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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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)

We where powerful in our last game, yes, I've toned mine down and well not get a level when you guys do so we are all at level 4' just to make clear,

As for templates what you said is not really 100% true! they have a CR linked to RB level, in pathfinder they are completely camparable, this is why using a 3.5 template can be so problematic, when added TO a pathfinder race. particularly one that seems to give +3 and +5 to states, you see with a point build of around 50+ RP your looking at a CR of 3 for that template, add a race that's a CR 16 and, well you get a rave that's close to CR 4
In other words one hole side of a gastolt For the race.
If you see where I am coming from, add to that objects, which will be got in wolfs game, and the next level, etc,

FL2 how did you race gate +3+3+3+2+2+5 to stats just so it's clear.


Male Greater Kitsune Bard(arcane duelist) 2 ]

Dex was straight up changed directly to 19 (before the volontary nerf that was 21), because a beastiary fox has a dex of 17, just read the template...
Charisma... I forgot to reduce by one when we stopped bein 4th level, I'll fix that momentarially

Also, he's right in that the RP calculator is a guideline

For example scent grants a +8 to most perception checks and allows you to pinpoint invisible opponents.... At the same cost as a +2 to perception

You can take light blindness and light sensitivity for -3 points, and then nullify the penalty for 2 points, and get a nifty light cantrip at will, that qualifies you for feats like arcane strike

And don't get me started on spell like abilities,

The point system is a guideline, templates are more solid.


Animal Lord is a PF template, I don't know how we started discussing 3.5. It is also a CR +2 adjustment which is pretty darn significant. However, you can't just measure the changes in RP values. Mostly because, like Michael has already pointed out, the race creator is totally inconsistent (you gave Savage a 3/2 point RP cost and DR 5/Silver only a 1 point cost).

The greater point being that Michael Tam isn't actually hilariously over-powered by any extent. In reality, his first post in this whole game was him failing a fort save and knocking himself unconscious. Currently he gave serious consideration to licking the luggage (though ultimately decided against it). Doesn't exactly scream "uber-munchkin".

Now just to be clear: I'm not saying that he doesn't have the potential to be powerful. It's just that he has made several decisions throughout the game (both IC and OOC) that downplays that potential. It's like I said earlier: everyone here is powerful. Taunk has a free scaling suit of armor, Velden can potentially kill any enemy before they can get close, Claptrap has a bajillion knowledge skills, and Aannra has a couple of pretty nifty custom artifacts and is a level higher than the rest of us.

So unless I'm missing something I don't see any reason to care that Michael has high numbers. Everybody has high numbers.

Claptrap: You still around 'bud? We still have to work out our agreement.


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)

ok


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

Just for giggles, Sledj has a 20 str, +4 for mutagen, +4 when raging, and will have bull's strength shortly. That's a Str 32, 34 if enlarged pretty much single ability dependant charracter.

And that's gonna get even sillier as we level, with mutagen, rage, level bumps to str, and enchantments/etc to weapons.

I know it seems like some of the stats are crazy, but this is Pandora. We're supposed to be over the top madness...that's the joy of borderlands!


Male Greater Kitsune Bard(arcane duelist) 2 ]

I can build uber munchkin characters, they can be fun, or they can be super boring depending on the game, this one just isn't much of one.
If Michel dies, then he will be replaced by a slightly psychic gunslinger/alchemist choosing either élan or human, maybe some amalgam of the two, but probably something more vanilla, and he will be at least a little bit broken
Step one, choose a gun with multiple dice worth of damage, it doesn't matter much how big the dice are, as opposed to how many there are (optional but useful)
Step two, take the wild tallent feat, or levels in a psionic class, automatically granting the psionic subtype alongside any class or feat that grants access to the grit class feature
You now have access to psionic deeds
Of note is one that causes your bullets to explode at the cost of one grit point, turning it into a splashed weapon
Step three: take enough levels in gunslinger to get dex to damage, in the "guns everywhere" default rules for any setting with tech at least that of world war 1, that means 1 level, because of later steps it would be best I you take the archetype that replaces your primary mental stat with intelegance
Step four: Take at least one level in alchemist, you now add your intelegance modifier to damage for splash weapons
Given that you add minimum damage to everyone within splash range which is increased now by your two prinary stats, you basically hit even on a miss
For added benifit: take the grenadier archetype to give you more uses of exploding bullets per day, because you can add bomb damage to someone hit by a ranged weapon
Step five: have fun playing with your black, Scottish Cyclopes

