Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


3,001 to 3,043 of 3,043 << first < prev | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | next > last >>

F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Will save: 1d20 + 5 ⇒ (3) + 5 = 8

Pouting slightly about losing her chance to attack the big bad skeleton, Senva is not ready for the wave of dark energy he gives off. She turns her sights and wounded pride on the rotting corpse attacking Michel and Balto, but is yet again disappointed as he delivers two powerful slashes to the target. She sulks into the corner with her still crackling hand, after a moment she notices the black ghoul standing in the corner. She then takes a slightly more defensive posture and waits for him to come to her.
Move action followed by a total defensive, Current AC: 23, This is if he isn't stealth-ing or invisible or whatever...


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

"Finally..." Velden growls as the skeleton goes down, then he turns on the last zombie.

Flurry 1: 1d20 + 10 ⇒ (17) + 10 = 27
Flurry 2: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 4d6 + 5 ⇒ (1, 5, 4, 1) + 5 = 16
Damage: 4d6 + 5 ⇒ (1, 3, 2, 3) + 5 = 14


Velden puts the bloated zombie down for the count and Michel needs to do a fort save DC 16 or take 1d4 con damage.

The ghouls that Senva sees looks at her and merely smiles, it continues to gnaw on the fleshy hand of another corpse. It has pure black eyes and black blood slowly coming out of every orifice on its face, then there is all the other blood from its mouth and down its chest. The stench of decay and death is even stronger from this one and Senva has to do a Fort Save to not be nauseated for 1d3 rounds, otherwise just sickened for that amount of time.

Act freely, you soon find out the ghoul will not attack you but it is warded. Will DC 20 before you can attack it.


Round X Init 9 HP11-10+6 7 fast healing 4r 11 again

Fort 1d20 + 6 ⇒ (20) + 6 = 26
Will save 1d20 + 7 ⇒ (16) + 7 = 23
Aannra pulls out her air gun, puts the alien blaster away, straps her airgun on, pulls it out loads and checks it, she walks down the steps and then takes careful aim and shots the ghoul in the back of the head from range.

TH 1d20 + 11 ⇒ (14) + 11 = 25 DMG1d10 + 2 ⇒ (5) + 2 = 7

"Puuuw!!, look Julia I hit it"

She says.


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. "Loot the bodies, if there's anything worth looting, and lets get out of here." Velden says dryly, ignoring the ghoul for now. Something needs to clean the crypt up for now.

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

"Wow you did, now we, crap..." She begins to say then exclaimes and tries to jump off the other side of the stairs.


With the shot, the ghoul seems to just holds it breath and then its skin begins to bubble as it begins to fill like a balloon. Jellena obviously sees the possible coming explosion and goes for cover as all of you have a move action to take cover or standard action to do otherwise.


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 sighs. "Fire in the hole." He says, and then walks back around the corner and down the hallway to wait out the explosion.

He's never gone much past 10 feet into the chamber, since he was sniping, so getting out of the line of explosion is just a move for him.


"why y...o dear"

Fast step down the fall way, move action 70" has line of sight on phone can't move her but she moved..


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

As far as I can tell, the ghoul is the one in the purple circle, whos' about to detonate. I moved Aannra and Velden.


Male Greater Kitsune Bard(arcane duelist) 2 ]

"Aw crap baskets" the kitsune mutters before getting whatever cover he can but shielding Balto with his body as much as possible.


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

He looks to his side and smiles, then says, "How does it go down there Aannra?"


With most people who are conscious that were able to take cover no damage is caused to them. Even Senva who was nearly adjacent to the thing was able to hustle into the adjoining room to be safe.

The room is smeared in black goo. The goo around the torch is being burned away, but only 10 feet around it.

The skeleton who likely was at fault for all this undead situation, has a few things piled up where it fell.

loot:
A necrocratic longsword, +1 chainmail, a cold longsword, a flaming longsword, a vicious heavy mace, a +1 morning star, and leather tatters of what used to be armor.

Also in the room under the torch is an open sarcophagus and the lid is lying next to it. On the front of the tomb is written a name, "Kassan". This body is intact, save for the broken links of a chain that lie around his neck. The skeleton apparently has not defiled this body. On the body appears to be a set of glowing magical full plate and a sword on his chest clutched in his hands.

A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.

