Justice League of Golarion

Game Master Nidoran Duran


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Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Hmm, not sure why my post came out as a quote of itself. Well, that's what I'm going to do on my next turn (now that the rogues have acted), although man, Longshot is tearing things up.


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

The one thing I don't know is how much damage I took. Clearly 1 attacker was parried, but did the other one survive the AoO to make his attack?


He did indeed survive. Not very well, but he's standing


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Blown like a leaf on the wind, Storm rises out of the reach of the flanked rogue and alights next to Batgirl's downed foe. She levels her Rod the two Sorcerers and asks them... "Fire is your game Gentlemen? Let me introduce you to LIGHTNING!"

Maximized Lightning Bolt Reflex save DC20:

EFFECT
Range 120 ft.
Area 120-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage: 48 points

DESCRIPTION
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (8d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.


Damage is 48pts, 24 on a save

STATUS:

Move: fly 40ft from threatened square
Standard: Cast Maximized Lightning Bolt at both sorcerers


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

Daredevil lauches his hammer toward any of the surviving casters.

hammer, flurry, Pow Attack: 1d20 + 13 - 2 - 3 ⇒ (7) + 13 - 2 - 3 = 15
hammer, flurry, Pow Attack: 1d20 + 13 - 2 - 3 ⇒ (15) + 13 - 2 - 3 = 23
hammer, flurry, Pow Attack: 1d20 + 8 - 2 - 3 ⇒ (16) + 8 - 2 - 3 = 19
hammer, flurry, Pow Attack: 1d20 + 8 - 2 - 3 ⇒ (11) + 8 - 2 - 3 = 14

damage, Pow Attack, Dragon Style: 1d8 + 4 + 6 ⇒ (5) + 4 + 6 = 15
damage, Pow Attack: 1d8 + 3 + 6 ⇒ (8) + 3 + 6 = 17
damage, Pow Attack: 1d8 + 3 + 6 ⇒ (3) + 3 + 6 = 12
damage, Pow Attack: 1d8 + 3 + 6 ⇒ (1) + 3 + 6 = 10


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

With all this damage flying about, I think I'll wait to see who's still alive/standing before I try to take my action.


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Well, that's unfortunate. Ok, 15 owwies to me. Suppose I could spend more Panache to avoid, but nah.


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Might want to save it. I've been assuming these henchmen'll be chump change compared to their leader.


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

I get it back when I finish someone off or critical -- so it's a renewable resource. Especially since the dice roller seems to have realized what Longshot's power is. :)


Reflex 1: 1d20 + 3 ⇒ (8) + 3 = 11
Reflex 2: 1d20 + 3 ⇒ (14) + 3 = 17

Neither Sorceror is able to avoid the wave of lightning crashing over them, nor are they able to endure it very well. They both fall limp to the ground.Daredevil and Longshot, might want to revise your turns.

The Rogues do indeed try to take swipes at Flora as she flies by them, swinging their daggers toward her and hoping to get lucky.

Attack of Opportunity 1: 1d20 + 10 ⇒ (13) + 10 = 23
Attack of Opportunity 2: 1d20 + 10 ⇒ (20) + 10 = 30
Crit Confirm: 1d20 + 10 ⇒ (7) + 10 = 17

Damage: 1d4 + 3 ⇒ (1) + 3 = 4

One does, but both find their daggers torn from their hands and tossed aside, leaving them nervous and now without even backup weapons.

They'll definitely be uninteresting compared to their leader. Enemies with names are gestalt, after all. These are just canon fodder.


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Ok, seems like the spell casters are either unconscious or being handled by Flora.

Cassandra almost misses the sharp scent of blood, masked partially by the ozone now present in the area. Seeing that the fireball-hurling maniacs seem to be dealt with, she turns her attention to the thug threatening Longshot. Swift action to make him my favored enemy.

She rushes forward to strike the man with a swift kick to his head.

To Hit: 1d20 + 15 + 2 - 3 + 2 ⇒ (6) + 15 + 2 - 3 + 2 = 22
Damage (nonlethal): 2d6 + 8 + 6 + 2 + 2d6 ⇒ (5, 5) + 8 + 6 + 2 + (2, 4) = 32


Right. Flora's got the other one tied up, so only the rogue and a half remain. Are you targeting the fairly fresh one or the one Longshot already buttered up?


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Whichever one I can flank with. Preferably the fresh one I guess though.


Both are flankable, since they're flanking Longshot. But alright, fresh one's eaten the damage.


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Well, neither should be *fresh*, per se. Stabbed one in the leg and knocked him down and then AoOed him as he stood, and then parried and stabbed the other. However, revising the delayed action.

