aka Razor
Unless I'm missing something, I think Klaw shouldn't have that many images after Razor's attack, mirror image states that if an attack misses by 5 or less then a figment is destroyed. So it would have gone 1 figment destroyed 2 hit 3 hit 4 figment destroyed 5 figment destroyed, which means Ebon's scorching ray stands a better chance of landing! Wurt's attacks would also have destroyed figments :)
aka Razor
In frightful silence, Razor ignores her shredded flesh and simply advances in a spinning flurry of metal blades. Step to T74 Claw: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Claw: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Foot Claw: 1d20 + 11 - 5 + 2 ⇒ (20) + 11 - 5 + 2 = 28
Foot Claw: 1d20 + 11 - 5 + 2 ⇒ (15) + 11 - 5 + 2 = 23
Elbow Blade: 1d20 + 11 - 5 + 2 ⇒ (13) + 11 - 5 + 2 = 21
IIRC Klaw is human so Razor is using her favored enemy bonuses above, adjust as appropriate if he has an alternate history in the universe of Dawn of Legends! Status: hp 24/70, Healing Touch: 0/30, Blessings 4/6
aka Razor
Razor's vision narrows, containing only the guard who's weapon last hurt her. She moves to finish him off, the mosquito buzzing of Klaw's monologue a distant second to her desire for revenge. Move to V69
aka Razor
Razor's eyes adjust immediately, the darkened area no more than a touch of grey to her vision, now all black and white. She deftly slips in to the corridor, sliding along the wall like a shadow. stealth: 1d20 + 16 ⇒ (13) + 16 = 29 She pads across the floor, hoping to slip behind the gunner and take him out silently.
aka Razor
Letting the metal do its thing, Razor's wounds continue to heal. CLW: 1d8 + 5 ⇒ (3) + 5 = 8 CLW: 1d8 + 5 ⇒ (4) + 5 = 9 She manages to get enough control to engage in conversation Yes, we should hurry now, before Klaw gets away.. Moving to the eastern doorway, she waits for the others before continuing. Status: hp 50/70, Healing Touch: 0/30, Blessings 4/6 2nd
aka Razor
Partridge wrote: "...Tread softly because you tread on my dreams." I assume you dream, Preston? It's been too long since I watched that awesome film :) The beast growls at Concussion, Laura watches through its eyes and winces. The metal only helps so much at a time, you need to rest! The beast ignores Laura and Concussion, dropping down to the floor in a lithe movement and finding the shadow of a crate to crouch down in. Animal seeking shelter. Spending 1 minute to allow the living metal to synthesize another CLW to heal with!
aka Razor
Without even flinching as the bullets whizz past her head, sensing weakness the cold unfeeling beast peers out through Laura's eyes, pitiless as the men around Razor are torn to pieces. Claw: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Claw: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Claw: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Claw: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Claw: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Status: hp 33/70, Healing Touch: 0/30, Blessings 4/6
aka Razor
Well this *is* a bunch of melee characters... there's an old adage about bringing knives to gunfights ^.^ ...but yes, as you've previously noted, guns are still scary even without the whole touch AC thing. I'd be interested to see a Punisher, Painkiller Jane, Black Widow or even Huntress ranged build :) Razor snarls as the bullets tear her up, and all rational thought goes out the window as she sees red. Feet pounding along the top of the crates she throws herself across the gap, landing on the catwalk and lashing out with her blades as she lands. acrobatics jump DC 20: 1d20 + 15 ⇒ (15) + 15 = 30 hand blade: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27
Move/jump to AE47 then standard attack hp 33/70, Healing Touch: 0/30, Blessings 4/6
aka Razor
As the grenade drops and the bullet tears through her body, Laura growls. Razor answers. Charging the gunmen in the south of the room, she sprints towards them, using the crates as a giant set of stairs as she powers towards them. Two move actions to close the distance. Using a blessing to ignore all difficult terrain this round, acrobatics to do any fancy jumps and the like: acrobatics: 1d20 + 15 ⇒ (15) + 15 = 30 JZ you'll have to place Laura as not 100% sure where she will end up, but she'd want to be as close as possible to the guards on the catwalk itself if possible! hp 58/70, Healing Touch: 5/30, Blessings 4/6
