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

Velden shrugs. "Alright, cargo, I sign up to deliver cargo dead or alive, not to leave it to die. My job ended when they set the self destruct. Oh, and there's some vehicles starting up over there." He nods toward Firestone. Turning around, he steps back into the pod, calmly counting under his breath. "85, 84, 83..." He retrieves his pack, and tosses the electronic keys into the hold, for anyone who hasn't already gotten out. "All the evidence for the prisoners is in the black cases, green key opens them, code is 1234. Stupid ass code. 78, 77, 76..." He then walks down out of the cargo pod, picks up the badge of office, and blows on it. Polishing it on his belt pouch, he walks away, tugging on the Ratfolk's arm as he does. "So, as the new mayor, I officially deputize you as the town medic, since you seem to be interested in wounded." He nods at the guard. "Sheriff, pro tem, I suggest you get anyone who comes out of the pod behind the wall and then lock the gate up good. Anyone who can fight, get on the wall and prepare to repel bandits. Claptrap, go inside the pod and see if you can disable the self destruct. 65, 64, 63, wonder if it'll actually be 90 seconds, or 60 seconds, or 45. I'd say 90 and do 60 myself. 62...61.."


Male Greater Kitsune Bard(arcane duelist) 2 ]
Taunk Ironthane wrote:

"So you understand me, huh?" says Taunk with a raised eyebrow. "Don't see that everyday. Ah, whatever."

Once the creature backs up the half-orcs face falls a bit. "Spooked? Can't blame ya, it's only natural."

"Well, take care pup." says Taunk as he rises back to his full height. "Things are getting pretty heated out there, it'll probably even get a little messy." he muses while walking back towards the front of the hold. Hopefully they hadn't missed him.

the fox nods it's head at the question of whether or not it could understand the half Orc, when the two leg walks off the fox runs in front of it and slips off a necklace with a small key on it, and puts it at the feet of the man, and then slams it's front paws on the ground, seeming to convey a message.

If you pick the key up:
the fox quickly moves to a cargo area near the exit yiping at you if you don't follow, and stops in front of a small cage with a similar looking fox inside it, though one much bigger than the fox that lead you here [ooc]eg, size medium instead of size tiny

if you don't:
he starts jumping up and down making annoying yip sounds


Male Ratfolk Alchemist 1

Perception : 1d20 + 8 ⇒ (7) + 8 = 15
The medic follows along, if only because Velden seems to have a plan and it's a better one than anyone else has offered, which was none.

"Oookay..."he mumbles as he tries to keep up. "You're going to need me..." He says directly to Velden. once on the walls he points towards firestone.
"Cause there's gonna be a lot of Bandits..."

-Posted with Wayfinder


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

Velden gazes in the direction of the far Firestone. "Ah, no problem. There will be fewer by the time they get here." He pulls a pair of arrows off his back, keeping them held in his right hand. His metal compound bow extends out with a sound of gears, the wire going taut again. "Get me some more arrows, and anyone who can shoot get on the walls. Spellcasters get behind the wall and look through holes to cast spells. 58, 57, 56, 54..."


When the voice comes over the intercom Taunk freezes up for a few seconds while his mind processes. Once the message finally hits home the half-orc finds a sudden surge of new energy and begins to move frantically around the prison container.

"Ho ho hokay. Well, it's been fun boys but I think this party is on its way out. Time to go. Time. To. Go." he stops by his former cage to quickly grab the case hanging above it as well as to pick up the key sitting on the floor. "Everybody out. You don't have to go home, but you can't die here." he stops by Sledjs cage and bangs on the door. "Wake up sleepy-head."

Just as he gets to the door the strange dog from earlier manages to draw his attention to another cage all the way back in the cargo area. "What is it pup-? Oh by the gods! Are you kidding me!? I...bu-"

"DAMMIT!"

He makes a 180 and dashes back into the depths, roughly grabbing the metal cage before making a full on sprint for the exit. There's something like 20 seconds left on the count by the time he finally crosses the threshold. Even then, he doesn't stop running for some time, carrying the black case and the cage with the dog in one arm and the twisted metal door he's been using as a weapon in the other. He stops before Velden to catch his breath. The new badge catches his eye and he gives a sly nod to the half-elf. "Mr. Mayor I presume?"

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

"What's that noise?"


Male Greater Kitsune Bard(arcane duelist) 2 ]

the cage, as previously mentioned is within sight of a door
Marcus gleefully runs out the door when his new friend grabs balto
perception: 1d20 + 16 ⇒ (20) + 16 = 36 the giant fox in the pet carrier begins to growl as the sounds and smells of the bandits begin wafting through the air.


Male Ratfolk Alchemist 1

Stitches nods, though he doesn't use a bow, he does keep track of where the weapons are.
"Okay." he says.

