5ft burrow | Active Conditions: None

PROT BALL:
female N Tiny Outsider (Native, Earth) | HP:14/14 | AC:20*, T14, FF18* | CMD:9 (add +4 vs trip) | Saves:F3/R5*/W3 | Init:2 | Perc:9 (only 1 sight-based) | SM:3 | Speed 0*ft | Active Conditions: Protective Ball

This round, dust-colored creature’s snout pokes out of its bony armor shell.
The stone shaman’s spirit animal looks as though it’s made out of earth and stone, with tiny gemstones embedded in its flesh. Teh Crystal Tender's spirit animal always appears to be composed of a crystalline substance.

-------------------------------------------
Weapon and Armor Proficiency - Light Armor proficiency

STAT BLOCK:
female N Tiny animal (Magical Beast, Outsider, Native, Earth; treated as Crystalline Creature for Spells & Abilities)
Initiative +2
Senses: scent; Perception +9 (only +1 on sight-based checks)

Defensive stats & abilities:
AC 19, touch 14, flat-footed 17 (+5 natural armor, +2 DEX, +2 size modifier)
hp 14 (1/2 Maud's HP; HD: Maus's Char.Lvl)
Fort +3, Ref +5, Will +3
CMD 9 (13 vs. trip), FF 7 (11 vs trip)

Defensive Abilities:
Protective ball (Ex): swift action to roll up into a ball, increasing its natural armor (Base?) bonus to +3 (from +2) but decreasing its speed to 0 feet. Unrolling is a move action.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Quadraped: +4 to CMD vs. trip attempts

Natural AC details:
Base creature: +2 natural armor
Familiar rules for level 1 Master: +1 in addition to the familiar’s existing natural armor bonus
Scion of the Stones (Archetype): gains a +2 untyped bonus to its natural armor

Offensive stats & abilities:
Speed 30 ft., Burrow 5 ft.
Base Atk +2; CMB +2
Melee (Reach 0 ft.): Claw, +4 on attack rolls (1d2-3) [Bl&Sl]

Feats:
Feats:
Skill Focus: Perception (Level 1) - You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
(*=teamwork feat)

Other Abilities:
Racial Abilities:

Scent (Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet, depending on wind (Upw=60'; Downw=15') and odor strength (Strong=2x; Overpowering=3x).
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained.
Natural Diver (Ex): An armadillo can hold its breath underwater for up to 6 minutes.
Protective Ball (Ex): An armadillo can roll up into a ball as a swift action, increasing its natural armor (Base?) bonus to +3 (from +2) but decreasing its speed to 0 feet. Unrolling is a move action.

Familiar Abilities:

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Skills:
Acrobatics^ +6
DEX (2) + (Maud 1 rank) + 3 class bonus
Climb^ +2
DEX* (2) + 0 ranks + 3 class bonus
Escape Artist^ +3
DEX (2) + (Maud 1 rank)
Fly^ +6
DEX (2) + 0 ranks + 3 class bonus + 4 size modifier (Tiny)
Intimidate -1
CHA (-1) + 0 ranks
Knowledge (Dungeoneering) +_
INT (_) + _ rank
Knowledge (Geography) +_
INT (_) + _ rank
Knowledge (Nature) +_
INT (_) + _ rank
Knowledge (Planes) +_
INT (_) + _ rank

Perception +1 for sight-based checks / +9 for all others
WIS (1) + 2 ranks + 3 class bonus + 3 Skill Focus (Feat) - (8 on sight-based checks only: Racial)
Perform (_) untrained -1
CHA (-1) + 0 ranks

Sense Motive +3
CHA (1) + 2 ranks
Stealth^ +10
DEX (2) + 0 ranks + 8 Size modifier (Tiny)
Survival +2
WIS (1) + 1 ranks
Swim^ +6
DEX* (2) + 0 ranks + 4 Racial

Armor check penalty (^) -_ (_)
*=Tiny creatures use DEX for Swim/Str

Details/Explanations

Equipment:

Familiar Stuff:
Rules for Wizard's Familiars listed here.
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Natural Armor Adj.: +1 in addition to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score is 6.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

-------------------------------------------------
Special Situations:

future ideas & leveling info: