Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

"Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack."

Basicly it says: if you can think of an item that would help with a skill, you can get an exceptionally good quality version of it and it counts as Masterwork Tool. I have a coat with dark grayish colour and thickened padding to dampen sounds and blend into the surrounding shadows a little easier.

For a knowledge check, one could use a particularly type of encyclopaedia (Like a Natures Almanac or the "Collective History of the World")
For acrobatics, one could invent a pair of slippers with tiny griphook fibres.

Just don't go overboard, stick to what's reasonable and truly important to your character. Also, many take up bodyslots. The coat is my vestment or armour slot


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Ghaa! How I missed the discussion thread I will never know... But I am on here now :D
My posting has been a little light, mostly because I am not in yet, but I am enjoying reading what you guys are doing!
As for when I appear I had figured it would be when you guys got to me, I figure I'll keep it that way :)


Okay, good to know Elo! Post your rounds if possible either looting or jumping in the truck to kill the bandits.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

So... we redo the initiative order? okay, sure. So I get to act once more, but now from my new location?
And could you update the map? Troll still in same spot? where does the truck with Five and Balthe end up?


Well it is going to take the truck 3 rounds to get to Swiftstab, if you did not hear Elo... DC 20, then you would act normally until round 3 then pop in for your initiative, since Five is before you... you would see the truck come in, power slide and shish cabob the Troll like he was thinking of doing to you. Irony! So post your perception, and first two rounds, from your new location for two rounds.

I will update the map. The troll would have moved towards you then lost you and moved back towards the truck being wary of the little pig he wants to stick, he is hungry...


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

pfffft. Well balthe now wonders why he bothers. That was more than my x4 + SA CDG! :)


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Ya we got ourselves a combat monster! Good thing we are not fighting him in the arena like "originaly planned" eh? Corse that combat monster is almost dead D:
If you are still alive on round 6 I'll come around and aid you a bit, I can't heal you but I might have just the thing :)


Bandit splatter has its place, though if in a normal fight you draw fire off of the mammoth tank so it can survive, it almost went down in this fight. :P


So sorry I've been absent; I've been fighting something particularly nasty and been in bed for most of the pat two days. Hopefully I'm over the worst of it though.


It happens, just try to tell us before if possible.


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Yeah I was intending on moving crates; any rolls necessary?


No not really, York bashes the frozen bindings and the three of you carried the crates out... for more info see York's last posting.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

@CL4P: To be fair, I think York has better damage than me unbuffed, has better defenses and hp than me regardless of my buffs. So unless I get a turn to buff myself he'd probably beat me up quite badly.


Unnamed

but no one wants tos ee mommy and daddy fight!!


LOL


Unnamed

hey dm do I have alchemical artridges or powder and shot


Sorry all, yesterday I had problems with Paizo, and today was crazy with family and work.

Assuming you are Balthe, the one shot revolver you have from Five is loaded with bullets :)

*Edit* Sorry Balthe, it really only holds 'one bullet' it is one of his own prototypes. It is loaded with one bullet, you shoot it, then have to reload.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

oooo, i get it. it holds five bullets, but you only get to shoot one.


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

...yeah I'm not making that check, monk levels regardless.


It looks like we have lost Johnny. Johnny please PM me when you can.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Just a heads up, next week starting Monday I will be away for a week on a houseboating trip and I have no idea if I will have internet access for the week so I might be silent for a while then ;)


Actually depending on what you do, different things happen Jack. Unless you have something special that I can't remember right now, You can only run in a straight line.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Yes, but two move actions get me there if we are using the rough size of the characters right? 60ft? I'll just walk around as all I want to do is end up on the other side safely. I'm invisible during that movement as well. The mention of climb up was just to add dynamic moving and something cool to the description other than "I move there" as that's all I want to do in mechanical terms. Actually using a climb maneuver will likely hinder me and cause me to slip if I roll poorly. Considering the check at the moment is likely 2 checks of a DC 15, and my check is only 7.


