God Maneuvers (venerable battlefield (http://minmaxforum.com/index.php?topic=7007.msg107493#msg107493)) x10, 6 retrains. 1 - Mortal's Heart: counter, enemy striking you becomes lazy and carefree. 1 - Divine Sky: strike, blow removes your enemy's will to fight. 4 - God Hidden Among Tree Leaves: strike, attack while blending into the environment. (R) 4 - God Procession-Divine Advent: boost, gather info's rnks as bab, cha replaces str/dex. 4 - Peerless God-Illusionary Dominance: strike, attack faster than your opponent can keep up. (R) 5 - Spiral Sign-God Throughout the World: strike, shape the power of faith with your will. (R) 5 - God Art-Most Valuable Vajra: boost, craft weapon to defeat your personal foes. 6 - Light Sign-Demon of Purification:counter, cleanse yourself by transferring your illness. 6 - Complete Clarification: strike, purge the unbelievers. 7 - Jeweled Relic-Radiant Treasure Gun: strike, gather info x3 damage plus secondary effect. Stance - 1 - Abundance Sign-Divine Harvester: stance, channel raw faith directly into your body. Stance - 3 - Fate-Old Immortal Fire: stance, surround yourself with defensive curses. Stance - 5 - Divine Festival-Expanded Honored Pillars: stance, wield columns as weapons. (R) Bonus: Love Colored Magic's Magic Sign "Illusion Star": swift action clone has your defense stats and can be loaded with maneuvers. (R) Bonus: Love Colored Magic's Astronomical Instrument "Orreries' Solar System": create [spellcraftrank/4] orbs which all cast each turn. | Real Maneuvers (ace pilot (http://minmaxforum.com/index.php?topic=7159.0) & danger zone (http://minmaxforum.com/index.php?topic=7170.0)) x12 1 - DZ's Iron Blow: strike, make normal attack, your opponent can't react to it. 2 - AP's Return Fire: counter, use ranged weapon on creature which just attacked you. 2 - DZ's Parry: counter, try to block enemy attack with your own, doesn't consume any action. 3 - DZ's Unbreakable Will: boost, stop harmful effect from affecting you. 3 - AP's Multi-target: strike, attack multiple opponents at once. 4 - AP's I can see it: counter, gain 50% miss chance for 1 round. 4 - DZ's Fighting Spirit: counter, re-roll missed attack or opponent's save. 5 - AP's Clear Mind: boost, ignore concealment and miss chances. 5 - AP's Cockpit Hit: strike, stun opponent for 1 round. 6 - AP's Quick Blow: strike, use weapon as swift action. 6 - AP's Ambush: Strike, attack any visible enemy you can see regardless of distance. 7 - AP's Mixed Fire: strike, fire all your ranged weapons once at the same time. Stance - 1 - AP's Hit and Run: stance, can move after performing a full-round action. Stance - 3 - AP's Gunfight: stance, increase your range/damage with ranged weapons. Stance - 6 - AP's Master Aim: stance, ignore dr and hardness. |
Spirit (84/encounter) Alert (r10, -8sp): next attack fails even if it don't need an attack roll. Guard (s20, -20sp): receive 1/4 damage for a round. Fury (r35, -28sp): opponent cannot reduce damage of next attack. Yell (t20, -20sp): +1 round with guardian. Prayer (s20, -20sp): ihs but ignore area effects for 1rnd instead of ending them. Refresh (s20, -20sp): mech heal +[lvl]d10. | Divine Characteristic x14 Grace x3: dr to saves. Ward x3: immune to negative energy, ability damage/drain, stun/para/sleep, disease/poison. Domain x6: magic, spell, mysticism, strength, lust, & fire. Magic: fire (for fire mastery). Higher Existence x7: +4 Cha & +3 Con. |
Salient Divine Ability x16 Alter Reality: limited spellcasting. Blessing[str/cha]: 2+(ownscore-20/5) to x. Divine Dodge: (20+dr)% miss chance. Fire Mastery: +dr to att/dmg/ac if foe is on fire, gain fire spells to set them on fire. Deflection: deflect arrows dr/rnd, works on spells but reflects them, requires deflect arrows. Alter Size & Alter Form: resize & grow wings. | Grow Creature[self-type:outsider]: animal growth but chamod instead of static bonus. Know Secrets: as legend lore. Fast Healing & Rejuvenate: fast healing (1/2 dr) and after 10d10 days come back from the dead. Shield: immediate action shield prevents (dr*10) damage, lasts 1 min. Battlesense: cannot be flat-footed. Extra Sense[x-ray sight(attire)]: see through up to 10ft-thick of worn armor & clothing. Gift of Life: free true resurrection provided they have died in less than dr hours. |
(http://i.imgur.com/Ep3nx9q.jpg) | Customized Arcane Wild Falken
|
Wild Falken: (medium) HP 120, Energy 115, DR 10/-. Save +4, Natural Armor +5, Dodge +11. Arsenal 25, Hard Points 3, Speed 40mu & fly 65mu (good). | Upgrades: Base: +9hp, +1dr. Plating: +10hp, +1 na, +1 dr. Soul Of The Machine: +5 spirit, +1 spirit regen. Battery: +10 energy. Miniaturization: -1 size. |
Hardpoints (3): Phase Shift Barrier: -50% non-beam/power dmg, -5en/hit. Tronium Engine: reactor 3. Mark Of The Hero: +3 dg/ar/dr, +3 insight att, +4 will, -20% sp cost. | Weapons: Twin Vulkins: +8 10mu ranged (2d8 20/x2, defensive), 20 ammo. Ochstan Rifle E: +8 90mu ranged (12d12 19/x2, area, heavy, pushing, rending), 30 energy. Split Missiles: +9 40mu ranged (3d6 19/x2, area, concussive, twin-linked), 8 ammo. Ochstan Rifle B: +10 70mu ranged (14d10 19/x4, disarming, heavy, power, rending), 6 ammo. |
