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![]() You get more mileage out of quadruped, claws, reach(bite), imp damage(claws) and pounce. Take combat reflexes as the feat. Now, you have a reach of 5' on the claws and 5 or 10' on the bite, and can take 3 AoOs. Any caster you pounce on cannot simply 5' step back to get his spell off easily. A long neck on a dragon look-a-like beast is thematically appropriate. The extra bite evolution only gave you +1 damage. The improved damage(bite) average as +1 damage. The improved damage(claws) averages as +2 damage if you get both attacks. This way costs 1 evolution point less to do the same damage if you are full attacking. The eidolon's to hit is low until he gets his strength up. Taking power attack early makes it that much harder to land its attacks. Reach+Combat Reflexes gives you more opportunities to do damage while maintaining the best to hit available at the moment. ![]()
![]() That synthesist/monk is rather easy to take down. a) Dispel magic cast by a 11th level caster is going to strip the Bestow Grace on any die roll other than one. That is the problem with casting from a wand, minimum caster level.
Of course, the proper order is b, d, c then a. Paizo has done a great job of making sure, for every advantage you think you have, you will have some disadvantage that someone can exploit. ![]()
![]() Elyza continues her measured retreat and slaps the pudding again 1d20 + 3 ⇒ (20) + 3 = 23 for 1d4 + 1 ⇒ (4) + 1 = 5. Confirmation 1d20 + 3 ⇒ (16) + 3 = 19 for additional 1d4 + 1 ⇒ (1) + 1 = 2. Spoiler: Not much else she can do. Move back down the hallway to 30' from the blob, putting her off the map, and Telekinetic Fist 2 of 7.
AC 16; HP 13; MP 0 of 5 ![]()
![]() With Charles taking on the fire beast, Elyza slaps the mouthy pudding from a distance. 1d20 + 3 ⇒ (18) + 3 = 21for 1d4 + 1 ⇒ (4) + 1 = 5 Spoiler: telekinetic fist.
You said teeth, but not eyes. So, color spray is not going to do much. She is out of MP to call up a different spell. And moving into what she thinks is its reach would be bad to test color spray. ![]()
![]() Elyza shoots a frosty arrow into the closer fire beast, 1d20 + 0 ⇒ (19) + 0 = 19, 1d8 + 0 + 1d615 ⇒ (3) + 0 + (540) = 543 That formula of d6*1.5 didn't work, doing it by hand then, 1d8 ⇒ 6 weapon damage + 1d6 ⇒ 4 *1.5 cold damage + 2 arcane strike damage for a total of 14.
Spoiler: AC 16, HP 13, MP 0, Fort: +0 Ref: +2 Will: +3
To hit accounted for shooting into melee. ![]()
![]() I suggest replacing the shatter with blur. A flat 20% miss chance against a melee beast is far more useful than breaking mundane objects. Cast your shield spell early and his melee attacks are going to miss more than hit. His only offensive spell is Hold Monster. You have the same wand to buff your saves, so that can be almost ignored. Bob, weave and wear him down. Doesn't look too hard to do. ![]()
![]() Well, if he put 2 pts in STR, -4 in DEX, 0 in CON, 7 in INT, 7 in WIS and 13 in CHA, I come up with an aasimar strength of 11(12) and a wisdom of 18 instead of 20, but otherwise, all the numbers are coming out right. (Will dropping by 1 appropriately.) He doesn't get Immortal Spark and Incorruptible both. So, the DR 5/evil disappears. Kiinyan: When you are large, you pay double for the Ability Boost evolutions to STR or CON. So, he only got +2 STR out of the four evolution points. Remember that the Bestow Grace is a four minute spell. So, if you are picking the place and time to engage into combat, that HUGE buff is not up and running. Tactic #2: A dispel magic against the Bestow Grace only has to beat a caster level of 4. So, the player cherry picked well, and is using the wand to make his saves go extreme. A 20 or 15 point buy character would not be so over the top. And if you ever knock him unconscious or catch him sleeping, well... game over. ![]()
