Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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Silver Crusade

Nearly Gods Upper and lower

You begin to wake up and don't remember where you are in this large metallic room, you are in a strange stand up bed with bindings holding you into place. You look around and see lots of strange different humanoids. You can see a half of a body, on the floor in a pile of several other bodies.

Feel free to explain how you look. If you are one of the wardens, you are in the pile, all banged up and at -1 hit points.


male Metebelian Witch 5 / Oracle 5

dot


male Metebelian Witch 5 / Oracle 5

character updated and in profile. all stats for gestalt included


male Metebelian Witch 5 / Oracle 5

guess I am the only one here?


Am i supposed to be posting here or?

Silver Crusade

Nearly Gods Upper and lower

Barackus you are posting somewhere else. I have been trying to get Syri to get stuff started so people know where they are going.


At the overlook of the Radiator Ridge, near noon 'Five' awaits his allies.

His truck is visible on top of the overlook. There is a small pile of rubble, a tent, a few crates and several chairs.

The overlook it self is a tall rock formation, sloping up from one side, on the other side is a sheer drop. It is about 1000 feet from Radiator Ridge.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe hikes up the hill, he takes a look around the area perception 1d20 + 6 ⇒ (16) + 6 = 22, in case there are hidden bandits.

Then he strolls up to five.

Well met. What now?


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

"Well Balthe, we wait for our other allies, have a drink." Most likely out of his sleeve he throws a glass bottle at Balthe.

Balthe you can see a telescope on the overlook, near the edge but it should be safe enough you can also see a few weapons on the hood of Five's truck. No bandits on the way up, at least alive ones, you can see several that have been pulled off to the side with scorch marks on them.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe snags the booze and brushes his stringy hair out of his face.

Glancing at all the weapons Balthe mutters. One of these days I will have to learn how to use a gun.

He takes a swig of booze and heads over to the telescope and takes a look.

How many more are we expecting?


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

"We are expecting at least two more, why don't you start to learn now." Five gets up and grabs a pistol off the hood and offers it to you.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe walks back over. He takes the gun. How do I load it?

Once shown he downs his drink and puts the bottle 30 feet away.

I was clever enough to take rapid reload with a fighter feat so I can retrain later if i swap to Pistol, and after I have taken crossbow mastery

Well here goes nothin'.

Balthe aims and fires 1d20 + 6 + 1 - 4 ⇒ (7) + 6 + 1 - 4 = 10

Just grazing the top of the bottle, Balthe reloads and tries again

1d20 + 6 + 1 - 4 ⇒ (15) + 6 + 1 - 4 = 18 The bottle shatters.

Beginners luck I suppose! I will have to keep my eye out for one of these. Balthe smiles at the weapon, before handing it back. Though I do have a reputation with my friend here to uphold. Balthe pats his hand crossbow.

Don't suppose you have another drink?


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

"Well that was my present to you, but I guess I could come up with something else later, or you could just hand on to it, in a pinch. Your choice." As if from his cloak another bottle appears and he hands it to you.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Out of the shadows steps a figure covered head to toe in a sleek sheen of what looks a faux skin. The helmet pulls away automatically to reveal the face of a lion creature with a tuft of main trimmed so the helmet can sit easily.

Jack is a hunter, an experiment from the Atlas Corps on Pandora. Originating from Promethea the Atlas Corps took him away with promise of better hunts and better fights on fair away planets. They are really after test data for experimental weapons that he hosts inside of his body.

With but a thought the skin suit he is wearing disappears and is replaced with the clothing he is wearing underneath. Attached to his back is the hilt of an extendable greatsword that Jack uses for combat.

He walks near to Five. "Well met Five, good to see you again. What is this all about then?"

Seeing Balthe he extends his arm as a gesture of greeting "Good day, I am Jack, are you here to fight as well?"


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe holds onto the pistol. Well thank you Five. I will keep practicing with it.

Regular pistol correct?

I am Balthe Synder. I hunt bandits. Balthe says simply as he opens the new drink.


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 don't know if you can see Radiator Ridge from where you guys are or if the distance is to great but if you could you might see a claptrap dragging a dead bandit out to a pile of bones and some waiting scrags then fleeing away at top speed, possibly being chased by one for a bit.

