Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

As Jellena heads down the hole, "I was thinking of heading down in case he needs healing... I know this room is painful."


Jellena descends but not as fast as she expects. She gets down to the vault room to find Velden covered in arrows in Round 8.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

She winks at him, "I know I can be very agile in climbing and such, let alone have those capabilities too. I am sure a strong man like you could hold the rope for me better than the roles reversed."

She gasps as she gets to Velden. She quickly prays to her goddess pouring healing into Velden, stabilizing him with the first spell then in Round 9 pouring more healing into him.

two cure light spells: 2d8 + 4 ⇒ (4, 1) + 4 = 9

She attempts to pull the arrows out without hurting him more as she heals him with her magic.
Heal check: 1d20 + 9 ⇒ (8) + 9 = 17 DC 15
Heal check: 1d20 + 9 ⇒ (5) + 9 = 14


As she gets the last arrow out it bites into Velden dealing another 1d4 ⇒ 1 damage.

At my calculation Velden is at -4 hit points. I could be wrong.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Depends on the fall damage. If it was 1, he's at -5, if 2, he's at negative 6. If 3, he's at negative 15 and dead.


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Upon hearing that things have stopped and Jellena lifting the door, Avizzi slides under and moves to the hole. Once he gets there and Jellena descends, he stands by with Karn, waiting to work the rope and help the pair get back out.

Dunno how many Reflex saves I need to make, but I'll roll 5.
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24


No fall damage for Velden... Did you not recognize the feather fall effect on Jellena, it happened on Velden as well.

Only one fail for Avizzi, 1d8 ⇒ 1 as a spear shoots up and hits him.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

Jellena calls upon her Mistress once more hoping it will be enough for now as her holy symbol brightens under her shirt. "Come Mistress heal my companion. Welcome back Velden the pin cushion." 1d8 + 2 ⇒ (3) + 2 = 5

She yells up, "if you are hurt come on down, it looks secure down here. Plus all I have left is channeling."


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Avizzi looks down and a bit of his scarred skin moves--a section that might have been an eyebrow before his burns. "Any way back up if we come down, sweetheart, or are you trying to walk me into a trap?" He chuckles again, the knife back to twirling in his fingers, as he brings his arm up and licks the blood from the fresh scratch.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

"Would I lead you astray?" She says coyly, then in a more serious voice she says, " We can see to making a way up or tie the rope off up there."

She casts virtue on herself and Velden waiting for the others to descend. "Mistress grant us life for the future."


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden comes to with a jolt, then winces. "Oh joy, I'm in hell. Thank you you worthless b%~@% of a goddess, so much for a warm afterlife." He lays back on the ground, then cracks an eye. "Oh, you died too. Too bad, so sad." Then he closes his eye again.


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

"Well I guess it's down the hole then. Maybe if I'm lucky I'll land on Velden. " and he will move over and lower himself down the rope.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn will wait for everyone else, then trust the magic as he jumps in to float down.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

"Heh, you can heal your own wounds then, you ungrateful B@stard." She says and shoves him as she begins to look around the room.

"Yup! Bishnu jump on down and you will land on him!" Jellena says with more mirth than normal.


Bishnu as you lower yourself down the rope that Karn holds, you can feel that there is magic that negates a good portion of gravity in the vertical shaft.

The room is pitch black if you have darkvision or once a light is 'turned on' the room seems to be a vault of some kind. Four skeletons are standing one in each corner though no light emits from them. Armor and weapon racks are laid about and several chests in the middle of the room. Some stairs are off to the right that lead down.

Selena takes Aannra back to the back room. Elo waits at the doorway. Bishnu climbs down the vertical shaft and Karn holds the rope.

Jellena walks around the chests in the center of the room.
Am I missing anyone?


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

"Let me get some light on this situation. "

Bish pulls out his electric torch from his pack to illuminate the room (techy version of ever burning torch in my deluxe dungeoneering kit), he then hangs it on his shield and picks the shield back up in case. Then he will move around the room checking it out with Jellena.

perception: 1d20 + 6 ⇒ (14) + 6 = 20

"Geez Velden, what do you think it is? Naptime? You didn't even bring your blankie. Get up and search this room. There might be something interesting in here. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden cracks one eye open. "Shut up, I'm busy being dead and stuff." He says grumpily. Eventually he hauls himself to his feet, retrieves his bow, and begins moving around the room, examining everything, but touching nothing.

Perception: 1d20 + 17 ⇒ (17) + 17 = 34
Perception: 1d20 + 17 ⇒ (4) + 17 = 21
Perception: 1d20 + 17 ⇒ (13) + 17 = 30
Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Perception: 1d20 + 17 ⇒ (3) + 17 = 20
Perception: 1d20 + 17 ⇒ (18) + 17 = 35
Perception: 1d20 + 17 ⇒ (2) + 17 = 19
Perception: 1d20 + 17 ⇒ (8) + 17 = 25


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

"Yeah, I understand, you get grumpy without your naptime. We'll see about getting you some warm milk and quiet time. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden grumbles under his breath and snaps his fingers. Bishnu's armor takes on a rusty hue, looking like it's been uncared for for years. A few more snaps and various slogans appear on it. Shoot me here! and Richer than you! and Space Marines are Pansies!.


Elo calls to Karn, "I will make sure they get back safely I might catch back up later." Then she heads away from the trap room.

Karn the obvious thing to tie the rope to would be the pillar of arrows trap.

Perception DC 10 on the room's items:
The skeletons in the corners are not moving at all but hold a weapon or two in their claws, they also wear a whole set of armor. The weapon racks are rather stocked with a lot of interesting weapons, some glow and sparkle. The chests in the center have locks imbedded in them.

Velden I assume you made a check for each item said that was in the room, since you did not specify otherwise.

