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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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

Sure, I can do that too :) scag right?


For a Spiderant Animal Companion I'd just use the Snapping Turtle animal companion stat-block with a few changes:

Swap the swim speed for a burrow speed
Swap bite for slam or claw
Swap hold breath and scent for Tremorsense.


Male Ratfolk Alchemist 1

I'm okay with this arrangement. Personally. :D Also I can ride my Spiderant into battle, since I'm small size.


Yes, the giant red ovals are badasses. I just never got around to importing a picture. Well I would have to find one first.

I am not worried about making a CR 1 spiderant right now. We will get to it later. Thanks everyone for your input.


Sorry for the wait guys, Fridays are always busy for me and woke up late today. Then went and got some free furniture, phone died. :'(


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

Man, unable to post for a couple days and the thread explodes way quicker than I had anticipated. Sorry for the delay all.


Duke I know it happens and I am not kicking anyone for inactivity. Though the pace that this game normally goes is 3 to 5 posts a day. It just goes that way so get ready for the ride and hold on!!! Cuz we are about ready to blow on out of this town! You might just get left behind.

Are you guys going to run after the bandits? The buggies only give the drivers a bonus to AC and it is only a +4 vs. melee. Psycho's AC is 13. Have at 'em boys.


Sorry from Chitwick & Rico! Work has been ridiculously busy for spring break and I've also got family visiting.

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

Sorry about not posting as Aria. This weekend exploded in RL. I am reading through everything now, and will hopefully have a post this afternoon.


I understand RL gets to us all, especially on weekends. Just understand we will continue on, one way or another. Sometimes even without me! ;)


I don't see the new bandits on the map so I'm gonna hold off on posting until they pop up.


Well technically the bandits don't come down off the ridgeline until some people post so if you are on the top you can make a readied action or do something, or wait.

Can Velden see over a 1000 foot drop? Unlikely so until the bandits show up, after some people can get prepared, no shots.


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

The map doesn't show any 1000 foot drops, and no previous descriptions had anything about 1000 feet drops.

If you just don't want Velden to have long range attacks, please let me know now, as the previous game had him where he couldn't do long range attacks except on single time, and that one time there were 10 snipers to shoot back from 1000 ft. So, if that's the case, I want to respec my build toward short range rather than sniper.


Do I try to nerf you, no. Sure go ahead and shoot a thousand times. In the last few perceptions I never said that the group saw anything merely saw it.

I have always seen Radiator Ridge as a tucked back away outpost in a gully. The reason the bandits have had trouble taking it over. I have posted that the Outlook is looking over Radiator Ridge and have reference how it would be a climb up. I am sorry if those descriptions got left in spoilers and never was stated for the whole group. No one has asked for a better description until now. I know my maps are not perfect, I do what I can.

Back to your character Velden, instead of blaming me for the short comings of your character perhaps you could ask where a high point is that looks out over the area. I have given you many chances in the past to get to high spots.

I doubt you will find very many plains on Pandora. Wastelands and hostile environments abound.

Yes the one time you had enemies that could actually fight back from you were prepared, 'the snipers'. Does that mean they could have taken you out, who knows that battle never happened. If I do remember there was warning shots.

No worries soon enough you will have plenty of targets and from a far range. Feel free to climb up the rock wall behind Radiator Ridge to get a better view on the area, move to the Outlook, or another wall along the sides of the gully.


Everyone can now act in encounter 2, Round 1.


Hey guys, gonna have to bow out. Life's hit a rough patch and I won't be able to keep up with the posting speed. Good luck to all!


Look its me, sorry I have not been around, I was Ill for a long while after the new year, on the mend now.


Hello any one there guys :)


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

Things are slow, waiting on the GM.


ok thanks for responding Velden :) nice to see you all again
its been a heard few weeks for me, hate being ill, but sometimes
you just have to do what the docs says


Sorry guys RL has exploded on me. Sorry for being away and I will likely be gone until Monday, I will try to post but no promises.

Sorry to see you go Chitwick but I can understand.

Hey Aannra what are you up to? Yup listening to the doc is a good idea.


at home getting better now, bad few weeks there, I want go into details but it was a wee bit bumpy. Odd thing was I missed loads of news, a started reading it a few days ago and wow, a new war, in the middle east and its not one with a US/EU army at the front. So come catching up to do and loads of resting, good news I have a new Job, I am now a Lecturer at a university teaching Script writing and Business Studies [Media Production] so things are looking a lot less stressful.