Meanwhile in Radiator Ridge a lonely claptrap is busy running about, fixing up holes and patching up boards under the hot sun humming as he goes. He is blissfully unaware of the great wide world around him and content with his tiny patch of dirt.
:)


York sits up from where he was resting, lying flat in the bed of the truck, about the only place on such a vehicle he could possibly fit. As he hops down from the old beast her shocks squeal in protest and the carriage jumps up almost a foot, glad to be free of his weight.

As a man, York is a naturally rather intimidating fellow, standing half again as tall as most men. What most would think of as a tall man would come up only to his solar plexus. Though he doesn't talk much about his lineage, it's pretty clear he's not all human. He looks mostly man-like, but his skin is a bit too brassy coloured to pass for a bronze skinned human, he's about as hairy as any man you've ever seen, and his jaw seems too overdeveloped, like it was built to sport a predator's teeth.

He doesn't carry much, and for such dangerous times it's almost strange to see someone about without some armour and at least a few weapons. Maybe he's got some in that ruck sack he wears at his side, though even if he does, it can't be much. Other than that, he wears heavy duty canvas pants, and a vest over a bare chest. The vest is the kind with lots of pockets, though most of them seem to be open and empty.

He moves from the truck over to where Five and the rest of the crew are standing, and drops down into a crouch. For someone so big, he moves with a curious amount of grace. Even hunkered down on one knee, he's still face to face with everyone standing.

"Well Five, I came, like you asked. What are we doing up here? I'm still not sure about this whole society thing. I'd still half rather be back near home. Someone's got to watch over the folks..."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

My god your a big one! Balthe steps back, reaching for his crossbow, startled.

Balthe laughs at his start. I am Balthe Synder, bandit hunter.


"York."

The giant offers a hand, and if taken, it envelopes that of the smaller man.

"Bandit hunter? Do you really need to hunt them? Wait a few minutes anywhere on this planet and a few will show up in no time."


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

"Well the introductions are made, and you haven't killed each other, it is a good start. I have heard of a settlement past those cliffs, where they have a challenge of sorts for their up and coming youths, a trial into adulthood. I was thinking..."

At that point in his introductions you all hear a loud pop, turn to see what it is and a shuttle is crash landing to the South East. It is coming down in a fiery blaze.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Thats not good.

Balthe swigs his beer, pulls his crossbow and pick and takes off at a jog.

We better check for survivors. And we can't let the bandits get the equipment on that shuttle.


"Balthe, don't go running off, get in the truck." Five says quickly, before Balthe does something rash like jump off the ledge.

The truck can hold York laying down on his own in the back, or York and two more mediums standing up. Also it is a double cab, so room for 5 medium humanoids inside as well.

Five grabs the items on the hood of the truck, throwing a belt at York and a rifle at Jack. He quickly stores the other three items in his cloak. He gets in and punches it in reverse once all are in. Down the hill at a quick pace.

Five yelling over the blare of the engine, "York the belt should give you added constitution *+2*, Jack either leave the rifle in the truck or bring it with you, just some presents I thought you all would like."

He power slides the vehicle to turn it quickly and punches it forward to quickly jump the nearby dune.


York hops into the back of the truck, strapping on the enchanted belt.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe jumps in the cab.

this is a psitol or a revolver?


Balthe was given a single shot revolver earlier, Five just threw Jack a single shot rifle.

York, with your high modifier of Acrobatics and Strength you hold on to the back of the cab as the truck zig zags its way towards the crash.

Once over another two dunes, you can see the crash landing, most of the shuttle is in flames. Five continues to drive up to within 45 feet of the crash site.

1d20 + 9 ⇒ (6) + 9 = 15 Perception Check for York.

York and Perception DC 15:
You can see three other vehicles coming this way, they seem to be about 500 feet away approaching quickly. You also hear yelling coming from within the shuttle, "HELP!!! HELP!!!"

What do you do?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 + 6 ⇒ (9) + 6 = 15

York sounds like someone is trapped see if you can help. Trouble coming lets give them a welcome.

Balthe hides behind some wreckage so he can ambush.

[ooc]stealth 1d20 + 9 ⇒ (10) + 9 = 19


York jumps from the back of the truck and runs towards the downed shuttle. It appears that there are indeed survivors in there, so he gets the lead out and moves in a hurry. As soon as he gets there he will assess the situation to see if there is anyone he can help.

