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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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

A figure in a tan cloak stands just slightly away from the cliff to the south east, the cloak obviously colored to try to blend in a bit with the landscape around in order to not draw attention while travelling.

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27

Perc DC 52 (25 + 27 stealth):
The cloak blows open slightly in the pandoran wind, and underneath, you can see the figure is definitely female, her small lithe body covered in what just looks like a standard light blue tunic and a black pair of skag-leather pants. She has long blue hair, that is currently pulled back into a long pony tail. Running up her neck from under the shirt, you can see blue "tattoo" markings that run up in parallel patters to stop right at her eyes. In her hand, she is carrying a star knife, obviously trained in the use of the odd weapon as she holds it by the bar that moves across the center of it.

As the figure moves along below the cliff, for just a moment, there is a small flash of light that extends off her right hand, then a shimmering pattern encloses around her.

Perc DC52 (25 + 27 stealth):
The shimmering is actually coming from a tattoo that covers her right hand in the shape of what looks to be a butterfly. (Those that know religion recognize it as the symbol of Desna on her right hand)

She will hold and readying herself for if she needs to fight, but is mostly waiting to help people if they need healing from her or things like that, doing your standard good cleric thing.


Lance AoO: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Here's my AoO for now. Actual turn will have to wait until I'm out of work


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

Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Round 1-5

Duke awaits the arrival of the bandits, excitedly tapping his feet and pacing a bit.

Round 6

"Well there we go! That's more like it!"

He grabs a handful of bolts from a quiver at his hip and holds them at the ready as he pulls his crossbow into position. He takes aim and lets fly with the first bolt, and with supernatural speed has already loaded another bolt and let it fly as well.

Full Attack against Bandit, Rapid Fire for 2 attacks

Attack 1: 1d20 + 7 ⇒ (18) + 7 = 25
Attack 2: 1d20 + 7 ⇒ (6) + 7 = 13

I'm not certain of their ACs but I'm assuming the 13 doesn't cut it

Damage (Attack 1): 1d8 ⇒ 1

The bolt flys true and nicks a bandit in the arm, Duke grimaces as he loads another bolt and starts to redraw his aim.


Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Round 6

Apparently Taunks cover was too effective; the approaching bandits ignore him entirely, choosing instead to focus their attention on Chitwick and the skag.

"This just won't do." he mutters

The half-orc surges forth from his cover, heading straight for one of the bandits; shield raised. The unfortunate man is about to come face to face with 270 lbs of pure, orcish fury.

Charge: 1d20 + 3 + 5 + 1 + 1 + 1 + 2 - 1 ⇒ (13) + 3 + 5 + 1 + 1 + 1 + 2 - 1 = 25
Damage: 1d6 + 7 + 3 + 3 ⇒ (5) + 7 + 3 + 3 = 18

Taunk: Full-Round action Charge vs. Blue Psycho


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:
Alright, i will swap the skills. Its a 15 for now, but i imagine it will climb up a lot by next level :)
I will also go with what you posted.

Round 3: i scan the files but i take them with me. Claptrap is a packrat. Especially anything to do with knowledge or tools
Round 4: attach the dynamite
K: Explosives: 1d20 + 15 ⇒ (14) + 15 = 29
But i dont light it yet.
Round 5: talk to Blade.

Round 6:
Oh good! It responds! What harm could there POSSIBLY be by releasing an untested and most likely highly lethal experement on a prision ship? That sounds COMPLETELY safe! So sure pal, i can release you, just let me keep the research.
Claptrap goes over to the pannel on the side and waves his sonic screwdriver at it, trying to determine exactly what it does (and if it releases, he will do that).
DD: 1d20 + 11 ⇒ (14) + 11 = 25

Then, But, um... Can i still blow that up? Or at least the vat? he asks, pointing to the lockers then the vat.

Ummm. What exactly do i know from that K: Engin check? I dont care about the now empty locker, just the one that is bio-locked.
1: the explosives will break the lock
2: it may destroy the contents as well?
3: which one is the secure box? The bio-locked box?
4: it will crack the vat glass.


"Let's teach 'em how to Tango, Rico!"

Round 5 (or whatever round I get to act in place of my readied action?)
When the dust settles and the bandits reach the duo, Chitwick lets out a high-pitched whistle, and without hesitation, Rico attacks. The two work in unison. The skag ducks down to bite at the bandit's midsection, while Chitwick takes the opportunity to fire a round off square at the bandit's throat. The ratfolk drops his Lance and goes for his gladius.
Vs the bandit east of them
Rico's Bite Attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Trip: 1d20 + 5 ⇒ (8) + 5 = 13

Chitwick's Revolver vs Touch: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 ⇒ 1

"Don't you know who we are, you stupid moron?!"

Round 6
If the bandit hasn't moved from that position.

Spoiler:

The duo continue their assault on the psycho bandit.
Rico's Bite Attack: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Trip: 1d20 + 5 ⇒ (10) + 5 = 15

Chitwick's Revolver TWF: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 ⇒ 1

Chitwick's Blade TWF: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Chitwick's Tail Blade: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17
Damage: 1d2 + 2 ⇒ (1) + 2 = 3


Male Greater Kitsune Bard(arcane duelist) 2 ]

"good afternoon radiator ridge and encroaching bandit hoard, it's time for me to play a little song for ya, sing along if you know the words he begins strumming on his guitar and belts out with an uplifting song
everyone, add +1 to hit and damage


Round 6

Aria and Stitches hold their ground as Taunk charges forward like Sledj. Taunk charge takes the bandit from his feet and does not appear to be moving much anymore. Duke shoots his crossbow at blinding speeds but only a nick from one of his bolts comes from his efforts.