Large characters roughly go 40 feet per move. The movement is about 95 feet. To your present location, I will move you back a little.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Okay I would like to now know up front is there any other houserules or random things you will add in at a moments notice. I do not want to be surprised by checks or things that I need to do for fighting or skill checks RAW.

@Johnny: I couldn't fail that check so it doesn't matter this time but making a character worse for the sake of flavour sprung on the player unexpected IS antagonistic. Imagine having to lose a turn over an ability check that was added for flavour, I wouldn't mind if that was stated up front but here not so much.


Unnamed

sigh

I am in multiple games w blood. He does hr stuff on occasion. I enjoy the play style. I think you are overreacting.

I mean we are playing gestalt...not RAW you are some new race that is super powerful and a psionic character. Some of us, not me, got bonus traits and or feats.I think we are outside of RAW, and if you couldn't even fail on a 1 then y not just make the check and be done with it?

if I lose an attack later then so be it, the bad guys will have the same problem eventually.

that said if it really ruins your exeperience that is a total bummer.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Since I can pass without making a check is why I said this time I don't have a problem, but I don't want to be caught out by a surprise with: "Your weapon slips from your hand." Or some such as I have had that sprung on me in games and I don't like it. I again do not mind if these are stated upfront, just not out of the blue.

I have to give up an action here to do something that doesn't follow on from the action I just took, if my strength was any lower I could be losing a turn for just playing my character correctly. It would be the equivalent of saying "Balthe fired his gun and hit the target (with an 18). It however jammed, roll a Dex check of X if you fail the gun is still jammed and you drop your pick." Out of nowhere.


Jack, I was just adding some flavor, since your blade would slice into the better part of the orc's chest.


What is RAW?

hr stuff?

Well if you roll a natural 1 or 20, you auto fail or save/suceed, for an ability check, attack or save. I have several charts for added affects, pertaining to attacks.

Another house rule that I kinda have thrown out the window until now for this group, which we could use if everyone likes it. Since most melee fighters bane is a natural 1, to cast a spell you need to do a spellcraft check and on a natural 1 you fail, with possible additional bad things.

Nothing too bad just flavor, but there are lots of good things on the other side of the coin.

Most skills checks cannot auto fail, though if your fail the DC by 5 or more bad things can happen. Spellcraft with casting a spell would be the exception, a chance to fail for a spellcaster like there is for most other players and their attacks. Yes, you can say that spellcasters have touch attacks, though over all I think it helps balance out the different classes.

Taking your example Jack. All guns have a chance to jam. I would not have a Dex check to undo a jam, though I am not for sure what check would needed to unjam a gun. Perhaps a craft check.

I have gotten off subject. The gun fires and hits the target, there is no chance of a jam at this instance. If Balthe got a 1 on his attack, when he confirms it, if he rolled a 2 or a 3 it would jam.


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

RAW is Rules As Written. To be distinguished from RAI, Rules as Intended.

Natural 1 for spellcraft... I have two issues with that, firstly if a fighter rolls a 1 he just misses, hardly that terrible; are you implying that if a caster rolls a 1 the spell could backfire horribly? Secondly, what does the caster get if he rolls a 20? What if it isn't a touch attack?


Unnamed

i thought it was roll a 1 and you misfire, fail the check again and it goes awry. good question on the 20 though

maybe the DC goes up, duration or damage increases by 100%?


If a caster rolls a 20, then rolls a d20 to determine if it confirms stronger... Thus a 10 to 20, will make the spell stronger by a metamagic feat, DC goes up, Duration, affects more people, etc.

Two twenties means you can cast the spell again as quicken. Just using one spell slot, or you do not use a spell slot.

On an attack you hit with a 20 and confirm it as a hit, then you roll a d%. You always do the critical multiplier, but could also sever a leg to slow them down, cut their head off, cut a finger off, bleeding damage, etc.

On for the fails...

