Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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York shudders as the cold from the Frozen one grips the chamber, watching as it overcomes the fires. After the creature uses its cold to freeze the bindings of the crates and pods however, he reacts quickly, tearing them out from their secured positions, the pods first, and then going back for the crates.

It appears that I've been absent for more than a few rounds, so during that time York has been busy, pulling the things out and moving them to the outside of the ship.

Str check for Pod 1: 1d20 + 7 ⇒ (6) + 7 = 13
Str check for Pod 2: 1d20 + 7 ⇒ (20) + 7 = 27
Str check for Crate 1: 1d20 + 7 ⇒ (19) + 7 = 26
Crate 2: 1d20 + 7 ⇒ (18) + 7 = 25
Crate 3: 1d20 + 7 ⇒ (17) + 7 = 24

Too bad those were just strength checks; some nice rolls in there.
York rips through the area, pulling out the two occupied cryo chambers with a screech of metal and snapping parts. As soon as they are set down outside the ship he returns and grabs the two most obvious creates. He spots a third amongst the rumble jamming the doorway to compartment D, and since he needed to clear that space anyway, he tosses aside the junk and hauls out the crate.

Once all the crates from the area are clear, he pulls aside the junk jamming the doorway and looks through the way into the aft compartment. Flames wreath much of what is visible, but he can see that the fire near the door is relatively small, and that there is a clear area just behind them. Getting a running start, he dives over the flames and rolls to a neat little crouch, taking a look around at what he can see in compartment D.

Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21


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

round 4 & 5

Swiftstab peeks around the corner to see if he can help. He scuddles over to the strange little mask-man but before he even reaches it, it topples over. Hack, all of them loonys were dropping like flies! I'd better not piss that cat off
He moves on to the hole in the hind-section of the shuttle to check if anything is still going on over there.


Pod 1 will need a better strength check than that... DC 25

The Frozen One helps you York freezing bindings and moving the smaller crates outside.

When York jumps through, the Frozen One moves to the side then continues to collect the heat. York you find a group of orcs smashing the bindings on the crates in the room. They look up at you when you roll in, they just watch you with weapons ready if needed.

Everyone is caught up to round 5 except Elo, we are just going to say she has helped moving crates outside.

*****Round 6*****
Five says, "Balthe finish off that other troll with a Coup de Grace, with your burning weapon, I am pretty sure that will end it, otherwise it will just regenerate. You three pack up that truck and I will swing back to the other side to load up this truck only a little bit more time, can any of you drive?"

The blast that consumed the troll has now taken form as a giant. He has dark hair golden eyes and ornamental armor on.


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

round 6:
stealth: 1d20 + 12 ⇒ (11) + 12 = 23
From underneath the shadow of the cryo-pod, Swiftstab sneaks up behind the first orc. The tiniest glister of the red flames reflected in his beady red eyes.

AoO if the orc moves away:
Counts as "invisible" thus vs flatfooted ac and -2
1d20 + 7 ⇒ (6) + 7 = 131d4 + 1d6 - 1 ⇒ (3) + (2) - 1 = 4

round 7 if orc does not move away:
Flurry
vs FF & -2 AC: 1d20 + 5 ⇒ (1) + 5 = 61d4 + 1d6 - 1 ⇒ (3) + (3) - 1 = 5
vs normal AC: 1d20 + 5 ⇒ (13) + 5 = 181d4 - 1 ⇒ (1) - 1 = 0
vs normal AC: 1d20 + 5 ⇒ (12) + 5 = 171d4 - 1 ⇒ (3) - 1 = 2


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

Round 6

Jack is still keeping his threatening demeanor, the looks around "They gone? Good." He collapses to one knee.

"Those big things hurt! Erg, thank you five and Tiny man, what is your name little one? I am Jack and I'd like to know the name of my aide." Jack asks Johnny.

"Dammit yes boxes..and.. a bigger thing?" Clenching his teeth he grips his sword again. "Balthe and little man, I will try to hold him off. I am at wits end here until I can rest but I will buy you time to get those boxes off the ship."

Jack whispers under his breath. "Been a long time since I had such a good fight, come on pretty boy."

Jack edges himself slowly but surely towards this new giant. Unsure of its strength he is taking it cautiously. Jack concentrates and casts the spell "Empathy", trying to determine what the state of mind of the giant is. If it has berserked or if it is scarred or what exactly.

Spending 1 power point, down to 8/11 psion ones.