Chitwick gets his shot in but it does not phase the pyscho, Rico tears into the pyscho's leg pretty good leaving a bite mark.

Michel begins to sing and inspires the group around him.

Round 7

Initiative and Bandit attacks:

Bandits*
Velden*
Taunk
Duke
Rico/Chitwick*
Claptrap*
Aria
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

See I missed Duke and Taunk from the first initiative. Everyone just post your actions as you see fit, right now you all are acting at the same time.

Buffs: Inspiration - +1 to attacks and damage

Burning Pyscho hatchet attack at Chitwick: 1d20 + 7 ⇒ (13) + 7 = 20 fire hatchet damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6
Burning Pyscho hatchet attack at Chitwick: 1d20 + 7 ⇒ (20) + 7 = 27 fire hatchet damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
Badass Pyscho cleaver attack at Chitwick: 1d20 + 10 ⇒ (1) + 10 = 11 Cleaver damage: 1d10 + 8 ⇒ (7) + 8 = 15
Burning Pyscho hatchet attack at Chitwick confirm crit: 1d20 + 7 ⇒ (2) + 7 = 9 fire hatchet damage: 2d6 + 8 + 2d6 ⇒ (5, 4) + 8 + (2, 4) = 23

Map updated

The two pychos hit Chitwick hard leaving scorch marks with the bleeding wounds from their flaming hatchets, 16 damage total. The big guy takes another arrow from Velden just at the right time to have him reel back from it to miss his own attack.

More bandits appear from the flames but they seem hurt and confused, not really in the mood to fight yet. They could likely be easily cowed.

Chitwick and Rico continue their assault on the psycho bandit. The bandit does not seem to be taking as much damage as you put out. Then the flame on his skull goes out and your tail blade leaves a predictable slashed wound on him. Green bandit looks pretty hurt now.
Chitwick do you have something that makes it so you don't provoke an AoO when firing in melee?

Claptrap:
Round 7 will be used with those actions as well.

The subject continues to use telepathy to communicate, 'You can keep the research and once I have my items you may 'explode' this room all you like.'

With a few adjustments with your sonic screwdriver, the liquid in the vat gets drained away quickly and a panel of glass opens up. The subject jumps down letting the wires and supports rip from its nearly perfectly smooth body. Its blood is a deep inky purple color and the wounds from the wires close nearly instantly.

It coughs some and says in a monotone voice, "Thank you service bot, your help has been exceptional." He places his hand on the bio-matrix reader and the locker unlocks and opens. Slipping on a black outfit of some kind, a belt, scabbard with a sword handle attached to it, and an eridium artifact to his lower back. He thinks to the bot, 'Is it safe outside? No more explosions planned out there? Any suggestions of what to do next?'

What you know with the K: Engin check:
1: the explosives will break the lock - probably.
2: it may destroy the contents as well - most likely.
3: which one is the secure box? The bio-locked box? Yes the bio-lock box.
4: it will crack the vat glass. Most likely destroy all the glass and destroy the sensitive parts of the vat. The Vat as a whole will be severely damaged.


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 7

He reloads and lines up his shot, keeping his ears open for any unwelcome guests coming up to the top of the outlook.

perception: 1d20 + 5 ⇒ (15) + 5 = 20


Round 7

"What am I? Chopped liver!?" bellows Taunk as the psychos continue to ignore him.

He steps over the crumpled figure of his first victim and levels another blow at the nearby Psycho.

"Over here you dingus!"

Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Taunk: 5' foot step to map point. Standard attack vs Green Psycho


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 roars at the newcomers a challenge:

"Face Sledj and die! Be my meat! Come feel my blades maggots!"

Holding his scimitar and shield high he lets out a massive bellow.

1d20 + 11 ⇒ (1) + 11 = 12 Intimidate (thanks to "Bad Bandit)


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:
Round 8:
You are most welcome, Experiment! Claptrap responds.
Is Pandora ever safe? While I sadly have no more fireworks planed for the moment, but I can always make more! However, there was a bandit raid headed this way and since the main cargo hold has blown that likely means that they are right on top of us! Claptrap seems as cheery as ever, now using the same control panel to see if he can use the cargo holds sensors to detect whats going on outside (If he can, and if there are any sensors still functional)
K: Engineering: 1d20 + 22 ⇒ (18) + 22 = 40
If yes
Spoiler:
There appears to be close to 2 dozen bandits outside, and they are attacking the outpost of Radiator Ridge as we speak. Oh! if you could be so kind as to not annihilate the outpost, I would be ever so grateful. The townsfolk would be incredibly mad at me if you killed them all!

If no
Spoiler:
It appears that I am unable to utilize this equipment. We will have to see for ourselves what is happening outside. Just outside this hull is the lovely outpost; Radiator Ridge. Oh! if you could be so kind as to not annihilate that outpost, I would be ever so grateful. The townsfolk would be incredibly mad at me if you killed them all!