-Posted with Wayfinder

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

Nope, she was still getting closer to Radiator Ridge, but just getting closer to hear what was going. If she couldn't have gotten close enough to hear before got to the checkpoint, that's fine. She would have stopped when she got there then turned back to look in the direction of Firestone, having expected bandits to be coming. Sorry to confuse the situation :)


"N-n-ninety seconds?! $@&*%in' GREAT. Aw jeez, c'mon Rico!" Chitwick attaches his lance onto a hook on Rico's side and begins digging around one of the skag's saddlebags. He pulls out a slender, curved blade, reminiscent of a bardiche's blade, and attaches it onto the tip of his tail, tugging tightly on it's leather straps. Securely fastened, he gives his tail a swift twist before digging back through a pack. He pulls out a pair of goggles and a thin red scarf that he tied around his neck.
75 seconds
"All right Rico, it's time for us to high tail it" he says as mounts. He detaches his lance from his homemade holder and begins to ride out of the container when he notices the medic. Time seems to stop for him.
Now w-what the hell is t-that? He pulls his scarf up over his muzzle and pulls down his goggles before riding out.

Attached his rat tail blade and saw Stitches, and a ratfolk, for the first time.


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

Sledj flexes his muscles and enjoys the freedom afforded by his release.

"Bandits, huh? Wonder which crew. No matter, I guess, smash em, eat em, move on."

He grabs his gear, heading towards the ridgeline. Once there, he drops his pack,and dons his breastplate hastily.

1d20 + 6 ⇒ (6) + 6 = 12 perception
1d20 + 1 ⇒ (16) + 1 = 17 Sense motive


Male Ratfolk Alchemist 1

Stitches will run towards his little shack, and collect his pack which has his healing supplies.
He also grabs a handful of cash for the Marcus' Munitions he's going to use on the way back.

I'll buy what, 2 quivers of arrows? I'd bring my own but I've not had many customers leaving possessions behind.

On his way back he sees Chitwick, blinks, and continues on his way. Another one. At least I know how to fix him up.

When back, he puts the two quivers up on the wall next to Velden. The bandits will be here soon. And afterwards, much salvage.

-Posted with Wayfinder


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

Duke listens to the message half-heartedly when it suddenly starts to set in. Just as his new green friend starts to run Duke springs into action, he grabs his bag and puts his earpieces in while tapping a few buttons on a small box. He starts to lightly jog out out of the crash and up towards the group of people. "Well, at least I don't have to submit my resignation - I always felt awkward doin' it. Technically I still work at a little family-style a few dozen systems over. Once in a while I get a notice that I'm on my last strike and need to report for duty." He gives a shrug.


Those in the ships cargo hold collect their belongings with the help of Velden's advice. Plugging in the codes and using the key. Everyone gets out and the ship still has not imploded.

The dust storms from a few directions are now clear to everyone but they are plentiful and many which means they are not dust storms and likely vehicles coming towards the cargo hold. Though Firestone is only a mile away and their vehicles covered in bandits charge out of the place and converge towards the cargo hold.

Sledj instead of going to the town heads towards the ridge line, which could be besides the town or over towards the overlook. Either place he will need to climb to get to the top of either ridge line.

Meanwhile Radiator Ridge's population nearly doubles as those from the ship enter and the digital sign outside increases from 6 to 11. The guard secures the front door by placing his hand on a scanner. Metal slats shoot into place on this side of the door and fall together to make a locking mechanism.

The guard salutes the new mayor and says, "The door should hold out unless they got a blow torch or ram it with one of the big trucks." With that he gets up on the wall with his new leader and pulls out his light crossbow.

Two of the other residents pale at the sign of the amount of bandits heading this way and run to their homes. A sturdy looking dwarf presses a button on one of his many belts and a suit of breastplate armor envelops him. The straps still over the armor he hits another and a shimmering magical ward surrounds him. He pulls out of his backpack what could only be described as a small cannon and smiles at the elf and new mayor. In a gravelly voice he says, "Well mayor... what's your name in case I need to make a tombstone fer ya? We got a lot of trouble heading this way!" He looks excited and ready for the coming fight. A morningstar and a few other blades hang from the belt holding up his oil stained loose patched pants.

Then over the cargo ship's intercom the countdown starts at "15 seconds... 14, 13, 12..."

DM notes:

Radiator Ridge
Population: 6
Guard, Allister Crom, warrior 2, native
Ex-mayor, Thred 'Thredder' Jax, Ranger 3, officer for Atlas
citizen, Gabe Cornerstone, expert 3, colonist, cobbler and builder
citizen, Jen Cornerstone, expert 2, colonist, cobbler and builder, daughter of Gabe
medic, Stitches, ... , native?
citizen, Barbeck McCarmeck, tinkerer 3, colonist.
assests: 'Claptrap' fixit bot.


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

1d20 + 9 ⇒ (1) + 9 = 10 Climb

"Whoo hoo! Feels good to be back in the action. Guess this means meat is back on my menu!"

Sledj organizes his gear, looping bandoliers of alchemical gear over his shoulders, sheathing blades at his hip and back and slinging his shield across his backpack.

Tying off his rope to afford an easier way down the rocks, he waits til the bandits get closer to the gates.


Taunk turns slowly to face the looming cloud of dust as it approaches the ridge. "Imma need my big-boy pants for this one..." he says.

"Increasing armor density" chirps the Susano'o in response.

Taunk slams the cell door he's been carrying into the ground, planting it firmly and creating an impromptu wall towards the bandits. Then he places the dog cage off to the side so that he can open up his case and starts collecting his equipment. A shield (an actual one mind you) along with a pack of miscellaneous gear. He also draws a small pouch containing a pill that he promptly swallows.

