Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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The Frozen One just grabs his chest as he is doubles over in laughter. He laughs for about 2 rounds, the ice must have been dismissed, he stands up fully once more and puts out his hand.

Jack you are in Section D, unless you want to go to Section C. Then state it. Also you did not move your token.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe takes his hand.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

ok WTF. I keep trying to move my token and it is getting larger and flipping direction and I can't fix it


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

The Frozen One grabs you hand heartily, "Good to know I have some friends, my past has been full of blood, it will be good to have a family if not companions again."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

What landed you on this ship?


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

"Thanks for the lift up into the truck! This wheel is not conducive to jumping... Do you require assistance opening these crates? I might be of assistance!"
CL4P-TP says in an annoyingly helpful, almost hopeful tone.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

"I was captured by a rival clan, our blood feud neared its end, me being the last of my clan, I took at least 30 of them in those last few days, but a prophecy was scryed and they would be destroyed if my whole clan was destroyed by their hand, thus they sold me to the star jumpers. I was to die in some sort of arena far from my own world let alone the other clan. I hope that my equipment and weapons are in one of the crates around here, though the service bot cannot help us any further, 'protocols' he calls them."


ClapTrap, you can see that two of them are open one of the larger ones, with wads of dollars around, with many different kinds of coins spread around. The other seems to have been broken open, since a weapon is sliced through the wall, it must be adamantine. Though not all the way.

No one is in the back but you, and the crates have blocked the other two from getting through the window again.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Sorry I was getting the Giant mixed up with the Frozen one. I thought they were the same thing.

Jack looks at the napping giant wondering how it managed to fall asleep amongst all the flames. Before it was confused and hungry, just a beast wondering about. Jack doesn't seem to think much of it, he continues moving crates back and forth until its done. If the creature is still sleeping by that time he will pick it up and lie it down outside. Jack doesn't much care what happens to it but as long as it doesn't burn up due to this place being set on fire or exploding again.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Well, give us a hand getting these crates loaded up and you can have your gear back if it is in one of them.

Balthe moves to grab a crate and carry it on out. Balthe is not concerned about the Iceman any more than if he seems like he wants to fight, since he does not, he is happy to consider him a friend and leave it at that. At least for now.

I do not want to be on this tub


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

Swiftstab shrugs "Them boxies aren't the problem, I can crack those easy 'nuf. But we could use some advice on how this magical carriage works. Johnny here almost killed the big oof."
"Did not! You said push it, so I pushed."
"Stuff it Shorty!"Swiftstab cut him off.
"Eat dirt Airhead!"Johnny retorted.
Then both turned to the gearhead.
"See what I have to put up with"


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Elo blinks in surprise. "...there's a whole WORLD of creatures like you? Terrifying... But very good that you're on our side. Elo." Turning, she helps unload the crates.


York steams around to the cab of the truck in order to see which idiot is driving it. When he is confronted by not one idiot, but two, each a quarter his size and looking about an eighth as smart, he is a bit stunned and not sure what to do. After pausing a brief moment, he turns his back and starts moving back towards the downed shuttle.

"It would like squashing someone's inbred half-brained cousin. No satisfaction in that."


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

"I sense that I am more akin to you lady, than that of the human. Though yes our race is elementally charged humanoid outsiders. We bend the elements to our will, though only one element each clan. There has not been a cross over in a few centuries if you believe the stories. Mine was an ice clan as our dread enemies were fire." The Frozen One says as he helps pick up crates and carry them over to the truck.


Moving things along, the giant gets up and just starts walking away from the traffic of those grabbing crates.

The two groups converge after about 3 minutes of grabbing crates for Section D has what is left. Then moving the crates together in another 2 minutes the room is clean of any secure crates, many are burnt and chunks of slag. All that is left is a pod shuttle in Section D and C. The crystal thing and the skeleton green in haze.

Five's truck is filled after the first 3 minutes, he drives over to Radiator Ridge to unload some to make room. Stopping by the other truck to let the little ones have a ride, since they obviously don't know what they are doing.

What do you do?


