Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Except in a game with large amounts of political intrigue, I've never seen Detect Poison taken. It's simply too focused of an orison/cantrip. Sure, it's handy when you need it, but that's not very often, if ever, in most campaigns.

To be fair, though, Purify Food and Drink, one of the Orisons I took, is also a fairly unused one.


Unused but truely useful to those who don't know where their food comes from. Also I have had pious clerics say that only once that spell was used would the food be sufficient. :)

I wouldn't mind giving both of those orisons as one. Feel free Ida.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

thud, game stall


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

Waiting on the GM


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

Listens to crickets chirping


Sorry folks... lets see what happens.


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

Hah,
Aannra likes to show off. :) Note that Velden's almost as good at acrobatics, he just doesn't show off. :) That way when he fails, he doesn't look like a prat. :)


well lets not mix PC with player here, Aannra dos not like to show off, shes doing what she thinks will help and with in her abilitys.

Wile the Player, in his best Austin Powers voice says

"Yerr Baby, do I ever, eat them rolls, yum yum, taste good?" :)

joking, Joking

just saying she's got a high dex and I want to show what she can do.

Mind you says that what of the guy who got his PC to fire off 10s of shots to show the range his PC can hit at. hehe

twang, twang, twang, twang, twang, twang, twang, twang, twang, twang,

"Sorry Think it go away guys"

hehe
Joke again, just saying..

waves and runs off before a snow ball comes his way


lol

That is good to have humor, for soon in game it is getting real serious. :(


Come on man! Velden a complete OOC statement with no game input, put it here in discussion!

You don't know of the traps or anything yet. Not even the layout of the crypt. There are other surprises besides those, especially if you metagame. :) I am just going with the honor code. Do you want me to block it all out?


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

To be fair, being able to see the map makes it intrinsically more difficult to separate OOC knowledge from IC knowledge. Separation of IC/OOC knowledge is already sometimes a difficult thing to do. Once you've seen where traps, doors, etc are, it becomes that much more difficult. "Would my character step left, or right? I know there's a trap right, but would I have stepped right without knowing?" etc etc.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

seeing the whole map just kind of killed the suspense for me.
Sorry GM but

"one seen it can never be unseen"


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Hmm, good thing I haven't bothered to look at the map yet.


Well I will keep it as is now, I will for sure block it out in the future. There are some major surprises coming your way now.

Soon it will all be clear.


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'm less worried about it personally, because usually Velden is following the thief around going 'Are you sure you don't want to disarm that poison needle trap before you pick that lock?' or 'Aren't we going to open the secret door first?'.

Yes, I did play him in another game, and yes, he did that. Annoyed both the GM and the Rogue player to no end. :)


LOL, I like it, do it, do it! :P

At least you were vigilant.


Light can only be used on one object at a time.


really did not know that


Yeah, I recently learned that my self. Sooo much reading to do, and sometimes you just assume with those orisons.


Hate to say this but strictly speaking as rules stand you can't use prestidigitation to start a fire. There is a 0 spell called spark etc that dos that, it's come up in a few games I've been in.

But it's a GM call of course.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Well, Prestidigitation lacks the ability to duplicate any other spell effects, which specifically keeps it from making the fire, since Spark exists and the APG is in play. In a Core-Only environment, I don't think it would be out of the question, really.


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

*shrug* Then there's no torches for anyone. :)


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

On a positive note, Ida can renew the light on Velden's sword when it goes out. Nice thing is, the sword is a light goddess's sword, and any casting of light on it doubles effective range and duration. :)


Well that works, and if you need torches I am sure someone can get a fire started somehow later.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Aannra can make Fire :) Talent Energy Splash


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 shrank the size of Aannra's droid, as far as I know she's using a psicrystal yes? Which is Tiny at largest.


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 was playing in a game (same one I played Velden in before), where my scout 2/warlock 5 (3.5 game) was the party rogue, but another player who was playing a Warforged Artificer decided he should be the party rogue, and kept stepping on my toes every time there was a trap or door to be lockpicked. Got annoying.

