MoF's Hells Rebels

Game Master MordredofFairy

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Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

The current plan for Ary's cohort is to snatch up Anevia (I don't know how familiar you are), and send her down Hawkguard Warder to at least 5. Being able to fire an arrow at every single attack made in a turn (if only once per day) to prevent it is just too cheeky to not do.

It might be a little bit before Leadership, though... Ary is currently waiting on a reincarnation. No longer more-human-than-human!


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

We're having a bit of trouble dispatching these guys, hopefully we can wrap them up before reinforcements arrive.


Hells Rebels Tactical Map

You did have a good number of unlucky rolls there. Varuzhan missed 3 times, you missed 2 out of 3, Boros hit for minimum damage, Nissim's second bomb didn't hit it's target and they saved against the splash...

Made the fight more interesting so far, but I doubt you have to worry about reinforcements arriving TOO quickly - the more pressing decisions will come up AFTER the asmodeans are dealt with...if you mean to take that rebel with you, you may need to act swiftly and not dilly-dally...


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Assuming he lives, Boros is going to be very unhappy over the way his shot was blocked early on, because he is absolutely certain he could have wrecked blue when he was still blinded with a pistol shot using his damage boost deed.

Trying to decide if I should have Boros express that displeasure in full voice, or with a few muttered comments about civilians. If it isn't done right, it could easily come off as a criticism of the players instead of a critique of the characters. But being that he is a soldier, used to certain level of coordination and performance in a fight, Boros wouldn't just let it go, I think. On the flip side, however, none of the characters know what the heck a gun is, so wouldn't understand that they were in the way.

Thoughts on how to do this best, or if it should be done?


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

You already explained it isn't an OOC complaint but an IC one. I fail to see any problem that could arise... OOC. :3


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Been playing too much solo Battletech and MegaMek in recent years, mindset is still a bit focused on how to crush, kill, and destroy in the most efficient way possible, lol.


Hells Rebels Tactical Map

Well, just my opinion, but as a soldier, he should also know that his kind of weapon is not widely known here. As such, he may attempt to explain what he is capable of doing...in his own words, and the requirements thereof.
That is, explain it, rather than shout at them. School them, without turning into an a%+$++*. I mean, if new guys joins a squad, they also need to learn basic tactics, don't they?...only you are not in a superior position here, and will depend on these people to save your ass(one of them DID save it, just there...), so being nice may not be out of the question.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Nissim at least would be sympathetic to Boros's message. He would have been just fine with the idea of holding back a bit to shell the asmodians at distance while they were all greased up. :)


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

For some reason I'm having the worst trouble following what's happening with the asmodians. Is Red now unconscious due to MIranda's bites having succeeded?


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life

Being strategic is fine. Had I known that it was important to Boros for Varuzhan not to engage Blue in melee, I would have been fine withdrawing. But I did not realize that was the case, and you didn't tell me either in discussion thread or in-character. Admittedly, I may not have given you the time to do that, but if you want me or anyone else to do something tactically, just ask. I probably would've agreed, being at 1HP and recognizing that guns and bombs are our most effective damaging attacks. It's just harder to coordinate these sorts of tactics when not at a tabletop.

I would add that during the turn in question, Varuzhan was able to 5-foot step so as to no longer provide soft cover, so your attack vs a blinded person's touch AC probably would've hit anyway.

If you argue this in character, Varuzhan is definitely going to chew you out, but that's definitely IC, and not OOC.


Hells Rebels Tactical Map
Nissim Siverto wrote:
For some reason I'm having the worst trouble following what's happening with the asmodians. Is Red now unconscious due to MIranda's bites having succeeded?

You are acting as simultaneous as them. There's 6 seconds in a round, in which to gauge the situation and make a decision. Mechanically, you could certainly delay after Miranda and I'll update things again.

I'm also fine with conditional actions(If, then), but I do not want battles to slow down by an situation update being needed after every single action/attack.
Simply because sometimes I have plenty of time during a day, other days, I will be hard-pressed to find time for a singular update at night.