Perception DC 20 on the skeletons:
There are pin pricks of red light in each of the eye sockets. The suit of armor in the North West has many intricate runes all over the plates of armor. The long sword in the South East has a ruby in its pommel is slightly glows.

Perception DC 20 on the weapon racks:
Each rack has a number on the side, all of them are 1, except for two other racks which have 2 and 3 on their sides.

Perception DC 18 on the chests:
Each of the locks look like there is a needle hidden within the lock. One of the four chests looks like the others but upon closer inspection looks to be made of metal or stone instead of wood.

Perception DC 20 on the steps:
There is a fine layer of dust over the steps. About 10 feet down you can see a mist or smoke of some kind.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Karn ties off the rope and jumps down.


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

Given that we've seen animate skeletons before(iir), do I see a bludgeoning weapon on the rack?


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

After the others head down, Avizzi double-checks the rope and then follows after. Taking 10 for an 18 on Survival to make sure the knot's good and the rope will hold, for what it's worth.

At the bottom of the shaft, Avizzi smirks at the back and forth between Alton and Bishnu, tosses a wink Jellena's way--For good measure--and starts looking around.

I auto-succeed the DC 10, so I'll roll for the others.
Perception--Skeletons: 1d20 + 9 ⇒ (16) + 9 = 25
Perception--Weapon Racks: 1d20 + 9 ⇒ (15) + 9 = 24
Perception--Chests: 1d20 + 9 ⇒ (17) + 9 = 26
Perception--Steps: 1d20 + 9 ⇒ (6) + 9 = 15

"Watch the skeletons," the tiefling whispers hoarsely, loud enough for the others to hear. "Looks like they aren't quite dead yet." As an added measure, he closes his eyes for a few moments, then opens them again. The pupils have taken on a silvery, watery color, and he gazes around the room at each of the skeletons in turn.

Using my deathwatch SLA on these things, which instantly lets me know if they are, in fact, undead.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden nods at Avizzi. "The skeletons are traps, they are waiting for us to take something, or fail at a trap or something, and then they will attack us. I'd bet money on it. The chests are all trapped, 3 are wood, one is stone or metal, unsure which. The weapon racks have 1, 2 and 3 written on the sides. The steps are covered with dust, but there is a mist or smoke on the 7th step, which is probably a trap or an elemental. Now, I will see what magic is in the room. Please do not touch anything while I do." Velden is back in his quick, precise, almost computer like threat assessment mode after almost being killed.

Cast Detect Magic and again examine everything in the room, and look for magical auras on things or in things not obvious

Perception Weapon Racks: 1d20 + 17 ⇒ (16) + 17 = 33
Perception Wood Chests: 1d20 + 17 ⇒ (6) + 17 = 23
Perception Metal/Stone Chest: 1d20 + 17 ⇒ (16) + 17 = 33
Perception Skeletons: 1d20 + 17 ⇒ (18) + 17 = 35
Perception Stairs: 1d20 + 17 ⇒ (7) + 17 = 24
Perception Floor: 1d20 + 17 ⇒ (10) + 17 = 27
Perception Celing: 1d20 + 17 ⇒ (12) + 17 = 29
Perception Wall 1: 1d20 + 17 ⇒ (20) + 17 = 37
Perception Wall 2: 1d20 + 17 ⇒ (15) + 17 = 32
Perception Wall 3: 1d20 + 17 ⇒ (19) + 17 = 36
Perception Wall 4: 1d20 + 17 ⇒ (2) + 17 = 19


Yes, there are a few bludgeoning weapons, including a bronze warhammer, a runic warhammer, a club, and a morning star with black ribbons on it.

Karn ties the rope to the switch. Avizzi, it likely will not hold if you want to tie it to what was already suggested it will take Reflex saves there and back to be unharmed. You could also begin disabling the traps.

Velden you know the weapon racks and wood chests are not magical. All of the weapons in the room are magical including the armor worn by the skeletons. The stone chest, you are pretty sure it is stone, has an evocation spell on it. The skeletons give off a necromancy spell. The room is not magical.

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

"Oh so you aren't dead after all," She says with some scorn as she looks at a kukri that looks interesting.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden snorts. "I wouldn't go that far." He coughs up some blood to make the point. "I wouldn't touch any weapons unless we're all ready to battle some nasty skeletons. All the weapons on the shelves are magical. I can't guarantee they arent' cursed without taking a lot of time to study and analyze them. I don't think we have time for that." He hmms thoughtfully. "Oh, and the stone chest over there is trapped, evocation magic on it. Ok, if we want to reclaim these lost weapons, we're going to have to be cagey about it. Get ourselves a way to limit the skeletons avenue's of attack. I suggest either disable the traps up top, and then climb out, and use a rope to haul a weapon or two up the shaft. That should wake up the skeletons, but they won't be able to stop us at the bottom of the shaft, and we can pot shot them dead from the top. Alternately, we work our way around and find the stairs down, clear the rubble by trying the lock we saw earlier, and deal with the spirit on the stairs. That would give us a way to bottle the skeletons at the top of the stairs, all of us surrounding one skeleton at a time."

Shadow Lodge

Skills:
SoH +12 _ Spellcraft +7_ Stealth +16 _Survival +8 _ Swim +5 _ UMD +13
Stats:
HP: 62/61_ AC: 37_ T: 33 _FF: -_ Perception +14, Sense Motive +11_Init: +10_Fort: +19_Ref: +26_Will: +22_CMB: +6_CMD: 23_Speed: 30
Skills:
Acrobatics +14_Bluff +10_Climb +6_Diplomacy +18_DD +15 _ Escape Artist +12 _Heal +10_ Intimidate +9 _ K Rel +10_K Nob/His/Pla/Loc +5 _ Ling +5 _ Perform sing +10

She looks around at the others that came down, and sees that Karn could use some healing and knows she wants the pain alive and better than he is now. She raises her hands and channels her goddess, "Mistress spread your splendor!" healing all of you 1d6 ⇒ 3.

"I like your first plan Velden. Avizzi would you be a dear and disarm a few of those traps up above." She says plainly to Velden, then smiles nicely and flutters her eyelashes at Avizzi.


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

As you guys are discussing what to do, you hear a metalic clanking coming from above followed by the distinct sound of arrows hitting metal. Immediatly afterwards a shiny yellow robot comes crashing down the hole accompanied by an AIEEE!! and a bang. Then a groan....
Bishu, you realize its the robot from before, he seems to have dragged himself from the other room, following you and has a few arrows lodged in his hull.

After a few seconds of stunned silence, the robot motions to a vial just out of reach
Ummm good sir, could you help out a poor robot in distress and kick that vial of repair nannites my way?


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

to Velden"Doesn't that seem like a lot of work for just a couple skeletons? Couldn't we just start smashing them before they move?"

and to the robot
"Umm, right. " and he will move to tap the vial towards the robot with his foot. "This place just gets stranger and stranger. Why didn't I just retire on Betelgeuse?"


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

"I like Bishnu's idea. Kill 'em first."


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

Once the vial is in reach, the robot greedily snatches it up, unstopperes it and dumps it over his head. You can hear some sort of hissing noise and see sparks dancing around inside the robot.
Extract of CLW: 1d8 + 2 ⇒ (1) + 2 = 3
Then the little robot rights itself and does a small little dance.
Alright! Good as new! (Then a gear falls out, bouncing away) ... Its supposed to do that! Being shot at is not part of my core programming.. It seems to happen a lot though... Hmm.. I should write a module for that...
Anyway! Hi Fellow Crypt Robbers! I am CL4P-TP all purpose bot but you may call my by my locally designated name, Claptrap!
And who might you strong, murderious looking, and I assume completely harmless fine citizens be?

Claptrap will look around at everyone, then the surroundings.
Knowledge (History): 1d20 + 16 ⇒ (15) + 16 = 31 and spout out some mostly useless information about the history of the current crypt that we are in.

By the way, I am also quite the skill monkey, I can cast identify and figure out the magical properties of those weapons if you guys would like, as well as help with the disabling traps, After the skellies are taken care of, of course ^-^


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

"Uhh, yeah. Right. Bishnu here. All purpose bot eh? Ok, just stay out of the way and don't get broken. This place is a train wreck that we're stuck watching. "

and back to Velden "Yeah, I think we can just break the skeletons before they can do anything and we're golden. Then we can take all the nice toys. "


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

If the knot had been unsecure, Avizzi would have retied it right there. I'm fine with having to go back up, though.

"Look," Avizzi says, pausing as he catches Jellena's eyelash fluttering. "Er. I'm usually one who's all for the long game. Normally, I'd be up for Velden's plan, take out these things as safely as we can. Bad news, though--that rope isn't as secure as I'd like, those chests are trapped, and--" he glances at the robot "--we've got a new visitor. Not to mention the marines and their mechs outside..."

The tiefling shrugs. "I'll head up the rope and retie first, so that we have a good way out, but Just smashing the skeletons might not be a bad plan."


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

"Well, Claptrap, I'm Karn. What type of golem are you?"


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden looks around at the four skeletons, and the room. "If you wish to do it that way, I can't stop you obviously. I'll simply point out that there is roughly, at a minimum, about 30 or 40 thousand in weapons on those racks, plus whatever valuables are in the chests, plus the weapons and armor on the skeletons are worth a minimum of 3 or 4 thousand each. Now consider how much that is worth, and whether or not those skeletons and the spirit on the stairs are worthy of guarding that much wealth? And finally, consider that we are all wounded and low on resources." Velden looks up at Avizzi's rope. "Oh, and if we need to retreat, our method of escape is to climb up a slick drop shaft while skeletons are killing us."


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 golem is a fairly accurate assessment there Karn, and what a lovely sythe you have there. Except instead of being created by magical hand-wavium, i am a being of science and grease! And loose parts...
Then turning to Vern
I can identify those items for you and i happen to be a master appraiser and hacker of vendors, well maybe not master. More of a novice. But master sounds better!!
As for the skeletons, if they absolutely must be removed, might i suggest the handsome Karn set his sythe round one of their necks and pulled?
(coup de gras, free crit! Add in smite...)
And, uhh, i might have a few.... Explosives that could be of use.


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

"Hmm, well if you put it that way, I guess maybe your plan is more prudent. I think shooting down the shaft at them after pulling up a weapon to see if they animate would be the way to go. It's got the quickest payoff for least effort. "


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden looks up the shaft at the robot. "Unless you can identify the weapons without touching them, you're in the same boat I am. That is, without handling them, I can't identify exactly what they are worth or what they are made of. However, handling them may wake up the skeletons." He nods at Karn. "I agree, we could probably take one out instantly, but we can't confirm it and the other 3 would almost certainly wake up. Leaving Karn surrounded. As to the explosives, last time I checked, explosives in an underground chamber was a good way to bring the roof down. Unless you are an expert in explosives and shaped charges that is."


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

Do not worry, for I have a plan! Combining the purple guy with pointy ears' cunning and the bald dudes combat prowess, we set the perfect trap! First, I will set up a couple of explosives around one of the skellies, don't worry. Its perfectly safe!!! Then Karn the Charming will set up to decapitate another, and the rest of us will gang bang the third skellie. All at once, on a count of 10, cause lets face it, if they haven't heard us yet, they wont hear us counting. Undead are not known for their good ears, that's for sure! Then there will only be 1 skelly left and we all can focus it! Its foolproof! umm... are there any fools here? Just checking...
Btw this is not nessisarly a GOOD plan, just about anything could go wrong... but hey, hes optimistic!
Oh, and I do have precise bombs, so I can ignore 5 out of 8 squares around the target if needed...


