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372 posts. Alias of Gobo Horde.


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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

Merry Christmas everyone! God bless ^_^


Great! I’ll get writing ^_^

Joe "Joseph" Waskalis wrote:
Wow! 22 Luck!!

Ya no kidding! It does sound about right though. My luck is weird.

GM Wolf wrote:
Yes, so he will have a +3 modifier for Luck, but half the time it will be a + and the other half a -.

Alright. I am down for that. It sounds about right and think that it could be a blast. >:D

Niversal wrote:
Just for the new guy we are going gestalt shortly so you might want to hold off taking a single level in something unless you really need it

In which case I will aim to go Alchemist/Monk gestalt all the way through.


I remember it being cold. I like the cold. Cold is comfortable. I am comfortable...

I died:

I jolt awake and bolt upright, the cold is dangerous! caution. careful of the cold it’s alright I am ok.
I look down at my hands, inspecting them. Then my legs, pondering back, mentally shaking the discombobulation from my mind.
Ah heck. Now I’m too hot...
I shake my head and glance around while wiping memories off my hands down onto my jeans. I see my computer bag laying spilt to the side and the Ice Capp cup discarded to my left. I stoop down and pick it up...
Damnit.
While frowning at the empty cup, memories of what had happened filtered back to me. I was crossing Anderson road on my way back home. It was cold. It was icy. I never slip! Stupid friggin slipped in the middle of the friggin road and landed on my friggin back. That truck slipped too, but it wasn't stopping. Somehow I had the presence of mind to turn my landing into a backwards roll which then allowed me to kick into a reverse kip up. Heck, I even landed on my feet! I hadn't done one of those in years! Awesome that it worked just like I saw in my mind; the momentum carried me back just barely enough that the truck blew past my nose. Inches. Friggin inches. Saw my own eyes in side mirror. Didn't see the second truck.

Distracted, I see a woman enter and my eyes musta be going funny, she was friggen diffused. Glowing.
"Ah another life cut short before experiencing a full life. Welcome to the afterlife. You are in fact dead." She waits a few moments to let it sink in...

Huh. K.
I note in a slightly detached way that this didn't really phase me much, "I don't fear dying. I fear surviving" was an old revelation of mine. The dead don't grieve. Nor feel pain from the feel of things. No, the survivors suffer. Surviving sucks sometimes. Death is easy, but better to live in pain though that is by far harder.

You are not God. Let me ask you; if you went to heaven and God was not there, is it heaven? I ask and turn away from her. Not really waiting for an answer I scoop up my laptop bag and begin moving towards the vision of the new world. To myself the thought comes, so where are we going today God?
Pausing briefly I call over my shoulder, A boon you say? Can you give me back my mind?
Then looking down at the cup in my hand; And can you refill my Ice Capp?


Alright. :)
Tomorrow is a free day for me so I will see about getting as absolutely much done as I can. ^_^


As per GM's request I am reworking this to something a bit lower powered, it seems I overestimated our initial starting strengths. :)
ps Mr. Wolf: did you miss my "History" spoiler on the last page? There I had listed out my history, it's associated stats and the links to the two feats (dropping Divine Guidance regardless). Here is the updated History for convenience.

History:

Preteens:
I have had a very healthy and athletic body since I was young, one full of hyper energy and mania. Over the years this has served me well. I was very fortunate to be raised up in a well grounded and nurturing home. Of significance I was taught from a very young age to have proper etiquette and manners which were very important in my family.
(Stat changes: +2 Str and +2 Dex from a healthy body, +2 Cha from being taught manners and etiquette.)

Teens:
During my teen years I excelled at my studies, I was intelligent and capable. I remember that I got a 98% on my Math final in grade 12, however I did sometimes struggle more in class due to boredom. And while I can tell by looking back that I definitely had bi-polar during these years I simply believed it was youthful energy. It did mean that I was often hyper, highly mobile and full on energy. I was always on the go, and very competent with my hands, for a while there I was even training to become a ninja! (no joke. I was taking Japanese martial arts: Bujinkan, which translates to "the Way of the Ninja".) So while I did not have much force of physicality, I never slipped, I never droped anything and I had a hyper awareness of my immediate space allowing me to be skillful with my fingers even when I could not see.
(Stat changes: +2 Dex from restless and youthful energy, +2 Int from excelling in my studies.)

Twenties:
My 20s was when things started to go really downhill fast. As my youthful energy waned I quite quickly lost my ability to maintain bi-polar and I started to enter the worst years of my life. It honestly got pretty bad, I would have week long periods of black depression and I have memories of it being so bad I could not even get up to feed myself. Pretty much since then I have often be confined to my bed, which sucks. Unexpectedly, this actually sharpened my fine motor skills even while I lost muscle tone. However this gave me plenty of time to think and dwell, especially on God; my faith was my rock, the one thing I trusted to get me through. As a result I have an absolute faith in my God. One quirk of this is that I cannot worship any other god, I can't even fake worship a fake god through a fake character. That means I can't ever play a Cleric or Paladin! I just can't. :/ (It does mean that I am going to be snubbing that lady after I die. Meh.)
That means that if this is me in this game than the world will burn before I swear allegiance to one of them. It's just who I am. I can still be polite and hold a conversation and play normally though. ^_^
(Stat changes: -2 Str and -2 Con because of deteriorating health, +2 Wis from my faith.)

Thirties:
This is going to be the time to toot my own horn... The last 3 years of my life have been extremely stabilizing and life-defining. Within the last 3 years I managed to stabilize my medications (and they have not changed since) which have sharply curtailed my mood swings, gained control of my sleep patterns and schedule, stabilized my income (I got on AISH, for those who know what that is) and held down a tutoring job for 2+ years (one I am excelling at), my longest job ever. During this time I am self-teaching myself multiple subjects; Python coding, a University level Statistics course (because it looked fun), the APA guidelines for writing Research Papers (apparently I am now at an above average level) and half of a Psychology 300 class (having never taken a Psychology class before). All this despite my highest formal level of education being Postsecondary.
Then theres my Tutoring. My work as a Tutor has been extremely effective and successful, I can now twice say that I have drastically changed a student's life. Two students of mine (sisters) have learning disabilities, one was in grade 12 and needed to pass grade 11 math to go to University, however she was only at about a grade 8 level in math and she had horrible teachers. Within 2 semesters I was able to get her caught up to grade 11 and she passed with a 79. She made it into University. That's 3 years of courses crammed into one, almost entirely on my own, and she didn't just barely pass either. She actually got into University! Had I not taught her she could not go to university, or at least not the one she was hoping for. I am very proud of this. :) I am still teaching her now, despite her having a higher level of formal education than me, and still doing so very successfully.
tldr last 3 years: Reinvented myself, overcoming severe disorder, self-teaching myself 3 University courses, changed a kid's life, and I am one Kickass Tutor :)
(Stat changes: +2 Int for academic pursuits and tutoring, +2 Wis for stabilizing life choices. Bonus Feat from my profession: Combat Advice)

A note on my Luck: I have crazy luck. It just seems that way. It is like chaos incarnate. It is not always really good nor really bad, but it is far, far, far away from "average!" I figure I should have a pretty abysmal Luck score to represent it. :p I figure a 6 or 7 would do? Your thoughts?