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

Hmmm... I got to figure out what I am going to do here for round 6. I got options...
As for the knowledge check, the only one that would really make sense is engineering, unless it is a magical engine or something then I would use arcane. So I will use engineering.

"An exploding ship is not a good ship! I better check its files on why it would do such a thing and how to prevent it without the boomy bit!"
Knowledge: Engineering check. 20 +21=41
I use my Loremaster ability to take 20 one one knowledge check once a day. I figure this is the one to use it on ^-^

"Huzza! I just got a 41 on a skill check at level 2!"
I was about to cast make whole on the claptraps wheel next, but I just realized that has a casting time of 10 whole minutes... not happening right now at any rate... Poor Atlas will have to make due for the time being....
I also cannot take the rest of my turn until I know the results of the knowledge check. I will post a few scenarios depending on what I learn.

If the knowledge check reveals something that I can do (ie if I can fix it, or something like that) and it is to the front of the ship I will take the following actions

option 1:

I will drink my extract of expeditious retreat and travel around the hull until I find an entrance (the first blue hole) and go in there, then take a perception check.
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
I will then pick up a fire extinguisher if one is available and I need to traverse through areas that contain fire.

Same as above except in the rear of the ship

option 2:

I drink my extract of expeditious retreat and toddle off around the hull going towards the rear of the shuttle, giving a passing hello to those on the truck {I believe that they have killed all the bandits around there, so I should be ok here) and continuing on my way.
"Hello escaped convicts and citizens of Pandora! Isn't the sun lovely today? I notice you and those gibbed bandits are getting along nicely! Just ignore me as I go on my way and try not to be noticed!" Failing obviously considering he just called out to them.

If there is nothing I can do based on the information gained in the knowledge check

option 3:

I will head around over to the other group and attempt to introduce myself and provide aid.
"Greetings! I am CL4P-TP, you may call me by my locally designated name, 'Claptrap'. Do you require assistance?"
If I have line of sight to this new creature I will make a knowledge check (I plan on making lots of these :P) to identify it.
K: local: 1d20 + 17 ⇒ (3) + 17 = 20
or possibly nature?
K: Nature: 1d20 + 16 ⇒ (16) + 16 = 32
and then start up a naturalist performance.
If I cannot see it, I will instead go up to Jack and offer him my patented Temporary Cloaking Device (vanish) free of charge! Invisibility for 2 rounds, have fun big guy :)

Round 6 Initiative: 23


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 6

Balthe Drills his pick into the creatures head

4d6 + 16 + 1d6 + 1d6 ⇒ (5, 6, 3, 2) + 16 + (6) + (4) = 42

Oh no Jack. You are not getting all the fun this time.

is the new baddy on the map?


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

I think the "STR Ranger" icon on the map is a new big bad, depending on what he does I will stick around and help the party, or zip away and attempt to save the ship (probably going up in a blaze of glory at the same time ^-^)


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

Round 6, cont.

Jack is surprised at Balthe's willingness to fight, he ponders for a moment and remembers Balthe's expertise at pinpoint attacking.

He must know how to attack anatomy very well and his pick is still enchanted with fire.. ah!

"Balthe, I will stop him from moving if he gets to close. I will give you a big enough opening so that you can use your expertise safely. It should stop him using anything big against us."

Jack plants his sword in the ground and falls into a stance with his arms ready to brace.

Basically I'll grapple the guy, it'll be easier for you to hit him and I still count as threatening which means you get your sneak attacks while he focuses on me.


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 nods


Jack, you sense...:
hunger, fatigue, curiosity, and being defensive or reactionary.

The large picture to the East of the truck, is where the troll got consumed by fire, actually you don't see the trolls body.

CL4P-TP:
You know that the ship was likely trafficking illegal substances or precious materials that Atlas does not want anyone to get to, so self-destruct. You notice a timer on the other service bot, and it is counting down, now with 60 seconds left. You know that the service bot to the ship would be able to start the self destruct and stop it. Otherwise you will need to get to the cockpit and hope that the computer is still intact.

The Atlas service bot does a little dance, then says, "Unknown threats, once all threats are eliminated or everyone raises at least one arm, I will disengage the self-destruct. By protocols I cannot inform threats of this situation."
Which likely paints even another choice... expeditous retreat to get to all those around the ship...?


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 7

Balthe hops up onto the other truck and sends a bolt at the boss man.

1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 for 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Come and play!

Balthe reloads quickly.


