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

stealth: 1d20 + 22 ⇒ (19) + 22 = 41
Goblins too
Swiftstab sneaks closer to one of the holes where he had seen one of the worms rouse a bit to see if it had fallen back to sleep. If it would move when the group sneaked past, so he decided, he would smash it before it alerted its kin.

if it wakes up:
attack vs flatfooted: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d4 + 1d6 + 3 ⇒ (1) + (1) + 3 = 5oi damn... bad time to roll lousy damage...
The maggot also receives another 1d4 bleeding damage on its own turn.


Swiftstab:
The creature has gone back to sleep. This is a dead end, for everyone but Swiftstab. You might be able to squeeze through one of those tunnels.

Ida you fall and Elo catches you with her cat like reflexes. It doesn't make as much noise as if you fell completely. You have to see through the whole group, and at present there is a glimmering in the air.

Jack:
What is the spell you casted, a link if not in standard PDR.

Balthe you see many bones on the floor. There appears to be about 2 dozen holes with a diameter of about 2 or 3 feet, in the walls. Do you continue into the dead end and investigate the holes?


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

Balthe does continue slowly.


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

Elo swallows nervously. Still holding her silently vibrating energy bow, she creeps through the darkness.

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15


Everyone moved into the cave except for Ida who stays in the tunnel.

What do you do now?


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

DM:

Do you mean the changing light spell? We have been going quite far in by now I'm not sure if it has reached this far but the spell is here.

Control light

I shot it down a line of about 150ft as that's all I can manage at this level.

Jack stands as close to the center of his allies as possible with his tentacles hovering above them to attack anything that could spring out. His weapons drawn and held close.


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

Waiting to see what happens at the end of the tunnel and what happens with swiftstab


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

Ida will step forward a bit, but stay in the tunnel, watching the others intently, and even moreso her surroundings. If she sees anything happen that denotes some sort of danger, she'll manifest Vigor.


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

Okay, lets think this over. People from town are likely tall-folks, so little maggot-invested hole is useless for them. Either there is a secret switch to make passage open, or this is wrong way. Better ask five if instructions have a hint
He sneaks back out and pulls Five's arm to follow him a bit back out of hearshot from the sleeping maggots.
"Kay, whats them lizard tongues write you? There be dead-end cave with maggot-holes, too narrow for tall folks. How them townies get in?"


Five did not follow, he is still outside on the lip of the cliff. Swiftstab you can climb up the rope to get to him.


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

Swiftstab sighs when he sees Five standing outside the way they came.
"Yo oldy, you coming or what? This stupid trip was your idea!" he yells up to the cliff.


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

"I was just waiting to see if that was the actual route we need to take, it seems we should go to the other cliff, but I am waiting to be proved wrong." Five shouts down back to you.


With the shouting of the goblin, you all can hear battering of tentacles and screeching coming from the walls.

Surprise Round
25 Blue Worm*
20 Red Worm*

19 Swiftstab
18 Jack
17 Elo
15 Five*
10 Balthe*
9 Ida*

9 Green Worm*

*Does not act in surprise round, or acted already.

Initiavitve:

1d20 + 5 ⇒ (13) + 5 = 18 Jack’s Initiative Check
1d20 + 6 ⇒ (13) + 6 = 19 Swiftstab’s Initiative Check
1d20 + 7 ⇒ (10) + 7 = 17 Elo’s Initiative Check
1d20 + 4 ⇒ (6) + 4 = 10 Balthe’s Initiative Check
1d20 + 3 ⇒ (12) + 3 = 15 Five’s Initiative Check
1d20 + 6 ⇒ (3) + 6 = 9 Ida’s Initiative Check

1d20 + 5 ⇒ (20) + 5 = 25 Blue Worm’s Initiative Check
1d20 + 5 ⇒ (15) + 5 = 20 Red Worm’s Initiative Check
1d20 + 5 ⇒ (4) + 5 = 9 Green Worm’s Initiative Check