Stats:
Str: 10 (+2, -2)
Dex: 14 (+2, +2)
Con: 08 (-2)
Int: 16 (+2, +2) Human bonus: +2
Wis: 14 (+2, +2)
Cha: 12 (+2)
Luck: 06
Bonus Feat: Combat Advice)

I am planning on going lvl 1 Alchemist and then Monk after that.
(As always, you get the final say on the stats. It is a 15pb but they seem relatively close to me, Int highest, Dex and Wis next, Str and Con lowest. Should I see about dropping them lower? And as for asking for the Combat Advice feat as a bonus, well my whole profession revolves around giving people "Helpful" advice... So I am being cheeky asking but it is very appropriate!)

Currently I am out walking back home from Tims this morning since that is basically my office so I guess I die with an Ice Capp in my hands. The Best way to go!! This is what I have on me at the moment; well I have a lovely laptop in my bag that could become an excellent Improvised Weapon! The thing is fekken heavy... Aside from that I also have my Ipad and Iphone so those are useful... And my wallet, cuz you know, kindling is in short supply... I DO have my winter jacket so that is a cold weather outfit!
Other than that, umm, I have pocket lint? Oh! I do have the latest edition APA Guide to Paper Formatting and APA Guide to Referencing! And a Fall 2020 Ambrose Syllabus, a Personality Project textbook and a Statistics For Dummies textbook! (fekking heavy...)
Funny thing that; despite the fact that I have utter crap possessions for a survival situation, I have literally taken survival training before so I would fare far better than you would expect!


Because the local Tims is office :p I walk there and back every morning as part of my daily routine, carrying my laptop and I usually do all of my prep work there. Sometimes I will go there late at night like I did last night if I have a project I need to do.
I find that the high rigidity in my schedule is very helpful.
So I died with an Ice Capp in my hand, the best way to go. :’)
(heck, that means I am bringing an empty Ice Capp cup with me into the other world... -_- )


History:

Preteens:
I have had a very healthy and athletic body since I was young, which has served me well over the years. I was very fortunate to be raised up in a healthy, nurturing home. Of significance I was taught from a very young age to have proper etiquette and how to behave maturely for my age. Respect and manners were important in my family.
(Stat changes: +2 Dex from a healthy body, +2 Wis from being raised well, +2 Cha from being taught manners and etiquette.)

Teens:
During my teen years I excelled at my studies, I was Intelligent and capable. I remember that I got a 98% on my Math final in grade 12, however I did sometimes struggle more in class. A0nd while I can tell by looking back that I definitely had bi-polar during these years it was simply believed to be youthful energy. It did mean that I was often hyper and highly mobile, and full on energy. I was always on the go, and while I was not particularly strong, I was very athletic and lithe.
(Stat changes: +2 Dex from restless and youthful energy, +2 Int from excelling in my studies.)

Twenties:
My 20s was when things started to go really downhill fast. As my youthful energy waned I quite quickly lost my ability to maintain bi-polar and I started to enter the worst years of my life. It honestly got pretty bad, I would have week long periods of black depression and I have memories of it being so bad I could not even get up to feed myself. Pretty much since then I have often be confined to my bed, which sucks. However this gave me plenty of time to think and dwell, especially on God; my faith was my rock. As a result I have an absolute faith in my God. One quirk of this is that I cannot worship any other god, I can't even fake worship a fake god through a fake character. That means I can't ever play a Cleric or Paladin! I just can't. :/ (It does mean that I am going to be snubbing that lady after I die. Meh.)
That means that if this is me in this game than the world will burn before I swear allegiance to one of them. It's just who I am. I can still be polite and hold a conversation and play normally though. ^_^
(Stat changes: -2 Con because of deteriorating health, +2 Wis from my faith and Bonus Feat: Divine Defiance because of my unyielding rejection of the "gods".)

Thirties:
This is going to be the time to toot my own horn... The last 3 years of my life have been extremely stabilizing and life-defining. Within the last 3 years I managed to stabilize my medications (and they have not changed in the last 3 years) which have sharply curtailed mood swings, gained control of my sleep patterns and schedule, stabilized my income (I got on AISH, for those who know what that is) and held down a tutoring job for 2+ years (one I am excelling at), my longest job ever. During this time I am self-teaching myself multiple subjects; Python coding, a University level Statistics course (because it looked fun), the APA guidelines for writing a Research Paper (apparently I am now at an above average level) and half of a Psychology 300 class (having never taken a Psychology class before). My highest formal level of education is Postsecondary.
Tutoring. My work as a Tutor has been extremely effective and successful, I can now twice say that I have drastically changed a student's life. Two students of mine (sisters) have learning disabilities, one was in grade 12 and needed to pass grade 11 math to go to University, however she was only at about a grade 8 level in math and she had horrible teachers. Within 2 semesters I was able to get her caught up to grade 11 and she passed with a 79. She made it into University. That's 3 years of courses crammed into one, almost entirely on my own, and she passed with a 79. She got into University. Had I not taught her she could not go to university. I am very proud of this. :) I am still teaching her now, despite her having a higher level of formal education than me, and still doing so very successfully.
tldr last 3 years: Reinvented myself, overcoming severe disorder, self-teaching myself 3 University courses, changed a kid's life, and I am one Kickass Tutor :)
(Stat changes: +4 Int for academic pursuits and tutoring, +2 Wis for stabilizing life choices. Bonus Feat: Combat Advice)

A note on my Luck: I have crazy luck. It just seems that way. It is like chaos incarnate. It is not always really good nor really bad, but it is far, far, far away from "average!" I figure I should have a pretty abysmal Luck score to represent it. :p I figure a 6 or 7 would do? Your thoughts?

Stats:
Str: 10 ()
Dex: 16 (0-9: 2, 10-19: 2, Human bonus 2)
Con: 08 (20-29: -2)
Int: 16 (10-19: 2, 30+: 4)
Wis: 16 (0-9: 2, 20-29: 2, 30+: 2)
Cha: 12 (0-9: 2)
Luck: 07
Bonus Feats: (20-29: Divine Defiance, 30+: Combat Advice)

I am planning on going lvl 1 Alchemist and then Monk after that.
(As always, you get the final say on the stats. They seem relatively close to me, although Cha seems a fair bit low. And I am being cheeky with the bonus feats and you can veto them if you wish but as they say: "You do not have because you do not ask." ^_^)

Currently I am out walking home so as for what I have on me at the moment, well I have a lovely laptop in my bag that could become an excellent Improvised Weapon! The thing is fekken heavy... Aside from that I also have my Ipad and Iphone so those are useful... And my wallet, cuz you know, kindling is in short supply... I DO have my winter jacket so that is a cold weather outfit!
Other than that, umm, I have pocket lint? Oh! I do have the latest edition APA Guide to Paper Formatting and APA Guide to Referencing! And a Fall 2020 Ambrose Syllabus, the Personality Project textbook and a Statistics For Dummies textbook! (fekking heavy...)
Funny thing that; despite that I have utter crap possessions for a survival situation, I have literally taken survival training before so I would fair far better than you would expect!