If you go to light the lantern with the Everflame which indeed gives off heat:

The spirit of Kassen stirs from its rest and rises up, "I thank you adventurers for putting an end to Asar."

DM notes:
He can tell them all about Asar and his
relationship with the mercenary captain. Although he
does so reluctantly, he even reveals that the two of them
were once adventuring companions, and that they split
ways after acquiring a great deal of treasure. Kassen
is sure that Asar felt cheated after their last quest and
that is why he came to attack the town. Kassen knows
nothing about the bandits, but notes they only stole
the amulets with which he and Asar were buried.
These amulets are part of a key that opens up the great
treasure vault they plundered so long ago. Kassen
remembers little about the vault itself, but he does
remember that the amulet points the way to the vault if
it is reassembled from its three component parts. The
last part was given to Iramine, an elven sorceress that
was part of their group.
After giving his thanks, Kassen reaches into his
sarcophagus and produces several items, giving them to
the PCs with his thanks. After handing out the gifts, he
slowly fades from view, returning to his eternal rest.
Treasure: Kassen gives the PCs a bag of holding (type I),
a +1 bashing shield, an elemental gem (water), and one scale
from his armor for each PC. Kassen explains that these
scales will grant them his boon in their hour of need.


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, looking around at the mess. "Ok, someone go get all the greenhorns, and the guards, and the old man, and the dumb bot, and we'll get the fire and get out of this place. I'll start looking for another exit." He looks at the sarcophagus. "I'd avoid the sarcophagus, no telling what's inside. And someone check the girl, she's the only living thing down here, if she's alive. If she's got no heartbeat, someone put a stake through her chest just in case and cut her head off."

Velden then begins to move along the walls looking for exits. Take 10 for 30, if that doesn't find anything, he'll go back through again taking extra time and taking 20 for 40.


Five Arelian wrote:
He looks to his side and smiles, then says, "How does it go down there Aannra?"

"Puuoow, Puuoow, SPLAAAAT!!"

She moves her arms and to show and explosion of mush.
and then smiles at him.

As Velden says get the others she runs off to get them at high speed. Shifting past problems.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva, engrossed and grossed out by the ghouls appearance avoids moving in until her stomach settles.

Fort save: 1d20 + 4 ⇒ (2) + 4 = 6

As soon as the ghoul starts to inflate, Senva ducks for cover in the nearby. That thing was not going to explode on her and Velden's pretty cloak. After the explosion is well finished, Senva slowly moves back into the room, wiping what looks like the remnants of a regurgitated breakfast off her mouth.

"Ewwww, it just popped like an over-grown cave slug. Is there another one? I want to watch..." After a glance around the room she slowly starts advancing on the open sarcophagus, her still crackling hand raised. As she moves in, she carefully extends her other hand and starts to feel around the back of the woman's neck.

"She doesn't have a pulse, but she's still warm..." With this she sends a pleading glance at Velden. "Can I... should I shock her?" With thsi she waves her still charged hand.

I am still assuming she is alive here... I am really tempted to see how long I can keep this spell, it probably won't stay overnight but until then...


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

If she doesn't have a pulse, Velden would want her staked in case she's a vampire. There's enough undead down here that leaving a fresh corpse is dangerous. Did the GM say she didn't have a pulse, or did you just add that in? Because if she really doesn't have a pulse, Velden seriously wants her staked. You might also want to check to see if she's a robot or something, we've had two androids so far.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

She's feeling the back of the girl's neck. There is no pulse there normally. I.e. if you put Senva in a human/human-like anatomy test she would fail, desperately. Mostly i was having fun without stating one way or the other if she is alive or not. I'm guessing she is given the "looks unconscious asleep" and she's not on the map or combat tracker or list of health on the map... but I could be wrong ;)


The girl surprisingly has a pulse, assuming Senva does a heal check DC 10. Though Senva at this point might just shock her thinking she is dead.

This is true, I did not put a token in for her, or her stats for the combat tracker. Nonetheless she is there, perhaps associated from someone you met above.

The room is a mess, bodies, bones, body parts lay about from the carnage of your group and that of the undead army.

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 daintily dodges the piles of gore to slowly get to those of her party that are down. After a few steps and that they are all within range of her she channels positive energy to heal the living, then does it again to make sure the undead are taken care of permanently.


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

He merely shakes his head at Annara's explaination but moves into the room and begins looking for runes, magic, and the such with his now blue glowing eyes.