Nice wombat!

Everyone please go ahead and interact with each other. I will advance the story to the night hunt tonight.

We could also hand waive the hunt and just describe it if you want Velden for hunting scabs in this area should not be a problem for Velden let alone with help.


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

Yeah, handwaiving is fine. Just wanted to get the meat situation under control without people on the menu if possible. That can get ugly fast (see the Donner party).


Male Ratfolk Alchemist 1

I wasn't suggesting we eat people, but stitches is an omnivore. Also my action skill does involve eating bits of my foes in melee...

-Posted with Wayfinder


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

To be fair, I was srating Sledj will eat prople.

Think 40k ork, with the brains of a half-mad scientist. That's Sledj.


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

Hi wombat :)
I can empathize with what you are saying. Me, I have to take it one day at a time, and pathfinder is a good hobby to be building on.


yep missed the w out


look Ma'er I'm posting I'm posting.

By now you should have a feeling about what Aannra is like, as
Velden shes like Clap-trap but where as he is Metal Aannra is Bio-Mechanical, Think Blade runner Replicant, She has a mind and body, one built the other Imprinted, There may have been a real Aannra or what ever her name was, but the Replicant Aannra have had other DNA mixed in and all manner of imprinting for skills and info. She was made for speed and survival, she is not so much good at combat but boy is she hard to hit. Speed over power. She is also smart, yes a little odd in the AI side, but she skills and with a Recall power she can hit 14 Kn rolls with a reroll as well. Its just what she may say may be so over the top complicated its of no use or its said in her own odd ball way its meaningless.

She is 48 days old, She was in the drop pod with Velden, who when is was crashing, found the means to turn her on and out of cold-sleep. for this she will always be grateful. With out his act she would have died as she was meant to, as a double cross hit a double cross.

Five seems to know something about it, but he has never said what that is. Other than it was part of something he was doing, so a double cross of a double cross of a double cross. Brains hurting now.

So there you have it, Aannra,


Well it looks like you want to take care of the mayor first, which is fine. It can be a Roleplaying situation once you get in or you can just kill him.

The world is sandbox. Go where you want! Do what you want! The Vaults will wait. I am working on creating a few towns.


GM Wolf wrote:

The world is sandbox. Go where you want! Do what you want! The Vaults will wait. I am working on creating a few towns.

Alright then, time to outline some ACTION STEPS.:

Taunk's Tank is the Talk of the Town:

Purpose: In his search for Eridium Taunk will eventually have to travel beyond the confines of radiator ridge. However, having established that the local populace is less than welcoming there is some consideration to be given to safety. Using what resources are available to him, Taunk will attempt to procure a vehicle capable of surviving prolonged trips through the badlands:

Step 1: Gather materials - There is at least one relatively intact bandit buggy that Taunk can lay claim to. There is also a good deal of raw materials, though use will likely require compromise with the resident claptrap unit.
Step 2: Gather Tools - Without a vehicle bay construction will be slow going. However, the nearby bandit encampment is likely to have all of the necessary facilities. Additionally, the current bounty on their heads will serve to provide further funding.
Step 3: Can we Build It!? - YES WE CAN!!!
Step 4: Parlay with Dwarf - possible explosive/firearms expert. Guns are something I need and he'll have them.

I'll be going after the Firestone bounty first, who else is in?

When/how are we handling xp and levels in this game?


I have been working in making Aannra fit into this new game, GM I made a new Trait for the setting

I have stripped out something and ordered them into new locations within the PC.

Starting with Race.

Rebuilt her Replicant race, took away some stuff and added in more Replicant related stuff to streamline it. I have them some weakness and also a short life span. I like the idea they take risks other races would not because they only have 5 years to live a full life. They would also seek to find a means to reset the clock to get 5 more years of life. Real PC driver that.

Race: Replicant:

Replicants are a hybrid of organic being and construct.
Replicants bodies are artificial base made of DNA mimicking Bio-Material that superficially makes them identical to a life-form they are based on. In this way they can mimic that life-forms flexibility, shape, bone organ form and density etc. The how ever have a Bio-Mechanical Brain much like a true constrict but with added organic elements, and so they have a soul and can die. Outside of their brain Replicants mirror those the core copied life forms so well that only by examining their DnA make-up in a lab that one could guess that their a replicant. So it can be difficult to differentiate a replicant from its copied race however they have under only Imprinted personality's because of their short life span and a reliable way to spot a Replicant by physiological testing where a Replicant nature can come to light. I repliacnt finds it hard to understand others and only has a short time to gain such knowledge so they to be eccentric in their behaviour, often getting fixed on aspects of being normal or having a normal life. They can also be fatalist and extreme risk takers, knowing full well they have a short time to live and experience what others do in a longer life time.