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

"Umm, I guess. You sure those explosives won't leave us as stains on the walls in this enclosed space?"


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden coughs up blood again, and looks at the mechanical moron. "Sure, you do that. If you'll excuse me, I'm a bit to frail for close quarters combat in a dead in room." He takes his quiver off, straps it back on upside down with the cover on the top to keep the arrows from falling out. Then he climbs halfway up the shaft on the rope, wraps the rope around his waist, and drops upside down in the shaft, his head and shoulders dangling from the hole in the roof.

Climb Rope: 1d20 + 6 ⇒ (16) + 6 = 22

Velden pulls the cap off his, now right side up, quiver, and draws an arrow with one hand, and his bow with the other. "Ok, I'm good to go now, do whatever insane thing you want with the skeletons. I'll pull myself up if I start getting splattered by too much blood."


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Before everything begins, Karn says "Vildeis bless us and give us your favor in this endeavor."

He casts Bless on everyone and Divine Favor on himself. Then he decapitates the first skeleton.

Confirm: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 8d4 + 20 ⇒ (3, 2, 4, 2, 1, 2, 4, 4) + 20 = 42


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

He will see if he can find a one handed bludgeoning weapon from the rack to use. Then wait for the set up and grab it when things start.

time for edit


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Bishnu, given that he spent several rounds buffing everybody, there may well be enough time to get the rest set up. Just saying.

Avizzi shrugs at this plan and looks over the racks while the others set up, looking for a bludgeoning weapon he knows how to use. Preferably a light one, like a light mace.


Male Aasimar (Angelkin) HP 16/18, AC 19 (TAC 12, FFAC 17), Fort +8, Ref +6, Will +7, CMD 17, Init +2, Perc +2 Paladin/Oracle Gestalt 2

Thank you, Avizzi. I figured the same thing. It's at least 2 rounds before I can attack.

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

...and I'm probably the slowest thing in the room right now...


Yes, everyone please roll initiative. Karn do you wait for the robot to set up the explosives? Assuming so...

Claptrap sets up the explosives... exactly what do you have in mind?

Avizzi and Bishnu stand next to opposite racks. Bishnu is next to the Runic warhammer as Avizzi is next to the morningstar with the black ribbons.

Karn buffs the group with spells then has a readied action to Coup de Grace the skeleton once the explosives go off.

Leaving hopefully 2 skeletons dead and 2 skeletons left to deal with.


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

init: 1d20 + 3 ⇒ (11) + 3 = 14


Male Togruta Scout 4 | HP 39/47, Condition 0 | Fort 17, Ref 20, Will 14 | Init +11, Perception +7 (Echolocation) | Force Points: 6

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11

After receiving Karn's blessing, Avizzi sighs and waits for the explosions to go off, at which point he grabs the morningstar in a two-handed grip, testing its weight. Been a while since I used something like one of these.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Velden picks a skellington that isnt' being attacked, and gets the blunt arrows out.

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Velden watches everyone get ready, and sighs to himself. "I wonder if any of these brain surgeon's considered that the weapons are all cursed weapons?" He mutters as he readies to attack.

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Silver Crusade

Xarxelborderlands


Eh?


Greetings,

I am searching for a core group of players who enjoy posting often and with much flavor.

First off we will be playing Gestalt one of my pets that got taken for a joy ride with a new DM. I want to make it what I dreamed it to be. I will be working with anyone who pops in for the recruitment, though it will be a long haul. First to talk about races, then the PCs, hooks for the short tern and long term, then finally the shuttle.

Your hopeful DM,

Matt


This campaign should take you from second level to at least 10th. From there we can decide on what we will do...


So is this a gestalt game? What's the basic premise other than that. I mean I'm interested in gestalt but there's little detail other that that.


What you don't read campaign info? Come now!

Basic premise: have you played Borderlands? Yup you are dumped on an alien planet and get to learn how to survive, though there are no guns or are there? Magic will be bounding all over, though I really don't care for Psionics.


@GM Wolf-

You mentioned how you don't care for Psionics, but are they absolutely banned from this game? I was thinking I could use the Psionics on d20pfsrd to make a very good Siren.


Most of the time the op either stats the rules or says that it's in the campaign info to avoid confusion. I have played borderlands (the first one) before so okay fair enough.

What do you mean by: "Either a warden (Only two of these), a prize, a specimen, or a challenge."?

Also 5d6 7 times? Is that for attributes, is that 5d6 add all together? Is it take best 6 of the 7 or is that 7th roll for something else?

You list any race from 3.0 to pathfinder and start at level 2 so does this mean that is the same for classes? (with exception for psionics as you've said with your previous post.)

Same as guy up top, I would like to link one of the psionic classes with book of nine swords to make "zero" type character from the second borderlands.


Siren, well now you have my full attention. I am sure we could put something together. True, I will likely fall to the preys of Psionics, but I want to be apart of the idea process. Let it commence!

Okay so the idea is that you are a warden, one who is taking care of those on the shuttle, a prize/trophy such as a specialty or special race, a specimen to be experimented on or dabbled with, or a challenge someone to have my pets play with. Think of an outrageously rich wizard or Outsider that has being shipped in like toys, you could have come willingly, kidnapped, or hunted down for one reason or another.

