Borderlands the Pre-Sequel on Pandora (Inactive)

Game Master BloodWolven

Creatures of Borderlands, once we have the human threats mostly done I will make another one to put them all in! Thank you for all your help!

Radiator Ridge

Radiator Ridge information and bounty board.

Radiator Ridge and Fyrestone.


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Yup, check in and tell me one item that is less than 500 gp that you would like to have. Also remind me in what condition you are coming in on the shuttle.

Also get ready to smash a lot of enemies. All of their stats except for bosses will be posted in the google document at the top of the game.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden is doing the mercenary bit again, hired on by the Warden's as extra eyes on the corpsicles.


Male Ratfolk Alchemist 1

Do you want me to wait to post until the players already on the ground are introduced?


Specimen here, presumably drugged. Of the items that I already bought the most important to me is the Heavy Steel Shield. But with Catch Off-Guard I can pretty much improvise one anyways.

In fact, between Catch Off-Guard and the Aegis I'm pretty much set up when it comes to combat.

Can I have a Skeleton Key smuggled along with me?


If Stitches is on the ground, Chitwick will be aboard the shuttle serving as a mercenary along with Velden, seeing as he's returning to Pandora out of his own volition.
Could I possibly trade in that less than 500gp item for some sort of infamy among bandits? Can't really think of anything just yet that I'd need, but I think it would be pretty funny if little ol ratfolk Chitwick's name got around as a bandit hunter. Perhaps it would add a +2 trait bonus to intimidate?


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Sleeves of Many Garments enchantment added to Velden's bracers (300gp)


Excellent Velden! I am sure you and the other body guard will get along nicely... ;)

Stitches once we figure out your situation a bit more you may begin posting with your community.

Taunk special ability, check.
Aria special ability, in the works (Siren).
Velden special ability, unspoken for.
Chitwick special ability... um...
Stitiches special ability, unspoken for.

Taunk:
What would you think about a rival to the wizard that you are being sent to has paid you to kill the wizard you are being delivered to? Then you could have a skeleton key. Also an elixir in your body waiting to activate upon a key word for you to say. Come up with what the elixir would be and the key word.

Chitwick, I am sure you have some infamy with some of the bandit groups. Come up with 3 groups that you are especially infamous with, those you will get the +2 on intimidate.

I still need the item from each of you, thank you Velden for stating one!


My item I was picking up was the Skeleton Key. It's 85gp.

GM:

I'm fine with that if my "payment" was getting smuggled onto the shuttle in the first place. The specimen thing is part ploy, part necessity.

To go along with the skeleton key, how about an Elixir of Holding? Keyword: "Prolific"


The 500 gp item or less is for future loot. If you don't give me an idea I will randomly roll it. Also it gave you a good reason to post here!

Taunk:
Yes the 'wizard' would like that situation very much.

Works for me the elixir of holding can hold the key for now. Each day until the elixir wears off you can put something in and pull something out once each per day.


Future loot huh? I dunno, that's a little difficult. I don't have much need for weapons or armor. If we can use Technological Gear I'd like a Mark I Skill Chip for Craft (Weapons).

Otherwise I could pick up some local tattoos to go with my sacred ones.

GM:

So sorry, I mistyped. I meant Elixir of Hiding. Not elixir of holding. I linked it correctly, I just bungled the spelling for some reason.


Male Ratfolk Alchemist 1
GM Wolf wrote:

Excellent Velden! I am sure you and the other body guard will get along nicely... ;)

Stitches once we figure out your situation a bit more you may begin posting with your community.

Taunk special ability, check.
Aria special ability, in the works (Siren).
Velden special ability, unspoken for.
Chitwick special ability... um...
Stitiches special ability, unspoken for.

** spoiler omitted **

Chitwick, I am sure you have some infamy with some of the bandit groups. Come up with 3 groups that you are especially infamous with, those you will get the +2 on intimidate.

I still need the item from each of you, thank you Velden for stating one!

If I could have some item that lets me scavenge materials from corpses so I can use those in lieu of cash to make potions of cure X wounds, I'd really like that. (As in I can scavenge some kind of organ or something that counts as so much gold towards the cost to brew the potions)

Also masterwork thieves tools. Even if I have the regular ones I can always do with really good ones.