aka Razor
Smothering the lone wolf instinct inside her, Razor manages a smile Glad you here. Pack hunt good. She leaps upon the downed ogre, claws flashing. Move to S42 Claw: 1d20 + 13 ⇒ (11) + 13 = 24
Claw: 1d20 + 13 ⇒ (7) + 13 = 20
Foot Claw: 1d20 + 8 ⇒ (13) + 8 = 21
Foot Claw: 1d20 + 8 ⇒ (4) + 8 = 12
Elbow Claw: 1d20 + 13 ⇒ (10) + 13 = 23
hp 51/70, Healing Touch: 15/30, Blessings 5/6
aka Razor
The trio of new bullets hammer her leg, it immediately floods with endorphins and healing agents. She growls at Ebon Poor position. Easy targets. Move back, less enemy She hops backwards over the barricade and slides back along the corridor. Withdraw to S40 hp 46/70, Healing Touch: 20/30, Blessings 5/6
aka Razor
Barricade, shmaricade! Razor was invisible so would have been trivial to bypass with her stealth... Razor's face remains impassive as she is clipped by both bullet and wrench, her wounds beginning to close immediately. Fast healing 5 kicks in from spontaneous healing Non-optimal placement, prioritise improvement of tactical position She glides backwards, sliding back across the metal of the ship's deck like it was an ice rink and hopping up on to a nearby crate, away from the massive guards. Using swift action for Blessing: Agile feet to ignore difficult terrain. 5 ft step to S44 She glances across at Ebon Glad for help, big men metal sticks, high men quick guns... As her wounds continue to close before Ebon's eyes, the blood on her suddenly pulses and rushes across her body in an impossibly thin coating as her unique physiology adapts to the situation and protects her. Shield now up: AC 23, BAC 19 Status: hp 53/70, Healing Touch: 25/30, Blessings 5/6
aka Razor
JZ: She'll never get more than those 5 (without somehow getting a bite, hair and/or tentacles anyway!), the trick is making them do enough damage to be competitive. Sneak attacks are of course ideal for this... As I say, I think I created a monster! Just remembered, as the guard hasn't acted yet in the surprise round, he's flat-footed, so denied dex to AC, so Laura gets SA damage on her strikes against him... Wurt: Your memory is good and prompted me to re-check the rules. I had assumed all her nat attacks were primary but apparently hoofs are secondary so they would get -5! will correct her sheet :)
aka Razor
JZ: Ragebred get 2 hooves and a gore, ranger combat style (natural attacks) feat 'aspect of the beast' gets her two claw attacks. Could have picked 'feral mutagen' as a discovery to get a bite too, but thought that might be overkill ;p Razor closes the distance to the other man whilst the element of surprise is still with her, ducking low as her feet flash up, blades scything. As she lands both her hand blades lash out one after the other. Claw: 1d20 + 13 ⇒ (15) + 13 = 28
Claw: 1d20 + 13 ⇒ (6) + 13 = 19
Foot Claw: 1d20 + 13 ⇒ (2) + 13 = 15
Foot Claw: 1d20 + 13 ⇒ (11) + 13 = 24
Elbow blade: 1d20 + 13 ⇒ (5) + 13 = 18
aka Razor
You could take them all, it's easy, a blade to the jugular, spin him and use him to block the sight of the other...no!... you're part of a team now, you aren't the animal you were raised as... The air shimmers, and the faintest of whispers issues from the edge of the darkness the rest of the team is staring at. Room, right. Two men, guns. End corridor, two men, guns. I slice end men, if hear noise, you go right room. She disappears off before there is an answer, knowing the living metal that is currently providing her camouflage will fail sooner or later. Padding to the end of the corridor, she deftly steps around the men lying in wait, drinking in their scent, their anticipation, their... fear. Positioned in between them, she strikes... Move to T45
Claw: 1d20 + 13 ⇒ (6) + 13 = 19
Foot Claw: 1d20 + 13 ⇒ (19) + 13 = 32
Foot Claw: 1d20 + 13 ⇒ (7) + 13 = 20
Elbow blade: 1d20 + 13 ⇒ (5) + 13 = 18
