(3b) - Legend of the Elder Souls - Group B (Inactive)

Game Master mdt

Maps

Forest Encounter

Forest Clearing

Local Area Map

Demonreach

Shalevarin

Group's Ship

Links

Hell Village

Current Map


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Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul runs out on deck "What's going on here? What attacked us?"

He prepares to cast haste on the party should anything reappear or the boat be attacked.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

round 4

Initiative Harry: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative Luna: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Paul: 1d20 + 7 ⇒ (12) + 7 = 19
Initiative Sterling: 1d20 + 12 ⇒ (19) + 12 = 31

Init, Crew: 1d20 + 4 ⇒ (6) + 4 = 10
Init, Creature: 1d20 + 7 ⇒ (9) + 7 = 16

Everyone, Creature, Crew


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Salazar is summoned and is coiled, ready for action. Sterling quickly casts armor on his eidolon.

In Aquan:
You and the elementals follow that Draconian golden alligator and kill it. Salazar keep your senses linked with me. Go!

Sterling moves to the center of the deck. Forques take the crew below, until we finish this...Move!

Summoned Salazar:

Salazar

Init +4; Senses Darkvision (Ex) Perception +8

DEFENSE

AC 23, touch 15, flat-footed 18 (+5 Dex, +4 natural, +4 Armor)
hp 38 (4d10+16)
Fort +4, Ref +9, Will +4

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft
Melee 2 claws +10 (1d6+4), bite +9 (1d6+4) and +4 Tail Slap (1d6+4)
Space 5 ft.; Reach 5 ft (10 ft for bite).

STATISTICS

Str 18, Dex 20, Con 18, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +8 ; CMD 23
Feats Weapon Finesse, Weapon Focus(Claws)
Skills Acrobatics +10, Escape Artist +10, Perception +8, Stealth +20, Climb +15, Swim +15, +8 racial bonus to Stealth, Swim, Climb


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Can the Elementals and Salazar hit with an attack this round after they follow it in?

The map is view only, I can't move my icon


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Here's hoping for a nat 20

Water Ele 1
Melee slam +7 (1d6+5)
attack: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 + 5 ⇒ (3) + 5 = 8

Water Ele 2
Melee slam +7 (1d6+5)
attack: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d6 + 5 ⇒ (2) + 5 = 7


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Was waiting on Paul, but we have 3/4ths ok with just winging the hunt, so...

GM Stuff:

down 60 ft, sideways 20 ft East

Serpent Stealth: 1d20 ⇒ 3 Withdraw, move 80ft under water

Elemental's move 10 ft, fall off side of ship. They move 20, swim 90. 10 ft of movement is half their land movement, leaving them with half their swim movement. They move down 45 ft at a 45 degree angle, one southeast, one south. They are then 30 ft deep.

Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 4
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 5

With additional mods based on distance, -1 per 10 ft, up to 60 ft
Elemental 1 Percept: 1d20 + 5 ⇒ (18) + 5 = 23
Elemental 2 Percept: 1d20 + 5 ⇒ (19) + 5 = 24

No finding

The elementals use their second movement to move 45ft, perceive move 45 ft, perceive.

Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 2
Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 3
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 4
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 8
Elemental 1 Percept: 1d20 + 5 ⇒ (5) + 5 = 10
Elemental 2 Percept: 1d20 + 5 ⇒ (12) + 5 = 17

Elemental 1 stays on the same level, moves 45ft southeast, and is now 75 ft from the ship. Elemental 2 stays on the same level, and moves 45ft NW, and is now 30 ft under water and under the edge of the ship. Neither finds the creature.

No finding

Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 4
Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 3
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 5
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 1
Elemental 1 Percept: 1d20 + 5 ⇒ (12) + 5 = 17
Elemental 2 Percept: 1d20 + 5 ⇒ (7) + 5 = 12

Elemental 1 goes deeper, and travels 45ft diagonally south. Ending 60 ft down, and 95ft from the ship. Elemental 2 stays same depth, and travels 45ft north, ending up 30ft down and 5 ft north of the ship.

No finding

End of this round.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

My action was at the top of the page. waiting on creature to appear.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I meant I was waiting for your response on how to proceed in the discussion thread. :)


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

actually it only the end of my turn.

Sterling, Crew, Luna, Creature, everyone else.

Crew is next


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Unless I post something for them, they are holding actions.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

So the first mate is just going to ignore Sterlings orders? :P At least my summoned creatures obey lol


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Luna, if you move closer, you can cackle at me :)


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Luna moves closer to Sterling and puts her hex on him (fortune). (Unless it worked last turn, in which case, she just moves and cackles this turn).