... Oh, did I miss something about special abilities? I didn't see anything in the game info thread about that. I could quite easily have missed my perception check though so please let me know.


Quote:

What I need from you:

• A complete character sheet,
• Short description,
• Short personality,
• Quirks and flaws,
• Background story,
• What type of abilities you have gained and some examples of abilities to grow into.
• At least one 'plot hook' for me to use for a side quest involving your character

I think it's supposed to help represent the traditional Borderlands "Action Skills".


Special abilities like what the characters have in-game? Roland's Turret and everything? I kind of included something like that in my build (Chitwick's rage ability) but I'm sure I could come up with something way cooler, outside of class features and all.
With Chitwick and Rico both being ATLAS experiments, there are a few different things we could go with.

Idea #1: Overload:
Chitwick was experimented on and given an auxiliary nervous system that increases his reaction time and his strength output (demonstrated by his savage tech rage that increases Str and Dex). Pushing that to the limit, Chitwick could develop an overloading technique that gives him either a Haste (Dex increase causes him to be way faster) or Displacement (his Dex increase makes his reaction time so quick he has a 50% chance to dodge) effect and then perhaps an auto-crit that triggers once every time he enters this overloaded state.
Rated: Eh

Idea #2: Rico, King of Skags:
Now this idea is dependent on Chitwick's mount, so it may not be the greatest thing to go with, but it could be fun.
Rico, having been experimented on by ATLAS, appears to be a typical skag other than his more domesticated, dog-like demeanor. When activated, Rico's colors change from his typical grayish to either green (acid), orange (fire), yellow (electricity) or purple (slag). They would give him a breath weapon that would deal a scaling 1d6 or whatever, or in case of the slag, it could deal 1d3 but then multiplies everyone else's damage for however many rounds. Again, this is solely dependent on Rico not being dead and being around Chitwick all the time.
Rated: Meh

Idea #3: HO-LY CHIT:
Chitwick's damage output increases dramatically, allowing him to put holes in just about anything. Perhaps he ignores hardness to a certain degree?
Rated: Bleh

Idea #4: Battlemind Link:
Who knows what else ATLAS could've done to these two. Perhaps they've managed to link up their minds to increase battle efficiency? This would work as the spell, except they would take the higher initiative of the two and act simultaneously.
Rated: Whatever

If anyone can come up with any ideas for a special ability for my ratfolk, I am all ears.

Grand Lodge

Female Siren 3rd Cleric/Sanctified Rogue
vital:
HP 19/19, AC:18_ TAC:13_ FFAC:15_, Perc:12, Init: +5, Fort: +4, Refl: +7, Will: +8
Skills:
Acr +8, Bluff +6, Dipl +7, DisDev +8, Kno(Loc) +7, Kno(Pla) +6, Kno(Rel) +7, Lin +8, Perc +12, Per(Singing) +7, SenMot +12, SleOHan +8, SpelCrft +6, Stel +8, UseMagDev +7

Yeah. I had missed that as well. For me, it is going to be the siren ability for Aria...I am thinking something like the early level of it is just a shield that is the butterfly like wings of Desna that her Siren tattoo's look up. I figure that as it grows in power, she can more and more look like basically an avatar of Desna, with eventually being able to basically use a kind of teleport to kind of go with Desna being the goddess of Travel and such...


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

Hmm...an item for Sledj?

I would say something that affords easy alchemy crafting, possibly like a fold out kit or something similar.

As for abilities: getting larger while raging or mutagen using, combining alchemical weapons with rock throwing, and more/bigger explosions.

Btw : 1d12 ⇒ 7 hp


Male Ratfolk Alchemist 1

Thanks Taunk!

Ideas for action skill...

Idea #1: SoOooOo HuNgRyyy.... :
Stitches race's advanced metabolism and overall lack of food causes him to go into a hunger induced frenzy, causing him to slash at any nearby 'food source' (I.E. Enemies) and take bites out of whatever he cuts off. This ability increases his attack speed temporarily, like 1 round per level, and restores a few points of health every time he damages an enemy (like at most 1/4 the damage I do. This could be upgraded later on to allow him to 'overeat' for temporary hit points, or once his health's full spawn a healing potion for every so many points of damage done once a round until the end of his hunger frenzy.

