AWKWARD ZOMBIE

usually not funny
It is currently Sun Nov 30, 2025 5:57 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 331 posts ]  Go to page Previous  1 ... 9, 10, 11, 12, 13, 14, 15 ... 23  Next
Author Message
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Sun Jul 14, 2013 10:32 pm 
Offline
User avatar

Joined: Tue Oct 25, 2011 1:12 pm
Posts: 2985
Location: argh
YCobb wrote:
I'm thinking of having my warforged Fighter start taking some levels in Artificer. My DM is giving everyone in the party some sort of magical item to define their character, so it'd be a great character shift if my lawful good hero got addicted to magic and turned on the party to get their items. Artificer also gives me ways to improve my touch AC, so it'd make me way closer to being able to walk all over the rest of the party.

In other news, my friend'a cyborg gnome bought some orphans to employ as slave labor at a tavern he seized. I'm responsible for the deaths of one of the orphans' parents. Haw.


yo dog don't switch alignment

makes you lose a level

_________________
Great Job!

3DS Friend Code is 4742-5561-2615. If you add me send me a PM so I can add you back c:


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Sun Jul 14, 2013 11:22 pm 
Offline
No face
User avatar

Joined: Sun Feb 20, 2011 8:18 pm
Posts: 13531
Alignment doesn't do much in 4e I don't think. Not sure if that's what he's playing or not.

_________________
Stuff goes here later.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Wed Jul 17, 2013 8:35 pm 
Offline
User avatar

Joined: Fri Oct 08, 2010 10:48 pm
Posts: 5526
Location: The town I live in
Oh, nah it's 3.5 I think.

Losing a level wouldn't matter much in terms of the other players becoming threats, so I'm not too worried about that.

Gotta stick to the role playing, man.

Edit: oh, looks like there haven't been any official penalties since 3.0? Nifty.

_________________
Since this is garbled English, please refer to the brutal attack of confusion.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Sat Jul 20, 2013 6:12 pm 
Offline
User avatar

Joined: Tue Jun 02, 2009 4:22 pm
Posts: 1054
Location: Texas
Yeah, I've never heard of alignment changes penalizing you at all (barring a few class restrictions). Must be an older thing.

Anyway, I'm building a magus right now. Pretty much done except for deciding on a second feat. I can't decide between Dodge (for AC buff), Combat Expertise (limited AC buff but required for later feats), and Toughness (for HP).

This always happens when I make new characters. I don't have clear feat builds in mind and just default back to a few standard ones.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Fri Aug 16, 2013 8:22 pm 
Offline
No face
User avatar

Joined: Sun Feb 20, 2011 8:18 pm
Posts: 13531
Changeling shenanigans are so much fun. Especially when the party doesn't know you are a changeling. Erik the "Tiefling" informs the party that if they'd like to shame the governor's name so that the local captain of the guard gets elected instead, he knows a guy who knows a guy that knows a guy. And Erik is all of those guys.

Cue the governor calling people to the town square with promises of waffles. While wearing a PANK tutu. By the time the party got over to see the commotion Erik had absconded, lost any pursuers he had, and let the party deva cleric make a "rousing" speech to try and stop the rioting over not receiving waffles while the real governor is trying to put down all the claims everyone saw him in the PANK tutu.

I think I'll be getting Erik a Deep-Pocket Cloak +2 for his Level 7 neck item. Up to 1,000 pounds of stuff can be held in the cloak total, while it only weighs one pound, and each pocket can hold up to 10 pounds of stuff. Translation: Erik can keep uniforms and disguises for any shenanigan-related occasions.

_________________
Stuff goes here later.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Fri Oct 04, 2013 1:00 am 
Offline
Riku's favorite/American Hero
User avatar

Joined: Sat Oct 18, 2008 11:36 pm
Posts: 11187
Location: Space
Friends got together for a game of tableotop Star Wars
it was so much fun seriously

So I played as a gray knight Jedi Consuler. He and his student researched and started practicing the Potentium way of beliefs, which got them in trouble with the Jedi Order. They were both politely asked by the order to visit an Exile World.
I decided that I could make my own order. With blackjack. And hookers.
And that's precisely what we set off to do. I essentially started a cult and my only objective was to get as many acolytes as possible.