And that's what I could get away with pretty well with on a human with standard rolls, and was in fact my first character concept for this game, I junked it after I rolled because I didn't my want to overshadow the rest of you guys,

It doesn't matter much what I build, I have a fairly high level of system mastery, what matters is how I play them,

Michel is first and formost a bard, he tells stories entertains and supports, he isn't the leader, not is he the ace, he's there to help you out and patch you up


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

I vote bard all the way!

Loves me some morale,
/competence/enchantment/untyped buffs on my beatstick pcs! Loves em like tacos!


I like playing the beatsticks personally. Fortunately that's why we have a team. So everyone can play what they want.

I always try to play unusual characters though, either mechanically or fluff wise. Sometimes they work, sometimes they don't.

Shadow Lodge

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

I like playing anything with a high either charisma or intelegance


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
Female Replcant, monk L4/psion L4

Iq and dex always like that combo
Fast and smart


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
Female Replcant, monk L4/psion L4

Did we lose a lot of other players?
Where is Ratty?


Does anyone else want in on the Firestone bounty before we accept it?


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
Female Replcant, monk L4/psion L4

I will


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

I'm in.


Male Greater Kitsune Bard(arcane duelist) 2 ]

Sure, sure


Present players:

Sledj
Taunk
Michel
Aannra
Velden
Ethos

Absent players:

Claptrap
Aria
Stitches
Duke
I will prod them each with a PM. Feel free to do the same.

Bowed out players:

Chitwick & Rico

Each of you will need to accept the bounty before doing it otherwise all the bounty goes to the only ones who accepted it, once it is finished. Then again you could just take a split afterwards... but there might be less to go around, just saying.

Understand the Orange triangle shows 'Impossible' when Aannra touches it... Then it gives some details...

This is a truely sandbox game until someone makes direct instigation with one of my NPCs, or until you guys say something in the discussion thread...


Vital:
HP: 20/40, AC: 19 _ T: 13 _ FF: 16 _ Perception +7, low-light, Initiative: +4, Fort +7 _ Ref +7 _ Will +4(+7 vs. fear) , CMB: +7, CMD: 20, Speed: 30
Skills:
Acro +9, Ap +4, Bluff +6, Clim +8, Dip +6, DD +7, Disg +7, Esc +7, Intim +9, Knowledge (loc, nob, eng) +4, Ling +4, Ride +7, SensM +6, SoH +7, Ste +8, Swim +16, and UseM +7

I would be up for the fyrestone bounty but my character is not aware of the bounty board, someone might need to alert him before he jumps onto the band wagon.


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

There's plenty of stuff to do to earn money, and that's needed. Hunting scags, fixing the digi-car device, etc.


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
Female Replcant, monk L4/psion L4

and they are all dull etc.. well for Aannra they are


Claptrap will be back but he is going through some tough times right now.


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
Female Replcant, monk L4/psion L4

Sorry to hear that :( hope all is well soon


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

Heya, I'm here :)
Sorry, posting is gonna be a little bit sporadic, for the next little bit. Just how the stress meter goes :(
I'm also up for the Firestone quest.

And, legitimate 81pb roll for this campaign :)
Remember that GM?


What does "impossible" mean on the bounty? Does it take into account number of participants or equipment?


Yes I remember the roll and I let you roll with whatever you like! ;)

Impossible means that the level of the mission is based on your abilities and equipment. The vault quests could be done by a large group if they did it slowly and carefully, though you might still want to level up some first.


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
Female Replcant, monk L4/psion L4

hay are we playing again?


Stitches may be coming back. His workload just tripled and we will see if he checks in again...


