AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
If you're doing that Sense Motive at Urk, then you'd surmise he was telling the truth as best he knows it. He's unusually wise for a goblin, and isn't going to try pulling one over someone that seems fast on the uptake like Shoto.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Sera sisters? heyyy... waitaminutes!!! A few random pieces put themselves together in Urk's mind and he exclaims! "Hey Sera ladee!! I think yer jar there may be empty, or at least not have what yer expectin." He then leans in to Imuri and half-whispers, "PSSSSSSSSST!!!! Probably shouldn't kill anyone just yet, as I think Grik-Grok is still messin with us. Heard 'im say something about trickin ya into killin somebody with a Sera lass' soul stuck in 'em. Hmmm... hey ya don't think they put it in me, do ya? Eww...
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
"If it makes things any easier fer ya, Mr. Imuri, I is a king. King Urk Boombringer Gremlinsploder, Emperor King Lord of Urktopia! I has many subjekts. Mostly stoopid goblins." he says to the talky man, now known to him as Shoto Imuri. Any sense motive check will tell you he is totally serious.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Perception: 1d20 + 28 ⇒ (8) + 28 = 36
Cause it's funny
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
"Thanks. King Urk is gracy-uss in his forgiveness today. I shall pardon you all. Talky man! Where is this dinner Grik-Grok goes to? I do you favor and shoot him before he makes more trouble. Then if we try and kill each other later it will be because we wants to, not him. And who do I needz ta shoot in the leg to get some heals?" Urks mood swings wildly, now that his focus has returned to Grik-Grok. Stoopid Urk! Stoopid Grik-Grok! Now we hasta play nice!
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
BOOM!! Urk points another weapon in the air and pulls the trigger. "See, I didn't shoot any of ya. Feel better now?" He grins and casually (but not that casually) lowers his arm, making sure the business end of the pepperbox points ever so briefly at the man holding his gun. "Naw, we're all best buddy's now right?" Sense Motive DC 0: He's clearly annoyed, irrational and volatile, but the threats appear to be for show.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Yes, my magic compulsion to murder you is broken... :p But I see I mathed it wrong a bit and am technically at -2 nonlethal. I'll toss in a hero point, or villain point as it were to be conscious if DRA allows it, and get on with Grik-Grok shooting business.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Urk coughs and sputters with when the potion is poured into his mouth, and leaps up, trying to look like nothing happened. "Gah! Unhand me wommin! Old man, yer still bleedin. Fix it, I can't be havin Grik-Grok get his way." His eyes narrow when he sees the new elf-like thing examining his dragon pistol, and takes a more cautious tone, as if talking to a child that holding something dangerous. "You there, scaly guy! Let's be a smart and hand that little thing back to it's owner. 'S no toy. And NONO DONT LOOK DOWN THAT END!" @DRA, it is a magic weapon, so I assume he would detect magic of some sort.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Isn't 6d6 sneak attack a little high for a level 7 ninja? Or is that a reconfigured Martial Stalker feat? If it is, then Azu is soo taking that at 17, and Urk is totally unconscious... Will Save: 1d20 + 12 ⇒ (17) + 12 = 29 "Grik-Grok!! I shooooot you... unngh..." *flop* Don't forget Shoto, you're bleeding too
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Maiathreen Gyssearnith wrote: So....Since we are watching the Shoto(and his small army)vs Urk battle. Should we move any posts involving that to Mists? Because I've been informed that there is an archer who is thinking about disarming the lot of them...or at least some of them. You'll hafta pry my gerns from my cold, dead hands! 1776!!!
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
"Youch!" Urk shouts as the stoopid talky man unexpectedly dashes forward and cuts him with a sword, then vanishes. Urk laughs, and says, "Ha! You do more than just talks I s'pose, but Urk's seen this trick before!" Five foot step back, quick draw flaming dragon pistol, shooting at the square Imuri stuck him from 1d20 + 18 ⇒ (9) + 18 = 27 As far as I can tell, Imuri hasn't moved, so that's a hit. Scatter shot, so invisibility won't help. Spending 1 grit to deal 6 bleed Damage: 1d6 + 9 + 1d6 ⇒ (1) + 9 + (5) = 15 +6 bleed The goblin does a mad dance and laughs as he sees fire wash over the invisible shape of the talky man.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Steven T. Helt wrote:
Lol. I thought about it and I realize I could have handled it better. Like maybe a 'hey, no, we're in combat now so roll initiative please.' before I did the shooting thingee. I'm still game for a retcon along the lines of "we're all paying more attention" if DRA will allow it. Or we can roll with it.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
With a giggle Urk dashes backwards, to keep some distance between him and the approaching samurai. 30 ft move backwards, away from the samurai as much as possible Don't shoot the ladee, stoopid Urk! She help you! Urk shoots who Urk wants! Yes, but ladee, smart. She make good eemperial advisur! Don't shoot ladee! Okay, makes sense. Urk no shoot ladee. But Urk still shoot stoopid talky man! And everybody else!