"If it surfaces again, Sterling, get it!"


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Just let me know when I am functional again. I rather hope the critter got enough to eat and ran off.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, the GM missed the order, the crew goes below decks in that case

Harry will be fine in 2 more turns if I counted it right


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The ship moves 40 ft north. Elemental 1 is now 135ft south of the ship and 60 ft down. Elemental 2 ends up 30 ft down and under the center of the ship.

GM stuff:

ship moves 40 ft, so creature is now 5ft behind ship, and 20ft out, 60 ft down. Moves 120 ft north, getting ahead of where ship should be and is 35ft ahead of ship. Elemental 2 has a chance of noticing creature, with a -5 perception check

Serpent Stealth: 1d20 ⇒ 12

Elemental 1 Percept: 1d20 + 5 ⇒ (14) + 5 = 19
Elemental 2 Percept: 1d20 + 5 ⇒ (15) + 5 = 20

No finding

Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 2
Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 2
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 3
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 8

Elemental 1 moves 45 ft east, ending up 190 ft from the ship, and 60 ft down. Elemental 2 moves 45 ft northwest, and ends up 15 ft away from the ship, and 5ft behind it's prow.

Elemental 1 Percept: 1d20 + 5 ⇒ (9) + 5 = 14
Elemental 2 Percept: 1d20 + 5 ⇒ (11) + 5 = 16

No finding

Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 4
Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 1
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 2
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 7

Elemental 1 moves 45 ft north east and deeper, ending up 170 ft from the ship, even with it's middle, and 90 ft down. Elemental 2 moves 45 ft west and up, and ends up 45 ft away from the ship, and 5ft behind it's prow, now on the surface.

Elemental 1 Percept: 1d20 + 5 ⇒ (15) + 5 = 20
Elemental 2 Percept: 1d20 + 5 ⇒ (20) + 5 = 25

No finding

Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 4
Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 3
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 8
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 2

Elemental 1 moves 45 ft northwest and deeper, ending up 2000 ft from the ship, even with it's prow, and 120 ft down. Elemental 2 moves 45 ft north east, and ends up 15 ft away from the ship, and 15ft in front of it's prow, now on the surface.

Elemental 1 Percept: 1d20 + 5 ⇒ (16) + 5 = 21
Elemental 2 Percept: 1d20 + 5 ⇒ (3) + 5 = 8

No finding

Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 3
Elevation, 1 up, 2-3 level, 4 deeper: 1d4 ⇒ 3
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 6
Direction, 1 North, 3 East, 5 South, 7 West: 1d8 ⇒ 4

Elemental 1 moves 45 ft south west, ending up 200 ft from the ship, 5ft in front of it's aft, and 90 ft down. Elemental 2 moves 45 ft southeast and up, and ends up moving onto the deck of the ship.

Elemental 1 Percept: 1d20 + 5 ⇒ (15) + 5 = 20
Elemental 2 Percept: 1d20 + 5 ⇒ (18) + 5 = 23

No finding


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

not sure whose up?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Everyone except Harry, who has yet to put in an appearance... Odd that...


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Needs his beauty sleep.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul stays in the center of the ship prepared to cast haste as soon as the monster appears.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Luna cackles again and waits to see if the monster surfaces again.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling casts Shield


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The ship moves 40 ft north. Elemental 1 moves 45 ft south west, ending up 225 ft from the ship, 35ft behind it's aft, and 90 ft down. Elemental 2 remains on the deck of the ship.

Serpent Stealth: 1d20 ⇒ 4

Grapple: 1d20 ⇒ 4

The ship suddenly jerks to one side, and the wheel spins wildly, the rope the crewman had put on the wheel to hold it snapping.

Reflex, DC 15 to avoid being slammed sideways. If you roll a 1, you go overboard if you are on deck

Elemental 1 randomly moves around, but is way far out, too far out to notice. 2 is on deck, and will wait for Sterling's orders since the boat did something unexpected. Harry may, if I counted right, act this round


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

reflex save: 1d20 + 5 ⇒ (18) + 5 = 23

2d4 ⇒ (2, 3) = 5

Finally recovering from being knocked loopy by some odd effect, he rushes up to the deck.

draconic:
"What the hells is going on up here?"


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Harry finally shows up, and begins speaking in a harsh raspy gutteral language that sounds similar to the Raptor tongue, but different.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Reflex Save: 1d20 + 5 ⇒ (3) + 5 = 8

Paul gets knocked off his feet. "What the...?" He looks at Harry mouthing gibberish and then stands once again. If the beast appears he will cast haste on the party.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

ref: 1d20 + 7 ⇒ (3) + 7 = 10

Sterling scrambles to his feet and quickly casts a summons spell.

