RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan will work the lever to pop out the steel bullets and slam in some cold iron instead, twirling the rifle when he finishes.

You know, Captain Andorian never had to deal with this. Even when he died and when was replaced by Abe Joeson.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

After loading the 5 named bullet rounds, Obi loads in 5 Bane-Evil Outsider rounds to fill up the magazine of his rifle.

"Let's go say hello to the ladies." he quips to his comrades.


OK, give me a marching order into the room.

The demonesses merely taunt you when you enter, so you get the first move. There are 6 of them flying about, as you enter they congregate in the air above the entrance, ranseurs in hand.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo takes up the rear as normal..

"All yall absolutely sure you can't just head on back to where ever is it you came from? We've already killed a half dozen or so of your kind today. Probably best for both of us if you just move along.."

When that doesn't work he opens fire at the nearest one.. Bane as a swift, grit as a free..

Attack 1: 1d20 + 20 ⇒ (12) + 20 = 32 vs FF
Attack 2: 1d20 + 20 ⇒ (7) + 20 = 27
Attack 3: 1d20 + 15 ⇒ (7) + 15 = 22
Attack 4: 1d20 + 10 ⇒ (13) + 10 = 23

Dam 1: 1d8 + 25 + 2d6 ⇒ (2) + 25 + (3, 5) = 35 Dam is +3 cold iron with clustered shots..
Dam 2: 1d8 + 25 + 2d6 ⇒ (1) + 25 + (3, 1) = 30
Dam 3: 1d8 + 25 + 2d6 ⇒ (5) + 25 + (6, 5) = 41
Dam 4: 1d8 + 25 + 2d6 ⇒ (6) + 25 + (1, 3) = 35

I assume they gave intiative up to us then?

Yap readies a disple magic to counterspell one of them casting..

Caster Level Check: 1d20 + 10 ⇒ (9) + 10 = 19 only caster level 8th..


More like a surprise round, but something like that.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Order = Bander, Jan, Obi, Bo?

When we enter, are we within 30 feet of the bad girls?


Well you could all roll initiative.

No they are not in 30', the room is 90' high, and they are 50' up.

They aren't the sharpest tools in the shed, but they aren't morons.

demoness init: 1d20 + 5 ⇒ (9) + 5 = 14


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

initiative: 1d20 + 5 ⇒ (3) + 5 = 8


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 8 ⇒ (14) + 8 = 22


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Initiative: 1d20 + 5 ⇒ (11) + 5 = 16


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Attack (Not-a-Winchester Rifle): 1d20 + 19 ⇒ (15) + 19 = 34
Attack (Not-a-Winchester Rifle): 1d20 + 14 ⇒ (11) + 14 = 25
Attack (Not-a-Winchester Rifle): 1d20 + 9 ⇒ (2) + 9 = 11

Damage (Not-a-Winchester Rifle): 1d10 ⇒ 5
Damage (Not-a-Winchester Rifle): 1d10 ⇒ 5
Damage (Not-a-Winchester Rifle): 1d10 ⇒ 3


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Init: 1d20 + 10 ⇒ (13) + 10 = 23


Bo gets the drop on the flying 'ladies'. He peppers one with shots putting in a lot of holes, but not quite dropping her.

Jan also unleashes rifle fire landing two shots which do some damage.

Bander goes before the critters.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

I just move a bit and go full defense, I can't hurt them since they are out of Sneak range


Ah, OK.

They all volley cast a spell. It however has no effect on anyone due to your preps.

Back to you folks.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Banger pops a shield on himself


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obidiah activates the flight ability of his armor and flies 20' forward and 20' upwards.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo reloads one round as a free and continues firing at the same one..
Bane and Grit..

Attack 1: 1d20 + 20 ⇒ (16) + 20 = 36
Attack 2: 1d20 + 20 ⇒ (19) + 20 = 39
Attack 3: 1d20 + 15 ⇒ (18) + 15 = 33

Confirm 2: 1d20 + 20 ⇒ (17) + 20 = 37

Switch target after the one dies.. Hopefully the first shot kills the one so the second be get the crit lol..

Dam 1: 1d8 + 25 + 2d6 ⇒ (3) + 25 + (4, 5) = 37
Dam 2: 1d8 + 25 + 2d6 ⇒ (6) + 25 + (6, 5) = 42
Dam 3: 1d8 + 25 + 2d6 ⇒ (4) + 25 + (1, 2) = 32

Crit 2 Dam: 3d8 + 75 ⇒ (7, 1, 2) + 75 = 85


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

(after flying 20' up, is Obidiah within 30' of the demons?)


Two down for Bo.

Obi will need some lateral movement to be within 30' (they are not hovering directly over the entrance. ) Call it 10'.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan will keep targeting the same succubus, unless Bo killed it, and fire again.

Attack (Not-A-Winchester, Cold Iron): 1d20 + 19 ⇒ (6) + 19 = 25
Attack (Not-A-Winchester, Cold Iron): 1d20 + 14 ⇒ (12) + 14 = 26

Damage (Not-A-Winchester): 1d10 ⇒ 1
Damage (Not-A-Winchester): 1d10 ⇒ 2

He'll drop the rifle and pull out his Kukri and Shield as a move action.


Jan peppers his target some more, but by his calculations, at his rate of damage from a rifle, death by old age is more likely.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi waiting on Bander and demons to go


Demons decide they don't like being a shooting gallery and close to melee.

2 on Bo,1 each on Obi, Bander, and Jan.

Bo claw: 1d20 ⇒ 14 damage: 1d6 + 6 ⇒ (5) + 6 = 11 hit
Obi claw: 1d20 ⇒ 4 damage: 1d6 + 6 ⇒ (4) + 6 = 10 miss
Bo claw: 1d20 ⇒ 7 damage: 1d6 + 6 ⇒ (6) + 6 = 12 miss
Jan claw: 1d20 ⇒ 13 damage: 1d6 + 6 ⇒ (3) + 6 = 9 hit

PCs are up.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi tries to slow to a 5' step away from the demon girl to avoid her claws Fly: 1d20 + 5 ⇒ (1) + 5 = 6

He drops like a rock to the floor, but his Ring of Feather Falling prevents any harm.

"Whahooo!" he calls out as he descends from the air.

(It's unclear to me if he still has any actions after his 5' "step" turns into a 20' drop)


He still has a standard.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"Here ya' go sweetcakes!" he yells at the demoness who just missed him

(single steel round, deadly aim, touch attack and auto-crit threat from named bullet)

Rifle Shot: 1d20 + 15 ⇒ (20) + 15 = 35

(typical....)

Rifle Shot Confirm: 1d20 + 15 ⇒ (14) + 15 = 29

damage: 4d10 + 36 + 7 ⇒ (5, 1, 1, 3) + 36 + 7 = 53


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander steps into one and snicker snacks

Snicker/PS: 1d20 + 23 + 2 - 4 ⇒ (16) + 23 + 2 - 4 = 37 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (3) + 3 + 1 + 8 + (2, 4, 2, 1, 2, 4, 2) = 32 and
Snack/PS: 1d20 + 23 + 2 - 4 ⇒ (15) + 23 + 2 - 4 = 36 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (1) + 3 + 1 + 8 + (3, 6, 3, 1, 3, 5, 2) = 36
Snicker/PS: 1d20 + 18 + 2 - 4 ⇒ (20) + 18 + 2 - 4 = 36 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (1) + 3 + 1 + 8 + (4, 2, 1, 2, 6, 3, 5) = 36 and
Snack/PS: 1d20 + 18 + 2 - 4 ⇒ (20) + 18 + 2 - 4 = 36 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (1, 4, 5, 4, 4, 1, 3) = 38
Snicker/PS: 1d20 + 13 + 2 - 4 ⇒ (15) + 13 + 2 - 4 = 26 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (2) + 3 + 1 + 8 + (2, 1, 5, 4, 4, 6, 6) = 42 and
Snack/PS: 1d20 + 13 + 2 - 4 ⇒ (19) + 13 + 2 - 4 = 30 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (3) + 3 + 1 + 8 + (3, 6, 5, 5, 3, 3, 5) = 45

confirm Snicker/PS: 1d20 + 18 + 2 - 4 ⇒ (18) + 18 + 2 - 4 = 34 for 1d4 + 3 + 1 + 8 ⇒ (4) + 3 + 1 + 8 = 16 and
Snack/PS: 1d20 + 18 + 2 - 4 ⇒ (19) + 18 + 2 - 4 = 35 for 1d4 + 3 + 1 + 8 ⇒ (4) + 3 + 1 + 8 = 16