1 person marked this as a favorite.

Sorry!!! Heading there right now :)
I spent a good bit of time reading through the last few pages of the gameplay to get me a bit caught up on what was happening with the group.


I got over my writers block!!! I actually got some backstory written! ^_^
Writing backstory has been one of my biggest hangups on getting back into this game, so it's nice that I got some of it written down here :)
That said, I am not finished yet, but I wanted to get what I have gotten down here for now as a rough draft. I will continue to work on it tomorrow in the hopes that I can get him more finished. :)
That said, this guy should be a looot of fun and just chock full of all sorts of shenanigans >:)

Sylvester Asimov:

Sylvester Asimov
Male Monk (Ki Mystic/Qinggong) 5
LG Medium Humanoid (Human)
Initiative +3, Senses, Perception +13
--------------------
Defenses
--------------------
AC 19, Touch 19, Flat Footed 16, (+3 dex, +0 Armor, +5 Wis, +1 Monk)
hp 63/63 (5d8+15)
Special Defenses Deflect Arrows, Evasion
Fort 6 Ref 7 Will 9
--------------------
Offenses
--------------------
Speed 40ft
Melee Unarmed Strike +7 (1d8+4/x2)
Flurry of Blows +7/+7 (1d8+4/x2)
Ranged Dagger +7 (1d4/x2) 20ft range
Modifiers +3/+0 BAB, +4/+4 Str, +3/+3 Dex
----------------------
Ki Pool
----------------------
Ki Pool: (9/9)
(0) Ki Strike: Unarmed Strikes count as magical.
(0) +2 to all K checks.
(1) +1 attack with FoB.
(1) +20 speed.
(1) +4 Dodge.
(1) +20 to jump.
(1) +4 Insight to a Skill or Ability check.
(2) ally rerolls an attack or saving throw. (immediate)
(1) +8 Enhancement to Str, Dex or Con roll, become fatigued. (immediate)
----------------------
Current Magical Effects
----------------------

----------------------
Statistics
----------------------
Str 18, Dex 16, Con 15, Int 15, Wis 20, Cha 14
Base Atk +3 CMB +9 CMD +28 (+2/+2 Grapple)
Feats Branch Pounce, Deflect Arrows, Fast Learner, Improved Grapple, Improved Unarmed Strike, Improvisation, Stunning Fist, Tool Optimizer
levels: (1)Fast Learner, (2)Branch Pounce, (3)Tool Optimizer, Human: Improvisation, Monk: (1)Deflect Arrows, (2)Improved Grapple, Improved Unarmed Strike, Stunning Fist
Traits Brave Words (Regional), +1+Campaign+Drawback
Racial Traits Bonus Feat, Heart of the Fields

Skills  x7/lvl (+4 Base, +2 Int, +1 FCB)
Accrobatics +11 (5 Ranks, +3 CS, +3 Dex) (+5 to jump)
Climb +12 (5 Ranks, +3 CS, +4 Str)
K +6 (+2 Improvisation, +2 Ki Mystic, +2 Int)
K (Local) +5 (1 Rank, +2 Ki Mystic, +2 Int)
Perception +13 (5 Ranks, +3 CS, +5 Wis)
Profession (Farmer) +15 (5 Ranks, +3 CS, +5 Wis, +2 Racial)
Sense Motive +13 (5 Ranks, +3 CS, +5 Wis)
Stealth +11 (5 Ranks, +3 CS, +3 Dex)
Survival +11 (3 Ranks, +3 CS, +5 Wis)
Swim +8 (1 Rank, +3 CS, +4 Str)
Unskilled +2 (0 Rank, +2 Improvisation)

Languages Common, +2
Other Gear
10,500gp

----------------------
TRACKED RESOURCES
----------------------
Ki Pool: (9/9)
Heart of the Fields: (1/1)
Stunning Fist: (5/5)

----------------------
Special Abilities
----------------------
AC Bonus add Wis+1 to AC and CMD as long as you are not immobilized, helpless, wearing armor, carrying a shield or carrying a medium load.
Bonus Feats Humans gain +1 Feat, Monk gains +2 Feats.
Burst of Adrenaline (immediate) spend 1 Ki to gain +8 Enhancement to a Str, Dex or Con roll. You are fatigued for 1 round. (This replaces Slow Fall)
Deflect Arrows 1/round you may deflect a ranged attack so that you take no damage. You must be aware of the attack, not Flat-Footed and have a hand free. Cannot deflect massive ranged weapons, natural attacks or spells.
Evasion if you pass a Ref save vs an effect that has a partial effect on a successful save, you instead take no damage.
Fast Learner FCB grants +1hp and +1sp.
Fast Movement +10 Enhancement to Speed as long as you are not wearing armor or carrying a medium load.
FCB +5hp/+5sp.
Flurry of Blows as a full-attack action make +1 unarmed attack at -2 to all attacks. Apply full Str to Unarmed Strikes.
Heart of the Fields +2 Racial to Profession (Farmer), 1/day: Ignore an effect that would make you fatigued or Exhausted.
High Jump +5 to Accrobatics checks to jump, and always have a running start. Spend 1 Ki (swift) to gain +20 to Acrobatics checks made to jump for 1 round.
Improved Grapple +2/+2 to Grapple and does not provoke.
Improvisation +2 to Skills that you have no ranks in. Can use "trained only" untrained.
Ki Mystic +2 Ki. +2 to all K skill checks as long as you have at least 1 Ki. (swift) spend 1 Ki to gain +4 Insight bonus to an Ability or Skill check.
Ki Pool 9/day (2+1/2lvl+Wis) can spend Ki to power abilities. As long as you have at least 1 Ki, your Unarmed Strikes count as Magical. Can spend Ki: +1 attack, +20 speed, +4 Dodge for 1 round. Ki replenishes after 8 hours rest.
Maneuver Training Use your character level as your BAB when calculating BAB.
Mystic Insight (immediate) spend 2 Ki to have an ally reroll an Att roll or Saving Throw.
Stunning Fist rides an attack, target must make a DC 17 (10+1/2lvl+Wis) Fort save or be Stunned or Fatuged for 1 round.
Unarmed Strike Unarmed Attacks deal 1d8 damage and apply full Str to Unarmed Strikes. Can deal lethal or non-lethal damage. Unarmed Strikes are treated as manufactured weapons.
----------------------
Encumbrance 60lb
Light 100b, Medium 200b, Heavy 300lb
----------------------
Eee.Peees 000
----------------------

Sylvester Asimov
Character description:

P1: Childhood and farming
Sylv's home is out in the rural sticks of northern Brevoy on one of the many hardy and snow covered farmlands. Life can get pretty difficult out in some of the more barren areas and it was here where Sylv grew up. Life as a farmer's son is never destined to be easy but the constant labour and good food Sylv experienced from such a young age helped him grow into a very strong young lad with strong muscles, clever hands and a quick wit. There was always heavy labour to do around the farm, fences that needing fixin, tools needing repairing and odd problems needing creative solutions. It also helped that Slyv was ravenous for any sort of miscilanous bits of knowledge or little tips and tricks and he seemed to just soak these up like a sponge.

