Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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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

Round 6
Seeing the burning skellie, Claptrap is enthralled at the beauty of the flames
Ooooh, its so beautiful! Brings a tear to my eye. Sniff.
Woa! And still suffering from that Momentary Motor Malfunction! Allow me to remedy that!!

Claptrap then flips his mop around once again, stabbing the handle deep into the chest cavity of the burning skellie.
unlikely hit: 1d20 + 4 ⇒ (13) + 4 = 17
likely miss: 1d5 ⇒ 2

It Connects!:

Claptrap lets out a trimphant Hazza! En guard! as he knocks another bone or two to the ground.
damage: 1d6 ⇒ 1

It Misses :(:

Claptrap calls out Hazza! En guard!! Come on, this isnt working! I say! CEASE OPPERATIONS!


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

Avizzi continues to retreat, clutching his chest with his free hand. Shoulda learned that healing sh*t...


Avizzi and Velden are the only ones clear of the massive explosion of fire.

Reflex DC15 for half damage, 4d6 ⇒ (1, 6, 1, 1) = 9
If Karn or Claptrap fails... +7 or more fire...

The flames are gone in almost an instant but not the damage they dealt. No visible threats out of combat.


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

Confused, what massive explosion of fire? Where did it come from?


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 )

reflext save: 1d20 + 3 ⇒ (17) + 3 = 20

"What the hells was that?!?"


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'm back.

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17

Karn adds in Smite Evil to the mix for his next strike.

Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10
By-passing DR


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

Could the massive explosion come from Veldin setting it on fire?
If thats the case, i already esploded two of them so far :)

Reflex save to dash behind Bishnu: 1d20 + 6 ⇒ (15) + 6 = 21
With a screech, Claptrap dashes behind the mercenary, shielding himself from most of the flames.
Aieee! That wasnt me! That one was defenantly NOT my fault!
i take 5 fire damage correct?


I already calculated the saves of the items when claptrap hit them with fire, this time the item failed its save. Correct Claptrap if you save you take 5 fire damage.

The explosion looks to have come from the corner next to the last standing skeleton.

Shadow Lodge

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5
Skills:
Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22

Jellena attempts to twirl in the corner to negate the fiery explosion, instead she flops down to the ground and takes the damage.

Reflex save: 1d20 + 3 ⇒ (1) + 3 = 4 vs. DC 15

-9 hit points

She stands up and pats down a few corners to put out the flames. She then raises her hands drawing energy to herself, a purple black energy growing around her hands. "By the power of my Mistress I call upon you to heal us!"

The energy explodes around her and out 30 feet like a seismic blast in a vacuum. All of you healing 1d6 ⇒ 5. She then rests for a moment doubled over in the corner.


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 we are out of combat, at at least for now.
Also, GM Wolf. I believe we were doing it where i would only get half healing, or i could cast mending on myself. Are we still doing that?

Claptrap lets out a sigh of relief.
Ahhh. The explosions stopped. The skellies stopped. Life is calm. Lets enjoy it for a monent.
..
...
BORING! Grab what you guys want and bring it to me. Ill tell you if its magical, cursed or unusual. Or that its just a rock... But first i need to whip up an experemental Itomizing Discombobulator!

Claptrap then goes into a corner and hunkers down next to one of the Skellies, muttering to himself.

Preparing an extract of identify. It will take me 1 minute. Then i can tell you what everyhing does/is with great accuracy

This goes there. Hmm what does this do? That should give me knowledge i have no right knowing. That causes the apocolypse, better not touch it. Hey mister Skellie, mind i call you frank? Hows life?


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 hangs for a moment as the smoke clears. "Oh, Goddess says you're an apostate, and you should burn too..." He snaps his fingers and Karn also bursts into golden white flames.

Flames: 1d4 + 1 ⇒ (1) + 1 = 2

The flames lick along the paladin's remaining wounds, which seal over. Healed for 2 hp

"Hmm, that was rather anti-climactic, wasn't it?" He comments dryly looking at the paladin. "I guess apostates don't explode when they burn. Oh well."