Aannra brings down the greenhorns, Alec, and the others soon enough.

Let me know what you do and your interactions with others.


we are 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 is still looking for secret doors and other escape hatches. Has been since Annarra left.

In other words, our continued actions depend on waiting for the GM to decide if any exits were found.


Male Greater Kitsune Bard(arcane duelist) 2 ]

Michal checks over all the bodies to make sure that none if them were still alive and that all valuables were collected, he makes double sure of this on his fallen comrad(s?)


looks for alien artifacts


Velden finds himself a lever off in the right room, where none of the tombs are disturbed. Pulling on it opens up a hidden door and behind it is stairs that lead up.

No alien artifacts can be seen around here, then you look it the central tomb and see a strange bracelet around the well preserved corpse's arm. It coils around his arm and looks to be in the image of a serpent of some kind. Its eyes are made of rubies.

The undead are all dead again. The girl on the stairs does not begin to stir, since Senva decided to make sure the body did not rise as an undead. Fresh blood pours from the new wound.


Male Greater Kitsune Bard(arcane duelist) 2 ]

loooot?

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

She walks over to Creed, she lays her hand on his mutilated body and begins to hum.

Creed:
As your spirits rest above your body, they have to move from her presence. As she hums you can see a dark cloying aura grow it pulses with purple color and a voice you hear, a seductive powerful feminine voice, "Will you serve me? Will your force kill for me? Will you sacrifice yourself for me? For that is what I ask in return for your life given back to you."

Do you want to bring in a different character or bring Creed back?


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

He looks over the everburning torch and begins to take notes, samples and such.


Show the others the strange serpent image bracelet ruby eyes.

"Look shiny"

She says before slipping it on and doing a dance.


Male Human (-22/54) His skull for the skull throne
resources:
Bombs 6/7; Rage 8/13, Spontaneous Healing 5/20
stats:
Init+2 AC/Flat/Touch 16/14/10 Fort/Ref/Will +11/+6/+5, +2 morale on will, +4 morale against spells/supernatural
skills:
acrobatics+8, climb+12, heal+8, intimidate+8, arcana+7, nature+7, perception+9, spellcraft+9, survival+9, swim+12

::Let me rest, I am free HAHAHA YOU THINK IT'S YOUR DECISION YES BRING ME BACK I WILL DO ANYTHING PAY ANY PRICE JUST LET ME SPILL BLOOD LET ME BURN THIS GALAXY IT WILL SUFFER FOR ITS SINS HAHAHA!::

Making a new guy is work, I'll keep him.

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

She continues to hum and the magic swirls around her getting stronger and stronger. Then when most can't see her anymore a spark of light ignites within.

Perception DC 20:
The spark of light comes from Jellena from her own mouth. Then the spark goes down and gets absorbed into Creed's chest. He begins to breathe again.

Creed:
You wake up seeing Jellena standing above you, she is humming and seems to be in a trance. The black and purple colors continue to swirl around you and her. You look down to see a tattoo of some kind a strange mark. You look up and see the same mark on the roof of her mouth.

A few moments later the magic quickly dissipates and Creed is coughing, alive, but worse for wear. At 1/2 hp. Also two negative levels which means when you touch a d20 take a -2 and you lose 10 hp until those are fixed.


As Aannra slips it on you don't feel so well like a great weight has been put upon you. Also your clothes and equipment begin to rapidly age.

Aannra Will Save DC 15: 1d20 + 7 ⇒ (1) + 7 = 8

Velden do you investigate the new staircase?

There is not much loot to be found. It also depends on what you perceive. Most of the armor is aged or rotted to be nothing of worth now. Though there appears to be quite a few weapons laying around still, some small but most for medium sized individuals.


Takes it off fast,

"This is a bad thing"

If it dos not come off she starts blasting it with energy slash SONIC, ignores hardness 1DMG a zap, until it brakes


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

Yes, sorry, been sick. Also, we didn't kill the girl if she was alive. It was said if she was dead, make sure she didn't come back as an undead. Not to kill her if she was unconscious. It's been a monht, so making sure things are understood.

Velden shakes his head, and continues on. He carefully investigates the stairwell he has found.

Perception: 1d20 + 20 ⇒ (5) + 20 = 25


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva starts whistling loudly when she sees the fresh blood flowing from the girls wounds. With a quick movement and a short chant, interrupting her whistling, and heals the lady. She resumes her whistling, dragging the woman to the rest of the group.