Appearing from nowhere as a dance of death, her strikes are almost too fast to see as she stabs her hand blade in to the back of one man, puncturing a lung so he can't cry out, her other claw plunges deep and she uses the impromptu leverage to flick her feet up, spinning as both her foot blades pass across the eyes and throat of the other guard. Finally as she lands, her arm lashes out in a complete circle to finish off either of them if they somehow managed to survive her assault. Narrative aside, that was the worst sneak attack damage roll I have ever seen >.<
aka Razor
Razor watches as Ebon runs through his usual pre-combat routine, then winces as he summons light. There goes the darkness as an ally... She concentrates for a moment, the living metal in her body responding to her as she goes in to full fight mode. Her movements become unnaturally lithe and quick,and there is a feral air about her as she operates more on instinct than thought. Mutagen: +4 DEX -2 WIS, darkvision 60' and scent Her eyes shine red as she reflects Ebon's light. She shakes her head, her mane of hair dancing and then fading from sight along with the rest of her. Will scout. Be back. she growls, her feet whisper quiet on the metal deck. Stealth: 1d20 + 16 + 2 + 20 ⇒ (18) + 16 + 2 + 20 = 56 Heading deeper in to the ship to map the layout and determine any ambush points. Laura trapfinds like a rogue so also checks for tripwires, laser emitters and the like that might indicate a nasty surprise. perception: 1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20 +2 for humans +4 for mutants Status: Mutagen active, AC 23, BAC 21, Invisible
aka Razor
:O I... I think I've created a monster... :s Swapped out the rogue for a ranger, can't wait to see how she does in a skirmish! So JZ... who's the lucky villain this time!? They'll have to contend with the super team of mutants known only as... So forgot to say, DC and Marvel aside, I hope you gents and lady are familiar with Wildstorm and the other indy publishers. In particular I recommend 'Planetary', also 'The Authority'. Still within the Marvel umbrella, I have a soft spot for 'Runaways' too :)
aka Razor
Oh fiddlesticks, just re-read the gestalt guidelines and can see what you mean. >.< On the plus side, thanks for your comment :) Think I will give her one more overhaul in that case, as the rogue was only really there for the sneaky stuff plus SA. So she could do with a bit more durability; barbarian, fighter or ranger would give more hp and BAB, and still allow sneakiness ;) She shouldn't take long to polish so happy to start another combat scenario when everyone else is :)
aka Razor
Agree wholeheartedly about ABP :) Ok so Laura is ready! Laura Kinney aka Razor:
Razor *****
Languages: Common, Spanish, French, German, Russian, Mandarin, Japanese, Arabic, Hindi Init +5 = +5 (Dex)
DEFENSE
HP 58 1d10 +(5 * 6) +12 (Con) +6 (FCB) Fort +8 =5 (class 6) +2 (Con) +1 abp
CMD 19 = 10 +4 (BAB) +0 (Str) +5 (Dex) OFFENSE
Unarmed strike
Claw
Claw
Foot Claw
STATISTICS
SKILLS
EXTRACTS
Formula Book:
SPECIAL ABILITIES
Spell-Like Ability: jump 1/day Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Charisma. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: Bite attack that deals 1d6 points of damage, 2 claw attacks that each deal 1d4 points of damage, +10-foot racial bonus to base speed, See in darkness. The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. Trapfinding: An unchained rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). An unchained rogue can use Disable Device to disarm magic traps. Finesse Training: At 1st level, an unchained rogue gains Weapon Finesse as a bonus feat. At 3rd level, one type of weapon is picked (Natural attack), can now add dex mod to damage. Sneak Attack: 6d6 (3d6 UC rogue + 3d6 Vivi) Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. 2 Rogue Talent: Minor magic: Acid splash (at will)
