Whispershade

Quint the Godfather's page

61 posts. Organized Play character for lucklesshero.


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The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

GM I'm going to assume since none of us have knowledge engineering or profession carpenter... that the next logical skill would be survival? If that's the case Eriwin should take the lead making repairs with Hana backing him up (aid another survival) . If you will allow more than one aid another I'll make a roll beneath the spoiler.
Quint is surprised the resourceful young woman finds something to re-enforce the bridge so Quickly. Never-the-less Quint rolls up his sleeves and quickly begins breaking up old wine boxes and gathering together suitable planks to re-enforce the bridge. As repair work
Is progressing Quint helps by passing along planks straighting nails and occasionally inspecting the underside of the bridge. Hope this works. Quint says to no one in particular.

roll if applicable:
aid another survival: 1d20 ⇒ 11

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint scratches his 5:00 shadow and thinks aloud, Perhaps we're over thinking this, let's just get another plank...shall we? There must be something around here we can use let's take a look around Quint proceeds to do just that ; search for plank: 1d20 + 4 ⇒ (3) + 4 = 7

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7
Janira wrote:
"Be on your guard."

Quint is a little startled by this last statement. He just figured he and the others were just playing errand-boy, for an eccentric Venture Captain. Janira's words however, incited caution. Thank you again for your performance Janira, it was lovely. I will also heed your other words and endeavor to remain alert. With that, Quint excuses himself and returns to the bar area whence he came. This time however, Quint carefully observes every patron and interaction in the Wisp.. trying to pick up some clue of what Janira, may have been talking about. (if allowed: "take 20 perception")

no take 20:
perception: 1d20 + 4 ⇒ (15) + 4 = 19
The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7
GM Emmjay wrote:
"Thank you for your admiration. I was just trying to get you into a festive and joyous mood. I mean, its a wonderful night, libations are flowing, why not? Honest question now, what brings you here to the Wounded Wisp tonight?"

Quint only hesitates a moment, An errand actually. My friends and I were sent to retrieve an item for a person I'd rather not reveal. Quint is friendly but evasive. He tries not to lie but doesn't reveal who sent him or what they were sent to retrieve. A petty task I know, but such is the state of things sometimes. Quint offers her a familiar wink.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7
Janira wrote:
You think you can dance, huh? We'll try this catchy toon!

Quint raises his hands in submission as he listens to her play: I never claimed to be a dancer my lady. Certainly nothing I learned as a school lad could do your music justice. I'm a simple admirer. I'd like to hear you play more if it pleases you?

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint walks up to the halfling Janira Gavix and listens to the unfamiliar tune for moment while smiling. Catchy little jig..not like a Qadiran ballad but pleasant. Towards the end of her song Quint does a traditional Qadiran dance flourish, perform dance(untrained): 1d20 + 2 ⇒ (9) + 2 = 11 and claps his hands in applause. You'll have to forgive me fair maiden, I've not tried that step since I was a lad...I'm afraid my limited dancing is not worthy of your lovely voice.. Quint smiles and reaches for the halfling's hand turning it over to kiss the reverse palm when proffered. I am Quint Corleone, pleased to meet you.

diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint hangs back for a moment drumming his fingers on the hilt of his pistol. He glances back at Heryn Gale conversing with Drukpa..

Heryn wrote:
Listen, we run a reputable establishment, and I know many different libations. But, I have never heard of a Puff's Magic.

Quint frowns and tries to cover for his, literally and figuratively, green friend. Just give him the house beer bartender Heryan..he's new...doesn't know better.. Quint purses his lips for a moment and swallows. two missions under your belt doesn't make you exactly a veteran Quint! Afraid the bartender will see right through him, Quint orders another, Better make that two Heryan, I feel suddenly parched myself. ..How long has that halfling been on the table singing? She's full of energy that one no? Happen to know who she is?

diplomacy gather info (if needed):
diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Hi GM Emmjay,
I've updated Quint's stat line to include more info and his character page now includes his boons and feats ect..I added his Perception roll to the top line for easy access as well as under the skills spoiler. Sorry I forgot to originally have his initiative modifier listed! (I actually played through a whole scenario like that!) Let me know if there are any other tweaks you'd like..(like I have CMD but no CM roll since it's easy to figure out..but I'll add it if u like)

In my games I prefer to keep players taglines as neat as possible..let me know if there's anything I can do to clean this up for you!
thx looking forward to jumping in tomorrow!

