Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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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

If someone other than swift or clap wants the spiderclimb slippers I will let them have them. Then I figure I will go third to last in picking!


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

Ida, I see you're a siren- what do you look like? Visible tattoos?


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

Heh, apologies.

Ida, any answer?


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

ida said she had some tatoos on her face, green lines. might have been in game play


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

It was indeed in gameplay. I just remembered that you'd asked. The green lines are indeed on her face, leading down her neck, and popping out on her arm, on the same side. That's all that's visible at the moment.


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

just beat Borderlands 1 :)


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

@Bathe- congrats

@Ida- Understood. Elo doesn't know that she's a siren currently, but since her powers cause her tattoos to do funky stuff she's going to take notice if any powers you exhibit also revolve around how your tattoos work, just for you to know.


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

Actually, that's a great conduit for Psionic Displays, which I hadn't thought of. A metallic sheen spreading across her tattoos, then receding; Tattoos start slithering around her skin before returning to their places, etc.

Of course, this doesn't work for all displays, but Material/Visual could work. Olfactory, Mental, and Auditory don't make much sense being related to tattoos. :P


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

I don't think I will be increasing the DC any, I want them built as oppose to be too greedy and not get anything.


Engineering and Craft checks for all that are helping.


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

do yo uneed another one from me? I got a 20+ engineering when I first said I was working on it


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

Ok, time for a bit of math. If I lend you my MWK engineering tools and aid you, you would have a 16 in craft mechanics, if you take 10 you can hit a dc of 25.
As for knowledge engineering, I have a 16, if balthe aids me I can hit a dc of 27 while taking 10. Does that sound good to you guys? We can also adjust the DCs accordingly.


Taking a 10 will extend the time by 2 days.
For the checks, I like your thinking Claptrap. Though whoever gets the highest score will the the main person as the others assist.

DCs are either 20, 25, or 30. Well at least in increments of 5.

Balthe you can keep that check or attempt it again with a +2 considering you have schematics now, and any other modifiers Claptrap or any of your friends wish to give/grant you. Spell casters can you give any bonuses?


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Sorry guys, I have been real busy, I picked up another shift just for yesterday (Saturday) kinda spur of the moment, though I don't work part of this next week.


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

Two 'rigs'?


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

Injection needles, oil platforms, big boobs, glasses, steering ropes on sail boat, constructions, hook&weight fishing set-up, booby-traps, trucks or vehicles in general

In this particular context it means vehicles of personal transport. Trucks.


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

You added a workbench in your truck just for me?? Well I feel honoured! Why I might even let others use it on occasion! I am deffently riding with you guys!


LOL, I did not know it had that many different definitions. Oh well some if not most of the PCs might be confused, and might ask about it.


I would like everyone to check in here, and the Gameplay thread.

I want to know what your next feat selection will be, your main alias, and a magical item or MC item that you would like to have in the near future.

So far we have Jack, Blathe, Swiftstab, and Claptrap. Please post in here the things I asked about.


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

Here. Have we leveled up?

Next feat: Extra blade skill
Main alias: GM Arkwright
Magical item: Band of Wisdom +2?


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

Crossbow mastery will be my next feat.

As to main alias do you mean on the forums? That is MiniGM

As to the Magical Item I need to think about that, Obvisouly I need to put a +1 on the Xbow, and eventually the gun so I can get the full effect of the shock crystal. HMMMMM I will post again when I figure that out


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

I I think I would look at fun cloaks. Well if you would allow rings of resistance instead of cloaks. If so I would look at some of those random cool cloaks that you can never use cause you have a cloak of resis


I am just trying to understand what feat you will be taking next, you are not leveling yet.


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

Let me see...
Next Feat: Bodyguard
Main Alias: Gobo Horde
Magical Item: No clue yet :( I have actually been winging my guy quite a bit and dont remember what I planed on doing with him as he leveled :P Ill have to go back and try and remember what my plan was XD)


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

Next Feat: Swift Shape (Shapeshift as move not standard.)
Main Alias: Davachido
Magical Item: A +1 greatsword (to be boring) or +1 Crystal Spaulders (This is CL3 so you get an idea of pricing).


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

I think +1 to my xbow or mithril chain +1

or if i really wanted to be wacky this


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

You having fun piloting 2 characters there Swift? It looks like you are having a hoot :)
You thought about building up a second alias for him? or do you just want to leave it as is for simplicities sake?


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

i think johnny is being written out eventually


Swiftstab that just made my day, thanks for the laugh! :)

Well it actually depends, I may just take over Johnny for his mechanics and let Swift just role play him. Johnny may become a permanent mechanic for that monster of a truck. ;)


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

Sounds like a plan to me. He could be the cook aswell I guess. Maybe even gardener for the vegetable-patch on the roof. Though I aint gonna let him drive, since that would be free skill points/trait that could impact a future encounter on a road battle. That wouldn't be fair. And he aint coming along on any dungeon crawls either.