![]() Elyza uses the last of her mythic energy to enchant her weapons again. Firing at the southern fire elemental, 1d20 + 4 ⇒ (2) + 4 = 6, she misses wildly with the frosty arrow. Knowing the pudding has decent reach and beats things until it can digest them, she moves far away from it. Screech takes flight to hide in the rafters. "Mind or sight spells will not work on the pudding! My Color Spray, Burning Hands and Grease are going to be useless here! Even Acid Splash should fail against it." Spoiler: Used last MP to invoke Mythic Arcane Strike and enchant her weapons with Frost
Forgot the +1 for bard song, but it doesn't matter. AC 16; HP 13; MP 0 of 5; Fort: +0 Ref: +2 Will: +3 Grr!! I can't reveal the more useful information about Black Puddings, like what NOT to do!! ![]()
![]() Elyza steps into the chair alcove and slices 1d20 + 9 ⇒ (4) + 9 = 13, using reroll 1d20 + 9 ⇒ (5) + 9 = 14 spend an Mystic Power point 1d6 ⇒ 5 results=19 to hit for 1d8 + 8 + 2d6 ⇒ (4) + 8 + (4, 1) = 17 damage, inflicting a significant wound to the undead creature. Spoiler: actions: 5' step to G8; std: attack H8; immediate: use mystic power point for d6 bonus to roll
To hit: 9 = 3 STR +1 BAB +1 MW + 1 arcane Strike + 2 bane +1 bard song Damage: d8 weapon + 3 STR + 2 Arcane Strike + 2+2d6 bane + 1 bard song AC 16; HP 13, MP: 1 of 5, Fort: +0 Ref: +2 Will: +3 ![]()
![]() Elyza shifts the bow to her off hand, draws her sword and shifts around to face the elusive creature. Swinging 1d20 + 6 ⇒ (18) + 6 = 24, damage 1d8 + 5 + 2d6 ⇒ (6) + 5 + (5, 4) = 20 /2 The creature shrieks as the empowered blade slices. Spoiler: free: switch weapon hands, Move: move to F7 including drawing second weapon, std: swing sword with +1 enhancement, +3 equiv, do 10 damage, forgot to include the extra +2 to hit from bane for a total of 26, but didn't need it.
HP 13; AC 16; MP 2 of 5; Fort: +0 Ref: +2 Will: +3; Swift: available ![]()
![]() Elyza turns and shoots an arrow point blank into the apparition. hit: 1d20 + 4 ⇒ (6) + 4 = 10, damage 1d8 + 2 + 2d6 ⇒ (5) + 2 + (2, 4) = 13
Spoiler: Provokes AoO and half damage if that possibly hit. Expect not. Considered +1 magic and undead bane
AC 16; HP: 13; MP: 2 of 5; Fort: +0 Ref: +2 Will: +3 I thought he was in the next alcove, not mine! ;-) ![]()
![]() Elyza peers in as well at the creatures trying to determine what they are and what will hurt them.
Elzya draws her bow while moving in behind a pillar. Enhancing the bow to deal with these creatures, she readies the shoot the first of the two creatures that moves forward.
actions: move: draw weapon while moving to E5, swift: Mystic Arcane Strike Undead Bane, std: ready to shoot, Init if needed [dice]d20+4[dice]
AC 16; HP 13; MP 2 of 5. ![]()
![]() "I can produce the same enchantments, or others as needed on my own weapons, so others can take the longsword or crossbow." With Screech on her shoulder inspecting everything, Elyza steps up and examines the gate carefully for traps. Perception1d20 + 9 ⇒ (12) + 9 = 21Not that she could remove one if she does find a trap. Init: 1d20 + 4 ⇒ (12) + 4 = 16 Spoiler: AC 16, HP 13, (was forgetting Favored Class), MP 3 of 5 available. ![]()
![]() When Mari says the alter is magical but she cannot identify exactly what, Elyza takes a look at is as well. Casting Detect Magic as well.
