Legendary Planet - Goblins in Spaaaace!!! (Inactive)

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 1, 'To Worlds Unknown'

...in which, our unlikely heroes find themselves on the unknown world of Argosa...

Party Health
Ravboom: 11/36HP, 3 Hero Points
Palomia Kasic: 24/24HP, 3 Hero Points
Relas: 10/26HP
Vael Dahl: 6/22HP, 3 Hero Points
Blekk: 22/35HP, 3 Hero Points

Maps
Lomrick's Laboratories
Zel-Argose


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Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

But Biggun ear ache...


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Total excitement!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Kind of imagining Vael looking something like this


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Her legs are not currently mechanical. Yet. That will be something she works on though. Though I suppose she is rather revealed at the moment and I should have mentioned the abdominal mechanics as well.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Go Go Gadget Guts!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Ravboom it is adorable that you are named after your gun or is it the other way around? The gadget guts is cool! And I love how helpful you are :D I mean Vael has the skills to fix herself but team building is important!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I assume that crate has all of my gear that I bought plus all my extra coin, which will go to a wand once I find one?


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

It's goblin.

Boom (obviously) means 'Explode!'. Rav means small. So 'Small Boomer' or 'Small Explosion Maker'. BoomRav is 'Exploder, Small'. So 'Small Gun'.

Gar means 'Big' so 'Exploder, Big', or 'Big Gun'.

And yeah, Rav's actually fairly friendly as long as you're not trying to kill him or someone he likes. You should scroll back through the game to find the post where he explains that the station is going to explode in 3 days to the BAh-Gra.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

I plan to do so eventually I just need the free time to do all the reading. There is a lot. But you all are hilarious!


Vael Dahl wrote:
I assume that crate has all of my gear that I bought plus all my extra coin, which will go to a wand once I find one?

Indeed... all of your gear is in the crate. Go ahead, open, equip, etc...


Ooooooh... SHINY!!!


Inactive

^ Huzzah!

You know, it kinda makes me want to get in on an Iron Gods game too...


So, recruitment decision made - your new 'best friend ever' should say hi in the Discussion Thread shortly... Also note that I have PM'd Blekk's player and got nothing back - right now I am running on the assumption that he isn't returning and I will GMPC / NPC him until a suitable jumping off point.


Inactive

*sigh* Got called in to work today, so just bot me as needed. I'll catch up when I get home tonight.

(But welcome to our new player! :D)


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

Your newest Best Friend Evar! is here!
Hi guys :)
Im glad that you decided to have me, Clappy looks like hes going to be a lot of fun to play as so Im looking forward to it.
Also, Ill dot-and-delete in the gameplay thread.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Aww, you are adorable!


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

So heres what I am thinking that I will need to be functional.
1: Brainer Circuitry
2: Claptrap Circuitry
3: Claptrap Body
4: Place/Time to assemble them.

The first one is easy enough as RavBoom has it stored away in his backpack. The second and third ones should come together and be easily acquired. The last one is left up to the GM, then I can join in ^_^

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Awesome! I was hoping to have Clap-trap's unique brand of insanity added to the group!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

So, equipment :

1500gp
BoomGar : 400 + 300 (MW) = 700GP / 700GP
MW Studded Leather = 175GP / 875 GP
MW Rapier = 20 + 300 (MW) = 320 / 1195 GP
Barbarian Kit = 9GP / 1204 GP
Gunsmith's Kit = 50GP / 1254 GP
Cartridges (x100) = 15sp x 100 = 15 GP / 1269 GP
MW Speed Loader (x2) = 70GP (x2) = 140 GP / 1409 GP

Keep the other 91 GP for stuff.

Will take 1 day to rebuild BoomGar.
Will take 1 day to build ammo & speed loaders for BoomGar.

I priced the speed loaders as basically 10% of the price of the gun. Given he will be able to speed load it with rapid reload anyway, I figured they don't much matter and I like the style. :)


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

So I just got kicked from my other game (me with 3/5ths of the others), and I dont know what to think :/
Figured I might as well share the experience. (those are real quotes btw)

The Game:
*Group meets first major NPC
NPC: I offer you unlimited wealth and power, now come follow me!
P1: Sure!
P2: I dont know, that sounds kinda evil...
GM wrote:
If you refuse the task, it is ok. I have alternative paths through this.
GM wrote:
Ok. So here's where we are at. I have this concept that would be fun to explore. You can aid the squid man or not, but the decision has to be universal, I cannot run two separate adventures.

Group votes: 2 yes, 2 no.

Me wrote:

Oh dang. And here I thought I would be neutral, willing to go either way :/

Well if I have to be the deciding factor then lets say we go against this guys wishes. Time for a revolt and escape boys >:D
It should be interesting to see where this takes us \^_^/
GM wrote:

With that, the spire begins to shake just as the ground did before you were brought here, a flash of bright light and a loud crack of electricity precede the sudden rush of air as the worm hole opens up and the deadeye farmer, the interesting blue goblin and the mute space woman are all safely returned to their homes.