Let me clarify that: I AM fine with giving situational updates if needed. I would prefer if you go with the flow and make your decision based on what is known at the START of your turn. You already have the advantage of having knowledge about what the others on your side are doing(e.g. where to move for a flank etc).
I AM attempting to make the enemies not act optimally, as well(for example, blue could have stepped into a flank against both Varuzhan and Boros after getting his eyesight back, bringing sneak attacks and flanking boni for both him and green...because green could simply delay until after blue moves. But: Green doesn't know what blue does, so attacked, and blue just regained his vision and didn't move while trying to understand the current situation.
So I'm compensating by not playing smart enemies with the same "intelligence" that a human team would utilize. If I find myself doing many situational updates in the middle of rounds, on which you base your further actions, then enemies WILL become smarter.
Just one more example, for imagination: Say one of you gets downed by a sleep spell, a move action away from the rest. A hurt enemy next to that person starts a coup-de-grace against your downed ally. There's 3 of you that could reach and intervene before the deed is done. There's only 6 seconds to decide! Realistically, you would do overkill, most likely all 3 rushing there to prevent your friend from dying. Mechanically, it's "oh, he got him with a charge, ok, we're going off in a different direction doing something else"...meaning one character runs to the rescue, and 2 seemingly don't care(because they cannot know that character will succeed at the time they themselves plan their action).

I am well aware that action economy and daily resources is important, and this messes with both. So it's merely a request that you try and go with the flow when possible. Basing decisions on what you THINK is taking place, and what you THINK the situation is. It allows us to move along more swiftly, is more immersive, and as mentioned, I am trying to compensate for it on the other side. That said, you will get your requested update on Red in a minute.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

But, wasn't all that with Miranda a retcon of prior attacks which had initially failed but then turned out to have succeeded?

I'm talking about something more basic than what I know is happening right this moment, and in any case I could hold my action. I don't know which round things are happening in because stuff is changing.

It doesn't seem unreasonable or metagamey to me to figure that Nissim would know the current condition of an enemy he is running towards and past.


Hells Rebels Tactical Map

Miranda pointed out that I erronously assumed she had added the +4 on her rolls, instead of letting me apply the penalty to armor, and was right. As such, her previous attacks hit, leaving red at -12, alive and kicking on his turn.
This round, she bites him again WHILE you take your action. And gets him down to 0 HP, disabled, begging for his life(because he can't withdraw or otherwise disengage effectively).


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Varuzhan wrote:

Being strategic is fine. Had I known that it was important to Boros for Varuzhan not to engage Blue in melee, I would have been fine withdrawing. But I did not realize that was the case, and you didn't tell me either in discussion thread or in-character. Admittedly, I may not have given you the time to do that, but if you want me or anyone else to do something tactically, just ask. I probably would've agreed, being at 1HP and recognizing that guns and bombs are our most effective damaging attacks. It's just harder to coordinate these sorts of tactics when not at a tabletop.

I would add that during the turn in question, Varuzhan was able to 5-foot step so as to no longer provide soft cover, so your attack vs a blinded person's touch AC probably would've hit anyway.

If you argue this in character, Varuzhan is definitely going to chew you out, but that's definitely IC, and not OOC.

Actually, not saying something beforehand, IC, rather fits the ad-hoc nature of the group's coming together. And, thanks to the thoughts offered, I have a pretty good idea of how to go about it. Thanks all.

The 5-foot step thing I missed. Still reading rules every day to learn 'em.

And green is an Asmodean Timex, lol--takes a licking and keeps on ticking. However, thanks to Miranda unintentionally drawing a knock from that bastard as she tried to stand, Boros has his opportunity: someone is getting targeted for a pistol shot up-close.


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8

Thanks, that's what I wanted to know. Also I was partially confused because I forgot the hp tally is an amount from max hp.

I think I'm in the latest of all the time zones at -8 GMT. It seems that a goodly portion or most of the posts are made overnight (for me) I have to wade through a lot of stuff all at once when I check in mornings if that's possible (not always).


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Ow.

Didn't think to check if they were still both blinded or not, but I guess it fits with the chaotic situation :P


Hells Rebels Tactical Map

No worries, take your time, I'm off to bed. I can't promise I get to update tomorrow morning/during the day either, will be a more work-intense one, and I already figured out that I tend to make mistakes if I don't have the time to focus on it...(meaning I can make "play" posts as character, but the gamemaster post is best left for when I can focus)

@Miranda: Green never was...not prone, not blind...he's a choosen cleric of Asmodeus, and his hellish lord charged the dice with divine power...(on a plus side, you ate up one of the 2 AoO available, leaving only blue dangerously playing around with a shortsword, in case Nissim wants to run past, or Boros attempts to stand up.)