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![]() Marigold gets two full rounds of actions, and then after her actions in her second round, the werewolf recovers. (unless he makes his save early.)
With no intention of letting the werewolf get back to his feet, Elyza strikes again 1d20 + 15 ⇒ (10) + 15 = 25, Mythic Power if needed1d6 ⇒ 2 damage 1d8 + 2d6 + 6 ⇒ (4) + (1, 6) + 6 = 17, again slicing deep into the shapechanger. Spoiler: Attack: +1 BAB, +1 AS, +2 bane, +3 STR, +2 flank, +1 MW, +1 Bless +4 prone target = +15
Damamge: d8 sword + 3 STR + 2 AS + 2d6 bane + 1 Dirty Fighting Actions: std: attack, swift MP spent if needed to ensure strike hits AC: 16, HP: 11, MP: 2 of 5 per day used, maybe 3; Mythic Acane Strike 7 rounds left ![]()
![]() I am voting for Trogdar's suggestion, except tweaked from third to fourth for the one ability bump.
Trogdar wrote: Amazing Initiative (Ex): You gain a bonus equal to twice your Mythic Tier on your initiative and you may use two swift actions per turn. In addition at fourth tier, you may spend one use of mythic power to gain an extra standard action. At sixth tier, the extra standard becomes a full round action. This may be used once per mythic tier times per day. And, A) the original Amazing Initiative writeup becomes a mythic monstrous only feat called Monstrous Initiative.B) Mythic monsters get a bonus feat, which is often going to be this one. C) PCs, companions, mounts, familiars, eidolons and pets are barred from taking the Monstrous Initiative feat. Results:
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![]() Yeah, I could have stepped to the side and color sprayed it, but mundane save or suck would not test combat. So, I am doing the things a mage shouldn't do, and surprisingly well. I am afraid of what the magus class could do at this point with this style. Edit: Forgot the Dirty Fighter flanking damage trait bonus of +1 ![]()
![]() Elyza drops her bow, draws her longsword and tries to go toe to toe with this horrific beast. Swinging her longsword, 1d20 + 11 ⇒ (15) + 11 = 26, damage1d8 + 2d6 + 5 ⇒ (4) + (1, 5) + 5 = 15, she slices heavily into the werewolf with the temporarily enchanted blade.
Spoiler: Attack: +1 BAB, +1 AS, +2 bane, +3 STR, +2 flank, +1 MW, +1 Bless = +11
Damamge: d8 sword + 3 STR + 2 AS + 2d6 bane free: drop bow, move: draw longsword, std: attack AC: 16, HP: 11, MP: 2 of 5 per day used, Mythic Acane Strike 8 rounds left ![]()
![]() Elyza draws her bow as she moves in to see the hairy beast, infuses it with some arcane energy to deal with the threat and lets an arrow fly. Two more wolves come in from behind before she can turn her shot. To hit: 1d20 + 6 ⇒ (9) + 6 = 15 +1 bless, damage:1d8 + 2d6 ⇒ (2) + (1, 1) = 4
Spoiler: draw bow while single moving to G3, Swift: 1 MP in Mythic Arcane Strike (bane humanoid shapeshifters), std: shoot arrow at Tooth.
16 to hit, forgot bless before rolling. (1 bab, 2 dex, 2 bane, 1 arcane strike, 1 bless) Probably still not enough, but swift/immediate action spent already. I had already rolled before the extra wolves came in. AC 16, HP 11 ![]()
![]() When the cave entrance is found, Eliza readies herself by casting Mage Armor before approaching. Not being a graceful one, she will be staying back with Tom until a foe can be found. Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Spoiler: purchases: 15 1st level spells and 1 cantrip on scrolls and inscription materials, masterwork longsword, 1 vial of anti-toxin and a crowbar.