Like this:
5d6 ⇒ (1, 1, 2, 1, 5) = 10 = 8
5d6 ⇒ (2, 3, 3, 1, 6) = 15 =12
5d6 ⇒ (3, 5, 3, 2, 5) = 18 =11
5d6 ⇒ (6, 1, 2, 1, 6) = 16 =14
5d6 ⇒ (3, 6, 5, 5, 3) = 22 =16
5d6 ⇒ (5, 5, 3, 3, 4) = 20 =14
5d6 ⇒ (5, 5, 2, 4, 5) = 21 =15
The seventh is the reroll if better than one of them before.

Honestly most classes in 3.0 is covered in 3.5 or Pathfinder, but I can be flexibile, suggest it and we probably can work something out. I just have a few MM of 3.0, I have most of the 3.5 collection and most of Pathfinder to work with.

Yeah, that would be pretty grand. Zero it is, let us see how this is going to work.


I wasn't going to do 3.0 I was just wondering 3.5 more like. As Warblade/Psion or something similar is what I'm going for. Would make a very good Zero-like creature and give me enough skill points and stuff to go after the lamplight structure you'd want. If going for two of those options probably a prize/challenge. I'll see what I can cook up before tonight.

Now to find a race that'll suit.


Name: Elo
Race: Human Female, aged 20
Alignment: Lawful Neutral
Class: Soulknife (Soulbolt, Gifted Blade)/Monk (Zen Archer)
Role: Ranged frontline-capable fighter, wisdom skill-monkey
What Makes Her Special: Siren. Phaseshot; draw phase-arrows from nothingness and fling them at enemies.
Background: Specimen.
In an effort to show that the Atlas Corporation held great respect and affection for its female employees, the Crimson Lance was ordered to kidnap and torture several dozen young girls with the intent of eventually turning them into unstoppable assassins. Though this move was highly criticized by those relatively few residents on Pandora who find child trafficking distasteful, the operation was a great success for the Lance; the Assassins remain their most prolific and efficient killers, and their 'lack of family ties' (a euphemism, as Atlas has forced them to murder their own parents) makes them remarkably loyal to the Atlas corporation and its principles.

Born to a trader family on Pandora, Elo was seven years old when her tattoos and powers emerged; watching the Guardians one day from a safe distance, she imitated their movements and lightning struck her veins blasting blue light onto her body and forming a quietly humming arrow out of nowhere. The occurrence quickly made its way back to Atlas, and they captured her, forced her to kill her parents and put her in training to become a Crimson Assassin. After little over a decade of torture and grooming and training, she was to be sent on her first kill when word of Athena's rebellion and the Vault Hunters' following easy decimation of the Assassins' numbers, Atlas decided that the asset wasn't as effective as expected and ordered all Assassins 'retired'. Fleeing from her would-be killers, Elo found herself stowed away on a ship to Pandora, where she hopes to find herself and, if possible, her family.
Personality: Atlas kidnapped her, forced her to kill her parents and then spent the next decade and a bit convincing her the act was justified and for her own benefit and she should be grateful to her loving Corporation family. Then they tried to kill her. She's still a little messed up by all that. But she has a rapidly growing hated of Atlas, possibly to be extended to all Corporations if they copy such tactics. Being out amidst civilians for the first time is a strange experience but she is adjusting, and finding in her a growing kindness and compassion. But she still tends to assume every situation is a danger or a test and spends a great deal of time on edge and assessing risks and threats.
Likes: Chocolate, helping people, cleanly and quickly killing enemies (she's still an assassin, after all.)
Dislikes: Atlas, people who attempt to oppress or forcibly change others, large dogs.

Looking forward to building her with the Lamplighter's creed in mind.


5d6 ⇒ (3, 2, 2, 3, 2) = 12 8
5d6 ⇒ (6, 5, 5, 4, 2) = 22 16
5d6 ⇒ (2, 1, 5, 1, 5) = 14 12
5d6 ⇒ (2, 6, 4, 5, 6) = 23 17
5d6 ⇒ (4, 1, 2, 5, 3) = 15 12
5d6 ⇒ (5, 3, 5, 2, 1) = 16 13
5d6 ⇒ (2, 4, 6, 4, 5) = 21 15
5d6 ⇒ (2, 4, 3, 6, 1) = 16 13

Blood, are you doing the you can move 3 pts around, like you have done in some of the other games?

I am thinking Human Fighter (2 weapon Warrior)/Rogue

STR 15+3
DEX 17+2 (Human Bonus)
CON 16
INT 13
WIS 13
CHA 12-3

Feats TWF, PB Shot, Precise Shot, Rapid Reload (Hand Crossbow)
Idea: He fights with a spiked gauntlet, and Hand crossbow, eventually getting the Sword and Pistol Feat so he can fire and reload in melee without provoking, Also will utilize armor spikes, if he needs to TWF before he gets that feat at level 6.

I need to do some research on borderlands before I come up with a background, but just throwing that out there


5d6 ⇒ (1, 5, 5, 3, 5) = 19: 15
5d6 ⇒ (4, 2, 4, 2, 5) = 17: 13
5d6 ⇒ (3, 2, 1, 3, 6) = 15: 12
5d6 ⇒ (5, 2, 4, 5, 3) = 19: 14
5d6 ⇒ (2, 3, 5, 3, 6) = 19: 14
5d6 ⇒ (5, 6, 5, 5, 5) = 26: 17
5d6 ⇒ (1, 3, 5, 5, 6) = 20: 17

Drop the 12.

Psion (Egoist)/Warblade 2.

stats:

STR 17
DEX 14
CON 14
INT 17
WIS 13
CHA 15

Race: Custom Promethea local (Imakandi).
Name: Jack
Role: Frontline/Caster hybrid.
Special: A swordfighter and hunter that uses the likeness of animals/creatures he kills to alter his body for short bursts of time.
Background: Prize, Jack is a part of a hunter race that lives on Promethea. Known for their love of the hunt and nothing but they are prize amongst fighters for those that eventually kill them. Many of the Crimson lance have hired them as assassins or trackers. They were easily recruited as they had little knowledge for the technology that was left behind in Promethea and the Crimson Lance just had to offer better hunts in far off places in the Galaxy. Jack has been left in Pandora for a reason unknown to him but as long as the fight is good he does not care.