Idead #2: Lab Rat :
Instead of his normal mutagen, Stitches has started mixing in this strange purple mineral powder (Eridium) into his mutagen potion, which gives him a much shorter, but more amazing boost. For a minute per level after drinking, Stitches gets a randomly determined Eridium-fueled mutation. (This would give him temporary random powers, like the Lab Rats in B2. Also it makes his waste rainbow colored, which is the weird part.) Later on upgrades would be things like improved elemental ability chance, or more powerful abilities, or even growth into medium size while working.


Eh, I can try my hand. I don't really know Chitwick too well so sorry if I miss the mark.

Insult to Injury:

Even over the roar of gunfire your spiteful cries can be heard clearly. Those who stand against you not only put their lives at risk, they may lose their pride as well.

Whenever you score a critical hit with a firearm you can make a free action to demoralize your opponent. If you succeed at this check you can make a single ranged attack against that creature as a swift action.

On My List:

You've got a list of people you don't like. Sure it's long, but dammit you mean to do something about it!

Once per day, as a swift action, you can add the Bane quality to one of your weapons, choosing the creature type each time you do. The effect lasts for 1 minute.

If you score a critical hit while using this ability you may choose to instead end the effect early to stagger your opponent for 1d4 rounds. A successful Fortitude save negates the staggered condition. The DC of this save is equal to 10 + your BAB.

Sic 'em!:

Your opponents have a hard time figuring out who is more dangerous: you, or the skag? From time to time you like to help them make that decision.

As a Standard Action you can grant your animal companion an attack that must be immediately taken with a melee weapon. This does not change your allies initiative order nor does it use any of their actions. The attack is resolved using their full BAB. Your animal companion must be within 30 ft for you to use this ability.

You must have at least 1 pt of Grit to use this ability. If the attack is successful you regain 1 pt of Grit. Alternatively use Rage rounds.

Quote:
I would say something that affords easy alchemy crafting, possibly like a fold out kit or something similar.

What about a hybridization funnel? You can do lots of cool stuff with it.


Male HP: 33/33, AC: 19_ T: 15 _ FF: 14 _ Perception +9, Initiative: +4, Fort +5 _ Ref +7 _ Will +4 (+5 vs. fear), CMB: +4, CMD: 19, Speed: 30 Acro +8, App+1, Bluff +1, Climb +5, Craft (A) +5, Diplo +1, Disguise +1, Escape +4, Fly +4, Handle A +1, Heal +3, Intimid +1, Know (D, E, L) +5, Per(S) +2, Prof (S) +8, Ride +4, Sense +3, Sleight +8, Stealth +4, Survive +8, Swim +1

I'm not really certain about future loot, maybe a stack of Fire Bolts (10 is 500 gp exactly) would be nice since light people on fire is always fun and there are other more...inventive things that can be done with them.


Taunk:
Elixir of Hiding works great as a one use also I will throw in the Elixir of holding idea, we need a place for that skeleton key.

Interesting ideas Chitwick many of them could work! I will give you some time to figure out what each of you really want. Also think about how to scale the ability and how to improve upon it for the future.

Good abilities people! Now you just have to decide which one you each really want.


Male Ratfolk Alchemist 1

I am a particular fan of "Sooooo Hungry". Feels thematic, you know?


I like it stitches.

SoOooOo HuNgRyyy.... :

Stitches race's advanced metabolism and overall lack of food causes him to go into a hunger induced frenzy, causing him to slash at any nearby 'food source' (I.E. Enemies) and take bites out of whatever he cuts off.

This ability increases his attack speed temporarily (+2 to attacks), 1 round per level, and restores a few points of health every time he damages an enemy ( 1/4 the damage done rounded down.)

This ability can only be done once per day unless he is 'starving' then it can be used more often within reason.

This could be upgraded later on to allow him to 'overeat' for temporary hit points, or once his health's full spawn a healing potion for every so many points of damage done once a round until the end of his hunger frenzy.


Sorry everyone Fridays are always busy for me. I worked and still have this cold keeping me down.

Now with only 90 seconds left, which means you have 15 rounds to do actions before the whole thing implodes... assuming you can trust a computer.


I think Sledj is still wondering if he got out of his bonds.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Whether he did or not, Velden threw the keys in, so either way he's out.