Equipment & Built-In Accessories: Anin-Built Jammer: no clue. Beam Coat: 1/2 damage from [beam] weapons. | Arsenal (25): Divine Blade: +7 melee (5d6 18/x3, finesse, pushing), 10 space, x2. Wire Hack: +12 90mu ranged (special), -25 energy, 1 space, x5. |
Off the battle field Bahamut frequently takes the form of an almost innocent sweet looking nine year old girl with pink hair referred to has "Baha". He (she?) wears a long black robe much like a death reaper does to cover the physical traits his Deceivingly Innocent Form ability cannot suppress. While in this forum Bahamut acts childish. Often playing a childlike misunderstanding of adult level of conversations, s/he loves small animals (specially dragons) and gives everyone their own nick names. S/he favors ice cream above all else and can be bribed with them as you would with a typical child. | (http://images1.wikia.nocookie.net/__cb20081212012939/bleach/en/images/thumb/7/77/Yachiru_as_a_baby.jpg/190px-Yachiru_as_a_baby.jpg) |
(http://vignette4.wikia.nocookie.net/bleach/images/e/ed/YachiruReiatsu.gif/revision/latest?cb=20160218012848&path-prefix=en) | Despite appearing and often acting childlike, she can be quick to anger through often remaining passive aggressive and manipulates another "adult" to handle the situation if threatened. This primary form choice and dragon stylized mech has lead to interesting stories. Publicly viewed as an age-less humanoid, when Bahamut takes his true forum it's chalked up to him wearing his mech armor. As typically Bahamut only takes his true form while in his mech or when the situation calls for serious, if not deadly, repercussions. He tends to be very formal but not so talkative and preferring action taken rather than words exchanged. |
"Baham" is a variant of his choices in humanoid forms that appears older and uses a name closer to his full name. Baham appears around 19 years of age and is without the child like innocence through still remains fairly bratty in his own right. | (http://i.imgur.com/pF30tCB.png) |
"Why experiment? You lesser species are all the same. You are complex electrical and chemical systems capable of molecular transformations and you consider your ability to build an inferior electrical system the best thing you'll ever do."
Taking a third shot she adds, "Did you ever think about it? Dragons are the best natural bio ever created, they were born a part of magic while everyone else screwed their way into it. They animated the dead and harnessed electricity long before other species imaged the creation of a factory. While other species lived on the ground wishing to join the third dimension dragons flew off into space and were traversing the fourth spacial dimension you know as planes. If you want to hack their system you need physical contact and complex molecules; to rewrite it's memory you need some of the most powerful arcane spells in existence but those are readily undone by casters half their skill and those spells can even be blocked by even a mere novice. You put too much value in hard skin and fast reproduction rates."
Magic Sign "Illusion Star"
Love-Coloured Magic (Boost)
Level: Ordinary Magician 4
Initiation Action: Swift action
Range: 20 feet per IL.
Target: See text
Duration: See text.
When you initiate this boost you create a double of yourself in any place within range.
The double can "borrow" any number of maneuvers and spells you have prepared. You must choose an order and targets for those maneuvers and spells to be used when you use this boost.
At the start of your next turn, the double will start using the maneuvers according to your instructions, as if you yourself were using them. When it has used up all those maneuvers, it vanishes. If one of the instructions can't be carried out, it tries to do the next one. If it was the last instruction, it ends earlier.
Borrowed maneuvers and spells can't be used by yourself while this effect lasts, but you recover them automatically at the start of the turn following the end of the clone's duration, and can use them normally.
The clone cannot cast spells that would demand expensive component or exp costs, neither initiate Forbidden maneuvers.
The clone can be attacked, and has the same defensive statistics as yourself, except it ends and disappears as soon as it takes any damage.
If you unprepare or recover this maneuver while the clone is still active, it ends earlier as well.
Astronomical Instrument "Orreries' Solar System"
Love-Coloured Magic (Boost)
Level: Ordinary Magician 5
Initiation Action: Swift action
Range: 20 feet per IL
Target: See text
Duration: See text
Save: 15+Int mod.
Huh, these bullets sure are plain.
From what I'd heard in rumors, I thought she was a lot flashier than this.
As part of this maneuver cast a spell that deals HP damage with a casting time of a standard action or less.
You create one floating orb per 4 ranks you have in Spellcraft. At the start of your next turn, each of the orbs shoots a magic bullet that replicates the effect of the spell on a target whitin range of this boost.
Each orb must aim at a different target, and you must roll a ranged touch attack to hit.
You must concentrate on this boost as a swift action each turn to maintain it, and if you're damaged you must make Concentration checks to maintain it as if it was a spell.