Brian, Adoy and Calista, the campaign ends for you here. Your characters were very interesting and potentially exciting. Thank you for you submissions. Good luck in your other games.
GM wrote:
The alt plan was returning you safely to your world.

...

Oh.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sounds like you're better off out of the game honestly.


Just... Wow!!! Yeah, chalk that one up to experience - hopefully we can get you up and running in this game over the weekend.


Inactive

Wow! Yeah, the GM should've been up front at the start about what he wanted to do with the game and that prospective PCs should be open to making deals with evil beings. Surprising your players like that never seems to end well.

Also catching up on the game now; have been doing little but working and sleeping the past couple of days.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

That is a bad GM. I am sorry that happened to you.


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
GM Zed wrote:
Just... Wow!!! Yeah, chalk that one up to experience - hopefully we can get you up and running in this game over the weekend.

Ya :) It was interesting and it had left me speechless for a couple of days, I have decided to just leave it where it lays.

But I cant wait to get in this ^_^
Still, makes for an interesting story @-@
I wonder what would have happened if we unanimously decided not to aid the squidman?

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

I'm posting this on all of my games. I recently went to the doctor's, for the first time in over 10 years, and while I am relatively healthy, I am on a couple meds. One of the meds, unfortunately, does make me lethargic and not up to doing much of anything. If I don't post for a day or so, which I'm trying to do, you'll know why. Feel free to DMPC if needed.

Also, that was a really crappy thing to do. Seems like it should be one of those stories GMs tell young GMs to scare them straight.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Vaundour! I did not realize that was you! Now we are in two games together. I am Morana in the WotW.

I am glad you are here and I look forward to you joining :D

My guess is that you all would have left the game and he would have had to find new players since the railroad is powerful with that one.

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Morana! Well, if it isn't the psycho witch of the west herself! Home you enjoy the insanity here!


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Thus far dear I have :)


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

Almost my turn.
I wait with baited voice-box :)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I think it's your turn now...


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

I was actually waiting for the GM to introduce me, as that is what normally happens, but the more I thought about it, the more I realized that what you did was the Cue I needed, but then I needed to go to bed :P


Mega text dump in the Gameplay thread... time for you folks to give me some motivations as to what you're up to next - then we will go a little pseudo-sandbox for a while...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

So, for motivations...

...Rav's actually relatively happy where he is. That is, he's been travelling with Palo and Relas because he enjoyed the company, and wanted to see new things. And the local tech fascinates him, and he wants to learn more about it. (I'm going to have to look into prestige classes or base classes or something for tech if the GM has any ideas).

So while he has a vague desire to get back home, it's more of a desire to know how to get back home, not a burning desire to be home now. So mostly he'll be happy to go along with the rest of the group.

He's not happy about slavery, but at the same time, he's not suicidal and doesn't see any reason to go get the group killed trying to snuff out slavery. On the other hand, if he runs into some anti-slavery groups, he'd likely support any non-violent ones (or at least, non-terroristic ones).

He also wouldn't mind putting a few bullets into the carcass of this Lomrick.


Inactive

Hey guys, I'm going to be pulling 12s at work for the next three days so you may not see much in the way of posts from me during that time. I'll try to check in/keep up as much as I can but it may not be until Friday night or Saturday before I'll get caught up. As always, feel free to bot me for combat/skill checks as needed!


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Claptrap is still a little new for me to really have a grasp on what his motivations would be. For starters, he has very little idea who this Lomric fella is and even less reasons to kill him, but if the group decides to do so then I can invent reasons ^_^

For himself, I can think of a few ideas for him.
To begin with, he would search around the city, doing his best to learn the layout, integrate himself into it and pick up as much info and lore about it as he can. His overarching goal is to find a new home and a new purpose there and then to be productive/helpful.
2: He will probably go to the Bestiarium with the intent of studying the "local" wildlife there, further increasing his knowledge.
3: Next he would study at the Auditor’s Spire to learn as much about the local rules, customs and rumors he could find there.
4:He will also probably find some time to head over to the Battle Pits in order to do some good Ol fashioned, human gambling, taking bets on which flesh bag will get split in half in which fights. You know, for recreation. And SCIENCE!
5: Lastly, and daily, he would head over to the local Commarch’s place for a cup of coffee. Because robots totally drink coffee. Its a thing ≥_≥

Want me to make some Gather Information checks? (I will probably do just that)


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

If we end up making Argosa our base of operations, we should look for a place like this to either buy or rent... (Left hand side, 'before' picture). Courtyard for exercise/etc, multiple rooms (possibly a sealed basement shooting range made with magic and stone meld if we buy it?).