He jumps up and rolls his shoulders, shaking off any apprehension. "Woohoo, yeah. That's the stuff. Alright, let's do this!" he shouts as he hunkers down behind the cell door. "This whole thing kinda reminds me of that time dem Bojak boys found that dog whistle." he says while peeking out from behind his cover "'Cept this time I ain't hogtied inside of a barrel."

Taunk: Taking Blood-Boiling Pill, summoning Astral Juggernaut, taking cover which pushes my AC up to 25 against ranged attacks.


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

Awww... Velsen beat me to the badge. I wanted to be Sheriff Claptrap! T^T
Oh well :)

Orders. Must follow orders. Later I can plot my revenge on Velden... But for now...
MuhahahaHAHAHA!!!
Claptrap spontaneously breaks out in overtly megalomaniac laughter, and for no apparent reason (unless you can read thoughts), then dives into the cargo hold with a Right, Bosss...
Inside he whistles to himself as he searches for a usable console...
But internally, he plans Veldens inevatible demise...
Oh yes... I could do that, or that, a bomb in his trousers? Maybe melt down his baseball card collection? I know! I'll steal his badge! That will show him!
Intent with his plans, he continues on, looking for a console.
Perception?: 1d20 ⇒ 6
Craft: Mechanics? K: Engineering?: 1d20 ⇒ 2+13 or +15


Here is the improptu map. It is being created right now. If you want to help go ahead, also move your character to where you think he/she should be.

Sledj begins his slow ascent up the rock wall...

Taunk, also explain how the astral juggernaut armor looks like. ;)

Inside the giant metal box/Claptrap:
You do find a console easy enough. Doing a few things and checking out the codes and such. You have several options:
A. Stop the count down for now. It will start again in 5 minutes but will be a massive explosion. With another DC 25 engineering check you can make the explosion spare Radiator Ridge from the radius of the explosion.
B. Create one of the cells to resist the implosion, where you can hide, and scavenge from the inside out later.
C. Come up with your own looney plan.
D. Make the whole thing explode outward, keeping most of the inside safe from the resulting explosion.
Each option will need you to roll 5 or higher for success. You only have three more checks before it implodes. Well except for plan C which you need to tell me before I give you DCs! Happy Engineering!


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

XD its great to have options =^-^=
I wanna think up something for option C, so give me a bit ;)


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 have option C! and its a doozy...
Once at a suitable console, and after a very short warmup, Claptraps hand grapsers are a whirl of motion as he pulls up different stats, readouts and schematics. Of the information he pulls from the computer, he asks it about the state and power of the shields, engines (if any), power supplies, and hull compositions. He also uses the cargo holds sensors (if any) to inquire about the coming bandits, and tries to get an estimation of when they will arrive. Lastly he pulls up a schematic of the detached cargo hold, noting where any engines/power supplies are located, and the shortest route to each and back again (that is accessible with a wheel).
All i really need out of that is to know how much power i can access, including how much is going to fuel the explosion, the state of the ships shields, and how long until the expected bandits arrive.
First K: Engineering Check, for information: 1d20 + 22 ⇒ (16) + 22 = 38

GM:

OK. Heres the loony plan...
1. Delay the explosion (in a moment)
2. Pump as much power as needed/possible into 3 of the shields, leaving one powered down.
3. when the bandits arrive, or get into roughly the right position, set off the explosion.
4. With 3 shields containing the blast, but not the 4th (probably the right sided one on the map), the whole cargo bay should go off like a cannon XD
Should... If...
should be fun ^^

I will also see about what i can do to boost the power, like attaching a few of my explosives to the engines, or something in a bit :) I dont anticipate much of the interior surviving... But i do know Claptrap loves explosions! ^-^
Also, My K: Engineering skill is 22, not 15.

Edit: I am assuming it has shields/power because it is livable even in outer space, it can "land", and it can explode...


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

Duke takes a moment to check over his weapons and set a bolt into his crossbow. "Ya' know boys? I haven't been in a right brawl for a solid few weeks. I'll be the first to admit - things went a little bit pear shaped back there, but I'm glad we're together on at least one thing." He smiles widely and a fire lights in his eye; "Do you feel it? THIS ELECTRICITY!? Duke jerks his neck to each side, letting off an audible crack, and starts to shake his limbs loose. "Good Luck mates! I'll see ya' on the other side!" He readjust his earphones and sound starts to drown out as quite music plays. Duke pulls a small metal rectangle off his belt and starts to click a button, frowning as he stares at it. Finally he smiles and thumbs another button as muffled sounds start to pump out of the earphones.


CL4PTP:

With your check you are able to delay it as you gather more information. You know that the explosion can be activated by you via your radio signal or will go off in 5 minutes whichever comes first.

Information gathered:
Shields holding at 30% charge.
Cells power at 80%.
Emergency Thrusters depleted.
No engines.
Capacitors at full capacity and holding a charge of 40% in reserve.
Closest bandits from local habitation be upon the cargo hold in less than 30 seconds.
All capacitors and emergency thrusters are out of your reach. With this console you can direct the energy as you choose. Thus your plan to make this a massive cannon is possible from this console. Though with full shields on three sides the blast will only reach up to 80 feet away, though with only two full shields the blast would be 100 feet. Shrapnel would likely travel further. Your added explosives attached to the outside of the hull would likely make the blast 25% greater.