Round 9?
Claptrap will then pick up his unused stick of dynamite and stow it again on his way out the door. after Blades has followed, Claptrap will turn around, unhook a Bandit Grenade (Alchemists Bomb), pull the pin, and toss it into the vat. Ooops! Well bombs away!
then duck out of sight.
Attack against DC 5 square: 1d20 + 6 ⇒ (15) + 6 = 21
Bomb Fire Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10
Afterwards he will follow Blades around wherever he decides to go.


Claptrap:

The panel does not function anymore. You are sure that all the energy of the cargo hold has been depleted from the explosion and final reserves are running out now. It is utterly dark in this compartment and yet you both seem to be able to see each other fine.

Blade looks at you a bit confused but seems content with waiting on your action. Once you are both passed the door and you toss the grenade he smiles at you and thinks to you, 'Well at least that part of my life is passed me, now to kill some bandits to secure your community.' Seeing a bandit standing in the door way he quickly moves over to him pulling out his sword which elongates to nearly five feet long.

He pierces the man's chest and the bandit falls to the ground dead.
Yup you will start round 10 with everyone else.

Round 7

The burning bandits coming from the wreckage begin to run away from Sledj. Though one of the buggies comes around and looks like they may try to run him over soon. Also bringing more fight to the group. Taunk advances and cuts down the green tattooed psycho next to Chitwick.

Initiatives and who still needs to go:

Bandits*
Velden*
Taunk*
Duke (shoot again?)
Rico/Chitwick*
Claptrap*
Aria (holding readied action?)
Five*
Sledj*
Stitches (readied action not gone off, but can instead take a normal round, due to enemies around.)
Michel Tam (Still singing and doing anything else?)
*Actions done for the round

Round 8 - Initiatives and Bandit attacks:

Bandits*
Velden
Taunk
Duke
Rico/Chitwick
Claptrap
Aria
Five
Sledj
Stitches
Michel Tam

*Actions done for the round

Buffs: Inspiration - +1 to attacks and damage

Burning Pyscho hatchet attack at Chitwick: 1d20 + 7 ⇒ (10) + 7 = 17 fire hatchet damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
Burning Pyscho hatchet attack at Taunk: 1d20 + 7 ⇒ (10) + 7 = 17 fire hatchet damage: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11
Badass Pyscho cleaver attack at Chitwick: 1d20 + 10 ⇒ (15) + 10 = 25 Cleaver damage: 1d10 + 8 ⇒ (5) + 8 = 13

Pyscho hatchet attack at Rico: 1d20 + 7 ⇒ (9) + 7 = 16 hatchet damage: 1d6 + 4 ⇒ (1) + 4 = 5
Pyscho hatchet attack at Duke: 1d20 + 7 ⇒ (5) + 7 = 12 hatchet damage: 1d6 + 4 ⇒ (5) + 4 = 9

Pyscho hatchet attack at Sledj: 1d20 + 7 ⇒ (7) + 7 = 14 hatchet damage: 1d6 + 4 ⇒ (4) + 4 = 8
Badass Pyscho cleaver attack at Sledj: 1d20 + 10 ⇒ (2) + 10 = 12 Cleaver damage: 1d10 + 8 ⇒ (5) + 8 = 13

The flaming hatchets don't get through Taunk's or Chitwick's defenses, then the badass gets his cleaver in smashing Chitwick, 13 damage.
The buggy charges forward going to overrun Taunk, I assume you are going to jump out of the way? The bandits get out and begin swinging at those around them from the two buggies and each of you are able to dodge or deflect the attacks.


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 thought Velden already went on round 7, but ok

Round 7
Velden sees that a buggy is heading for Sledj, and switches his target to the buggy's driver.

FLurry 1: 1d20 + 7 ⇒ (3) + 7 = 10
Flurry 2: 1d20 + 7 ⇒ (5) + 7 = 12

But the buggy offers too much cover and the arrows bounce off the buggy armor.

Round 8
Velden sees that a buggy is heading for Taunk, and switches his target to that buggy's driver.

FLurry 1: 1d20 + 7 ⇒ (2) + 7 = 9
Flurry 2: 1d20 + 7 ⇒ (1) + 7 = 8

But again, the buggy's armor is too much.

Not this @#* again.


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

RD 8: Sledj stands his ground until just before the buggy splatters him, then throws a smoke bomb just in front of the driver and jumps aside.

"Bandit, vanish!

1d20 + 4 ⇒ (4) + 4 = 8 reflex if needed

AC 21; HP 38; 4/5 bombs remaining


GM:

Let's say, theoretically, that Taunk wanted to eat the hit from the buggy and then try and drag it down with him. What would I need to roll to do that and what am I looking at for damage? My powerful build ability lets my size count as large when it would be advantageous for me if that helps.


Male Ratfolk Alchemist 1

Round 7
If I do my math right, that should have been total enough damage to drop Chitwick.
Stitches will curse, pop up and throw the two darts at the Psycho Black Border before dropping down the wall so he can move to assist the injured Ratfolk.

Dart Numero Uno: 1d20 + 6 ⇒ (11) + 6 = 17 Vs. Flat Foot
Dart Numero Dos: 1d20 + 6 ⇒ (16) + 6 = 22 Vs. Flat Foot
Damage Uno: 1d3 ⇒ 22d6 ⇒ (1, 6) = 7 (Total 9)
Damage Dos: 1d3 ⇒ 22d6 ⇒ (1, 2) = 3 (Total 5)


_Stitches_ wrote:

Round 7

If I do my math right, that should have been total enough damage to drop Chitwick.