AC 16, HP 9+1d6 ⇒ 2 ![]()
![]() Elyza takes another swing to finish off the zombie, 1d20 + 4 ⇒ (6) + 4 = 10 Rally Reroll 1d20 + 4 ⇒ (5) + 4 = 9 but still misses. Since she is not having luck, she steps around the zombie to give Charles a better chance. Spoiler: Swift: Mythic Arcane Strike without spending the MP as the flaming property lasts 9 more rounds, Std: attack with sword, miss twice, 5' step: to B2 to provide flank if Charles moves
AC: 12, HP: 9, Saves: Fort: +0 Ref: +2 Will: +2, Longsword +4, d8+5+d6 flaming ![]()
![]() OOC: Init:1d20 + 4 ⇒ (8) + 4 = 12, Perception:1d20 + 8 ⇒ (14) + 8 = 22, Kn Religion1d20 + 8 ⇒ (7) + 8 = 15, Kn Local1d20 + 8 ⇒ (1) + 8 = 9 Well, a take 10 perception would have Elyza noticing them at a range of about 180'. Rolling in case you want to use that instead. 3 or better on Kn Religion, she would know the front line is zombies. Same using Kn Local for the kobolds. Edit: Wow. She doesn't know what the little creatures are in back.
This mage is hot headed and not one to stay in the back of the pack. PS. Spent 1 more gp to get 20 arrows. ![]()
![]() Well, here she is. I am thinking she pretty much turns out as fury unleashed. Elyza Thornspire TN Female Elf
Skills: Perception(1) +3, Spellcraft(1)+8, Kn Arcana(1)+8, Kn Religion(1)+8, Kn Local(1)+8, UMD(1)+0
Spellbook: all cantrips, Color Spray, Enlarge Person(t), Mage Armor, Shield, Magic Missile, Burning Hands, Grease
Familiar: Screech, Hawk, AC 16, Int 6, HP 4, walk 10', fly 60' average ![]()
![]() Celestial Armor and Celestial Shield for 35,570 gp. Adds 5 to her AC, and gives her overland flight for 5 hours a day. Ring of Force Fangs is only 8,000 gp and protects her from all force spells while giving her access to magic missile when she wants to use it. Have her commission a staff being built for her. Pick several useful spells that are on her spell list, but she doesn't have, and the last spell is the highest level, but she does know this one. This greatly expands on the variety of spells she can cast. It also allows her to recharge the staff on her own during down time. ![]()
![]() Let's see. This isn't fully optimized, it is just a sketch. There is plenty of more room to boost offense, but this has a good balance of defense and protection in it too. Half-elf Synthesist 12/Savage Warrior Fighter 10 with a two level dip into Master of Many Styles Monk of the Sacred Mountain.
Feats:
Items:
Quadruped Synthesist, in the shape of a cattaur. Clawed arms and foreleg paws.