Lastly, there is a secret cell and compartment. The cell holds an Eridium infused experiment, living humanoid dubed 'Siren 2.0', 'The Dancing Blade'. The cell is opened with the spoken word 'Blades', the compartment is with the experiment. Within is research, refined eridium, and research notes on the subject.

The countdown stops at 9 seconds and the bot has still not returned.

The buggies from Firestone come rushing towards Radiator Ridge though still far off you can see the five leading vehicles loaded with at least three bandits each. Luckily no turrets attached to any of them.

Perception DC 15:
The buggies from Firestone should be upon the town in 5 rounds. A large truck can be seen just in the dust of the leading buggies likely will all the moving bodies covered with bandits and numbering at least 20.

The other buggies should all get to the town much later except for a buggy from the SouthWest. Likely it will jump over the ridge in 3 rounds.

The other vehicles coming from the SouthWest and Sough still cannot be seen since they are over the ridgeline but the dust trails continue to get closer.

Any readied actions? It seems you still have a few rounds before the waves of bandits arrive. Starting Round 1 now. Please follow 'Five's' posting custom one way or another.

Map is up!!! It will be posted at the top of the game, as usual.


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Round 1

Five shakes his head at all the commotion. He gets up and moves over to his truck. He thinks to himself, 'Still no one has arrived, perhaps I made the bounty too good to be true. They likely thought it was an ambush. I have seen that before.'

Perception DC 25 from Radiator Ridge, DC 15 for those on the outlook ridge, Sledj and Aria:
You can hear someone angerly shout, "To the Abyss with it then!"

The grey elf has cover from Radiator Ridge and the cargo ship as he stands thus no one can see him.


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

Round -N Velden's range is higher than the range you started them out at, if they'll be here in 5 rounds. He can see and shoot out to 1100 ft, and he would have cast gravity bow when they were 1500 ft away.

As soon as the Bandit's are within 1100 ft, he starts releasing arrows.

Flurry 1: 1d20 + 7 - 9 ⇒ (15) + 7 - 9 = 13 1100 ft
Flurry 1: 1d20 + 7 - 9 ⇒ (5) + 7 - 9 = 3 1100 ft
Flurry 2: 1d20 + 7 - 8 ⇒ (3) + 7 - 8 = 2 990 ft
Flurry 2: 1d20 + 7 - 8 ⇒ (17) + 7 - 8 = 16 990 ft
Flurry 3: 1d20 + 7 - 7 ⇒ (1) + 7 - 7 = 1 880 ft
Flurry 3: 1d20 + 7 - 7 ⇒ (14) + 7 - 7 = 14 880 ft
Flurry 4: 1d20 + 7 - 6 ⇒ (18) + 7 - 6 = 19 770 ft
Flurry 4: 1d20 + 7 - 6 ⇒ (13) + 7 - 6 = 14 770 ft
Flurry 5: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12 660 ft
Flurry 5: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7 660 ft
Flurry 6: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 550 ft
Flurry 6: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9 550 ft
Flurry 7: 1d20 + 7 - 3 ⇒ (1) + 7 - 3 = 5 440 ft
Flurry 7: 1d20 + 7 - 3 ⇒ (16) + 7 - 3 = 20 440 ft
Flurry 8: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 330 ft
Flurry 8: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 330 ft
Flurry 9: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9 220 ft
Flurry 9: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 220 ft
Flurry 10: 1d20 + 7 ⇒ (18) + 7 = 25 110 ft
Flurry 10: 1d20 + 7 ⇒ (4) + 7 = 11 110 ft
Damage 1: 2d6 + 2 ⇒ (4, 6) + 2 = 12
Damage 1: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Damage 2: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Damage 2: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Damage 3: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Damage 3: 2d6 + 2 ⇒ (5, 1) + 2 = 8
Damage 4: 2d6 + 2 ⇒ (1, 3) + 2 = 6
Damage 4: 2d6 + 2 ⇒ (6, 1) + 2 = 9
Damage 5: 2d6 + 2 ⇒ (4, 6) + 2 = 12
Damage 5: 2d6 + 2 ⇒ (1, 4) + 2 = 7
Damage 6: 2d6 + 2 ⇒ (1, 3) + 2 = 6
Damage 6: 2d6 + 2 ⇒ (1, 3) + 2 = 6
Damage 7: 2d6 + 2 ⇒ (2, 2) + 2 = 6
Damage 7: 2d6 + 2 ⇒ (2, 4) + 2 = 8
Damage 8: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Damage 8: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Damage 9: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Damage 9: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Damage 10: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Damage 10: 2d6 + 2 ⇒ (5, 1) + 2 = 8

The above assumes they are moving at 110ft per round. If they are coming slower, he'll have extra hits at several ranges (just let me know which ones to fire extra shots at. Only idiots come at Velden on open plains with open buggies.

Confirm Flurry 8: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 330 ft
Damage 8 Crit: 4d6 + 4 ⇒ (3, 4, 5, 4) + 4 = 20

As he fires, Velden nods at the dwarf. "Velden Lansell."