Unless of course you WANT to off him, in which case he will be the second casualty (the plan is always the first casualty in any battle)

And no, no new alias. I'm not making any checks on Johnnies behalf or levelling him or anything. If he is to have any impact on any form of encounter (like by starting a bardic song to heighten team-mates performance), the GM should be the pilot.


Since players are taking 10s it will take longer, I posted it would take 9 days. Then with Five's help it would take 7 days. Thus improvement will continue. I strongly suggest not taking 10s or 20s unless you have good reasons that explain why you are.

Though I just let it slide for this time. Now you know, ;)


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

For the sake of peace I'm dropping TWF and replace it with bleeding attack from Pathfinder Companion: Cheliax, Empire of Devils

I'm also dropping the cesti for simple unarmed strike

My 3th level feat is Mantis Style

My main alias is Seribro

I would like to get my hands on an Amulet of the Mighty Fist with the Agile enchantment instead of an enhancement bonus.


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

good to know about the take 10s and take 20s, I will definitely take that into consideration in the future :)
Actually, how will that affect my loremaster ability? Considering that it will probably be the only thing that I take 20 on and that knowledge checks are normally non-actions (unless you take a lot at once, like you said before). Other than that, I am fine with it :)


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

How would taking 10 work for something like an acrobatics check? Usually when you are not under duress you can take 10 as you aren't press, does this make the move action take longer or something?

The Exchange

Male Human Bard 1/Barbarian 1

Sorry I haven't been posting, I got back from my trip and didn't see my (x new) pop up.

The next feat I plan on taking is Expanded Knowledge: Expansion.

Main Alias is Edgar Lamoureux.

Magic Item I'd like to get would be Mender's Vestments, preferably the version giving an extra d6 of healing on the Transfer Wounds ability. If need be, I can give an item description, pricing, etc.


A special ability that allows you to take a 10 or 20 is safe.

Well it depends on the situation, though if you are doing an acrobatics/gymnist move and taking your time I could see you taking a ten. If you take a 10 it implies that you are taking longer to make sure you don't mess up.

Edgar we have seen that with a few people, just try to check in once a day to see if anything is new. Yes giving me more specifics so I don't have to find the item would be great!


Family reunion this weekend, starting today, Friday until Sunday. I will likely not have internet, so if you don't see me post you know where I am.


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

Sent you a PM with the item information. Posting published content that isn't publicly available is generally frowned upon, so that should do.


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

A bit of a revision ;)
Next Feat: Bodyguard/ Prodigy. 5th level will be Master Alchemist
Main Alias: Gobo Horde
Magical Item: A headband of Vast intellect +2 would be really great :D That and/or more tools! And explosives! I found a new quirk for my little robo. He is going to become obsessed with explosives :)


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

Alright so I just went over my character again as there were some things that were off with it..
Notably stats, missing a header and items. So I fixed those up and I also created a space for stuff of mine to go in the truck :) Granted I can only use the stuff when I am in the truck, but thats probably the main time I would use any of it. Heres what it looks like right now.

Workshop in the Gobomobile:

So here is a list of everything in the workshop inside Swifts truck :)
24 sticks of TNT
4 shaped Charges
8 detonators
stack of bandit grenades (alchemists bombs)
----------------------------
Workbench
5 repair kits for service bots
spare parts for service bots
Tools: survival tools, crafting tools, Super Pocket Protractor (K: Engineering),
homing beacon
satellite phone
code breaker
10 pints of oil, grease and liquid power (rations)
----------------------------
2 stacks of notes labeled "Eridium Project Notes: Injecting Into Biologicals" and "Growing Eridium Fail" respectively
book on how to create bullets
Turret Schematics
----------------------------
1 Eridian artifact of unknown use
8 Eridian bars
----------------------------

Is there anything anyone (especially Swiftstab) would like to add? Anyone want their own section or something? Swift you mentioned a kitchen or something?
I am just keeping track of whats inside, as I think it fits my guy to a T, collecting large amounts of junk and whatnot ;) Besides its fun :D


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

I have three links in my profile, two of which are pictures, the third the actual sketch-up file
layout


Yup, sounds good Claptrap and Swiftstab!


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

have a good weekend?


Yeah, it was crazy. The family is my g/f's extended family, and 1/2 of them were drunk most of the time, the language was all over the board, but lots of good food and times. I got to swim, play games, and enjoy time with the closer relatives that I know.


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

sounds fun. exhausting but fun


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

Sorry having internet issues will be back on the 30th.


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, that sounds like you had fun, GM Wolf. Good to hear.


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

Should I take Johnny along aswell or leave him behind with the truck? All the same to me, but good to know at forehand.


Leave him behind.


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

I'm on and off for a bit with internet still being spotty. How do you want me to appear with the group? Or do we just want to say "I was always travelling with them"?

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