Jack like many of his race was trained to hone his fighting skills and monstrous physique to peak performance. However Jack had something many of the others revered. A connection to the old ones that granted him the ability to change the world with naught but the power of his mind. As befits his race he has been using this to take note of the best features of every creature he has ever hunted. Then incorporates them into his fighting techniques. Always changing, ever shifting, it becomes hard to track how he fights because every time is different.

Personality: Stoic on the hunt but otherwise is quite friendly in conversations. He always tries to better himself in the short time between hunts, a day where he does not learn something is a day he considers wasted. This does not just mean technique though it is any life lesson. Which is why he likes talking to those of great intellect and other races so he might learn more about the wider universe that he has not had the opportunity to see. Jack follows an old tenant of his race to the letter, if a target has given him a great hunt. He will spare them, even against the wishes of any comrades he has. Jack if pushed will fight for his targets life at that point.


Dotting for interest.

5d6 ⇒ (6, 5, 5, 1, 1) = 18 = 16
5d6 ⇒ (6, 6, 5, 1, 6) = 24 = 18
5d6 ⇒ (2, 6, 1, 1, 5) = 15 = 13
5d6 ⇒ (4, 2, 5, 4, 3) = 18 = 13
5d6 ⇒ (2, 1, 2, 3, 2) = 10 = 7
5d6 ⇒ (3, 4, 3, 4, 6) = 20 = 14
5d6 ⇒ (4, 5, 3, 5, 3) = 20 = 14


5d6 ⇒ (2, 3, 2, 2, 6) = 15 11
5d6 ⇒ (2, 2, 4, 1, 6) = 15 12
5d6 ⇒ (6, 4, 4, 5, 1) = 20 15
5d6 ⇒ (2, 1, 2, 2, 5) = 12 9 - drop this
5d6 ⇒ (3, 5, 6, 5, 1) = 20 16
5d6 ⇒ (5, 6, 1, 6, 3) = 21 17
5d6 ⇒ (2, 5, 5, 6, 3) = 21 16
I will try to have something up tonight.


I am thinking w the level 2 rogue talent of taking combat trick to gain rapid shot, and using a heavy pick on a weapon cord so i can drop it in order to reload while i rapid shot. Completely silly but sounds fun to me


fighter wealth average =175+900 for total gold of 1075


I can math, my stats should be 15, 13, 14, 14, 16, 16. If the +3, -3 option is available I would take 3 off the 13 and add it to the 15 to get a well rounded even to all my stats.

Warblade average wealth 125+900=1025gp

I would like you to look over what I have planned for the imakandi using the race builder, I'm currently using 15RP which is no LA. (That's as much as an Aasimar.)

Imakandi:

Catlike creatures with large lion manes and are very robust physical features. They have a primal link to the ancient spirits of Promethea, granting them the mental aptitude to survive the dangerous wilderness.

The Imakandi are a proud and honorable as well as skillful hunters, they are not a greedy race usually hunting creatures to survive as they hunt targets for the thrill of the hunt and never for money.

Darkvision: 2RP
Advanced template: 4RP, +2 to physical stats, +4 Int -2 Wis.
Bonus feat: 4RP, this feat must be chosen from the fighter list as long as the prerequisite is not fighter (unless you are a fighter of course).
Stalker: 1RP, Stealth and Perception are class skills.
Cat's luck: 1RP, may reroll reflex save once a day.
Fleet footed: 3RP, +2 Initiative and Run feat.
Total 15RP.


Stat rolls-
5d6 ⇒ (5, 4, 4, 2, 6) = 21 15
5d6 ⇒ (1, 4, 5, 4, 1) = 15 13
5d6 ⇒ (3, 3, 6, 5, 2) = 19 14
5d6 ⇒ (2, 3, 5, 5, 4) = 19 14
5d6 ⇒ (5, 1, 4, 4, 6) = 20 15
5d6 ⇒ (2, 3, 4, 1, 4) = 14 11
5d6 ⇒ (3, 6, 1, 5, 6) = 21 17

Drop the 11. Not amazing stats but eh.


5d6 ⇒ (3, 3, 2, 6, 6) = 20 15
5d6 ⇒ (5, 5, 4, 5, 4) = 23 15
5d6 ⇒ (5, 1, 4, 3, 5) = 18 14
5d6 ⇒ (3, 6, 6, 3, 6) = 24 18
5d6 ⇒ (4, 5, 1, 3, 4) = 17 13
5d6 ⇒ (4, 4, 2, 1, 6) = 17 14
5d6 ⇒ (5, 1, 5, 4, 3) = 18 14

Not a bad set.

Per-blooded asimar, specimen wizard/rogue. I'm only briefly familiar with borderlands as I have played it with my kid a couple of times.


Siren:
Ability: Cost
Outsider: 3rp
Medium-sized: 0rp
Normal speed: 0rp
Standard array: 0rp +2 dex, +2 wis, -2 con
Linguist: 1rp
Lucky, lesser: 2rp
Flexible bonus feat: 4rp
Fast: 1rp
Fleet-footed: 3rp
Skill Training: 1rp Perception, Sense Motive
Total cost: 15rp

Sirens are mysterious creatures, and only six can exist at any time. They are made partially of another level of existence and have powers to move themselves or objects between the levels of reality; this process is known as Phasing. Their nature is shown in the series of blue tattoos along one side of their body. Sirens are quick on their feet and on the uptake, but are usually less than hardy. They take to languages quickly, for they are always outsiders to societies.