1d20 + 7 ⇒ (12) + 7 = 19 Jack’s Perception Check
1d20 + 9 ⇒ (8) + 9 = 17 Swiftstab’s Perception Check
1d20 + 9 ⇒ (9) + 9 = 18 Elo’s Perception Check
1d20 + 6 ⇒ (2) + 6 = 8 Balthe’s Perception Check
1d20 + 3 ⇒ (3) + 3 = 6 Five’s Perception Check
1d20 + 9 ⇒ (12) + 9 = 21 Ida’s Perception Check

1d20 + 6 ⇒ (6) + 6 = 12 Blue Worm’s Perception Check
1d20 + 6 ⇒ (3) + 6 = 9 Red Worm’s Perception Check
1d20 + 6 ⇒ (4) + 6 = 10 Green Worm’s Perception Check

Round 1
Tentacles and worm like heads come from the dozens of holes in the walls.


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

Taking my surprise action to change using metamorph.

Is there space to change size in here? If so I metamorph as below: (+1 size, +1 natural attack)

Jack grows in size and grows a larger tentacles out his back for the coming fight. His body covered in a large thick sludge, his face turns into a scary looking beast from beyond the this world. He lets out a roar of battle. I am so tempted ... to say Thunder..

If not a metamorph like below: (+1 AC, +1 natural attack)

Jack's body is engulfed in an ooze like structure and he becomes more and more like an aberrant. He grows a tail like structure out from behind him and grows an exoskeleton, he lets out a roar of battle.


There is enough room for the transformation Jack.

Swiftstab:
You see Five move back and you can't see him for a few moments, then you see him leaping, he finds a landing of some sort, then jumps again, he does this several times and disappears above.

Just if there were a few more cats in the group, LOL!


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

Elo closes her eyes in mock pain and raises her bow.

Ready an action to shoot the first worm I see.
1d20 + 5 ⇒ (3) + 5 = 8 1d8 + 4 ⇒ (8) + 4 = 12


Round 1

Moving ahead, due to Swiftstab not having much to do where he is.
Ida hearing threatening sounds you would cast vigor in the surprise round.

25 Blue Worm*
25 Elo*
20 Red Worm*

19 Swiftstab
18 Jack
15 Five*
10 Balthe
9 Ida

9 Green Worm

A worm like creature comes out of one of the holes, also two tentacles the same bluish color come out, at the end of the tentacles there is a pincher that is shocking with pulses of electricity. The other worm that comes out has a red hue to its color and flame is exuding from the pinchers at the end of the tentacles.

Those tentacles have reach... The red tentacles and flames reach for Balthe's body and tears into his flesh leaving it singed as well, dealing 11 damage.

The blue one slithers out of its hole more, diving into the ground then popping up with its two tentacles lashing at Jack. One connects with his agile frame leaving a gash and a bit more energy in his system, singing the spot for 14 damage.

Elo sees the blue one come out of its hole and shoots it. The shot goes wide and disperses on the wall behind it, there appears to be a crack there with some purple shining through.

On our original map, at the top of the page, look at the top right of it, a map has been placed.

rolls:

Red worm 1d20 + 3 ⇒ (18) + 3 = 21 tentacle attack, 1d6 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11 pincher damage with fire
Red worm 1d20 + 3 ⇒ (12) + 3 = 15 tentacle attack, 1d6 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10 pincher damage with fire

Blue worm 1d20 + 3 ⇒ (9) + 3 = 12 tentacle attack, 1d6 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11 pincher damage with shock
Blue worm 1d20 + 3 ⇒ (15) + 3 = 18 tentacle attack, 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14 pincher damage with shock

DM notes:

32/32 red 35/35 blue 20/20 green


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

Ida would have manifested Vigor with 3 Power Points, affecting Balthe, Jack, and Elo, and giving each of them 5 temporary hit points, which, if I'm not mistaken, should mitigate some of the hurt.

When Ida's turn is up again, she calls back through the mouth of the tunnel:" لات, یہ بدسورت مل سکے. پانچ! تم کہاں ہو؟ "

Eridian:
"Damn, This could get ugly. Five! Where the hell are you?"