Round 2 - Retcon

Before his turn (while being attacked) Longshot still does all the same stuff that hurts them way more than it hurts him and generally makes him look as lucky as his name implies.

He smiles as he watches the weapons get torn out of their hands by that woman who named herself after some sort of flower, and his smile widens when the Batgirl steps in.

Eye still glowing he chuckles, "Well now, this is not your lucky day, now is it?"

He adds his own attack to the one that the Batgirl's engaged, taking advantage of his distraction to make his strikes that more effective. As his knife bites into the rogue, he turns his head and smiles at his partner, the poor rogue he'd knocked down earlier, and says cheerfully, "Don't worry. I haven't forgotten about you."

Longknife: 1d20 + 15 + 3 + 2 + 2 ⇒ (4) + 15 + 3 + 2 + 2 = 26 for 1d4 + 5 + 8 + 3 + 2 + 2d8 ⇒ (2) + 5 + 8 + 3 + 2 + (4, 7) = 31

The iterative attack will either be another strike on the same (flanking, yay) -- but if he's down, then back to the poor leg-stabby AoO guy... (And if that's the case -2 to hit for not flanking, and -2d8 damage)

Longknife: 1d20 + 15 + 3 + 2 + 2 ⇒ (18) + 15 + 3 + 2 + 2 = 40 Threat...
Confirmation: 1d20 + 15 + 3 + 2 + 2 ⇒ (4) + 15 + 3 + 2 + 2 = 26 Probably good.

Normal Damage: 1d4 + 5 + 8 + 3 + 2 + 2d8 ⇒ (3) + 5 + 8 + 3 + 2 + (3, 1) = 25 Plus, (if applicable) Critical Damage: 1d4 + 5 + 3 + 2 ⇒ (3) + 5 + 3 + 2 = 13

Status - Retcon Round 2:

Hit Points: 81/96
Free Action: Maintain Luck
Full Round Action: Full Attack
Weapon in Hand: +1 Mithril Longknife / Throwing Dagger (#29)
Panache: 4/5 (maybe) -- likely back to 5/5 (assuming the possible crit on the riposte or iterative were confirmed, or if Longshot's dropped his opponent -- can you confirm?)
Active Effects:
- Archaeologist's Luck (+3 luck to hit, damage and skills) [2/9 rounds used]
- Inspire Courage (+2 Morale bonus to hit and damage) [from Fantomex]


Longshot and Batgirl finish off the last two Rogues, one of whom drops unconscious from a fist and the other cut down by a blade with finality and a grunt. You did indeed crit.

The only mercenary left both living and conscious is the one Flora tied up, who looks pretty terrified at how swiftly you put them all down.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

It appears the interwebs ate a post of mine.

Daredevil tilts his head to the side appearing to be trying to hear or figure something out. We made quick work of them I wonder if there are any more in the area.

"Good work." He remembers that he has been speaking gravelly and returns to the deeper raspy voice. "Ah ahem . . . we even have one to question. We should get these here bound and gagged I would hate for them to follow us or give us away."


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Longshot's eye ceases to glow as his luck is no longer needed. He sheathes his longknife, and recovers the thrown blade, returning it to his bandoleer as his natural healing abilities kick in...

Cure Light Wounds: 1d8 + 5 ⇒ (5) + 5 = 10

If nobody intimidates him, then Longshot can try to be a Diplomancer, but I'm thinking "forcing" a friendly attitude for a brief time will be more successful... Best I can do is make him indifferent.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"I am very impressed, you all fight very well. Clearly you have had training... I have brought wands of healing, let me tend to your wounds." As she speaks, the Garundi goddess reaches under her cape and draws a wand from one of the side pouches of the small bag concealed under there.

Storm starts with the most obviously injured companion.

It's a CLW wand, so everyone roll 1d8+1 per charge, and let me know how many charges you need. I will keep track of the charges. Storm is not stingy with the healing. I'm using 4 charges.

Healing 4 charges: 4d8 + 4 ⇒ (4, 3, 2, 3) + 4 = 16


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Black Orchid, a bit burned, will also take 4 charges.

Healing 4 charges: 4d8 + 4 ⇒ (1, 5, 1, 4) + 4 = 15

As someone with a fair deal of knowledge on tying people up (apparently it's based on your grapple modifier?), Black Orchid will do that to all the unconscious fellows, while smiling at the one sorcerer still conscious.

"Anyone feeling more persuasive want to sit down and talk with this fellow?"


