Halfling

Devon Callister's page

95 posts. Organized Play character for Deussu.


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The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

To see it, in case you want proof I mean. :)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

I too rolled Day Job at the beginning of the scenario... curiously this time it resulted in the same die roll! What a coincidence! I just had forgotten a boon in the initial roll, so it should be 31 (75 gp) anyways.

I can share the particular scenario boon to the GM if he so wishes.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon gladly takes Horatio's ride. "Sure, first time the steed is actually properly sized!"

Devon will join the festivities, getting himself intoxicated in no time. Repeatedly he'll try to convince others beer has no ill effect on him, although his balance starts to fail and speech gets slurry.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon will cash in with some of the enemy army's loot in his own pockets (Thieves' Guild vanity, and a scenario boon)

Day Job (Sleight of Hand): 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 Sweeet

Of course I get to be the nay-sayer when it comes to scenario quality... well, this had mostly lows, since the apparent attempt to market Ultimate Campaign via mass combat rules was a disastrous try. The rules would have benefited from more designing and possibly playtesting. Haro and Druthane, for instance, skipped a large portion of the scenario simply because their armies were slow. I could go on about how faulty I saw the rules be, but I'll save you from my ramblings.

Aside from the short discussions with Marcus Farabellus the amount of roleplaying was minimal. Even between characters, which was a tad disappointing. I really liked how everyone (especially Horatio) reacted to Devon's stupid rushiness, triggering the trap and all. Of course if the scenario consists of almost nothing but fighting it's only natural the roleplaying gets to be low.

Combatwise... I guess the tiefling swarm would have been a lot worse if we didn't have a Spirited Charge cavalier demolishing the obstacle. The BBEG had pretty good tricks up its sleeve, I have to give it that, but the tactics were also infuriating. At least it didn't have greater invisibility or something like that.

So I had some friends that had played the scenario and outright declared it "worst scenario ever" because of the mass combat rules system. They weren't that bad, they just weren't good. From a player's point of view the scenario gets 3/5.

As for possible feedback to the GM? At some point you seemed to vanish, during the last fight it felt. It could have been that everyone else too became a lot quieter. There was also some confusion regarding the map, I for one had completely forgotten the general was in the "mouth" room, thus leaving one side of the room open to a long drop.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"HAW HAW!"

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon won't try and shoot for nat 20s down there. After all, every shot Devon makes costs him 1gp 1sp (so he has shot his pepperbox a total of 9 times now, making it 9,9 gp)

Every round he just keeps reloading his pepperbox. One barrel at a time. So no need for Ferox/Horatio to come rescue, Devon'd be quite a burden anyways.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

@Horatio: Did you remember to include the fly bonus granted by Fly spell's good maneuverability? It's an additional +4 bonus.

Fly skill:
Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.

Fly spell:
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Devon continues his downfall, eventually realizing he's too far off to hit the demon. A neverending stream of cursing can be heard from the halfling.

"YOU @#¤%& INCEST-RIDDEN #¤/$# PUSS #!¤%& @$¤ SACK OF ¤€£@! DEGENERATE @£$!¤"

I'm guessing Devon will effectively be out of this fight altogether. *sigh* Does Devon get to join the massive fight down below then, or am I out of the game? If latter, PM me once we're done.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon lets out a series of blasts as he falls.

"I WILLLLL GEEEET YOOOOOOOU!"

Dem rolls:

1 grit as a swift action to activate Focused Aim (+cha to firearm damage rolls) for R8

R8 ranged attack #1, +1 lucky pepperbox (+ Deadly Aim, - 2x range increment: 1d20 + 13 - 2 - 4 ⇒ (9) + 13 - 2 - 4 = 16 vs. normal AC
R8 ranged attack #2, +1 lucky pepperbox (+ Deadly Aim, - 2x range increment: 1d20 + 8 - 2 - 4 ⇒ (16) + 8 - 2 - 4 = 18 vs. normal AC

(Grit 2/4+1, Clip 2/6, Stranger's Fortune 2/4)

R9 ranged attack #1, +1 lucky pepperbox (+ Deadly Aim, - 5x range increment: 1d20 + 13 - 2 - 10 ⇒ (13) + 13 - 2 - 10 = 14 vs. normal AC

(Grit 2/4+1, Clip 1/6, Stranger's Fortune 2/4)

I doubt any bullet hit, but in case 18 does hit:
Damage (magic, bludgeoning): 1d6 + 1 + 4 ⇒ (6) + 1 + 4 = 11

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

GM:
There's no chance of grabbing the ledge or something like that? 200 ft fall is pretty much an insta-death without proper preparations.