A few Replicants are made not knowing their true nature, it can be a shock to them to find out just who they really are.

Replicants tend to be solitary, but self-aware ones can band to-giver into groups.

Weakness: As a Replicant however she is extremely Naive and short Lived.
Cost: Replicants are extremely expensive to manufacture some times costing as much as 100,000.00. [$/GP]

Replicants: are defined by their class levels–they do not have racial Hit Dice.

All Replicants have the following racial traits.

Constructed Race: (2 RP)
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), Replicants count as both humanoids and constructs. Replicants gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Replicants, breathe, eat, and sleep.

Short lifespan (-2RP)
Relicants are Born fully grown from Vats or labs, but they do not live long, They have a default limited life span of 5 years. This Often drives Replicants to live extraordinary risky lives with a fatalistic view of its actions. This limit can only be reset with a Wish or miracle level spell or power.
They take a -4 On any will saves related to a reckless or dangers courses of action.

Ability Score Racial Traits: (6RP)
Advanced Replicant, nimble in both body and mind, But their constructed personality's show a marked lack of development.
+4 Dexterity, +4 Intelligence, and –2 Charisma.

Naive: (-1 RP)
Replicants being so short lived have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP)
The race has a base speed of 30 feet.

Fast (1 RP)
Replicates are built for speed
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.

Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.

Light Sensitivity (–1 RP)
Prerequisites: Darkvision.
Weakness: Members of this race are dazzled as long as they remain in an area of bright light. When dazzled a Replicates true nature can be identified by the odd reflection of light their eyes.

Languages: (0 RP)
Replicants begin play speaking Common.
A Replicants with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Energy Resistance (1 RP) (Cold resistance 5)
Replicants are grown and often kept in Cold storage,
Replicants have a built in ability to deal with cold because of this.

Weapon Imprinting (2 RP) [Advanced side Arms]
Prerequisites: None.
Benefit: Choose up to type of weapon, or one weapon group. Replicants are imprinted with proficient in such weapons. For the purposes of weapon familiarity, all bows/guns are considered one weapon.

Then made a new (campaign Trait) so her Items can be used and linked to her. Note an Item linked is permanently so, removing it destroys it.

Eridian Artefacts Integration (campaign Trait)
By Magic or Science you body can now link to Eridian Alien Tech.
Benefit(s): Your body has been adapted by advanced tech so that it can integrate with Eridian Technology allowing you to utilize some or all of their alien ability's [See GM for effects].

Then ->
I moved her Faze-shift power and a few others out of her race and into the Eridian artefacts she has integrated. I think it works better that way. I also took away the maga shot from the Blaster, now its just shoots one kind of round which can have 4 kinds of energy linked to it. later it can gain an upgrade but only with the integration of another Eridian artefact that busts it.

Eridian Artefacts Integrated:

Aannra has a number of Eridian artefacts integrated into her body
She was design and made to do this.
Removing one or more items once integrated will destroy them and greatly harm Aanna.

01: Alien 3ed eye Crystal, sits in her forehead
This Alien looking GEM, Small Disk like Crystal sits in the centre of Aannrs forehead.
Powers Given:
1:Lets her Identify Eridian artefacts as such.
2:Bio-Micanical Brain Enhancement +2 Skill (Autohypnosis)

02:Intelligent Alien Blaster
This Intelligent Eridian blaster its in a holster formed from her Eridian Crawling tattoo, it seems to be linked to her 3ed eye becouse when the energy type the blaster fires changes so dos the color of the gem. It blasts Psionic rounds of Force + one of 4 energy types.
Set with ether voice or thought,
Energy types Cold/Heat/Force/Electricity.
Powers Given:
1: Normal shots [RTA 1/r] TH+1 DMG1d10+1 [Cold/Fire/Force/Electricity] +1d4[force DMG]
19–20/×3 120 ft. 36 shot Energy-Mag,
1PP cost to reload 12 shots.
2:While held it also give Fire Resistance +5

03: Eridian Crawling tattoo
A Crawling Eridian Tattoo made of fine silver filaments that seem to go into her flesh as well as over it.
It holds her Eridian Blaster in place.
Powers Given:
1: Micro Psychoport (Su) [Eridian Artefact] [Psychoport at land speed distance] 1d4+1/Rounds to Recharge Can Psychoport up to land speed as a move action. This ability can be used once every 1d4+1 Rounds
2: Also acts at a Psionic sleeves of many Garments.