You are correct.

Round 8
Chitwick goes down hard. Rico stands his ground over his fallen partner.
75% chance to stay on military saddle: 1d100 ⇒ 78
Stabilize: 1d20 - 2 ⇒ (12) - 2 = 10


Taunk:
The buggy was going over Sledj, but yes theoreticaally if you wanted to try to stop the vehicle you would do a CMB check, if you defeated the buggy's CMD you would take deceleration damage likely 2d6 to 4d6. If you failed you would also take trample damage that would be another 4d6 from the buggy. So you get the small bonus for being large in this case.

Yes Velden did already go in round 7. Awesome Sledj! Luckily you don't need the reflex save and you still get to act in Round 8.

Round 8 - Initiatives:

Bandits*
Velden*
Taunk
Duke
Rico/Chitwick* (Rico now at Full defense over Chitwick?)
Claptrap*
Aria
Five
Sledj
Stitches
Michel Tam

*Actions done for the round

Buffs: Inspiration - +1 to attacks and 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

GM:

Claptrap addresses Blades
Well! since you ARE infact a highly lethal Experement, I shall allow you to lead the way outside, because I am generous, and absolutely NOT terrified of these bandits, who I have surely pissed off royally by blowing up their prize in their faces... Good thing I didnt taunt them!!!
Lead the way Experiment!
Claptrap will then follow Blades outside (on round 10), his mop now in hand.

Well, I am ahead of most of you guys a bit. I will be joining up with you on round 10 :)
Until then, Claptrap has relational advice to share!!
(I also really like the smoke bomb idea ^-^ Same with the attempt to "Catch-A-Ride"!


Male Ratfolk Alchemist 1

Next Round! Cause, whatever I had written before was my last action. Was my throwing attack round 7 or 8?

Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Stitches will draw his kukri as part of his move action and come up on the other side of the Bandit he attacked the round prior so he's flanking with Rico. Who I have the urge to call 'Big Rico' because nobody does a slice like Big Rico... Nobody.

I should still get an attack, but I would need to hear from the DM about how my last turn resolved before I know I need to either attack the still living guy or walk over the now dead guy. :p


Round 8

Of all the bandits so far, the badass is the only one who matches Taunk in stature. With the broken forms of his foes littered around him, the half-orc decides to raise the stakes.

"Time to test your mettle, boy." he growls as he steps towards the Psycho. The armor surrounding Taunk shifts and morphs with additional plating appearing around his forearms. Before the bandit has time to react Taunk has jammed the sharpened edge of his shield into his unguarded abdomen.

Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 14 ⇒ (4) + 14 = 18

Taunk: Free Action to dismiss Astral Juggernaut, Move Action to manifest Astral Armor, 5' step to map point, Standard Action to attack Badass Psycho.


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 8

Still not hearing anything he focuses on his shot once more, pushing arcane energy into the sniper rifle to add some more damage to these bandits.

Perception: 1d20 + 15 ⇒ (8) + 15 = 23

Mage's Sniper Rifle, +2: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 2d6 ⇒ (4, 1) = 5damage: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9

The shot comes with a loud crack from up on the outlook. The bullet slams into the target and the three blue orbs sizzle as they come through the air slamming into the same target. Chunks fly as the magic missiles hit two knees and an elbow. The bandit drops dead and in pieces.


Round 8

Stitches jumps off the wall, Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15 vs. DC 10, and lands without taking any damage. He gets over to the bandit he just hit with his darts to be flanking it with Rico.

No one reminded me about the dwarf or guard...

The guard seems rather green, or at least nervous, and can't seem to hit much with his light crossbow. The dwarf on the other hand had to get another sparkler out and light it. Setting up his aim with his small cannon on the group of bandits at the front door and their buggy.

Taunk disembowels the badass pyscho who looked awfully burnt already. Blood and gore spew around the half-orc as the badass falls to the ground dead.

Duke just keeps missing, he moves back just a bit and keeps taunting the bandit next to him as he dodges the melee.

Round 8 - Initiatives:

Bandits*
Velden*
Taunk*
Duke*
Rico/Chitwick* (Rico now at Full defense over Chitwick?)
Claptrap*
Aria (readied action holding?)
Five*
Sledj (could be done technically but it was cool so letting you take an attack on a nearby bandit if you choose. Plus waiting on others...)
Stitches*
Michel Tam (still singing!)
Guard*
Dwarf*

*Actions done for the round

Buffs: Inspiration - +1 to attacks and damage

Duke botted Round 7&8
Full Attack against Bandit, Rapid Fire for 2 attacks

Attack 1: 1d20 + 7 ⇒ (1) + 7 = 8 on black
Attack 2: 1d20 + 7 ⇒ (6) + 7 = 13

damage: 1d8 ⇒ 2 on black

Attack 1: 1d20 + 7 ⇒ (7) + 7 = 14 on black
Attack 2: 1d20 + 7 ⇒ (3) + 7 = 10

damage: 1d8 ⇒ 4 on black

Round 9

Go!!!

The bandits... well... Sledj holds his own only picking up a minor slash, 5 damage. Rico takes a painful cut from the buzzsaw weapon from the psycho which makes a wide wound, 10 damage. The last burning psycho, black, yells at the darn scag, "Leave it! It is mine!!!" Obviously thinking the scag will take his kill and being so flustered the flaming hatchet is deflected by the armor on the scag. No new bandits yet...

