Monk

Fauxish's page

218 posts. Organized Play character for Great Green God.


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Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Nei D'Hiel wrote:
Kasumi the Kitsune? LOL, nice! (assuming I'm pronouncing those words correctly?).

"Hmm?"

Don't pronounce it correctly then hit "show". ;)

Grand Lodge

1 person marked this as a favorite.
Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Yea! I'm just thankful I got it today. My current monitor is from Australia so its all cool.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Katarina Caverly wrote:

"How can one creature be so difficult to hit?" Kat groans as she reloads her crossbow and tries yet again to stick the thing with a bolt.

Fauxish's war journal wrote:
Quick note to self: Learn how to deflect arrows.

;)

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Drops the big elbow! (bless, flanking, harrow): 1d20 + 4 + 1 + 1 + 2 ⇒ (12) + 4 + 1 + 1 + 2 = 20 damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

1 person marked this as a favorite.
Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

The voice of her old master returns to Fauxish "Show me 'mow the lawn'. Fauxish windmills her arms in big circles intercepting and parrying the incoming tendrils. Now take out the garbage. This place is a pit!"

(flurry, bless, flanking, harrow): 1d20 + 3 + 1 + 2 + 1 ⇒ (7) + 3 + 1 + 2 + 1 = 14 damage: 1d6 + 1 ⇒ (6) + 1 = 7

(flurry, bless, flanking, harrow): 1d20 + 3 + 1 + 2 + 1 ⇒ (17) + 3 + 1 + 2 + 1 = 24 damage: 1d6 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish takes a step closer.

knee (flurry, bless, harrow): 1d20 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 14 1d6 + 1 ⇒ (3) + 1 = 4

elbow (flurry, bless, harrow): 1d20 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9 1d6 + 1 ⇒ (3) + 1 = 4

If it attacks Fauxish and Fauxish is close enough to threaten it:
Fauxish interrupts it with...

Redirection (1/day, DC 12) (Ex) wrote:
At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

trip (CMB, agile maneuvers, bless, harrow): 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23

If it works the thing might have to make a Reflex save vs DC 12 or be sickened for a round--if it can be sickened that is.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Eldren Silastriel wrote:

I forgot the reroll part, I would do that, naturally. Forgot the +1 also.

Elsten retreats, unable to do anything.

If 'unsettling' is a fear effect you get a +1 bonus from Bless too. It probably doesn't help you right now but speaking as a person who plays a support character in other games I feel good when it does. :)

Grand Lodge

2 people marked this as a favorite.
Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Without a word Fauxish leaps into action!

will save v shriek (w mood slime): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20

will save v 'damn you're ugly' (w mood slime, add +1 more if bless works): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19

acrobatics (running jump across chasm, harrow): 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16

acrobatics (spinning mid-air AoO avoidance, harrow): 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

flying kick (bless, harrow): 1d20 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12 damage: 1d6 + 1 ⇒ (5) + 1 = 6

Aside from the fungus' probable last-minute duck there at the end, I just want to say that it is AWESOME TO BE A MONK! (And roll well of course.)

Later, when someone asks her about the chasm jump, Fauxish stops and regards the person quizzically. "Chasm?"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Sethran-GM wrote:

Moving closer to the boulder in a rush to see his discovery come to life, the professor startles as a figure appears before you. The figure is a ghostly image of an aristocratic-looking woman with sad eyes who waves you all closer. You all immediately recognise the woman as Lady Illrigarde though her clothes don’t quite match what they’ve seen before, and her eyes are slightly too large.

"Cool."

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"Cool."

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

harrow card: 1d6 ⇒ 2

untrained Knowledge (geography, MAX result 10): 1d20 ⇒ 11

"These mountains they bisect Ustalav from west to east." Fauxish mentions as she applies her face and body paint. sniff sniff "Henna?"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

[Dice=Sigh. Mine was only a Pat Boone]1d20[/dice]

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish dries her hair and whistles, not making eye contact.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Theoden_ wrote:
Theoden rubs his eyes "Huh, what happened? why does my head feel full of dirt?"

Fauxish shrugs the universal code for 'you've got me'.

*AH-CHOO!* *sniff*

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"Huh?"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"AAA-CHOO!!"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Like a Final Fantasy character with no concept of how dangerous some herbicides can be Fauxish splashes the stuff all over herself.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Sethran-GM wrote:
Feel free to Re-roll if you can

Well, I certainly can, but....

Katarina Caverly wrote:
"It says 'pesticide'!

Wait. Pesticide? Isn't that for bugs?

"Have you got one that says 'herbicide'? If so give!"

Fauxish delays until the herbicide is in her hand.