"Turns out she was alive, though she might have a couple major birth defects... Her post-cranial pulse is non-existent. I didn't hurt her though, if you're wondering...

With this she drops the lady, enamored with Annara, her predicament and her force lash.

"Oh, Oh, OH! Can I help? Please?"


Male Greater Kitsune Bard(arcane duelist) 2 ]

Michel sits down, relaxing now that he has the option, petting his animal companion, scratching around his ears. As an after thought he calls out "hey does anybody need any healing?


Aannra gets the bracelet off quickly, though even with it just in her hand, her clothes continue to age.

The girl is still out cold.

Velden:
You find no traps. It seems the staircase leads up and out onto a cliff. You can hear running water somewhere out there.

Five continues to inspect the artifact and Jellena steps away from Creed retreating to sit near Five. It seems that whatever she just did to Creed has taken a lot out of her.


She drops it GM


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

"Stairs and running water." Velden calls out to the gaggle of people. He moves up the stairs, watching for danger as he moves.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Interested in the bangle more than anything, Senva grabs a bone and tries poking it to see what happens. If nothing interesting occurs she moves on to Creed and Jellena poking the ex-dead doctor-thing to see what he does and peppering the lady with questions, again.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Tired of looking at things in the dark and dank room Senva charges up the stairs, pushing past Velden and advancing into the space above.

1 to 50 of 3,043 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gestalt Borderlands All Messageboards

Want to post a reply? Sign in.
1 to 50 of 1,195 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

Nearly Gods Upper and lower

Xarxelborderlands


Barackus reporting to claim some heads!


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

hey DM I know I still need to put my stats in the right order in my profile, just one of those little things I have not gotten around to doing.


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 also have to figure out when to take proficiency with pistols. Maybe I will use my level 4 rogue talent for pistol training, and retrain a fighter feat to rapid reload pistol, since I will have xbow mastery by then.


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

Since I am new to this forum, I dont know all customs yet.
You asked us to put our opening posts in spoilers in the recruitment thread but the story is already on its way with more and more people joining in. Are you giving us ques one by one or are we free to start posting?
And will there be a separate thread for people on the shuttle, or will we be posting crisscross?

Just wondering is all.


It could work Balthe.

Swiftstab now that I have gotten the first group caught up, it is now the shuttle's personal introductions. Yup and here comes your Que! Swiftstab I really liked your post go ahead and put it up in gameplay.
We will be posting crisscross, though those in the shuttle could spoiler their actions if they want, to keep up with the mystery.


CL4P-TP, do you think this would be a good time to make your post or wait for the visitors come to you?


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

Hope the post is okay, not sure what's going on with the shuttle.


The post works great Elo, we are just throwing everything together and see how it works.

So we have seen so far:
Elo
CL4P-TP
Jack
York
Balthe Snyder
Five
Swiftstab

We are missing and may not play with us...
JiiJaa Redtail, who has not created an Avatar yet :(
F5174
You guys need to PM me before coming in.


Okay, I just haven't dealt with it before, I was just looking for clarification. So with two light weapons, and TWF, and rapid shot, Balthe's negatives would be correct of -2/-2 for each attack.


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

If that is the case then yea, I've only heard of it applying to throwing attacks before. The section refers to thrown, melee and double weapons for two weapon fighting (Not the feat but the combat section).

Let's consider it able then one thing to note ranged weapons don't have a 'Light' Category so if you are indeed doing both you have. Exception of light crossbow, you take -2 to hit if you are wielding one-handed however regardless of what is in your other hand:

-4/-4 for two weapon fighting with no light weapons
-2 from rapid fire.

So -6 to all attacks that round.

Light crossbow.

-2 for wielding it one handed.
-2 for it be light off hand.
-2 for rapid fire.

So still -6 to attacks.

You can not load it until you drop something from your other hand as well. Anyway that's my take on it.

Edit: Also let us consider that feats in the two weapon chain refer to gaining strength on your off hand attacks (which you do not get for ranged). Or gaining the monster ability Rend, which again is melee only. So as much as the feat itself does not refer to melee as RAI from looking at it I think it is melee only.

With exception of thrown and the light crossbow as it specifically says it can in the combat section and the weapon section for the light crossbow.