Ability Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 16 +3 16 +3 Fort: 5 = 2 + 3 + 0 + 0
Dex: 14 +2 14 +2 Ref: 4 = 2 + 2 + 0 + 0
Con: 16 +3 16 +3 Will: 3 = 2 + 1 + 0 + 0
Int: 10 +0 10 +0 Initiative
Wis: 12 +1 12 +1 Total = Dex + Misc
Cha: 08 -1 08 -1 8 = 2 + 4 + 2 soulmeld
Total Armor Shield Dex Size Nat Defl Misc
AC : 18 = 10 + 4 + 2 + 2 + 0 + 0 + 0 - 1
Touch: 12 Flat-Footed: 16
Extra +1 AC from soulmeld (included)
Total Base Str Misc Total Base Dex Misc
Melee : 4 = 1 + 3 + 0 Ranged : 3 = 1 + 2 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Longsword +4 1d8+4 19-20(x2) - 4lb 1-H S
Extra +1 all weapon damage rolls from soulmeld (included)
ARMOR CHECK MAX
ARMOR TYPE BONUS PENALTY DEX SPEED WGHT PROPERTIES
Scale Mail Medium +4 -4 +3 20' 20lb
Heavy Steel Shield Shield +2 -2 - - 15lb
Ability Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 16 +3 16 +3 Fort: 8 = 2 + 3 + 0 + 3
Dex: 14 +2 14 +2 Ref: 5 = 2 + 2 + 0 + 1
Con: 16 +3 16 +3 Will: 4 = 2 + 1 + 0 + 1
Int: 10 +0 10 +0 Initiative
Wis: 12 +1 12 +1 Total = Dex + Misc
Cha: 08 -1 08 -1 8 = 2 + 4 + 2 soulmeld
Total Armor Shield Dex Size Nat Defl Dodge Misc
AC : 22 = 10 + 4 + 0 + 2 + 0 + 4 + 0 + 2 - 1
Touch: 14 Flat-Footed: 18
Extra +1 AC from soulmeld (included)
Total Base Str Misc Total Base Dex Misc
Melee : 5 = 1 + 3 + 1 Ranged : 4 = 1 + 2 + 1
WEAPON AB DAM CRIT RNG PROPERTIES
Punch +5 1d6+4 x2 - Defensive
Split Missiles(x2) +6 1d6+3 19-20(x2) 50mu Ammo: 6/10, Twin-Linked
Jet Magnum +5 1d12+4 x2 - Cost: 2 Energy, Power
Extra +1 all weapon damage rolls from soulmeld (included)
SKILLS Max Ranks(4) CC Max Ranks(2) ACP (-6)
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Appraise Int 4 = 0 + 4 + 0
Balance Dex -4 = 2 + 0 - 6
Bluff Cha -1 = -1 + 0 + 0
Climb Str -3 = 3 + 0 - 6
Diplomacy Cha -1 = -1 + 0 + 0
Intimidate Cha -1 = -1 + 0 + 0
Jump Str -3 = 3 + 0 - 6
Knowledge (Arch.) Int 5 = 1 + 4 + 0
Knowledge (Nobility) Int 5 = 1 + 4 + 0
Listen Wis 1 = 1 + 4 - 4
Search Int 0 = 0 + 0 + 0
Sense Motive Wis 5 = 1 + 4 + 0
Spot Wis 1 = 1 + 4 - 4
the background is coming, as well as the Second officer stats.
The Dread Wyrm-Admiral Abraxax the Magnificient
Super Pilot (http://www.minmaxboards.com/index.php?topic=7165.0) 2 Ship Captain (http://www.minmaxboards.com/index.php?topic=7167.0)10// Pseudodragon (http://www.minmaxboards.com/index.php?topic=2216.0)1 Soulknife (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife) 2 Feat rogue 2 Parangon (http://www.minmaxboards.com/index.php?topic=4204.0)7(click to show/hide)Racial adjustments:
32 point buy, items included
Str 8 [0p]
Dex 16 [4p] (+2 Paragon, +2 Gloves)
Con 20 [6p] (+6 Paragon)
Int 14 [6p]
Wis 31 [10p] (+3 level, +6 Paragon, +6 Periapt)
Cha 14 [6p] (+2 Cloack)
HD:12 2d10+10d12+ 12*5 (X hp)
Saves: F +13 (8+5), R +21 (17+2+2), W +22 (15+7)
AC: 37 (5 Armor, 5 Natural Armor, 3 Dex, +11 monk belt +2 Size), touch 26, flat-footed 22.
DR6/ magic. Sonic & Fire Resistance 6. Fast Healing 6. SR 25.
Initiative: +3
Speed:80 ft fly speed (Good), 22 ft foot. (+50% all speed, already included).
Senses: Blindsense, Low-light Vision, Darkvision, Mindsight. Telepathy 120 ft.
BAB/Grapple:
+12/+7/+2.
Attacks:(click to show/hide)Pseudodragon (http://www.minmaxboards.com/index.php?topic=2216.0)(click to show/hide)Form & Shape Mind blade/arrow.
Throw Mind blade/arrow.
Blade Training x1 (Focused Offense)
Trapfinding.
Bonus Feat.
Evasion.
Potential : 12 potential points/hour.
Paragon Shot.
Paragon Stealth
Paragon Reflexes.
Forged by Experience.
{later : Quicksilver Dodge,Paragon Bombardment, [Paragon Pinning ], Paragon Lightning, Just as Planned, Tactical Genius. order depending. }
//
Second Officer.
Ship Arsenal III.
Favorite Manoeuver +1. (Pile Them Up)
Spirits :
Enable (Ship Captain)
Assault (Ship Captain)
Trust (Ship Captain)
Love (Super Pilot)
Ship Captain Manoeuvers & Stances
IL : 11.
Stances : Inspiring Action, Great Commander
Manoeuvers known :
- Covering Barrage
- Brace For Impact !
- Stay Clear From the Godamn Beam Canon.
- Crying is Useless.
- FIRE AT WILL !
- Do not Miss.
- Fire Control to damaged area now !
- Focus Fire on Target.
- You really think you can take on my Battleship ?!
Super Pilot Manoeuvers & Stances
IL 6.
Stances : Engine Overload, Iron Charge.
Manoeuvers :
Unbreakable Will.
Pile Them Up.(click to show/hide)1 : Point Blank Shot. [Ship Captain Bonus Feat] Leader.
2 : (Soulknife bonus) Weapon Focus (Mindblade)
3 : Lightning Reflexes[Ship Captain Bonus Feat] Floating Palace
5 : Rapid Shot
6 : Mind Arrow
9 : Mindsight [Ship Captain Bonus Feat] Veteran Mechanics.
