GM Sappy's Infiltrators - Dirty War

Game Master Sapiens

May XX, 1942 - XXXXXX - Prague

Map of Prague


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Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

I'll say that the Technician can make an absolutely brutal sniper, if you'd like something less magical.

Shadow Lodge

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

No I mean i already have them from the other class
I am multiclassed
When multiclassed you take both class's proficincies

And while i appreciate the thought Fomasz, i like the slightly magical deal I'm going for


Back from holidays! Business should resume shortly.

Even if you multiclass, you can't stack proficiencies if you get a Martial Tradition. You give up every proficiency ever except those from Spheres of Might. Otherwise it would be too strong for a dip.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

That Doesn't really make sense given that you'd then take a -4 to hit with every weapon and be incapable of wearing armor, you'd be a pretty shitty martial
But whatever
I guess I'll just have to have my gunslinger levels be a one level dip after all
Shame


Back from holidays! Business should resume shortly.

You get proficiencies via the Equipment Sphere.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Which you don't have access to unless you give up feats


Back from holidays! Business should resume shortly.

Nope: you can take combat talents also by taking the Extra Combat Talent feat, but almost every tradition gives at least one (discipline) talent from the Equipment Sphere. Combat Gunner grants Firearm Proficiency.

If you are interested, I suggest you take a better look at the "Using Spheres of Might" paragraph: it's not excessively complicated, but it's a different system which takes a bit getting used to.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

The extra combat talent is a feat
But i will keep reading


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Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

To clarify a tad, since I think people are talking past each other a little:

Any class with martial weapon proficiency or proficiency in at least one exotic weapon (not counting the favored weapon of your deity) may choose to trade all proficiencies (except Light Armor, Simple Weapons, and Bucklers, if applicable) to gain a Martial Tradition.

A Martial Tradition lets you pick two Equipment Sphere talents and two talents from any sphere; many examples are provided. Equipment Sphere talents can either add proficiencies (for example, EWP: Firearms) or have other effects (for example, letting you use an armored gauntlet as a buckler).

You can gain additional talents by taking the Extra Combat Talent feat, or by trading a set number of feats at level 1. Trading a set number of feats is a better deal, but uses up some of the more useful feat slots.

There are also archetypes for most Paizo martials, they may or may not be worth looking into.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Essentially, you'd be trading out some broad martial weapon proficiencies (most of which don't really apply to members of a WW2-era military) for a more focused approach and interesting abilities.


Back from holidays! Business should resume shortly.
James Alwin Shrike wrote:
(most of which don't really apply to members of a WW2-era military)

Unless your name is Jack Churchill.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

MAD JACK CHURCHILL


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

To be fair, I believe he specified officers

Edit: My current game plan is as follows
-Check the trucks
-Check the soldiers
-Drop a Swirling Panoply on them (I even prepared a template on the google doc)
-Start the mayhem properly.

I should be close enough to do the recon I am hoping for and should be able to open up with Swirling Panoply next round. With luck, I'll provide enough cover for Sam to get in and handle the intellectual heavy lifting/provide an opening for Tomasz to introduce them to the wonders of modern engineering in a very personal way.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Does the splash damage hit each square of the barrier to do more damage?


Back from holidays! Business should resume shortly.

It doesn't do more damage to the barrier, but it hit two of the soldiers.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

How much of a penalty to my stealth check is the flare? I have a chameleon power active so it might still be viable to hide.


Back from holidays! Business should resume shortly.

More than a penalty to your Stealth check, it gives a bonus to the opponents' Perception and attacks. If you just move out of the lit area, they will have a harder time tracking you.


Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

@Sappy - How many rounds worth of driving would you like for me to come in from the east?


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

I can't click my character because it's under the light


Back from holidays! Business should resume shortly.

@Tomasz: I'd say one full round until you get to the eastern border of the map.

@Pierce: I've moved it above.


Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

Finals start this week for me, so I'll be spending most of my time alternately studying and fantasizing about dropping out and becoming a Batman villain. Please bot me if I'm slowing things down.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

The batman villains most all had doctorates


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Less than stellar Swirling Panoply damage but hopefully it should have off-kilter for the moment.


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

Can I see the soldier on the machine gun, or does that funny angle and the height of the truck block line of sight?


Back from holidays! Business should resume shortly.

Where you are, you can see him, but he has full cover. If you take a 5' step west, he'll be getting only partial soft cover (+2 rather than +4 to AC).


Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

Of course, now Sam is kinda standing right in the path of the car...

@Sappy - Question for you: The Greater Barrier talent description says that "You may fashion your barrier into a flat plane if you so choose." So can I use it to make an inclined plane (i.e. a ramp)?


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

While I have no doubt that going at it Dukes of Hazzard style would be great, I also still have a move action this round.


Back from holidays! Business should resume shortly.

I'd say it could. But I'd advise you not to trash your car just yet.


Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

I mean, we have these two perfectly functional trucks...


Back from holidays! Business should resume shortly.

*ominous foretelling laughter*

Oh, yes, good point. Go ahead.


Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

I see Agent L also went to the Old Man Henderson school of dealing with eldritch horrors.

I wonder how tossing an entire grenade belt at once works...


Back from holidays! Business should resume shortly.

I mean, there could have been a diplomatic solution, but carpet bombing will do.


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Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

It is an evil carriage full of evil, summoned by nazis for evil.

I'm going to stab it to death, starting with the freaky horses and working my way up to the angrier bits.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Also, fun fact, that machine gun is now unoccupied.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Nice
Unoccupied machine gun and a trio of explosions


Back from holidays! Business should resume shortly.

Well, technically it's just severely innatural, in Irish lore dullahans and banshees are not properly evil, just very creepy.

But stabbing to death the evil carriage full of evil works fine for me. A proper boss fight can be way more fun than is just as fun as a social encounter with an unholy monstrosity.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Shrike might have been willing to try for a talk but the decision ended up not being his, and failing to back your teammates is often more disastrous than providing support.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

That is also pierces position, downside of being a sniper is that you don't really get to weigh in on social type interactions unless there's a prolonged cease-fire
Here's saw undead horses and horse men just showing up, and multiple explosions
Seems pretty cut and dry to him


| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7

I mean, I don't think L's training prioritized diplomacy with ritually called Nazi abominations. But, if I'm wrong I'd change my actions.


Back from holidays! Business should resume shortly.

No, no, I didn't want to reproach you :) I'm actually glad. I spent a lot of time thinking about the boss battle. It was just nice to see that some things never change.


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

Well it's only taken me seven months but I got the Atrocity Archives out of the library today :)


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Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Welcome to the cult. Brother Sapiens, if you would fetch the ceremonial robes, I will start thawing the ceremonial octopus.


Back from holidays! Business should resume shortly.

At once. Remember to check the laser grid, it was burning a hole in the carpet last time we set it up.

Shadow Lodge

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

feliz navidad


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Happy holidays everyone, may they be tentacle-free

Shadow Lodge

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

So far no tentacles here


Back from holidays! Business should resume shortly.

Happy Christmas to you all! Luckily this time tentacles were optional.

(also, Sam and Pierce are up. No hurry, though.)


Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

Before I post, I'd like someone with a higher attack bonus that Tomasz to be sitting next to him so I can hand them a special bullet that should help here.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

I have a high attack bonus for single hit attacks. What sort of bullet
Also, would they have to spend extra time to come get me or are we assumed to have good coordination


Combat Engineer Alchemist 6 | HP: 7/52 5NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 9/11 | SP: 12/13 | Speed 30ft | Active conditions: 2 Negative Levels.

One that would either entangle them (Reflex save) or trap them in a bubble of force (No save, but we'd have to wait for it to expire to attack them). They'd also likely slam full speed into said bubble.

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