HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Her bleeding will be going away fully within a minute, since she's healing 1 HP a round and is only missing 8. "Oh, walk it off you softie! Murder is simply the natural end of life!" She titters, reaching her creepy noodle arm over to catch one of the crying girl's tears. "Well... the nature end when Hardgore Mary is summoned to the stage, anyways." She steps over to look at the box, very interested in its contents. "The girl who said you needed help wants her share, too. I'll take it instead as my cut. Serves her right~" --Or so she says as she puts her finger to her mouth, thinking things over.
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
"Why?! That's obvious!" Mary points at the... Thrune? Interesting, but not her problem. "Dogs are many things. Slips can ride them, and they bark at would-be thieves. Moreover, they've been said since ancient times to manage to deal with faceless, nameless swarms of ill-wishers." She swings her scythe forward to point it at Eliselda. "Unfortunately!" "Ill wishers no longer are nameless or faceless! She's been given form by the one who sunders the planes from their very core! Her name is Hardgore Mary, and you look upon the face of undying hatred!" With one final flourishing slash, the scythe returns to her shoulder. "No dog can stand before the sundering wrath of my blade!"
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Mary bounds her way over to the enemy, and runs her hand along the blade of her scythe. "Be tempered to smash through all who would oppose you. Die, die, DIE!!!" Attack: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 2d4 + 5 ⇒ (1, 3) + 5 = 9 Hey, wait... Mary was in the room and not deaf! Though she was all the way at the door so idk.
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Fort: 1d20 + 1 ⇒ (14) + 1 = 15 Mary backs away, her hearing still working just fine for the moment. When she gets within 10 feet of the downed bard, she snakes an arm around and touches her. "In the name of all things that break, I sunder these wounds!" Infernal Healing. Instead of making that stabilize check, how about automatically gaining 1 HP each round for a minute?
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Mary moves quickly, hopping her way into the fray of combat on her stiletto boots (how do you even move in combat in those? Magical girl magic!!) to save a downed comrade. After a brief magical fingerswipe down the blade to power it up, her scythe flashes in the night as she cuts at the dog. Attack: 1d20 + 4 ⇒ (3) + 4 = 7 It does not accomplish much. She's still very new at this.
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Mary moves along the palisade and uses her free action to speak when she gets to the point 5ft north of where she currently is. She spins her scythe around and laughs wildly, before striking a valiant pose. "When injustice needs assistance... The qlippoth call upon the powers of a one-woman apocalypse!" She jumps off of the palisade to the ground. Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4 Falling Damage(nonlethal): 1d6 ⇒ 5 Mary lands a bit hard, but rises from her knees and slams her scythe into the ground bladefirst. "Good? Bad? I'm the girl with the scythe!" She roundhouse kicks the handle, freeing the blade and letting her swiftly run her fingers across its edge as she catches it. "Friend to enemies, and enemy to anyone who pisses me off!" She twirls the scythe dramatically, pirouetting in place before posing with it over her shoulder and her free hand in a 'come and get me' reach. "Abyssal Magical Girl Hardgore Mary has arrived! Don't tell your friends... or I'll kill you♥" With her introduction suitably introducted, she wastes no time in flinging out her arm and summoning up a fair bit of arcane power. "Give me fuel, unholy fire, give me that which I desire!" Her arms contort and stretch to a freakish length, letting her threaten much more ground than before. All that to say move: Walk over and hop down, Swift: Arcane strike, Standard: Long arm. Yep.
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Since everyone is inside, Mary will go ahead and do the smart thing of double moving her way over from the forest to the tannery palisade and climb up the thing. Climb: 1d20 + 1 ⇒ (17) + 1 = 18 She's pretty sure that with all of the attention on the dog and the dog and the crossbowman and the others the odds of someone thinking to look up are rather low.
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
It is worth noting that she is taking 10, giving her a 12, and is 30 feet back for a -3 penalty to spot her, for a total perception dc of 15. In case you want to see a magical girl frill poking out from behind a tree or something.
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Meanwhile, about 30 feet back, a vigilante hides in the shadows and waits for the rest of her team to break open the door so that she can sneak in after them. Waiting for the right moment to reveal oneself is just as important to the Creedo of Maximum Awesomeness as actually being awesome when you do, after all.
HP: 10/10 (5 NL) Spells Cast: */2 Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0
Hey GM! Important 3PP feat question. Vigilantes don't get an extra vigilante talent feat due to them being usually worth a lot vs normal feats, but at least one 3PP team seems to be looking at a way to change it, using the Extra Evolution feat as a guideline. Would this feat be doable? Talented Vigilante
Effect: Gain an additional Vigilante Talent. You must meet all prerequisites for this talent. Special: This feat can be taken once at 2nd level, and again at 5th, 10th, 15th, and 20th. |