Realizing she's speaking in tongues, she shakes her head, focusing on the task at hand, taking a swift action to check on the health of the collective. She casts Cure Light Wounds on herself, redirecting a portion of the healing to Balthe, and another portion to Jack.

CLW: 1d8 + 3 ⇒ (4) + 3 = 7

Alright, then 2 go to Balthe, and 5 to Jack. If I'm not mistaken, along with the mitigation provided by vigor, that should leave both of them at 4 damage total.

Ida then equips her shield with her move action


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

RD 1

Can't edit the map, it wont let me move anything

Balthe takes a 5 foot step back from the fire worm and unloads rapid shot his crossbow into it.

1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 for 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7 that +2 is electricity
1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 for 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7 that +2 is electricity


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

Swiftstab looks up in complete bafflement for a moment, then regains his breath and yells up the chasm at the top of his lungs. "WHAT THA NINE HELLS YA MEAN 'WRONG CLIFF'?! GET YOUR UGLY GRAY BUTT OVER HERE YA PIECE OF POINTY EARED TALL FOLKISH SON OF AN ELF, OR I'LL COME UP THERE GIVE YOU FIVE UP YER SNICKYDOODLE-DUNGHOLE!!!"
And yes, that is my actions for this turn


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

Jack has fast healing for 1 round (wooo) so gains back 1 hit point this round, he has DR 2/- so is now on 1 hp of damage thanks to Ida.

Jack takes a 5 foot step towards the blue tentacles if he needs to get into range then a battle of tentacle vs tentacles ensues!

attack rountine:

sword: 1d20 + 8 ⇒ (15) + 8 = 23
tentacle: 1d20 + 6 ⇒ (11) + 6 = 17
tentacle: 1d20 + 6 ⇒ (9) + 6 = 15
natural attack: 1d20 + 6 ⇒ (15) + 6 = 21

damage
sword: 3d6 + 16 ⇒ (4, 4, 6) + 16 = 30
tentacle 1: 1d6 + 4 ⇒ (4) + 4 = 8
tentacle 2: 1d6 + 4 ⇒ (6) + 4 = 10
natural attack: 1d10 + 6 ⇒ (10) + 6 = 16

I have a feeling tentacle 2 has missed, so likely damage to the creature is 54. If tentacle 2 has hit total 64 damage.


Swiftstab yells at Five, Jack's two tentacles don't connect to the target and he is not but the other two attacks is well enough to bash the red worm to the ground. But first he must get in range, provoking an AoO.

Balthe provokes with his attack, these tentacles have reach! They knock Blathe out with the combined attacks, doing 13 damage.

1d20 + 3 ⇒ (18) + 3 = 21 tentacle attack, 1d6 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13 pincher damage with fire.

The Green Worm keeping mostly to the holes has its two tentacles lash out at Elo. Both tentacles make solid connections tearing flesh from her right arm and upper left leg, doing a total of 13 damage.

1d20 + 3 ⇒ (15) + 3 = 18 tentacle attack, 1d6 + 3 ⇒ (3) + 3 = 6 pincher damage
1d20 + 3 ⇒ (17) + 3 = 20 tentacle attack, 1d6 + 3 ⇒ (4) + 3 = 7 pincher damage


-**-Round 2-**-
Blue tentacles lies very still after a screeching death rattle.

The red worm, moves towards attack Jack, jumping down into the ground and popping back up. Then unleashes its tentacles on him... this time the tentacles have no purchase.

1d20 + 3 ⇒ (8) + 3 = 11 tentacle attack, 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14 pincher damage with fire.
1d20 + 3 ⇒ (3) + 3 = 6 tentacle attack, 1d6 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8 pincher damage with fire.

25 Blue Worm*
25 Elo
20 Red Worm*

19 Swiftstab
18 Jack
15 Five
10 Balthe
9 Ida

9 Green Worm


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

Elo shakes her head in disbelief and launches two more arrows.

