MoF's Hells Rebels

Game Master MordredofFairy

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Kintargo | Tactical Map


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HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

I know there is an etiquette involving another player's character, so I very much beg your pardon for this, but I look at Nissim's spell list and see some good options for this fight. Heck, even sleep works as a way to put a section of the scrambling crowd down and out of the way, possibly removing the difficult terrain condition for a section of the escape route.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Sorry, didn't mean to be a spoil-sport. You do get to locate the spell at the time it goes off, so you could actually do a fair bit of damage to another group of guys, if that's relevant.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

I'm not a spontaneous caster. I don't have that entire list to choose from at the moment. How would I put a part of the crowd to sleep without also affecting allies? I'm unlikely to ever be more than 10' away from any ally and be within 10' of something I want to use the spell on, unless as I said, something is very very wrong.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

If I get your question correctly, you seem to forget that the sleep also has a range. Picture the spell originating not from you, but from a little bead of magical energy, and the range is how far away from your position that bead can be placed before going active. The bead's location then determines the space covered by that 20'-wide, 20'-long cross-shaped area of effect (10-foot radius template). Just drop the bead so the radius just overlaps your best selection of targets :).

And now I have this mental image of Nissim using a laser pointer to indicate where his spells will go with a little red dot...


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Sleep is actually really commonly capable of being used properly even within that scenario. You don't have to target the spell until it finishes, after all, and you don't have to aim at an enemy's square. :)

In the middle of a crowd, it's even less likely to hit allies... though putting innocent bystanders to sleep in the process.

Edit: Didn't see all of the other comments. Boros has the right of it.

Except for -maybe- the 'removing difficult terrain' part. That's GM Fiat. I prefer to treat a -single- body (of your size or smaller) in a square as normal terrain, but piled bodies as difficult... or a wall. Don't ask why that last one is a distinction. :|


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Lily Sable wrote:
Except for -maybe- the 'removing difficult terrain' part. That's GM Fiat. I prefer to treat a -single- body (of your size or smaller) in a square as normal terrain, but piled bodies as difficult... or a wall. Don't ask why that last one is a distinction. :|

I did qualify that option with a "possibly," just in case. In my head, the difficulty of the crowd would come from the density and all of them shoving and scrambling for their own way clear both. Remove one of those elements and the other should be lessened in effect by extension.


Hells Rebels Tactical Map

Oh, wowie. Plenty of stuff to reply, and I need to head to work shortly!

First: the "- something" is a running tally from max, not current.
Since you are fighting a whole group of people right now, I did not write it down for specific enemies.

But if they were only a few, then I'd use the same annotation for enemies.
So that swordsman could be at -8(from max), and that mastiff at -3(from max).
The reason is that it's a very clear format that does NOT give away how much HP(max) the target has.
To keep things coherent, I used the same for you, I'm sorry if that was confusing.

@Juliette: You specified shooting at the closest one, which was already under assault by two infiltrators and took 2 hits from them. Your shot simply was finishing him off- I figured if you were not REALLY trying to hurt your target, essentially just faking your action, you would have included a flavor paragraph or OOC saying so with a bluff check to make it seem like the real thing(rather than only the bluff to direct the man that was requested), rather than include Point-Blank in the calculation-

Quote:
And now I have this mental image of Nissim using a laser pointer to indicate where his spells will go with a little red dot...

Nuclear Launch detected! Sorry, I played too much Starcraft back in the days...

@Miranda: Indeed the dice gods pointed 2 crit threats towards the group, but neither were confirmed. Varuzhan still took a regular max damage hit.

@Varuzhan: If you want to re-build the little pickpocket girl(was just a cameo, but hey, Nissim invited her over), you may want to look at her char sheet. - The Bard side was, optionally, Dervish Dancer, but I went with Street Performer in the end(also, she's a naturalized Kitsune, so yeah, looked like a human girl).


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

Juliette feels justified in dealing lethal damage to the rebels, who already killed the guard captain and had further harmed the crowd, unconcerned about collateral damage. Otherwise she would've used one of her blunt arrows and taken the -4 to hit to deal non-lethal. So it's no problem that she got the finishing blow.

The guards however are holding their attacks back to not attack civilians, it's clear to Juliette who is on the wrong side here, even if she doesn't agree with what they represent. One side is just doing their job, the other side is terrorists.


Hells Rebels Tactical Map

Aye, I just felt you wanted an explanation why that one dropped so easily ;)
you did score a solid hit, there...