Bandit attacks:

Pyscho hatchet attack at Sledj: 1d20 + 6 ⇒ (5) + 6 = 11 hatchet damage: 1d6 + 4 ⇒ (3) + 4 = 7
Pyscho hatchet attack at Sledj: 1d20 + 6 ⇒ (19) + 6 = 25 hatchet damage: 1d6 + 4 ⇒ (1) + 4 = 5
Badass Pyscho cleaver attack at Sledj: 1d20 + 10 ⇒ (2) + 10 = 12 Cleaver damage: 1d10 + 8 ⇒ (2) + 8 = 10

Pyscho hatchet attack at Duke: 1d20 + 6 ⇒ (1) + 6 = 7 hatchet damage: 1d6 + 4 ⇒ (1) + 4 = 5
Pyscho hatchet attack at Rico: 1d20 + 6 ⇒ (15) + 6 = 21 hatchet damage: 1d6 + 4 ⇒ (6) + 4 = 10
Pyscho hatchet attack at Taunk: 1d20 + 6 ⇒ (3) + 6 = 9 hatchet damage: 1d6 + 4 ⇒ (3) + 4 = 7

Burning Pyscho hatchet attack at Rico: 1d20 + 7 ⇒ (5) + 7 = 12 fire hatchet damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10

confirm crit: Pyscho hatchet attack at Sledj: 1d20 + 6 ⇒ (3) + 6 = 9 hatchet damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18


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 9
Velden switches back to the closest big bad.

FLurry 1: 1d20 + 7 ⇒ (6) + 7 = 13
Flurry 2: 1d20 + 7 ⇒ (20) + 7 = 27
Flurry 2, COnfirm: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8
Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
Damage, Crit: 4d6 + 6 ⇒ (5, 3, 1, 4) + 6 = 19


Male Ratfolk Alchemist 1

This Round:
Stitches opens up the round by swinging with each Kukri...

Right Kukri: 1d20 + 9 + 2 + 2 + 1 ⇒ (2) + 9 + 2 + 2 + 1 = 16
Right Damage: 1d4 + 3 ⇒ (2) + 3 = 52d6 ⇒ (1, 1) = 2 Damage Total=7
Left Kukri: 1d20 + 9 + 2 + 2 + 1 ⇒ (10) + 9 + 2 + 2 + 1 = 24
Left Damage: 1d4 + 3 ⇒ (4) + 3 = 72d6 ⇒ (3, 3) = 6 Damage Total=13

If it drops the bandit I'll take my 5 foot step into the square he was occupying.


Male Greater Kitsune Bard(arcane duelist) 2 ]

Michel gets so wrapped up in his music that, for a brief moment he forgets he was on the edge of a large battle, he snaps out of it quickly and sends another burst of lavender fire at one of the slower looking bandits as he continues to play
1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
sorry for the delay, promotions come on the 28th at my workplace so I've been working myself extra hard in the hopes that I'll get one, poo, that's a bad roll, it's touch attack so maybe it hits, I doubt it though.


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

RD 8:

"I'll call you Pork Chop!"

Sledj slices at the bandit in front of him.

1d20 + 9 ⇒ (17) + 9 = 26 to hit (power attack + inspire courage); 1d6 + 8 ⇒ (3) + 8 = 11

RD 9:

"And you be Drumsticks!"

(If first one drops, step up and slice next one. If not, keep cutting up Pork Chop)

1d20 + 9 ⇒ (1) + 9 = 10 to hit (power attack + inspire courage); 1d6 + 8 ⇒ (3) + 8 = 11


Round 9

"Just keep holding on little buddy." mumbles Taunk as the Psychos continue to lay into Rico. He turns his wrath onto yet another of the unfortunate bandits, following up the attack with a quick sidestep that ends with him standing protectively over Chtiwicks battered frame. He stares down the two remaining Psychos:

"Y'know, for dead men you punks are awful confident!"

"Tell you what: Imma tear your arm off and then Imma beat him with it." he says, indicating the two burning bandits. "We'll see how keen you are on killing then."

Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 14 ⇒ (3) + 14 = 17

Taunk: Standard Action attack vs White Psycho, 5' step to Chitwicks square.


Stitches:
Your attacks seems to be off. First the damage should be 1d3 rather than 1d4. Your base attack with the kukri would be a +9 but with two weapon fighting it would be +7 for each, then +2 for favored enemy, +2 for flanking, +1 for inspiration.

Round 9

Velden's arrows streak out from his bow, the first impales into the Big guy's armor but the second one hits its head and the big guy whimpers and then screams. Sledj takes down Pork chop, the purple psycho, with the slices from his weapon. Michel misses with the lavender flame and it flies off in the distance. Stitches takes down the black burning psycho with his second swing as his first one misses the mark. A cut along the bandit's leg leaves a deep gash and extra blood as he begins to flail and then lay still after the death spasm. Taunk hurts the driver of the buggy, that nearly ran over Sledj, with a grievous wound across his chest cutting the frail amount of armor and flesh at the same time.

The guard shoots another bolt at the nearby psycho, orange, impaling the bolt onto its back. The dwarf aims his cannon at the big psycho and the hand sized chunk of metal comes out with a massive blast. It hits the psycho who withstands the blast. The dwarf lets go of the cannon which falls to his side as a strap of leather is attached to the cannon and his backpack. He then pulls the crossbow off the other side of his backpack. The dwarf sourly says, "Garr, that bandit sure is tough, let's take 'em down!"