12 : Zen Archery.[Super Pilot Bonus Feat] Lucky
15 : Extra Greater Excellence
18 : ???(click to show/hide)Total : 4*(6+2)+2*(4+2)+9*(8+2)=32+16+90= 138
Appraise : 3 ranks +2 Int = +5.
Autohypnosis: 15 ranks +7 Wis = +22.
Diplomacy : 15 ranks +2 Bluff +2 Sense motive+ 2 Cha = +21.
Disable Devices : 15 ranks + 2 Dex = +17.
Hide : 15 ranks +2 Dex +4 racial (+8 in forests)= +21/+25.
Intimidate : 15 ranks +2 Bluff - 1 Str = +16.
Listen : 15 ranks + 7 wis = +22.
Move Silently : 15 ranks+2 Dex = +17.
Spot : 15 ranks +7 Wis = +22.
Sense Motive : 15 ranks +7 Wis = +22.(click to show/hide)WBL: 88 k.
+1 Force Seaking Distance Splitting weapon (on himself, Forged by experience) : 16K, +1080 gp spellcasting.
Monk's Belt (on self, Forged by experience) : 7k gp, including 500 gp of spellcasting.
Periapt of Wisdom +6 (on self, Forged by experience) : 18160 gp, including 160 gp of spellcasting.
Bracers of Armor +5 (on self, Forged by experience) : 12570 gp, 70 gp casting.
Admiral Bicorn (on self, Forged by experience) : 26000, 500 gp casting.
Gloves of Dexterity +2 (on self, Forged by experience) : 2160, 160 gp casting.
Cloak of Charisma +2 (on self, Forged by experience) : 2160, 160 gp casting.
1960 gp left.
Small equipment left to be done, including the wages & instruments of his own personal marching band.(click to show/hide)Name : HGSS GÖTTTERDÄMMERUNG[/size]
HGSS : Hunter Guild StarShip.
HP: 218 (20*10+9*2). HD: 10 HD.
DR: 12 (10+2)/- .
Save bonus: +4 to all saves.
Natural Armor bonus: 4+5+1 = 10.
Energy: 100+9*2=118.
Dodge: +2
Arsenal space: 50. Arsenal level Access : 12-3 =10.
Speed: fly 60 mu, good maneuverability. Can hover.
Weapons: x5 Size Increase.
Size: Colossal (-8 to AC/hit).
Super upgrades : Hyperdimentional Storage, Gravity Engine, Nanomachine II, Agility x2. (total : 8 upgrade points).
Arsenal : 75/75. Nacht System, Amplifier. (attuned to : Soul knife/arrow, Telepathy.)(click to show/hide)And here is the background !
"Surrender ? You pitiful excuse of space pirates. Filthy mongrels, Do you have any idea of WHO I AM ?
I am no mere merchantman, nor a scared shepard of a colonist armada, or a poor outnumbered, outgunned, escort corvette.
I am a dragon, a beast of legend born to fly accross the skies of a thousand worlds, the apex predator and the righteous ruler of the infinite frozen expanses of the Void ! If my claws won't gut you or my jaw rip your sorry throats, I will down you with enough canons and missiles to shatter the very sky, AND WITH MY OWN MIND !
I am the Dread Wyrm-Admiral Abraxas, at the helm of the rightfully feared GÖTTERDÄMMERUNG.
In fealty of the Hunter's Guild and by the grace of the Moltavia Government, I hereby sign the Death Warrant of your entire Fleet, and condamn you to oblivion. May the Gods have pity on your souls, for I will have none.
ON MY MARK, UNLEASH HELL !"
Lord Wyrm-Admiral Abraxas retort to the Black skull armada ultimatum, battle of the Heptagonic Nebula.
Even in times of peace, travelling through Space is a dangerous task. Uncharted phenomenas, solar flares, space pirates, strange beasts roaming the void, mutineers.
For this reason - as well as cheaply transporting their Hunter where they are needed-, the Hunter's Guild has always kept a small military navy. Escort duty, search and rescue missions, counter-piracy, exploring the unknown and face tremendous dangers alone with just a starship, it is the job of quite colorful dangerously adrenalin-addicted men and women.
And amongst them, the Dread Wyrm-Admiral Abraxas -as he likes to be known off- is perhaps the strangest, if successfull, of all.
The first fact that should be known about him is that is not really a dragon like he claims to on almost every occasion, as any scholar can confirm : he undoubtedly is a pseudo-dragon, a little wyrm-like winged lizard, hardly bigger than a housecat. Delusions of Grandeur are usual among their kind, as well as inflated egos, though it tends to reduce the older they grew. Abraxas is a bit small among his kind, and is more obnoxious about his identity than many younglings, even though he is in his fifties.
The second fact is : you better agrees with him about his draconic nature, unless you want a tiny house-cat sized flying lizard with planet-sized ego issues to murder you with his mind.
For years, the young Abraxas has tried to breathe fire or something, to proove once and for all that he was a true dragon indeed. Somehow, even if he failed in this regards, he managed to find a way to manifest some kind of weapon from his very soul, and soon after, to throw them with the strengh of laser bolts. From that day onward, Abraxas was convinced to be a True Dragon, and one of the most powerful ever : after all, he did not thing more than a thought to kill, unless his "lesser" kind. So, he wandered among the growing deserts of his homeworld, to create his own very lair, as a proper Dragon should do. For months he has searched, rushing himself forward in the unknown, throwing himself in troubles bigger than hmself and always managing to pull it off.
And then, one day, he found the right place.
A nice cavern, inside a very large mountain range, perfect for a glorious dragon like him.
And when he explored his future lair, he found her.
A stranded battleship, who has been there for years, forgotten from all, a remnant from the time when the world was once colonised and terra-formed, her gilded hull covered by an almost-concrete like sheet of dust.