Pepperbox's range increment is 20 ft. So the maximum range is that time 10 (like with bows), meaning a maximum range of 200 ft.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

So, uuh, what now?

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Is the demon thing flying?

Devon keeps reloading his gun. "Soon, you lousy coward, you'll die!"

(Grit 3/4+1, Clip 4/6, Stranger's Fortune 2/4)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Reloading one barrel is a standard action, because I'm a dork and forgot to retrain Rapid Reloading to pepperbox (instead of pistol).

Also do I need to roll something? Maybe then if Puffy doesn't succeed in interfering the casting.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Druthane's initial attack was 19, not a nat 20. It's not even a threat with an arrow.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon just moves next to Celfwyn and keeps reloading his gun.

"So, uuh, where'd ya see this hiding coward bastard?" the halfling asks the elf, "a real wuss if ya ask me. Can't face Horatio and his lance, heh!"

(Grit 3/4+1, Clip 3/6, Stranger's Fortune 2/4)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Forgot to roll Perception, OOC text confuses!
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Fortitude save: 1d20 + 11 ⇒ (17) + 11 = 28 Still no nausea!

Devon loads one barrel more and then moves towards the battle.

Devon uses standard action to load one barrel more and then move 20 ft towards the battle... wherever it is, can't figure it out from the map.

If moving to battle requires climbing up a ladder..:

Climb (accelerated): 1d20 + 2 - 5 ⇒ (6) + 2 - 5 = 3 (I'm guessing ladder is DC 0)

(Grit 3/4+1, Clip 2/6, Stranger's Fortune 2/4)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon's going to use this time of leisure to reload his gun... which will take quite some time. One barrel at a time. As a standard action. I've forgotten to retrain the rapid reload feat to work with pepperbox, so at the moment it only works with ragged pistols... I so hate rapid reload's limitations.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Fortitude Save: 1d20 + 11 ⇒ (15) + 11 = 26

Devon doesn't seem bothered by the stinking fog at all. Since the wuss is nowhere to be seen, Devon sheathes his ragged pistol and reloads one barrel of his pepperbox.

(Grit 3/4+1, Clip 1/6, Stranger's Fortune 2/4)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Fortitude Save: 1d20 + 11 ⇒ (12) + 11 = 23

"Come out, come out, wherever you are!" Devon taunts, taking steps in the filthy cloud, ready to shoot once he sees the outline of the demonspawn.

Devon will move along the green line until he spots the enemy within five feet, and then shoot once with no extra abilities.

Attack, +1 lucky pepperbox (PBS + DA) vs. touch AC: 1d20 + 13 + 1 - 2 ⇒ (17) + 13 + 1 - 2 = 29

Damage (bludgeoning, magic): 1d6 + 1 + 1 + 4 ⇒ (6) + 1 + 1 + 4 = 12

(Grit 3/4+1, Clip 0/6, Stranger's Fortune 2/4)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Then Devon just moves 10ft in total and shoots once without using a grit point to ignore concealment and such.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Fortitude save: 1d20 + 11 ⇒ (10) + 11 = 21

"Oy! Smells like ya mama!" Devon shouts and steps closer, seeing Druthane in the way. With all the halfling's odd skills, he aims at the ceiling, and lets out two bangs, ricocheting the bullets towards the enemy.

So many rolls:

He uses one grit point to Ricochet Shot Deed's special ability (When making this shot, you can spend 1 grit point to ignore the effects of all cover or concealment. You must choose to spend the grit point before you make the attack roll.)

Attack, +1 lucky pepperbox (PBS + DA) vs. touch AC: 1d20 + 13 + 1 - 2 ⇒ (12) + 13 + 1 - 2 = 24
Damage (bludgeoning, magic): 1d6 + 1 + 1 + 4 ⇒ (5) + 1 + 1 + 4 = 11

(Grit 2/4, clip 1/6, stranger's fortune 2/4)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Did Devon confirm the critical? It's crucial to know since it affects Devon's grit points.