:) Silly is fine, we should have plenty of players.

Yes you may move some from one ability score to another, it does not have to be 3, it could be 2 or 5, though you cannot take away from one ability score and make it less than 8.


Thank you Arkwright for making the Siren race, that makes it easy... We can only have two sirens in the group. I know where 4 of the others are.

Hmmmm... the more people post the more I just want to play Borderlands via PbP. You guys up for that? Or just set in the world and a whole new bunch of crazy?


You mean re-enact the plot of Borderlands 1? Or actually set the game in the Borderlands world rather than your renamed and changed take on it?


Imakandi: I like what I see though from what you say there should be one change...

+4 Wis and -2 Int

__________________________
Prizes will be given out in spades, especially if you post on here daily and work with me on ideas.


There are so many options....

re-enact the plot of borderlands 1.
take place at the same time as borderlands 1.
re-enact the plot of borderlands 1 with the idea that the first vault has already been opened.

re-enact the plot of borderlands 2.
take place at the same time as borderlands 2.
re-enact the plot of borderlands 2 with the idea that the vault has already been opened, and more vault hunters are looking for the other discovered vaults.

Or... LOL


GM, would Sirens be allowed 4 extra race points? I really wanted to give them an elemental ability but I ran short.

Elemental Weapons (6 RP)

Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race deal 1d6 points of energy damage of the selected type whenever they strike a foe with a natural attack, unarmed strike, or melee weapon.

Hmm; what would you think of Sirens being able to change that 'plane' they are aligned to, to change what elemental damage they do? Say a full-round action to switch? Just a thought.


Well I think that each different Siren gets her own special powers. At 3rd level you would gain Elemental Weapons, the Siren could focus on one elemental plane and make it really strong or just be able to diversify. I would say that at 3rd level it would take 10 minutes to change elements. Then at 5th level 1 minute. Then at 7th, it would take a round. 9th would be a standard action, 11th would be a move action, 13th would be a swift action, 15th as free. Now if you focused in an element on those levels you would gains other cool specials instead.

This is all speculative right now. Keep throwing out ideas for where you would want your character to be going and speical abilities.

Also if we put it during/after Borderlands 2, there is Eriduim to make us get stronger... He He He!


The issue is that what you are proposing is basically a Siren Class, or at least a Siren archetype. My plan is for the Siren to get some base abilities from their racial abilities- speed, stats- and get their phase-powers from choosing a class. For Elo, she has 'Phaseshot', IE Form Mind Arrow from Soulknife, and also the ability to draw on phasing to provide her Armor, IE Add Wisdom to AC from Monk.

As far as special abilities goes, we're probably going to be vault hunters so make us come across some special loot which gives us bonuses on occasion. An extra feat, a +1 to a physical score...

Actually, how about those Eridian Artifacts? You could use them to give us all class-specific abilities like you have described. For a Siren, elemental damage and the ability to change it, the level of damage and action required to change elements depending on the level of the artifact. Similar abilities for each other character.

Plot-wise; plonking us into the plot from Borderlands 1 could be fun, though definitely avoiding retracing the exact plot. Maybe stick us on a different part of Pandora or let us make our own decisions.


Well int was going to be my primary stat as that's the primary mental stat for both Warblade and Psion so that will throw a wrench in the works a lot of it's getting a negative. I can take the -2 to Cha if you want? I was basing the -2 Wis off the fact that catfolk are the similar hunters with negative wis.


Rolling

5d6 ⇒ (2, 4, 4, 6, 1) = 17 =14
5d6 ⇒ (2, 1, 6, 2, 3) = 14 =11
5d6 ⇒ (1, 6, 6, 6, 3) = 22 =18
5d6 ⇒ (3, 5, 4, 2, 5) = 19 =14
5d6 ⇒ (1, 2, 5, 2, 5) = 15 =12
5d6 ⇒ (2, 1, 6, 2, 2) = 13 =10
5d6 ⇒ (1, 3, 2, 5, 4) = 15 =12

Drop the 11.. Thinking about a Mysterious Stranger Pistolero Gunslinger/Arcane Duelist Bard maybe.. Ill flesh it out..

For Race something with +dex/+cha is all thats neccessary..

Something based off a halfling would be fine.. Possibly a paragon halfling? +4dex/cha and everything else to same?


5d6 ⇒ (6, 3, 1, 3, 4) = 17 = 13
5d6 ⇒ (3, 6, 1, 5, 3) = 18 = 14
5d6 ⇒ (2, 6, 4, 4, 4) = 20 = 14
5d6 ⇒ (3, 6, 4, 4, 6) = 23 = 16
5d6 ⇒ (5, 1, 6, 4, 5) = 21 = 16
5d6 ⇒ (6, 3, 1, 3, 5) = 18 = 14
5d6 ⇒ (5, 5, 5, 3, 2) = 20 = 15

16, 16, 15, 14, 14, 14.

I think it would be awesome to play a Ratfolk. Any problems with this race?


NOOOOO dont replay borderlands! I just ordered it :)


Haven't played the 2nd borderlands yet but I played the first. How close do you plan to stick to the games mythology?


GM Wolf: What are we going for with character building here? The set up seems to be requesting rather optimized characters. Is this correct?

If that is the case, it is hard for anything to beat a Synthesist build, and I'll probably go with a Paladin/Synthesist. If not, and we're just going for high powered, but not max-powered characters, I'll probably lay off the cheese and try something else. Since 3.5 is available, I might try a Paladin/Warlock.


Another question: If I were to use the Warlock class, would you want me to use the 3.5 version, or could I use one of the myriad of pathfinderized/updated versions?

Looking at my options, I'm now wondering if Warlock/Synthesist would not synergize very very well.


My created race.. Using 15 points..