The beasts stats turn out as
HP while merged = 10f+6*9f+5*2m+12*4con + 12Toughness= 134 Real and 9*6e+9*4con = 90 Temporary Holy Vicious Amulet of Mighty Fists +0. Cost 45,000 gp, +4d6 damage, 1d6 self inflicted. It is 40% of your WBL, which is reasonable for a main weapon. Attacks: claw x4: 12 bab + 12 STR + 1 WeaponFocus -1 Large - 3 Power attack +2 Savage Warrior = +26/+23/+23/+23 to hit
Damage: 1d8 + 12STR*1.5 + 9 Power Attack +2 Savage Warrior +2 Weapon Spec +AoMF + energy attack = d8 + 31 + 4d6 AoMF + d6 energy = average damage of 53 or 40 per attack times 5 attacks for 252 damage per round. You are able to charge through difficult terrain and allies, then attack with all five attacks at full BAB==level. Since pounce allows you to full attack at the end of a charge, every 10 foot movement or more is declared as a charge. Therefore, you can always full attack unless you have to turn around a hard corner. Every missed attack against your AC 42 provokes an attack of opportunity, of which you get four. Saves: Fort 19 Reflex 14 Will 21 including the cloak +3 to enhance them. You have an additional +2 vs. enchantment (half-elf), +2 vs. sleep, paralysis and stun (Dragon Stance), +3 vs. energy drain and death (Savage Warrior). Your weakness, Damage Resistance. Fighting a creature with DR will slow you down considerably because you depend on multiple attacks. Oh, you are a spell caster than can self buff too. ;-) Mage Armor, Overland Flight and Haste are all your daily "go to" spells. Design Synergies:
Books: Core Rule Book, APG, Ultimate Magic, Ultimate Combat. PS. This is a gestalt character with highly pumped ability purchase points. Properly built synthesists are not this over the top. ![]()
![]() Lune, it looks like you missed a few prereqs with that build. Mistakes I see:
Here is a rework. It replaces Panther with Snake and adds Dragon Style just for the delicious charge through difficult terrain and friendlies. Starting at third level, you enter combat spending you swift action on entering the Snake Stance. Then you can provoke 7 AoOs with retaliation via movement. The Master of Many Styles feature of ignoring prereqs on feats is precious. That is why I used it on skipping Sidewinding Snake and the STR req of Dragon Style. The AC drops a little with this build, but with a friendly mage armor, you are starting at AC 24 at first level. Fairly safe. If you find a way to not tank wisdom, you could add that as a bonus to your AC too. This build doesn't have perfect symmetry. The dervish dance bonuses only work with a scimitar. The AoOs from the monk abilities are all unarmed strikes. So, carrying a decent scimitar and an amulet of mighty fists is necessary. The idea is still cool enough to try. It will never do a decent amount of damage, but it will tie up the enemy allowing other party members to do their things. The strategy is to flank and frustrate the enemy. After racial and size modifiers: Str 8
1 Fighter 1: Weapon Finesse (racial bonus), Dodge (1st), Combat Reflexes (Fighter 1)
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![]() Well Gauss, the examples I could find fit that formula. Can you show me an item based on an instantaneous duration spell that can be used more than five times a day? My quick search didn't come up with one. (Excluding wands/staves as they have a finite number of total charges.) If five uses/day was the same cost as an infinite number of uses/day, why would the boots of teleportation or cape of the mountebank be limited. Mages are greedy. If there was a threshold where price didn't increase, they would not stop short of it during their crafting.
About *Legion*Attributes:
Body: 5 Agility: 5(7) (Muscle Toner (Rating 2)) Reaction: 5(9) (Reaction Enhancers (Rating 2), Wired Reflexes (Rating 2)) Strength: 3(5) (Muscle Augmentation (Rating 2)) Charisma: 1 Intuition: 5 Logic: 4(6) (Cerebral Booster (Rating 2)) Willpower: 5 Total Edge: 1
Skills and Qualities:
SKILLS Aeronautics Mechanic (LOG): 1 Automatics (AGI): 1 Automotive Mechanic (LOG): 1 Blades (AGI): 1 Climbing (STR): 1 Computer (LOG): 3 Cybercombat (LOG): 4 Data Search (LOG): 3 Dodge (REA): 1 Electronic Warfare (LOG): 4 Etiquette (CHA): 1 First Aid (LOG): 1 Flight (STR): 1 Gunnery (AGI): 1 Gymnastics (AGI): 1 Hacking (LOG): 4 Hardware (LOG): 3 Heavy Weapons (AGI): 1 Industrial Mechanic (LOG): 1 Infiltration (AGI): 1 Nautical Mechanic (LOG): 1 Navigation (INT): 1 Perception (INT): 1 Pilot Aircraft (REA): 1 Pilot Ground Craft (REA): 1 Pilot Watercraft (REA): 1 Running (STR): 1 Software (LOG): 3 Swimming (STR): 1 KNOWLEDGE SKILLS
LANGUAGE SKILLS
QUALITIES
Contacts and Lifestyle:
CONTACTS Fixer: Smiley (Con 2/Loy 1) Mechanic: Bobby (Con 1/Loy 1) LIFESTYLE:
SINs and Licenses:
FAKE SINS Arthur Dent (Rating 4) FAKE LICENSES
Gear:
AR Gloves Concealable Holster Datachips (5) Earbuds (Rating 2) - Audio Enhancement (Rating 3) - Select Sound Filter (Rating 3) Electronics Kit Glasses (Rating 4) - Flare Compensation - Image Link - Smartlink - Vision Enhancement (Rating 3) Medkit (Rating 6) - Supplies Stimulant Patches (Rating 6) (3) Subvocal Microphone Tranq Patches (Rating 6) (3) Trauma Patch (1) Trodes White Noise Generator (Rating 6) Weapons and Armor:
WEAPONS Ceska Black Scorpion Mode: SA/BF RC: 4(5) (or 1(2) w/Sound Suppressor) Ammo: 35(c) - Gas Vent III - Internal Smartgun - Personalized Grip - Sound Suppressor Combat Axe
Shock Frills
Unarmed
ARMOR
Riot Control Armor (B/I: 6/9)
Cyberware and Bioware:
CYBERWARE Control Rig Cyberlimb: Lower Arm (Left, Obvious) (Body 5, Agility 7, Strength 5) - Nanohive (Rating 1) - - Neural Amplifiers, Neocortical (Rating 3) Reaction Enhancers (Rating 2) Wired Reflexes (Rating 2) BIOWARE
Commlinks and Software:
COMMLINKS Novatech Airware OS: Novatech Navi Firewall: 6 Response: 5(8) Signal: 5 System: 6 Current Mode: Hidden Running Software (Default): - Agent (Rating 4, Pirated) - Analyze (Rating 6, Pirated) - IC (Rating 4, Pirated) - Scan (Rating 6, Pirated) - Stealth (Rating 6, Pirated) - Tacsoft (Rating 2, Pirated) Running Software (Hacking): - Analyze (Rating 6, Pirated) - Biofeedback Filter (Rating 6, Pirated) - Browse (Rating 6, Pirated) - Data Search (Rating 6, Pirated) - Exploit (Rating 6, Pirated) - Stealth (Rating 6, Pirated) Tacnet Sensor Channels: - Glasses (1), with Smartlink (2) and Vision Enhancement (3) - Earbuds (4), with Audio Enhancement (5) and Select Sound Filter (6) Subscribed: - Ceska Black Scorpion (Slave) - Cyberarm, Lower Left (Slave) - Drone (MCT Fly-Spy) - Drone (MCT-Nissan Roto-drone) - Earbuds (Slave) - Glasses (Slave) Additional Features: - Armor Case (Rating 10) - Customized Interface - Hardware Upgrade (Response 5) - Hardware Upgrade (Signal 5) - Nonstandard Wireless Link (Rating 6) - Response Enhancer (Rating 3) - Sim Module (Hot) Meta Link
SOFTWARE
Drones:
MCT Fly-Spy (Minidrone) Firewall: 6 Response: 5 Signal: 5 System: 6 Handling: +1 Accel: 3/15 Speed: 15 Pilot: 4 Body: 1 Armor: 0 Sensor: 6 Currently Running Software: - Pilot (Rating 4, Pirated) - Clearsight Autosoft (Rating 4, Pirated) - Covert Ops Autosoft (Rating 4, Pirated) - Defense Autosoft (Rating 4, Pirated) - Electronic Warfare Autosoft (Rating 4, Pirated) - Maneuver Autosoft (Aircraft) (Rating 4, Pirated) Sensors: - Camera (Rating 6) - - Low Light - - Thermographic - - Vision Magnification - Microphone (Rating 6) - - Audio Enhancement (Rating 3) - - Select Sound Filter (Rating 3) - Radio Signal Scanner (Rating 6) Additional Features: - Hardware Upgrade (Response 5) - Hardware Upgrade (Signal 5) - Improved Takeoff and Landing (Level 2) MCT-Nissan Roto-drone (Medium)