But I'm reasonably sure snicker bars have let to be invented to snack upon.

hit
hit
hit
miss
hit
confirm
hit

dead


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan laughs.

YES! FINALLY SOMETHING TO HIT RIGHT AWAY!

Attack (Heavy Shield): 1d20 + 27 ⇒ (7) + 27 = 34
Attack (Kukri): 1d20 + 19 ⇒ (10) + 19 = 29
Attack (Heavy Shield): 1d20 + 22 ⇒ (1) + 22 = 23
Attack (Kukri): 1d20 + 14 ⇒ (4) + 14 = 18
Attack (Heavy Shield): 1d20 + 17 ⇒ (5) + 17 = 22

Damage (Heavy Shield): 2d6 + 15 ⇒ (6, 3) + 15 = 24
Damage (Kukri): 1d4 + 7 ⇒ (1) + 7 = 8
Damage (Heavy Shield): 2d6 + 15 ⇒ (5, 2) + 15 = 22
Damage (Kukri): 1d4 + 7 ⇒ (2) + 7 = 9
Damage (Heavy Shield): 2d6 + 15 ⇒ (6, 1) + 15 = 22

Damage (Two-Weapon Rend): 1d10 + 9 ⇒ (4) + 9 = 13

Well those rolls were crap.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo steps back 5' and fully reloads..


Obi hit and critted of course.

Jan:
ht
hit
miss
miss
miss
Target still up.


The remaining critters all step back from melee and disappear.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi scans the room with his Detect Invisibility Sight.

"Where'd they go?" he says aloud.


No invisible foes present. Just a peck.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Take 10 on Spellcraft for a 30. Greater Teleport?


You cannot take 10 on spellcraft in this sort of situation.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

SC: 1d20 + 20 ⇒ (2) + 20 = 22 level 7 spells..


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

I think my dice have infected Bo.


It was teleport.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"They've probably retreated to heal themselves and prepare an ambush." Obiu says as he shifts his cigar from one side of his mouth to the other.

"Bander, is there another way out of here? Maybe a passage to a lair that the demonesses could have retreated to?"


There is a large pavillion in the middle of the room which you have not investigated.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander rushes over to the pavilion

I hope it's a circus!. Trapdar on


Just as a reminder, there's also a bunch of cages around the edge of the room.

I've got the map up now. (squares are 10')

Pavillion:
This huge pavilion is made of silk sheets of various colors—crimson, lavender, ochre, cobalt blue, and purple. The sides ripple softly, as if a breeze were gently caressing the fabric. The entire structure looks unabashedly glamorous and out of place, yet here and there, splashes of what can only be blood mar its beauty.

Inside:
Numerous thick rugs, cushions, and tasseled pillows cover the floor of this decadent chamber. Strange, exotic scents are in the air, likely coming from several smoldering braziers and censers balanced on elegant silver stands in the corners of the room.

There are six large humanoids in here, dressed in armor and wielding hammers.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

While Bander checks the pavilion, Obi marches over to the cage with the not-completely dead occupant to see if he deserves help.


The guy is barely moving, is stark naked, and seems totally incoherent.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan will crouch down.

So, I don't suppose you haven't been driven mad?

He looks at Obi.

We need a cleric.


The man just groans.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"He needs a cleric and I need a stiff drink. Maybe we can pry him out of there after we deal with whatever Bander finds over there in the Circus."


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Assuming we don't go directly into combat with the hammer giants Bo will reach in and lay on hands the naked man.. The tough cures fatigue and disease as well.. If he's diseased let me know and ill roll..