1d20 + 5 ⇒ (14) + 5 = 19 1d8 + 4 ⇒ (6) + 4 = 10
1d20 + 5 ⇒ (19) + 5 = 24 1d8 + 4 ⇒ (5) + 4 = 9
Edit: Confirm: 1d20 + 5 ⇒ (2) + 5 = 7 1d8 + 4 ⇒ (7) + 4 = 11
Thanks for remembering Ida!


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

Elo, I believe that's a crit threat, unless I'm misremembering soulbolt.


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

Swiftstab grumbles and curses as Five doesnt appear to come back or reply. "That no-good grey skinned son of an elf has set us up!"
He rapidly moves back into the cave to see how things are going. He curses some more when he sees Balthe down for the count and
Elo badly wounded. He swiftly ducks under the fire-worms tentacles...
acrobatics tumble vs CMD: 1d20 + 12 ⇒ (8) + 12 = 20
... to come up with a hard punch to the beak.
stunning fist: 1d20 + 9 ⇒ (11) + 9 = 20 Fort DC 15
damage: 1d4 ⇒ 3 (+1d4 bleeding on the worms turn, to be rolled by GM)


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

they have 15 ft reach? I said i five foot back


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 have 10 foot reach? So if they hit me last turn I'm 5 foot away to hit them. Thus the 5 foot step, I shouldn't be provoking.


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

Assuming he had 15 ft reach Stabalize check 1d20 + 3 ⇒ (7) + 3 = 10 vs DC 15

Balthe bleeds


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

Ida channels energy, healing everyone for 1d6 + 1 ⇒ (6) + 1 = 7 hit points, including, unfortunately, the tentacle things.

The total number of HP I have to allocate is 35. I'm allocating, people who are undamaged (Or mostly so) allowing, 25 to Balthe, and 10 to Elo. Otherwise, the Worms both get 7 HP back, but it's worth it, IMO. I hadn't intended to use Channel Energy for in-combat healing, but ya gotta do what ya gotta do.


The green worm sees its opening and takes the AoO on Elo. Getting past her defense tearing into the same leg again, doing 5 damage.

1d20 + 3 ⇒ (16) + 3 = 19 tentacle attack, 1d6 + 3 ⇒ (2) + 3 = 5 pincher damage

Elo who or what are you shooting at?

Fire/Red worm Fort save vs. stunning, DC 15, 1d20 + 4 ⇒ (19) + 4 = 23

Quote:
But first he must get in range, provoking an AoO.

Sorry Jack, I realized what you did, and took off the AoO, but forgot to take off the description of you moving and provoking, which did not happen.

The worms have 15 feet reach, and when ranged attacks happen they provoke, as both Blathe and Elo have now learned the hard way.

Jack what are your actions in Round 2?

Five appears at the cave entrance, and moves forward not having a clear shot of any of the enemies. "What have you gotten yourselves into?" Five asks with concern, then a smirk appears on his face once fully into the cave, "It looks to be an Eridium vein, and the threshers have been 'evolving'."

The green worm continues its assault on Elo thrashing at her with its two tentacles, but she deftly dodges both attacks.

1d20 + 3 ⇒ (5) + 3 = 8 tentacle attack, 1d6 + 3 ⇒ (1) + 3 = 4 pincher damage.
1d20 + 3 ⇒ (9) + 3 = 12 tentacle attack, 1d6 + 3 ⇒ (1) + 3 = 4 pincher damage.


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

Ida responds to Five's question, "تم ہم کود پڑا جنہوں نے کہا کہ ایک ہی ہیں، اور یہ کیا یہاں نیچے ہے ہے! یہ نیچے چیزیں ہمیں یہاں مارنا چاہتا ہے ہماری غلطی نہیں ہے!"

Eridian:
"You're the one who said we had to jump, and this is what's down here! It's not our fault that stuff down here wants to kill us!"


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

Closest worm. Can I add a 5ft-step back to this round?


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Five responds back in the same language, "سوربيسيد أن أراك ونحن الآن بحاجة للحصول على الذهاب!"