P2: Reckless abandon and cleverness
Sylv was not someone prone to fear, nor was he known to back down from his convictions. There is a saying however, that goes something like "The line between bravery and idiocy is fine indeed." and Sylv often had troubles finding his glasses... But at least some of his shenanagins were justified! Alex was good and he had such clever fingers that he could usually get away with things that others just simply did not. Being that good also did wonders to inflate his ego, turning him into a bit of a braggart and a daredevil, traits in which bitter experience have thankfully mellowed out.
That being said Sylv would never let it stand that he run from a figh without at least landing a jab to the other guy's jaw.

P3: History with Jack
During Sylv's formative years there was one boy in particular that really drew out Sylv's ire, which speaks volumes considering how easy-natured Sylv usually is (in an Alpha male sort of way). Such a boy was graced with the memorable name "Jack Strapings" (tho most of the other kids called him Jock Strap, which really pissed him off) and a straping young boy he was anything but. Scrawny, sallow and craven to the core, Jack was the kind of boy who would cajole a couple of the other boys into fighting Sylv for him, then run away once they were thrashed. Which happened a lot actually. Sylv had no idea how he managed to convince them again and again to fight with Sylv, he would win every time. Usually he would just out-box the other kids or wrestle them to the ground, although once he managed to outwit a gang of 8 of them simply by running circles around them until they were exhausted.
Sylv had no idea why Jack had such a chip on his shoulder against him (he was insecure, he wanted to see the pretty boy bleed.) but it was a frustrating game of constantly trying to annoy the other guy into an early grave.
Which made Sylv a very happy young man once he found out that Jack got into trouble one day. He tried to: Blackmail some bandits. Backstab those bandits. got snitched on by those bandits. Have law enforcement and brigands attempting to hunt him down simeoutaniously. Frame the blacksmiths daughter for it. Pissed off blacksmith joins the manhunt. Fall off a horse while fleeing. Break his leg. Get surrounded by lots of pissed off people.
Sylv couldn't stop laughing and last he heard he was in jail somewhere under protection against the brigands.
(So this is a fun character! I intend to stat him out more later on, he would be a Charaltan Rogue with lots of not really nice abilities.)


Edit: Sorry to hear that Wolfy :,(
Hope a good nights rest fixes it up ^_^


^_^
I'm going with the Monk as I was having a hard time getting Mr Magic Denier working mechanically (durable, but can't DO anything >_>)

Rolling Hitpoints:

lvl 1: 8 = 8
lvl 2: 1d8 ⇒ 2
lvl 3: 1d8 ⇒ 1
lvl 4: 1d8 ⇒ 5
lvl 5: 1d8 ⇒ 6
rerolling that lvl 3:
lvl 3: 1d8 ⇒ 7
8+2+5+6+7=28


Hia Mister Wolf!
It’s your old pal Clappy :)
I haven't played in a campaign for a long time now and wouldn't it be neat if my first game back was in one of yours?
I quit these boards a while ago, something like 1-1/2 to 2 years ago, mostly due to life. I have been wanting to get back into Pathfinder since I have fond memories of it and a friend of mine has been encouraging me to take up writing again.
So. This looks like a good place to dive in :)
That said, noon tomorrow is oof! Would you be willing to extend it a bit until say evening tomorrow? I think those few extra hours would make a massive difference on If I could make a submission or not.

As for rolling...:

5d6 - 2 - 1 ⇒ (4, 6, 2, 6, 1) - 2 - 1 = 16
5d6 - 4 - 2 ⇒ (4, 6, 2, 6, 5) - 4 - 2 = 17
5d6 - 1 - 3 ⇒ (1, 5, 5, 3, 5) - 1 - 3 = 15
5d6 - 2 - 4 ⇒ (6, 2, 4, 4, 5) - 2 - 4 = 15
5d6 - 2 - 2 ⇒ (6, 2, 5, 2, 6) - 2 - 2 = 17
5d6 - 2 - 3 ⇒ (5, 2, 4, 6, 3) - 2 - 3 = 15
5d6 - 3 - 3 ⇒ (5, 4, 5, 3, 3) - 3 - 3 = 14
Stats: 17,17,16,15,15,15

So I am thinking; 15->14 , 17->18
Stats: 18,17,16,15,15,14
Pretty massive stats.. -__-


Stats: 18,17,16,15,15,14

Character Ideas:

I have 2 ideas of mine (which I will have to decide on quickly...) that I may repurpose for this :)
The first idea is a Human Monk (Ki Mystic) who is basically Mr. Perfect who can do just about anything at least reasonably well. He gets a lot of flat bonuses to all sorts of things and could make a decent and very versitile skill monkey or know-it-all. That plus he can improvise basically anything he wants to on the fly, so I get to have a lot of fun with him >:)

The second idea is a Dwarven Barbarian who is a bit more on the wild side. The really odd thing about him however is that he is a Magic-Denier (think flat-earther -__-) who scoffs at the idea of magic and is constantly trying to rationalize any magic that he sees with some sort of natural explanation. If push comes to shove he just flat out denies it.
What's worse, he is actually VERY resistant to magic so that can often lead credibility to his eye-rolling claims.
Otherwise, he often wears just some minimalist clothing and fights with very little in his hands (so not two-handing anything)... Except for his helmet... That just looks like he headbutted a big rock and it got stuck there...
As comical as it is to see the literal boulder helmet on his head, what is even more comical is to see that he was not particularly inventive on how to use it... Drop into a crouching position, lower head. Tuck in arms. Howl and charge! Chances are you will headbutt SOMETHING... @-@

Now I reconise that these are both melee focused characters (the Dwarf doubly so), but I did like the idea of a group of largely melee brusers with a very direct approach to problems, with all the oversights that might entail :)
I like the idea of an overspecialized group trying to overplay their strengths together and having to get creative on the rest. Honestly, the Dwarf would have a lot of flaws and some of his strengths might be middlesome at best, but if it flys I would love to give the idea of another bruser in your party a try. :)


Hia Wolf! Good ol Clappy here :)
This looks like quite the grand, zany kind of fun and even though I am very late to the party I think I may try and put something together anyways and hope for the best. If nothing comes of it, well character generation is fun for it's own sake. :)
I know I haven't been the most reliable in the past but I would love a chance to get into another Wolf game. ^_^

My initial idea for my character is to build a sort of Superman, someone who can do anything. I know of a way to design a Monk so that he gets lots of bonuses to any and all skills, and can basically use any weapon he picks up. :)
I will see if/how well I can pull it off here, but first lets see what the rolls are!