Perception: 1d20 + 21 ⇒ (10) + 21 = 31

"Oh, and there's someone off in the rocks over there, put an arrow or bolt in them if they make any hostile moves." He mentions to everyone, pointing toward where five's voice came from.

Edit : Forgot the gravity bow


Male Greater Kitsune Bard(arcane duelist) 2 ]

The two foxes bound into town and look for someplace out of sight

as soon as they reach an alleyway or some other hidden place the smaller of the two begins to expand to about four times his size, with clothes seeming to grow out of his fur along with a massive axe guitar and a satchal bag at his side. His front paws lengthen into hands with clawed fingers his back paws grow into relatively flat feat with boots on. The man grins "it's good to be back as me again, I mean don't get me wrong, being a fox is awesome, we are adorable, but you can't beat having thumbs" he says to balto, who snorts, and makes a low growling noise "yeah, yeah, I hear ya, the bandits could be trouble and we need to help, yeah yeah yeah, I'm going I'm going," he says, slowly heading back to the town walls, looking out for any who might be looking at him strangely.


The buggies run at a speed of 200 feet per round. Next time if someone does many attacks, please spoil it so that it is not a word wall. The bandits from Firestone are at the same level as Radiator Ridge but being that it is a mile away, putting them at 5,200 feet away when they start.

Bandit preparations... calculating what the bandits will do:

Round 3

The buggy from the South West has cover until it comes over the ridge at full speed it clears the drop and goes about 80 feet before dropping to the ground...

drive check: 1d20 + 6 ⇒ (8) + 6 = 14 negating half the damage...
4d6 ⇒ (2, 4, 3, 3) = 12 half to driver
str check DC 10 to hold on: 1d20 + 3 ⇒ (6) + 3 = 9
str check DC 10 to hold on: 1d20 + 2 ⇒ (2) + 2 = 4
6d6 ⇒ (3, 2, 4, 6, 4, 5) = 24 lethal, 2d6 ⇒ (5, 6) = 11 nonlethal (sand)
drive check: 1d20 + 6 ⇒ (7) + 6 = 13
Both riders fall off and slam into the ground broken, bloody and out cold. The driver yells, "Yahooo!" as he clears the jump, then the buggy jumps a bit as the driver tries to turn it but loses control thus the buggy slams into the wall of Radiator Ridge.

Round 5
The bandits from Firestone arrive with six buggies and a cargo truck of some kind. The vehicles are adorned with red, orange, and white paint depicting skulls, fire, and weapons. Several of the bandits themselves have burning skulls on their own heads and burning weapons in hand. A total of at least 40 bandits. Mostly pyschos, with a few drivers and a few berserkers.

The dwarf spits off the wall and then nods to the elf, "Nice to have someone with courage and some knowhow in leadership Velden. The name's McCarmeck, tinkerer and colonist."

The guard looks at Duke and his facial feature is, 'Is this guy for real?'

No one initially looks at Michel strangely as most are focused on the coming bandits or hiding in their homes. Stitches and the occupants of the settlement might...


Male Greater Kitsune Bard(arcane duelist) 2 ]

A humanoid with a canine snout, orange fur and an axe on his back comes bounding from the town towards the archer "oi! You the new mayors then? What's the plan man? he says forming a small lavender ball of fire in his hands.


Male Ratfolk Alchemist 1

One last thing... since it maaaaaay be important for me. Are the bandits mostly humans?

Stitches draws his mutagen, looks for a place on the walls where the bandits were likely to go over them, and hides behind the wall as quietly as he can.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Stealth: 1d20 + 13 ⇒ (17) + 13 = 30

He waits, prepared for when they inevitably get in. That many Psychos are going to be too much to keep outside. He slugs back the mutagen, and grimaces as it takes effect.

(+4 Dexterity, -2 Wisdom. 30 minute duration)

He makes sure his two kukri are ready to draw and waits quietly out of sight, the familiar thrum of the mutagen burning through his veins as he seems to get slimmer and more streamlined. He slips a sharpened dart into each hand and waits.

I hate when I have to use this stuff. I always seem to take it on an empty stomach.

I don't have bombs. :/ Vivisectionist. However I'm going to be popping up and throwing darts once they get within range. With climb speed being what it usually is, I should be able to throw at least once before taking the action to switch to melee. I'm staying hidden because once I pop out of cover I lose my sneak attack bonus until I either Swarm fight with Chitwick or flank with someone else.


Male Greater Kitsune Bard(arcane duelist) 2 ]

either me or balto or both could help you with flanking (balto is my giant fox)


Male Ratfolk Alchemist 1

You're hired!

-Posted with Wayfinder


Male Greater Kitsune Bard(arcane duelist) 2 ]

be sure to say such in character, master of disguise and jack of all trades Michel may be, but mind reader he is not


Remember to use OOC associated with gameplay here, otherwise use it in the discussion board especially if you have nothing else to add to the gameplay thread!

K Local 10:
Most of the bandits appear to be human, maybe a few half orcs, coming from Firestone.

Climbing does take both hands to be free. But with a 30 on stealth they might not notice a lump on top of the wall.