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7
GM Emmjay wrote:
[b]Quint, I know we haven't started yet, but I am filling in some GM information and it would help if you completed filling in your character sheet by Friday, when we officially start. Take a look at others and the above posts I have made for ideas on what to do.

GM if u could give me a day or two on that I'd appreciate it..work has been brutal thx

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint is startled by the sudden transformation of the beggar in to Venture captain Dreng. Sir..it's an honor..um why? Quint shuts his mouth quickly as the Venture Captain cuts him off and begins to explain the circumstance and outlines a new mission. When Dreng mentions the Wounded Wisp, k history pathfinders: 1d20 + 3 ⇒ (14) + 3 = 17 and or knowledge local: 1d20 + 8 ⇒ (6) + 8 = 14 He recalls that the place has a good reputation and association with Pathfinders (hope you don't mind GM since my roll was in same neighborhood as Drukpa's)

Quint looks at the Venture Captain and nods, Oh coarse we'll be happy to run this errand for you Venture Captain. But, I can't help but think you could just as easily have gotten a messenger to do the same task..Are the contents of the documents so sensitive? Is there anything else we should know about the mission or the Wisp?

(If no further info is required Quint hoist his pack and prepares to depart for the Wisp with the others)

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

boon roll: 1d20 ⇒ 7

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Yeah!

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Player: Lucklesshero
Character: Quint
PFS# 184087-6
Class Gunslinger
Day job craft alchemy: 1d20 + 7 ⇒ (1) + 7 = 8

I'll make sure I fill in a more complete character sheet for Quint before we get rolling too far.. thx for running the game GM!

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Great job GM! If your running another session for first level characters I'd love to keep the band together!

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint aid another John Heal: 1d20 ⇒ 7

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

boon: 1d20 ⇒ 5

Gm would you mind noting on my chronicle sheet under the 1st level rebuild rules that Quint is subtracting 1 skill point from intimidate and putting it in to perception instead? thx

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint rolls up his sleeves and sets about helping his friends dig out the passage..
con check: 1d20 + 2 ⇒ (3) + 2 = 5
con check: 1d20 + 2 ⇒ (13) + 2 = 15
con check: 1d20 + 2 ⇒ (8) + 2 = 10
con check: 1d20 + 2 ⇒ (10) + 2 = 12
con check: 1d20 + 2 ⇒ (15) + 2 = 17
con check: 1d20 + 2 ⇒ (14) + 2 = 16
exhausted, quint pants as he wipes his brow and gazes at the treasure within the little chamber. He un-holsters his gun as he sets down his shovel. Shall we collect what we've come for and go? John is the sphere on top detect as magic? Is it what we are seeking? John wrikles his nose at the disgusting smell and remains alert for enemies perception: 1d20 ⇒ 15.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint moves quietly into the room to support his new friend Yelek. When he gets to the corner he readies an action to shoot the festrog on his right should it attack or even move closer to himself or Yelek. As he squeezes past Yelek he speaks to the undead leader, My Lord, we are but pilgrims to come here and observe your greatness. We didn't mean to engage your servants however, they stood in the way, to our ultimate goal of, basking in your presence and sharing in the glory of your power. Quint bows slightly to the undead creature; gun still ready to come up and shoot, at a moments notice. We have come to honor and serve, the master of the Orb of Stars. We will be his eternal servants, whether in life or death; if he can prove his mastery, of the orb of stars! Quint does his best to emulate a fanatical zeal in speech.

