Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

She pulls her baton out and snaps it out to be ready to Coup de Grace another of the skeletons.

1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 Confirm with Bless

2d6 + 6 + 1d6 ⇒ (3, 3) + 6 + (2) = 14 plus sneak

Initiative: 1d20 + 5 ⇒ (1) + 5 = 6


Velden get your attack and damage in place. Velden then focuses on the last

1d20 + 4 ⇒ (20) + 4 = 24 Skeleton's Initiative.


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 casts Gravity Bow while everyone else is getting prepared.

Attack Flurry: 1d20 + 4 ⇒ (13) + 4 = 17
Attack Flurry: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Damage: 2d6 + 2 ⇒ (4, 4) + 2 = 10

Edit : Messed up Damage Dice, changed from 1d10 to 2d6


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

ok, what i had in mind. I am going to set up 3 shaped explosives attached to 1 detonator set to go off after 3 rounds, should be about the right amount of time. They will look like this:
E S
E E
D
E= Explosive, S= Skellie, D= Detonator
I then use precise bombs to minimalize the colatoral damage, prioritizing people, then weapon racks ect.
I dont know how much damage you expect shaped explosives to do, so ill give you the honors for that :)

After setting up his lovely pile of explosives, Claptrap will pull out his spear and join the others, taking up a position behind Bishu, and ready an attack to aid another on bishus next attack.
Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Aid Another: 1d20 + 1 ⇒ (11) + 1 = 12
Bishu, you get +3 to your attack
Finally, Claptrap will use an immediate action to activate his Atlas Prototype R4C7 (erridian artifact, deals damage at the cost of hp) after everyone has attacked if the skellie is still standing.
electricity damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11
self damage: 1d6 ⇒ 3
:) Good Luck!


Claptrap I am sure there is a reason, such as a trait that improves your aid other from +2 to +3.

The skeleton in the corner with the explosives is vaporized as well as a 5 foot section of both walls behind it and up to the ceiling. Karn eliminates the skeleton in front of him as Jellena hurts the one before her as Velden damages the last one.

All attacks have a 20% chance to fail, bottom is failure, because of the dust and smoke in the room from the explosion.

Round 1
24 Skeletons

14 Bishnu
11 Avizzi
6 Veldon
6 Jellena
3 Karn

Karn can see a red globe drop from the skull of the skeleton, he can choose to attempt to grab it with a Dex check DC 5, or let it fall.

The other two skeletons 'awaken', one swings at Jellena as the other swings at Bishnu after taking a few steps.

short sword attack: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d6 + 3 ⇒ (1) + 3 = 4 on Jellena concealment: 1d10 ⇒ 7
warhammer attack: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d8 + 3 ⇒ (1) + 3 = 4 on Bishnu concealment: 1d10 ⇒ 7

The warhammer bashes off of Bishnu's shield as the short sword gets within her defenses leaving a nasty gash.


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

Attack Flurry: 1d20 + 4 ⇒ (2) + 4 = 6
Attack Flurry: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d6 + 2 ⇒ (6, 3) + 2 = 11 +1 if within 30 ft
Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5 +1 if within 30 ft
Miss Chance: 1d100 ⇒ 3 1 to 20 bad
Miss Chance: 1d100 ⇒ 30 1 to 20 bad

Does a miss chance on a miss make it a hit? :)


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Bish hefts the warhammer and uses it to swing at the skeleton that harmed him.

power attack
to hit: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d8 + 7 ⇒ (7) + 7 = 14


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn attempts to grab the dropping object.

Dex: 1d20 + 2 ⇒ (10) + 2 = 12


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

With a raspy, strangled shout, Avizzi charges at the nearest skeleton, swinging the morningstar with surprising strength.

Charge Attack: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23+any bonuses from magic
Miss Chance: 1d100 ⇒ 78
Damage: 1d8 + 3 ⇒ (3) + 3 = 6+any bonuses from magic


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Oh yeah forgot the miss chance:

miss chance: 1d100 ⇒ 78


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

i have the adopted: helpful trait. Makes my aid another +3. I also have 17 initiative.
I assume that the skellie is still standing so i use an immediate action to activate my atlas prototype, dealing 11 electricity damage and 3 to myself.