He then lowers himself down to the floor again, carefully adjusting his quiver so his arrows don't fall out. He waits for the claptrap, to either take over if the machine messes up on identification, or to assist if it actually can identify.

Basically, will 'aid other' on identifications


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 says a quick prayer and heals himself further.

Lay on Hands: 1d6 ⇒ 2

And he adds in a second for good measure.

Lay on Hands: 1d6 ⇒ 2

What is up with all the 2's?


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 )

"Doesn't anything just go in anything close to a sane fashion in this dump? Did I mention this was not the right place to plan a retirement?"


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

Avizzi hacks into his hand and looks at the blood. "I'd almost agree with you, big guy, but I still think it'll be a nice enough place once sh*t stops trying to kill me and starts trying to kill everyone else. It'd make a good bunker." The burned man gives his eerie grin and coughs again. "Now, time for some field surgery."

As the robot begins preparing something, Avizzi eases himself to the flor and sets his pack next to him, then pulls out a small tin. He opens it to reveal some basic medical gear--needle and thread for stitches, gauze and bandaging, a small bottle of alcohol, and other necessities. He threads a needle deftly and looks up. "I suppose I should check with you all--this'll take me a while, but unless you've got more magic up your sleeves, I'd like to be a bit more patched up before we keep going."

I'm currently at 6 hit points and I'd like a little more than that before continuing onward. If people have healing, that'd be great. Otherwise Avizzi will take 10 on a Heal check with his healer's kit to treat deadly wounds on himself, which will at least give him 2 hp back.


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

"Friend, this might speed things up for you."

Cure Light Wounds on Avizzi: 1d8 + 2 ⇒ (2) + 2 = 4

Lay on Hands on Avizzi: 1d6 ⇒ 2


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 )

Bish is down 10 right now (mostly from 'friendly' fire).

"I'm not really feeling so hot right now. Think it might be time for a break? Does this room seem securable?"


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

"I did try to warn you this was an unhealthy way to go about it." Velden reminds Avizzi and Bishnu. "But no, why listen to the priest when we can listen to the sparking malfunctioning robot instead." He shrugs at Avizzi. "Sorry, Goddess says you're too dirty and selfish to burn."


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 )

"Nag, nag, nag. I heard you with that the last three times. Can we address what we're doing now?"


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

"Sure, right now, you're bleeding." Velden informs Bishnu, as if speaking to a small child.


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 )

"Thank you captain obvious. Did you notice that your water was wet too?"


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

"With his gritty nature, I figured he drinks sand."


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. "Better sand than the recycled beer Bishy was drinking on that freighter we had to ride from Milvan III to Gorvash Prime."


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 once i cast identify, i can identify the properties of 2 magic items with 1d20+19 before the extract runs out. After that my modifier drops down to +9 but i can take 10 if i want. I imagine 1 of the items should be the strange red gem i have in my hands :)
Karn, do you want me to check out that super-heavy club you grabbed?
And friendly fire is the best kind of fire ^_^ (jk btw)

Ah but at least im a cheery sparking and malfunctioning maintainince droid! You got to think positively Vizzy my man! And did you know that there is three thousand four hundred and eighty-two different types of sand on Pandora? I dont think any are drinkable tho. What an amazing ability Vizzy!


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

Claptrap finishes building his contraption with a HAZZA! Im the best! Whos good? Whos good? and then sets about activating it and taking a close look at the red jem in his hand.
Identify: 1d20 + 19 ⇒ (14) + 19 = 33 +2 if Velden aids him


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

Avizzi grunts in gratitude to Karn and shoots a glare at Velden. "It's priests like you that's the reason I don't listen to priests," he comments dryly. "And my name isn't 'Vizzy,'" he growls, turning to the robot. "It's Avizzi. It's longer, actually, but that's another story. Call me Avizzi, call me Knife, call me Trashcan Man, call me Scarface. Just don't call me... that." He gestures with the needle, coughs again, and hacks up a wad of phlegm and blood that he spits on the ground. "So are we resting now, that's the 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

Sure, check it out for me.