The world we were dropped on was basically where the Jedi order put force sensitive people that, while they didn't technically do anything wrong, were too old to indoctrinate. Small communities sprung up around the Jedi outpost, which housed the only space port.

I pooled everything in charisma and charisma accessories. My friend played as my student. His character falls to dark force use rather easily, and kind of acted as my enforcer. I was the friendly brains while he was the grumpy knee breaker.

We started the campaign hiding in a cave on the outskirts of civilization. We decided to head out to a town and met a little girl on the way. We used our force sense thing and discovered she was a force user so I tried to get her to join me. She wanted us to meet her dad so we were like "eh whatever"
While chatting with the girl we quickly realized that not only was she force sensitive, she was trained. And she was given instructions to bring anyone she met on the road to her father. When we declined she force choked me. My partner and realized that one of two things were possible. Her dad was a Jedi, and we were in trouble, or he was a Sith, and we were in trouble. Turns out we were wrong, he was an exiled Jedi like us, that wanted to get rid of the Jedi on the planet so he could get the hell out of there, and he needed people who were actually trained in combat to help.

He also gave us a four armed droid (that's when another friend had gotten off work and joined us)

We then headed to town to try and repair said droid and recruit some people. I also made great use of my gamble skill.
I went from having zero credits to a small fortune within a few hours of gambling, and started recruiting people who wanted to get rid of the Jedi. I got some people to discretely spread the word that I could train them if they joined my cult while my party met up with a fourth player who had been hired to clear out a cave of gigantic bats.

The bats ended up being way harder to fight then what we anticipated but we came up with a plan. We basically caused a feedback on our droid pal, creating extremely loud soundwaves to incapacitate them. My character almost went deaf in the process, and ended up being useless most of the fight.

After a really long fight we killed the bats, uncovered some dead Jedi in the cave, and more importantly some broken lightsabers.

We headed back where I bluffed my way into acquiring the basement of a brothel to use as our secret headquarters for our cult. I now have a handfull of lightsabers that my friend and I are repairing, a four armed robot, a Sith wannabe, and 12 cultists.
I'd say it went pretty well.

_________________
3DS Friend Code : 3024-5725-9941


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Tue Oct 22, 2013 1:38 am 
Offline
User avatar

Joined: Tue Jun 02, 2009 4:22 pm
Posts: 1054
Location: Texas
I'm playing in a new Pathfinder game as a grippli druid. Being a small character is really fun.

Since I'm super-small (rolled randomly for my race height and got 1'10"), the DM let me take a houserule feat that lets me occupy squares with my allies at no penalty. Now the paladin and druid can hack away at the same guy, one at the face and one at the knees.

I also have a climb speed, which I can use to stick to walls. And I have a net.

I am the little frog Spider-man.

This is the most entertaining character I have ever made and I can't wait to see what I can do with her.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Mon Oct 28, 2013 3:52 pm 
Offline
User avatar

Joined: Tue Sep 29, 2009 11:49 am
Posts: 10384
Location: DINO LAND
Played a Star Wars d&d type thing over the weekend

I made an alien dude named GARRUS VAKARIAN

He shot stuff

_________________
Image
This is for you King Ghidorah....


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Fri Nov 01, 2013 11:16 pm 
Offline
No face
User avatar

Joined: Sun Feb 20, 2011 8:18 pm
Posts: 13531
My Hexblade has the most uncanny luck when it comes to big attacks. Poke from a goblin? Good chance it'll hit. Giant goblin mech comes stomping down the corridor and launches dual flamethrowers? DODGED! Irate bully guard swings his greatsword? Hit and ouch. Same guard throws his sword like a remote-controlled shuriken? Everyone in the party hit except me.

It's gotten to where Erik will taunt the rest of the party every time they get hit by those sorts of attacks while he keeps evading.

Not that there aren't moments where the party doesn't get to return the taunting. Like when Erik tried pushing on a pull door. Yes, he belongs to the Midvale School for the Gifted.