Each person gets a bit more ready, a bit nervous with the coming threat. The guard double checks that his light crossbow is armed and ready to be fired. The dwarf sets the cannon on the small ledge of the wall before him and lights a sparkler. He winks at Velden and aims at the closest buggy still very far off.


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

Velden grins. "Same plan as the last plan. Kill them, don't die. Always a good plan." He flings out two arrows as he responds.

Sorry about the wall of arrows, you know it's the first chance Velden's had to use his long range sniper crystal though, despite almost a year in the other game.


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

Seeing the buggies approach with speed, Sledj drinks his mutagen +4 str, -2 int, +2 AC, duration 60 min and prepares to slide down his rope to the ground below.


Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Taunk just sits comfortably behind his cover until the bandits get within his reach.


Male Ratfolk Alchemist 1

Okay thanks I'll make sure to be more interactive. I was passing out last night so I didn't have the faculties to elaborate. :/

Stitches notices the human fox and his (assuming at present) little fox standing on the wall a few yards away. as the bandits start gathering he calls out to him in a hushed voice.

"Psst! Hey! If you want to help us survive, stay near me. Ganging up on each one as they climb over will kill them faster than trying to fight each individually."

If the fox looks at him incredulously, Stitches will add "Trust me, I'm a doctor!" and give him a toothy rat smile.


Chitwick bangs his lance against Rico's armor and then spikes the butt to the ground as the skag rears and roars. Sunlight beams off of the lance's sword-like blade, two red ribbons attached to the shaft sway in the breeze.
"All right, Rico, this is it. Let's show these bastards what we're made of."
Chitwick glances back at the others and sees that his "ward" has taken cover.
He chuckles. "Jeez Rico, lookit that. Booger Boy's a smart one. Yo Booger, Rockstar, how many bandits d'you think you can take? I say we wipe em out and grab ourselves a buggy! Which one do ya think we'd look good in?" he pulls out his revolver and aims it at the different buggies. "I like that one!"


Male Greater Kitsune Bard(arcane duelist) 2 ]

both the quadrapedial and the bipedial foxes are medium size, the bipedial fox can become a tiny sized quadrapedial fox (but you don't know that yet)
The man begins to grin as the ratflk asks for help, he chucks down his small ball of lavender flame at one of the bandits, and removes his axe from his back proclaiming "on it doc!"
moonbeam touch attack: 1d20 + 7 ⇒ (12) + 7 = 19
moonbeam damage (fire): 1d6 + 1 ⇒ (1) + 1 = 2
on a hit fort save DC 17 or be blinded for one round, 5 moonbeams remaining


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

Round 1
With his new knowledge, and awareness of the approaching bandits Claptrap gets an insane idea. Well. If this thing is going to explode anyways, and my old buddie bandits are coming for the party, well let's throw them a party!
Claptrap then riggs the console to explode once more, as well as keying the detonation codes to himself along with hijacking the external speakers, sets a chain of commands, then takes off.

GM:
here's what I have done.
Rigged three walls (E, S, and W) to have shields enough to resist the explosion while dropping the North shield. I also diverted the bare minimum to shield the sirens cell, everything else can go boom :)
Next I set a few commands to be followed out:
1: play a recorded message (below) after ~10 seconds.
2: when bandits pass the halfway mark, activate detonation code.
3: if the bandits fail to pass the halfway mark, automatically detonate after 5 minutes, or if manually triggered by Claptrap.
Sadly I don't think I will have time to rig the outside with additional explosives :(
Detonation code is: "1, 2, 333333... Stupid glitch!"

K: Engineering: 1d20 + 22 ⇒ (6) + 22 = 28
Round 2-4
Claptrap then scuttles off to the secret cell containing the research and erridium.
Once there, he speaks out loud Blades Research here I come!! in a very excited voice, then enters inside.
Once inside, what does he see?

Round 5
The same speakers used before warning about the explosion sound once again, except this time it is a shrill, robotic voice instead of a woman's voice...
Round 5, Everyone:

Over the speakers, you all hear Hey bandits! You remember your old pal, Claptrap? Well HAPPY BIRTHDAY SUCKA'S! then a metallic click...

Round 5, GM:

At this point, my announcement and activation code should go off automatically, assuming I am able to tell that they arrived via the cargo bays sensors. If not, its based on my best estimation of their arrival.
Meanwhile I am inside the shielded compartment. Would you like 1 more skill check when it goes off to see how well it all worked? Assuming it works at all...
Also, am I good so far?
Edit: I expect turbulence :)


Claptrap:
Inside the cell you can see a humanoid in a vat of clear purple liquid. You also notice many adaptations to the subject to let him survive in many environments such as gills, the skin looks to be some sort of scale, sharp rock formations on the tips of his body. Wires are strapped to the subject to support him and provide sustenance likely, the occasional electric shock shoots down one of the wires. Two lockers are in the room. To the right the locker has a case inside likely holding the eridium bars and folders. To the left the locker seems to have a bio-matrix lock and it won't open for you. As you look at the bio-matrix you feel like you are being watched, you turn and see the subject with his purple eyes gazing at you.

You are doing great so far, Excellent! Spoil your actions for Round 3 and 4 as you are now in the room with the subject.