THIS was far better than any lair.
Years passed. Patiently, Abraxas learned how to use his new toy, gathered untold riches and a crew -including a marching band always playing on the bridge-.
One day, a battleship soared again in the sky, taking off in a cloud of dust and the echos of many avalanches she triggered in her awakening, her drive roaring once more. And soon, the Dread Wyrm-Admiral 's legend grew among the stars.
Description :
Imagine a dragon, with gleaming deep purple scales and a butter-teinted belly. Now, downsize him at the size of a cat.
Then, dress him up in a custom made embroidered white and gold uniform, a purple silk sash covered with medals in precious metals - some of them truly earned-, an officer saber at his side too large for him, and cover his muzzle under a ginormous, cocard-and-plumet bearing, bicorn. Add a monocle and the smuggest, cockiest, overconfident smile ever seen on a lizard.
Here, you have him.
As for his character, he is an obnoxious large ham, a cocksure braggart full of bravado and always ready to buckle some swash, to increase the size of his treasure vault and the riches of his starship with an other prize. He is not an idiot nor a fop : in fact, he is very perceptive, and has some sharp wit and good charms to back up his boastings. He can be inconspicuous if he thinks it will help him, but he does not like this.(click to show/hide)No real ideas for the moment.
I wasn't aware of this addition to your menagerie.
Hit Dice: 12d10+? Ability Scores (PB25): ? +5 enhance to two ability scores. Saves: Fort +? [8b4r], Relf +? [8b4r], Will +? [8b4r]. Feats: Heats, Spirit Regen, Spirit Up x9, Child Pilot (http://minmaxforum.com/index.php?topic=17870.0). Skills (4+2+1+intmod*15): Spot 15, Listen 15, Search 15, Swim 15, Hide 15, Move Silently 15, Survival 15, Read/Write 2. Spirits: Spirit 216 [36b180f] & S Regen +10, Guard, Hope, Aid, Resupply. Possessions (NPC 27k, ? left): nearly n/a. Other: Arsenal 4, Extra Upgrade x8. Neo Skills: (3/4/4/4/5/5 max); Arcane Metal +10 max energy; Oblivion Code +2 insight to dmg, +10 e regen; Persevering Protocol 4 healm +10 e regen; Soul Protocol 4 heal, +15 hp, +20 energy, +10 e regen; Guard Code +20hp, +5 armor, 10 heal, 15 hard; Orchid Code swift action, target takes 30% more dmg from spells (save reduces to 10%), +15 e regen. |
(http://i.imgur.com/T4gC3ws.png) | Colossal; 128hp (+12/rnd) & 100 energy (+20/rnd); spd 50 (clumsy); AC 10 (8 na, -8 size) & Saves +1; DR 16/- & Resistance 15. Arsenal: smoke launcher (20ft dust cloud, 2 uses), tracker, yksvoknym particles generator (detection reduced to 1/6th), nacht system(hips & ignore size penalties) Weapons: Anti-Air Guns (10mu, +4/5d6p, defensive), 20 ammo. Missile Battery x2 (100mu, +2/5d8b, twin-linked/pinning/disarming), 10 ammo. Main Beam Cannon (200mu, +0/5d12s, area/heavy/power/rending/pushing/downfall), -15 energy. Info: One of the best in the Helsiana fleet. Unfortunately, ship technology is mostly seen as frivolous and on a much lower priority than weaponary so the accumulation of useful tech has been pretty slow. It's prone to breaking down and it's main offensive ability is to be treated like a wagon so everyone just hops out and kills everything. But, it's a floating palace full of extravagant luxuries that makes waiting on repairs or other delays a pleasant intermittent between sporadic encounters. |
(https://i.imgur.com/MeqiY4a.png) |
|
(http://i.imgur.com/jepcFnU.png) | Hit Dice: 2d12+4d8+6 (42 hp) Ability Scores (PB25): Str 8, Dex 14, Con 12, Int 12, Wis 10, Cha 16. Saves: Fort 1 (+?), Relf 1 (+?), Will 7 (+?). Feats (1/2/3/2): Vulnerable, Noncombatant, Defend, Counter x2, Spirit Regen, Spirit Up x2, Leader, & Floating Palace (http://minmaxforum.com/index.php?topic=7160.msg178259#msg178259). Skills (54): Diplomacy 9, Perform[ecdysiast] 9, Knowledge[architecture, dungeoneering, geography, history] 9. Possessions (NPC 5.6k): shirtless (0gp), courtier’s outfit x10 (300gp), jewelry x10 (50gp). Spirit: 84 [16c+28s+40f], regen +10, guard & refresh. Maneuvers(hope (http://minmaxforum.com/index.php?topic=7168.0)): 1st prepare for battle; 2nd crying is useless, stay clear of our line of fire,; 3rd all hands status report; stances inspiring actions, great commander*. |