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Then it seems as if I kept exceptionally poor track of the colours :P


Hells Rebels Tactical Map

Which is why I tried to provide a summary at the round updates :) Bottom line ^_^ (below "who can act"), hoping to save you the trouble of keeping track-


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

(Also considering that Mirandas AC was 12 when laying down, His Infernal Majesty may have over-invested in to hit dice :P)


Hells Rebels Tactical Map

Those things happen. Be glad he didn't over-invest into damage dice!


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Quick question, for which there seems to be no RAW available; if I fire into melee, but am in said melee at the time, do I still take the -4 penalty for doing so? All rules on the subject cover firing into melee in which a friendly subject is involved, not the shooter themselves.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Boros - Technically you are your own ally and so thus a 'friendly character in melee', so RAW says yes.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

But I guess if you were feeling *very* self-loathing it might just work : )


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;
Miranda Greenblossom wrote:
But I guess if you were feeling *very* self-loathing it might just work : )

:p, I say. :p.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

I wouldn't treat yourself as 'in melee' with the creature in question for something like that. You'd still provoke if that were a thing.

It just doesn't make sense that you can't fire on a flank without penalizing yourself more for being too close.

Edit: Also, they don't have to play smart. They just have to hit us with those maces of ridiculous accuracy and damage. 5 on a 1d8 isn't bad, and that +3 would put Lily into a bad place. *feverishly continues making spare characters.*


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Another pair of questions. If Boros stands up, taking an AoO for doing so, does the AoO use his prone AC or normal? And can he grab both of his dropped weapons in one action, or is one action per?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Well I think the rationale is that it is easier to shoot someone with a slow fireing disruption prone ranged weapon from about 15' away rather then 5'; because at 5' they can flail about and actually deflect your weapon.

You can test this by having a buddy stand 5' and then 15' away and say "Hey don't let me point this stick at ya!" and try to point a stick at him. :P


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Prone. That also means you can't be tripped a second time for standing up.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

@Boros - Prone AC. AoO's trigger before the action that provoked. (otherwise you couldn't really disrupt spells. Or stand up since they would just Trip you again with their AoO :P)

edit 1

A sadistic foe may however ready their action to trip you once you are on your feet again and use the AoO for damage .P

edit 2

(Also it is usually 1 item per action unless something is 'drawn like ammunition' like shurkiens. Or quickdraw + two-weapon fighting which lets you draw two weapons!)

edit 3

Correction:

Draw weapons wrote:

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.[/quot


Male Human | HP: 31/31 | AC: 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +8, R: +6, W: +6 | Init: +8 | Perc: +8 (Low Light Vision), SM: +8
GM Mordred wrote:
I already figured out that I tend to make mistakes if I don't have the time to focus on it...(meaning I can make "play" posts as character, but the gamemaster post is best left for when I can focus)

Yep yep, that's why I can post so much in the other game. It's always just Ro blabbing on about something.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Just posted Boros' action for the round, finishing that round up. Damn dice, screwing me over when I need 'em, and screwing hard at that. I'll bet the dice get me one more time by having blue's AoO hit for 6 points or more of damage, negating the piddly 1 point of damage from my attack anyway, lol.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

I think, however, that Asmodeus did manage to eat all of Boros dice :P


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

It's the mana wastes. They pulled all the magic out of his dice. :(


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Nah, pistol is getting revenge for when Boros dropped it in the park. Gnoll Splasher will not be disrespected in such a manner without a penalty being exacted :p.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Hopefully Varuzhan's Round 3 Power Attack will dent green's dome effectively though. He was swinging for the cheap seats on that shot, lol.


hp 39/39 (7 temp HP) | AC 17/13/14 | CMD 20 | Fort +5 Ref +7 Will +5 | Per +9 (+14 dark/dim); Darkvision; low-light | Init +3 | Mage Armor, False Life
Miranda Greenblossom wrote:
@Boros - Technically you are your own ally and so thus a 'friendly character in melee', so RAW says yes.

Probably won't matter for this particular attack, but even the RAW rules leaves some wiggle room, precisely for a situation like this. So I'd say no penalty.


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

I figured the 'flailing around' is covered in the attack of opportunity for aiming the gun at the person. You'll note that someone trained expertly with guns usually doesn't let the other guy do much of anything before pulling the trigger. (there's a feat for that!)

If you're in melee range when you try to shoot someone, they can pounce you, pummel you, cut you, or even try to snatch the weapon away. From television, I'd say this is roughly 50/50. Most of the time one of them wind up shot, anyway.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

My consolation is that, if Boros lives, he'll eventually be a right proper slaughter machine with his feat choices. Ranged threaten at the sweet spot for pistol ranges, TWF with every possible permutation of blade and pistol, the ability to damn near juggle his weapons as he switches between them on the fly, speed loading, and enough iterative attacks to seriously ruin someone's day.