Male Greater Kitsune Bard(arcane duelist) 2 ]

I gotta say, playing a mute character (even a temporarily, voluntarily mute character) is an interesting Roleplaying experience.


Yup, pretty sure he got out considering his checks and posts. Right now with this introduction I am being pretty lax with developments. Actually I am pretty lax with this campaign. ;)

I know what you mean Michel, it is fun to play as animals that can't speak but can be animate.


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

Dang. I always forget to check in to the discussion page :(
So...
I did some work to the map. made it look like the old Radiator Ridge (if anyone even remembers that crappy text drawing :))
there are 8 buildings total, a mansion for the mayor, a jail/Sheriffs office, a lookout tower, a shop, a warehouse (that also serves as Claptraps workshop/repair station), and a power generator (little yellow box) for the outpost. That leaves 3 buildings unclaimed, one of which i imagine Stitches would like to turn into a clinic :)

A bit about Radiator Ridge:

Radiator Ridge:
The outpost was built jutting out of the edge of the rock, and surrounded by a mix of wooden walls, Iron posts and strewn rocks with a single dirt-path entrance facing SE.
It was originally built as an outpost to protect against bandits, and as such has a jail and sheriffs office, with accompanying residential houses. At its heart lies a mansion originally owned by John. W. Douglass, the outposts proprietor. John, now long dead, his mansion is usually lived in by whoever is the most wealthy, influential or strongest at any particular time.
While the buildings are sturdy and built to last, the harsh environment and rapid change of population leaves the place in constant disarray and disrepair. (only so much 1 little Claptrap can do to keep the place fixed up. But he tries!!)

If this is all OK by the GM :) If you want to change anything, go ahead.

Now for some of the questions.
1 item i would like to have? Explosives :) That pretty much sums it up :)
I also have a fair bit of equipment left over from the last campaign, so i already have that :)
My condition at the start of the game Working on repairing Radiator Ridge. I got a 2x4 slung over my shoulder and some local gourd plant hollowed out and placed on my head (pretending its a hardhat).
Plot Hook I would love to see Faust again :)
Special ability Beyond what i already have? I dunno yet...


Male Greater Kitsune Bard(arcane duelist) 2 ]

Michel will take whatever items you will give him, his current wish list is moderately long term as most of the items are expensive.
If we have a weapon forget in the party or allied to it, I guess some raw special materials for new blades for my axe would be nice, but I'll take whatever you'll give me I'm content money/equipment wise.


Thanks Claptrap, that did help me a lot!

I will let a few more interactions happen and any rounds that people might need for preparation before Round 5 pops up, with the true action happening then. There will be a few happenings before that but I hope to be at Round 5 tomorrow night sometime. Think about any actions your character might need to make and then fill in the time if needed.


I have craft weapons


So as it stands, anyone still want to move their characters on the map? Last chance, check out the map at the top!


Male Ratfolk Alchemist 1

I can't access the map since I'm at work. Sorry. :/


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

Fun fact. I just realized we have 3 alchemists and almost no overlap between them :)
Claptrap: Knowledge's expert, handy, explosives junky.
Sledge: Alch/barbarian, stupidly strong/tough warrior
Stitches: Dextrious sneak attacker, doc, healer (no bombs)
Fun :)


Male Ratfolk Alchemist 1
CL4PTP wrote:
Fun fact. I just realized we have 3 alchemists and almost no overlap between them :) Claptrap: Knowledge's expert, handy, explosives junky. Sledge: Alch/barbarian, stupidly strong/tough warrior Stitches: Dextrious sneak attacker, doc, healer (no bombs) Fun :)

Indeed!

-Posted with Wayfinder


Male Ratfolk Alchemist 1

I have a question:

When i get to level 4 I get an animal companion. What is the list of borderlands animal companions I can take?

-Posted with Wayfinder


At fourth level the best options would be bloodwing, scag, rakk, or one of the vermin. Though I am open to suggestions. You can still select the base creature from the list and I will try to give some options to best fit that selection. Such as if you choose a wolf, I would suggest a scag. If you choose a hawk, then I would suggest a rakk or bloodwing. And so on, so it determines what type of animal you want.