I believe our search is finally over, only one so powerful as yourself could be in possession of such an artifact! Show us the orb and we will bend a knee to you now! Quint does his best to control the sweat that wants to drip from his forehead. Please work...please work!bluff: 1d20 + 7 ⇒ (10) + 7 = 17

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Despte himself Quint finds himself cheered by John and Pavo's words. A few moments later Quint is leaning over John's shoulder. No the trapped idle was positioned here...ah yes...ok yeah you're right. The illustration you doodled in the margin is marvelous! Did you have any formal training? aid another craft map: 1d20 + 3 ⇒ (5) + 3 = 8

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint walks over to John and hands him 3 pieces of parchment and a bottle of black ink. At least I'm useful for something on this mission Quint says dejected and walks away.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Bullets being expensive and really Quint's only means of damage he'd stop after the third shot, trusting that his allies could finish the crazy undead blob off.
After firing three mostly ineffectual rounds at the hideous undead mass..Quint pulls back and watches in fascination as his companions continue to strike at the evil thing.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint shrugs his shoulders when he see's his friends attack the blob, eh..why not? at least you can't miss a huge quivering mass of flesh?
Quint steps back to exactly 20ft away(to be within range of gun using tch AC) from the blob levels his gun and fires pistol shot: 1d20 + 3 ⇒ (10) + 3 = 13dmg: 1d8 ⇒ 2 if it appears Quint is damaging the thing he re-loads and fires at least twice more. If not he just reloads after the first shot..guns do both bludgeoning and piercing dmg.

2 more shots/if needed:
pistol shot: 1d20 + 3 ⇒ (3) + 3 = 6dmg: 1d8 ⇒ 7 pistol shot: 1d20 + 3 ⇒ (2) + 3 = 5dmg: 1d8 ⇒ 5

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Assuming Pavo shares the information beneath the GM's spoiler about the living mass of flesh before us.

I say Pavo, have you ever seen it's like in your days...or ever studied about such horrid things? I mean it's flesh is rotting and dead... Quint plugs his noise to emphasize the point. But the mass still squirms...something undead? Do you have any idea?

when/if Pavo reveals what the mass is::
You don't say? A necrotic Polyp huh? Can't say I've ever heard of such a thing..And you need not worry...I had no plans of touching the retched thing!...But, the part about dying a mile or closer away from it...as I mentioned before, I'm not one to give the afterlife much thought but,...running around as an undead flesh hungry monster after my demise... Quint wipes some sweat from his brow, well it's a little, disconcerting ...to be sure Quint swallows a large lump in his throat.

Quint examines the collapsed passage and says, Well I'm no engineer but that looks like it's going to take some time to dig through! I imagine this is one of the collapsed passages that Captain Bennary spoke about. Quint un-ties the pick from his backpack. After hefting it on his shoulder he says, Seeing how this is the only way forward..and we've only three days to complete our mission...best to get started.. With that Quint sets down his pack holsters his gun and sets to work on clearing the passage.

survival rolls:

#1survival: 1d20 + 4 ⇒ (18) + 4 = 22
#2survival: 1d20 + 4 ⇒ (20) + 4 = 24
#3survival: 1d20 + 4 ⇒ (20) + 4 = 24
#4survival: 1d20 + 4 ⇒ (17) + 4 = 21
#5survival: 1d20 + 4 ⇒ (18) + 4 = 22
#6survival: 1d20 + 4 ⇒ (8) + 4 = 12

(OMG, where are these rolls when I am in combat! argh!!)