Edit: In a twist of fate, as Braehagen did his stinking cloud, the whole office building where I work started to reek of, well, shit. Some renovator probably busted open a sewage pipe or something rather...

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

I take it Devon missed all his shots? If the critical did connect, however, he'd get one grit point back. (He is at 3/4+1 now, stranger's fortune at 2/4, and clip at 2/6)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5
Venture Teller Play b'Post wrote:
Devon: Lucky has a reservoir of 1, renewable each day if I read that correctly (so only one use?). I read mysterious stranger ability as you can ignore the misfire meaning the weapon does not get the broken condition, but their would be no reroll. If anyone else knows it to be differently, please let me know.

You're right about the lucky weapon enhancement, didn't notice that "from lucky weapon" bit before.

Regarding Stranger's Fortune, this discussion was the only one I could find. I FAQ'd it, because it isn't all that clear.

The Exchange

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Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"Sure sucks to be you!" Devon taunts as he rapidly shoots with his pepperbox.

So many rolls:

Using 1 grit to use Focused Aim (+cha to all firearm damage rolls for 1 round) Grit 3/5

Attack #1, ranged +1 lucky pepperbox (Point Blank Shot + Rapid Shot + Deadly Aim) vs. touch AC: 1d20 + 13 + 1 - 2 - 2 ⇒ (8) + 13 + 1 - 2 - 2 = 18
Attack #2, ranged +1 lucky pepperbox (Point Blank Shot + Rapid Shot + Deadly Aim) vs. touch AC: 1d20 + 13 + 1 - 2 - 2 ⇒ (2) + 13 + 1 - 2 - 2 = 12
Attack #3, ranged +1 lucky pepperbox (Point Blank Shot + Rapid Shot + Deadly Aim) vs. touch AC: 1d20 + 8 + 1 - 2 - 2 ⇒ (20) + 8 + 1 - 2 - 2 = 25

Lucky weapon quality used again, using a grit point to reroll Attack #2 Grit 2/5

Attack #2 REROLL, ranged +1 lucky pepperbox (Point Blank Shot + Rapid Shot + Deadly Aim) vs. touch AC: 1d20 + 13 + 1 - 2 - 2 ⇒ (2) + 13 + 1 - 2 - 2 = 12 (FFS!!!)
Ignoring misfire with Stranger's Fortune (2/4 uses)

Attack #3 critical confirmation, ranged +1 lucky pepperbox (Point Blank Shot + Rapid Shot + Deadly Aim) vs. touch AC: 1d20 + 8 + 1 - 2 - 2 ⇒ (7) + 8 + 1 - 2 - 2 = 12
If touch 12 hits, it's a crit.

I reviewed Mysterious Stranger's Stranger's Fortune ability, and it says I get to ignore the misfire. I didn't find a clear ruling whether I just ignore the malfunction or just the downside of the roll (e.g. can it still hit?)

Damage #1 (Point Blank Shot + Deadly Aim + Focused Aim): 1d6 + 1 + 1 + 4 + 4 ⇒ (5) + 1 + 1 + 4 + 4 = 15
(Possible?) Damage #2 (Point Blank Shot + Deadly Aim + Focused Aim): 1d6 + 1 + 1 + 4 + 4 ⇒ (1) + 1 + 1 + 4 + 4 = 11
Damage #3 (Point Blank Shot + Deadly Aim + Focused Aim): 1d6 + 1 + 1 + 4 + 4 ⇒ (6) + 1 + 1 + 4 + 4 = 16
(Possible?) Additional critical damage #3 (Point Blank Shot + Deadly Aim + Focused Aim): 3d6 + 3 + 3 + 12 + 12 ⇒ (6, 2, 1) + 3 + 3 + 12 + 12 = 39


TL;DR
Attack #1 vs. touch 18, Attack #2 vs. touch 12*, Attack #3 vs. touch nat 20 (conf 12)
Damage #1 = 15, Damage #2 = 11*, Damage #3 = 16 (crit +39=55)

EDIT: Those could probably hit because the enemy is blind, yes? -2 AC and no dex to AC

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Initiative: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Devon, as he has previously stated, foolishly jumps into the fray.

Acrobatics: 1d20 + 12 ⇒ (18) + 12 = 30

After a masterful jump and landing on his feet, he dashes next to the wall, then firing a single bullet from his pepperbox.