At first I was like, 'crap' three alchemists. Then I realized that they really were not the same and was like 'okay'. Odds are one of them will either stop posting, just how it goes and RL affecting us all. I am willing to overlook it as long as you are all too? Any objections? ;)

Stitches I got you inside near Velden. I am going to move the guard and Velden to the tower cause that makes more sense.


Male Ratfolk Alchemist 1

Okay awesome!

Bloodwing would be awesome, but I was thinking something that would be a good flank-buddy for me. Spiderant or skag, maybe?


Yes both of those would be possible Stitches, you could still flank with Bloodwing. The scag has trip like a wolf. Both the scag and spiderant have physical mutation possibilities as Bloodwing just develops energy adaption.


Male Ratfolk Alchemist 1

I think I'll go for Spiderant.


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

Just because, here is a bit of back story to Claptrap :)

Exposition:

Claptrap was originally a maintenance droid for the Starship SunSeeker, at the same time as Velden was working for the crew. While Claptrap tried his best to fulfill his duties, he showed some early signs of "glitching" and "personality", something that is frowned upon by the military (for some reason, having your weapons systems develop their own "feelings" or "opinions" is bad. At least a maintenance droid was low on the priority list.) however Claptrap was able to stay under the radar for a while. But after the incident where he decided to help "speed up travel time" by overcharging (and exploding) the ships warp drives, he could be overlooked no more.
Normally he would have been decommissioned then and there but the Captain in charge had a sense of humor. He shipped Claptrap to Pandora first class with these orders: "You want to blow something up? Go f#%king blow THAT up!"
So Claptrap spent the entire trip to Pandora serving the other patrons in first class cocktails and relational advice. They hated every minute of it (and that airliner still has lawsuits against it pertaining to the "Exploding Cocktails" incident).
Now Claptrap has been on Pandora for a few years with the secret mission to Blow the F#$king Planet Up. Happy hunting!

I currently have 2 hour travel times on the bus -__- I got some time...
If I accedently call you Velsen, sorry. Autocorrect hates Velden :)

I figured out what item Claptrap would love! A portable hole would be awesome! But costs 20k, so that's a looong way off :)


GM Wolf, I still need to fix up my info for you, I haven't forgotten. Work and life has been super busy lately and I haven't had a chance to get on a proper computer in a few days. Next chance I get, I'll fix it all up and shoot you a message.


Cool I like exposition!

item requests:
explosives for Claptrap... a couple grenades and a few sticks of dynamite.

a stack of Fire Bolts (10 is 500 gp exactly) would be nice since light people on fire is always fun and there are other more...inventive things that can be done with them. for Duke

alchemy supplies for Sledj

If I could have some item that lets me scavenge materials from corpses so I can use those in lieu of cash to make potions of cure X wounds, I'd really like that. (As in I can scavenge some kind of organ or something that counts as so much gold towards the cost to brew the potions) or Also masterwork thieves tools. Even if I have the regular ones I can always do with really good ones. for stitiches.

Future loot huh? I dunno, that's a little difficult. I don't have much need for weapons or armor. If we can use Technological Gear I'd like a Mark I Skill Chip for Craft (Weapons). or Otherwise I could pick up some local tattoos to go with my sacred ones. for Taunk

Sleeves of Many Garments enchantment added to Velden's bracers (300gp) for Velden


Sorry Stitches it was unclear. I want those who had readied actions that did not go off to state they are keeping the readied actions or post your actions for Round 6. I will be advancing to Round 7 when I wake up.

Everyone may start posting for Round 7.

So you have an idea of how combat will play out, the blind bandit will still be blind for Round 7, the two bandits next to Chitwich will attack him, as the other bandits go after him as well. Bandits like to swarm as much as ratfolk and goblins! ;) Michel he is blind for a full round correct?

Thanks Chitwick, I am in no rush but hope that fixes can get done in a timely fashion.


Taunk didn't end up on the initiative list?


I must have just overlooked you Taunk, sorry. Post your action for Round 6 and 7.

Everyone especially when we are on a cusp of rounds. Post which round action you are doing!!!!

Round 3 or ---Round 3--- or something!


Male Ratfolk Alchemist 1

I'm going to continue to hold. Unless Chitwick is in dire need of help before my turn is up, then I'm going down there to play medic.