Aieeee!! Its alive! Its alive! Wait, its not alive! Kill it! Kill it with el**BBZT*-*XTRKIX...Aieeee! Wow. That was a trip!


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Ok, now I'm left wondering what kind of joker decided to program an insane AI. "


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

"That's a pot and kettle, Bishy. You decided to follow the battle plan of the insane AI. Think about that."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

That would be the Dahl Corporation, the supreme overlords of Pandora. All hail the Dahl Corporation, those stuck up Sons of Nice Ladies...
And see? I told you those explosives would be harmless!
Now focus! we got a not-dead,-dead-thing and we need to correct its momentary motion malfunction...


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

"I wonder if we could fix the continuous audio malfunction on the robot?"


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

"Hey, if you ladies keep talking and I do this myself, the rate goes up."

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

She shrugs off the gash and goes invisible appearing on the wall behind the skeleton giving Avizzi flanking with the skeleton between them.

attack: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14 with bless and flanking baton damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7 plus sneak

Tink, her baton makes a nice sound against the armor of the skellimon.


Karn you grab the red orb it looks to be about an inch in diameter. It shines as it stays in your hand. The armor and weapons scatter on the ground at Karn's feet.

Presently I have Jellena and Avizzi on one Skeleton. (Slightly damaged)
Claptrap and Bishnu on the other one, which Velden has shot so far. (Pretty well damaged)
Karn you still get to act this turn, that Reflex save would have been your swift action.

Round 2
Go!

short sword attack: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d6 + 3 ⇒ (1) + 3 = 4on Avizzi,
confirm crit: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d6 + 3 ⇒ (3) + 3 = 6on Aviz
concealment: 1d10 ⇒ 7
warhammer attack: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d8 + 3 ⇒ (3) + 3 = 6on Bishnu, concealment: 1d10 ⇒ 1

Avizzi takes a bad slash on his chest. It looks deep as he takes 10 damage.

next round attacks if needed:

R 3
short sword attack: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 1d6 + 3 ⇒ (6) + 3 = 9on Avizzi, concealment: 1d10 ⇒ 1
warhammer attack: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d8 + 3 ⇒ (2) + 3 = 5on Bishnu, concealment: 1d10 ⇒ 5

Bishnu takes a bad bump to the head as the warhammer makes a sickening sound as it hits his head dealing 5 damage.

R 4
short sword attack: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d6 + 3 ⇒ (6) + 3 = 9on Avizzi, concealment: 1d10 ⇒ 6
warhammer attack: 1d20 + 7 ⇒ (10) + 7 = 17 damage: 1d8 + 3 ⇒ (6) + 3 = 9on Bishnu, concealment: 1d10 ⇒ 10
R 5
short sword attack: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 1d6 + 3 ⇒ (5) + 3 = 8on Avizzi, concealment: 1d10 ⇒ 4
warhammer attack: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 1d8 + 3 ⇒ (4) + 3 = 7on Bishnu, concealment: 1d10 ⇒ 9


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Bish will hammer away at his skeleton some more: Since he got hit, raging seems like a good idea.
power attack
to hit: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d8 + 9 ⇒ (6) + 9 = 15 (add in whatever properties may be present on the hammer).


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn stuffs the orb in his pouch and advances on the remaining skeleton.


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi groans and coughs some blood as the skeleton slashes into his chest. "Oh, now it's on, f*cker..." He shifts his grip on the morningstar and brings it up again, slamming it at the skeleton's skull.

Attack: 1d20 + 4 + 1 + 2 ⇒ (6) + 4 + 1 + 2 = 13+magic
Miss Chance: 1d100 ⇒ 13

Unfortunately, the attack misses, as the tiefling hacks and blinks. "Damn sh*t's in my eyes."

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

Round 2

She continues to attack the skeleton giving Avizzi flanking with the skeleton between them. Luckily only needing one hand to use her baton.

attack: 1d20 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9 with bless and flanking
baton damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8 plus sneak

At least I am aiding Avizzi in flanking for I con't connect to save myself now. She thinks to herself.