Attack, +1 Lucky Pepperbox, Point Blank Shot, Deadly Aim: 1d20 + 13 + 1 - 2 ⇒ (1) + 13 + 1 - 2 = 13 for Damage (bludgeoning, magic): 1d6 + 1 + 1 + 4 ⇒ (5) + 1 + 1 + 4 = 11
Thanks to his weapon's qualities, however, then smoke starts to spurt out, the weapon tries again. Magically. (Lucky weapon enhancment)
Attack, +1 Lucky Pepperbox, Point Blank Shot, Deadly Aim: 1d20 + 13 + 1 - 2 ⇒ (2) + 13 + 1 - 2 = 14 (FFS!)
Despite the magic at works, the weapon refuses to fire. Thanks to Devon's quick reflexes he is able to salvage his weapon without damaging it. (Stranger's Fortune)

Stranger's Fortune:
Stranger’s Fortune (Ex): Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.

"YOU CURSED DEMONIC MONSTA OF UNLUCK!" Devon shouts and curses, "I'LL STRANGLE YOUR GUTS ONCE I'M DONE WITH YA!"

8 posts during my night, all starting from 4am. Couldn't post earlier.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon waves his pieces like an idiot. "Whatcha waiting for! Oh, well, sure, Brae-Hagen the Evil Villain surely can't escape, demons don' build 'em escape routes, too proud fo' that sorta stuff!"

Devon rushes in the second someone says "ready", pepperbox and pistol drawn.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Not seeing his own rune, Devon merely points at Celfwyn and Horatio, giggling. "Ya got marked, haha!"

Should Wembly and Whiskers have those runes too? Is this tied to the negative energy wave?

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon's hesitation is apparently caused by the negative energy; his self-confidence isn't as drastic as before.

Perception 1: 1d20 + 5 ⇒ (1) + 5 = 6
Perception 2: 1d20 + 5 ⇒ (5) + 5 = 10
Perception 3: 1d20 + 5 ⇒ (1) + 5 = 6

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

"Hmm, chilly," Devon chuckles, looking ready to jump through the next trap door. Others have showed keen interest in examining the door now though, so the halfling gunslinger is befuddled by the sudden interest and seems unusuably hesitant to run headlong to battle.

The Exchange

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Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon rolled less than Wembly and Whiskers. Maybe there was some other criteria?

It can't be because of alignment; Horatio is good, Wembly is not, neither is Devon. Spellcasting maybe? Or then it did have a fear effect, which boosted Devon's will save from +4 to +8 to a total of 13, one step higher than Wembly/Whiskers' totals.

So it could have been DC 13. Does seem a ridiculously low DC for this tier. (And I had to check whether or not this would be subtier 3-4 or 6-7. According to my calculations the party APL is 5-1/6, which would make us play the higher subtier with 4-player scaling. Can't cite the guide now.)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"Wha?" Devon replies dumbfounded, "the pearl? Magic? Oh sure check it out. Didn't realize it could have some fancy majick stuff."

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon chuckles and again pats Horatio on the shoulder in an amicable manner. "Sure sure, past's the past and so forth. Truth be I expected some ordinary majinks, arrows or so, those I dodge like ya neva seen!"

He draws his pepperbox to his right hand, and his trusty pistol to another, both loaded and ready.

"So where's that wuss Brae-Hagen hiding? Surely down below. But with these stupid traps laying about, why don't ya go first?"

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"Secure?" Devon snickers, pointing at the pile of dead tieflings, "their security was rather poor, dontcha think? And really, fella, wha else could we have done? Sneak past tha' unholy supertrap?"

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Will save: 1d20 + 4 ⇒ (5) + 4 = 9

"OUCH!" Devon shouts as the negative energy makes him regret his hasty decisions... not really, he doesn't understand the consequences of his uncaringness.

"Who in their right mind would make 'em home a death trap? Stupid demons, they don't git the jist."

I'm giving others time to do stuff so I wouldn't alone pull the group through all the dangers.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Devon picks up a pure white pearl admist the wreckage. "Well lookie here, folks! Got myself something shiny!" Dumb as he is, he pockets the pearl not realizing it might hold magic properties. You are free to inquire the item from Devon, though. Asking or by force.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

The foolhardy Devon, unscathed and proud, will go head on first through the trapdoor, not giving a single thought of possible traps.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"Oh boy that was over quick!" Devon laughs, sheathing his smoking pepperbox, "a mob of tieflings, insert one halfling, BOOM, no demon-spawn!"