Others coming; more help, or bandits? Probably bandits, can't throw a rock without hitting one round here.
He grins at the thought and leans down to grab a rock.


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

Ohhhh... Evil rocks :D

CL4P-TP was quietly humming to himself as he went about his daily work repairing and maintaining Radiator Ridge. It had been quiet and peaceful since the raiders had attacked last week and he had ample opportunity to get repairs done to the gate from the destruction of the raider's last rampage and even managed to clear out half of the dead bandits from the outpost, depositing them out in the wilderness for the scrags to eat. One thing he had not been successful about was convincing the locals to come out of their houses since the last bandit attack. Were they still scared? It wasn't uncommon for them to sequester themselves away in there homes for long periods at a time, they routinely did it every night waisting precious time that could be spent more productively! It was unusual for it to go on this long, but CL4P-TP was unworried, besides he had a generator to fix! So away he went, humming to himself as he focused on his task ahead.
Hearing a low rumble behind him CL4P-TP turned and saw a shuttle coming out from the clouds and heading towards his general direction.
"Unce! Unce! Unce! Unce! Ooo, oh check me out. Unce!... Huh? Ah here comes the shuttle with more friendly visitors and not so friendly weapons!"
The shuttle roars by quite low to the ground before crashing out of sight over the next dune with a resounding CRASH! "It looks like they had a safe landing! I had better get this generator up and working as soon as I can! Rrrrrgh...this isn't working!" as CL4P-TP continues on with his task at hand.


Male
Usable:
Bardic Performance 6/10, Channel Energy 4/7, Bit of Luck 7/8, Door Sight 8/8
Paragon Halfling
Vital:
HP: 19/19, AC 19 _ T 14 _ FF 16 _ Initiative: +3 _ Perception +14, Sense Motive +8 _ Fort +7 _ Ref +8 _ Will +10(+2 vs. fear)(+4 vs.BP/Sonic/Lang)_ CMB +1 _ CMD 13 _ Speed 30
Gestalt Bard 2/Cleric 2
Skills:
Bluff +8, Drive +8, Heal +11, Know(A, D, E, G, L, N, R) +8, +Ling +7, Perform(Sing) +8, Prof.(Driver) +9, Spellcraft +7, Stealth +11

Johnny hears a vehicle approach.. " Can anyone here me.. Help! Im stuck and cant get out.."


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Five stays in the truck, and flips open a hatch, he pops his head and shoulders out of it, then rotating the hatch lid to use it as cover. He pulls a rifle out, "just in case we have unwanted visitors! Jack it is your choice stay out here with us or go in and see what you can find with York."


York you make it to one of the gaping holes in the shuttle, you go through quickly to not get burnt. Inside has much shrapnel, smoke, and fire. You can hear a voice coming from the right, many of the pods in the shuttle are destroyed one way or another, those within likely did not survive.

York and anyone else in the shuttle, what do you do?


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

WARNING WARNING WARNING. RESTRICTION PODS OFFLINE. PLEASE REMAIN SEATED. A MECHANIC WILL SOON COME TO REINSTATE YOUR BINDINGS. WARNING WARNING WARNING. RESTRICTION PODS OFFLINE. PLEASE REMAIN...
The voice pounded in his head like an orcish wardrum. ...TO REINSTATE YOUR BINDINGS... Really? They really expected him to just lay still here? He tried to lift his arms, but felt them pressed down. Big metal cuffs kept them locked to the inside of the pod.
escape artist: 1d20 + 10 ⇒ (13) + 10 = 23
He pressed his thumbs into his palms and folded his hand to make it slender... WARNING WARNING... It slided out without to much trouble. Clearly wasn't designed for goblin wrists. There was an odd smooth crystal covering over the metal box. He gave it a shove ...PLEASE REMAIN SEATED. A MECHANIC WILL... The crystal lid opened without resistance. Apparantly whatever killed the magical sleep spell also dis-spelled the boxes wards. Stupid mages and their tricks. His head really hurt... RESTRICTION PODS OFFLINE... and it wasn't just because of that annoying voice. His touched his head and felt a warm liquid on his fingertips. Dablers Hooknoose, he was bleeding! Well it couldn't be that bad, or he would have been dead by now. He tried to look around. Thick smoke and an orange glow were coming from the left. A swaying red light was flickering from the right. It came from an odd crystal torch that seemed to be turning round and round. The orange glow however was a flickering fire. Other then that, it was pretty dark down here. There was another pod next to his. A big chunk of metal was slammed straight into it, having shattered the crystal lid and impaled a pointy eared tall-folk. There was another pod next to it. And another to his left, pretty close to the fire. ...WARNING WARNING... He grabbed a metal tube from the wrecked machine and threw it at the black box ...PODS OFFLINE. PLEASE REMCRushzdldldl . . tz . . ... He turned back to the pod near the fire. There was someone in it. The orange glow of the flames cascaded of
[poiler=option A]the pale skin of a tall-folk woman. Was she even still alive?[/spoiler]
[poiler=option B]the long teeth of a real big rodent. Was it even still alive?[/spoiler]
A voice was yelling from further down the hallway. That one had to wait. Can't help them all at once. Swiftstab opened the crystal lid and poked the being inside.