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

Swiftstab and Johnny follow Five's actions as he operates his magical carriage.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Sense Motvie: 1d20 + 9 ⇒ (20) + 9 = 29
He soon understands that the circular handgrip is actually the steering handle. One of the paddles is for slowing down and that other one is always pressed just before he moves the numbers-lever, which he always moves up when he speeds up and moves down when he slows down. R is for Backwards, though why it uses the letter R for that is still a mystery.

Once left behind in Radiator ridge, the pair (or trio) sets to work on disabling the locking mechanisms on the crates
Disable Device (openLock), take ten for 23 total


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Jack is leaning on the side of one of the trucks as Swift is unlocking some of the crates. Jack looks over to Five and asks "So what is important about these crates? I take it they are likely weapons and armour. After all the ones you are trying to defend need something, or is this naught but food supplies?"

Jack places his hands cradling his head. "After this what is our next step? Find a town and see if we can make men of mice? Or go after one of these fabled vaults?"


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

Five notices that you are watching and starts explaining how to drive.

Swift in the time it takes for them to get back you have all the crates open. You find all your gear making the disabling that much easier.

Five swings by the Cargo Truck, "Jack or York, get in and we can grab the other load. Can any of you drive that truck? Well crates protect their contents, which means the contents are worth money, we are going to need a lot of money to get some of the off world materials to make the shield our first line of defense for the future town of Phoenix. Atlas likely weapons. Next step is to meet a friend of mine at Radiator Ridge, drop off the trucks, find out what is in the crates, grab what we can use, hide the crates, then head for the Secret town of Kassan, make nice with the citizens, enjoy the festival until the quest for the Crypt of the Everflame. I want to analyze the Everflame and see what I can learn of it. I am pretty sure there is a vault either in the crypt or in the Fang and Thicket Forest, where mighty dire animals roam."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Then we kill bandits?


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Good so a plan is underway, right well I can guard the cargo and the like. Can't say I can make good with all the citizens though I'm sure that there will be one or two that like my style. I would try to convince others that they need to shape up but we should prove it to them first before trying to convince them. Out of curiosity what does this festival entail?" Jack asks inquisitively.

Hey, if there's dress up I'm sure I can be the talk of the town. Something in there might get me in someone's good books.


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

"Good Question Jack, I myself have not been to this town before. A little rakk came and told me. You can ask Ida she may know more than I, we will see." Five says. "Yes Balthe, I am sure there will be some bandits there always are, though hopefully not many."

Moving things along. Five goes to the outlook with Jack, load up the truck with the bodies and crates. Then off to Radiator Ridge assuming someone can drive the other truck.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

balthe follows five, and loads the truck. whatta ya think five? Think I could get these combined? he holds up his pistol and xbow

[ooc]want to get the xbow and pistol put together. It would remain separate weapons but I could wield it in one hand, and choose which to use (basically means I don't have to drop one)


"Entirely possible, though no promises if it works or not, there is a chance that both weapons could be messed up or destroyed." Five says to Balthe with an pessimist view.

Balthe, York, Elo, or anyone else at the shuttle can you drive a truck?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

I cannot lol I thought Johnny had that skill

Well it will be worth getting someone with skills to do it I think. And if I have to pay more to get it fixed, well thems the breaks.

Balthe says while rummaging through the pockets of one of his kills. He pulls out a small crystal, this will fit perfectly onto my crossbow he thinks to himself. better wait till after I get these two put together, just in case

Five want to tell me how to drive this thing? I can probably get it to move slowly and follow you.

dive untrained 1d20 ⇒ 14 +6 if it is dex, +2 if Wis not looking at the skill right now


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

Balthe you are not trained in Drive, but you understand the basics, you take a few minutes to reorient yourself. Then do rather well getting the Cargo Truck over to Radiator Ridge.

Now everyone is at Radiator Ridge. Once everyone gets out of the Cargo Truck. Five summons you all over.

"Welcome to Pandora, I hope that many of you can join our order, one for searching out the vaults which hold magic and treasure within them. Our other purpose is to make a safe place for all, a place you can be yourself, but a community nonetheless. Clap Trap it is now time for your introduction, once the bot is done everyone please introduce yourself and if you have an interest in our Order or if you are already part of it. Thank you." Five says in a stately manner, once done he bows to ClapTrap.