Devon then proceeds to go and kick the bodies for good measure after giving a friendly pat on Horatio's shoulder. After securing the dead bodies, he starts to refill his pepperbox's clip.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon moves forward towards the fray, laughing at the fire wall. "You think this will stop us? Fat chance!"

Instead of aiming at the troop, Devon points his pistol towards one of the steel horns. He fires, ricocheting the bullet thus avoiding the the fiery wall.

What?:
Ricochet Shot Deed

Benefit: You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and your own square to determine the effects of concealment. You can make this shot as long as you have at least 1 grit point. When making this shot, you can spend 1 grit point to ignore the effects of all cover or concealment. You must choose to spend the grit point before you make the attack roll.

If the fire wall also provides concealment, Devon uses 1 grit point to ignore the concealment.

Shooting around the firewall (total distance 55 ft). away against regular AC. Two range increments, provide a -4 penalty. The troop does not benefit from cover.

Ranged +1 pepperbox (+ deadly aim - range increment): 1d20 + 13 - 2 - 4 ⇒ (4) + 13 - 2 - 4 = 11 Certainly a miss.

The bullet clinks harmlessly from the steel horn and shatters, the shrapnel dropping harmlessly over the cliff beyond.

Clip: 5/6

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

I'm guessing troops are fun and automatically hit for massive damage.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon looks at the oddball of tieflings, readies his pepperbox and moves towards the large group (40 ft, now 65 ft from red spot).

"Look, Horatio, it seems like they are clearly waiting for us to kill them!

Troops... is this like a tiefling swarm?

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon does have a good stealth bonus though, so... Stealth: 1d20 + 12 ⇒ (14) + 12 = 26

Initiative: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"STEALTH?!" Devon laughs, waving his pepperbox wildly, "once I fire up this baby the whole crew of the skull will know we are there and mean business! We better just go in blazing, strike 'em so fast they don't undastand it themselves til they drop dead! So yea, with speed and haste, that's more of my liking."

"I guess we all have a nose to pick with this demonfiend fella, teehee."

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon has been forcing alcohol down his army's thirsty throats, willful or not, as to revive their spirits and have them "rest". The commander halfling himself has also taken his share of the "loot". Thus he is glad they aren't bringing the big guns again; Devon got a few evil looks from the agents due to his mindless tactics.

"A skull carved in tha mountain? Who is this, the absolute caricatyre villain from the Absalom children chronicles? What else you know of this, er, fortress? Backdoors or something?"

So Brae-Hagen is Skeletor, alright.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"Ha! We showed 'em demons who's boss!" Devon celebrates regardless of his army's battered shape. "'twas easy, really! Yeah sure some wounds and such, no biggie. The agents have earned their rest, yessirree!"

He then turns to Ollysta and eyes her with suspicion. Devon has never quite trusted the Silver Crusade's leader to be all so pure and white as she claims to be.

"Right, and we six are to slip through? Aye, I can do that. Not sure about them others. So this half-fiend, he she whatever likely has some lackeys we're to slash and slaughter, eh? Any info on that subject, please."

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon's an idiot and keeps pushing his heavily injured agents.

"Once more to the breach!

Change strategy to reckless (+4 om, -4 dv) morale: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17 (failure), but the troops feel reluctant and stay at standard.

melee: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Dv 17

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Not until Horatio comes to save the day with his ridiculously good rolls!

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Morale: 1d20 + 1 + 2 + 4 ⇒ (6) + 1 + 2 + 4 = 13

"I've had enough of those dragons! Wait for the Taldan cavalry, they'll sort this out eventually!"

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"THESE ARE TOUGH BASTARDS!"

Melee phase!: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

I know the feeling, no sweat. Updating from a mobile device, especially from an iPad (CURSE THAT USELESS KEYBOARD!), is a pain.

Melee phase #1: Drink potion (+10 hp)
Melee phase #2: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28

hp 15/22 DV: 17

Natural 20 returns.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon's too dumb to understand the benefits of retreat. He'd prefer to push on harder, keeping the army fighting despite all odds.

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