Slow game a, forgot how slow posting can be


CL4PTP:

Clappy its been bugging me as I can't work this out, could I ask about the +10Int bonus you have listed to your Kn skills, your Int is 20 so should that not be +5 not +10? is it an added bardic thing I am missing?

Knowledge (Dungeoneering) +15 (1 Rank, +3 CS, +1 Bardic Knowledge, +10 Int)


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

Aannra:
Its from the Mind chemist (alchemist) class.
Perfect Recall wrote:

At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.

This ability replaces poison use.


CL4PTP:

Wow that's some skill monkey bust I can see why you went with that build,
may do the same my self in a future game :)


So any one seen the GM?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I've actually never seen him, not actually even sure he's a he


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

Nope, I haven't seen him, yes its a he, yes the mind chemist can make a wonderful know-it-all, except he doesn't get many knowledge skills as class skills, so that limits it. Enter the bard :)

I'm not too worried about him, we both have had some rough times, so I don't mind d waiting a bit.


XP will be given out at the end of each encounter, it just slipped my mind.

Total XP: 5,200 xp
Total PCs: rico, Taunk, Michel, Velden, Ethos, Aannra, Claptrap, Sledj, Aria?: 9
Alloted XP: 5400/9= 600
Base 3rd level: 5000+ 600 = 5600

DM Wolf is a He. As I said camping can at times make it hard to post. Back now!

Aannra:
I guess that works Aannra.

Though please adjust:

Constructed Race: (2 RP)
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), Replicants count as both humanoids and constructs. Replicants gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

--> Take out: are not subject to fatigue or exhaustion,
Then take out the last bit about androids...

Also I would change the Ability Score Racial Traits: (6RP)
Advanced Replicant, nimble in both body and mind, But their constructed personality's show a marked lack of development.
+4 Dexterity, +4 Intelligence, and –2 Charisma.

--> +4 Dexterity, +4 Intelligence, and –2 Wisdom.


Camping nice, hope it was great fun. :)

GM:

Changes Made GM, shifted Str over to wis, so shes weaker STR wise, but still has 14 wis for monk etc. Looks good and what I wanted.


skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +9, Escape Artist+13 , Perception +8, Sense Motive +2, Stealth +13/23, Survival +9
Status:
HP 32/32; Initi+8; Darkvision 60ft; Fort+4/ Re+10/ Will+6; AC 24* / T20 / FF 13*; CMB +6; CMD 26; Speed 50ft; 22/27PP SF4/4 Ki4/4
Replicant (Monk L4 / Psion L4)

All them bags all alone with a cunning fox

HOlly f888 Michel Tam, your stats are massive, don't you think you could have down played them to fit in with the new players from the last game.
I re-rolled mine so to level things out across players. Hells bells fox, you have 18+ in all but one stat, that's a massive spend.

Strength 18
Dexterity 19
Constitution 18
Intelligence 18
Wisdom 16
Charisma 22

I'm not calling you out but don't you think that your PCs stats are a little OTT compared with the rest of us.

Claptrap
Str 6, Dex 16, Con 15, Int 20, Wis 11, Cha 13
Taunk
Str 20, Dex 15, Con 16, Int 14, Wis 13, Cha 11
Aannra
Str 12, Dex 22, Con 10, Int 20, Wis 14, Cha 10
Stitches
Str 11, Dex 17, Con 14, Int 17, Wis 11, Cha 9


skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +9, Escape Artist+13 , Perception +8, Sense Motive +2, Stealth +13/23, Survival +9
Status:
HP 32/32; Initi+8; Darkvision 60ft; Fort+4/ Re+10/ Will+6; AC 24* / T20 / FF 13*; CMB +6; CMD 26; Speed 50ft; 22/27PP SF4/4 Ki4/4
Replicant (Monk L4 / Psion L4)

Note if the GM ok'Ed the cross over and PC as is forget I said anything.
Just shocked me is all,


Male Greater Kitsune Bard(arcane duelist) 2 ]

He approved what I had *shrug*

My original rolls were like a 60 point buy, and then my race also increased pretty much every stat,

This is at least partially balanced by my having almost no equipment, none of which is magical (volontary nerf), and having a support roll (healer, buffer, secondary melee)


skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +9, Escape Artist+13 , Perception +8, Sense Motive +2, Stealth +13/23, Survival +9
Status:
HP 32/32; Initi+8; Darkvision 60ft; Fort+4/ Re+10/ Will+6; AC 24* / T20 / FF 13*; CMB +6; CMD 26; Speed 50ft; 22/27PP SF4/4 Ki4/4
Replicant (Monk L4 / Psion L4)

Cool if he said ok,

I could see where the roll system could thow up a 60 pointer.

and I get where you coming from, bit like my PC, (volontary nerfed) she has power put limited by play to fit in with an overall level.