Heal as well: 3d6 ⇒ (3, 5, 5) = 13

Can you understand me sir?

Yap takes a look as well..

Heal check: 1d20 + 17 ⇒ (1) + 17 = 18

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OK, here's the discussion thread. It's a good place for you folks to agree on your choice of team feat (remember you all get one agreed upon by the group as a bonus feat).


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Lookout or Shake It Off look to be pretty good feats to consider at.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Dukkan 'Doc' Longpaw wrote:
Lookout or Shake It Off look to be pretty good feats to consider at.

I actually had thought the exact same thing (how's that for teamwork?).

Sovereign Court

My fighting style lends itself to adapting to others, so I am good with whatever you guys want.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

I'm going to vote for Lookout.


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

posting with alias. I like Lookout too.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Concur with Lookout. I also like Precise Strike.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Yeah, I think Lookout is the best for general encounters. Just need to remember to use the buddy system. :)


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Seems like a consensus on Lookout, I'm going to update my profile to include it.


Oh, one other thing. I can give out PFS Chronicles for this if people are interested.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

I'm interested in PFS chronicles, drbuzzard.

I also concur with Lookout.

As awesome as Shake it Off is, it's... a little too awesome. Game-breakingly so, I feel.


I suspect I'll need to have at least 4 people interested, but I don't know. Not really sure how you give out sheets for running an AP with the sheets, but not for PFS characters. Guess I'll have to look into that.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

What would using PFS Chronicles entail? I might have the pdf tucked away somewhere in my files but its been a while since I've even looked at it.


All I would need is a valid PFS character number to ascribe it to. It would have no effect on gameplay.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Hmm, well if its not really necessary for play I'll just keep my character 'unofficial' for now, don't think he's technically legal anyway.

Also, could you go more into depth with the armor penetration mechanic we'll be using? As of now its a bit vague.

(I remember in another game, the GM decided to have armor (natural or equipped) count for half AC against firearms, basically giving everyone the Gun Tank's Bullet Deflection ability.)


I was thinking of something related to the hardness of the bullet. Subtract the hardness of the bullet from the AC+Natural armor of the target. Lead is 7, steel, 10, and adamantine 20.

As for the PFS business, it's not a matter of if this character is official or not, it's whether you do PFS at all and have an ID number for it. If so, then you can get a chronicle sheet to apply to a character if you decide to play PFS. Since we're using non-PFS campaign rules, none of these characters are PFS valid and the sheet could not be applied to them.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Ah I see, on both points. So the standard cartridge would be assumed to be lead. Since we already know the added cost of an adamantine bullet (+60 gp/per), what would be the added ammunition cost for a steel-tipped cartridge?


Assume the steel ones are like cold iron.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

So, they'd cost... double (3 gp)? Cold iron only gives a cost multiplier of x2.


Yeah, something like double. Not terribly expensive.


Gameplay is started.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Aderp, hang on a sec. I seem to have misplaced a decimal along the way when calculating my weapon values (somehow went with 1% rather than 10%). Gonna rearrange my inventory so I'm not over-budget again.

EDIT: Okay, that should do it. Surprised I let that slip for so long.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

OK DM, sheet should be updated with new gear.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Do you have any specific way you want in-character posts to be formatted, GM?


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Dukkan, I really think your character and mine could have a close relationship. They both heal and they both worship Sarenrae. Just a thought.

Lua's Background:
Lua knows little about life outside of the church. Orphaned at a young age, Lua was taken in by a kindly old priest of Sarenrae. Raised as his own, Lua has spent most of her life engulfed in the Church of the Dawnflower.

She earned the Blessing of Sarenrae at the unprecedented age of twelve, in which she soon joined the Holy order of Dawn. Her training at the Palidinhood proved difficult for a girl who had just entered puberty. However, what she lacked in martial skill, she more than made up for in faith, will, and knowledge. She earned the moniker, “Lark”. A name used by both students and teachers, it originates from one of the Gospels of Dawn, “The Unrelenting Lark”.