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

Nice opening shot there Balthe :) Im sure you got its attention :)
I figure that leaves me with 2 choices then...
Be the hero and charge towards the front of the ship in hopes of getting to the cockpit and disabling it or going around to the back and helping the group kill everyone, as somehow I dont think this line will go over to well ;)
"Hello fellow bandits! Would you all raise your hands for no apparent reason other than me saying so while my friends over here continue to shoot at you!" probably aint going to fly ;)


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 I think I know what I am going to do then.

I chug my extract of expeditious retreat and I head around over to the other group and attempt to introduce myself and provide aid.
"Greetings! I am CL4P-TP, you may call me by my locally designated name, 'Claptrap'. Do you require assistance?"

Round 6 initiative 23


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

I believe I can see him from my current position, if so, I make that knowledge check now. What kind of check would you like me to make?
Now I got the choice of starting up a naturalist performance or casting vanish on Jack
Egads! I just realized I still havent drawn my mop yet D:

Round 7 initiative 23


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

You could cast Vanish on me as well, I would be able to get a SA in


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 runs through the northern hole out of the shuttle and sizes up the situation.

double move, round...?


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

Round 6. Cont.

"Hello Claptrap, nice to have a support bot with us. Tell me do your sensors pick up anything? I sense some very strange emotions and I doubt they are coming from my compatriots and I. I can not sense a robots emotions so it isn't you either, perhaps your sensors can pick up what my eyes do not?" Jack asks the claptrap


Elo all you need to get is a DC 60 Acrobatics check to jump through that hole. The hole is about 15 feet off the ground. Elo go ahead and start at round 5.

Balthe would need a DC 64 Acrobatics check to hop onto the massive cargo truck's hood, it is about 8 feet high and you do not have the necessary 10 feet to get up to a run.

CL4P and Everyone, you may make one knowledge check of your choice as a free action per turn. I understand that some DMs just tell PCs what knowledge check would be best, but I don't play it that way. You may do a perception check and I would describe the being/creature to you considering what check you got. If coming upon a new sight, you get a free perception check. Though each player would need to make their own check unless given to the group all at once, at that point I will make a spoiler and do all of your checks. If you wish to do another knowledge check it would then be a swift action, a third Knowledge check as a move action, finally you may make 5 knowledge checks as a full round 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

oooo, moved to the side of the truck instead


*****Round 7*****
24 'Fire' Giant

23 CL4P-TP
21 Five
19 Swiftstab
17 York
16 Jack

14 Orc archers

12 Frozen One
12 Elo
7 Balthe
6 Johnny

4 Orc Bashers

Init.:

1d20 + 1 ⇒ (3) + 1 = 4 Orc Basher Init.
1d20 + 12 ⇒ (11) + 12 = 23 Fire Giant Init.

The Giant looks this way and that way, looking confused.

CL4P, you can see his legs and feet, from under the truck though most of his bulk is obstructed by the cargo truck. There is a canopy over the back of the truck, the top of the hood is about 8 feet off the ground, the cab is 14 feet off the ground, and the top of the canopy is 18 to 20 feet off the ground. You do know that each step the Giant takes it leaves behind a scorch mark and it looks like flames are coming off its feet with each step.

Balthe and Elo, feel free to Recon, please use more detail rather than less detail in explaining what you want to do and trying to do.

Elo, you want to get outside and see what is going on, so you double move to get to the wall, climb up to the hole, drop down outside and see that the fight is just now over with Jack, the large 'catfolk', tearing them all a new one. Round 7 for Elo too, now.

York and Swiftstab all the orcs are wary of you they have not done anything yet. You both caught them unaware basically making last round a surprise round for you. Now we are in normal rounds, and both of you are first, all orcs are still flat footed to the two of you.


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

*******Round 7*******

Five asks, "How are you feeling Jack, need another jolt of healing?" *He delays*


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 7

Balthe moves around the truck, noted on the map and readies a crossbow shot, if the Creature makes any aggressive moves.

Readied shot if it makes a move towards us, or does any thing aggressive Balthe fires. 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 for 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Hey Andre! Either run away or die.


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

Round 7
Wait, they count as flat-footed this whole round? woohoo!
Full attack
1d20 + 5 ⇒ (11) + 5 = 161d4 + 1d6 - 1 ⇒ (2) + (2) - 1 = 3
1d20 + 5 ⇒ (2) + 5 = 71d4 + 1d6 - 1 ⇒ (4) + (4) - 1 = 7
1d20 + 5 ⇒ (6) + 5 = 111d4 + 1d6 - 1 ⇒ (3) + (5) - 1 = 7
You got to be jokin', I do less damage then when I was under the assumption only the first would be sneak...
With the big hulk having startled the orcs, Swiftstab sees his opportunity. With some well placed jabs at the guys kidneys he hopes to send him sprawling to the ground. But the fatigue seems to have hit the lil' man harder then he expected. The first punch misses the strength to truly damage the kidneys and the second and third are simply way of target. This was going to be one of those days.