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 )

"You got any idea what this hammer does? Well I mean other than being a hammer of course. " and he will proffer it to the crazy robot.


So much to address so little time... Claptrap you heal half rounded up. Honestly with enough supplies you could mend away as much as you chose, make sure to have an inventory of spare parts.

The red bead is about an inch in diameter and has a fireball spell ready to go off in it. 4d6 damage Ref DC 15.

The club is a merciful club of weighing. If you can wield it in battle against an equal or greater for the merciful effect can be activated. Besides that it looks to be made out of petrified wood and weighs about 50 pounds. Some silvery cloth is wound around it at the bottom to make a handle. Besides that it is mastercraft and +1 magical.

Bishnu's runic warhammer DC 29.

The staircase has not been investivated.


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 weapon racks. "Ok, we should gather up the remaining weapons and worry about figuring out what they do as we have time. We also need to open those chests, carefully. Knife, if you can open them without setting off any traps, I'll not call you Vizzy. If you set anything off, you're Vizzy until you perform adequately again. Kind of like Bishy and Bishnu." The half-elf grins sardonically.


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 )

"Just ignore him Avizzi, he likes to be like that. I think it makes up for something he was subjected to as a kid. If you gripe it just encourages him. "


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

"Yeah, probably. We all hit the sh*t from time to time. I'll tell ya how I got like this"--he gestures at his face--"someday. Real sad story, bawl your eyes out." He packs up the medical kit and shoves it back in his pack, which he pulls over to the nearest chest. "Oh, here, look at this if ya feel like it." He tosses the morningstar over toward the Claptrap and begins going over the chest, picking up a smaller piece of bone to use as a lockpick.

First a take 20 to make absolutely sure of the trap situation, which gives me a 30 total; I know we already checked for traps, but this is a do-over for safety's sake. Next, Disable Device: first for traps, second for the lock.

Disable Device: 1d20 + 11 ⇒ (9) + 11 = 20
Disable Device: 1d20 + 11 ⇒ (1) + 11 = 12
...I think that I'm getting all my good rolls in your other game, GM Wolf. Avizzi's getting all the crap.


Avizzi you think the not wooden chest is trapped, likely with a magical one. The rest of the room looks apparently clear of traps.

I will use your checks to open the wooden ones first. The first lock opens, but the second does not.

Within the first chest:
Several cloths of multiple colors. They could be just rags, clothes, or something near that. They pad the chest for a half dozen gallon sized glass jars of distinct shape each.

Please post 8 weapons each PC. I will roll randomly which rack they come from.


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

Given Velden likes bows, he'd have gathered up the bows

1) Darkwood Composite Longbow
2) Greenwood Composite Longbow
3) Whipwood Composite Longbow
4) Composite Longbow
5) Darkwood Composite Shortbow
6) Greenwood Composite Shortbow
7) Whipwood Composite Shortbow
8) Composite Shortbow


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

Sorry for being afk for a day.
Umm. The Vizzy was meant towards Velden >_> i didnt even realize how close it was to Avizzi.... Oh well ^-^
And we are just kind of ignoring the ghost on the staircase right now. What we dont see wont hurt us!