DM notes - enemy Hit points, check it out to determine if you down an enemy.:

big badass psycho: 21/61

drumstick, white psycho: 18/18
Driver, grey (was white) psycho: 4/21
orange psycho: 15/21
pink psycho: 21/21

Yellow psychos: 5/20 (hiding or running)

Round 9:

Bandits*
Velden*
Taunk*
Duke
Rico/Chitwick? (Rico now at Full defense over Chitwick? Not posting Rico's actions?)
Claptrap*
Aria (readied action holding?)
Five
Sledj*
Stitches*
Michel Tam (still singing!)
Guard*
Dwarf*

*Actions done for the round

Round 10
Buggies are near, but not coming into view yet. Go!!! I will update bandit actions later.


Male Ratfolk Alchemist 1
GM Wolf wrote:

** spoiler omitted **

Nope. I took my Mutagen back in round 5, which is +4 Dex, -2 wis, +2 Nat AC for 30 mins. My +to hit is +9/+9 since I have TWF and weapon finesse. My bad on the damage die though. Forgot the size difference on the weapons.

Kukri 1: 1d3 + 3 ⇒ (3) + 3 = 6
Kukri 2: 1d3 + 3 ⇒ (1) + 3 = 4

There you go.


Round 10

Taunk means to make good on his threat. He slashes the blade edge of his shield at the wounded bandit, aiming for the mans left shoulder:

Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d6 + 14 ⇒ (1) + 14 = 15

Taunk: Standard Action attack vs Grey Psycho.

Quickly he reaches out, grabs the partly severed limb, and starts to wrench it away from its former master.

GM:

I'm trying to take this dudes arm off so I can smack his buddy around with it. I know there aren't called shots in this game so I guess I'll just throw in a Strength Check. Move action to "draw" a "weapon"?

Strength: 1d20 + 6 ⇒ (5) + 6 = 11

Since I have Catch Off-Guard I shouldn't have any issue wielding it. I think a club would be the closest stat-line to use.


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

"Pork Chop gon' taste good! Now your turn ta bleed, Drumstick! "

1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12 to hit (+inspire courage,power attack,mutagen); 1d6 + 12 ⇒ (2) + 12 = 14 damage


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 10
Velden continues with the closest big bad. "Alright everyone, steady on, they're falling. Get the wounded closer to the wall if you can." He calls out steadily in a voice that rolls over the area.

FLurry 1: 1d20 + 7 ⇒ (9) + 7 = 16
Flurry 2: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10


Round 10 - Initiatives:

Bandits*
Velden* (31/31)
Taunk* (35/35)
Duke (33/33)
Rico (-10)/Chitwick* (-7/38) (Rico now at Full defense over Chitwick)
Claptrap (31/31)
Aria (19/19)
Five (27/27)
Sledj* (14/38)
Stitches (35/35)
Michel Tam (25/25)
Guard
Dwarf
Ethos
fire*

*Actions done for the round

Buffs: Inspiration - +1 to attacks and damage

Pyscho hatchet attack at Duke: 1d20 + 6 ⇒ (3) + 6 = 9 hatchet damage: 1d6 + 4 ⇒ (6) + 4 = 10
Pyscho hatchet attack at Sledj: 1d20 + 6 ⇒ (15) + 6 = 21 hatchet damage: 1d6 + 4 ⇒ (3) + 4 = 7
Pyscho hatchet attack at Taunk: 1d20 + 6 ⇒ (13) + 6 = 19 hatchet damage: 1d6 + 4 ⇒ (3) + 4 = 7
Pyscho hatchet attack at Rico: 1d20 + 6 ⇒ (11) + 6 = 17 hatchet damage: 1d6 + 4 ⇒ (3) + 4 = 7

Badass Pyscho cleaver attack at Sledj with Rage: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Cleaver damage with Rage: 1d10 + 8 + 3 ⇒ (2) + 8 + 3 = 13

AoO
Badass Pyscho cleaver attack at Sledj with Rage: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 Cleaver damage with Rage: 1d10 + 8 + 3 ⇒ (1) + 8 + 3 = 12
Pyscho hatchet attack at Sledj: 1d20 + 6 ⇒ (10) + 6 = 16 hatchet damage: 1d6 + 4 ⇒ (2) + 4 = 6

big badass psycho: 11/61
drumstick, white psycho: 18/18
Driver, grey (was white) psycho: -11/21
orange psycho: 15/21
pink psycho: 21/21

Yellow psychos: 5/20 (hiding or running)

Works for me Taunk, I love what you just did there! Yes a fleshy club, though the damage would be more likely 1d3 unless you increase its damage then 1d4.
Thanks Stitches I did forget about the mutegen.
Everyone, please keep your hit points up to date, otherwise I have to do it or keep a listing on the map.
Chitwick is Rico going to do anything?
If something is affecting you like a potion, spell, or other such things, please mark it in a spoiler at the bottom of your posts in gameplay. Thanks otherwise I would have to go hunting for your adjustments.

Sledj takes a blow to the side from one of the hatchets, 7 damage, and luckily dodges the big guy's cleaver. Taunk lets his armor take the blow from the bandit. The bandit screams in agony as he is hit by the shield again as the blunt force nearly separates his arm from his torso. Taunk then rips off the bandit's arm as the bandit drops dead at his feet.