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

Attack Flurry: 1d20 + 4 ⇒ (3) + 4 = 7
Attack Flurry: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 2d6 + 2 ⇒ (1, 6) + 2 = 9 +1 if within 30 ft
Damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9 +1 if within 30 ft
Miss Chance: 1d100 ⇒ 3 1 to 20 bad
Miss Chance: 1d100 ⇒ 47 1 to 20 bad

I really hate this stupid dice roller


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

I know the feeling on the dice roller ^-^
Aieeeee!!! Its still moving! Kill it with FIRE!!
Claptrap then unhooks what looks like a centuries old stick gernade, bashes it on the ground a few times and rolls it under the feet of the skeleton, then ducks and cowers behind Bishnu.

Rolls:

Explosive Precision: 1d20 + 5 ⇒ (2) + 5 = 7
Great... A miss. Im standing behind Bishnu, so a 1, 2 or 8 hits all of us. 3 or 7 hits the skellie and Bishnu. 4, 5, 6 hits skellie only
Miss Direction: 1d8 ⇒ 3
Smoke cover: 1d5 ⇒ 3

As the gernade bounces off the skellies foot and rolls to the left , Bishnu looks down with a flash of horror as the gernade goes off with a flash. Bishnu and the skellie take 6 fire damage (Ref 16 for half)

Phew! That could have been bad!

Sorry Bishnu! It seems everything ive done so far has had a negative effect :(
First my explosives created the dust cloud, then i shocked myself with my own attack, and now i blew up Bishnu! At least its not boring ^-^


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

reflex save: 1d20 + 3 ⇒ (12) + 3 = 15

"Oww, what the hell do you mean could have been bad you just blew me up you damned lunatic! You won't live operate day if that happens again. "


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 laughs from above. "I repeat, Bishy, you decided to follow the plan of the bomb happy short circuiting clap trap. And you have the audacity to question my choice making ability?" Velden calls out, drawing another arrow.


Karn can still act in round 2.

Bishnu and the skeleton are scorched due to claptrap's attempt. Velden fails to make his shots connect with his target, same as everyone else except for Bishnu who connects solidly moving the armored skeleton back a foot with the blow.

Round 3
Avizzi easy dodges the attack by the skeleton, this group is good at dodging. Bishnu gave last round and gets slammed in the gut with little effect from the blow, his armor taking most of it, only 5 damage.

Heroes go!


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi ducks under the skeleton's swipe and hefts the morningstar up again, swinging it at the undead's skull. "Get out of my new house!"
Flanking bonuses included!
Attack: 1d20 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9+magic
Miss Chance: 1d100 ⇒ 89
Damage: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13+magic


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

Attack Flurry: 1d20 + 4 ⇒ (15) + 4 = 19
Attack Flurry: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 2d6 + 2 ⇒ (1, 3) + 2 = 6 +1 if within 30 ft
Damage: 2d6 + 2 ⇒ (2, 1) + 2 = 5 +1 if within 30 ft
Miss Chance: 1d100 ⇒ 36 1 to 20 bad
Miss Chance: 1d100 ⇒ 16 1 to 20 bad


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

"Even blown up this damn thing won't go down.

to hit: 1d20 + 8 ⇒ (19) + 8 = 27 damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus any magic


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn tries to slice one in half.

Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d4 + 5 ⇒ (4, 1) + 5 = 10


Bishnu miss chance, low bad, 1d10 ⇒ 3
Karn miss chance, low bad, 1d10 ⇒ 8

Karn I need to know which group you are helping it does matter, also please roll your miss chance, putting you with Bishnu. By the groups attacks the skeleton falls before them as the armor and weapon drop freely, a small red orb drops from the helmet. Dex check DC 5, for each of the items to fall, you need a free hand to grab one of the items. Helmet, red orb, warhammer, or shield.

Round 4
The last skeleton swings it's short sword but Avizzi dodges it.
Heroes go!

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

Round 3

She swings the baton once more hoping to connect from her position in the corner.