Once it is (if ever):
She moves straight for monster and administers the toxin to it orally.

Touch, I assume, but she wants to apply damage too so--Herbicidal Punch!: 1d20 + 4 ⇒ (15) + 4 = 19 damage (I don't know, what are the rules for punching vampires with a handful of garlic and holy water?): 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

flying kick: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish pulls a ball of twine from pocket and ties it her spear. She flings her spear.

spear: 1d20 + 4 ⇒ (2) + 4 = 6

And then spools it back and tries again...

spear: 1d20 + 4 ⇒ (12) + 4 = 16

Until she spears the desk.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish feels eyes turn toward her. "What?"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Perhaps I should kick him in the shin...?

Con bonuses for the fist-fighters. We're like all Dragon Ball Z. That which does not kill us, just powers us up!

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish bows.

1d6 ⇒ 3 Aw, what a con.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

flurry of fists: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d6 + 2 ⇒ (6) + 2 = 8

flurry of fists: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d6 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"That was floor, and this... is... SANDAL!"

Looks like the link is dead but I'm guessing it looked like this.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"Ouch!"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

On her turn Feeling it a safer position than standing directly next to Alexis, Fauxish jumps between the two morlocks kicking off one with both feet while bracing on the other to shove the disorientated one down the well. Unfortunately someone is putting a lid on it.

"Grrr."

unimproved bullrush v green (CMB): 1d20 + 4 ⇒ (14) + 4 = 18

If the lid goes on first, she goes for the dirty trick maneuver and tries to momentarily blind the morlock with her torch. If not she tries to shove him into the well. She declines to move forward with the shove. Either way she might get smacked by an AoO from green.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Boot to the head (AoO, v prone): 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12 damage: 1d6 + 2 ⇒ (2) + 2 = 4

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Sandal Stomp! (Flank, flurry): 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 damage: 1d6 + 2 ⇒ (1) + 2 = 3

Stooge Slap! (Flank, flurry): 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 damage: 1d6 + 2 ⇒ (4) + 2 = 6

If attacked ('Curly Shuffle'):
She interrupts and attempts to redirect the morlock to the floor
CMB (trip, flank, +2 if charged or if the opponent uses power attack, +4 for both): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25

Reflex DC 12 (or 14 or 16 as above) or be sickened for one round as well.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

elbow to the throat: 1d20 + 4 ⇒ (9) + 4 = 13 damage with harrow STR bonus: 1d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Eldren Silastriel wrote:

Eldren shares what he knows with the party. Spoiler above.

"Okay."

sense motive: 1d20 + 2 ⇒ (5) + 2 = 7

"So?"

Fauxish moves forward. Note: She has the torch.

Theoden_ wrote:
Theoden raises his hands up in peace and creeps towards the well and peeks over the edge.

Moved you there.

readied action:
If the morlock instigates any aggressive moves within Fauxish's reach.
spinning reverse snap kick to the chin: 1d20 + 4 ⇒ (13) + 4 = 17 damage with harrow STR bonus: 1d6 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"So...?"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Sethran-GM wrote:

You can see a stunted, pale skinned humanoid climbing out of the well as you enter, he looks at you curiously for a moment as if considering his actions.

untrained knowledge (local, MAX 10 result): 1d20 ⇒ 12

Does he look like that one guy from high school? Or maybe that girl from the Ring?

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish directs her attacks at whatever is still standing starting with the one she punched previously and moving on to the other if it is still a threat.

"Ho ho! HA!"

Flurry (Guard, Parry, Spin...!): 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d6 + 1 ⇒ (3) + 1 = 4

Flurry (Thrust!): 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d6 + 1 ⇒ (6) + 1 = 7
Flurry (Confirm Thrust!?): 1d20 + 3 ⇒ (15) + 3 = 18 additional damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish lights her lamp and hooks it to the haft of her spear before moving into the cave.

Boot to the thorax (+1 Dex): 1d20 + 5 ⇒ (14) + 5 = 19 damage: 1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

1d6 ⇒ 2 Fauxish draws the Parallel Bars.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

survival: 1d20 + 2 ⇒ (8) + 2 = 10

Fauxish stands upon a promontory looking back the way the party had come.

"Is that Caliphas?" She asks.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

untrained knowledge (local, max result 10): 1d20 ⇒ 3

untrained knowledge (history, max result 10): 1d20 ⇒ 3

*Shrug*

Fauxish sits on something high enough (a wall, statue, porch, or park bench) that she can freely kick her feet from.