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

Here is the stats for both the Giant Spider and Giant Ant.

Giant Ant Stats:
Ant, Giant

Starting Statistics

Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.

4th-Level Advancement

Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).


Giant Spider Stats:
Spider, Giant

Starting Statistics

Size Small; Speed 30 ft., climb 30 ft.; AC +0 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 6, Dex 17, Con 10, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 30 feet; CMD trip +12.

4th-Level Advancement

Size Medium; AC +1 natural armor; Attack bite (1d6 plus poison); Ability Scores Str +4, Dex –2, Con +2.

How would this work for the Spiderant (doing 4th lvl stats only)?

Spiderant Stats:
Spiderant, Giant

Level 4 Statistics

Size Medium; Speed 30 ft., climb 30 ft.; AC +2 natural armor; Attack bite (1d6 plus grab), Sting (1d4 plus Poison); Ability Scores Str 14, Dex 14, Con 17, Int —, Wis 10, Cha 10; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities low-light vision, scent, tremorsense 30 feet; CMD trip +12.

Breakdown

Spoiler:

Generally, i gave it the better of the differing stats, as this is a more high powered game. Here is the total breakdown. Only using the lvl 4 stats
General
Medium Size
20ft Climb Speed (ant), 30ft Climb Speed (spider)
+2 natural armor (ant), +1 natural armor (spider)
Low-light vision, scent (ant), Darkvision, tremorsense 30ft (spider) (lowered darkvision to low-light but kept both tremorsense and scent)
+8 CMD agaisnt trip (ant), +12 CMD agaisnt trip (spider) (you have 8 legs)
Attacks
bite (1d6 plus grab), Sting (1d4 plus poison) (ant), bite (1d6 plus poison) (spider) (i have used the ants attacks here. If you want, you can instead use: Bite (1d6 plus grab and poison)(I think its a reasonable power boost))
Ability Scores
Str: 14/10 (14)
Dex: 10/21 (14)
Con: 17/12 (17)
Int: -/-
Wis: 12/10 (10)
Cha: 10/2 (10) (people hate spiders :P)
I gave it the better Str and Con, balanced with a middling Dex.
I also gave it the lower Wis for the higher Cha.

Or if you just want the best of both worlds, heres a "Maxed" out Spiderant :)

Maxed Spiderant Stats:
Spiderant, Giant

Level 4 Statistics

Size Medium; Speed 30 ft., climb 30 ft.; AC +2 natural armor; Attack bite (1d6 plus grab and Poison); Ability Scores Str 14, Dex 21, Con 17, Int —, Wis 12, Cha 10; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, scent, tremorsense 30 feet; CMD trip +12.

If you want to modify anything, or even if you want to just use this as a template and boost it further, go ahead :)
Also, i have saved a copy of this to my Google Drive so you dont have to re-format everything :)
feel free to use as you need!


Male Ratfolk Alchemist 1

I like me a spiderant pet!

-Posted with Wayfinder


Male Greater Kitsune Bard(arcane duelist) 2 ]

It also amuses me that in addition to our three alchemists, we have two bards.


Worker Spiderant ~CR 3:

N Medium Animal
Init +0; Senses: Low-Light vision, Tremorsense (10 ft); Perception +9
AC 18, T 10, FF 18 (+8 Natural)
HP 30 (5d8+10)
Fort +6, Ref +3, Will +2
DR 5/Bludgeoning
Speed 20 ft; Burrow 20 ft
Melee bite +3 (1d6-1); slam +3 (1d4-1)
Space 5 ft; Reach 5 ft
Str 8, Dex 10, Con 13, Int 1, Wis 13, Cha 6
Base Atk +3; CMB +2; CMD 12 (16 vs trip)
Feats Weapon Finesse, Improved Bull Rush, Toughness
Skills Perception +9, Survival +4
SQ Shell, Fragile
Shell (EX)
As a move action a Spiderant can cover the vulnerable areas of its body with its armored head and forelegs. It cannot mover or make melee attacks as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.
Fragile (EX)
Whenever an opponent confirms a critical hit against a Spiderant using a weapon that deals Bludgeoning damage, the Spiderant is dazed for 1d4 rounds in addition to any extra damage or effects.


So... Now we would need to create a CR 1 or something close to a 'wolf'

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