Cult of Unraveling (Inactive)

Game Master Matt Adams 259


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Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I could see there being a spare piece of armor at the shop. Possibly given as payment or was Keve's father's at one time. If agrimar is already wearing the shirt we would only need one more set.

Jasper, you think it'd be worth trying keeping the guards occupied with a little performance? Or Bluff them somehow.

If all the slaves are chained separately it'd take Keve some time to pick all the locks of the manacles. I suppose we could just free them and let them scatter with the manacles still on and only take off Cyrenes and Agrimars.

Kurt, I suppose you could at least bust the chains that hold their hands together to allow some freedom of movement.


The original plan was to have the owner of the mine buy agrimar and Cyrene along with a bunch of other slaves. They would replace Jasper's brother and other miners as workers and get then the party would get involved after the workers revolted against the mine owner and slavers.

I like the jail break better. It gets to the meat of the game faster.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Addams Family DM wrote:
The original plan was to have the owner of the mine buy agrimar and Cyrene along with a bunch of other slaves. They would replace Jasper's brother and other miners as workers and get then the party would get involved after the workers revolted against the mine owner and slavers. I like the jail break better. It gets to the meat of the game faster.

Plus, who doesn't love a bit of grand larceny?

Grand theft slaves.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

As long as it doesn't end in a TPK lol soon as Jasper posts he's ready we should be prepared to try and do this.

I don't figure you're putting together a map for this (unless you are which would be awesome) so I'm not entirely sure how we are going to work out the layout of how the slaves are positioned vs. The guards. I'll be pretty useless fighting (guns too loud) so I'll be spending my time trying to either pick locks or open cells. Depending how they're locked up. I was hoping Jasper could distract with either Spiked ale or some performance. Kurt, you could be there ready to dispatch the guards if things go awry.

Not trying to do this all on my own, I'd love yalls input I just have a tendency to overplan.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

No big deal, I love the ideas.

Im hoping Cyrene can throw some crazy mind powers in the mix once we get started.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Looks like we have the poison to knock them out. Jasper can deliver as an ambassador of the inn and act like his comrades sent it over or something. With them out we should be able to do this fairly easily. As long as everything goes according to plan. **Fingers crossed**


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +7 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

If you let me know I can throw Lullaby around and get the guards nice and drowsy :)

As to gear I didn't bother buying any since I assumed it would all be taken - as a psychic I don't actually need either weapons or armour, although I'll try and get some in future.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Lullaby plus the meds as backup should have them plenty knocked out. We might have to pick up Jasper and carry him though :) not sure on the radius. After busting out we will be going to the shop, so any mundane tools you would need may be there.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Looks like we pulled it off! I'm pretty excited for our first combat. Are there any specific strategies yall plan on using? Mine is pretty straight forward, stand behind the melee and shoot. I know we are low level so there aren't a ton of options, but it may help to know so we can set each other up.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Kurt belongs face to face with the enemy, likely working flanks with Agrimar when we can (since I think he backstabs?)

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

Jasper makes them wet.


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Agrimar is a front-line fighter, with some sneak attack goodness. I might invest some feats later on in combat maneuvers, but not sure whether it's worth it.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Being slaves, would they have any brands or something identifying them as slaves?

I was looking at the bard archetype and the water thing may help Agrimar do some flanking. Or you can try your luck getting them wet lol

We have a pretty well rounded group. After a few levels combat is gonna get really interesting. We could start planning on feats and abilities that compliment one another. I don't have anything specific in mind, but I'd love to hear a few ideas.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I haven't thought too much about builds. Figure power attack is a no brainer for me. Apart from that I haven't gotten too far.

Arcana either, though wand wielder could be fun, going staff and sword like Gandalf.

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Jasper Krail wrote:
Jasper makes them wet.

I see many comedic falls in our enemies future. Great crowd control options though.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

For Keve's first gadget (I wanna start small) I think a lighter would be a good start. (Makes lighting something on fire a swift action.) Something that he had already been working on before all this transpired. Either something he just completed or something he is just about to complete. Not for the free item, but as a means to introduce the tinkering aspect to the other characters while they are still a in the shop. That way they can give me really cool ideas for their characters. I want Keve to end up making something for everyone. (It doesn't have to be something new, it could be an interesting upgrade to an existing piece of equipment.)

Just a random thought late at night that popped in my head.


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +7 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

At the moment Cyrene can't do that much... eventually I'll be bringing buffs like haste and all the other mind melting tricks to the table. For now though lots of acid splash and other such things.


Keve Shlader wrote:

For Keve's first gadget (I wanna start small) I think a lighter would be a good start. (Makes lighting something on fire a swift action.) Something that he had already been working on before all this transpired. Either something he just completed or something he is just about to complete. Not for the free item, but as a means to introduce the tinkering aspect to the other characters while they are still a in the shop. That way they can give me really cool ideas for their characters. I want Keve to end up making something for everyone. (It doesn't have to be something new, it could be an interesting upgrade to an existing piece of equipment.)

Just a random thought late at night that popped in my head.

Seems simple enough. It would basically be a container for oil and something similar to Keve's gun trigger.

Are we ready to go to the next day?


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

If everyone else is.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I'm ready


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Lets do it.

-Posted with Wayfinder


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +7 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

Sure :)


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Cyrene wrote:
Sure :)

+1


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Not sure how you wanna come up with the DC for each Gadget. The system I've worked out is him getting an engineering roll any night he has an hour to draw up schematics and a Craft roll when he has either 2, 4, or 8 hours to build. With length of time and the roll determining how much progress he makes in that time for crafting. With a set DC for schematics depending on the complexity of the item; 10=simple object, 15= mundane, 20=advanced, 25=masterwork. And you determine which difficulty each item I'm trying to make falls under.