Male Greater Kitsune Bard(arcane duelist) 2 ]

Just a note, Michel was a stowaway (unless that got changed) Balto, his animal companion (intelegance 6) was transported basically as cargo, animal transport, service dog, whatever, because it's in character for Michel to think it funny if he could cheer the system and get in cheeper
It would also make it more difficult for his people to track him down and hire or assign someone to colect him and make him live up to his responsabilities
This is why in the opening scene he was hiding as a tiny fox and wasn't strapped down and got knocked unconscious from flying accross the room
Note this doesn't actually affect his starting gold in any way, and if you want to retcon it, that's perfectly fine


Male Greater Kitsune Bard(arcane duelist) 2 ]

Aww I wanted him to think Michel was the experiment because he didn't show up on the logs... Ah well


Michel is on your list as I have stated before Velden. Michel may have been a stowaway, but the higher ups knew of his location.

Sorry Michel too much to check back in little amount of time.


Male Greater Kitsune Bard(arcane duelist) 2 ]

Ah, well in that case Michel is going to be very suprised, rather confused, and a bit nervous

Do we identify this stuff with spellcraft? Know (engeineering)? Craft? Some other fourth thing?


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

Alright the survey is up!!!
feel free to get creative with it :)

Random thought: Stitches is offering the first reattachment of missing limbs free, and the ex-<Mayor just lost his hands... anyone want to give him a hand?

Next random thought: Claptrap can do free repairs and appraisals!! Come and bring your junk :)


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

Once Velden get's over being annoyed, he'll let the Claptrap id anything that's purely technical in the list of things he found in the salvage (see the spoiler). Anything magical he'll ID himself first (GM? Take 10 to start on ID'ing using detect magic, anything he can't ID with a take 10, he'll collaborate with the bot on).


The magical weapons can all be identified rather easily. They each have a +1 magical enhancement of some kind on them. Most of the enhancements are elemental in nature so frost, fire, and such. If you have more than one item you get to choose what the +1 enhancement is.

Most magical items need to be identified using spellcraft. Go ahead and just make the rolls here rather than filling up gameplay with it. If you need the DCs just let me know.


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

So no taking 10? Ok...

Sling Bullet - adamantium one that is magical
Sling Bullets (#?) - metal ones that are magical
Sling Bullets (#?) silver ones (apparently non magical)

Purple short sword - (Magical?)
Blue dagger - (Magical?)
Blue scimitar - (Magical?)
Flashing throwing axe - Magical?
Shield generator which can be activated 3/day to give the spell shield
Circlet of persuasion.

1200 GP worth of Salvage Parts

Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21 - Adamantium Sling Bullet
Spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26 - Metal Sling Bullets
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14 - Purple Short Sword
Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20 - Blue Dagger
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17 - Blue Scimitar
Spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12 - Throwing Axe
Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25 - Shield Generator (see if it has other stuff)
Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13 - Circlet (see if it has other stuff)


Sorry I did not address the taking '10', there is no threat and failure is not hazardous so you could take 10, as if that is a problem for you.

adamantium sling bullet, +1 of luck (if attack misses reroll attack)
Metal Sling Bullets, +1
Purple Short Sword, Desiccating (+1d4 damage to living creatures, or 1d8 to creatures with the subtype of water) This weapon looks cracked and parched as if it has spent decades baking in the desert sun.
Blue Dagger, of frost
Blue Scimitar (not sure)
Throwing Axe (not sure, even with a 10)
Shield Generator (you now know its properties)
Circlet (you don't know its properties)


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
Female Replcant, monk L4/psion L4

Im playing it that Claptrap asked her in person his questions, the last one may be fun.


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

So we have a "pool" of usable junk to make stuff with, right?
Currently I count $3250 worth of salvage and the following:

List:
Michel:
Blue gauntlet has frost
purple kama (your choice)
yellow sling has (unidentified)
a shield generator which can be activated 1/day to give the spell aid
a ring of counterspells.
a class mod for bards, +1 on DCs.

Velden
adamantium sling bullet, +1 of luck (if attack misses reroll attack)
Metal Sling Bullets, +1
few silver sling bullets
Purple Short Sword, Desiccating (+1d4 damage to living creatures, or 1d8 to creatures with the subtype of water)
Blue Dagger, of frost
Blue Scimitar (not sure)
Throwing Axe (flashing) (not sure, even with a 10)
a shield generator which can be activated 3/day to give the spell shield
a circlet of persuasion.
a tablet.