We were in a room, and I noticed an invisible door (See the unseen). The GM tells me this out loud. I say I'll pick the lock, and the Warforged player says 'No! Let me do it! I'm better than you are!' (note, I was actually +11, he was +10).

Looking at the entire table, I stand up, bow and sweep my hands toward the imaginary door. "By all means, if you can pick the invisible lock on the invisible door better than I can, please do so..."

The player looks at me, looks at the GM, looks at his sheet, looks toward the imaginary door I ushered him towards, then repeats it all.

The entire table is howling with laughter, the GM nearly falls out of her seat, and the other Warforged player is hammering the table as he laughs.

"Uhm, well, uh.. yeah, maybe you should get that one..."

I retired the character shortly thereafter, and brought in Velden. And yes, that's pretty much what I did the rest of the campaign was follow the artificer thief around pointing out all the things he missed with his whopping +5 perception (Wisdom 10, few ranks into it).


Yeah it is tiny.

Nice Velden nice!

I goofed... Velden should have seen the blood on the claws of the skeletons, I did not think of that until now. Doh!

Anyways, you all gain a +2 to AC for this fight. For Velden's awesome perception check and teamwork skills.

X-mas is coming... and I like how this group is working.

Please post a few things you would like. Also put them at the bottom of your Character Sheet. If someone were to put teamwork feat down, they might get extra bonuses... :)


I will try to remember that, if not we will just apply the +2 when you remind me. I have made a note in my macros. Still the bow would not help you much against skeletons but I know what you mean Velden.


I am celebrating my Birthday today, though it is on the 16th! The big '30'!

I will likely not be on until Sunday night.

You guys can probably handle this on your own. Standard skeletons that will attack nearest foe.

Large skeleton is of an ogre. Good luck, and I will likely check in.


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

Have fun.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

1: Happy Bday GM, mine was on the 12, had 70 come to my party any had a great time. Hope your 30th us as much fun, Im a wee bit older so it was a sit down meal. :)

2: err color me confused here, My PC was told to drag two "BODYS" out side to be inspected to see if the green horns may know them. I am sorry but no way Aannra would carry bones out one at a time to be looked at, cus unless the Green Horns are CSI, now way they know whos bones they are.

But will go with the flow now its started


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

Aannra,
There are two bodies. There were also all those skeletons in piles of bones.

When you went to pick up the first body, they all reassembled and came back to unlife.

The two bodies are still on the floor of the room.


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

Happy Birthday, btw.

I remember turning 30. :)

But actually, I have blunt tipped arrows (Bludgeoning damage), but until level 3, I provoke when I attack with the bow, so hands/feet better now.


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
GM Wolf wrote:


You guys can probably handle this on your own. Standard skeletons that will attack nearest foe.

Large skeleton is of an ogre. Good luck, and I will likely check in.

*sigh*

Aannra, not spoilers! The GM told us to handle the fight ourselves, and what the creatures were. We can't handle the fight ourselves without having the stat blocks! Unless you can explain how we're to handle the fight without them? The entire point of this is that the GM expected us to just carry on without him over the weekend.

*sigh*


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Velden Don't get all upset over what I hope was just simple request to use spoilers to save use from wall of text posts. That post is only 30 mins old, you can edit and all is simple and clean under spoiler and etc.
All I am asking.


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

Oh, sorry, thought you were using 'spoilers' like River Song from Dr. Who. :) A tiny bit more exposition might be helpful. :)


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

arr I see now, yep I can see how that got mixed up. Ill look out for that next time and add more info like I did v edit :)

Ok what do you think the Green horns have for combat, Thinking with 2 of us at the big one next round we can clear a path out for you guys and bottle neck the undead at the door.