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint looks down the barrel of his gun, on a whim, and finds a shard of metal obstructing the barrel. Goodness the last bullet I fired must have fractured! It's fortunate that I checked or, I might have miss-fired on the next shot!(*wink*) By the heavens it sticks of the dead in here! And what is that grotesque monstrosity of living flesh over there? Disgusting ..but, fascinating. Despite being against his better judgment, Quint wordless walks toward the gray flesh mound with the red boils..fascinated, by the absolute revolting nature of such a thing. His gun as always, leading his way and his eyes darting to every shadow for ambush. perception: 1d20 ⇒ 8

Knowledge planes, Local, or craft alchemy help here GM? my bonuses (in order) are +4,+8,+7..die roll to follow what is this thing?: 1d20 ⇒ 14

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

posting by phone so hope someone can move me in the room with Yelek at least 5ft away from an opponent. My move is 30 if I have to take a double move or suffer an AoO to get in position I do it.( that is end my movement at least 5 ft away from an opponent in the room with the undead) Quint moves quickly into the room with the undead to assist his scaled friend. He tries to avoid snapping jaws and reaching claws as he navigates into firing position. When satisfied he's reached a good spot he levels his gun and fires. gun: 1d20 + 3 ⇒ (1) + 3 = 4dmg: 1d8 ⇒ 4 As his gun clicks only a small click can be heard and a small puff of smoke comes out of Quint's barrel.Gods be damned ! Misfire!

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Well it's often discussed that Gunslinger is a weak class at 1st level and this is especially true with Quint who was only dipping in to gunslinger for his wizard build..While gunslinger is weak at 1st level..having a dex of only 14! makes him almost a liability (sorry guys trying to make up with it by some decent roll-play) All this being said..I haven't seen may double numbers come up on that D20!

I'm only trying to hit touch AC for goodness sake! But if I keep rolling 4s and 5s I'm literally going to be all bark and no bite! No matter how bad or good your build is if your rolling all single digits...it's going to make for frustrating combats...But, fortunate for me the others seem up to the task so far and I'm enjoying the scenario atmosphere ! Very spooky and gross.. good scenario thus far!

Quint already has a GM chronicle applied.. I think when I GM my next adventure in October I'll apply another GM chronicle to get Quint up to second level and see if he misses with that *f*ing gun when he's got true strike cast on himself! Anyway hope I not ruining anyone else fun by, having such a pathetic character...

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint calmly loads his gun again and prepares another readied action (to shoot) should any of the undead, step in that hallway.

readied action:
bang!: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7 I'm going to assume Pavo is going to stay where he's at giving the undead soft cover. My readied action should happen before they enter a threatened square negating the -4 for being in melee. I'll also be shooting at touch AC: | WOW I cannot hit the broad side of a barn right now!

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint moves back 5ft and readied an action to shoot the first one that gets within 20ft, he yells let them come to us Yelek! Move back in to the room! The hallway will serve as a bottle neck! quint then hopes the snake man will listen . GM please move me 5 ft back away from the hallway Yelek is in. I will stay in this room and wait for them to come at us. If Yelek can move back to the corner of the hallway, I will give egg and myself clear shots as they approach and Yelek AoO's as they enter the room shot: 1d20 + 3 ⇒ (4) + 3 = 7dmg: 1d8 ⇒ 3 (tchAC) roll doesn't include penalties if creature is already engaged in melee or has soft cover

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint looks at the door and levels his pistol for a shot just beyond Yelek should it be needed (readied action should Yelek be attacked or in danger from a creature that Quint can target, he'll fire)I'm ready Yelek...open the door

GM I think you'll need to bot Yelek

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint spits in the water and says, Awful creature that! Good job my scaled friend! Pavo how are you holding up? noticing the dampness is starting to creep up to the higher half of his robes Quint says Now lets get out of this filthy water! Quint keeps his gun high above the water his powder secure in their horns as he wades through the water until he reaches the end.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint not a religious man never- the- less offers a quick prayer before he shoots, please by the Gods this one time hit! quint levels the gun and pulls the trigger gun: 1d20 + 3 ⇒ (14) + 3 = 17dmg: 1d8 ⇒ 1 (still touch AC/ I forgot to take off -4 for melee so roll should be 13 total to hit touch AC of the grappled slug)
After the shot...quint reloads his pistol.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint hears a startled serpentine hiss..followed closely by his other companions calls of alarm. Not an overly brave man, Quint never-the-less feels he has something to prove. His mind made up, Quint shoves his way past John and enters the stagnant water to see a horrid amorphous creature wailing around. He levels his gun as it whips it's appendages at Yelek making for a difficult shot...and he fires pistol: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10 (vs touch AC) dmg: 1d8 ⇒ 7 (both bludgeoning and piercing dmg)