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Consciousness slams into Elo's brain like a tsunami, consuming and casting away the last vestiges of sleep with contemptuous ease. Eyes rocketing open as her hands clench into fists, she stares around wildly at her restraints at the pod the space small closed tight encasing her trapping her holding her down no no no no NO NO!

Unarmed strike damage rolls-
1d6 + 2 ⇒ (5) + 2 = 7
1d6 + 2 ⇒ (4) + 2 = 6
1d6 + 2 ⇒ (3) + 2 = 5
1d6 + 2 ⇒ (1) + 2 = 3

Slamming her fists and knees and feet hard against the roof of the pod, the sinewy young woman explodes out of its shell and vaults into a standing position, looking around wildly, breathing heavily. Spotting a little green creature hammering at another pod, on reflex she raises her left hand and reveals blue tattoos which flare brightly, coalescing into a longbow of energy as her other hand draws back the string as she aims a crackling missile at its back.

Details and observations catching up with her instincts as her mind and discipline reasserts herself, she lowers her hand and dissipates her bow. Running to another pod ducking away from an explosion she yells out "SAVE THAT ONE, I'LL SAVE THIS ONE!" as she hammers at the pod's lid from the outside.

Damage rolls
1d6 + 2 ⇒ (5) + 2 = 7
1d6 + 2 ⇒ (3) + 2 = 5
1d6 + 2 ⇒ (1) + 2 = 3


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe stays crouched, waiting.

I hope that cat can use that sword/

Balthe glances up at Five, and sees him covering him with the rifle, he gives him a nod, and refocuses.

He ponders trying out the pistol, but decides to go with what he is used to, he takes a moment and attaches the Picks weapon cord.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

"Thank you Five, I will however probably leave this here. You should probably give it to someone who would use it more often than I do. My abilities lie in melee mostly. I will draw from a ranged weapon only when needed." He thanks Five put politely refuses his gift.

Honestly yea, I would never use that gun. I have a bow at the moment but that will be used when we want to pick guys off otherwise I'll be creeping close near the edge of combat then go into melee.

Once arrived at their destination.

"I will go in with York, good luck." The suit once again forms around Jack, he draws his sword that you could swear would be more suited for York. However Jack is deftly wielding it one handed despite its size.

Jack sprints towards the crash site to help out York, Jack features seem to gain a tinge of something else, tentacles grow from his body. They seem dangerous possibly even poisonous. His size grows to larger than that of York then he goes to help others in the crash. With his now 4 extra appendages Jack will try to move as much debris as he can as fast as he can.

Ignore the bit about the shapeshifting armour earlier, he now just shapeshifts. I found something that I was going to do didn't work by RAW so just moved my customisation points around.


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

Not much I can do right now except cheer you guys on :)

"Humm de dumm de dum ba dum..." CL4P-TP keeps on mending the faulty generator.
mending: 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 ⇒ (2) + (3) + (2) + (1) + (1) + (1) + (4) + (3) + (3) + (2) = 22 points fixed so far.


LOL, go CL4P-TP!
Jack barrels in right after York, between the two of you debris gets moved quickly and you find several crates that likely hold valuables, since they have keypad locks on them. Then between the two of you you lift a huge chunk of the shuttle itself that fell in, revealing a slightly bloody halfling.