Eridian:
[b]"Sorry my Eridian is rusty, yes jump, and keep jumping, but we find good things down here too, I have not been here before!

Yes, you may Elo, and I have moved you, to the only viable spot, unless you want to be adjacent to the worm?


Round 3
Just in case Jack doesn't kill it...The red worm, continues to attack Jack, unleashing its tentacles on him... this time only one tentacle has purchase, leaving a flesh tearing wound with a bit of burning flesh, of 8 damage.

1d20 + 3 ⇒ (14) + 3 = 17 tentacle attack, 1d6 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8 pincher damage with fire.
1d20 + 3 ⇒ (9) + 3 = 12 tentacle attack, 1d6 + 3 + 1d6 ⇒ (3) + 3 + (6) = 12 pincher damage with fire.

25 Blue Worm* Dieing if not dead
25 Elo
20 Red Worm*

19 Swiftstab
18 Jack
15 Five
10 Balthe
9 Ida

9 Green Worm


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 I was going to continue posting but I had the internet die on me. Let's try again:

Round 2

Jack takes a step towards the red worm and continues his attack of tentacle vs tentacle onslaught.

attack routine:

sword attack: 1d20 + 8 ⇒ (17) + 8 = 25
tentacle 1: 1d20 + 6 ⇒ (10) + 6 = 16
tentacle 2: 1d20 + 6 ⇒ (4) + 6 = 10
natural attack: 1d20 + 6 ⇒ (20) + 6 = 26
confirm: 1d20 + 6 ⇒ (10) + 6 = 16

sword damage: 3d6 + 16 ⇒ (2, 1, 4) + 16 = 23
n.attack damage: 1d10 + 6 ⇒ (7) + 6 = 13

36 damage, my tentacles seem to be tangling against each other.

Jack's attacks cleave into the red worm though he is unsure if it is dead but he hopes he has felled it like the blue one.

Round 3

If the red worm is dead.

Jack charges forth in aid of the Siren's of his group charging the green monster trying to bring it down.

If the red worm is not dead.

Jack takes another swing at the creature before moving on to aid his friends by approaching the green monster.

turn:

If he doesn't end up charging remove 2 from the below attack.

attack: 1d20 + 12 ⇒ (19) + 12 = 31
confirm: 1d20 + 12 ⇒ (7) + 12 = 19 crit damage: 3d6 + 16 ⇒ (2, 5, 2) + 16 = 25
damage: 3d6 + 16 ⇒ (4, 5, 3) + 16 = 28

Either way it is a charge attack or an attack then move.

28 damage, 53 if crit confirms.


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

Rd 3

Balthe groans. I assume the worm moved off of Balthe and is attacking another? Balthe will not provoke again so if it has not then I will change my action

Balthe picks up his crossbow and stands.


Yes Jack kills the red one before it gets to attack him in Round 3, damage averted, though from its body a plume of flame shoots out, like a fireball, it has a radius of 20 feet. If you are caught in that range please make a DC 16 Reflex save, 2d6 ⇒ (6, 2) = 8 fire damage, save for 1/2.

Jack comes to the rescue in Round 3, getting close enough to the green worm in a move action and slicing off the tentacles and part of the worm with his great chop with his great sword. Though it gets one whack with a tentacle before it goes.

1d20 + 3 ⇒ (15) + 3 = 18 tentacle attack, 1d6 + 3 ⇒ (2) + 3 = 5 damage.

End of battle.


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

1d20 + 8 ⇒ (1) + 8 = 9

Balthe fails the save and takes a face full of fire


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

I'm not sure if I'm quite in range, but I'll roll anyway. Reflex: 1d20 + 4 ⇒ (14) + 4 = 18

Ida keeps talking, shielding her face from the plum of fire that rushes out (whether she's actually hit by it or not). چیزیں اوہ اتنی بدتر ہو گئے، لیکن کر سکتے تھے کم از کم everyone made it out alive. The things that I end up getting into because of you... Ida sighs in exasperation, taking toll of damage dealt with a swift action, but not healing anything quite yet.