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Sorry been a tiny bit distracted : )

But did Boros down his foe? Sorta looks like he did


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
GM Mordred wrote:

Waiting on Miranda, just 2 things:

Nissim: As was pointed out, Sleep is 1 round casting time, so full round + comes online at beginning of your next action. Since you already specified intent, I will try and target it for you after the round, but you will be allowed to adjust the area, or alter it completely if you so decide.

Boros: Gunslinger Dodge specifically is not a 5-foot step, so while that may be the intent, I'd allow the movement here. But be aware of two things: First, you only have one inmediate action which consumes the swift action of your next round, so you can't use it twice. Secondly, that movement provokes, so IF someone closes the distance with you and threatens before the crossbowman fires, you would provoke an AoO from the melee person for that +2 AC vs. the ranged attack. No response or alteration on your part is needed at this time, unless Miranda does something surprising neither case will happen right now, I just want to bring them to your attention-

Responding to this here, so as to avoid clogging the play thread with a post that doesn't advance the story :).

I knew it wasn't a 5-foot step the deed granted, but I also wasn't sure how it would interact with difficult terrain (and moving that distance into the clear area around the main fight is not the plan, heh). There is a section in the rules about moving through difficult terrain if you have to move but can't pay the full cost, but I wasn't sure if that applied. I also knew it provokes, but I'm getting Boros out while then getting is good. I'll risk a cheap shot at him from the ground to avoid those crossbows if possible. Plus the movement gets him closer to sweet escape.

Regarding the action cost itself, I spent a move and a standard in my active round. I should still have an immediate and a swift available from that sequence = two immediate actions to use deed during enemy round(s)? Or nah? I'm reading up on the PF rules as fast as I can when I have time, but I'm focusing on the most relevant rules for my current class stuff, so I'm definitely overlooking other stuff, especially if it doesn't come up often.


Hells Rebels Tactical Map

Yes, you used the regular assortment in the previous round, and you have an inmediate available out-of-turn.
Doing an inmediate action out-of-turn does consume your swift action for the NEXT round. Doing it in-turn consumes the swift for the current.

No worries, if you overlook things, I'll point it out. If my opinion differs from that of someone else, I point those things out as well. *shrug*

I'm glad if we can go about things in a fluid, dynamic way, and don't get caught up in rules lawyering or discussing interpretations, since we're all here to have fun and tell a story, ultimately.

I just feel it's fair to point those things out so I don't "pass over it" now, then later it's relevant and stuff happens differently from what you'd expect.

Also, I do prefer you guys stating intent, especially with inmediate actions or round-spells. I try to interpret things as close as I can, but you're always welcome to try and retcon. E.g. if you did not expect to be threatened in melee, but suddenly are, you may decide NOT to take the move action and risk another attack.

In other news, I just lost a post.
While I do copy-paste things on paizo, meanwhile, thus minimize writing loss from that source, my computer decided to do an update while I was eating dinner. You know, that fancy dialog asking you to restart your system then counts down from 10 minutes or so? Yeah, well, I had the update typed out sans Miranda's action, and I don't feel inclined to retype it right now -_-

If you want a sneak peak and spoiler yourselves, the map is already up-to-date. (Incidentally, Boros MAY want to read up on the withdraw action...that thing has reach) - will re-do it in a few hours time.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
GM Mordred wrote:

Yes, you used the regular assortment in the previous round, and you have an inmediate available out-of-turn.

Doing an inmediate action out-of-turn does consume your swift action for the NEXT round. Doing it in-turn consumes the swift for the current.

No worries, if you overlook things, I'll point it out. If my opinion differs from that of someone else, I point those things out as well. *shrug*

I'm glad if we can go about things in a fluid, dynamic way, and don't get caught up in rules lawyering or discussing interpretations, since we're all here to have fun and tell a story, ultimately.

I just feel it's fair to point those things out so I don't "pass over it" now, then later it's relevant and stuff happens differently from what you'd expect.

Also, I do prefer you guys stating intent, especially with inmediate actions or round-spells. I try to interpret things as close as I can, but you're always welcome to try and retcon. E.g. if you did not expect to be threatened in melee, but suddenly are, you may decide NOT to take the move action and risk another attack.

Ugh, rules lawyering. No, not the game I want to play. Just making sure that if I do something, I can actually do it without breaking a rule, especially if Boros' butt is in line of fire and depending on that action sequence for his life, lol.

And yes, I read up on withdraw. I have plans for withdraw, big plans, run-like-a-scared-little-bunny plans.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Hmm. I was wondering if the Bell really just were for show or if it actually did something - I'm gonna guess it did *something* :P

Also I'm a bit fuzzy on the acrobatics rules (I try to not need them as often as I can :P); @"move trough threatened square check" - Miranda is moving trough 1 threatened square thus I rolled one check.