Elo you get the pod open to find the one in the pod to be frozen, a skeleton that has ice all over it, then it starts to reach out to you... What do you do?

Swiftstab you can either use disable device, or smash the pod to open it... What do you do?

The first of the cars, basically a simple buggy, first vehicle of Borderlands, powerslides to a stop. Two dwarven psychos, known as bloody caps, for their berets that they wear and collect blood of their victims with, jump off with a third still at the drivers seat. They don't see you yet, what do you do Balthe? You would also notice that Five is either gone or invisible, the bloody caps look at the truck with interest but they still seem more interested with the shuttle, they begin to move forward drawing two handaxes each.

If you have any questions please feel free to ask.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Time to try my new toy.

As they dismount and move his direction he lets his pick dange and raises his crossbow and pistol. As soon as the first one is within 30 feet he fires both pistol and crossbow, then lets the pistol fall as he rapidly reloads the crossbow and sends a second rapid shot flying.

[ooc]perc 1d20 + 6 ⇒ (1) + 6 = 7 Balthe checks to see how far the others are.
[ooc]pistol vs FF and touch 1d20 + 7 + 1 - 2 ⇒ (7) + 7 + 1 - 2 = 13 for 1d8 + 1 + 1d6 ⇒ (6) + 1 + (6) = 13

[ooc]xbow vs ff 1d20 + 7 + 1 - 2 - 2 ⇒ (20) + 7 + 1 - 2 - 2 = 24 for 1d4 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9

and 1d20 + 7 + 1 - 2 - 2 ⇒ (1) + 7 + 1 - 2 - 2 = 5 for 1d4 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4

confirmation of crossbow crit 1d20 + 7 + 1 - 2 - 2 ⇒ (4) + 7 + 1 - 2 - 2 = 8 for 1d4 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

"Will do miss!"
Swiftstab slammed the bindings of the giant rat with his palms, pummeling them till they gave in. Without much ceremony he pulled the lifeless hairy lump out of its glass&metal pod "Waky waky you fool! Things be burning!"


No one is proficient with guns, unless they have the feat or gained training somewhere... so -4 on attacks, +4 Dex, +2 BAB, +1 point blank, -2 Rapid shot, so... +1 for the pistol. The hand crossbow is right, but why the extra -2?"Pick Dangle" :P You would not get a second shot with your hand crossbow because your rapid shot was with the pistol. Right? I can delete this post once we get things figured out, if done soon enough.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Jack hearing shots being fired immediately goes into battle stance. His sword drawn, a black ooze starts to form on his body and he grows to the size of a large Leonal.

"Heh, bring on the hunt"

Currently gaining a natural attack, a size category and +2 damage per attack for 2 power points.


The pistol shot goes wide with the unfamiliar weapon, the hand crossbow bolt hits a vital spot on the dwarf and extra blood shoots out of the wound. The bloody cap reels from the blow, but recovers quickly. Though he gets shot by another bullet which puts him down.

Ambush round done.

Initiatives...:

1d20 + 6 ⇒ (4) + 6 = 10 Swiftstab
1d20 + 5 ⇒ (11) + 5 = 16 Five
1d20 + 4 ⇒ (4) + 4 = 8 Balthe
1d20 + 7 ⇒ (15) + 7 = 22 Elo
Jack ?
1d20 + 3 ⇒ (17) + 3 = 20 York
1d20 + 2 ⇒ (8) + 2 = 10 Driver
1d20 + 2 ⇒ (20) + 2 = 22 Bloody Cap

*Round 1*
22 Bloody Cap
22 Elo
20 York
16 Five
10 Driver
10 Swiftstab
8 Balthe
7 Jack

The bloody cap moves forward, not enough room to charge, but far enough away not to full attack you. He seems to go into a frenzy and swings one of those handaxes down heavily. 1d20 + 5 ⇒ (11) + 5 = 16 handaxe attack, 1d6 + 7 ⇒ (6) + 7 = 13 damage. The axe just nicks your leathers Balthe.

This battle should not need a map, I will have some for future battles. Make sure to label each round postings with 'Round #', feel free to post for each round, recon may be needed but it speeds things up, though all your actions are in theory going off at the same time.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Initiative: 1d20 + 5 ⇒ (2) + 5 = 7

Sorry will put details in


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Elo hesitates as the skeleton extends his hand and raises her hands defensively before lowering them. "You get the benefit of the doubt for the next six seconds. Use it well."

