Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


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Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

"...doesn't feel minor... barely... made it here...," Trystt wheezes for exaggerated effect, but not lying.


Spore and Napalm have actions here. Don't forget the guards have left the smoke and have eyes on you as we speak


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

"We go now, cover Trystt." Ebon makes the decision and pushed on by Midnights words charges at the men. Not giving them an opportunity to fire on the group.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 6 ⇒ (1) + 6 = 7


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm nods as he sees Ebon begin to move at the men. He flicks his baton out in a quick motion and yells for Spore to surround the robot. "Spore, now! Surround it!". He lashes out with the baton, trying to strike where he can disable the security bot.

Sneak attack : 1d20 + 6 ⇒ (9) + 6 = 15
Sneak attack damage: 1d6 + 3 + 2d6 ⇒ (1) + 3 + (5, 4) = 13

-Posted with Wayfinder


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Midnight wastes no time, and the moment Lucas has lashed out with his baton, she sends a bolt of electricity charging through the robot.

kinetic strike: 1d20 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11 versus touch AC
electricity: 2d6 + 2 + 2 + 1 ⇒ (4, 1) + 2 + 2 + 1 = 10 Is there a bonus versus metal!?

Oh for the love of... >.<
Fingers crossed the robot's touch AC is less than stellar...

hp 27/40, Burn 2, LoH 0/3, ranged attack miss chance: 25%


Ebon leaps into a flying kick that connects with the face of one of the guards. His heel smashes the glass of one of the lenses in the mask, driving shards into the man's face who screams in surprise and pain.

Midnight unleashes a blast of electricity at the droid but her aim is wayward and it crackles off into the smoke without harm while Napalm snaps out his baton and smashes it into the back of the robot, causing a large dent but not disabling it by any means.

Spore to act


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore follows Napalm into battle, sliding into a flanking position and unleashing an attack against the robot.

Flurry1: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Flurry2: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Who are you attacking there, Spore?


Spore lashes out with vines wrapped into oversized fists but though his blows land solidly, they don't appear to damage the robot at all


Round 1 - Enemy

Lights flash in the 'eyes' of the robot and gears and turbines whir as it winds up a huge haymaking slam the Spore blocks with another makeshift shield of rapidly growing vines.

Robot, Spore: 1d20 + 6 ⇒ (7) + 6 = 13 Miss

Reeling in pain, the guard that Ebon kicked staggers backwards and fires almost blindly but the deft monk is able to deflect away the bullets with speed that is never short of remarkable

Guard 1: 1d20 + 4 ⇒ (18) + 4 = 22 Hit

The other turns his submachine gun on Napalm and snaps off a shot that issues with a flat retort. Not as fast as Ebon, the tech sighs inwardly with relief as he hears the round whistle over his head.

Guard 2, Napalm: 1d20 + 4 ⇒ (5) + 4 = 9 Miss

The guard then retreats back into the cloud of smoke.

Round 2 - Heroes

Map


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon has a quick glance back at the others and then steps forward, fists raised up ready to strike out. Then unleashing his attacks on the gunman.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 5 ⇒ (4) + 5 = 9


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Midnight sends another bolt of lightning at the robot...

1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15 versus touch AC
electricity: 2d6 + 2 + 2 + 1 ⇒ (1, 3) + 2 + 2 + 1 = 9

hp 27/40, Burn 2, LoH 0/3, ranged attack miss chance: 25%

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

"Maybe try getting it in the water," Trystt suggests, seeing the robot withstand her friend's attacks. At the same time, she gestures at it, trying to disrupt its circuitry.

-------------------------------------------------------------------

Std: Hex: Misfortune

Misfortune(1 round)(DC:14):
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

HP: 9/11(Neg Level: 2)
AC: 21/16/15/20(18 magical)
Witch 1st: 4/6
Healing Hex Used: Trystt | Spore
CMW pack: 1


With a series of crunching blows, thudding into the guard's stomach and the finishing with a short uppercut that sends him flying back into the smoke.

Midnight blasts another bolt of lightning at the robot, this time the electricity courses through it, temporarily making it spasm even as Trystt manipulates the air around it, dropping air pressure and then rising it again suddenly, making it difficult for the thing to use it's targeting systems effectively.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm spins from the shot the guard took at him and bring his baton around low to smash into the robot's leg right at the joint.

Attack (flank): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage (SA): 1d6 + 5 + 2d6 ⇒ (5) + 5 + (6, 5) = 21


In a humanoid the blow would have been sickeningly painful and completely debilitating. For the droid, though sparks fly and the joint almost buckles, it still remains standing and operational.


Spore to act this round


Spore: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 Hit
Spore: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Did not confirm
Spore: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Hit

Spore lashes out again, hammering at the robot but once again finding that he does not seem able to buckle or bend it's steel frame.