Move action stand

SA: SLA Monster summoning III

Water elementals: 1d3 + 1 ⇒ (1) + 1 = 2

Aquan:
While pointing to one elemental. Go to the steering wheel and keep it steady

to the others A gold colored large alligator is near the hull of the ship. Find it! Kill it!

The previously summoned Elementals pop from existence, replaced by new ones


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Paul, can you cast a way for us to breath underwater? We may need to follow it in


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

"I believe I may be able to use my inner power to give us the ability to do so for a while. Three or so hours each."


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Let's do it. My summons won't keep it from ripping the hull apart.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

reflex save: 1d20 + 8 ⇒ (16) + 8 = 24

Luna manages to keep to her feet and shouts orders for the helmsman to get the wheel under control before cackling again in Sterling's direction.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

round 7

Initiative Harry: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Luna: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative Paul: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative Sterling: 1d20 + 12 ⇒ (8) + 12 = 20

Init, Crew: 1d20 + 4 ⇒ (20) + 4 = 24
Init, Creature: 1d20 + 7 ⇒ (6) + 7 = 13

Everyone, Creature


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Harry feels him mind lurch again, and suddenly he understand conversation once more.

"Ok, what the hell is going on here? Something must be attacking the ship. Where is it? Underwater I'd guess. I don't think I'm much use underwater. "


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul nods at Harry. "I'll cast a spell that will let us breath underwater if necessary. You'll have to swim on your own though. It should last almost two hours."

Paul then makes some arcane gestures though no one feels any different.

Mythic point used to cast Water Breathing on Luna, Harry, Sterling and myself.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

We'll have to assume the summoned weapons will have favor underwater.

can I use a mythic point to summon weapon as a swift action?

Standard Action: 1 mythic point : cast Alter Self (Gillmen +2 Str)

If I can swift summon weapon, I'll jump over the side...else wait


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, you can MP to swift summon weapon or armor, not both. Need to know where you are jumping off the boat at.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Swift Summons Armor. 1 MP. I'll jump off the side that seemed to be hit. We should have moved opposite the hit, so if we move sideways port, I would jump starboard


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Do you have darkvision at this point? Gillmen don't have it... you may want to choose a different race to alter self into. Without darkvision, you'd be blind in the dark under water (or even on the surface for the most part).


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

crap, I thought they did. It makes little sense an underwater race couldn't see in dark water :P. If you give me the opportunity, I'll choose Talorani instead. it has darkvision 120


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Talorani


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Crap that is third party. the only thing left merfolk with lowlight vision, but I would have to move to edge cast then drop in the water


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Actually Undine is the best choice, 30 land 30 swim, darkvision 60'. it has it all


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

undines have darkvision and aren't 3pp


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Lizardfolk would have worked as well, not for breathing water, but for holding breath for a long long time. Undine is fine. I'll get updates up tonight or morning.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Luna casts alter self and turns into an undine before doing something as stupid (lol) as jumping into the water to fight this beastie...


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

"OK, I appreciate the spell and all, but I'm staying on deck. I'll shoot it if I see it. This armor is like an anchor, and I don't swim that well. "


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

it will just keep battering the hull and sink us, if we dont go in


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Splendid, you go in then. I can't chance shape into something useful. I can jump in wearing armor that pretty much guarantees I can't swim, or try naked. Also, I can either use a weapon that I summon which will suck underwater, or ranged weapon that holds all my feats which will suck underwater. Not to mention it is completely dark, so I can't see a target. Yeah, either potentially useful if something happens on deck, or dragon bait in the water. I choose the former.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Luna and Sterling dive over the side of the ship and into the water. Luna can't see the creature from her position, but Sterling can just make it out, it's coils wrapped around the ship's rudder, 45 ft away from him.

As he hits the water, Sterling hears it make a booming noise through the water.

Perception, DC 20, Harry only:

"Little maggot, you come into my water? I will teach you to despoil the waters even further with your foul stench, land maggot!"


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

round 8

Initiative Harry: 1d20 + 6 ⇒ (10) + 6 = 16
Initiative Luna: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative Paul: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative Sterling: 1d20 + 12 ⇒ (4) + 12 = 16

Init, Crew: 1d20 + 4 ⇒ (2) + 4 = 6
Init, Creature: 1d20 + 7 ⇒ (9) + 7 = 16

Luna, Paul, Harry, Creature, Sterling

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