(https://i.imgur.com/TUrGjoe.jpg) | Hit Dice: 6d6+18 (41 hp) Ability Scores (PB25): Str 8, Dex 8, Con 16, Int 18, Wis 6, Cha 6. Saves: Fort 2 (+5), Relf 2 (+1), Will 5 (+3). Feats: Magical Artisan[wonderous] (-25%gp costs), Extraordinary Artisan (-25%gp costs), A-Super-Amazing-Feat-Here!. Bonus Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Legendary Artisan (-25%xp costs), Craft Arms and Armor. Skills (4+4*9): Craft[alchemy, armor smithing, weapon smithing] 9 (+15), Disable Device 9 (+10), Knowledge[arcane, architecture and engineering] 9 (+15), Spellcraft 9 (+15), Use Magic Device 9 (+9). Possessions (NPC 5.6k, -1,650gp left): Masterwork Tools x8 (400gp), Homunculus (5,350), Artificer's Monocle (1.5k). Other: Reserve Total 300xp. |
(http://www.headinjurytheater.com/images/arbalester%20fun%20jared%20hindman.jpg) | Stats: Tiny construct, hd 1d10+15 (5hp), init +4, spd 10ft, ac 16 (t 16, ff 12), bab +0, grp -9, space 2½ft, sa receive enhancement, sq construct traits, low-light & darkvision 60ft, abilities 8/19/-/12/10/7, saves +0/+4/+0, feats point blank shot, skills balance +8, listen +4, spot +4. Attack: Bite +1 melee (1d4–1) or masterwork light crossbow +8 ranged (1d8+1/19~20) Full Attack: Bite +1 melee (1d4–1) or masterwork light crossbow +8 ranged (1d8+1/19~20) |
(https://i.imgur.com/0TQdCxD.jpg) | Hit Dice: 1d6+1d4+1d12+1d6 (18 hp) Ability Scores (PB25): Str --, Dex 8, Con --, Int 14, Wis 11, Cha 18. Saves: Fort 0 (+0), Relf 2 (+1), Will 5 (+5). Feats: Darkstalker, Ghostly Grip, Ghost Ride. Skills (48+4+8+4): Bluff 8 (+11), Diplomacy 6 (+18), Gather Information 5 (+17), Use Magic Device 5 (+11), Autohypnosis* 2 (+4), Hide 5 (+6), Move Silently 5 (+8), K-Geography 5 (+9), K-History 4 (+8), K-Local 5 (+9), K-Nobility 5 (+9), K-Architecture 4 (+8). Possessions (NPC 4.3k, 80gp left): Masterwork Tools x12 (600gp), Wand of Guidance of the Avatar (18 charges, 1,620gp), Handysack (2k). Other: Plane Shift 1/day (to/from-shadow), At-Will Major Image & Hallucinatory Terrain, "Beguiling" Influence (intimi-to-gather). |
(https://i.imgur.com/pfaVMVZ.jpg) | Hit Dice: 4d6+1d8+10 (30 hp) Ability Scores (PB25): Str 9, Dex 13, Con 14, Int 8, Wis 8, Cha 20. Saves: Fort 5 (+11), Relf 1 (+6), Will 6 (+9). Feats: Ashbound, Greenbound Summoning. Skills (6-1*7+6): Bluff 6 (+13), Perform[ecdysiast] 8 (+14), Disguise 8 (+14), Profession[environmentalist] 8 (+9), Sense Motive 8 (+9). Possessions (NPC 4.3k, 3,950gp left ): Masterwork Tools x 5 (250gp), Special Holy Symbol[Elhonna's Brooch] (100gp). Other: Fey Body, Unearthly Grace, Wild Empathy, Voice of the City, Urban Sense (+2 sense/k-local), Druid Spellcasting, Stunning Glance. Spells: 0th Create Water, Mending x3, Purify Food & Drink; 1st Animate Water, Extract Drug, Wood Rose; 2nd Blood Snow, Remove Addiction, Wood Shape; 3rd Evard's Menacing Tentacles, Girallon's Blessing. |
(https://i.imgur.com/8wfWSZH.jpg) | Hit Dice: 4d8-4 (17 hp) Ability Scores (PB25): Str 8, Dex 8, Con 8, Int 14, Wis 14, Cha 16. Saves: Fort (+), Relf (+), Will (+). Feats: Skill Focus[p-lawyer], Skill Focus[k-law], Skill Focus[k-computers?]. Skills (6+2): Profession[lawyer] 7 (+18, +47 with preparation), Knowledge[law] 7 (+18, +47 with research), Knowledge[computers?] +7 (+15), Knowledge[history, local, nobility, religion, & planes] +7 (+15), Sense Motive 7 (+11, +40 as a daily interview). Possessions (NPC 3.3k, 2,850gp left): Masterwork Tools x9 (450gp). Other: Cha-to-Int_Skills, Lore. Spells: Domains Knowledge; 0th Detect Magic, Read Magic, Mending; 1st Lesser Vigor x2, Detect Evil, Unity Wine; 2nd Consecrate, Divine Insight, Guidance of the Avatar. |
(https://i.imgur.com/K0bHabw.jpg) | Hit Dice: 4d12 (31 hp) Ability Scores (PB25): Str 9, Dex 10, Con 14, Int 12, Wis 10, Cha 22. Saves: Fort 3 (+3), Relf 3 (+3), Will 6 (+6). Feats: Track?, ?. Skills ([8+1*5]+[2+1*2]): Bluff 6 (+14), Disguise 5 (+13), Diplomacy 6 (+14), Gather Information 6 (+14) Iaijutsu Focus* 3 (+11), Profession[entertainer] 5 (+8), Sense Motive 5 (+7), Use Rope 6 (+8), Use Magic Device 6 (+14), Spot 0 (+2), Listen 0 (+2). Possessions (NPC 3.3k, 2,850gp left): Masterwork Tools x9 (450gp), an adult suitcase (unknown cost). Other: SLAs: Detect Good, Detect Thoughts, Charm Person, Tongues. Telepathy 55ft, Vampire Body, Vampire Vulnerabilities, Resting Place, Blood Drain, Blood Power, Greater Blood Powers. |