_________________
Stuff goes here later.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Fri Nov 08, 2013 7:54 pm 
Offline
No face
User avatar

Joined: Sun Feb 20, 2011 8:18 pm
Posts: 13531
So, that giant goblin mech? Well there were two more in the room it came from, one unoccupied and one just starting up. There were also four or five more goblins in said room, which would be a very bad thing for our party to face while the first mech was mincing us.

Cue Erik, the changeling pretending to be a tiefling. He stealthed from behind the first mech into the room with 28, acrobatics/shapeshift combo into the mech, then ended his turn safely ensconced in the mech with none of the surrounding goblins aware. This was still a bad thing considering as soon as Erik started the mech he'd draw attention and start the new encounter. But he still had an ace up his sleeve.

Come his next turn he starts the mech, makes a free action Arcana check (DM fiat), and a 25 Bluff check to say through the mech's voice modulator, "UNIT IS NOW FULLY OPERATIONAL. I LIVE. I LIVE. I LIVE. EXTER-MINATE. EXTER-MINATE." He then moves over to the other mech tearing up the party and successfully double punches it down a flight of stairs with over 100 damage, bloodying it in one move as the other goblins run away in terror at the "sentient" mech. To make things better? The rudimentary AI in the mech says, "Now is the time for all good men to come to the party!"

If the DM does not take it away somehow Erik is going to be the first Hexblade with his own semi-sentient mobile armor. Oh, and he can teleport with it using his normal powers.

_________________
Stuff goes here later.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Fri Nov 08, 2013 8:50 pm 
Offline
User avatar

Joined: Tue Mar 29, 2011 9:22 am
Posts: 1435
Assuming this is Pathfinder, I have read some rules on how to make Iron Man as a character. Complete with construct armour. I know it's possible to make it work properly. You could look into that?


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Fri Nov 08, 2013 9:28 pm 
Offline
No face
User avatar

Joined: Sun Feb 20, 2011 8:18 pm
Posts: 13531
DnD 4e actually. Right now it's operating as though Erik can use the mech's abilities and his own abilities to make skill checks, like Arcana. It's either going to be some sort of nerf though, since in one attack I can do a maximum of 72 damage without bonuses or 132 with.

In negotiations with the DM to make it into my mount. Basically I wouldn't mind if it lost the major power if it gained more speed. Everyone else is riding chocobos, wolves, or horses. I want to ride a mech.

_________________
Stuff goes here later.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Sat Nov 16, 2013 1:25 am 
Offline
User avatar

Joined: Tue Jun 02, 2009 4:22 pm
Posts: 1054
Location: Texas
Madican wrote:
My Hexblade has the most uncanny luck when it comes to big attacks. Poke from a goblin? Good chance it'll hit. Giant goblin mech comes stomping down the corridor and launches dual flamethrowers? DODGED!


I have a similar deal with my Pathfinder Society magus, only in reverse.

Hit this tiny goblin that has almost no chance of dodging my attack? Miss every time.

Deal with the giant boulder blocking the tunnel that is trapping us with a horde of ghouls and a ghast cleric? Three natural 20s on the Strength check to lift it and hold it up while the party runs under it.

Last night, I attacked an aquarium in the middle of the room to get water to burst out and bull rush the enemy caster. Natural 20 on the roll, max damage. DM asks me to confirm the crit on the aquarium, just for kicks. I roll 19 and max damage again. The aquarium explodes.

It's epic but also frustrating in that I will never be the one to kill the stupid goblin.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Sun Nov 17, 2013 7:02 am 
Offline

Joined: Mon Nov 04, 2013 8:52 pm
Posts: 68
Location: Dreamland. Or California. Probably California.
I miss my Tabletop Gaming :( I haven't gotten to play in over a year, although I do have a handful of interesting stories from the ones I did play.

Let's see... my hacker in a homebrew scifi game was kind of fun. The game itself was I think an older one that the guy running it had made run similar to fourth edition. I went to a gamestore for their D&D Saturday, and signed up to play both the morning and afternoon game. The whole group stuck around for the game, so we had the same party going both time. The thing was that the group was part of a quick response unit operating out of, more or less, a moving Deep Space 9.