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Cassandra tilts her head at the strange stick, blinking a few times when several of her companions' wounds seem to close immediately. She then shrugs and starts patting down the unconscious bodies to make sure that nobody has any hidden weapons they could pull out before gathering everything and putting it in her bag.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

Daredevil nods.He grabs the poor man like a rag doll lifting him off the ground by the collar. He takes a long time head tilted certainly not making eye contact. Hmmm . . . nervous are you."

sensemotive: 1d20 + 15 ⇒ (5) + 15 = 20

"Aren't you out of luck. I got a lawyer friend diplomatic connections used to do a lot of defense work but then he moved here. Has to take work where he can get it prosecuting scum like you is a good way to make your bones. Hundreds dead or magically screwed up. We could take you in now. Crazy situation like this . . . they might not even ready the gallows just grab a big axe. . . .Here you are getting all chatty about your boss killing wizards. I think we will want to meet this boss. We will let him know how you were breaking the plan to get yourself rich. I guess he doesn't pay so good. You seem to have no real good friends. Tell us what you know and we will make sure that the law goes easy and your boss don't know it was you that ruined an otherwise flawless operation."
intimidate: 1d20 + 9 ⇒ (14) + 9 = 23

He finishes with a thump of the poor sod's back against the wall. "SPILL IT," the devil growls.


"Okay! Okay, fine. Please, just, don't hurt me, you psychopath!" The sorceror does not take long to make crack, especially with the angry, frightening masked man assaulting and abusing him. He looks pleadingly to the others. "W-we were hired by--by someone. The boss don't tell us all the details, just that someone gave him a lot of money to knock over the Grand Lodge. Big job too, there's all hands on deck for this one. We were told there's be a massive sleep set over the entire area so that we could go in and assassinate the entire Society leadership, and there was. A few of them were strong enough to wake up before we could get to them. We ain't on the kill squad, the boss just told us to start wrecking stuff, and that we could loot anything we found. T-there, is that enough? Are you gonna let me go?"He zeroes in on Storm, who only tossed lightning around instead of beating his friends to near death with her fists. Must more sensible-seeming. "Please, don't let these maniacs kill me."


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Longshot steps forward and says in a reassuring tone, "I don't want to see you get hurt, now that you've surrendered and all, but...", he trails off and jerks his head towards Daredevil, "... well, let's just say that guy's got the sort of temper you'd expect from someone who dresses up like some sort of demon and snarls at everyone.... and I can tell he thinks you're holding back on him."

He drops his voice to a whisper, and says, "...Now, I'd be more than happy to try to talk him down on your behalf, but it would be a lot easier if you could fill in some of the blanks here... just a few simple things, like whether the hit squad's still here and fighting the leaders, and who your boss is... well, it would really go a long way towards convincing the devil-guy you're legit and not setting him up...."

He leans in and says, his voice filled with danger, "Because he really hates being set up."

Longshot switching from the tone of dire warning to a more conspiratorial one, "Then you can pretend we knocked you out, too, and nobody will even know you helped us."

He pulls back slightly and says cheerfully, "That way everybody wins. We know what we need to, nobody's on to you, and nobody has to worry about getting your blood out of their snazzy red costume. What do you think?"

Diplomacy: 1d20 + 16 ⇒ (11) + 16 = 27


"The boss is still in there, yeah. Some of the Pathfinders woke up and they're givin' him some trouble. We ain't supposed to leave until he's done and we've got some bags full of the take. T-the boss is called Herman. Herman Schultz. That's all I know, I swear!"


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Orchid turns and looks over. "Hope you don't mind if we take the bags you've got with you," she says loudly, "To make sure all this stuff finds its way back to the Pathfinders."


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

"How are there of you? Where is da boss now . . . and would know you if ge saw you."


I feel like there's a few words you're missing there, dude.

"I don't care what you do, long as you don't kill me! And a lot of us; all hands on deck, but I dunno how big the company is. A lot got killed by people wakin' up though, and sure, he'd recognize the uniforms, but not much else."


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

At this point, I'll assume, Black Orchid has finished tying up the unconscious. Stopping to examine the unconscious rogues, she picks up one of the dropped rapiers.

"I've got two questions, if you don't mind," she says, walking over to the interrogated fellow.

"One: which way did the boss go?"

Disguise as one of the fallen rogues: 1d20 + 24 ⇒ (2) + 24 = 26

"And, two" (pointing) "Do you remember any of their names?"

Sense motive: 1d20 + 15 ⇒ (8) + 15 = 23


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Cassandra actually already picked up all the dropped weapons (and whatever else interesting she found of them). But she'll gladly hand any over to you since she doesn't really use weapons.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

"Well I see that Orchid can run a disguise how bout the rest of us . . . and would it be worth it?"