"Yes! I hit it, now some help over here would be great!" She exclaims seeing the other threat drop.

attack: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22 with bless and flanking
baton damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9 plus sneak
miss chance: 1d10 ⇒ 10

Round 4

She swings the baton aiming at the neck of the skeleton.

"Ah ha! Bones are flying now!" She exclaims as she hits the neck solidly between the helmet and armor.

attack: 1d20 + 4 + 1 + 2 ⇒ (12) + 4 + 1 + 2 = 19 with bless and flanking
baton damage: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (6) = 14 plus sneak
miss chance: 1d10 ⇒ 3


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

round 4
"Finally. It went down. What the hell are these things?"

and he will move over to engage the last one.

to hit: 1d20 + 9 ⇒ (4) + 9 = 13 miss


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

Huh, hadn't noticed that before, I have to change up the text a bit here. Otherwise it won't let me post it.

Attack Flurry: 1d20 + 4 ⇒ (8) + 4 = 12
Attack Flurry: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10 +1 if within 30 ft
Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8 +1 if within 30 ft
Miss Chance: 1d100 ⇒ 9 1 to 20 bad
Miss Chance: 1d100 ⇒ 39 1 to 20 bad


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi takes one more swing with the morningstar, hoping it connects.

Attack: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14+magic
Miss Chance: 1d100 ⇒ 76
Damage: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (5) = 15+magic


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

i think i missed round 3, oh well
Seeing a bright glowy thing drop from the skeleton, Claptrap reaches out to grasp it.
Ohhh! Shiny!
reflex save: 1d20 + 6 ⇒ (8) + 6 = 14

Claptrap then trundles over to where the others are, taking up a position behind Avizzi.
Here Mr. Scar. Let me help. Strike here!
aid another: 1d20 + 3 ⇒ (14) + 3 = 17
Avizzi, you get +3 to your next attack


Velden are you subtracting light cover from your attacks?

Avizzi still has little luck in hitting the skeleton, but Jellena has turned her luck around.

Round 5 go!
The skeleton leaves a nasty gash on Avizzi across his chest, taking 8 more hit points. Avizzi looks awfully bloody.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

round 5
"Damned things just won't go down. "

to hit: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 1d8 + 9 ⇒ (2) + 9 = 11

miss changce: 1d100 ⇒ 80


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

Well, I was giving the miss chance due to the dust. As for light cover, Velden is firing down from above, so there's not really any cover. Technically, I think I he should be getting a +1 from height advantage, but I haven't been giving it to him. That should compensate for whatever slight cover they have from a ceiling attack.


That does make sense. Technically you would gain a +2 for height and the soft cover would be +4 to AC. I can see how they would negate each other and accept that. Just thinking about the normal modifiers and such. How many more blunt arrows do you have?

Bishnu I know it is a bit assumed but think about what would be omitted in your post: You move to the skeleton, you attack the last threat visible being the skeleton attacking Avizzi. I am not trying to 'nickpick' just tired and my Rule Nazi is coming out. ;)

Round 2

Karn goes over and helps Avizzi with his skeleton. He puts both hands on his weapon and strikes the skeleton with his scythe slamming it with little effect.
Scythe attack: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
20% concealment: 1d100 ⇒ 80
Round 3

Karn takes a step away from the skeleton to collect a blunt weapon from the weapon rack. He grabs the club which becomes extremely heavy.
strength check: 1d20 + 3 ⇒ (13) + 3 = 16

Round 4

Karn takes a step back to come into striking distance of the skeleton. He strikes at it with the heavy club but with the immense weight the club hits to the ground.
strength check: 1d20 + 3 ⇒ (3) + 3 = 6
magical club attack: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d8 + 5 ⇒ (1) + 5 = 6
20% concealment: 1d100 ⇒ 22

Round 5

Karn tries again but can only barely lift the weapon.
strength check: 1d20 + 3 ⇒ (4) + 3 = 7
magical club attack: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d8 + 5 ⇒ (1) + 5 = 6
20% concealment: 1d100 ⇒ 30

And yet with all that actions and rolling, he does nearly nothing. :(


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

Not sure honestly, my understanding was we replenish from the supplies we brought in whenever we stop to rest for the night, so he should have started the fight with 20 blunts. From our move out, the supplies we brought were full of arrows (from the townie supplies). So 3 rounds of flurry would be 6 down out of 20? Unless the supplies the townies brought ran out?