Dice:

5d6 - 1 ⇒ (1, 4, 2, 6, 3) - 1 = 15
5d6 - 1 ⇒ (4, 5, 1, 4, 5) - 1 = 18
5d6 - 2 ⇒ (5, 4, 5, 2, 5) - 2 = 19
5d6 - 1 ⇒ (2, 6, 1, 3, 3) - 1 = 14
5d6 - 2 ⇒ (5, 4, 2, 4, 4) - 2 = 17
5d6 - 1 ⇒ (1, 5, 5, 4, 4) - 1 = 18

HP: 8 + 4d8 ⇒ 8 + (1, 5, 7, 6) = 27
HP: 27 - 1 + 1d8 ⇒ 27 - 1 + (1) = 27 dang ones... >_>
HP: 27 - 1 + 1d8 ⇒ 27 - 1 + (8) = 34

19,18,18,17,15,14
Alright! Those are the stats of a Superman :p

I won't have too much internet access this weekend but I will see what I can do :)


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

Have fun with that one Palo! You have no idea how long I have been waiting to pull that off... >_>
Heck, I have been sitting on that one for months!!
Now, because the campaign is ending, I embellished it a bit beyond what I normally should be able to do, but it might make a good laugh!!

Thanks for the fun we have had this campaign Palo :) You have been a good sport with the jokes on your character.


1 person marked this as a favorite.
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

Before the intrepid group heads back to Zel-Argose, Claptrap finally looks up, previously his Eyestalk was firmly planted in the Formula book.

Hey guys! I figured something out! Check this out! Relas, come here, I need you for a moment...

Leveling up grants me an extra 1st and 2nd lvl spell, I chose Command and Beguiling Gift. (Plus Spell Focus as my feat.)
Ready? Claptrap scoops up a loose rock on the ground,
Relas. FETCH!!! Claptrap chucks the rock across the room, and commands Relas to Flee, preferably towards the rock >:)
Doing great! Now RETURN!! Commanding Relas to Approach.
Nice! Now DROP the ball, boy! Command Relas to Drop whatever he is holding.
Good boy! Whos a good puppy? You are!! Now LAY DOWN! Command him to Fall.
Nice boy! Good boy! Roll over boy! ROLL OVER! Command to Halt, or do nothing this round...
Well done boy!! You have really earned yourself a treat! HERE YOU GO! Claptrap reaches into his chassis and pulls out a vial of liquid and gives it to Relas. Its a vial of Gibbering Horror drool... It really is :p
Relas then takes the vial of Gibbering Horror drool and Drinks it...

Annnd with that, I am out of here!!! See you back at base!!!
Claptrap then takes off like a rocket set to explode, running right out of the house and speedily retreating from any potential retaliation or retribution, cackling manically all the way back.

Relas can take a DC 16 Will save to negate any of these, if he wishes.
So. I just cast Command on Relas about 5 times, ordering him to do each "Trick" in turn >:) Then I cast Beguiling Gift on him, forcing him to drink the vial. This takes about 6 rounds to pull off and most of my 1st and 2nd level spells but it is worth it ^_^ Then I Get the heck out of Dodge, running all the way back to Zel-Argose. Immune to Fatigue FTW!


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

Upon entering Lomricks personal hidden office, Claptrap lets out a squeal of glee SQUEEEEE!!! TOOOLS!!! BOOKS!!! POINTY THINGS!!! and rushes over to inspect each and every thing he can get his graspers on. Once again, he is in robot heaven with all the knowledge and technology at his graspertips.
While I am sure we will be coming back here, and maybe even setting up base, I just cannot risk some of these wonderful things going missing.
andImusthoardalltheknowledgeIcanforthatonedaywhereIrulethisplanet...
Huh? What? I said nothing!

So Claptrap goes over to the table and starts to load a handful of beakers and vials of numerous strange substances and deposits them into his chassis. He then picks up the stained and tattered formula book and begins studying it.
Interesting. I think I can use a bit of this!
After that, he offers to identify any of the items that the group presents to him, such as the breastplate or sword. First come, first served.
Spellcraft to Identify: 1d20 + 10 + 10 ⇒ (10) + 10 + 10 = 30
Spellcraft to Identify: 1d20 + 10 + 10 ⇒ (18) + 10 + 10 = 38
Spellcraft to Identify: 1d20 + 10 + 10 ⇒ (13) + 10 + 10 = 33
Spellcraft to Identify: 1d20 + 10 + 10 ⇒ (20) + 10 + 10 = 40

Then he is engrossed in reading it while
As Claptrap and the group make their way back towards Lomrick, and then to Relstanna, Claptrap is engrossed in reading the Formula book.
He pocketed the dagger on Lomrick earlier.

Once in the room with Relstanna, and once she is released, Claptrap zips up to her and extends a grasper while doing a short bow. Evening Ma'am. I believe Kay-Tricks would be mighty pleased once we have assured your return to her. She was most worried in your absence. To that end, shall we depart?

Thats it for right now, I am going to level myself up to 5. There is a prank I have been waiting 3-4 months to pull off but it required that I level up first :,(
Then one more post as I return to Zel-Argose, finishing it up.


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

Ya! That makes my first completed AP in about 5.5 years on these forums!
Major milestone for me here :)
Meds and other complications throughout the years have left me rather inconsistent with my posting, and so I have never actually finished one before -__- Hugely happy! :)
And ya, as happy as that is, it is accompanied with mixed feelings :S
I am loving my character, Claptrap, he has really been an interesting and eccentric character to play, and his quirks were a blast, (hope they wernt too much for the rest of you!!), and I loved having to constantly come up with an unusual outlook or reaction to whatever situation we came to. He has been great for helping me refine my storytelling talents and he was truly a blessing to play and I enjoyed playing with you guys immensely (picking on Palo was fun too, and I got one last one to play on Relas >:D)
All that said, with my current situation, letting the game lay where it is may be for the better, it would allow me to put more energy into my medication situation and my schooling, so the timing is probably a good thing.

Thanks for having me, and thanks for putting up with me :)

Also, I will put up 2, maybe 3 more posts to get Claptraps interactions finalized and set him up in the big ol' world of Zel-Argose.

Thanks Zed, for being such a great GM :)


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 rushes over to the fallen Jagdaline EX-MASTER!!! and examines him.
can I make a L: Xenobiology check instead of a Heal check to determine he is dead?
L: Xenobiology: 1d20 + 10 ⇒ (14) + 10 = 24 (17 if using heal)
Having determined that he is, in fact, dead, Claptrap begins searching him and determining what he has, starting with that surgical knife.
OOH! Tools! And a sharp one at that! That will probably work better then a dead claw would....
So Claptrap pockets the knife (and the claw too, hes keeping that one >_>)

Does Claptrap find anything? does the knife anything beyond a normal knife?


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

Getting caught up a bit, my last action was Clap casting Brain-Drain, and Lomrick saved it, correct? A few rounds later and we are down to just a single Klaven and Lomrick? Pitythat I never added even a single dagger to Claptraps inventory... Guess I'm going to have to improvise a bit :/
claptrap cackles maniacally, and has been for a bit. Actually, its only after a short while that you realize it is, in fact, a recording of Palo cackling, puncuated with bits of ...eatfloorsuckers... and back to cackling.
It also sounds slightly distorted. Enhanced. And the end result sounds undeniably evil...