Turning away from the odd passenger, she is struck by the sunlight cascading through a hole in the hull. Peering through, blinking, she spots the bandits. Falling back on instinct she raises a left hand and summons her crackling blue energy bow, drawing back a coil of lightning and sending a projectile to slam into one of their heads.

Round 1
Form phasebolt
Phaseshot
1d20 + 5 ⇒ (1) + 5 = 6 1d8 + 4 ⇒ (4) + 4 = 8
Is she close enough for Point-Blank Shot?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

extra minus 2 was rapid shot and twf

init 1d20 + 4 ⇒ (10) + 4 = 14


Sorry Balthe, you can't do both, Rapid shot is a full round action, not allowing you to do anything else. You don't need to take two weapon fighting penalties, or would you?

Elo, you are not within 30 feet so no point blank shot. There is some concealment, though you miss.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

o then I guess I would not shoot the pistol then. And I would not take the extra minus 2


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Actually, two-weapin fighting and rapid shot CAN stack. They're both variations on a full attack; rapid shot says you can fire one extra time, two-weapon fighting says you can fire with your offhand weapon.


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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

I am with Elo on this one, rapid shot is intended to work with TWF and is supported by the rules, but its your campaign, you get final call :)
I really liked how Balthe rolled a nat one on his perception check ^_^ Same with Elo rolling a one to hit. bad luck!

CL4P-TP continues to putz away on his generator, finishing up his humming he switches on his internal recorder and plays American Pie!
"Drove my chevy to the levee,
But the levee was dry.
And them good old boys were drinkin' whiskey and rye
Singin', "this'll be the day that I die.
"this'll be the day that I die."
"
Some great music to go with your battle there :D

Mending rolls:

Mending: 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 22 ⇒ (2) + (4) + (3) + (1) + (4) + (2) + (4) + (4) + (2) + (2) + 22 = 50 points repaired.

Now time for an event roll
(1-25) Breakdown! Generator looses 1d4 x10 hps
(26-50) Electric Shock! CL4P-TP gets shocked for 1d6 electric damage. DC 12 Reflex for half.
(51-75) Generator hums a bit then dies again. Keep repairing!
(76-99) Its ALIVE!! Generator bursts to life and power starts flowing again.
(100) ITS GOING TO EXPLODE!!! The generator overcharges with electricity and rips itself apart. CL4P-TP takes 4d6 damage on a failed DC 15 Reflex check. The generator is wreaked beyond repair. Time to make a new one!
Every 20hps repaired boosts the number rolled by 1%. Round up.
Event Roll: 1d100 + 3 ⇒ (36) + 3 = 39
Bizzap!!! "Ieeeee!!!" CL4P-TP squeals taking 3 pts of damage
Reflex Roll: 1d20 + 6 ⇒ (12) + 6 = 18
Shock Damage: 1d6 ⇒ 6

Im having fun entertaining myself here and hopefully entertaining to you guys as well!


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Not sure where I will be in position so I will have a charge action and one where I'm adjacent to something at the start of the round.

Charge:

Jack slams his leg on the ground the jumps forward with a large overheaded swing. Attacking the first enemy in view.

attack: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 3d6 + 18 ⇒ (6, 6, 5) + 18 = 35

standing still:

Jack roars with all his might, standing tall, leans forward to the interloper. Brandishing his sword, he swings wildly and the tentacles on his back bolt forward trying to pierce flesh. Damage is in the same order as the respective attacks, all at 10ft reach

attack (sword): 1d20 + 8 ⇒ (7) + 8 = 15
attack (Bite): 1d20 + 7 ⇒ (10) + 7 = 17
attack (tentacle 1): 1d20 + 6 ⇒ (19) + 6 = 25
attack (tentacle 2): 1d20 + 6 ⇒ (20) + 6 = 26

damage (sword): 3d6 + 18 ⇒ (6, 4, 4) + 18 = 32
damage (Bite): 1d10 + 16 ⇒ (4) + 16 = 20
damage (tentacle 1): 1d6 + 9 ⇒ (1) + 9 = 10 Piercing this round
damage (tentacle 2): 1d6 + 9 ⇒ (6) + 9 = 15 Piercing this round

Total 77 damage if all hit

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