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

hand crossbow. Not light crossbow and I dropped the pistol.

it is like a dual wielding gunslinger. I did not add str to it, and I have never seen anyone argue that pistols or hand crossbows do not count as lihjt weapons. In any event dm and I discussed it over pm and reached an agreement.

as far as it only being melee I wholeheartedly disagree. And I think the forum will agree. I mean people do builds all the time w alchemist levels w extra arms to be able to relaod two pistols, or fight w two bows. Hell there is even a feat sword abd pistol which requires twf to take. Do you really think they made a feat like that so recently that does not work at all?


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

My mistake it was indeed hand, so it would be -4 not -6. You'd still need both hands to reload it unfortunately. (Though I think it would be cool to build a repeater bolt load onto it or somesuch)

I'm not accusing you have using str, I'm just saying that is where my interpretation is coming from. I admit I have not seen those builds and I'm just going off of what I am reading in the rules.

Coming from 3.5 as well I've never seen anyone attempt to use TWF for anything other than thrown. Though I don't actually see any issue with it personally. I just wanted to see what it was like RAW, unfortunately it seems vague at best.

With pistols and bows I can see that working. Though -4/-4 before rapid shot since there are no light pistols that I can see.

You'd be at hefty penalties with bows but the extra two hands don't actually give you more attacks, just that you can dual wield bigger things? You'd be at -4/-4 base for getting a single extra attack.

Edit: Actually, GMwolf what did you mean by single shot revolver? I'm guessing it has more than one bullet in it right?


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

hand crossbow

Check it out "You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons."

Also as i mentioned in the post. I dropped the pistol to reload.


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

Cool :) so carry on!


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

So Jack I never played 3.5 at all. I assume that those are 3.5 classes? I have never heard of any of them. What ARE you?

I mean I know you made a new race, but beyond that.


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

They are actually pathfinder classes, converted from 3.5. 3pp ones but pathfinder nonetheless, Paizo doesn't really want to make them now that dreamscarred have actually done it. So ever stuck in the 3pp allowance list. It's on hero lab too if you use that.

Psionics.


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

erg. A lot of reading to be done for me.


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

so I totally want to get my hand crossbow and the pistol combined into a single weapon that would be sick!


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

indeed it would. especially since generally it takes two hands to load a ranged weapon. Firing with two hands is not the problem, its the loading. TWF and rapid shot are technically allowed together IF you can somehow manage to reload with only one hand or have a self-loading weapon


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

I'll add to my turn once I know what the effect of the failed fortitude save


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

Sorry for the triple post, apparently I cant change my post any more after a couple hours.
Jack, I have to admit I was kind of intimidated by your damage output and couldn't help but take a peak at your stats to see how you managed it. Unfortunately I had some difficulty reverse engeneering where exactly all the bonusses came from, so may I be so bold as to ask for a little breackdown of the attack and damage bonus of that full attack? Cause I seem to be finding some flaws in your math and reasoning:

- Multi-attack has 3 natural weapons as prerequisite. Temporary conditions, such as natural attacks from a spell or psionic power, do not count for meeting requirements when taking a feat
- When attacking with both natural attacks and manufactured weapons, all natural attacks count as secondary (and thus only get half strength and 1 point from power attack)
- Also, was kinda curious where the tentacles came from, couldnt find them among the power suits abilities menu


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

-Multiattacking I might be getting wrong, I usually have my hands and two tentacles which all count as natural weapons. Only temporary abilities can stop me taking the feat. My natural weapons are permanent except in a anti-psionic field, as in I can keep them for 24+ hours thus qualify for the feat.

-I'd like to see that rule as I don't know it. However the generated bite is a primary attack. I have corrected the sheet recently to only apply +Str as that was my mistake (I had it listed as 1-1/2 Str by mistake). The tentacles are listed as secondary weapons correctly.

-Aberrant Archetype: The aberrant grows a tentacle and gains a secondary natural attack with the tentacle that deals 1d4 points of damage. The aberrant also gains the grab ability and gets a +2 bonus to grab for every tentacle beyond the first he has. This customization can be selected up to 4 times; its benefits stack.

I have selected it twice so far.


Unnamed

there is an odd rule about using natural attacks and weapons as well, but I do not know them...i think it is -4 but don't quote me


Regardless if a natural attack is listed as primary, if you also make attacks with a manufactored weapon they are considered secondary..