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

Round 7

Jack looks back towards five. "If you have any to spear it would be nice but not essential"

My only knowledge check is knowledge (psi) which I doubt would be useful in this scenario so I won't bother.

Jack then moves up around the truck, not wanting to attack the creature if it decides not to be aggressive. Although he readies an attack with a tentacle to initiate a grapple if the creature gets close enough to him 10 feet


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

"Selionix" Five says, then heals Jack with a jolt of healing, 1d8 + 3 ⇒ (2) + 3 = 5. Then he moves back into the drivers seat and closes the door. "I am going to head back and get the other crate, we only have about another minute to get clear."


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 runs up past the cold man ducking away from sparks and flames. Shading her eyes, she stares past the giant.

Double move up behind York as shown.


Round 7:

York takes a step forward towards the stunned orcs, and taking the initiative. He leads at the orc on his left with a light jab, following it up almost simultaneously with a swift kick to the face.

5ft step as shown and attacking the guy above him on the map via reach.
1d20 + 7 ⇒ (4) + 7 = 111d10 + 14 ⇒ (4) + 14 = 18
1d20 + 7 ⇒ (17) + 7 = 241d10 + 10 ⇒ (1) + 10 = 11


Johnny channels once again... 3/6 channels left. 1d6 ⇒ 3 to just Jack and any other allies within 30 feet.

All the orcs, yell, "Run!!!" They do their best to not take AoO from the group though Swiftstab gets one on the orc he already hit.

The Frozen One looks around then quickly goes the other way. Shaking his head back and forth.

*****Round 8*****
24 'Fire' Giant*
23 CL4P-TP
21 Five*
19 Swiftstab
17 York
16 Jack
14 Orc archers
12 Frozen One
12 Elo
7 Balthe
6 Johnny
4 Orc Bashers

The Giant moves away from you all leaving a line of fire, it seems to be looking for something.


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

***Round 8***

Five, now in his truck, drives it in reverse, away from you... Johnny still in tow. The troll very stuck to the spikes, just gets dragged along behind.


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

Rd8

Balthe tries to see what the giant is seeking perception1d20 + 6 ⇒ (2) + 6 = 8
Only seeing the orcs coming Balthe smiles.

Play time!

Balthe rapid fires his crossbow at the closest orc as it comes through the hole.

1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18 for 1d4 + 1 ⇒ (2) + 1 = 3
1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18 for 1d4 + 1 ⇒ (3) + 1 = 4


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 grins widely as he watches the bunch take of, even ignoring the opening the fellow left in his defence.
"Yeah you better run, or we'll kick yer hinds so hard your faces will hurt!"

Round 8
He then turns back to the hulk and iceman "Okay, enough time wasted, lets get crackin before this metal bird turns into a phoenix!"
He steps around to face whats in the pod he was standing next to. There seemed to be something in it so he opened the lid and set to work on the restraints, using his new-found daggers as improvised lock-picks
disable device: 1d20 + 11 ⇒ (17) + 11 = 28


For the pods in the rear compartment Swiftstab, they have simple clamps that can be easily flipped off. Nothing major for restraints on the outside. Once you lift the lid within you see a strange crystal like substance, that is purple. Nooooo, it couldn't be, could it, is that Eridium? You likely think to yourself until the crystals reach out and grab you, on its intial grab you take 1d8 ⇒ 5 slashing and piercing damage, they also begin to pull you in Swiftstab.

1d20 + 7 ⇒ (9) + 7 = 16 CMB


*****Round 8*****
24 'Fire' Giant*
23 CL4P-TP
21 Five*
19 Swiftstab*
18 Purple Crystals*
17 York
16 Jack
14 Orc archers
12 Frozen One
12 Elo
7 Balthe*
6 Johnny
4 Orc Bashers


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 rolls her eyes and runs over to drag Swiftstab out.

What rolls do I need? CMB?


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 like to point out that a grab requires an attack first, and seeing how I come from another back-water planet, I doubt I have the fogiest idea what Eridium is.
And in case you wish a sense motive to see if I read its intentions: 1d20 + 9 ⇒ (9) + 9 = 18


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Sorry folks ive been on vacation.. Ill attempt to catch up..