Velden puts another two arrows into the big guy, but only one of them seems to have hurt him. Sledj misses his attack and opens himself to be attacked, the big guy slashes the mighty cleaver across Sledj leaving lots of blood in its wake, 12 damage.


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

Out the back door with Claptrap... DC 30 Perception Check for Aria, Full cover to everyone else:

Acro: 1d20 + 9 ⇒ (16) + 9 = 25 Pretty sure no AoO.

He seems to be deadly. With Claptrap following and flanking with him, let alone aiding him, he cuts the next bandit once then in a split second gets another attack in nearly cutting the bandit in half. The body falls, blood sprays from the body.

short sword, +1: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 with flank damage: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (2, 3) = 12

Expend ki point 2/3

short sword, +1: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 damage: 1d6 + 5 + 2d6 ⇒ (4) + 5 + (5, 3) = 17
confirm crit: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 damage: 2d6 + 10 + 2d6 ⇒ (4, 3) + 10 + (2, 6) = 25

Soo much damage Taunk Velden Stitches Claptrap is going to love him!


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

Round 10

Duke narrowly avoids the bandits blows as his head bobs in time to the music. Having lost himself to the tune he continues to hum along - mostly forgetting about the battle raging on around him as he side-steps his new dancing partner.

The bandit begins to yell more and more threats of ultimate violence against him when the music fades and Duke jolts back into the reality of this situation. "Oi! My bad mate, I was just havin' a bit of fun - yah' know?" Here, I'll fix ya' good!" He flexes the fingers of his gloved hand before balling them into a tight fist. "Alright, 'ere we go!"

He takes a quick side-step to get in close to the bandit, reels back his fist and lets loose a quick jab to the bandit's side. A dull thud can be heard as his metal-plated glove connects solidly with the bandits side.

1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
Damage: 1d4 + 6 ⇒ (3) + 6 = 9

"Wouldn't ya' know it? I'm actually pretty good in a scrap if I do say so myself!"


Male Ratfolk Alchemist 1

ROUND 10
Stitches will tear into the orange one now that Stitches is standing pretty much on the black bordered bandit's corpse. He has to finish off this one or Chitwick and Rico are in a real Skag pile.

Right Kukri: 1d20 + 12 ⇒ (19) + 12 = 31 Crit!
Critical Confirm: 1d20 + 12 ⇒ (9) + 12 = 21
Left Kukri: 1d20 + 12 ⇒ (8) + 12 = 20
Right Kukri damage: 1d3 + 3 ⇒ (3) + 3 = 61d3 + 3 ⇒ (2) + 3 = 5
Left Kukri damage: 1d3 + 3 ⇒ (1) + 3 = 4

Despite the numerous wounds on Rico, he's still standing over his master.

The skag is rather defensive of this one. Maybe I should fix it up too.

That is, unless it dies before I can get to it. What's it's CON score anyways?

"Hey big guy!" Stitches will say loudly to the guy with the shield standing over Chitwick. "If you're still alive when this is over I'll patch you up cheap, okay?"


Round 10 - Initiatives:

Bandits*
Velden* (31/31)
Taunk* (35/35)
Duke* (33/33)
Rico* (19/19)/Chitwick* (-7/38) (Rico now at Full defense over Chitwick)
Claptrap (31/31)
Aria (19/19)
Five* (27/27)
Sledj* (14/38)
Stitches* (35/35)
Michel Tam (25/25)
Guard*
Dwarf*
Ethos*
fire*

*Actions done for the round

Buffs: Inspiration - +1 to attacks and damage

big badass psycho: -1/61
drumstick, white psycho: 18/18
Driver, grey (was white) psycho: -11/21
orange psycho: 4/21
pink psycho: 12/21

Yellow psychos: 5/20 (hiding or running)

Rico would not have taken the hit since it was in full defense. Thus to my knowledge has not been hit yet.

The guard reloads again and then he and the dwarf shoot at the big guy hoping to take him down, which surprisingly happens as the volley of ranged attacks from the wall and tower down the mammoth of a bandit.

Round 11

The bandits around your group seem quite skittish now that the burning psychos and badasses have been taken down. Let alone the tall half-orc that just took the arm off of one of them. The last three remaining psychos quickly retreat and get into the buggies and luckily backup the vehicles correctly.

You can hear screams of dying going on the far side of what is left of the cargo ship. Gun fire can be heard up on the outlook and beyond the ridge.

Perception DC 20:
A fight has broken out beyond the ridge. Some vehicles have stopped as others seem to crash into each other. Clash of melee weapons and a few firearms going off can be heard.

Perception DC 30:
The person up on the outlook that has been sniping the bandits, has gotten up and shot something the other direction. You are sure you hear a bigger engine start up. There is some bumping of vehicles but no major crashing. It sounds like a dozen to two dozen are in the melee beyond the ridge line. The few scags to the East of Radiator Ridge look to be following the weakened bandits and likely will feast very soon.

Perception DC 30 and on the wall, tower, or heightened spot:
You can see the claptrap assisting a humanoid in black fighting bandits. He seems to know what he is doing and just slayed a bandit.

On the other side of the cargo ship:

Claptrap you see the bandit move all the way around the buggy to get to the one who just killed the other bandit. One of the other gaggle of bandits comes over and tries to attack your 'friend'.