Spoiler:

Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. The natural attacks by size table lists some of the most common types of natural attacks and their classifications.

Some creatures treat one or more of their attacks differently, such as dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. These exceptions are noted in the creature's description.

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack's original type.

Some creatures do not have natural attacks. These creatures can make unarmed strikes just like humans do. See the natural attacks by size table for typical damage values for natural attacks by creature size.

So all your weapon attacks would be a full bonus, full str to damage.. All tentacles/bites etc would be a full bonus -5, half str to damage..


Unnamed

I never liked that rule always seemed to harsh to me.


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

I don't doubt there is probably a rule somewhere, I'd like to see it though as over the course of the campaign I will be gaining lots more natural attacks and I do want to stay on top of things. I don't mind being at -2 and half str for all them. I'm just currently going off what an eidolon can do with his natural weapons + manufactured as all its primary attacks stay primary regardless of the weapon from what I remember.

Damage breakdown for those interested: 24 Str, +2 damage boost +3 weapon boost (+2 for single handed weapons/arms)

2 handed greatsword: +10 (1-1/2 str), +3 PA, +2 damage boost, +3 weapon. Total +18.

Primary attack bite: +7 Str, +2 PA, +2 damage boost, +2 weapon. Total +13.

Secondary teantcles: +3 Str, +2 damage boost, +2 weapon, +1 PA. Total +8.

Increased size:

2d6 > 3d6
1d8 > 1d10
1d4 > 1d6

So buffed damage would be 3d6+18, 1d10+13, 1d6+8, 1d6+8. There were couple of errors in my post that I have sorted out so that damage would've been 72 damage.

If reduced to half str on my primary bit take off 5 damage from the bite.

Edit: And you've posted the rule, cool! Going have a look see.

Right will change the bite attack to secondary in my normal full swing of attacks so new damage is:

3d6+18, 1d10+8, 1d6+8, 1d6+8, with the penalties in place. (Average on all hits: 65, which is still fine in my book, I'm not expecting all those secondary attacks to hit constantly.)

(If I need another Natural attack to qualify for the Multiattack feat I'll buy it off with a customization and gain another 1d6+8 to damage.)


Unnamed

lol this is why I don't make these characters so confusing.

I always thought the attacking with a weapon and nat attacks should scale. So sword at full Bab primary at S2, first secondary at -4 and the rest at -6 or somethin like that


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

Well natural attacks don't gain iterative attacks so I just need to keep track of how much damage and attack my natural attacks are at. Then I do that multiply by the number I have. So it won't be too bad to keep track of I don't think. I just need to be sure to purchase permanent magic fangs somewhere later to keep the attack rolls scaling up.


Unnamed

I am curious to know how it actually works. Here are the two things that I have NEVER understood

if you attack w a weapon what happens to your primary nat attacks and your secondary attacks?

what is the rule for primary then secondary attacks?


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

I think Werepox quoted everything in the rules.

One primary: 1.5x Str, Full Bab.

One primary and multiple other primaries that are the same type : All are at 1.0x str, Full bab.

One primary and all other secondary: Primary at 1.0x str, full bab. Secondary -5 attack, 0.5x str unless you have multiattack (most monsters do) for -2.

Manufactured weapon and any other natural attack: 1.0x or 1.5x depends on how many hands you are using with it, Full Bab. Secondary -5 attack, 0.5x str, unless you have multiattack.


Unnamed

ah missed that spoiler. On my phine.

such a cool build. Balthe might have a little crush


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

Ah, check, should have sought under the aberrant archtype indeed, my bad.
You are correct, tentacles count towards multi-attack. The bite however, which only last 2 minutes if I am correct, so that one does not count, leaving you one natural weapon short.

those rules for natural weapons and strength bonuses can be found in the bestiary page 301/302

One more thing though:

Vim (Ps):

The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.

This ability replaces Astral Repair.

Ehm... shouldn't the tentacles be counted as "light weapons"? If natural weapons can be counted at all for the improved damage ability

Improved Damage:

The aegis’s melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit. If wielding a light weapon, the aegis deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.


doesn't say anything about natural weapons, though that can be debated and is not up to me

Ow and what exactly is that standard +2 damage bonus for all attacks? Its not the improved damage ability from the power suit, cause that is the +3 weapon thing right?


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

I am indeed missing vim, original build was a trailblazer. Though I don't think I'll every really use it, I guess I could start every battle with one temp hp for the fun of it!