Suddenly springing into action, Claptrap zipps around the hole in the ground, and pausing only briefly to pick up a dismembered claw from one of the klaven, then continuing all the way around to come up to the far side of Lomrick, and tries to stab him with it. But mostly he just tries to distract him and stay safe.
I KNOW MY ALEGIANCE NOW! Lomrick. I know you no more.

Might as well make it dramatic :P Clapps with you guys now, boys :)
As for this round... Well Claptrap is going to move over, pick up an improvised weapon (Aka the "Klaw of Kalvinisim") and then Fight Defensively. At least hes now become a flanking metal boulder for Lomrick to deal with :)
So: 3 BAB, -1 Str, +1 Size, -4 Improvized, -4 Defensive = -5 XD
AC: 22 + 2 from Defensive = 24

Claptrap lunges (ok, more of a weak, half-hearted stab) at Lomrick from the other side with his Klaw of Kalvinisim.
Scratchy!: 1d20 - 5 ⇒ (10) - 5 = 5
(what damage die?): -1 = -1

If any of this doesnt work, just let me know, I'll readjust it as necessary.


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

Hey guys, just a heads up.
Meds I'm taking just took a pretty nasty turn for the worse :(
It's been about a week and I have barely been able to post anything, and I'm getting behind on all (3) of my campaigns.
So sorry, my posts for the immediate future will probably be sporadic and short, and at a really inconvenient time too!! Right in the middle of the boss fight :(
Please bot me 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

WOOT!! Way to go Master! Go and blow Ex-Maste... Um... Is...
Claptrap stops a moment.
Then lets out a huge, artificial sigh Im Confused!!!
He throws up his hands in exasperation and yells at the klaven once more.
EX-BOSS!! Tell me what I should do!!!
Spending a Hero Point to take a standard action out of turn, and using it to Rip the brains out of him cast Brain Drain on Lomrick. DC 16 Will save or take 4d4 damage, and I get to read your mind.

Brain Drain:
Brain Drain wrote:
Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.


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 points one of his graspers at one of the klaven next to Lomrick and shouts out THERES A COCKROACH BEHIND YOU! SQUASH IT!!!
Cast Murderous Command on one of the klaven beside Lomrick, directing it to attack him. DC 15 Will negates.

...

Ummm... No hard feelings, right Lomrick?
I'm fired, arnt I?

Oh heck, I hope he doesn't remember me...


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

Is this Lomrick? I don't think so... Do I know his name?
Lore: Jagadines: 1d20 + 7 ⇒ (17) + 7 = 24


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

Ok, I figure Claptrap/Brainer would definitely know who Lomrick is and what he looks like. Is this Lomrick?
You can tell me in a PM if you wish to keep it hidden.

Either way, I will be casting Murderous Command on one of the klaven in the hole, forcing it to attack whoever he is >:)
I'll post once I know.


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 yells out HUZZZAA!! before pointing to one of the non-injured klaven. MINION!!! Do my bidding and ATTACK the wretched creature beside you!!
Claptrap casts Murderous Command on one of the non-injured klaven. DC 15 Will negates.

... But not the 4-legged cat. That's the wrong wretched creature. No offense, but I figured I should clarify, Relas.


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 have been pretty meticulous with the resources that I have used and have kept very good track. However, that is rather normal for me as I can tend to be a bit of a bookkeeper :)
Heck, I even marked down the vial of spittle that he kept from the Gibbering Horror and the Brass Orrery that is currently strapped to his head :)
(I even noted the crossbow bolt that he used)

I am worried about the fight with Lomrick, I might not be all that useful :P
We shall see!


1 person marked this as a favorite.

I'm basically doing that right now. Kinda. I'm in a game Here where I am playing a robot who was created by another player, therefore he calls the other player "Master" and generally takes on a servant or support role.
Now despite that, he is an eccentric and Charasmatic Oracle with delusions of grandure so he can often be more outspoken then his master simply due to the way I play him.

So, would I play a game where I was the servant to another character who was the "Main Character?" Sure.
However, only if I wanted to. Absolutely not if I got forced into it. I am just going to assume thats not the case here.

Note: due to the differences in players ability to roleplay and storytell, and the chance of dice, you may find one of the supporting characters becomes 'larger than life' and starts to eclipse the 'main character.' Its possible to have a retainer that is more famous then the main heir.
So mull over that and its possibilities.

Playing a game where 1 character is in sevitude to another can work. Playing in a game where the storyline generally follows 1 characters background, but allows some (if less) elements of the others can work. (Heck, the power gamers might not even care!) Having a game where there is differences in power levels in the group can work, as long as everyone is comfortable with it in advance, could work. However, some people just have a strong inclination to fairness and could never abide such a thing. Others (like me) just couldnt care. I mean, come on! Not everyone can be a powerhouse like the bard!!!
Just know that its viability depends entirely on your party and its people specifically. This is entirely in the area of opinion, so if you ask me or you ask Dave Justus you will get different opinions, and neither of them will match that of tge members of your group.
So your group is the ones to ask :)
And hey! It might not work anyways! Just part of the risk of playing with flesh and blood.


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

Hmmmmnnnnope! Nothing of interest here! Not unless you are an idiot who collects Spittle of the Madd. Hey Master! What have you found over there?
Claptrap scoops up some spittle and puts it in a container then stores it in his chassis compartment. (Hes the kind of idiot that collects the Spittle of the Madd >_>)
He then exits the central chamber and follows after Rav.
Once in the westward room and through the double doors, Claptrap lets out a GHAAA! Klaven!!! before they act...

GM Zed wrote:
Also, if anyone needs to do anything to prepare for combat... totally happy for that to have happened before the initiative count.

Can I do a preparatory beatbox? Joking aside, I should probably cast Guidance on RavBoom. Beatboxing Guidance!!! >: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

Claptrap just shuts off. Its like someone flicked the kill switch and the robot just goes dead.
(You all cheer?)
Then a moment later, you can hear the startup sequence once more and the robot revives (awww -_- )
Wowzers. That was a trip! And here I expected BR-N3R to attempt to take over while I was comprimized... Good thing he was affected worse than me!!! Considering he is smarter and all.
Claptrap then realizes what he is saying and to whom around him he is saying it to...
WHOOOPS!!!! Ignore that! That was still some of the crazy talking!
<link rel="alternate" type="application/atom+xml" href="http://paizo.com/campaigns/LegendaryPlanetGoblinsInSpaaaace/gameplay& amp;xml=atom" title="Recent Gameplay Posts for Legendary Planet - Goblins in Spaaaace!!!" /> Or
<p><span class=messageboard-ooc>Up to GM how much the mayo jar of gunpowder and scrap metal does</span></p> </div></div></div></div><script>AUC.register( 'auc_MessageboardPostRowDisplay')</script></itemscope>!!!

Claptrap pauses for a second.
Yup. Still crazy. Phew! Dodged a bullet there!