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

Ohhh! Here comes the big speech! DL4P-TP is getting all nervous!
"Welcome to Radiator Ridge! I am CL4P-TP, you may call me by my locally designated name, 'Claptrap'. This is a wonderful little outpost set against the cliff face of the Ruinous Ridge and nestled in by nice and cozy steel spikes and iron walls. There are 10 lively and healthy inhabitants, Mr. Douglass, the Mayor, Sheriff Steels, Deputy McDonnal, Ms McDonnal and their two kids, teens, really, and annoying! Then we have Ms Sunshine, the old lady. Shes nice. And has a gun. Finally Fred the farmer, Candy the store owner and Old Greg, the crazy guy in the corner. Best leave him alone. He peed on me once...
As for the outpost, there are 9 buildings in total, 3 houses, a hovel, the Mayors Manson, the sheriffs office doubling as a prison, the general store, a warehouse and lastly the generator! Ah the beautiful generator... Such fond memories and I do so wish to get back to it. She can be upity without constant maintenance.
Anyways! I do so wish to stay here, and if you have any needs just ask! I am a font of useful and helpful information! For instance, did you know that there are three thousand four hundred and eighty two kinds of sand on Pandora? Would you like me to list them all one by one?
"

Claptrap isnt going to leave yet, but something will happen soon that will make him change his mind and he will go with you guys :)


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe rises, after checking his pick and crossbow are in order.

He is slender, but well built with dark stringy hair and a gaunt looking face, his arms are covered in scars, as is his back, if you could see it.

Balthe Synder, I spent years as a slave to the Bloodshots. Now I kill them. Thank you for your help Claptrap. I am aman of action not words.

If no one asks quesstions he sits.


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Elo covers her grinning mouth as the claptalks and, as it finishes, stand and nods politely to it. "Hi... claptrap. My designation is Elo." Turning to the group, she continues "I was born here, and I'm here to screw Atlas; but right now this planet is much more theirs than it is mine. I need to run with a crew while I get my bearings. I'll go with you, if you'll all have me. And vaults o'money and treasure sound like a fine thing to keep out of Atlas' greedy hands."


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

"Hello claptrap, thank you for the help in combat earlier. I am Jack, I won't be staying here however I wish to travel with Five as I have joined him in his Order. I am here to test my strength against the hardships of Pandora and I must say that last fight was the best I've had in a while. I must thank you for that Five" Jack combs his mane a little.

Jack is a quite large standing lion-like bipedal creature with a soft yellow mane to match. He is wearing some lightweight armour to protect his vital areas. Around his shoulders there is a large black patch that is slowly emanating flickers of some aberration liquid. The group saw that this is where the tentacles grew from. When he shapeshifts this black liquid envelopes his body to change his shape.

"I grew up on a far off planet, Promethea, and was transported here by Atlas. That's all that needs to be known for now. I'm sure we can exchange more about our people at a later date." Jack states, he turns to Five.

Who is Ida by the way? I don't think I've met her." Jack asks Five.


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

"Ida is one of my past companions, she is a fine healer, and one who I trust without a doubt." Five says, with confidence and warmth.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Sorry for my lack of posting, been having technical issues.

Five:
Ida immediately tries adding you to her collective, right about the time Elo is introducing herself. The timing isn't particularly important, it's just about when she'd be getting into range. She can't actually force you into it, though. Feel free to accept or decline.

"That would be me," a rather bored voice says. The voice is accompanied by an equally bored woman, a bit on the short side, walking up to the group. The right side of her neck has tattoos which disappear under her shirt, reappearing on her right arm, the green lines twisting around her wrist and forearm. Her white hair stands out, held back by a light blue headband and contrasting against her tanned skin, the green tattoos, and the matching blue top she wears. "Came over after I realized that grating noise that woke me up from my nap was the Claptrap. Good to see you back again," she says, nodding pleasantly to Five. As he put so well, I'm Ida, and I'm pretty good at healing. It's a pleasure to meet you all, and I'm sure we'll get to know each other fairly well soon enough.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