Lua the Lark knows nothing other than the church and the teachings of Sarenrae which is her total reality. She is a kind and patient soul. She does not judge and she offers healing to any creature-even those that would seem unworthy by others.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Mmm, I actually had a similar idea of eventually forming a partnership just from our similar lines of work; my practical doctoring and your spiritual healing. We might be passing acquaintances beforehand at least. Perhaps we may have passed each other during my runs in the lower quarters. Or you might have volunteered at the clinic I worked at to assist with the sick and injured?


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

However we met, Lua would be fascinated by you. Your character is basically a symbol of the world outside of the church. I think even if we hadn't met before, our time training together would build a strong bond. I could even say that you are the one who taught me the healing skill. What do you think?


I generally go with the standard formatting I've seen in PbP:

"Spoken words"

Thoughts

actions are normal text

dice roll: 1d6 ⇒ 4 you describe what you're rolling

Can't really think of anything else. I'm not all that picky.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20
drbuzzard wrote:

I generally go with the standard formatting I've seen in PbP:

"Spoken words"

Thoughts

actions are normal text

[dice=dice roll]1d6 you describe what you're rolling

Can't really think of anything else. I'm not all that picky.

Gotcha, GM. I'll post tomorrow. Getting turkey fatigue.

-----
@Lua
An apprentice of sorts, eh? Yeah, I think my character would gladly train you. Your conviction and idealism would feel equal parts refreshing and annoying to him, methinks. Dukkan's outlook is a bit worn down by his experiences in the lower quarters, but your own enthusiasm would resonate well with his solid sense of duty and selflessness to others.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Will our transit to Sandpoint be narratively instantaneous or will there be some misadventures along our voyage there considering that we are traveling through the Inner Sea.


I'm thinking of throwing some pirates at you to see how lethal you folks are. It will help to gauge how I need to adjust encounters.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

On that, after the encounter, if we find that our character might need some 'tweaking' would that be too late?


No, feel free.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

k, I might actually do that right now. I don't play paladin's that much, and I just found the 'Word of Healing' feat. Might take that and get some heavier armor.


Of course things will be set in stone once we hit a combat encounter, but I imagine you all knew that.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Shenderik wrote:

I'm interested in PFS chronicles, drbuzzard.

I also concur with Lookout.

As awesome as Shake it Off is, it's... a little too awesome. Game-breakingly so, I feel.

Shenderick don't forget that this is a Guns Everywhere setting...

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

So you get Gun training at 1st level.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Hmmm... Ammunition is also much cheaper. Thanks, Billy. I'll go see what difference that makes.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Hmmm... Actually, I don't get Gun Training at all. It's replaced by Musket Training because Shenderik is a Musket Master. And that doesn't come up until 5th level. I wonder if that counteracts the value of being a Musket Master (particularly since I plan to take two more levels of Cavalier before any of Gunslinger.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

I believe that that just means that you get Musket Training early as well since it replaces Gun Training as the equivalent feature for the archetype at that level.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Yay! Looks like the gang's all here.


OK, I'll get some voyage stuff up tomorrow.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

I know right? W00t!


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

OK, GM. Tweaks added. Team, if you want to take a look at her and tell me what you think, please do. Her main goal in life is to heal.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

So it'll be two to a cabin with one by him/herself in the last one I'm guessing?

I'll take the single room if no one objects. Don't think a roommate would appreciate the alchemical fumes I'll be generating during crafting.


There are six of you and three cabins.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Oops, miscounted. Ah well, looks like someones going to be my unfortunate bunkmate. How will we be dividing sleeping quarters team?


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua will room with Doc.


Need you folks to hammer out sleeping arrangements and watches(if any).


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

If we're going to do watches, Shenderik, Urga or I would be best for the night watch. Urga moreso if he has the acute nightvision racial trait, but its not necessary. We can split the nightwatch into 3 shifts this way; 5 if the others are willing to take the dawn and dusk hours too. Not sure who gets what shift though.

Lua and I have already agreed to rooming together.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Gunner is happy to room with Urga. They can discuss the finer points of shooting a moving target.

Gunner will take the late afternoon watch...basically noon to dusk.

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