Paragon Halfling:

0RP Small Humanoid
0RP Speed 30'
4RP Advanced +2 to all mental, +4dex, -2str
0RP Standard Lang. Common, Halfling
4RP Advanced Charisma +2cha
4RP Greater Lucky +2 racial to all saves
2RP Keen Senses +2 Perc.
1RP Fearless +2 saves vs Fear

Total Modifiers
+1 size hit/ac, -1cmb/cmd, +4stealth
+2 all saves, +2 vs fear
+2 perc.
-2str, +4dex, +2int, +2wis, +4cha

Thoughts? If you end up goin higher or lower points i can adjust..

Also changed my classes up abit.. looking at mysterious stranger, pistolero gunslinger/holy gun paladin.. Lots of flavor there.. As does the spellslinger wizard.. hmm ill have to think it over..


Davachido wrote:
Well int was going to be my primary stat as that's the primary mental stat for both Warblade and Psion so that will throw a wrench in the works a lot of it's getting a negative. I can take the -2 to Cha if you want? I was basing the -2 Wis off the fact that catfolk are the similar hunters with negative wis.

Well we can do the +4 Int and -2 wis, but we need to change some of the wording on your race. They are not the wisest for they use the alien artifacts without much though of the ramifications, though the alien tech has absorbed into their race, allowing quicker thinking, strange tattoos, and the increased breadth of knowledge.

Something like that, Just throwing you a bone, knowing what you want to make the class.


@Narrater: I hope to keep to the mythology pretty strong, though of course when you are on a different part of Pandora things do change.

@WerePox47: You should change the advanced Cha to a skill RP
Also your race changes can be easily worked out, A halfling that had some mutation or exposed to Eridium at a young age, who knows...


I guess what I am asking should I read up on borderlands through the wiki to mesh with the character background IE we are dumped on this planet. Is their a galaxy/dimension spanning empire like in borderlands will they be on the planet what role might they play? Will they be window dressing so if I played a retired veteran for example would they pose complications work within the story you are thinking of GM Wolf etc.

I will need to look over the lamplight stuff. Was thinking maybe a Fighter/Magus or Ranger/Magus, most likely a Ranger/Magus.


@Rigor Ritus: It is your choice, though my dad has broken warlocks for me. Considering we are using RP, and this will be a very powerful campaign I will allow it, at least I know it compared to the Synthesist, but I can learn. As I said in the beginning it is your choice.

Well you would need to direct me to the pages that you are thinking of using. Then we can agree to disagree, until we agree. :P

I am pretty sure that we will be playing after borderlands 1. Eridium will still play a big factor.


Reading up on borderlands through the wiki would be best. We will be playing in the Borderlands dimension. One way or another you have made it to Pandora, especially since the first vault has just been opened and the Eridium surge has started. This would be a few years before Jack takes over Hyperion. You will likely be more vault hunters looking for artifacts for a corporation, just hunting for your own fame or wealth, or just looking for a place that is safe from the corporations.

Yup, we will be playing about a year after Borderlands 1.


He has a skill rp already, i just took halfling stats and bumped it.. A paragon of the race..


How are you intending to handle the technology of the setting (vs. the magic of the Pathfinder game)? Will magic just be getting reflavoured as technology? So that the same items are still available, just assumed to be advanced or alien tech?

And what about guns? I'm assuming that you may be using the Guns Everywhere rules?

PRD wrote:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.


Well actually I will be changing that, their are relics, artifacts, and magical mysteries from the ancient race, but there are no guns. If you have a gunslinger they will still need the gunsmith class. I don't care for gunslingers but the same goes for warlocks. If you want it you can have it, it is your choice.

I am taking the premise of Borderlands with the idea that magic has developed so much it is known as technology. After all magic is just technology we can't explain or understand.


Sounds great.


5d6 ⇒ (2, 2, 3, 4, 6) = 17 13
5d6 ⇒ (6, 4, 5, 5, 6) = 26 17
5d6 ⇒ (3, 6, 3, 4, 6) = 22 16
5d6 ⇒ (4, 3, 1, 5, 5) = 18 14
5d6 ⇒ (6, 1, 2, 1, 6) = 16 14
5d6 ⇒ (3, 1, 2, 5, 3) = 14 11
5d6 ⇒ (5, 4, 4, 5, 4) = 22 14

I will be using menus and change his stats and add the other class as well as a nice background. One of the 14's will be brought down to a 10 and added to one of the others leaving the stats as follows.

18
17
16
14
13
10

It will take me a hot minute to read up on the borderlands mythology to build a good background been awhile since I played the game so my knowledge of things is pretty rusty and not having had the opportunity to play the second I am sure that I am behind the times. It seems the empire was pretty human centric from what I recall so I will likely go human military veteran but I may change that after reading the wiki. I am not sure about the special ability I will look at the character and see if something jumps out at me.

I did have a question what is the warden (Only two of these), a prize, a specimen, or a challenge. What are you referring to? It must be a lack of common reference knowledge on my part it does have me scratching my head.


Dot!

I just bought Boarderlands 2 and I've been thinking about how great the setting would be for D&D, so this works pretty naturally. I'll mull over some builds and post when I get home from work.

Stats:

5d6 ⇒ (6, 5, 1, 6, 2) = 20 - 17
5d6 ⇒ (1, 4, 3, 2, 6) = 16 - 13
5d6 ⇒ (3, 6, 5, 3, 1) = 18 - 14
5d6 ⇒ (2, 6, 2, 4, 4) = 18 - 14
5d6 ⇒ (5, 5, 2, 4, 1) = 17 - 14
5d6 ⇒ (5, 3, 2, 5, 5) = 20 - 15
5d6 ⇒ (6, 6, 5, 1, 3) = 21 - 17

17, 17, 15, 14, 14, 14

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