"You better keep me healed pretty girl. Wouldn't want you to walk in any nasty traps now." the little green goblin grins. A devious glistering plays in the red beads that form his eyes. He is dressed in no more then a dull grey coat. His feet are bare and so are his sinewy legs. It is impossible to say if he wears underwear, since the coat reaches down to his knees. He does carry a sturdy leather belt with pouches and a shoulder bag that he dug up among the crates. The bag is clearly on the large size for him. He also dug up some leather fingerless gloves which actually appear to be his size. The gloves have thickened patches along the back with stone spikes jutting up and over, sewn into the patches.
"Home was in the jungle of the Pointy Mount. Not quite sure where 'home' is though. The little box-heads bought me from the hobo's and put me in a big cocoon in the metal birds belly. Not sure how long the big bird flew before falling from the sky. But this box-head here" Swiftstab nods to the Claptrap "He's not that bad. Me be called Swiftstab. I ish trapper and a Stone-fist"
He scratches behind his rather large ear with one of the stone spiked gloves. "Or at least, I was a Stone-fist. Lost temper when hobo's took gobo's. Great Granite probably dishonour me if he knows. So just Trapper again. Not Stone-fist any more. So, thats Swiftstab."


York can make his intro duction later.

Tell me what you do? Do you explore the 'houses' or other buildings, look for your stuff or stuff in the crates.

I am sure Swiftstab is unlocking the new crates.

Five accepts, he also goes over to Ida and gives her a big hug, lifting her off the ground and twirling her around once.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Jack will nod courteously at Ida, then helps unloads the crates once they're open. As far as he knows the next step is to identify what's in here before hiding them someplace so that's what he is going to do.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe also assists in unlocking the crates as he does he finds a few items that he snaps up. One is a crystal the other a bandoleer that holds bolts and bullets and his weapons. boons He then checks the crates for more bullets, espceially alchemical rds.

Five, Claptrap, andone around that could work on my gun and crossbow? Put them together?


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

Five takes Balthe's weapons and begins tinkering in his truck.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe desperately wants to watch and ask questions but stops himself, as to not bother Five and make him mess up, so he goes back to opening crates.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

"I am Troas, of the Whispering Freezing Way. I came on the shuttle, my clan is dead and I am free of all obligations, though my venegence can wait. I am glad to be around powerful companions."

For a simple description see Subzero from Mortal Kombat.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Nice to meet you Troas. Any of this stuff yours? Balthe says looking up from a crate.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida smiles when Five twirls her around, hugging back, and nods back to Jack.

"Nice to meet you, Troas. It's certainly an interesting group that's gathered," she says, agreeing.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Troas helps sorting through the items claiming items that are his. He nods to everyone agnologing each one in turn.


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

CL4P-TP looks just like any other claptrap, there is very little distinguishing features on the robot to differentiate it from the others unless one was familiar enough to recognize its scratches, dents and rust spots. He carries a mop attached to his back so that is different, rather it is by his quirks and mannerisms that one would identify CL4P-TP.

"These Bandit Gernades are most useful! I might just hang onto them for now! Now if you will excuse me, I have a generator to serenade!" and with that CL4P-TP zipps off into Radiator Ridge, stopping by a secret compartment at the side of the warehouse to pick up a few items, then heads over to the generator and gets to work, humming as he goes :)
Mending: 1d4 ⇒ 2
The things he picks up are my boons, an Eridian torch, 8 Eridian bars, and a few MWK tools.
The Eridian Torch is a Eridian artifact/weilding torch that reduces the casting time of mending and make whole to 1 minute and gives me a second use of make whole a day.


I am going to be going through the crates and checking off what is in each one.... Now the stuff is in different crates, but I am just going by size and deleting the crates off the map.
crate 1 has Elo's stuff
Crate 2 has Swiftstab's stuff
Crate 3 has Troas and Johnny's stuff
Crate 4 has Green's stuff biological armor suit and energy weapon.
Crate 5 has Eridium project with notes, injecting into biologicals.
Crate 6 has Eridium project with notes, growing Eridium fail.
Crate 7 has Eridium project with notes, the interactions of Eridium with other precious metals. Mithril and Eridium excellent mixers.
Crate 8 has 300 gp of equipment
Crate 9 has 300 gp of equipment
Crate 10 has loads of cash, $5,000 x 3
Crate 11 has two dozen sticks of TNT, 4 plastic shaped charges, 8 detonators.
Crate 12 has 3 Eridian Artifacts
Crate 13 has Adamantine short sword, MW morningstar, collapsing spear MW, 5 bolas, blow gun, 10 poison darts.
Crate 14 4 minor magic items. x 3
Crate 15 Atlas guns, one pistol, one shotgun, one rifle.
Crate 16 Gears, repair parts, tools, etc.
Crate 17 Toilet Paper, 500 rolls
Crate 18 MW tools, 5, crafting tools, Knowledge Geography Pandora, Knowldege Nature Pandora, Knowlege Survival book Pandora, Book on crafting bullets
Crate 19 Repair kits for service bots x 5, Spare parts for service bots, homing beacon, Satalite phone, Code breaker, silver braclet
Crate 20 Rations for 200 days, with 2 water purifiers,
Crate 21 800 gp of equipment.
Cryochamber - still secure and functioning.