Sledj
morningstar with a green glow to it.
some coils that look like they could be useful for conducting energy

Taunk
You find an elixir of fire breath, an immovable rod, and a dwarven waraxe that appears to spark each time you touch it. Dude! an immovable rod! one of my all time favorite items! Willing to barter?


I believe that is it. Also, I can identify items via spellcraft with a +13 mod, and cast Identify up to twice today (+10) for 6 items.
First one was for Sledjs morning star (Ill reroll it) but I will also pick 5 more items and roll for them. Figure out how you find me, and i assist you in the game thread :/
Spellcraft roll #1. Sledjs morning star: 1d20 + 13 + 10 ⇒ (8) + 13 + 10 = 31
Spellcraft roll #2. Michels Yellow Sling: 1d20 + 13 + 10 ⇒ (8) + 13 + 10 = 31
Spellcraft roll #3. Veldens Blue Scimitar: 1d20 + 13 + 10 ⇒ (3) + 13 + 10 = 26
Spellcraft roll #4. Veldens Throwing Axe: 1d20 + 13 + 10 ⇒ (8) + 13 + 10 = 31
Spellcraft roll #5. Taunks Dwarven Waraxe: 1d20 + 13 + 10 ⇒ (7) + 13 + 10 = 30
Got any takers for #6?
Edit: Crappy rolls :(

Now my question. With the salvage pool, do we build currently existing stuff, or do I start trying to invent technological wonders that could only be seen in a borderlands game? >:)

Future build list. I do rolls, you assign a percentage. at 100% it is complete. sounds good?
Taunks Car: 0%
Irrigation system: 0%
Houses: 0%
Masterwork Tools (Knowledge: Explosives): 0%


Male Greater Kitsune Bard(arcane duelist) 2 ]

Is/are the gauntlet(s) a matched pair, or just the one?
Also why does my shield generator make me better at attacking?
What is the physical description for the the class mod for bards? Is it up to me? If it's up to me I'm thinking mithril guitar strings
Does the class mod, shield generator and/or gauntlet take up any slots?
Does the gauntlet impart the frost property to my claw(s) or to my weapon?
Are the weapons regular, masterwork or +1 quality


You can make whatever you want Claptrap, just tell me what you want to start on first. Or perhaps you should ask the mayor what to start on first.

They may be crappy rolls but you identify them all...
#6 could be the circlet of persuasion... if Velden lets your hands get on it...

Sledjs morning star: Sundering - it allows you to attack as if you have the iproved sunder feat, it deals an extra 1d6 points of damage on a sunder attempt.
Decorated with sulpted, imposing fists this item seems denser than normal

Spellcraft roll #2. Michels Yellow Sling: screaming - +1d4 sonic damage.
This weapon is pierced with numerous tiny holes in a decroative pattern. These holes produce a whistling sound when air moves through them.

Spellcraft roll #3. Veldens Blue Scimitar: Eager - +2 on initiatie and +2 on damage rolls made during surprise round and first round of combat.
This weapon is decorated with a wing motif vibrates slightly, as though with excitement.

Spellcraft roll #4. Veldens Throwing Axe: Harmonizing - +2 on perform sing, In addition if you hold a harmonizing weapon when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration the weapon picks up and continuous the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end a s a swift (mental) action.
A strange melody seems to emanate from within this weapon

Spellcraft roll #5. Taunks Dwarven Waraxe: corrosive weapon, +1d6 acid damage.


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

I can answer a few of those :)

Gauntlet
It is only a single gauntlet, and RAW if you use a gauntlet, you attack with the gauntlet (at 1d3 damage) with the frost property OR your claws without the frost property.
HOWEVER, a lot of GMS give you 2 gauntlets, at least for thematic purposes and would let you use the frost property with your claws.
Up to the GM how he wants to run it :)

In borderlands, a lot of shield generators sacrifice shielding power for additional offensive ability. One gives extra roid damage to your melee attacks if your shield is depleted, one gives you a bonus on your damage and drains your shield for the shot if your shield was at max hps, one releases a nova whenever your shield depletes. They often can improve your attack :)

I imagine that the physical description of the class mod hasnt been created yet...
I sure wouldnt have thought of that detail :P

Campaign Tab, "New objects to be used and found on Pandora" wrote:

Items that I am incorporating that does not take up a standard slot.