Debilitating Injury Danger Sense +2: a rogue gains a bonus on Reflex saves to avoid traps and a dodge bonus to AC against attacks made by traps. In addition, she gains a bonus on Perception checks to avoid being surprised by a foe. Uncanny dodge: At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Rogue's Edge: (Perception) You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet Alchemy: <Can create stuff that's not overly relevant to this> Mutagen: 1 hour to brew, 1 dose at a time. Standard action to drink: +4 alchemical bonus to DEX, STR or CON, +2 bonus to NA for 10 mins/level. -2 penalty to mental score during this time. Poison Use Improved Beastform Mutagen: a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of these abilities (which persist as long as the mutagen) climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. He may select two different abilities each time he creates a mutagen. Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus. Discovery: Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Discovery: Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day. Discovery: Healing Touch: The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist. Trait: Color thief (+2 to stealth checks)
Campaign rules:
Automatic Bonus Progression:
GEAR/POSSESSIONS Carrying Capacity
Costume (reflavored chain shirt)
(As a move action, she can stand still and gains fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition and trip combat maneuver attempts. These effects end if she moves or is moved, knocked prone, or rendered unconscious.) Resource Points - 0 Background:
Laura was the unfortunate victim of a cabal of villains called 'The Cabal', part of one of their many experiments to create a living weapon. When her mutant gift of healing was identified by genetic testing carried out by a Cabal doctor, her parents soon met with grim ends, and Laura entered the system. Adopted quickly by a Cabal family, she was then subjected to years of experimentation and conditioning as the sought to groom the most lethal assassin they could. For years she was kept in a spartan room, allowed out only to train or be tested. She was kept docile through a combination of drugs and behavioural conditioning, teaching her to obey at all times. As she grew older she was allowed outside, to become familiar with the world, but always under strict control. Her healing factor proved useful as they decided to enhance her further, subjecting her to injections of a reactive metal composite, which was able to be controlled at a neural level, both consciously and subconsciously. Unfortunately for the Cabal, though the previous 22 attempts with others had failed and the bonding with Laura was a success, one of the first things that happened was that the metal seemed to reset her system as it flowed through her body, and it wiped out the chemical and mental conditioning. Her escape cost the lives of the entire research team, and she used her training to destroy the facility she had been raised in, erasing all the data and backups, refusing to allow what had happened to her to be used on another person. Since then she wandered, alone and hurting as she didn't feel human, or that anyone good should be near her. Until eventually she met a hero who saw through all that, and refused to leave her, even when she stabbed him. To her surprise he too had a healing power, and had done things in his past he was not proud of. He took her in, showing her a kindness she had never known before, paving the way to follow in his footsteps trying to atone. When he died, she decided to join a superteam to do some good. She took the name Razor to honour her dead mentor.
Appearance and Personality:
Laura is quiet and introverted, tightly controlled. She is still adjusting to the world, and can be highly defensive at times. But she does realise she has these traits and is working towards being more 'sociable'. She typically wears dark clothes, the better to blend in. Tight black trousers and a top show a lack of fashion sense, or perhaps botheredness, one distinguishing feature is that she always goes barefoot. The metal on her feet making it uncomfortable and impractical to wear proper footwear.
Flavour Notes: The 'alchemy' of the character is carried out entirely by the living metal nanotech inhabiting her body. It creates and stores the mutagen to give its host body a boost when needed, it creates metal claws, acidic spittle, alters eye structure, changes skin coloration and repairs damage, all as needed. |