Pyscho hatchet attack at Taunk: 1d20 + 6 ⇒ (8) + 6 = 14 hatchet damage: 1d6 + 4 ⇒ (2) + 4 = 6
Pyscho hatchet attack at Taunk: 1d20 + 6 ⇒ (9) + 6 = 15 hatchet damage: 1d6 + 4 ⇒ (3) + 4 = 7

He is not fast enough to dodge the two attacks, but the shimmering protective field wards the weapons away.

He will wait for you to get into position and I am going to assume you do such.


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

Round 11:

He quickly moves thinking to his new pal, 'You are great to have around, move to my position and mop the bandit we will flank. Let's see if we can get them both in this moment.' Then he separates his sword into two, as a chunk falls off the end of the first one.

short sword, +1: 1d20 + 7 + 2 + 3 ⇒ (13) + 7 + 2 + 3 = 25 damage: 1d6 + 5 + 2d6 ⇒ (1) + 5 + (6, 3) = 15

short sword, +1: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (3, 6) = 19

Two slashes and the bandit on the side falls over, blood spurting from his chest once his head hits the ground.

Expend another Ki, 1/3

short sword, +1: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 damage: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (5, 1) = 16

With another blindingly fast strike the bandit between the two of you falls and blood spurts from his wounds as well.


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 + 6 ⇒ (10) + 6 = 16 perception

"Ouch! That hurt you skrag lovin' monkey humpin' face-mask walkin' sammich! God thing you're dead, or I'd chop you all up in your face!"

1d8 + 2 ⇒ (5) + 2 = 7 Sledj pops a vial's lid and downs it, before grabbing dead Pork Chop's ankle and turning towards the town.

Drink CLW extract, grab rations, 5' towards rest of party. Current HP 21/38, AC 21, 58 minutes of mutagen remaining, 4/5 bombs remaining


Male Ratfolk Alchemist 1

Round 11

Stitches will administer Aid to the downed Ratfolk, using one of his 'meds' on the poor guy.

Healin': 1d8 + 3 ⇒ (6) + 3 = 9

Woo! Chitwick you're in the green! Is Rico at full again? What happened there?

"Welcome back." Stitches says to Chitwick. "Hold still, I'm not done yet."

Round 11 Summary: Move->Draw Potion, Standard->Administer, Free->Medical Advice.


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

Perception: 1d20 + 20 ⇒ (2) + 20 = 22

Round 11

"Got more on the way, finish these off quickly." He says, aiming again for the badass and launching two arrows.

FLurry 1: 1d20 + 7 ⇒ (13) + 7 = 20
Flurry 2: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7


"Feh, buncha yellabellies." says Taunk as the remaining bandits flee. He tosses the severed arm away, no longer needing it now that the immediate threat was dealt with.

"I'm fine." he says in response to Stiches' offer. "They didn't even scratch the paint. It's this guy that took the brunt of it." as he steps back to give Chitwick some room.

"If you want to handle it here, I'm gonna go make sure those bandits stay gone."

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

The Susano'o shifts and pulses yet again; this time shedding all of its protection until only a layer of synthetic musculature encases Taunk. This new form lends him incredible spped as he begins to pursue the fleeing bandits.

Taunk: Free Action to dismiss Astral Armor, Swift Action to manifest Astral Skin, pursuing bandits. Speed increases to 40 ft, AC decreases to 15.

GM:

I'm seeing some attack rolls leveled against me in the "On the other side of the cargo ship" spoiler. I don't think they're mine, especially since I don't see anyone attacking me on the map. However, if I am being attacked disregard my above action and use these attack and damage rolls for my retaliation:

Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d20 + 14 ⇒ (1) + 14 = 15

If I'm not being attacked then ignore this spoiler.


Squirts of blood splatter as he struggles to get his words out. "D-doc" a heavy wheeze accompanies his voice as he removes his goggles and slowly opens his eyes, "y-ou're one ugly m-f." Seeing that Stitches, well, stitched him back up, he looks him in the eye, gives him a toothy grin and chuckles, "Ugly as sin, but y'know w-what you're doin'. Name's Chitwick. That ass in my face is Rico's. R-Rico, Would you get your ass out of my face?!"
Chitwick gets on his feet and grabs his weapons. "$@&%, did you see how we fought those bandits? Hah! Dumb punks didn't know what hit 'em!"
Rico is at 9hp


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 hit 'em. Gonna eat 'em, too. Whassat you said? More incomin' Tasty!"


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 looks on as the bandits retreat. He pulls up his crossbow and aims as they speed off, kicking up clouds of dust as they ride. "Click." he says as he pantomimes firing; sighing he lowers the crossbow and unloads the bolt that lies in it. Duke slings the crossbow over his shoulder and looses the laces on his gloved hand as he flexes his fingers a bit.

"Well that was a bit o' fun - wassinit?"


Male Greater Kitsune Bard(arcane duelist) 2 ]

Michel finishes his song as he approaches the front liners, flavor text, he's not actually expending roundsa large fox at his side. He gently strums his guitar as he asks the group "anybody need any healing? I have some magics if you folks are in need of healing


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

"Nope, not right here. Anyone with ranged weapons, I want you still putting fire on those bandits. If we kill all but one, let that one escape, otherwise, no quarter. I want the bandits to soil their pants at the thought of attacking this place." He says coolly, pulling more arrows out of the quiver.


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 slightly wounded. But that dude seems a lot worse off."

Sledj drops his burden and points towards Chitwick

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