@GM : If we're going into downtime, are you planning on using the downtime rules? So we could pool resources and start spending on things like buildings/businesses/resources?

Example HQ

Off hand, I think we should probably, at least for now, set ourselves up to be basically a trouble shooting group. With standards of what trouble we shoot?

Also, Rav will ask someone with actual skill at diplomacy/gather information to get more information on rules regarding firearms/etc. IE: Can he get a license to carry, build, create?

If he can, he could bring in quite a few resources doing firearm work and repair..

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Right now Biggun is just interested in the Battle Pits. Speaking of, do the fights follow the rules for performance combat/dueling/etc.?


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

I just did a K: Local check and got a 27 (got a 20 ^_^) and I can easily include finding out about local customs and legislature regarding firearms in that, so I got you covered :)

Also Biggun, if you do go and fight in the Battle Pits, can I come and bet on you??


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

@GM - Not usually someone who asks about 3rd party stuff, but was wondering how you feel about The Artisan as it feels a very good fit for how Rav is developing...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)
CL4P-TP wrote:

I just did a K: Local check and got a 27 (got a 20 ^_^) and I can easily include finding out about local customs and legislature regarding firearms in that, so I got you covered :)

Also Biggun, if you do go and fight in the Battle Pits, can I come and bet on you??

Having seen Biggun go down in every fight, Rav would bet on his opponent. :)

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Bah, Biggun just keep you all from dying. If Biggun not protect you Biggun always win :P


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Vael's personal goals fall in line with never getting caught again, long term is going to become revenge. That might take a little while to develop.

Other than that is basic survival and getting to know the group she ended up with.


Biggun Walker wrote:
Right now Biggun is just interested in the Battle Pits. Speaking of, do the fights follow the rules for performance combat/dueling/etc.?

Yeah, why not!!!

CL4P-TP wrote:
I just did a K: Local check and got a 27 (got a 20 ^_^) and I can easily include finding out about local customs and legislature regarding firearms in that, so I got you covered :)

CL4P-TP knows enough about local law to advise Ravboom to keep his gun hidden in public places... and that any future ideas about crafting weapons for sale may fall foul of the Coterie laws here.

Ravboom wrote:
@GM - Not usually someone who asks about 3rd party stuff, but was wondering how you feel about The Artisan as it feels a very good fit for how Rav is developing...

Let me do some thinking / research on that for you.


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

Since Claptrap is entirely made of metal and, as you all know, metal is vastly inferior to flesh when it comes to properties like durability, I fear that I would make a poor excuse of a meatshield :/

In conclusion, It would seem that Biggun will have one more body to carry on his back, yet I will cheer you on heartily as you do so from the comfort of that lofty perch!

Get it? Meatshield? Body? Heartily XD


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Bah, that just means we need to find a Coterie who's philosophy and morals we can all live with, and get a working relationship going. The coterie's aren't against guns, they're against guns that they don't have. :)

Now we just need to get more information on the coterie's.

We should probably start with the ones that worked for the brothers, they were willing to piss off Lomrick's coterie to rescue the brother, so they at least aren't in bed with them...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)
Ravboom wrote:

If we end up making Argosa our base of operations, we should look for a place like this to either buy or rent... (Left hand side, 'before' picture). Courtyard for exercise/etc, multiple rooms (possibly a sealed basement shooting range made with magic and stone meld if we buy it?).

@GM : If we're going into downtime, are you planning on using the downtime rules? So we could pool resources and start spending on things like buildings/businesses/resources?

Example HQ

Off hand, I think we should probably, at least for now, set ourselves up to be basically a trouble shooting group. With standards of what trouble we shoot?

Also, Rav will ask someone with actual skill at diplomacy/gather information to get more information on rules regarding firearms/etc. IE: Can he get a license to carry, build, create?

If he can, he could bring in quite a few resources doing firearm work and repair..

Bump Bump Bump!


Sorry, missed that one... yeah, downtime away!!!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ok, in that case, do we, as a group, want to start downtiming stuff? Or would everyone rather decide to do or not do downtime? It basically comes down to pooling resources or not...

We can probably downtime gathering information on the coteries (unless the GM objects). He had said we'd be in quazi down time, I think that means we tell him what we want to do, and then we get it done in whatever time.

@GM - Getting information on the coteries, not inside information, but just what Coteries there are, and their reputations, shouldn't be all that difficult right? After all, the Coteries are a fact of life, and everyone has to deal with them at some point, so people know about them, it's just getting that public perception (which might not match the reality! but it's a start).

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

So, it seems that Myth-Weavers has lost all character sheet data saved after July last year. I'm having to go through all of my sheets and fix any problems I come across. I'm not sure how long this will take, so feel free to DMPC me in the meantime. I'm so sorry about this.

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