These are Eridian artifacts, class mods, shields and energy enhancers.
Shields
It is an item that produces a shield of force around you. It could be DR, elemental resistance, absorb bullets, give you temporary HP, etc.

Example:
This model will take the brunt of the first few attacks, or just a big one, it adds temporary hit points of 1d10+5 per day.

I am still assuming that you can only have 1 class mod and 1 shield active at a time :)

Blue gauntlet has frost (So +1 with frost)
purple kama (your choice) (+1 with your choice of enhancement)
yellow sling has (unidentified) (at least a +1, currently dont know)
a shield generator which can be activated 1/day to give the spell aid
a ring of counterspells.
a class mod for bards, +1 on DCs.

Updated Future build list. I do rolls, you assign a percentage. at 100% it is complete. sounds good?
Taunks Car: 0%
Irrigation system: 0%
Houses: 0%
Masterwork Tools (Knowledge: Explosives): 0%
Tactical Thermonuclear Warhead: 0%


Yes only one of each type active at one time. So only one class mod, one shield, and one Eridian artifact.

Your future build list sounds good! You do one check each day and I will assign the percentage complete.


Here is a general idea of the area around Radiator Ridge and Fyrestone.


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

spellcraft check to identify Circlet: 1d20 + 13 + 10 ⇒ (20) + 13 + 10 = 43
Edit: Its identified...


Yes it is Claptrap!

If you plan on doing multiple things, I will require you to make a roll for each check, for future reference.

Work on the 12th of December, 2832 CED:
6 hours, prioritizing the Mwk tool (Detonator kit), result 28, DC is 20= 5% plus 5% for every 5 above the check (plus 2% every two hours worked over 4, with an extra 2% for each 5 above the check), Total percent done: 14%
4 hours, then the buggy, result 35, DC is 25 = 5%, plus 5% for every 5 above the check, Total percent done: 15%
4 hours, then the piping, result 18, DC is 12 = 3% plus 1% for every 5 above the check, Total percent done: 4% done. (Not technical but hard work, takes time more than anything.)


Male Greater Kitsune Bard(arcane duelist) 2 ]

Michel will help with anything simply requireing muscle, and can take simple to moderate instruction, so he can help with that last part!
Say, about 5-6 hours of work?


Once we get this buggy up and running I want to use it to make a raid on Fyrestone. That way we can get more materials, engines, fuel, etc. My final goal is to build a Tank from the modern land vehicles section.


Male Greater Kitsune Bard(arcane duelist) 2 ]

My Wishlist: ring of seven lovely colors, boots of earth, adamanite blades for the Axe, ring of evasion, flask of endless sake, animal totem tattoo, a gun.


Piping now at 5% done with Michel's help without a check.

Yeah I guess a land tank is possible in this setting.


I'm trading for any unwanted shield generators. Right now all I can offer is a talking dwarven war axe.


Who turned in the bounty for the Cobblers? It can be turned in multiple times.

Who would want a talking dwarven waraxe? Hmmm maybe a dwarf... but since the only dwarf is an NPC you are going to have to RP it and I suggest making yourself friendly to him.

Velden since you are mayor, any 'PC's that have not been posting within the last 3 days you can rope them into manual labor. So tell me what you want them to do. It only requires you to do a diplomacy DC 10 for each. Also you could get the Cobbler's daughter to help out as well for a DC 15 diplomacy. The cobbler and the dwarf would help with DC 20 diplomacy checks. Did I miss anyone? Oh yes the ex-mayor is likely awake now. Oh the sheriff would simply help out if you asked without even a diplomacy check, but with a good check you could inspire him to work extra hard!

Just thoughts for our ever power hungry mayor! ;)

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