Grand Lodge

1 person marked this as a favorite.
Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Kung-fu fighting: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d6 + 1 ⇒ (5) + 1 = 6

Fauxish is fast like lightning. But is perhaps too concerned with cool Foley sound effects to connect well.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Agreed, but I just wanted give it time to see if it grew on me. I like it I just don't know if it fits Fauxish.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Punt! V blue: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d6 + 1 ⇒ (1) + 1 = 2

At work so some one else may have to move me.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )
Alexis "The Odd" Trismegistis wrote:
Sethran-GM wrote:

Alexis shakes of the terrible feeling induced by the Haunt and starts moving towards the desk. However, from out of the shadows tiny darts fly out against Alexis, Ashton and Theoden. None find their mark, out behind bookshelves three small goblin-like fey stare at you with hatred.

You didn't get hit, Théoden - I think you made your Perception check to avoid being flat-footed.

Sympathy dart. I get those all the time down at the pub.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"BURP! 'Scuse me."

Fauxish has an acid flask from the burnt lab.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

But... she's psychic, or more spiritual than religious, or something.

perception: 1d20 + 2 ⇒ (7) + 2 = 9

Fauxish walks in and plops down on something. The action raises plumes of dust and perhaps some latent eldritch light.

"koff, koff. Bored. koff."

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

After stomping out the fire, Fauxish hops up on a table kicking her legs and taking a hearty swig from a bottle similar to the one she just threw at the swarm of ghost spiders.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish withdraws a vial of something a bartender once told her was for medicinal purposes only--firework juice, and throws it at the northeast corner of the swarm.

alchemists' fire: 1d20 + 4 ⇒ (17) + 4 = 21 fire damage: 1d6 ⇒ 5

1.5 damage + additional splash damage to three other squares.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

perception (harrow wisdom bonus): 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14

Katarina Caverly wrote:

As the group makes their way into what is apparently a laboratory of sorts, Kat's attention is drawn to the alembic on the table. "Huh...that explains one mystery, I suppose. Oh look, some of the vials survived...whatever happened in here!" she observes, pointing to the scattered vials.

Everyone should be able to read the spoiler now.

"Jinkies. It still looks spooky though."

"So you think this is what caused the explosion?" She snatches up one of the surviving vials, eyes it closely, shakes it, eyes it again, and shrugs.

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Fauxish pauses to consider Eldren. "Doesn't that contradict the suggestion to split up?"

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

"Must be on a timer?" Fauxish hazards. "Reminds me of Ser Peter Cushing's home."

survival (with wisdom bonus): 1d20 + 3 ⇒ (10) + 3 = 13

Based on that roll....

"Perhaps we should split up."

Grand Lodge

Female Human (Tian-Shu) Monk 1/Unchained Rogue 1 | hp 16 | AC 16, T 16, FF 12 | CMD 17 (19 v trip) | F +3, R +8, W +4 | Spd 30' | Init +6 | Perc +7:
actually she's Kitsune (gains low-light vision and +2 acrobatics in hybrid form) )

Drawing from the bottom of the deck: 1d6 ⇒ 5 Yay! Theoden I got an AC bonus too!

untrained Knowledge (history, Max 10): 1d20 ⇒ 1

untrained Knowledge (local, Max 10): 1d20 ⇒ 2 Could have just rolled a d6 for all of them. :(

Full Name

Vex Boldfoot

Race

HP 46/46, AC 21, FF 18, Touch 13

Classes/Levels

Rage 9/9, Judgement 1/1, Intercept 1/1, Retort 1/1, AoO 4/4

Special Abilities

Darkvision 60',

Strength 21
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 12
Charisma 15

About Vex Boldfoot

Neutral Good Male 1/2 Ogre
Titan Mauler 1 / Two-Handed Fighter 1 / Inquisitor 1

Init +3

Perception +7

HP: 42 (12+1d8 (8)+1d10 (8) +12 (con)

====Appearance====:

Nearly eight feet tall, broad shouldered and unnaturally over muscled, Vex is none the less quite deft. He moves like a massive predator, something like a cross between a tiger and a gorilla.

He dresses in typical legionnaire garb, sandals, greaves, vambraces, kilt and chestguard, with a long red cloak.

====Background====:
Vex Boldfoot was a normal halfling for most of his life. He grew up with his family, idealized his older brother Blim, and followed him into the legion as soon as he was old enough. They were lucky enough to be in the same company and became an impressive scouting duo, eventually being moved to the Legion Vanguard itself.

Then one day they were ordered to scout a ruined temple a group of East Empire Company miners had unearthed. During their exploration they accidentally caused a rock-fall that crashed down onto an ancient statue. A large twisted lattice of glass and metal was knocked free as the statue's head cracked on the ground.