On a 1 for spellcraft, you fail and may lose the spell with my system. roll another d20, if 11 or above, then you just lost your spell, but if below there can be some negative feeback, thus 1d4 damage per spell level (1,1), you contract a magical disease, you open a small rift to another plane (thus if fire plane, small motes of fire start appearing REF or damge, if water plane, the dirt in a 60 foot radius turns to quicksand slowly or it begens to have a torrential downpour, if air breezes pick up to gail force winds for 2d6 rounds, etc.), your spell goes off normally but hits an ally helping your enemies, it shoots off randomly, etc.

For an attack, if a natural 1, roll a d20, if 11 or better just a fail with AoO.

If a 1, you hit yourself. 2 you damage your weapon, if used again it will be broken. 3 one less severe than broken. your weapon could start slipping from your hand thus a Dex DC 10 to keep it. You fall prone unless Acrobatics check DC 10 or 15. You hit an ally, roll attack again see if you hit them. etc.

I tell the Players with me that bad things can happen, just like good things can happen. A spellcaster can fail, we are all humans, at least none of us are gods. Since I am explaining this in full detail, I hope that we will be playing this way from on out.


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

I'd really prefer not to use this system. We're trained warriors/magicians/biochemical monstrosities, not the three stooges. But up to you, GM.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

We are level 2... could hardly call that wintered veterans.

I am not in favor nor against it. I always liked a little random chaos on the baatlefield. A particularly nasty one for free meta-magic feats however would be widen spell, doubling the intended area and thus probably catching some allies, possibly even yourself, in the blast.

I leave it up to DM, but for spellcasters it would have been nice if they had known at forehand. Then again if it is only on a natural 1 or 20, with no DC and thus not really using any spellcraft, it wouldn't have made any difference for character choices.

I'm Switzerland in this


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

@Elo: Well so far I got my sword stuck on not a one so I am taking this as bad things can happen on any roll.

I don't mind if bad things happen on a one as long as I know this before I get surprised by it. So thank you for stating it now before I lost a limb out of nowhere. Also as long as it's only the first attack or spell each round otherwise when we do go up in level we really do become the three stooges, especially anyone with two weapons. Though I guess confirming a critical is fine too as described here. That's a lot lower chance than just a plain one, which will happen very frequently at higher levels.

Also pertaining to the main thread, what don't I know? I presume we all heard the clap trap as it was posted early that he was saying about raising your arm. I know that I can't see that giant and to us it presumably left. That is the information I stated in the post so what of that do I not know?


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Actually I think I was supposed to go over and tell everyone, which I never really did :P I will do that in my next action as the bandits should pretty much be wiped out, so I will try and get everyone to raise their hands.

As for the house rules, Im cool with it, I think its fine. If you want to add one just put in a spoiler or some such with the particular house rule and I am fine with it. As long as it dosent kill me off or seriously cripple me I say go for it. (You roll 3 1s in a row, you feel horribly ashamed and lose an action sulking is fine, you are fleeing from the band of orcs and you trip and break your leg, you now have to crawl is not, ect.) Heck I just ran around in a circle for flavour!


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Oh must have read the claptrap post wrong then. I'll raise my hand after you say that then.


Well the clap trap saying raising your hand would not have been yelled, just spoken. The right thruster is still on, thus to hear the clap trap say those words from adjacent would be a DC 5, where as near the truck, would likely be a DC 25 or 30.

Sorry for the confusion.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

now that I think about it... How did the Atlas bot get inside the shuttle? I also remember seeing him outside near Five. Did he manage to climb up through a hole 15 ft off the ground with a broken wheel? :P


It slowly dragged itself to one of the holes then dropped in, since both you and the goblin left it there. He was dragged up ontop, where you landed.

I had moved him outside to where Five's truck was going, then decided to go another way, The Frozen One is taking initiative...


House Rule, 1 and 20s...