(https://i.imgur.com/tlS0pLK.jpg) | Hit Dice: 3d8-3 (14 hp) Ability Scores (PB25): Str 8, Dex 8, Con 8, Int 14, Wis 11, Cha 18. Saves: Fort 1 (+0), Relf 1 (+0), Will 3 (+3). Feats: Venerable, Synthetizator, Exhume, From the Depths. Skills (4+2*7): Bluff 6 (+12), Disguise 6 (+12), Hide 6 (+7), Listen 6 (+8), Move Silently 6 (+7), Spot 6 (+8). Possessions (NPC 2.5k, 2,200gp left): Masterwork Tools x6 (300gp). Other: Assimilator Body, Psychic Drain, Absorb Memories, Change Shape, Psychic Archive, Infiltrator, Psychic Combine, Trauma. |
Cantrips Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation. | 1st Alarm, Endure Elements, Hold Portal, Unseen Servant, Comprehend Languages, Detect Secret Doors, Identify, |
2nd Arcane Lock, Obscure Object, Acid Arrow, Locate Object, Daze Monster, Touch of Idiocy, Continual Flame, Darkness, | 3rd Dispel Magic, Nondetection, Sepia Snake Sigil, |
4thDimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Secure Shelter, Arcane Eye, Detect Scrying, Locate Creature, Crushing Despair, Lesser Geas, Fire Shield, | 5th Break Enchantment, Dismissal, Mage’s Private Sanctum, Secret Chest, Prying Eyes, Telepathic Bond, |
6th Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, | 7th |
Electricity 1st Hawkeye, Nerveskitter; 2nd Seeking Ray, Heart of Air; 3rd Great Thunderclap, Mystic Lash; 4rd Dalamar's Lightning Lance, Radiant Shield; 5rd Lord Of The Sky, Lightning Leap; 6rd ?, Stormwalk; 7rd Control Weather, Stored Lightning Bolt; 8rd Lightning Ring, Stormrage; 9rd Greater Whirlwind. | Light 1st Protection From Evil, Lesser Vigor; 2nd Divine Insight, Remove Disease; 3rd Greater Mage Armor, Scry; 4th Death Ward, Sheltered Vitality; 5th Surge of Fortune, Raise Dead; 6th Forbiddance, Empyreal Ecstasy; 7th Fortunate Fate, Renewal Pact; 8th Death Pact, Mass Death Ward; 9th True Resurrection. |
1: Reversing Riposte, Divine Wind Barrier, Mizuchi, Lesser Divine Wind Strike, Kishuu |
2: Stunning Stab, Crimson Mirage, Vermillion Bird Strike |
5: Divine Lighting Blade |
Stances: Iaigoshi (1), Phantasmal Blade Stance (1st) |
4: God Hidden Among Tree Leaves, God Above-Storm Day |
5: Spiral Sign-God Throughout the World, God Art-Most Valuable Vajra |
6: Complete Clarification, Light Sign-Demon of Purification |
7: Kokkujin: Yukikaze, Maw of the Azure Dragon |
Stances: Fate-Old Immortal Fire (3rd), Cut Magic (4th) |
1: Witch Leyline |
2: Careful Aim |
3: Hail of Fire, Light Sign "Luminous Strike" |
4: Penetrating Shot, Magic Sign "Illusion Star" |
5: Cockpit Hit, Magic Space "Asteriod Belt" |
6: Curtain Fire |
Stances: Magic Sign "Milky Way" (1st), Ritual Sign "Orreries Sun" (3rd) |
1: Reversing Riposte, Divine Wind Barrier, Mizuchi, Lesser Divine Wind Strike, Kishuu |
2: Stunning Stab, Crimson Mirage, Vermillion Bird Strike |
5: Divine Lighting Blade |
Stances: Phantasmal Blade Stance (1st), Victor of a Thousand Battles (3rd) |
4: God Hidden Among Tree Leaves, God Above-Storm Day |
5: Spiral Sign-God Throughout the World, God Art-Most Valuable Vajra |
6: Complete Clarification, Light Sign-Demon of Purification |
7: Kokkujin: Yukikaze, Maw of the Azure Dragon |
Stances: Fate-Old Immortal Fire (3rd), Cut Magic (4th) |
2: Careful Aim, Magic Absorber |
3: Master Spark, Light Sign "Luminous Strike" |
4: Magic Drain Missile, Magic Sign "Illusion Star" |
5: Super Short-wave, Magic Space "Asteriod Belt" |
6: ??? |
Stances: Magic Sign "Milky Way" (1st), Ritual Sign "Orreries Sun" (3rd) |
2: Cross-Up Magic, Time Sign "Private Vision", Bounce/No-Bounce |
3: Sight of Distant Blade, Power Direction, Time Sign "Dual Vanish" |
4: Bewitched Weapon "Another Dimension of Silver", Square Ricochet, Conjuring "Misdirection" |
5: Propelling Strike, Void "Inflation Square", Time Sign "Changeling Magic" |
6: Speed Sign "Luminous Ricochet, Time Paradox, Watch "Luna Dial" |
Stances: Ranger (1st), Silver Sign "Perfect Maid" (3rd), Perfect Square (6th) |
1: Covering Barrage, Prepare for Battle | Stance: Inspiring Actions |
Marado Radar- You gain Darkvision 240 mu, Blindsense 240 mu, plus you know the location the position of everybody piloting a mecha or wearing metal equipment within 120 mu.
Instável Radar- You gain Spacesense 240 mu, Blindsight 60 mu plus you can see through fogs as well as obstacles not made of metal as long as they're less than 5 feet thick and within 240 mu.