Eridian:
Things could've gone oh so much worse, but at least


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Five says some more strange words and his hands appear to have ice peppered on top of them. "Well I guess this is not needed." Instead he shoots the icy ray at the rock covering the Eridian, showing much more of it.

Five jumps from the explosion of fire, 1d20 + 6 ⇒ (3) + 6 = 9, failing himself and taking 4 fire damage.

"Ida it would be great if you would heal us, thank you." He smiles at her looking sincere.


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

Should I mine some of that out? Balthe says hefting his pick.


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

"You would know how, it is just like mining other precious gems. Have at it. Tell us what we can do to help." Five offers.


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 don't actually have a skill for miner...just the backstory that he worked in a mine during his years as a slave...an oversight.

Well I was never particularly good at this, just relied on muscle. But you want to strike in places where it will sheer off, and not shatter.

Perception 1d20 + 8 ⇒ (4) + 8 = 12

Well I am not sure on this one, but I suspect if I give it a good whack here...we have a chance of getting a good chunk.

He raises his pick in both hands and swings.

1d20 + 8 ⇒ (13) + 8 = 21 hits
Mining 1d20 + 2 ⇒ (1) + 2 = 3

1d20 + 8 ⇒ (1) + 8 = 9 misses
Mining 1d20 + 2 ⇒ (11) + 2 = 13

1d20 + 8 ⇒ (20) + 8 = 28 a perfect hit
Mining 1d20 + 2 ⇒ (15) + 2 = 17

1d20 + 8 ⇒ (14) + 8 = 22 confirms the crit

A chunk of Eridium breaks free. No idea how scarred it is, but I think the above rolls make sense.


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

Elo lets her hand drop and her bow disappear, and gazes with irritation at her many worm-bites. "Tsk." She looks at Balthe and frowns as he mines. "Need some help with that?"


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

Ida channels energy, healing 1d6 + 1 ⇒ (1) + 1 = 2 points of damage to all people within 30 ft, which should affect all 6 of us in the cave, healing a total of 12 points of damage. She redirects healing, giving 4 to Balthe, 4 to Elo, and 4 to Jack, if no-one is grabby with their healing.

"Dang. That didn't do much. I'll try again..." she says, mustering positive energy to channel once more, this time healing 1d6 + 1 ⇒ (3) + 1 = 4 points of damage, for a total of 24 points of healing, which, if I've done my math right, (and it's possible I haven't, I haven't been able to get much sleep) should heal everyone fully.


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

Swiftstab straightens his back and glares angry at Five. "Pretty rock is good and all, but this no town or trail. Gwhat's you playing wise guy?"
He cracks his knuckles to try and seem more menacingly. "And Gearhead now lost cuz of this stupid cliff-jumping thing."


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

Elo lets out a short sigh of relief, before turning to Ida. "How did you do that? I've seen god-botherers heal, but not... distribute their healing."


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

reflex: 1d20 + 2 ⇒ (8) + 2 = 10

Jack gets some of his fur singed off in the explosion from the red creature.

Jack nods at Ida when she begins healing and says "I thank you Ida but if I have time to concentrate outside of a fight do not worry about me."

Jack demonstrates this by focusing his powers inward and the black nether of his tentacles slowly close the wounds he has sustained. They do this an a very slow rate but due to nothing reopening the wounds in the intervening time he heals himself back up fully.

Maintaining psionic focus, then casting once every round for free fast healing 1 on myself. This takes 6 rounds of dedicated concentration to heal the damage I took, after which the effect fades.

You can use some of the hit points that were for me on someone else.

Jack returns to his normal size and form as well, with the spell's effect being lost.

With the fight over Jack clicks his muscles back into place having enjoyed the onslaught that happened. Despite the pain he endured he revels in fights that he can be happy that he walks away from.

"Is it safe to pick up and carry this Eridian or should I find something to wrap it in?"


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

Thanks for the offer of help, but I have it under control at the moment.

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