The "Pathfinders" (Inactive)

Game Master Batista Grave

Gold Team WW2


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Male HP: 8/11 Human (German-American) Gunslinger 1 Fort +4, Ref +5, Will +2; Init +5; Perception +6

Sorry about the double post, but it's too late for me to edit my other post and I forgot to specify that I'm attacking touch AC.


Female Human Alchemist (Chirurgeon) 1

Elsa falls to the ground and lays there hoping to stay out of the snipers sights.

looking for cover: 1d20 + 7 ⇒ (3) + 7 = 10


Elisa/Jerico Elisa finds a nice, thick hedgerow that provides wonderful hiding cover, not much in stopping bullets but great for not wanting to be seen. You have a +5 to sneak now while using this for cover. Jerico, you see a woman dart somewhere and vanish from sight whatcha gonna do bout it?

Other two: You do not get an AOO for this because of the blinkage this dog has. HOWEVER after rolling your 2 initiatives and the dogs, you actually end up going first so the attacks will apply. The second shot is the only one that connects and blood is seen from the dog now. It just looks more pissed off now actually. Frenchman take your round now, then dog, then curt then french then dog then so on and so forth.


Female Human Alchemist (Chirurgeon) 1

Elsa pulls a branch off the hedgerow and ties her white lacy handkerchief to it. She slowly raises it up above the hedgerow in hopes the sniper will see it ans stop shooting at her.


Male Human Soldier (Inquisitor) +4Init, F+3 R+4 W+4

Jericho quickly reloads, reaiming down his scope.

I don't know how quickly it is to reload the Springfield, so GM's call if I can do anything else this turn.


lets see...pull bolt back, put each bullet in individually...you have rapid reload? if not it should be...2 standard actions to completely ready the weapon. if it takes one move action to just pull the bolt back and forth, it takes time to put the 5 rounds in, no stripper clips for that thing you have to load them individually. 2 standard actions, if you have rapid reload I will reduce it back down to 1 standard action.


Male Frenchman Dogue (Driver) 1, HP: 2/10

Arsène was quick to react, though not nearly quick enough to stop the dog from vanishing. Or reappearing to take a bite out of Kurt.

Bringing the German rifle he had been holding, he fired at the dog, hopefully it got another bite out of someone.

Attack: 1d20 - 1 ⇒ (18) - 1 = 17
Damage: 1d8 ⇒ 7


The nazi dog gets another pelting, he then vanishes back into the other void and re-apears behind frenchy, trying to attack him again.

1d20 + 4 ⇒ (15) + 4 = 19 to hit
1d6 + 1 ⇒ (5) + 1 = 6 damage
If you want to shoot that weapon again fenchmen its a move action to ready another bullet.


Male HP: 8/11 Human (German-American) Gunslinger 1 Fort +4, Ref +5, Will +2; Init +5; Perception +6

for whenever i get my next attack
1d20 + 4 ⇒ (13) + 4 = 17
dmb: 1d6 ⇒ 2


Male Frenchman Dogue (Driver) 1, HP: 2/10

Attack: 1d20 - 1 ⇒ (12) - 1 = 11
Damage: 1d8 ⇒ 4


The dog pulls some funky matrix moves and dodges both your bullets. The creature growls at you, obviously hurt, as can be seen by the bleeding. It vanishes, taking a full retreat.


Male Human Soldier (Inquisitor) +4Init, F+3 R+4 W+4

Sorry! I had my head in other places for the last month. Let's get this over with!"

Jericho sees the white flag, but bothers not with it, trying to find the Officer instead.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Male HP: 8/11 Human (German-American) Gunslinger 1 Fort +4, Ref +5, Will +2; Init +5; Perception +6

Curt turns to Arsene What the hell was that! How did it jump around so quickly?


Male Frenchman Dogue (Driver) 1, HP: 2/10

"I have no idea," Arsène replied. "Some sort of... monster?" He was liking this mission less and less.


Male HP: 8/11 Human (German-American) Gunslinger 1 Fort +4, Ref +5, Will +2; Init +5; Perception +6

We need to get out of here before it comes back


Jerico: The officer is nowere in sight. Bastard got away

French/Curt: Roll me an intlegence check. Meaning, roll me a d20 with your intelegence modifier. Do the same for wisdom and a will save.


Male HP: 8/11 Human (German-American) Gunslinger 1 Fort +4, Ref +5, Will +2; Init +5; Perception +6

int: 1d20 + 1 ⇒ (2) + 1 = 3
wis: 1d20 + 2 ⇒ (1) + 2 = 3
will: 1d20 + 2 ⇒ (10) + 2 = 12
[ooc]crap[/dice]


Male Frenchman Dogue (Driver) 1, HP: 2/10

Int: 1d20 + 2 ⇒ (16) + 2 = 18
Wis: 1d20 + 1 ⇒ (4) + 1 = 5
Will: 1d20 + 2 ⇒ (11) + 2 = 13


Male Human Soldier (Inquisitor) +4Init, F+3 R+4 W+4

Jericho puts his fingers to his lips and whistles to the flag waver, staying hidden in the bushes.

Keeping my stealth roll, trying to get her attention without giving away my position.


Curt/French: Sorry boys you needed a decent roll on both of them to make complete sense out of this. However, you both can share what you have figured if you so chose to make sense of it.

Curt: Evil dog of evil jump bite grr afa gah calm down brain calm down its just a NAZI dog that moves faster then anything ive ever seen before...no worries....

French: you remember stories of how Hitler loves religious "magical" artifacts. Could he have figured out how to use these to make magical..nazi dogs?

Woman: YOU NEED TO POST DARN IT YER HOLDING UP THE GAME!

Jericho: I will let you keep it seeing you have distance over the target.

ALL OF YOU: I don't like how slow im making this so im going to speed things up so I can get to the real part of the roleplay.


Male HP: 8/11 Human (German-American) Gunslinger 1 Fort +4, Ref +5, Will +2; Init +5; Perception +6

hopefully while running
I never saw anything move that fast before.


Female Human Alchemist (Chirurgeon) 1

DO NOT SHOOT!! PLEASE DO NOT SHOOT ME!!Elsa yells a the whistle she heard.


..... wha? Elsa...wha?!

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