Claptrap rejoins the rest of the group. Its ok. the Crazy has been dealt with. Lets not dwell on that embarrassing episode any longer. So, are we going to continue onward or pause for a breather?
Actually, while you do that, I want to check out that containment chamber!

Claptrap zipps over to the chamber, trying his best not to get brains or gunk on his tires and then looks inside.
Perception: 1d20 ⇒ 6

Now Claptrap is talking in literal code! Thats html code from this exact page! Hes breaking 4th walls in ways he cannot fathom ^_^


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 in luck :)

Confused wrote:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

The gibbering horror attacked Relas, so he can respond.


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

Moar Saves!!!: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Saved. Finally. Will probably post tomorrow.


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

Lol reading some of the spam article is funny :)
"Pretty much everything governmental chit chat will cause quite a lot of anxiety and many appear and rage." #Trump?
"the Fashionistas sacrificed their popularity with a governmental schedule?"
"the two textbooks are provided by Hit-or-miss Property, Nyc, Nyc 2005 (this publication)." Hit-or-Miss Property XD that sounds like an excelent Pathfinder Business name!!!
"You will understand with their methods, frame distortions, and exactly how the stars use making love in promoting their governmental times." LOL WTF!! XD that one is a hoot!

Haha :) there were some funny reads in there. ^_^


1 person marked this as a favorite.
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

Hey guys! I know the perfect way to drive the gibbering mouther off. TALK POLITICS AT IT!
Claptrap takes in a deep breath...

Mr. Gibberish. A review of the Open-handed Advertising and Governmental Truth.
We have now typically seen conservatives and Conservatives are convinced that the press is entirely In .Liberally Not impartialIn . and unfortunately that although quantities tend not to sit, you'll find careful spots this rule, like careful r / c along with the Monk Reports Station. Pretty much everything governmental chit chat will cause quite a lot of anxiety and many appear and rage. Will, many of us get pleasure from a bit of turmoil and hot debate. But has it removed much and enjoy the Fashionistas sacrificed their popularity with a governmental schedule? As an alternative to stay and controversy precisely what is appropriate, that's quit, and why, permit me to alternatively familiarizes you with a politically recharged publication, which articulates through the appropriate, and from there of watch. Considerably of what's published is actually difficult to talk about, though individual who stays angling will spot wrong doing by it, along with the publisher's personal references and points out. The novel is: In .Showmanship Land Quit Seacoast Is placed, Previous Advertising Whirl and New Advertising Emerging trendIn . by John Hirsen (newsmax department of transportation internet). Actually is well liked composed In .Testimonies through the Quit SeacoastIn . and the two textbooks are provided by Hit-or-miss Property, Nyc, Nyc 2005 (this publication). This publication goes thru just what the publisher cell phone calls In .home-suggested and designated Showmanship Authorities on all governmental extramarital affairs.In . Men and women like Ann Streisand, Sean Penn, Eileen Moore and a great number of other individuals, because copy writer address problems with misunderstanding, mixing up of specifics, and true objective to con as a way to influence the target audience of an governmental view. Mister. Hirsen contains nothing at all rear as they talks about the modern You are able to or Northeastern newsrooms along with the Quit Seacoast Dojos. You will understand with their methods, frame distortions, and exactly how the stars use making love in promoting their governmental times. Gleam worth it to read part on Mel Gibson's video In .The Fervour of Jesus christIn . along with the hypocrisy of Eileen Moore's videos. You can find this a unique publication in case you low fat quit you may be shocked, if you low fat appropriate, it is going to teach on the choir. But, I promise this also exciting.

Claptrap babbles for the round.
I have a friend who has a spam generator and it took a little while to get this from him >:)


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 a second save on round 2?
Will Save: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
What do?: 1d100 ⇒ 42
Yup. Fun! I will deal with that in a bit...


2 people marked this as a favorite.
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

K:Dungeoneering: 1d20 + 7 ⇒ (14) + 7 = 21
Will: 1d20 + 5 ⇒ (4) + 5 = 9
Edit: I get +4 to mind affecting effects. I should have saved. Oh well, this is more fun :)
What Do?: 1d100 ⇒ 74

Claptrap recoils with a loud GHAAA! as the gibbering Mouther flings itself at the glass in front of Claptrap.
Boy! That scared me! Why be careful guys, this thing is a Gibbering Horror, it can drive you mad with its incessant chattering. its a good thing I'M not like that, there is no way I chatter as much as one of those! Nosiree! I don't talk nearly that much, besides! My voicebox is so much more pleasant to listen to! AND its full of useful information. TONS of it! Why did you know that banging your head against a wall burns 150 calories an hour? Or that the average Palo uses her height in lipstick every 5 years? or Cherophobia is the fear of having fun? Or that it takes three times the heat to boil human saliva? Or...

It goes on and on...:
Or that bananannanananas curve because they grow towards the sun? Or that you spit enough during your lifetimes to fill 2 swimming pools? Or an eagle can kill a dear and carry it off? Or heart attacks are more likely to happen on a Monday? Or the top 6 foods that make you fart are beans, corn, bell peppers, cauliflower, cabbage and milk. Or that there are homeless spiders? Or you can hear a lions roar from 5 miles away. Or you cannot snore and dream at the same time. Or that I cannot snore or dream AT ALL? (But I try). Or that Hitler was almost aborted (I don't remember who Hitler is tho...). Or that 8,000 idiots are injured by musical instruments each year? Or that the Elven language has 17 different words for surrender? Or that Sea otters hold hands while they sleep so that they don't drift away? Or that pirates wore earrings to improve their eyesight? Or that it snows in the Sahara desert? Or...

It goes on and on... and on...
All the while Claptrap is absentmindedly reaching into his chassis and fiddling around with wires, pulling and reconnecting them at random. With lots of yanking.
Self inflicted PAIN!: 1d8 ⇒ 5

KSSSHRIK!! buuuut! Its a good thing that I am immune to insanity! The thing has no effect on me whatsoever! Relas. SHUT UP!

Typed "random facts" into Google. Wasn't dissapointed ^_^
I am confused for the first round.


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
Palomia Kasic wrote:
True story, I used to work with someone who by and large held this exact viewpoint. Never understood how she did it; being pessimistic all the time wears me down mentally!

I live with depression, at some of its worst points in the past, you could be optimistic, and I often was, but you lived in a black world, and it did wear you down. all the time. You simply learnt to cope with the present, you never were able to dream of the future.

Thankfully I am on meds that help now, but it sill has its moments and difficulties.


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

Good thinking Master! That way anyone who (somehow) does not know we are here will be alerted by any possible tripwires that get sprung down there!
However, I get the feeling the only thing down there is rats, as it appears to be a drainage of some sort. Maybe we will delve into it later?

Claptrap then goes up to the glass enclosure and plasters his face against it, trying his best to peer through the white fog.
Perception: 1d20 ⇒ 16


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

Yes Sir!
Claptrap follows RavBoom into the south hallway.