Not wanting to sacrifice a second Quint rapidly reloads his pistol with an alchemical cartridge (swift action with rapid reload)

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Oh Camel crap! what the devil! Quint shakes the maggot off his hand with a disgusted look on his face. Let's get out of this room shall we?

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint hesitant to do it... is never-the-less curious about the corpse and moves next to it keeping a close eye on it for any signs of movement or un-life as it were. perception: 1d20 ⇒ 14 If he see no signs the corpse is going to spring forward and attack him..Quint bends down and rifles through the corpse's clothes/belongings searching for clues and/or valuables.. perception search corpse: 1d20 ⇒ 2

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Shall we move on then? Yelek your senses seem the most keen..will you continue to lead us? Quint looks nervously at the statue anxious to be out of this chamber. When everyone is ready, Quint takes his place in the rear.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint's eyes widen at his companions unseen perils. Again he curses himself for not studying sufficiently hard to be accepted in to the academy. too much time with your hooligan smuggler friends in the Pesh dens! Quint chides himself. He then comes to his senses and move cautiously in to the room. Everyone alright in here?

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint lets the Sorcerer squeeze past him and decides it may be more useful to have one of arcane talents near the lead. He spares a momentary disgusted glance at his firearm before swapping places with John in the marching order. If I had just passed that last exam! I would have been admitted to the academy arcane and would have some use! But, as it is..I must use this poor substitute for magic.. *squeezing his gun handle*until a year has passed and I can take the exam again! Quint can be heard mumbling to himself as he shifts position to rear guard of the group.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint looks around and see's only a bit of light is seeping through the crack in the ceiling , John let me know before the magic light is set to expire on your cloak and I'll ready my lantern and some oil o.k? Quint takes sock of his companions, is everybody sufficiently healed? I don't want to open this door if we're not prepared..Yelek you mind taking lead again? Your eyes seem particularly adept to these conditions. Perhaps Pavo next in line? Quint draws his gun and loads it, I'll be next.. Quint says with determined resolve. When he thinks everybody is ready Quint grabs the door latch and says, Say when!?

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint considers his options for a second..hmm my companions all seeming more athletic than I..to a man have taken a tumble through this treacherous crevasse. I've never had any training in mountaineering but I know a knotted rope is easier to climb than an un-knotted rope. Quint starts pulling up Johns rope and checks to make sure it is securely tied off he then proceeds to take his time and tie knots up and down the length of the rope giving him holds for his feet hand hands as he descends in the crease. Just hang on one moment my friends! I'm attempting to make our return climb a bit easier!

knotted rope DC:5..Quint would actually stall to tie the rope in to knots having a 0 climb check.

After a few minutes of tying knots Quint is satisfied that it's the most precautions he could take under the circumstance and begins to shimmy down the rope. Step aside my friends! The knots make it easier for me to climb...but that by no means guarantees success with my skill level *scoff*! Quint is glad his worried frown is not visible to his comrades bellow. climb: 1d20 ⇒ 16

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint looks on in shock at his companions misfortune. Is everyone all right down there? Yelek and I will be down to aid you shortly! Quint turns to his reptilian friend with pleading eyes.., Yelek you look strong..do you suppose I could just tie the end of the rope around my waist and you just lower me down? There is genuine concern in Quint's voice as he ask .. You I'm afraid I'm not that athletic and posses no skill in climbing at all.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint nods his head slowly and reluctantly, at the overly exuberant Sorcerer. Truth be told his reasoning did have a mad logic to it. Careful now Quint just because you were not accepted in to the Arcane academy in Taldor, is no cause to resent this young man. No cause to be jealous that his magic is in-born and you've study years to master the simplest cantrip ..to no avail...regardless of what the Gods or universe or random chance has granted this man...his point is still valid.. Quint looks up with tired eyes and says, John Carlos may have a point..but should we inspect the glyphs or runes on the Totem first? Just in case they hold a clue to what we might find below us?