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Karin rolled 1s for damage 4 times in a row o.O
i realized my aid another attack roll is supposed to be +4. +1 bab, -2 str, +1 mwk, +1 small, +1 bless, +2 flanking.

Might i suggest you step back a bit there Scarface? You might be coming down with a severe case of D.E.A.D. soon. I hear its rather nasty!
And with that Claptrap flips the wooden spear he had been using around, revealing that the "weapon" he had been using was in fact a mop.... A mop that he had just thrust into the skellies face....
Round 5, Aid Another: 1d20 + 4 ⇒ (6) + 4 = 10
Avizzi you get +3 AC during round 6, dont die buddie!
And yes, i am fighting with a mop... ^-^


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

Sorry, missed the round 5 thing, it wasn't bolded like it usually is.

Attack Flurry: 1d20 + 4 ⇒ (2) + 4 = 6
Attack Flurry: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 2d6 + 2 ⇒ (2, 2) + 2 = 6 +1 if within 30 ft
Damage: 2d6 + 2 ⇒ (5, 1) + 2 = 8 +1 if within 30 ft
Miss Chance: 1d100 ⇒ 83 1 to 20 bad
Miss Chance: 1d100 ⇒ 53 1 to 20 bad

12 Blunts remaining. Gah, I'll be glad when we hit 3rd level and I start using my Wisdom (+5) rather than my Dex (+3) for attacking.


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

"Agh, f*ck!" Avizzi shouts, feeling the skeleton slash into him again. He heaves the morningstar at the creature once more before stepping back, hoping his allies will keep it at bay. Standard attack, then a 5-foot step away from the thing.

Attack: 1d20 + 4 + 2 + 1 ⇒ (9) + 4 + 2 + 1 = 16+magic
Miss Chance: 1d100 ⇒ 78
Damage: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11+magic


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

You will be glad when we hit lvl 3?? At lvl 3 im getting weapon finesse, start using my 16 dex instead of my 6 str... A whole +5 to hit...
Wait, that wont work with a longspear... Gotta rethink a bit here...

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

Round 5

She swings the baton aiming at the neck of the skeleton yet again since it is focused on the others.

attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22with bless and flanking
baton damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7 plus sneak
miss chance: 1d10 ⇒ 3

Round 6

Holding onto the wall with one hand and her two feet, she swings the baton aiming at the neck of the skeleton yet again hoping to strike.

attack: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16with bless and flanking
baton damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (4) = 8 plus sneak
miss chance: 1d10 ⇒ 1


Round 5
Bishnu gets into Avizzi's spot as he moves back. Velden's arrow fly about one hitting the wall as the other hits the skeleton's helmet. At the same time Jellena strikes hard on the neck of the skeleton again. The little machine swabs the skeleton's face distracting it. Karn is having problems with his club, he can't even lift it.

Round 6
short sword attack: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d6 + 3 ⇒ (4) + 3 = 7on Bishnu, concealment: 1d10 ⇒ 2

The skeleton gets at least one more strike, which misses due to the smoke and dust in the room, but the group can see it is missing quite a bit of its bones which a pile of bonemeal at its feet.

Heroes go!


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 sighs. "You know what, the Goddess says you are a boring piece of undead garbage, and you should just burn up now."

Ranged Touch Attack, Heavenly Flames: 1d20 + 4 ⇒ (13) + 4 = 17
Miss: 1d100 ⇒ 40

The remaining skeleton bursts in to golden white flames from head to toe.

Flames: 1d4 + 1 ⇒ (2) + 1 = 3


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

round 6

HP 10/23

to hit: 1d20 + 9 ⇒ (9) + 9 = 18 damage: 1d8 + 9 ⇒ (5) + 9 = 14
miss chance: 1d100 ⇒ 9

That was really gonna miss wasn't it?

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