Cantrips 1: 2: 3: 4: | 1st 1: 2: |
1: | 2: |
3: | 4: |
5: | 6: |
1: | 2: |
3: | 4: |
5: | 6: |
7: | 8: |
9: | 10: |
11: | 12: |
13: | 14: |
Ability Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 08 -1 10 +0 Fort: 16 = 9 + 3 + 4 + 0
Dex: 14 +2 23 +6 Ref: 14 = 4 + 6 + 4 + 0
Con: 12 +1 21 +3 Will: 26 = 10 + 2 + 4 + 10 (Cha mod)
Int: 12 +1 14 +2 Initiative
Wis: 10 +0 14 +2 Total = Dex + Cha + Misc
Cha: 21 +5 30 +10 10 = 6 + 10 - 6 flaw
Total Armor Shield Dex Size Nat Defl Misc
AC : 28 = 10 + 5 + 0 + 6 + 0 + 4 + 0 + 3 dodge (module)
Touch: 10 Flat-Footed: 10
Total Base Str Misc Total Base Dex Misc
Melee : 12 = 14 + 0 - 2 flaw Ranged : 20 = 14 + 6 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Imp Unarmed Strike 12 1d3 X2 - - L B
Energy Laser Rifle 20 3d8 X2 100' - 2-H S Created from Module
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Appraise Int 16 = 2 + 14 + 0
Balance* Dex 6 = 6 + 0 + 0
Bluff Cha 27 = 10 + 17 + 0
Climb* Str 0 = 0 + 0 + 0
Diplomacy Cha 31 = 10 + 17 + 4 synergy
Escape Artist* Dex 6 = 6 + 0 + 0
Gather Information Cha 12 = 10 + 0 + 2 synergy
Hide* Dex 6 = 6 + 0 + 0
Intimidate Cha 29 = 10 + 17 + 2 synergy
Jump* Str 0 = 0 + 0 + 0
Knowledge (Local) Int 19 = 2 + 17 + 0
Listen Wis 29 = 2 + 17 + 10 Cha
Move Silently* Dex 6 = 6 + 0 + 0
Search Int 2 = 2 + 0 + 0
Sense Motive Wis 29 = 2 + 17 + 10 Cha
Spot Wis 29 = 2 + 17 + 10 Cha
Swim* Str 0 = 0 + 0 + 0
Weapon | Range | Attack Bonus | Damage (type) | Ammo | Energy Cost | Critical | Special |
Anti-Air Guns | 10 mu | +21 | 13d6(P) | 20 | - | x2 | Defensive |
Missile Battery (x2) | 100 mu | +19 | 13d8(B) | 10 | - | x3 | Twin-linked, Pinning, Disarming |
Main Beam Cannon | 200 mu | +17 | 13d12(S) | - | 15 | 19-20x2 | Area, Heavy, Power, Rending, Pushing, Downfall |
Energy Taker (IV) | 75 mu | +19 | 2d6(B/S/P) | 2 | - | x2 | Defensive, See Description |
Weapon | Range | Attack Bonus | Damage (type) | Ammo | Energy Cost | Critical | Special |
Divine Blade (IV) | melee | +17 | 5d6(S/P) | - | - | 18-20x3 | Finesse, Pushing |
Hv Rail Cannon (IV) | 90 mu | +13 | 11d12(B/P) | 9 | - | x2 | Heavy, Rending |
Remote Slasher (IV) | 60 mu | +17 | 20d6(S) | 3 | - | 18-20x3 | Heavy, Area(Cone), Rending, Downfall |
Let’s say a minimum of 5 people for each AI ship to form a self-sustainable crew and Damarius has the records on hand to properly organize them in synergetic teams that will work properly on their own.
With Damarius abilities, picking and organizing news crews and junior captains among his people is a possibility, and even if they may leave White Company in paper, they would remain in friendly terms and more than willing to lend a hand.
There’s roughly 400 AI active ships right now. There’s many more, but those seem to be truly lifeless hulls at the moment, they don't look like they're going anywhere fast whitout some heavy maintenance at least.
Damarius has a pool of 200 followers and Bastion’s own crew of roughly 2000.
Up to half of Bastion’s crew can be safely sent away whitout penalty. Anything below that and Damarius and Bastion will be taking a -1 penalty per 100 missing crew to all 1d20 rolls and damage rolls until you can find proper replacements, with the limit of at least 200 crew needing to remain so Bastion can work at all, at which point you’ll be taking a -8 penalty (worst case scenario you can find 100 replacements per 24 hours through the usual channels).
However most of the AI ships clearly won’t be in any hurry of risking their new crews, and they may decide to override any orders in a dangerous situation prioritize their safety as follows:
-Each AI ship that gains crew may be assigned to safer jobs like scouting and/or transport work, but will not engage in any combat, retreating automatically if attacked or meeting clearly hostile forces.
-For each ten AI ships that gain crew, one will have the jr captain able to exert some actual control as a 6th level ship captain over their vessel, and may be assigned to rougher tasks like patrolling or raiding, engaging weaker foes but the AI will still take over and retreat if they meet any kind of heavy resistance (aka anything that hurts them).
-For each one hundred AI ships that gain a crew, one will prove a particularly good result, with the officer and aides living up to their expectations, ready to serve Damarius as a 10th level ship captain, and willing to fight until destruction if needed.
Then of course any AI ships that do not get a crew now probably won’t be very happy.
Okay, here is what is going down.
I need roughly 2,000 people to crew the ships (5 people per ship, roughly 400 ships). For simplicities sake I'm just calling it 2,000.
287 crew are being given up from my two follower ships are being given up as crew for the AI ships. 1,720 crew now needed.
All 163 followers are next to be given up, mechas and leftover crew from follower ships being used for repairs and additional crew for the more badly needed ships. 1,550 crew now needed.
1,550 crew given up from Bastion.
Per Os
Quote
Up to half of Bastion’s crew can be safely sent away without penalty. Anything below that and Damarius and Bastion will be taking a -1 penalty per 100 missing crew to all 1d20 rolls and damage rolls until you can find proper replacements, with the limit of at least 200 crew needing to remain so Bastion can work at all, at which point you’ll be taking a -8 penalty (worst case scenario you can find 100 replacements per 24 hours through the usual channels).
So Bastion is giving up 550 crew above and beyond the halfway mark so I'm either at -5 or -6 depending on how rounding goes.