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint crickles his nose at the thought of squeezing through the earth to, Gods know what waits for us below..; That stone Totem seems interesting gentlemen..shall we investigate?

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

GM can we assume Pavo hits me with "John Carlos's" wand of cure lt? John has already given permission for Pavo to use it on me so I can only assume Pavo has missed a post or two.. would you mind bot'ing the roll before we proceed? If that's not your style I would drink one of my potions of cure lt. before moving toward either the crevasse or the Totem.

Quint does not get hit with the wand of cure lt:
In the event I don't get anyone's attention (to heal me) before we choose between the rock and the crack I chug one of my potions of cure lt. potion: 1d8 + 1 ⇒ (8) + 1 = 9

Quint looks at both options and grimaces in pain at his still bleeding wound.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Pavo let me know if you use John's wand on me or not OK? otherwise I'll need to drink one of my potions thx..

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint shuffles forward and starts to rifle through the corpses of the strange cannibals perception: 1d20 ⇒ 16. My first combat and I performed like a buffoon! Missing two shots practically at point blank!.The others don't seem too concerned but, I'll have to do better if I'm going to pull my weight on this expedition. Quint turns over the body of one of the cannibals and notices some strange markings or tattoos on the man. linguistics: 1d20 + 4 ⇒ (11) + 4 = 15 Hmm this is interesting.. As Quint bends over the wound on his shoulder begins to open a little and he grunts in pain. Um.. hate to be a bother..but do any of you have training as a healer? If so could you check my wound for infection? It seems one of the savages bit pretty deeply in to my shoulder..Or perhaps one of you has found favor with your God and possess divine healing gifts? I must confess I'm not a very devote man myself, but I do acknowledge the Gods exists.... Quint pauses for a moment and scans his companions to see if any of them volunteer aid.. I could even make a donation to your temple of choice upon or return to more civilized lands? Quint grimaces at the pain in his shoulder, reluctant to use one of his two healing elixirs so early in their quest.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint pants at the savage attack from the ugly humans. He touches the bloody mess where the man sunk his teeth in his shoulder. Quint reloads his gun quickly but, sees combat is winding down and instead stays ready in case another attacker charges him. Do any of you gentlemen posses healing ability? Or should I use one of my healing droughts?
Quint has a readied action to shoot any enemy that attacks him

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint is startled at the ferocity of the primitive man eater..he decides discretion is the better part of Valor and withdraws behind his better armored companions, Shield me my friends while I reload! Quint uses a withdraw action to move 1/2 speed (difficult terrain)

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint scuttles back out of the reach of the cannibal approaching through the bushes (5ft step back). Out of the corner of his eye he can see another one approaching from up the trail a little. He scrambles for his powder horn and quickly reloads his pistol (rapid reload feat). Quint steadies his shaking hands at the savage tearing it's way through the bushes and steadies his aim (using 1 grit to use deed focused aim +dmg), then he fires:
pistol: 1d20 + 3 ⇒ (3) + 3 = 6(to hit tch AC)dmg: 1d8 + 2 ⇒ (1) + 2 = 3
concealment (low good): 1d100 ⇒ 4

Quint is shocked and disappointed when he misses ..

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

thanks GM I didn't know that..I can use that going forward in both games I run and play in...(Man this game as an extensive set of rules! LOL being playing it since the early 80's and it's always been one of the more rules heavy RPG's out there. Being older I consider Pathfinder the natural extension of D&D 3.5; although I hear 5th edition is great!)

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