And that doesn't even count magic enhancements, rofl.


Hells Rebels Tactical Map

In most games...no matter the type...one kills the healer first...or things like this happen.


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Well, Boros is nearly dead now, again. Does he get travel mile bonuses for frequent trips to the afterlife like this?


Hells Rebels Tactical Map

The dice worship Asmodeus, obviously.

They like souls...so I suppose there will be some kind of bonus club.
That said, they only used lethal force in self-defense.

They very much WOULD like to interrogate people. If things go further south, you have quite a reasonable chance to wake in prison.

Unless you guys let Green channel another time and he rolls a 6...


HP 40/42 | AC 17/14/13 | CMD 19 | Fort +5 Ref +7 Will +4 | Per +12 | Init +3;
Class and Skills:
Gunslinger (Pistolero) 4/VMC Cavalier (Dragon) | Acro +9 Climb +8 Heal +9 (+11 stabilize dying), Sense +9;
Combat:
Grit 4/4 | 30 ft. | Melee +6 (rapier/gladius) Melee +6 (mwk morningstar) Ranged +7 (+9 mwk pistol, +8 up to 30 ft., +10 mwk pistol up to 30 ft.) CMB +6;

Seriously, how is this green bastard not dead yet. Varuzhan laid an absolutely vile smack down on him in round 3 that looked to have hit.

I demand a piss test of this Asmodean thug, on suspicion of doping, lol.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

I'm going to guess the cleric has an AC of 16 - probably dex 14 and a chain vest.

(Elite Array being 15 14 13 12 10 8 IIRC and I'll guess 14 str 13+2 dex 10 Con 8 int 12 cha 15 wis; then 2 handing the mace for +3 damage and a favoured class bonus of +2hp giving him 11 or 14.5 hp [depending on if the first dice was properly maximized])


Hells Rebels Tactical Map

Well, let me put it like this: Right now, it seems lucky for you that he sent yellow to fetch his superior-

I said I'd not pull punches but frankly, some of those dice are ridiculous.

EDIT: Also, Miranda's analysis is quite correct.


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1

Well on the bright side; if we win can can probably steal their die from them ... :P

Also for not particular reason what-so-ever Miranda has a potion of Cure Light Wounds. But! I did not write down if it were with her or in her house.

Would it be reasonable to assume she was smart enough to bring it?

And that the still-standing members of our party might notice it somehow :P?


Active Effects: Resonance (+2 Dex, +1 Perception) | hp 27/27 | AC 15+1/14+1/12 | CMD 15+1 | Fort +5 Ref +6+1 Will +3 (+1 vs illusions) | Evasion | Resist Cold, Electricity & Fire 5 | Per +7+1 (+1 vs traps); Darkvision, Alarm Sense | Init +3+1
GM Mordred wrote:
EDIT: Also, Miranda's analysis is quite correct.

Yay! Trough repeated maceing to the face it seems as if I learned something ^^


Female Aasimar Oracle 3 HP 26/26 GS 1/1
Stats:
AC/Touch/Flat/CMD 18/13/15/14 | Fort/Ref/Will +03/+04/+03(+04n) | Init +03
Trained Skills:
+13: Diplomacy, P(Sing); +10: C(Culinary); +09: Stealth; +08: K(His, Rel), Spellcraft; +07: K(Pla); +06: K(Nat), Perception; +05 Handle Animal

Worth noting: They did initially focus the healer, and he was basically invincible to everything ever. :|


Hells Rebels Tactical Map

I rolled openly! Not my fault Asmodeus protected his faithful cleric and gave him the strenght to strike down infidels!

@Miranda: Yes, and Yes.
(Regularily I'd suggest an easy Int-Check and a moderate Perception...but considering the circumstances, we'll not risk any rolls messing this up further since you DID plan ahead by having it in the first place-)


Female Human Arrowsong Minstrel (Bard) 1 HP 9/10 | AC 16 Touch 13 Flat 13 | CMD 14 | F+1 R+5 W+2 | INIT+3 | Perc +4 | Spells 1: 0/1 Performance 5/10 | Condition: None

Anyone have a stretcher? We're going to have to drag some bodies I think :(.

Also, I moved Juliette again, since Lily and I pretty much posted at the same time, ended up going down rather then up 5 feet.

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