Our group hitter was a human mercenary... more or less Jim Raynor with less brains and much less morals.

Our medic (and only member of the group who was fairly willing) was a member of a race of... more or less pacifistic borg. She refused to kill under any circumstances, and carried only a stun pistol for protection.

And then there's me. Hyperactive hacker who liked to Frankenstein things, with impulse control issues. As for what I was... I don't remember the race name. Give a hydralisk hind legs and make it more of a lizard than an insect, and that's about what the picture looked like.

Our first job has us redirecting our shuttle to the station onto a planet to investigate a building that had been blown up. An embassy, I think. The guards out front had been shot, with guns matching some out of date weapons that the local rebel militia used to cause trouble. So, we show up and start to investigate and kill time while we wait for the space station to arrive and pick us up. Our medic reads a couple of hinky things on the wounds, and the mercenary thinks that things are a little too clean for it to have been a couple of nobody rebels. I'm picking through garbage because I'm bored and there was no tech nearby.

So we go to a local area where the rebels are supposed to hang out. The mercenary and the medic start arguing about the best way to get their attention. My lizard gets bored once more. He jumps up on a table, shouts, "LOOKING TO LISTEN TO ANY STORIES YOU MIGHT WANT TO TELL." and scurries back out the door and aimlessly wanders down alleys until someone picks him up. The mercenary and the medic were stunned into silence, and get offered to be taken with me, finding me tied up on the back of some mounts to go out into the ice desert. We wander out for a day and meet up with the leader of the rebels, who talks a bunch about how the local government has made a deal with some intergalactic mafia group. They were going to start manufacturing weapons to fight the (Federation, more or less, I guess?) and the embassy bombing was a way of stalling for time, and getting the government to step in and help them deal with the rebel problem. Which was more or less 30 guys in a cave who couldn't blow up a garbage can, much less an embassy.

So, we decide we're going to break into the government complex. And we manage to make it into a sub basement that has the proof of the crime, including a whole crapton of weapons that've been modified to shoot old ammo and make it look like an older model weapon did the shooting. Along with a whole bunch of added attachments. One scientist in the room, armed with a grenade (we didn't know that). While they interrogate the grenade, I get bored (again) and decide to pick his pocket on a whim. Natural 20. I pluck the grenade from his pocket just as he reaches for it. I'm playing with it with my tail as he's trying to figure out where it is. The mercenary puts a bullet in his head, and we go about getting stuff. We grab a few rifles for evidence, and the borg starts pulling our evidence out of the system. I do something secret, passing over a note to the GM, asking if there were any way I could wire the armory to explode on a remote. He said yes, but it would take a pretty good roll. 19. I do it.

We have security start to descend upon us. I toss the stolen grenade out the door and slam it shut, getting a nice little damage roll and we make it past the security guards. The GM tells us there's a bunch more teams coming after us as we make our way out and to the ship. So, I give them something bigger to worry about. We turn over the computer evidence, the guns, and the photos of the room which was now a big pile of ashes beneath a mildly charred government building. We go on break for a couple of weeks, the Borg working in the medical office, the mercenary working in a bar, and me working out of a prison cell because impulse control issues make me keep wanting to break in to see the core of the ship. Which everyone, including him, decided was probably a bad idea.

And I think that's a big enough wall of text for the evening, and I'll stop spamming the boards now.


Top
 Profile  
 
 Post subject: Re: Tabletop Tales: Bluffing Bears and Hilarious Hijinks
PostPosted: Fri Nov 22, 2013 4:42 pm 
Offline
User avatar

Joined: Tue Jun 02, 2009 4:22 pm
Posts: 1054
Location: Texas
Had my first TPK last night.

I was the last one standing, and missed killing the final enemy by a grand total of 2 damage.

If I had been the DM, I'd have flubbed that one and had it work. Though in his defense, that was a really hard scenario for level 1 characters (doing 2d6 damage will one shot just about anyone at that level). The guy's a great DM but he plays everything really straight, so if you're given a hard scenario you're just screwed.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 331 posts ]  Go to page Previous  1 ... 9, 10, 11, 12, 13, 14, 15 ... 23  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: Bing [Bot] and 17 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group