Considering the stuff I am naming off you have some suggestions I will accept some in the next 24 hours.

All of your rations and anything that could spoiler is gone. Any wine alchohol, drugs, etc. is gone, likley consumed by the dead Wardens.

Bodies Dead - bloody caps x2, psychos x2, orc archer
Bodies out cold - female catfolk, tattooed human,

No one said they picked up the bodies or even looted them. It is up to you if you want to go back.

Troas - two nonlethal buzz sticks, 3d6 E


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

balthe threw the redcaps and the archer into Fives truck

were there any bullets in the crates?

other than that I have no other desires! I have been nuffed pretty good.

who is keeping track of party loot


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

Swiftstab brushes over the crates swiftly, but most of the stuff is alien to him. Finally he finds something intersting in one of the crates. It is a blowgun with some funny smelling darts. He puts the set in his new old bag. In another crates he finds a book on the local wildlife and starts leaving it to see if it has any information on dangerous or poisonous plants. "Mine" he decides.
Finally his eye spots something very curious. One of the crates contains a lot of paperwork along with some oddly ornamented glass jars. In the jars seem to be fragments of purple metallic rocks. the eridium project of crate 7 "Oohooo, pretty jars!"
He puts his stuff in the crate and begins dragging it along the ground towards the truck. There he stops and pants for a minute to catch his breath. He then climbs up the hoot and proclaims: "Dibs on the magical carriage!"


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Jack looks at all the stuff that is in these containers.

Hmm, this can equip a small force quite well. Pity I don't think I'll be able to use much of these myself but I think the others should be able to. Except maybe that one looking at crate 16 , I'll figure out what to build later. I need to figure out what challenges lie ahead. Hmm...possibly...

Who is "Green" by the way?

Jack turns towards the others picking up the map found in crate 18, "Can anyone identify a good cubby hole we can find to place this stuff in for now. If there is enough parts here maybe I can make a turret or two to guard our stuff while we're gone too just in case any looters come by while we are at this village."


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida, while everyone's unpacking, gradually starts adding the group to her collective. Herself not included, she can fit 7 people in, so not all will fit at once. As she adds people, she uses her swift actions to get a sense of how hurt people are, in HP, and makes sure that she's got whoever are hurt in her collective, if there are any.


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

Pity CL4P-TP is off by the warehouse, as some of that loot would just thrill the little robot, that and he could use some healing :)
Any chance I could call dibbs on the notes in 5 and 6, any leftover MWTs of any kind (he loves tools of all sorts and is building up a collection), the repair equipment and assorted goods in crate 19 and/or an Eridian artifact? I could probably also find a use for the toilet paper if no one else wants it :P


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

I'm sure claptrap will get to see the stuff!

ida what does balthe do to be part of your collective?


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5
CL4P-TP wrote:

Pity CL4P-TP is off by the warehouse, as some of that loot would just thrill the little robot, that and he could use some healing :)

Any chance I could call dibbs on the notes in 5 and 6, any leftover MWTs of any kind (he loves tools of all sorts and is building up a collection), the repair equipment and assorted goods in crate 19 and/or an Eridian artifact? I could probably also find a use for the toilet paper if no one else wants it :P

I'll get to you eventually, I'm sure. How far is it away? I've got a range of 120 feet that I can add things from.

Balthe Snyder wrote:
ida what does balthe do to be part of your collective?

All you have to do is not resist. You'll feel, I'd imagine, a bit of prodding at your mind that just feels like Ida, nothing controlling. You won't be able to hear her voice in your head or anything (yet).

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