Round 2 - Enemy

The guard that retreated into the smoke suddenly opens up with his submachine gun, emptying rounds after round in a reckless spray of bullets. They chip up from the concrete ground or whistle as they fly past in a hail of lead.

Full auto, Napalm: 1d20 + 4 ⇒ (18) + 4 = 22
Miss chance. <50% is a hit: 1d100 ⇒ 6
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Full auto, Spore: 1d20 + 4 ⇒ (4) + 4 = 8
Full auto, Robot: 1d20 + 4 ⇒ (6) + 4 = 10
Full auto, Midnight: 1d20 + 4 ⇒ (2) + 4 = 6
Full auto, Trystt: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14

The hail continues for a couple of seconds until his clip is completely empty, at the end of which everyone is able to take cover effectively except Napalm who feels a hot graze along his calf.

Robot, Spore: 1d20 + 6 ⇒ (13) + 6 = 19 Hit
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Round 3 - Heroes


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Frustrated by both the bullets, and his inability to dent the hard outer shell of the medic-bot, Spore turns his back and charges into the cloud hoping that he guesses right on which direction the shooter is in!

perception, if it helps: 1d20 + 9 ⇒ (11) + 9 = 20

attack, if can get close enough with just one move action: 1d20 + 5 ⇒ (4) + 5 = 9
damage, if needed: 1d6 + 2 ⇒ (3) + 2 = 5

If I can't get close enough on one move action in the cloud, I'll instead use Martial Flexibility and get Improved Sunder.


Yes you can reach him with that, although the attack misses


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

"Take that mental trash can down." He says as he charges into the clouded with Spore.

Percpetion: 1d20 + 10 ⇒ (15) + 10 = 25Wish this was my attack

Hoping to follow the big plant in and giving some help.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 6 ⇒ (1) + 6 = 7


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Thrice-accursed robotic assailant!

mutters Midnight as the robot continues to target the team.

She sends yet another bolt at it, hoping to overload its circuits for good.

kinetic strike (lightning): 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23 versus touch AC
electricity: 2d6 + 2 + 2 + 1 ⇒ (2, 6) + 2 + 2 + 1 = 13

hp 27/40, Burn 2, LoH 0/3, ranged attack miss chance: 25%


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm winces as he feel the bullet graze him. He takes advantage of the robot focusing on Spore to jam his baton into a niche in the robot and try to pry out a component.

Attack (flank): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage (SA): 1d6 + 5 + 2d6 ⇒ (2) + 5 + (1, 6) = 14


Between them, Midnight blasts the robot leaving a smoking hole in it's chest. Taking the opportunity, Napalm drives his baton into the hole and wrenches out any piece of machinery and circuitry that he can.

The robot shudders and then collapses in a heap of metal.

Ebon rushes into the smoke, the chemical fumes stinging his eyes almost immediately.

The noxious fumes of the alchemical smoke make travel through this area dangerous, if not outright lethal. The smoke obscures vision within the area marked on the map, granting concealment to creatures inside the cloud. The smoke is also laden with chemical irritants, and all creatures within the cloud take a –5 penalty on sight-based Perception checks. Creatures entering this area without protection must succeed at a Fortitude save each round (DC = 15 + 1 per previous check) or be nauseated for 1 round.

A creature nauseated by the smoke for 2 consecutive rounds takes 1d6 points
of nonlethal damage. A creature nauseated for 3 or more consecutive rounds takes 1 point of Constitution damage each round from the poisonous reagents mingled with the smoke.

Ebon fort: 1d20 + 6 ⇒ (14) + 6 = 20 Success

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt touches Napalm on the arm to grab his attention. She gestures toward the water and the back of the building, so that someone knows where she is going and then sneaks around to see what or who else is in front of the building that they're trying to reach.

-------------------------------------------------------------------

Double move, half speed

Stealth: 1d20 + 14 ⇒ (7) + 14 = 21
Perception: 1d20 + 14 ⇒ (14) + 14 = 28


Round 4 - Enemy

With Spore and Ebon closing in, the remaining guard backpedals quickly, withdrawing out of the smoke and toward the barricade.

But, to his surprise and horror, the people manning the barricade only moments ago, have withdrawn inside the building to the west, leaving him stranded on his own.

Trystt rounds the corner to see the last of them file inside and close the door behind them. The lab building is a featureless single storey affair that looks like a million other offices. The frontage is plain concrete, the doors simple glass and metal-framed but it is without any windows.

Round 5 - Heroes


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Save now?

Fort: 1d20 + 6 ⇒ (12) + 6 = 18

Starting to choke up in the smokes he waves his hand pointing the way the guard ran as he walks past Spore hoping to keep on his trail.