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Not flat-footed won't help here (extra damage is from the Up-Close and Deadly deed), and per Gunslinger's Initiative, the gun is drawn as part of Urk's initiative role. Also, Urk will be shooting before there are any adjacent samurai. In all fairness, I DID roll initiative right after saying I was going to shoot you. If you missed that bit, we can retcon in your initiative check and do-over if necessary. Urk certainly isn't going to wait for a bunch of dudes with swords to walk up to him before he starts shooting. He's a goblin, but he isn't a moron.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Deep inside Urk's mind:
But Grik-Grok is my friend! He said so! He aknoledged my mighteeness! Noo! Urk is being stupid! You are King Urk back home! You don't need stupid Grik-Grok to tell you how awesome you are!! Quiet talky mind-Urk! Urk is 'sploding things!
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
DM Downrightamazed wrote:
Fair enough, so then I get my free reload via lightning reload and swift from the bandolier.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Urk shrugs as the silly talky man moves behind the lady and says, "Ah, yess, hide behind the girly. How very nobbly honerable of ya. Cause she's so purty I'm not gonna..." Deadly Aim, targeting touch AC, Calling High for concealment.
Damage@Imuri: 1d8 + 17 + 3d6 ⇒ (6) + 17 + (3, 3, 3) = 32 Free action, reload one round. 1 entangling shot. Pepperbox has six rounds in it. ...try and shoot ya." I'm assuming this is a surprise round, since Shoto has not rolled initiative, so I'm only doing a standard attack.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
"Hmm, I'm thinking why should I? Do the hoomans have anything neat? But I'm also thinking, why not? And then maybe I 'splode the tree-man after for fun too, ey?" Initiative: 1d20 + 10 ⇒ (18) + 10 = 28 Spoiler: Pepperbox is drawn
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Chujitsuna Kage -Loyal Shadow- wrote:
Oh, no worries. He'll get sploded as soon as the charm monster wears off. In however many days that is... so, like five years from now at this campaigns pace.
AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3
Perception: 1d20 + 28 ⇒ (2) + 28 = 30 not a clue... sad dice roller... Fyi I get a +1 bonus against divine spells... "What really?!?! You not so smart... Urk find youu... Spoiler: Full round attack, dragon pistol, aimed e,s,w, 15 ft cone.
1d20 + 20 ⇒ (1) + 20 = 21 1d20 + 15 ⇒ (8) + 15 = 23 1d20 + 10 ⇒ (4) + 10 = 14 immediate + swift to reload. dragon pistol is out of ammo next round, I believe. meta, I know I didn't do much but blow everything to pieces.... so I won't bother with damage rolls unless you tell me otherwise...
About Erebus the SlipErebus, a.k.a. "Slip"
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Feats: Exotic Weapon Proficiency (hand crossbow, whip), Heavy Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency, Silent Spell, Skill Focus (stealth), Spell Focus (illusion), Tenebrous Spell
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Some mesmerists specialize in dominating and controlling undead rather than the living. A psychic searcher is devoted to revealing the hidden within the world around her by sensing and communing with residual mental energy, haunts, and fragments of living spirits that can dwell in objects or rooms. Aura of Good[ (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. (moderate) Child of the Moon (Magic): Your lunar gift becomes much more powerful when the moon is full. Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4. Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Gesture Expertise (Social): You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill. Hypnotic Stare (Su): A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; the creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes. This is a mind-affecting effect. Inspiration (Ex): At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier. This ability replaces the mystery spell gained at 2nd level. Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick). To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells. Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier. The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once. Shadow Splinter: The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist’s Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker’s actual target. This second creature takes an amount of damage equal to the amount by which the attack’s damage was reduced. This shadow doesn’t require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can’t be triggered if there’s no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect. Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round. Psychic Talent: At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level. Perceptive Tracking (Ex): The investigator can use Sense Motive instead of Perception or Survival to both find and follow tracks, using the same DCs listed under the Survival skill. Stealth Mastery (Ex): You gain Skill Focus with the Stealth skill. At 8th level, you gain Signature SkillPU with the Stealth skill, even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature. Shadow Smite (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and gains concealment for 1 round per paladin level against the target of her smite evil ability in addition to its other effects. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Undead Inception (Su): At 1st level, a spirit walker can affect undead creatures with his hypnotic stare as the psychic inception bold stare ability. This allows him to affect only undead; he must actually choose the psychic inception bold stare improvement if he wants to also affect other mindless creatures. At 3rd level when the spirit walker uses this ability, undead targets don’t receive a saving throw bonus (if they did to begin with), have only a 25% chance of ignoring the spirit walker’s mind-affecting spells and abilities, and no longer need to be under the spirit walker’s gaze to be affected. At 5th level, when the spirit walker uses his mind-affecting spells and abilities, they affect all undead normally, with no chance of failure. This ability replaces consummate liar and mental potency. Racial Abilities:
--- Personality: Stubborn, self-critical, strong-willed, easily frustrated, anxious, independent, perfectionistic, wanting to prove himself
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