:)

Sorry if I sounded calling just shocked me.

So whats Foxy going to do with the bags, do as told or....

hehe


Male Greater Kitsune Bard(arcane duelist) 2 ]

Wait and see...
;)


Yup, I accepted it. Though nothing like that will get into the game again. It was up to the players if they wanted to re-roll or not. I did not force anyone one way or the other.

Michel never really gave me a race build or anything... -_-


Male Greater Kitsune Bard(arcane duelist) 2 ]

I did!
it's a kitsune with the animal lord template (fox chosen as my animal to have dominion over), with it's stat buffs and DR halved, and it's natural armor reduced by one
The full write up is on my profile under Racial atributes (Greater Kitsune)
I told you the race's lore in discussion...


skills:
Acrobat +13, Climb +6, Heal +8, Kn(All) +9, Escape Artist+13 , Perception +8, Sense Motive +2, Stealth +13/23, Survival +9
Status:
HP 32/32; Initi+8; Darkvision 60ft; Fort+4/ Re+10/ Will+6; AC 24* / T20 / FF 13*; CMB +6; CMD 26; Speed 50ft; 22/27PP SF4/4 Ki4/4
Replicant (Monk L4 / Psion L4)

Did you do a build with race Biulder,
I could be wrong
I don't think you ported it over, with the state busts and all
Rave things added as RP points, if you look at mine,
I outlined mine with race builder it's not really hard to do,
and give you a good idea of level CR for it. I took Aamar 16 rp as my top level
Think I got to 15 rp

LF2 your PC build is around 50 race build points I kid you not:

I am not joking I did some basic cululations

Your old game rolls being
17 16 16 15 15 14

You current stats
18 19 18 18 16 22

Str 18 [15+3race ]
Dex 19 [16+3 race]
Con 18 [15+3race]
Int 18 [16 +2rave]
wis 16 [14+2race ]
Cha 22 [17+5race]

That's going to hit you up for 12+ Race points, just to get that king of boost
Before the DR5/silver, spell like abiultys, speed increase, resistances etc

Look note I may be off a little in numbers but not by much.

Speed: land 35ft 1rp
Magical Racial Traits
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. 1rp
Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights. 2rp
Change Shape (Su)
A Greater Kitsune has two forms—a humanoid and an animal form. When a Greater Kitsune in humanoid form uses the base animal's defensive abilities, movement types, attacks, and other features, the Greater Kitsune's body instantaneously changes as appropriate to allow the use of that ability, growing wings or claws or fangs as necessary. The Greater Kitsune can use this ability to take the shape of the base animal (as shapechange) as a move action. 6rp
Dominion (Su)
In both forms, an Greater Kitsune is treated as if constantly under the effects of a speak with animals spell, but this only applies to creatures of the Greater Kitsune's species affinity (see below). In addition, a Greater Kitsune can cast charm animal on any animal of its affinity as a spell-like ability at will (CL equals the Greater Kitsune's HD).
Offense Racial Traits 4rp
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d6 points of damage, and two claw attacks that deal 1d4 points of damage
Savage (Ex) 2rp
A Greater Kitsune deals +1d6 extra points of damage on its first attack in a round against a prone opponent. 3rp
Defensive Racial Traits
DR 5/silver 1rp
Natural Armor +3 4rp
Senses Racial Traits
Low-Light Vision: 1rp
Darkvision 60 ft 2Rp
scent 2rp
Skills Racial Traits
Racial Modifiers
+2 Perception 2rp
+4, Stealth, 4rp
+4 Survival 2rp
Gregarious (Ex) 2rp
Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours.


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It's a template; that's kind of what they're designed to do. Judging it by merit of RP isn't really effective - especially since RP is an arbitrary measurement on its own.

Frankly, you are both pretty powerful. We all are; it's a gestalt game. That's the premise we have to accept. It's not worth getting into the details when th GM has already okayed it.

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