Claptrap shouts out Cool!! Its an exploding bead!! Those things can be volitile. If you want, i can hold onto yours Karn.
Now let me see that hammer, it looks like a beauty!

spellcraft: 1d20 + 19 ⇒ (15) + 19 = 34
As he tinkerers away, figuring out what the big puppy does, he offers advice to Avizzy.
You know, those traps can be deadly! You never know just what they might do! If you would like aid with that, i can help you with that in a minute!

i got 10 ranks in disable device and can disable magic traps, so at least i can aid you for +3 when im done here.
As for those glass jars, Claptrap would be extremely interested. Any chance that they are nitroglicerin???
As for 8 weapons. Claptrap wont use much of any weapon, aside from something he can aid another with but...
#1. Explosives.
#2. Gernades.
#3. Land mines.
#4. A short spear? (something that works with finesse. Reach would be PERFECT.
#5. A mace, for Bisnu.
#6. A knife, for Avizzi.
#7. A syth, for Karn
#8. A bow, for Veldin.
Ya, i like esplosions, but other then that, ill take something for everyone else :)


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

Just to note, Velden's very unlikely to switch out his bow, he's sentimental about it. He just finds them fascinating and likes to go over them in detail when he's got down time is all.


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 )

1. Falcata
2. falchion
3. scimitar
4. bastard sword
5. greatsword
6. flail
7. earthbreaker
8. falcata


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

1. Dagger
2. Kukri
3. Starknife
4. Set of throwing knives (if you want to make rules for such things)
5. Buttefly knife
6. Switchblade knife
7. Punching dagger
8. Kerambit
As far as I understand it, all of these would work with Avizzi's sneak stab ability, which makes them ideal for him. He's also proficient with most of them. If materials are in the realm of possibility, an adamantine dagger would be beautiful--no more breaking it in the lock, I should think.
EDIT: Replaced the swordbreaker dagger with throwing knives. Dunno if you use rules for such, GM Wolf, since they aren't included in the normal rules; I usually say they have a longer range than daggers but take a penalty when used in melee combat (like javelins vs. shortspears).

Avizzi lifts the top of the wooden chest and shakes his head at the contents. "Not sure what these are good for, but somebody else should take a look."

He grunts as the second lock fails to give and tries again, scraping at the tumblers and applying just the right amount of torsion...
Disable Device: 1d20 + 11 ⇒ (14) + 11 = 25


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

Kn(Arcana): 1d20 + 5 ⇒ (20) + 5 = 25

Velden looks over the jars, trying to identify the contents using his knowledge of magic and arcane lore.


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

Avizzi snorts in disgust. "More jars." He then takes a second look and whistles low. "Actually, looks like they've got some nice stuff inside. Rare, valuable. Few hundred dollars to be made here." He taps his knife on the top. "I'm claiming some of this mine."

He then stands and checks the other chest. "Now you're the tricky one..." He rakes his knife carefully over the surface, looking for a trap to disable before moving onto the lock.
Disable Device (Traps): 1d20 + 11 ⇒ (20) + 11 = 31
Disable Device (Locks): 1d20 + 11 ⇒ (16) + 11 = 27


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 Claptrap finishes analizing Bishnus warhammer, he troddles over to the mercenary, returning the weapon to him
Ah this beaut is a(Will insert future comment here) I imagine that would be very nice to have on hand. Better than that tiny dagger!
Claptrap then heads over to Karn but gets distracted by something he sees on the weapon racks. He decides to pick up a few of them, carrying them under his arm for now and continuing over to Karn.
'Lo there handsome! That club that you are carrying, I do believe that it is a magical Heavyhand Club! And whats this? Amazing! It also seems to be enchanted! Against a stronger opponent it will hit harder yet be unable to kill its victim... Who would want that?
Tell you what. Ill trade you this totally superior and deadly looking Scythe of Not-killing for that exploding bead you have there! Its a beautiful shade of red..
(Trade you a +2 merciful scythe for your fire bead?)

Finally Claptrap zips over to where Avizzi and Velden are inspecting the jars, taking a look himself.
K. Arcana: 1d20 + 18 ⇒ (8) + 18 = 26
Craft. Alchemy: 1d20 + 13 ⇒ (4) + 13 = 17
Nice! It seems to be Fire Jell! I could find some amazing uses for that! He scoops it up. And these appear to be (Insert future comment here).
Whats in the other chests?
Next he rolls up behind Avizzi and casts predigitnation, cleaning his clothes, removing the blood and patching up minor holes and generally making him look nicer and neater (even combing and parting his hair if he has any, or buffing a shiny chrome dome ^_^)


Avizzi you believe that the non-wooden chest has been disarmed and unlocked. You open it just a crack and hear a sizzling sound and movement within.