Not wanting to leave something potentially valuable behind, Vex picked it up.

He was immediately flooded with, and sharing, the mind of a powerful entity. He understood that it was the servant of powers he had never heard of and that it needed a host body to continue pursuing it's mission.

And apparently Vex was it.

As his brother watched, Vex tripled in size. His muscles had other muscles on them, and his mind had another mind in it.

He was miserable.

When they made it out of the temple he was quarantined for three months as the Imperial Inquisitors tried everything they could to remove the entity and test him for any kind of danger or sedition.

Eventually his commanding officer overruled them and told them they could continue their investigation on the march or not at all. The commander saw a weapon where the inquisitors saw a threat, and the commander had more clout.

Vex was moved from scout duty to heavy infantry. He saw many battles and did not see his brother again for years. He killed many of the empire's enemies for causes that he did not understand and that the other mind found irrelevant. Every day was war and every night was a nightmare spent arguing for his sanity against a servant of long-dead gods.

Finally his term of duty expired. They tried everything to get him to stay, but the last morning of his tour of duty he simply walked.

When he eventually met up with his brother again they were both very different people...

===== Defense ===== :

AC: 21 (MW Agile Breastplate +5, armored Kilt +1, Heavy wooded shield +2, Dex +3)
FF: 18
Touch: 13

CMD 20

+10 Fort (+6 class, +4 Con,)
+3 Ref (+3 Ref)
+2 Will (+2 wis)

=====Offense=====:

BaB +2, CMB +7
+1 atk/dmg vs larger creatures
Power Attack, -1/+2 or +3

----Melee----

+7 Hooked Lance, 1d8+7, x4 crit

+7 Earthbreaker, 2d6+7, x3 crit

+7 Battleaxe, 1d8+5, x3 crit

+7 Spiked Armor, 1d6+5, x2 crit

----Ranged----

+5 Pillum, 1d8+5, range, x2 crit, negates shield on hit.

+5 Sling, 1d4+5, ' range x2 crit

+1 Combat Net, Touch attack, entangle, lead rope

+1 Bolas, Ranged Trip

=====Traits and Feats=====:

-------Traits---------
Suicidal (Tiefling, via Adopted trait): Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.

Keeper of the Ancestral Scrolls: +1 Knowledge Nobility and Knowledge History. Knowledge History is always a class skill.

-------Feats----------
Power Attack (1st) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage
Combat Reflexes (fighter 1) add your dex mod to the number of AoOs you can make every round.
Bodyguard: (3rd) When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

=====Skills=====:
Barb 4, Fighter 2, Inq 6, +3 int

ACP -4 (none to jump and climb)

+5 Acrobatics (3 rank, +3 class, +3 dex, -4 ACP)
...+9 Jump
+5 Stealth (3 rank, +3 class, +3 dex, -4 ACP)
+7 Perception (3 rank, +3 class, +1 wis)
+7 Survival (3 ranks, +1 wis, +3 class)
+10 Intimidate (3 rank, +3 class, +2 racial, +2 cha, +1 class))

+6 Knowledge History (1 rank, +1 int, +3 class, +1 trait)
+2 Knowledge Nobility (+1 int, +1 trait)

=====Class Abilities=====:

Big Game Hunter: (Ex) A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves.
This ability replaces fast movement.

Rage: a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Hateful Retort (anger inquisition) (Ex): Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

Judgement: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze: (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

====Judgements====:

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

=====Spells=====:

Orisons (4 known, usable at will)
Detect Magic
Guidance
Light
Sift

Level 1 (2 known, usable once per day)
Cure Light Wounds
Expeditious Retreat

=====Equipment=====:

----Weapons----

  • Hooked Lance (3 gp)

  • Combat Net

Armor: MW Agile Breastplate w/ kilt. (570 gp)
Shield:
Head: Helmet
Eyes:
Neck:
Cloak:
Waist: Belt Pouches
Body:
Vest:
Wrist:
R. Hand:
L. Hand:
Ring:
Ring:
Feet:

Flint and Steel
bed roll
Food and water
armor and clothing repair kit
50' rope

Cash:

3000 GP

Scar Record:

Notes:

Progression:

4th- Fighter 2, In Harm's Way, Shattering Strike
5th- Inquisitor 2, Quick at Hand
6th- Fighter 3, Overhand Chop
7th- Inquisitor 3, Cleave, teamwork feat (swapable)
8th- Fighter 4, Improved Critical
9th- Cavalier, Seize the Moment, Leadership
10th- Barbarian ,
11th- Barbarian , feat
12th- Barbarian ,
13th- Barbarian , feat