But since it is threatened by 2 opponents - would I need a second check (at the listed -2 penalty!) even though it is just 1 square?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Also if I were a smart person I would simply have declared a "withdraw" action myself and skip that perilous roll - it achieves exactly what I'm looking for.

Mind if I retcon into that instead : )?


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

I think those two guards nearest Miranda moved after her escape maneuver, when it rolled over to the new round.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Yes - but they were both adjacent to her when she wanted to flee. The Withdraw action allows you to ignore the first threatened square, the one you start in, and just double move away. Which is what Miranda wanted to do, and did, but in a much more roundabout way :P


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Hmm, I thought she had only two enemies in contact, and one of those was apparently killed by Boros on his round, leaving just the one to evade?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

She had one to the Top-Left that was also engaged with one of the greycloaks, one to the Top-Right that called for her surrender (and tried to stab her!) and lastly one to the Bottom-Left which were next to you : )


Hells Rebels Tactical Map

It was 3 enemies in contact with her, one of whom was stabbified, leaving 2.

But no worries, Miranda, the intent seemed clear, so I already treated it as a withdraw for you :) Incidentally, what got me mentioning it to Boros ;)


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

I totally forgot about Mr. Top-Left Corner, since I considered him engaged with the rebels inside the--at the time--cleared section of the plaza, and therefore focused on those enemies instead of Miranda. But it worked out, so away she flees.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Well the targeting option does give Sleep some uses but still not at all what I wanted when choosing spells. I wanted to compensate for carrying around a bunch of bombs that I'd be unlikely to be able to use. What I have with Sleep is pretty much a nonlethal splash bomb that is save or suck rather than an attack. Not at all what I had in mind.

Looking at the map, it seems that maybe you targeted it Mordred? There are a couple of agents with Z's on them? Red dashed area is effect? If so I'll just take those results and move on.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Some "thing" has been summoned in? What IS that?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Cross-referencing the amount of tentacles and my Call of Cthulhu experience I'd say it's time to either fetch the shotgun or run. Considering we don't *have* a shotgun, well ... Miranda has already initiated her plan .P


Hells Rebels Tactical Map

Aye Nissim, that area seemed to be mostly in tune with what you aimed to achieve when you started casting. You could retcon it if you want.

Also, update. And that "thing" has not been summoned. Just...released.
As for your final question: Knowledge planes is the relevant knowledge. Only Varuzhan has it, and he's preoccupied at the moment.
Though Miranda's "feeling" for these things also seems to be pretty spot-on(even if it's barely as bad as you may fear, on the GRAND scale of things...it's definitely bad news at your level though)


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

I'll the events as is, works as well as it possibly could. Does that bring me up again? Top of round 2?

And that was more of a O_O question than an actual "please identify" question. I figured losing K Planes would bite Nissim in the butt at some point, but never imagined it would be so soon!


Hells Rebels Tactical Map

Hehe, yeah...soon...soooon....Kyahahaha!

I mean: No, we are at round 3 now. And you are actually acting in "beginning" of round 4, but since that's inmediately after everybody else on your team, you're a "us" block vs "them" and "them others"
Also, you did Shield, Evil Eye, Sleep, for rounds 1, 2, 3 respectively if you were wondering


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Ah, Should have read the gameplay thread rather than the discussion thread first :)


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Yeah, I got confused about the rounds right at the beginning of combat and never managed to catch up until now.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Miranda Greenblossom wrote:
Cross-referencing the amount of tentacles and my Call of Cthulhu experience I'd say it's time to either fetch the shotgun or run. Considering we don't *have* a shotgun, well ... Miranda has already initiated her plan .P

As the player of the designated gunbunny of this party, I feel obliged to inform you that even if we did have a shotgun, we'd still be running away, because the guy carrying the shotgun would be the first to "nope" right the away from that, lol.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Oh, come on. Surely you're used to Aberrations, with your Mana Wastes experience... :p


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

Probably used to them enough to know to run, lol.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Lily Sable wrote:
Oh, come on. Surely you're used to Aberrations, with your Mana Wastes experience... :p
Juliette Aulamaxa wrote:
Probably used to them enough to know to run, lol.

Precisely. When the guy with the gun hauls ass, that's a pretty big clue to do likewise, rofl.


Hells Rebels Tactical Map
Miranda Greenblossom wrote:
...amount of tentacles and my Call of Cthulhu experience I'd say it's time to either fetch the shotgun or run...