Macros:
SKILLS: [dice=Aeronautics Mechanic (LOG) (Neocortical Neural Amplifier)]1d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Automotive Mechanic (LOG) (Neocortical Neural Amplifier)]1d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Climbing (STR)]1d6+5d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Computer (LOG) (Neocortical Neural Amplifier)]3d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Cybercombat (LOG) (Neocortical Neural Amplifier)]4d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Data Search (LOG) (Neocortical Neural Amplifier)]3d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Electronic Warfare (LOG) (Neocortical Neural Amplifier)]4d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Etiquette (CHA)]1d6+1d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=First Aid (LOG) (Neocortical Neural Amplifier)]1d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Flight (STR)]1d6+5d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Gunnery (AGI)]1d6+7d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Gymnastics (AGI)]1d6+7d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Hacking (LOG) (Neocortical Neural Amplifier)]4d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Hardware (LOG) (Neocortical Neural Amplifier)]3d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Heavy Weapons (AGI)]1d6+7d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Industrial Mechanic (LOG) (Neocortical Neural Amplifier)]1d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Infiltration (AGI)]1d6+7d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Nautical Mechanic (LOG) (Neocortical Neural Amplifier)]1d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Navigation (INT)]1d6+5d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Perception (INT)]1d6+5d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Pilot Aircraft (REA)]1d6+9d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Pilot Groundcraft (REA)]1d6+9d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Pilot Watercraft (REA)]1d6+9d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Running (STR)]1d6+5d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Software (LOG) (Neocortical Neural Amplifier)]3d6+6d6+3d6[/dice] [ooc](Glitch: | Successes: )[/ooc] [dice=Swimming (STR)]1d6+5d6[/dice] [ooc](Glitch: | Successes: )[/ooc] COMBAT:
[ooc][b]Free Action:[/b] [/ooc]
[ooc][b]Simple Action:[/b] [dice=Fire Weapon - SA (Ceska Black Scorpion (Automatics), Smartlink)]1d6+7d6+2d6[/dice] [ooc](Glitch: | Successes: | Damage: 4P | AP: -)[/ooc]
[ooc][b]Complex Action:[/b] [dice=Melee Attack (Combat Axe (Blades), Reach 2, Personalized Grip)]1d6+7d6+2d6+1d6[/dice] [ooc] (Glitch: | Successes: | Damage: 7P | AP: -1)[/ooc] [ooc][b]Complex Action:[/b] [dice=Melee Attack (Shock Frills (Unarmed Combat))]6d6[/dice] [ooc] (Glitch: | Successes: | Damage: 6S(e) | AP: -half)[/ooc] [ooc][b]Complex Action:[/b] [dice=Melee Attack (Unarmed (Unarmed Combat))]6d6[/dice] [ooc] (Glitch: | Successes: | Damage: 3S | AP: -)[/ooc] [ooc][b]Complex Action:[/b] [dice=Full Defense (Full Dodge (Dodge vs. Melee))]1d6+1d6+9d6[/dice] [ooc] (Glitch: | Successes: )[/ooc]
MATRIX:
Simple Actions:
Complex Actions:
DRONES:
[ooc][b]Simple Action:[/b] [dice=Fire Weapon - SA (Colt M22A3 (Pilot 4), Targeting (Automatics) Autosoft, Smartlink)]4d6+4d6+2d6[/dice] [ooc](Glitch: | Successes: | Damage: 6P | AP: -1)[/ooc]
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