Round 3

The buggy from the South West has cover until it comes over the ridge at full speed it clears the drop and goes about 80 feet before dropping to the ground...

Both riders fall off and slam into the ground broken, bloody and out cold. The driver yells, "Yahooo!" as he clears the jump, then the buggy jumps a bit as the driver tries to turn it but loses control thus the buggy slams into the wall of Radiator Ridge. The buggy is now just a pile of scrap and the driver does not move as he burns.

The group likely turns to see the new threat arrive and it gets pelted by gun fire and bolts. The dwarf does not even let off the cannon as he watches the grim scene with a smile on his face, then he says in his gravelly voice with warmth, "Ah, the smell of burnt flesh, it warms me heart."

Round 4
The bandits from Firestone get in range of Velden and one arrow hits a bandit on one of the buggies. Even with the arrow sticking out of the psycho it hollers and holds on!

str check to hold on: 1d20 + 3 ⇒ (16) + 3 = 19

Round 5
As most of those at Radiator Ridge are waiting for the bandits to get close, the bandits will go first. Except for Velden who puts two more arrows into the same rider and drops him.

The bandits from Firestone arrive with six buggies and a cargo truck of some kind. The vehicles are adorned with red, orange, and white paint depicting skulls, fire, and weapons. Several of the bandits themselves have burning skulls on their own heads and burning weapons in hand. A total of at least 40 bandits. Mostly pyschos, with a few drivers and a few berserkers. Not a nice crew.

The truck and all but three buggies head straight to the cargo hold and once just slowing down to stop before it, a grand explosion happens. The shields raise on three sides of the cargo hold and the ceiling. Then off to the North the whole side explodes out, surrounding the truck and all but three buggies in flames and shrapnel.

With the smoke and fire still consuming the area for this round, it is now your choice of what you do. I will assume you will wait or prepare a readied action. Otherwise post for round 5. I will be starting round 6 soon.

The dwarf opens his mouth in astonishment then a tear comes from his right eye. Velden you can do a Dex check DC 10 to catch the sparkler that falls from his mouth. Then he says something quietly, "By Moradin's beard such a wonderful show of explosions, to bandits no less."

The guard reloads his crossbow quickly then steadies himself and lowers his aim ready for bandits to emerge from the flames.

DM notes:
The ex-mayor locks the front door behind him after the great explosion, thinking it now safer to stay in his house. The two suitcases left at the front door in favor of starting to barricade the mansion.

The two cobblers barricade the door the best they can and hope for the best.


Male Ratfolk Alchemist 1

Stitches is ready to pop up out of cover and fling the two darts once a bandit comes within 20 feet. Then he will draw his kukris and get ready to get his murder on.

Dart #1:

Attack: 1d20 + 9 ⇒ (19) + 9 = 28 Vs. Flat Foot, +2 if human
Damage: 1d3 ⇒ 32d6 ⇒ (5, 6) = 11 SA, Total: 14 damage/16 if human

Dart #2:

Attack: 1d20 + 9 ⇒ (11) + 9 = 20 Vs. Flat Foot, +2 if human
Damage: 1d3 ⇒ 32d6 ⇒ (2, 4) = 6 SA, Total: 9 damage/11 if human


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

Sledj readies his shield and draws his scimitar, preparing for some good old fashioned hand to hand.

"Arooooo-gaaaa! Feels so good to be back! Let's rumble!"

Current AC 21


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

"I'll be damned, the claptrap did something useful for a change. Keep them off the gate people." Velden picks the biggest nastiest looking bandit and puts two arrows downrange at him... or her.

Flurry 1: 1d20 + 7 ⇒ (9) + 7 = 16
Flurry 1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11
Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8

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

Aria hears the buggy come rolling through the desert and the screams and laughs of the bandits as they come towards the settlement... Sigh...and it had been such a nice day out. Guess I should be prepared for these s~%#-heads after all. She reached down and pulled her star knife off her belt, her rapier hanging down, ready to be unsheathed if needed.

As she waited for the bandits to coming running up, She then spoke softly, "Desna help me, there are people that need my aid..." Once the bandits move up closer, if any see her at the edge of the cliff and start to move towards her,the butterfly tattoo on her hand lights up for a moment as a shimmering aura surrounds her.

When bandits are less than 60 feet away, she will be Casting Shield of Faith - +2 AC for 3 minutes (18 rounds)


"I love the smell of burnt bandit in the morning! Once that fire clears and we've got a clear line, Rico, charge 'em!"

readied action


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

GM:
I really need K: Explosives as a skill -_- would you mind if I swapped out a rank of K: Psionics for that?
Also, I apologize in advance to the subject :(

Claptrap enters the room and after a quick scan, heads to the lockers. Opening the right one, he will likely empty it (if it has eridium and research materials) then tries the left one. Realizing that he is unable to get inside, he pulls out a stick of dinamite and fastens it to the bio-matrix lock with about a 10 second fuse (goes off at the end of round 4). After, he takes another scan of the room for anything he should probably grab before it detonates... which is pretty much anything not nailed down
Next he heads over to the experiment and strikes up a short conversation while waiting for detonation. Hi! I am your friendly maintenance droid, CL4P-TP! Are you capable of functioning? Oh! Happy birthday!

Round 5
Boom?