Round 8

Johnny will start an inspiring song for his allies..
Inspire Courage, +1 Hit/Dam/Saves vs Fear


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

Round 8

What in the world is that thing doing, it's emotions are all over the place. Does a fire really scare it that much? Jack hears the orcs Wow they really brought a lot of expendables on this trip. Onwards and sideways!

Jack moves over to the other side of the truck and then becomes visible again with his sword drawn ready to take out any stragglers.

Going around or over the truck whichever is easier I should have enough movement either way to get adjacent to Balthe ready for round 9. So far this has been 14 rounds I think of my buffs so 6 more rounds before needing to recast.


Yup Elo, a CMB action would work, helping him get free of the grapple.

Well Swiftstab, you said you would open the pod, and a swift moment later the creature attacks, yes, I did not do an attack... 1d20 + 7 ⇒ (10) + 7 = 17

***Recon***: So the crystal misses Swiftstab, he dosen't take damage, but the ooze like form of crystals does occupy his space and still the pod. Elo feel free to post a different action. Swiftstab you think it wants to eat you.

Well the thoughts would be for those who know what Eridium would be.

Johnny you have an option to jump out of the elf's truck and be with the fighters or sing to inspire the elf driver. I have been botting you some, basically just healing when asked to heal. Just pick where you are and we will recon that, though don't change any of previous round's actions besides that.

Jack:
You know that the giant thing is going towards the flames, and the emotions have changed to hunger and warmth.
Jack you get to choose which you do... what kind of climbing are you doing? Accelerated?


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Givin the opportunity he would jump out of the truck to inspire his allies.. Acro: 1d20 + 3 ⇒ (16) + 3 = 19


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

Well it is more flavour climbing over the truck, just adding flare to the turn as there's no benefit either way... I can make the movement just by running around the truck as a full round action. So I don't think there's any point making a check I end up there regardless.


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

So it looks like I casted vanish on mister big and nasty Jack on round 7, I now attempt to go around the truck to where Balthe is on round 8, seeing all the orcs.
Free knowledge: local check
1d20 + 17 ⇒ (3) + 17 = 20
"Aeeee! Bandits!" CL4P-TP panics, and in his panic tosses one of the gernades he has at the group. What a tempting target!
to hit: 1d20 + 4 ⇒ (6) + 4 = 10 on the top left guy. I'll wait to hear if it hits before I calculate damage as that was a poor roll :(


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

[ooc]well you will still splash some even if you miss[/dice]


Touch attack Clap? Then yes. Splash will hit all of them, I need the Reflex DC.


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

Huh. I thought I had the reflex DCs up but I guess not... Its a DC 17 ref for half damage, if I hit then here are the damage numbers:
Direct Hit: 1d6 + 5 ⇒ (2) + 5 = 7fire damage
Splash=6 damage

31 damage!


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Inspire Courage will affect your bomb damage as well..


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

As Swiftstab nimbly avoids the hungry CRYSTAL, Elo looks around, "...wow. This really is an AWESOME shuttle. Cold skeletons, hungry crystals, explosions, fire, me..." Quite enthused now, she runs forward under York's feet and fires an arrow at one of the cryo chambers. "Let's see what you've got for mommy!"

Shoot a phase arrow at the unopened cryo chamber next to Swiftstab.

[ooc]Damage: 1d8 + 4 ⇒ (1) + 4 = 5


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

with inspire courage it is 8 damage on a direct hit and 7 splash, thanks! It can be hard to boost bomb damage...


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

Round 9

"Okay, that's it, I'm done! First that rat refuses to wake up, the ice-man froze my blood, the troll took a swing at me, this crystal blob wants to eat me and the crazy blond starts crackin' pods right next to me. Screw you guys, I'm out of here! This stupid metal bird is probably going to burst into flames pretty soon anyway." he says with a nod to the raging inferno in both th south wing and the backside
And with those words Swiftstab scuttles out of the hole that hecame in through.

acrobatics to avoid AoO: 1d20 + 10 ⇒ (13) + 10 = 23


As Elo shoots the already weakened, unopened pod, the cover takes the blow and shatters. Inside you can see a lithe feline female, who has white fur and black spots, she is out cold with quite a few glass shards penetrating her flesh.

The bomb hits the first orc out of the shuttle, it explodes and splashes the fire over all of the orcs. They all quake and howl at the damage done.

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