Rolls for lighter (more of a test)
If 15gp in materials sounds good I'll take it off his sheet.

Knowledge (Engineering): 1d20 + 6 ⇒ (5) + 6 = 11

Craft (Gadget): 1d20 + 6 ⇒ (20) + 6 = 26

I'd like to call that a success in that he stayed up part of the night to complete it. So he can have it for tomorrow.


That system works for me. A lighter would be a pretty simple gadget to make so, congratulations on your new device.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Sweet! Thank you! I can't wait to see what we can cook up!

Kurt and Jasper don't forget to add 10 gold to each of your sheets. I took 20 off mine so it's gotta go somewhere.

Not sure how to explain Cyrene and Agrimars Gear and gold they possess. Any ideas?

Maybe the gold is from the two guards? Cyrene's Gear is pretty mundane and could be explained with extra stuff laying around the shop. Agrimars cold iron dagger and crossbow may be a bit more difficult, unless it was Keve's father's. If it was to have some sentimental value to Agrimar though that may not work.


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

None of the gear needs to have any sentimental value.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Red haired key chick found your stuff and will drop it off when she inevitably advances the plot?

Kurt can certainly do without his daggers and crossbow until he cam buy new ones

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

We should probably think about a gear tracking sheet before we get going too far. Google sheets seems to work fine for my other table.

I just dont have a keyboard to start it, though I can if necessary

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

I can get a Google Sheet up in 15 or 20 minutes.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

For everyone's individual Gear or as our collective Gear or both? I think it sounds like a great idea either way


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Both might be nice. Like a tab for group and a tab for each person. Its just much easier to add to a google sheet on the fly vs editing the profile.

IMO anyway.

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote:
Both might be nice. Like a tab for group and a tab for each person.

+1


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I like it. It sounds like it would be really handy


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Keve Shlader wrote:
I like it. It sounds like it would be really handy

In my PBP experiences, I can confirm it is. However, I'm oddly better at tracking items in person than I am online - it's one reason I never play a traditional alchemist on the forums.


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

The sheet is made! Here is the link, and I have a tab for each character and a tab for the group. I wasn't sure if the "everyone" tab should just be things that we haven't divvied up, so it's empty for now.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Agrimar the Snake wrote:
The sheet is made! Here is the link, and I have a tab for each character and a tab for the group. I wasn't sure if the "everyone" tab should just be things that we haven't divvied up, so it's empty for now.

Great, thanks! Everybody could be undivvied or unwanted-slated-to-sell loot.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I think it's view only at the moment, but when I saw you had already listed our items for us I almost cried. I was DREADING inputting the information because I figured I couldn't copy/paste. So thank you for doing that


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

No problem. I guess view only is the default setting for link sharing. Should be fixed now.


That is a fantastic bit of online work, there.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Rut roh, maybe we shouldn't have left Keve alone... hopefully his hiding crates hold up.

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Agrimar the Snake wrote:
The sheet is made! Here is the link, and I have a tab for each character and a tab for the group. I wasn't sure if the "everyone" tab should just be things that we haven't divvied up, so it's empty for now.

Still view only. I THINK you gotta make a new link with the updated permissions. Or something.

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

By the bye Keve, I'm excited to be in a game with a gunslinger since I've always wanted to run one, be fun to see how you build him.

Of course I'd probably do something suboptimal like try to shoehorn switch hitter in.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

It's definitely going to be interesting to squeeze outta this one. Can't really kill em because then the other slavers are gonna come looking for them. I'm hoping they just notice the tracks of slaves running into the woods and are asking if anyone saw anything. Keve hasn't got much in the way of Charisma so it's gonna be difficult to talk his way out of it. Let's hope the dice are on our side.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Can't imagine the legal justification to search your shop in detail. Does this town have a sheriff?

Hopefully it is a small enough town that Kurt can hear any gunplay, he's already on edge and would come a runnin'

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Definitely going to try and stop them from coming downstairs, and since they have no authority here I suppose I would have the right to shoot them. If it comes to shots fired yall better get there quick lol if I could see the slaver leader from my window the stables probably aren't very far off. Not sure about the inn though. I am super ready for some combat though


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Agrimar, what would you think about a Scorpion-esque wrist mounted harpoon gun that could shoot into enemies and you could pull them closer with? Your avatar screams scorpion all the way lol

And GM, would this be possible? I realize it would only have a 5 or 10 ft range and he would need to make a strength check or something to pull them in, but it does sound cool.


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

That sounds amazing! DM permitting, of course.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

You could just make it a ranged (touch?) attack with a bonus (maybe) to a grapple or bull rush combat maneuver.

Grapple (move) seems like maybe best.

-Posted with Wayfinder


Well, how did you know Mortal Kombat is my favorite fighting game series? And extra points for gettung my favorite character.

I'm thinking a standard action to make a ranged drag or trip maneuver. Or it could be used as part of a full attack or flurry.

Being a brawler, Agrumar could even use his floating feats to make it good when necessary.

Let's say DC 20 for the Knowledge (engineering) check and Craft roll. 35gp in supplies. 12 design points and 30 build points. Your knowledge roll minus the DC will add to the design points. Your craft roll minus the DC will add to the build points. We'll keep track of large failures over 5 that waste materials, but not the cost in silver for progress.

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