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"I can put on one of these uniforms, but my appearance tends to be... distinctive. IF I stay to the back of the group, some sort of subterfuge could still be employed,"says Ororo.


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Cassandra shakes her head to the first part of Daredevil's comment. She then takes slow, very exaggerated, careful steps without making a noise.

Stealth: 1d20 + 17 ⇒ (14) + 17 = 31

Is there anything in the room she could use to hide with? If so, she also uses that to hide in addition to moving quietly


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

"That seems a little extreme?" Black Orchid says, more sure of her plan for herself than of any for the group. "I was planning to run in, the lone survivor of our attack. Warn the boss that you lot were coming for him from a different direction, keep 'em distracted, and get up close to the guy so I can take him down in the confusion as soon as combat starts."


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"I like it," Storm says,"however it will leave you in quite a vulnerable position. I can improve my own defenses, but have little to add to yours. When we find him, I can bless you with the grace of a cat right before you approach, but it will only last for a few minutes."

"We should make haste. This Schultz only has to find his sleeping victims to slay them, so time is of the essence."


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

When Cassandra steps into hiding Daredevil remarks, "That girl is sneaky . . . I met a guy like that back home." He twitches his head gathering his thoughts. "Well we have a plan or something plan like."


"I don't know where the boss went. Further in the building I guess. We just sorta split off into different rooms to start looting. And uh..." He looks at the fallen Rogues. "One of 'em is named Alandre. W-why do you need to know that?" He's confused by the direction of his interrogations, finding it all so disorienting. So many different questions and levels of wanting to hurt him.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

"Schultz?" Daredevil mutters obviously speaking aloud while thinking.

knowledg history: 1d20 + 6 ⇒ (6) + 6 = 12
knowledg local: 1d20 + 6 ⇒ (9) + 6 = 15
knowledg nobility: 1d20 + 4 ⇒ (7) + 4 = 11


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

"Thanks, Storm," Black Orchid replies, "But I'm a bit tougher than you Aasimars. Anyone I can get my hands on shouldn't be a problem, but it would be great if you could distract any casters when you guys come in."

And, knowing one of the rogues' names, she picks him instead, just in case she's required to remember her own name.

Disguise (taking 10 this time while the party finishes their interrogations): 10 + 23 = 33

"I guess I'm Alandre now. I'll scout ahead, if everyone's alright with that, and as long as you stay less than 200 feet behind, Storm's communication spell should let me report what I see."

If any of the other disguisers want to disguise too, that's peachy keen, I just don't have any reason in character to know that any of y'all can do that.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"If I see casters, I shall." Storm replies.

In case this needs to be clarified, I will include everyone who followed us into the building in the Message spell. It was a limited list before.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

Daredevil notes how well orchid pulls off the disguise. "We will hang back I don't think I could pull that off any where near as well as you."


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Longshot says, "I think Orchid's got the right of it. One of us could maybe follow in the shadows as backup, if we're worried that it's too dangerous to face alone."


Catwoman? Fantomex? Thoughts on plan? Actions taken?


Fantomex dropped, so we'll just say Catwoman is cool with the plan. Shall we be going?


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Batgirl is ready to sneak like a champ and take this guy out. Before going, she'll probably knock the last guy unconscious. Non-lethal coup-de-grace since he's tied up? Or whatever else works.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

I am not sure we said but we should tie them up. Looking back I mentioned binding them but not sure if it happened.

Daredevil looks at the others and any gear taken from the goons. "Do we have manacles or rope to bind these guys? Not that I am against wacking them about the head a few times . . . just don't know how long this will take."


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Oh, I already tied them up. Black Orchid's hauling something like 500 feet of silk rope in not-well-defined pouches and packs. And because the DC for breaking out of ropes is apparently based on grapple modifiers, these guys shouldn't be able to burst hers even with a take 20


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

"Oh yeah they are tied up . . . I didn't see that."

Ba Da Cha . . . LOL


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm is ready to go. Assuming all goes according to plan, and we find the "murder squad" with time to spare, she is going to use 2 standard actions before the action starts and cast shield and then "wildshape" into elemental form.


All Daredevil is able to gleam from the name is the basic information about the mercenary company, as well as the leader's nickname, "The Shocker".

The bulk of the Grand Lodge's massive hallways lead well past the Main Hall, which is where the trail of destruction leads. The massive doors leading into have been violently opened, barely hanging off their hinges and swung mostly shut again, granting a quick way to peer into the room. Loud noises of blades and spells sound out well down the hall, growing louder as you approach.

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