What do you do? Also there is in total 4 chests, 3 of them are wooden.

The Runic warhammer is a Furious Conductive Runic Warhammer of Power (+1).

The first jar appears to be holy water, the second jar is filled with acid, and the last is still unknown.

Jellena seems to be awfly quiet over in the corner. Just sitting there head on knees as the knees are propped up.


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 at Jellena. He sighs. "Ok, what did we miss? Obviously something's wrong. Are we dead, or is this more of a personal matter?"


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 can only come up with 6 weapons to post:

Scythe
Great Club
Scimitar
Kukri
Composite Longbow
Chakrams


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

Alas, Avizzi has neither hair worth combing, nor a chrome dome. He's mostly scabs and scars.

Avizzi waves a hand absently at the robot. "Hey, I like the way I loo--sh*t!" He slams the chest lid back down and lies half his body on it. "Dammit. There's something in here," he calls to the others. "Sizzling and alive. I'd guess a fire beetle like we fought earlier, or something worse. We wanna deal with it, or just let it be?" He eyes the last wooden chest. "We could put stuff on this to keep it shut."


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 shakes his head. "Let's be sure what it is first." He picks up the shinyest sword in the lot. "Open the lid just enough to get the blade in at a small angle. I'll cast light inside it and we can see what is in there."

Assuming Avizzi does so, Velden will cast 'light' on the inside of the lid, then slide the blade along the slit, so he can see what is inside the now lit chest.


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 into position in case it manages to get out. " and he will heft the hammer he used before and get in a position to smash anything which leaps clear of the chest.


Ingenius! :)

Within the chest you can see off the mirrored surface of the blade and partially by just looking in bubbles, blue chromatic bubbles. There looks to be a serpent of some kind in there as well. The serpent also strikes at the blade but is intelligent enough to do it only once and to not hurt itself.


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

*bow*

"Looks like blue chromatic bubbles, and some kind of snake. No fire bug Avizzi. Probably a rattle snake of some vein, and no doubt magical, given it is still alive." He shakes his head. "On the off chance you are sentient, we can talk or Knifeboy here will open the crate and 5 people will see how hard they can chop you into little bits." He repeats the warning in Elven. "If someone knows Draconic, might want to repeat that as well." Then Velden paces off to the wall, turns, and aims his bow at the crate (and Avizzi), ready to attack when the snake comes out.


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

K. Nature for snake: 1d20 + 16 ⇒ (3) + 16 = 19
K. Arcana? For bubbles: 1d20 + 18 ⇒ (2) + 18 = 20

Oooh! Its a snake! In fact, it is a very specific kind of snake! And i should know what this blue metalic substance is, just let me check my memory banks. In the meantime, would you like me to sing a lulaby and serinade the serpent into slumber? I can do quite the lovely rendition!
And then in draconic
KAHZAKK FOO DAHH! KAHZAKK FOO DAHH! SHAWUMEN DE ET'TAHH! OLMEN POSHAHH NEIN...[/

Draconic:

[b]Come out, come out whoever you are and we will chop you to bits! Or we can talk...

Dont call me on that -_- I CAN do a preformance, it WILL help against the snake and i DONT want to have to come up with a lulaby for a snake -__-


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

"Nice plan," Avizzi grunts, and he does as Velden suggests. At the news, he shrugs. "Incidentals, alright. I'll throw it on my tab." He flicks a wrist and a dagger appears in his right hand. "Now lemme see..." He clears his throat and repeats Alton's threat in a pair of raspy, guttural languages (Abyssal and Infernal), coughing at the end of the second tongue. "Been a while since I used those," he comments, flicking the dagger into a reverse grip.

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