Skills. An explosives check then a perception check.
K: Engineering, Explosives or Disable Device: 1d20 ⇒ 9 (+22, +15, +11 respectively)
Perception check to scan the room: 1d20 + 0 ⇒ (1) + 0 = 1


Round 6

Init and bandit attacks:

Velden*
Bandits*
Rico/Chitwick (readied action not gone off, but can instead take a normal round, due to enemies around.)
Claptrap*
Aria (readied action not gone off, but can instead take a normal round, due to enemies around.)
Five
Sledj*
Stitches (readied action not gone off, but can instead take a normal round, due to enemies around.)
Michel Tam*

*Actions done for the round

Burning Pyscho hatchet attack at Chitwick: 1d20 + 7 ⇒ (1) + 7 = 8 fire hatchet damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
Burning Pyscho hatchet attack at Chitwick: 1d20 + 7 ⇒ (20) + 7 = 27 fire hatchet damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11
Burning Pyscho hatchet attack at Chitwick confirm crit: 1d20 + 7 ⇒ (10) + 7 = 17 fire hatchet damage: 2d6 + 8 + 2d6 ⇒ (1, 4) + 8 + (5, 6) = 24

The smoke still lingers but clears some as the vehicles and bodies more than anything continue to burn. The fire and smoke stop seeing anything more than 10 feet into the fire area.

The sound of the vehicles stopping was already happening. One of the buggies clear the smoke hazard and comes slamming into the wall, the apparent driver and riders all appear dead. There is still some hollering but definitely not as many voices anymore.

Only five bandits emerge from the flames this round, they all have the fiery bleached skulls on their heads and flaming weapons in their hands. It appears that the flames did not touch these bandits but some shrapnel did from their many cuts and small wounds on their bodies. One of them is a big badass his body is large and one arm is stunted.

The big guy is the target of Velden who hits with both arrows but the big guy still is standing. Two of the pyschos are able to get next to Rico to try to slash at its rider. The first one stumbles and nearly falls to the ground as he attacks nicking his fellow psycho. Attack of Opportunity 'AoO' for Chitwick and Rico. As the other one exclaims in surprise after landing a solid blow on Chitwick, 11 damage, leaving a nasty wound that could have been much worse if only an inch closer to his neck.

Michel throws a ball of lavender flame at one of the bandits and the one stops as if blinded. Screaming in confusion.

Claptrap:
Yes you may swap those skills, it would make more sense that Claptrap would know about explosives than psionics.

Problem with having the dynamite go off at round 5, that is the same round that the ship explodes as well. So you would likely wait until Round 6 to light the fuse. Round 8 is when you would open the door to see what happens inside.

So that in mind...
Round 3 - You find that the case has a combination lock on it. You scan the files and leave them in the folders in the locker.
Round 4 - Put dynamite on the biomatrix lock. With a 24 explosives check you know that if the locker gives way the contents will likely be destroyed as well. You don't think that the dynamite will do much to the secure box but likely break the glass on the vat.
Round 5 - Communication... The subject seems to use some sort of telepathy. 'Being that you are friendly please don't blow that up let alone possibly me, plus inside is 'my' equipment. Release me using the panel over there, you will see that I am functioning and ready to perform, Blade is ready. He points to a panel on the side that is nearly completely digital and without pointing it out you may never have seen it. It blends in with the bubbles from the vat.
Round 6 - What do you do?

Aria:
Exactly what are you wearing right now and what would they see as you cast the spell? I am not sure how to explain it. Likely you need to give a general description such as, 'Off to the South East a figure in a weathered cloak slowly advances or waits near the cliff.'

Then create a spoiler for a Perception DC 25+any stealth that you do, for a better description, seeing some of the clothes under the cloak, the buldge of several weapons and gear, more of a lithe feminine form, etc.

The bandits will likely just drive right past you at your present location, unless they get a high perception. So are you just waiting then or what?

Sledj:
Do know that you are way out of the fight right now? What are you planning? Just watching?

Sledj drops from his perch and readies himself for battle.


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Round 2-5

He collects his gear, opens his door. He moves over to the edge of the overlook and aims his sniper rifle at the collection at Radiator Ridge.

Round 6

Mage's Sniper Rifle, +2: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 2d6 ⇒ (2, 5) = 7 x4

A crack of a firearm goes off from the outlook and a bullet slams into the blind bandit. But before the bullet hit him, three shimmering magical blue orbs break away from it, then each of them hits the bandit as well.

magic missile damage: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13


Male Ratfolk Alchemist 1

Stitches will grimace, grumbling something about explosions ruining all the good parts. He gives the Kitsune nearby a pained look.

:3 I take it the initiative is in the order you posted, so I guess I'm gonna have to wait to see if there's anything left when my turn comes 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

plan? Plans are for suckers.

Sledj sets his sights on the battle raging far away and sets off at top speed.

Run 120' straight towards the fray, howling all the way.


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

"No mercy for the stupid folks! Anyone with a weapon in their hands get's put down." Velden puts two more arrows downrange into the big bandit.

Flurry 1: 1d20 + 7 ⇒ (2) + 7 = 9
Flurry 1: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11
Damage: 2d6 + 2 ⇒ (5, 2) + 2 = 9

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