Right, I KNEW I forgot something...*jots down "Will Save" in big letters next to the notes, next to "insanity" and "asylum"...*, ah...next time-


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1
GM Mordred wrote:
Miranda Greenblossom wrote:
...amount of tentacles and my Call of Cthulhu experience I'd say it's time to either fetch the shotgun or run...
Right, I KNEW I forgot something...*jots down "Will Save" in big letters next to the notes, next to "insanity" and "asylum"...*, ah...next time-

Dibs on any book we find with weird squiggly symbols! If you can't beat them join them - my other Call of Cthulhu plan :P

...

Also this may explain why our glorious leader is so deranged; he is obviously some sort of deranged elder god cultist!

Now the above might or might not just be a lucky guess but that wouldn't stop us from distributing a few pamphlets claiming it as a fact now would it^^?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Leftmost Boros is extra-Boros. I figured I might as well try and finish Nissim's excellent job of distracting the law : )

(And Minor Image specifies that the speech is just gibberish - which really fits in with our latest twist :P)

Deciphering spells when they are from items are always a bit odd, but the DC to realize Miranda magiced up an Minor Image should be 17 if someone fancies : )


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life
Miranda Greenblossom wrote:

Dibs on any book we find with weird squiggly symbols! If you can't beat them join them - my other Call of Cthulhu plan :P

...

Also this may explain why our glorious leader is so deranged; he is obviously some sort of deranged elder god cultist!

Now the above might or might not just be a lucky guess but that wouldn't stop us from distributing a few pamphlets claiming it as a fact now would it^^?

+1. Unless we fight back, the Lord-Mayor will feed the souls of your children to the elder gods!


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Will get something up as soon as I get home. RP night though. If you need to not me, I feel you likely have a sufficient grasp on how to use my resources. If time isn't of the essence, the city will aid allies in skill checks, and Lily will heal anyone who needs it. She'll hold back one spell for nightfall to empower.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Varuzhan wrote:


+1. Unless we fight back, the Lord-Mayor will feed the souls of your children to the elder gods!

Now, we don't know for sure that elder deities are involved. Given its appearance near the fountain, it could in fact be the result of really poor sanitation and sewers in need of a good cleaning.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1
Boros Black-Hand wrote:
Varuzhan wrote:


+1. Unless we fight back, the Lord-Mayor will feed the souls of your children to the elder gods!
Now, we don't know for sure that elder deities are involved. Given its appearance near the fountain, it could in fact be the result of really poor sanitation and sewers in need of a good cleaning.

All I hear is "Lord-Mayor's neglect of duties summoned a servant of the Elder Gods! How long can we let his incompetence be before he destroys us all?"

:P


Hells Rebels Tactical Map

Had to calm my baby daughter up until now...you all posted early enough that regularily, I could have updated, but today she wouldn't go to sleep, and I'm frigging tired myself.

As such, I'll update after sleeping...alas, we can well use that extra time to ask if anybody wanted to do something inmediatedely, on the plaza, something beyond going for the "exit".
If you all go with exit stage right, you currently have cleared the area sufficiently that I could sum up what's happening at the plaze, and transfer you guys back into non-round-based interaction as you flee the scene.
I suppose thats one of the things I would normally simply do...close this scene and proceed to the next - but with the little experience of pbp gm-ing I feel better asking if people are fine with skipping ahead ever so slightly. I suppose it's a kind of uncertainity that I will annoy you with in the first few weeks/month.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Boros hasn't the resources to affect this fight any further, so he's definitely not doing anything beyond leaving. So I have no problem with ending combat mode for him.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Likewise - Varuzhan is ready to get out of here!


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Nissim can't see any reason to remain in the fight. If we're not actively pursued, maybe we could stay within visual range to see what happens with the creepy tentacled thing and the rest?


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Nissim Siverto wrote:
Nissim can't see any reason to remain in the fight. If we're not actively pursued, maybe we could stay within visual range to see what happens with the creepy tentacled thing and the rest?

I think this is a decision we'll regret. Not for the danger, mind, but because I don't recall a Craft DC for the brain bleach our characters will need after watching some hardcore tentacle action.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

This would probably be an adequate starting point for that Boros :D

Also - I have been meaning to ask - is your name a reference to Magic the Gathering or is that just a coincidence?=)


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Nope, purely coincidence. MtG is not a game I've ever played, so I had no idea Boros was a thing there until you said something.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

@Miranda: Gonna have to see if Neri can make any of that. :P

Boros seemed really on the nose for Boros. :P Boros is the Red/White faction, combining the two's potent speed and combat-related effects into a 'swift soldier' sort of package. Mostly. There's also the angels that make the less innately potent ones ridiculous.


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

Boros is also the contradiction of law and chaos, being that white represents law and red is chaos. Coincidentally, Boros is neutral in regards to law and chaos.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Red is also the colour of explosions and White as mentioned the one of soldiers so it does indeed fit :P

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