For... CL4P-TP

Against...Elo,

Switzerland... Swiftstab

People gotta vote, now with this rule it makes you have a chance of failing but also succeeding at higher degrees. So far in my RL group, it has added a lot of flavor that makes sense, rather than me just throwing in quicksand cuz it sounds fun.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

It looks like I just barely made it through between the rear section and the middle section before the fire engulfed it :P
I cant say I am liking the looks of just leaving the fire giant to do as he pleases to the rear of the shuttle :P I dread to think what that big black thing is back there ^-^ From the sounds of it, the giant isnt registered by the computer?
So if round 6 had 60 seconds left then the ship should explode at the end of round 16. As it is now round 12, there should be approximately 24 seconds left until the big boom. I believe us two service bots are the only ones that know this?
I drank the extract of expeditious retreat on round 6, so it also should expire at the end of round 16.
Just making sure I got my stuff correct :P


Yup sounds right, to the logic you know.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
GM Wolf wrote:
Yup sounds right, to the logic you know.

Lol that instills me with great confedence :P

Still, I like surprises!


I am waiting for everyone to get to Round 12, before I move to 13.


Johnny has withdrawn.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

This is a generic post being sent to everyone that I am currently playing with

Hey everyone. This is CL4P-TP/Gobo Horde here. Due to the flooding happening here in Calgary and me supposedly going on vacation (which may or may not happen :P) my posting for this next week might be sporadic and lighter than normal. Sorry for it, but such is life :) If you need to, feel free to take control of me and I will pop in when I can.
Thanks ^-^


How I am doing as a DM?... I am looking for some constructive criticism.

Good to know Gobo Horde! thanks for keeping us in the loop.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

Pro:
Good opening scene, having us all in or around a burning shuttle with loot and potential allies while fighting of a bunch of raiders.
This situation forces us to make decisions quickly and form alliances based on who is or is not hostile towards us, since simply attacking all would result in certain death. We, the ex-cons, join total strangers because it greatly enhances our chances of survival in this apparently semi-hostile environment.
Forced as it may seem, it actually feels a lot more natural then hooking up with strangers in a tavern, just because "it is convenient to the story"
It also gets things rolling faster, is exciting and puts us on an ingame deadline.

Con:
You are afraid of derailing. While you give us enough freedom to make choices, you greatly fear letting us make the "wrong ones". This is not a movie script and people will die for making bad decisions or change the outcome of things with decisions you did not expect or aimed at. Let it be and deal with it as you go. If we change your script, then just make due with our version of it.

I would surely hope for the little claptrap to survive. He is a fun and cooperative player and character and gives a comical note without disturbing the game.
But if he decides to rather risk being blown apart then to go against protocols, then that is his decision. If it isn't in the giants nature to do as he is told by a strange mechanical voice he never heard before and the claptrap is going to stay in there, then he is toast, simple as that.
Off-course, I do hope he changes his mind at the very last minute, ducking for one of the holes as the counter reaches zero, riding on the blastwave and having his now burning metal body with negative hit points but still just barely living, smash through the roof of the truck dangling over the edge of a cliff as it got hot-wired just moments before by some would-be heroes that did not have the first clue as how to operate such a contraption, giving it just that little bit of forward motion that might or might not send it tumbling down into the forty feet canyon.

But it is not like you haven't given him ample opportunity to avert this situation. He could have tried to crack the system to shut down the counter. He could have killed the other claptrap and stop it manually, because apparently that is still possible, otherwise why would the iceman be told to stand ready to push the button... I would find it highly improbable that the iceman, who just survived a plane crash on which he was travelling as a prisoner, would willingly allow himself to be blown up because protocol, made up by a wacko at Atlas Inc, dictates that an anonymous vote by hand-raising is the appropriate argument for deciding whether or not to blow it all to smithereens.
Or we could have killed the giant, pulled the plug (countdown is still a powered clock with an electric fuse somewhere), or have tried diplomacy to change the atlas-claptraps mind.

So don't be angry if we do something you did not plan and don't try to throw us magically attaching bungee-cords when we decide that jumping of the bridge seems like a good idea.
A single log of wood in the roaring river will suffice, if we can bring up the endurance and swim checks. If not, well we shouldn't have jumped in the first place.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

too early for me to have much criticism.

But so far I am enjoying it.

Also what was the word on fumble idea. I am fine with using it.

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