If I need another attack to qualify I'll definitely take it though I want to stretch out when I get it (I want to have a steady power build instead of people looking at me and my 7 attacks at level 2. Yes... yes I could do that.. no I don't want to) so I'll ask for a DM ruling here.

Can I get Multiattack now with my unarmed and two naturals or would you wish me to take another attack now?

The build is damaging yes though you'll note I have the lowest defenses in the party? So it does have flaws. In melee I'm a grappler and Natural weapon user. Rocking CMB +16 while grappling. Out of combat I have good disguise, intimidate and ability to detect emotions. As well as the ability to swim, burrow or look like anyone I've seen so kind of a doppelganger monster fighter.

Edit: +2 insight damage is from another spell: Prescience I won't be getting that one up often I don't think.

Looking at the Natural weapon section it just says that they are 1/2 Str but I am happy to count them as light weapons for the sake of improved damage.

Power attack does specifically say that it is secondary natural attacks and light weapons. So that's why I applied +1 PA instead of +2 but looking through the rules there is no defined ruling. There's even question in the rules forum gone answered about it. Odd, thought that one would be sorted, again going to have a ruling from the DM on this one. I do not mind whichever way ;)


Unnamed

mind boggle at the variables.


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

GM, any chance of some description of what we're looking at? When you say hole, do you mean one of the holes in the side of the ship?


Honestly I would say the tentacles are light weapons, considering the 1d4 damage for a medium. Yes it would make sense that PA would confer a +1 to the tentacles.

Don't forget about tracking ==> Trailblazer class

Yes, mind boggling. :P


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

Well Jack, I'm glad to see you take my inquiries with such sportmanship. And I have to concede to the multi-attack thing, it indeed would be rather easy to get that third tentacle. Not taking it to have a bit of scaling would indeed be a good reason to let that one slip and simply allow you the feat. ;)

I have to say, I kinda respect your positive attitude and wont bother you any longer. Its a solid build with very impressive damage output. Even if I could reason 20 or so points of it, it would still have killed the redcap with more then double its hitpoints.


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

Why is this not showing in my campaigns tab?


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

@GMwolf: Will correct "improved damage" customization for your ruling then. Also dammit, thought I corrected that survival to UMD. Why is that still there?! Bah going to correct that too! :P

@Swiftstab: It was my first time making a natural attack build in PF so I welcome the scrutiny. I think we shaved most of the damage off from the primary bite becoming secondary but doesn't stop the build being what I wanted it to despite the lower damage. I think the damage output is still quite good and has it's drawbacks. Anyway, we have everything sorted now let's get to the fun!


Sorry WerePox/Johnny, I had taken off WerePox from active players for previous posts 'Barackus'. It is fixed now! :)

It should show up for all Avatars now.


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

Cool map, I like it.


Thanks, just reforging to make things look cool, then adding items that you can grab or move, literally with your characters and players alike.

Spoiler!!! Considering you only have a certain amount of time before it explodes!!!! We should know this soon enough from Jack and those around the service bot.


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

2 trolls, 2 psycho's and 2 archers. And thats just on the outside of the shuttle. Still haven't found my weapons, no surprise, no-one to flank with and below 50% of my health, dancing around a ticking time-bomb the size of a shuttle... this is gonna be a rough ride...


Yes, I kept adding things to make the objects more clear.


York and Elo, what is up? I have not seen a post from either of you for a day...

Everybody, if you have optimum times of when you post please post it here so we can see what schedules will be working. I know a few of you are in Europe, but I am sure it can still work out. We will see...


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

Heyo- sorry I have exams over the next few days, posting might wither a little but afterwards I'll be back up to full speed. Please feel free to bot me.


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

my schedule varies, but i can usually phone post throughout the day, though they are usually not as exciting and I cannot see a map then. I am on CA time.

Come to me gobbo! I will flank with you!


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

I cant post while at work, but should be able to place one in morning after I wake up, one in the evening and if I'm lucky, afternoon just before or after shift, depending which shift I have. So should be fine.

Will try Balthe!


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

Hey swiftstab, out of curiosity, what is giving you the '+22MWtool' bonus on your Stealth check? I've never heard of that item.

1 to 50 of 1,195 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Gestalt Borderlands Discussion All Messageboards

Want to post a reply? Sign in.