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

Honestly, not sure there's room for them to help. We're already bottled up pretty good, and big Skellington has gotten his jaw cracked, his ribs shattered, his femur cracked and his elbow busted. :)

Small fry aren't all that dangerous, he's the big bad nasty one, and he was unlucky enough to run jaw first into a foot.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Good hit, save her getting big bad Kitty into to clear a way out for you guys. Shame that player is not here, I think he would have loved this one.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2
GM Wolf wrote:


Anyways, you all gain a +2 to AC for this fight. For Velden's awesome perception check and teamwork skills.

Guys don't forget to add +2 and +2 for Flanking

GM Wolf wrote:


X-mas is coming... and I like how this group is working.
Please post a few things you would like. Also put them at the bottom of your Character Sheet. If someone were to put teamwork feat down, they might get extra bonuses... :)

I have an idea to grow my PC [could be good could be bad] with the three Eridian artifacts her owner had GM please read spoiler. The thinking is she was made to use them for him. That's why he had the stuff he had and why he paid for her. She was never to die on the way down, he was meant to get down with her. Others had tried to stop him. letting him die, may have been a mistake now shes found out more. They seemed to be linked and only seem to respond to her.

Aannra's Eridian Artifacts:

Aannra has three Eridian artifacts X3 She got it with in her 1st few hours on Pandora, that her owner had.
She has kind of worked out at the moment how one can work a little bit
but not the others. Her owner how dead must have known or had an idea how they worked. Shes knows they are Psionic and that they seem to be little sentient, but other than that she has no idea what they do. The odd thing is it seems to respond to her. She has a hunch her DNA was made to fit them or fool them in to thinking she is an Eridian. How again she dos not know. But Some times she can hear them, talk, but just can't place the words, She knows they are from an Alien language yet she seems to know what they mean. This two she thinks was programmed into her but seems to be limited or broken.

The three Object are.

Alien Tattoo
Aannra has what looks to be on her body an Animated Alien Tattoo.
Its animated and seems to known her moods, she can even ask it to chance form and shape. But it dos not seem to do anything other than that.

Image 1 Face
Image 2 Body

2: a Bracelet like Devices
They shift to fit her hand but do nothing more.

Ref Image 1

Ref Image 2

3: Small Disk like Crystal
All this dos is shift in color when she holds it.


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

All Velden wants for Christmas is Spell pages and that Ioun stone that grants +1 caster level. :)

Thanks for reminding me of that Aannra, In that case, Veldan was missed.


Keep it up guys, looking good. I am just checking in before sleeping.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Channeling positive energy in the middle of a group of fairly low-level undead works pretty well. Who knew?


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

Uhm,
We were still waiting for Ida and Bishnu to go for round 2, before round 3. If we're skipping them for not posting, shouldn't thier characters do a round 2 action?


Sorry, I saw that you posted your 3rd round actions, so I though they had already went.

We will wait for them, unless you think they need to be boted?


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, that was my 2nd round action. Ida blew away most of the baddies in one channel, and Velden critted the first round once he had an action. So they were almost destroyed in one round.


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

Hopefully everyone has picked up on the fact, by now, that Velden is paranoid in the extreme about making and articulating plans ahead of time. :)

He can be very spontaneous, as long as he's planned for it. :)


Male
skills:
Acrobatics +2, Climb +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +6, Perception +6, Survival +6, Swim +4
human Gestalt Barbarian/Fighter 2
vitals:
(HP 23, AC 22, Fort +5, Reflex +3, Will +2, Init +3 )

I'm going to be traveling tomorrow. I may be able to post in the evening. In the meantime, bot me as needed.


Skills:
Acrobat +11, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+10 , Perception +8, Sense Motive +11, Stealth +10, Survival +10
Status:
HP 18/18; Initi+6; Darkvision 60ft; Fort+3/ Re+8/ Will+5; AC 24*/20 / T20 / FF 16*/12; CMB +10; CMD 21; Speed 30ft; 10/11PP
Elf (Replicant) Monk L2 / Psion L2

Sorry to say Velden Far hand and Mage hand would not work

Mage Hand /Far hand

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one non-magical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no

Mage hand

The Keys magical.

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