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

It would appear thet there is some kief down the passage to the south, however I am unsure as to why drugs would help us in this situation. Do we have to get high to reach the release mechanisms?
Despite saying this, Claptrap secretly wants to collect those drugs for future "research".

He examines the enclosure with more attention this time.
It appears that this containment chamber is sealed both physically and magically. We will need to breach both to gain access within.
Any orders on where we should go next, Master?


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

Good luck Master!!! May you forever have happy shots! Claptrap pats his master on the shoulders and then zips off.
Cast Guidance. +1 to an attack roll, save or skill.

With that, Claptrap zips around the container (going clockwise) around to the backside, looking for a set of controls or other mecanisims, dodging out of the way of any fungi if needed.
Perception: 1d20 ⇒ 3
Acrobatics to dodge AoO: 1d20 - 2 ⇒ (13) - 2 = 11


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 have no clue whats going on D:
-Claptrap


1 person marked this as a favorite.
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

Flashback!
Wait! Do you remember the entire reason we are here? I distinctly remember a few exchanges that happened with Kaetrix the Jaskirri...

Then an audible CLICK! from a recording device followed by a womans voice;

Kaetrix recording wrote:

"My employer, she's an an off-worlder Elali named Relstanna - you likely will not have heard of her, was kidnapped a fortnight or so ago, by Lomrick. She is a leader in her field and the Jagladine clearly believes she can assist him... the rumours are that he is engaged in a Hegemony plot to re-open a gate to a previously unknown world. Relstanna won't help him though and I worry for her life"

...

"I will not be able to travel with you... I have a second line of enquiry with a warehouse that we believe the Hegemony have been using and I must maintain surveillance of it. But, if you are willing to avenge yourself against Lomrick and to rescue Relstanna - then I believe we are allied".

Then another womans voice chimes in, this one undoubtedly Palo's;

"Uh...thanks for the warning about the Elali, wouldn't want to be surprised and make a worse impression than the one we'll probably make anyway."
...CLICKKK!

Then another voice issues, this one is identical to the nasally, runty voice of Blekk;

Blekk recording wrote:

"Lomrick, I presume? Actually no, you look like crap. Hope you're not Lomrick, you look like you might actually die and that would take away from the joy I was about to get by severing your spinal cord..."

...CLICKKK!

Ahhh :) I love first impressions! They are so irreversable!

So? Are we still going to rip his spinal cord out? That sounds like a difficult process to survive...
OH!! Where are my manners? Greetings! I am CL4-TP/BR4-NR/Scrap_Metal.exe human relations and maintenance droid! This is my Master, RavBoom! He collaborated with Lomrick to build me! And this is Knick-Knack, it wont let me touch it, but it is facinating! That is Palo, my human conscious! And her pet, Mr. Murder! Over there is the half-robot with the sexy arm! And that is Blech! He may be hideous but hes nicer on the inside. Biggun got left behind in the Kalvenisim tank... He isnt looking too good.

Might you be the Elali; Relstanna?


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

Oops! Ya know, I was under the impression that we were in the suburbs in the middle of the city. Thats why I was constantly anxious of the entire city guard coming down on our heads for those lovely explosions that we have been creating XD
My mistake.
I also figured that we had explored the last room in the basement, also my mistake!

The process has been halted. Sadly that is the extent of my abilities at this time. Shall we continue?
Claptrap does a light bit of beatboxing as he follows RavBoom around the corner.

Generally, Aid Another checks for Perception grant you a re-roll, don't they?
Aid Another Perception: 1d20 ⇒ 10 RavBoom gets +4 to his Perception roll, for a 23 total.
Oi! Master! Look over there! See that crack in the wall? Is it meaningful? Ooh! More machinery for me to mess with!


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? What do we want to do?
We should probably leave soon as I'm pretty sure the ENTIRE ARMY is headed our way, but I could stay behind easilly enough.
Back to base? Make plans to get tools necessary to detach and haul the tank? Metal cutters, rope an pullys, muleback chords and the such?
Or leave him to his fate and never look back? >:)


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

Urika! Now normally reversing a process like this is impossible, but it should be easy for a creature of contradictions and paradoxes such as myself, so I might be able to do it! But it will take time. And resourses...
...Ummm. Biggun was stupid to begin with, right?
Ya. Should be fine... >_>

As is, we don't have much time, and I am sure that the entire city guard is coming over here as we speak, so we shoould be getting out of here soon...
Now, I see 2 options. We can pack him back in the tank, then seal this basement after us, and come back later hoping that no one discovers it in the meantime...
...OR I could remain behind and start the process immediately. Just make sure you lock us in here tightly. I mean I AM an old bot of Lomricks, I do belong here if anyone discovers me. That way I can more assuredly ensure Bigguns survival and reversal. And keep anyone from messing with him in the meantime.

...Just... Come back for me, please?
Claptrap tuggs on RavBooms sleave with a grasper, doing his best to look like a robotic, lost puppy. Eye expanding and all.

Now help me get the idiot back in the tank!
Aid Another Grapple Check: 1d20 + 1 ⇒ (18) + 1 = 19
Claptrap helps whoever to force Biggun back into the tank (+4)


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

Well the spell is the Command spell, also first level. One of the options is "Halt" that forces the person to stand still for a round, or, you know, DANCE FOR ME FOOL!!!
Should be fun! ^_^
I also plan on taking Spell Focus (Enhancement), man Claptrap is turning into quite the manipulative little snot :(


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

carry the Y, Cross the t, dott the i, murder the L. Hate those Ls... Or was it dott the Y, murder the t and toss the i? Programming is so wierd sometimes...
Round 3 of 4...


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 need to level up and get more spells soon :( As is, "Murder Friend" is about all I can do in combat right about now....

Next level, I will be able to order people to DANCE!!!


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
Ravboom wrote:
Note to GM : Upon the end of this adventure, and after crafting the thing we talked about, Rav invents Rubber Bullets.

RAV! D: Are you saying you intend to shoot your allies so often you wish to craft specialty bullets just for the occasion???

Palo? Your big? (Im small, everyone is big) Can I hide behind 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

Claptrap continues his frantic analysis of the Kalvinator, all the while mumbling to himself, almost as if he is conversing with someone else, or something...
Round 2 of 4 where I can only take move actions. I will have Brainers knowledge yet!!


1 person marked this as a favorite.
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

Horrified stare @___@
Biggun? But.. but I was betting on him winning! D:
Talk about profit loss!
If you guys can knock him out, I will see if I cant convert this Kalvinism Konverter into a makeshift lifepod! Maybe we can get him out of here!

So I am going to attempt to make a makeshift lifepod out of the Conversion Tank, basically I am trying to disconnect all the "converty bits" while keeping the "lifesaving bits" functional.
Also, would it be possible to move the tank? Is it bolted down, or could we all collectively drag it out of here?

Claptrap enters a Hyperfocused mode, greatly slowing down his physical capabilities in the process. He also does his best to stay out of Bigguns reach while he does so. Its a tight room. That might be difficult :/
Move actions only for: 1d6 ⇒ 4 rounds.

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