I have 40 feet movement I assume it will be a full move to try and follow him.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Launching upwards, Midnight arcs over and around the noxious smoke cloud and a bolt of static leaps between her outstretched palm and the remaining guard.

kinetic strike (lightning): 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25 versus touch AC
electricity (non-lethal): 2d6 + 2 + 2 + 1 ⇒ (1, 6) + 2 + 2 + 1 = 12

hp 27/40, Burn 2, LoH 0/3, ranged attack miss chance: 25%


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm nods to Tyrstt and follows the slip of a girl around the building, trying to stay quiet.

Stealth: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23


Midnight swoops around the building and almost casually tosses the globe of electricity at the guard. It s;ams into his chest and he is launched backward, crashing into the stacked boxes and barrels of the makeshift barricade.

Combat Over


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon lets out a deep sigh as he looks up slotting Midnight, giving her a wave he turns his attention to whats ahead.

Is this where we saw the load of guards?


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore follows the man over and out of the cloud just in time to watch Midnight zap him with a well placed bolt. With a bottle vine, Spore picks the man up by a leg, and holds him upside down, trying to shake him back to consciousness.
"Who ARE you people?"


The man flops about in Spore's grasp. Bullets, his wallet, a flashlight, some loose change - all clatter about on the concrete as the large plant-creature shakes him in the air.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt walks up to Spore, taking her time in doing so. "Hey, Big Guy, did you want him conscious for that?"


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm quickly checks the bodies, looking for weapons, ID badges, or keycards. "Into the lab, but be careful. They might have set traps."

FYI, Napalm is trained in M16 rifle.


Lucas Lee wrote:

Napalm quickly checks the bodies, looking for weapons, ID badges, or keycards. "Into the lab, but be careful. They might have set traps."

FYI, Napalm is trained in M16 rifle.

Did you take a weapon proficiency feat Napalm?


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Grenadiers get proficiency in one martial weapon. Napalm took it in the M16.


Lucas Lee wrote:
Grenadiers get proficiency in one martial weapon. Napalm took it in the M16.

Sweet

The guard was carrying a snub-nosed MP7 submachine gun, two flashbangs [ooc](thunderstones) and a variety of mundane items (cars keys and such).

The metal-framed glass doors represent the entrance to the lab building.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm takes the two flashbangs and kicks away the submachine gun. "Let's go. Whatever is inside is part of this." He heads towards the doors, looking out for any other signs of soldiers.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


The doors appear to open onto a small lobby that is now empty. There is no sign of movement within the room and the doors are locked.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

"Inside then?," Trystt asks of no one in particular. Giving the door a gentle shake to verify that its locked, she kneels down to do her thing. "Before we enter, is anyone hurt?"

-------------------------------------------------------------------

Disable Device: 1d20 + 14 ⇒ (7) + 14 = 21

Are there lights on inside?


Yes there are lights on inside, there is a small reception desk with a computer on it. The monitor is on but displaying a screensaver.

Trystt struggles with the door. She finds that it is locked without a traditional key lock or even a keycard. She realises that it is likely to be controlled entirely from that desk internally.

She finds an electrical exchange panel and prises it off. She kneels before it then and hums a little tune as she works away at the myriad of switches and wires within. It takes her some time, but eventually she cracks it and the doors unlock with a clunk.

The room beyond is a small reception with nothing but the desk to one side. There is no other furniture in here or decoration. At the end of the room is a heavy steel door, much like a bulkhead.

Unsurprisingly, it is locked as well.


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon waits at the door as Trystt works her magic as it opens he smiles and heads in first scanning the room. "Anyone want to look at that." He points to the computer and then heads towards the large door. "Maybe we can open it with the computer?"


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Ambling up behind the group, and keeping a watchful eye on the rear, Spore investigates the thick door, and then turns back to Lucas."Worth a shot, Napalm? Or else I can break it down, maybe..." Spore says.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

"Let's try the easy way first." Napalm inspects the door, looking for any trip wires or traps they might have rigged. He also looks for any way for Trystt to open the lock.

Perception: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20


The door doesn't appear trapped. But there is no mechanism to manipulate with this and the solid steel bulkhead would likely need explosives to penetrate. You certainly don't think you could break it down.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

"Looks like you're up, Nape," Trystt observes, while gesturing at the computer terminal. "Were there more guys with guns at the barricade that are now in there, Spore?" She pulls out a deck of cards and starts shuffling them idly.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

"Yuupp," Spore rumbles, in return. "A whole bunch. With big guns and all the trimmings."


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Midnight glnces over the computer and wisely decides she has nothing to offer in that arena, instead continuing to monitor the exits to the room so she can meet any new threats.

We should be fine in here, at least for now. I did think of contacting our red-suited friend to see how he's getting on, however I'm sure he's probably too busy to take the call...


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

"Seemed like an okay multitasker to me-- give it a try." Spore suggests.

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