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DM Immortal's Blood Red Roses: A Skull & Shackles Campaign

Game Master imimrtl

Current Map.


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Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
Dhaavan wrote:

A note and question on disease

When a player fails the save to contract the disease, they will have to deal with the affects of said disease.

d20pfsrd: Heal Skill wrote:
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

So when we roll our saves Vs disease, Can we get people to use the Heal kit to treat the Disease we contracted, and get us a bonus on that first save?

Is there a check needed to diagnos the disease before the check is thrown?

When we get to camp, either that day, or the next morning, we can throw heal checks vs. the disease, and if it beats the disease's check, then the disease id diagnosed and treated and we get the bonus on the save versus the disease?

Otherwise we take damage?

Well, it's my opinion that realistically, a "healer" should first have to diagnose a disease so they know how to treat it; then, once they know the protocol for said disease, they can do what is best to help it.

Luckily, this is the game, and all of that doesn't matter.

According to rule from the d20SRD which you posted; all you need is someone with a "heal skill" to make "heal" check - if it beats the DC of the disease - you get a +4 to your save.

Naturally, though, this would assume you were diseased - I don't know if you are, and I don't know the DC for treating it. And this all is up to the GM anyway, as he'll make the final call - though if there is a formal rule, he generally sticks with it.

But anyway, when we camp, that was something I will do to help you; if you'd be interested. I had intended on doing it via social RP regardless - but as there seems to be some actual bonus in game mechanics as well - I'll definitely do it if you would like me to.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)

We'll see how the GM rules about disease. I don't know if there's a way to tell if someone has a disease until the onset period is over without the spell Diagnos Disease, which could make sense in the context of not showing any symptomes of the disease till the next day.

My read on it:
At that point the disease can be diagnosed and treated with the same check, and if it succeeds then the afflicted party gets the +4 bonus to their save versus the affects of the disease.

I may be missing a rule.

GM How does watch interfere with sleep? There's 7 of us, and we all need a full 8 hours to get rid of fatigue. Now if Say Variel and Sko get one hour on watch each, and will spend an hour after rest preparing their spells. Dhaavan, Flynn, Rain and Valeros can sleep through that hour, and Jiro only needs 8 hours total, and we need watch for every hour we're alseep.

SO: If the prepared casters are awake for 2 hours, and asleep for 8, we need 10 hours watch. They each take one, leaving 8 left for 5 people to fill. Jiro can watch 2 hours and sleep 8, leaving 6 hours. The 4 spontaneous casters can watch for 1.5 hours each, and have their 15 minutes to meditate.

So Jiro watches an hour, then sleeps. the rest of us can alternate, but for the sake of arguement, Sko watches for hour two. Each of the spontaneous casters watches for 1.5 hours. This takes us to 8 hours into watch, and Variel's been asleep the whole time. He takes his hour, taking us 9 hours in. Sko and Jiro have been asleep for 8 hours each So Variel wakes them. Sko and Variel Meditate and prepare spells while Jiro watches. Half an hour in, Jiro wakes up the rest of us since we've hit our 8 hours, and have 15 minutes to meditate for out spells, and half an hout for Heal checks for Flynn and Dhaavan.

That's how we can manage to have someone on watch at all times for 10 hours and get us all 8 hours sleep. That work GM?


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)
Rain Taneththir wrote:

lvl 1 Inquisitor

+2, +0, +2 added to saves
+0 bab, domain: weather, judgment 1/day, monster lore, orisons, stern gaze
feat: Skilled Driver - Water Vehicles*
skills: 8 pts: Bluff, Diplomacy, Intimidate, Know. Arcana, Know. Religion, Prof: Navigator, Prof: Sailor, Sense Motive
Inquisitor Spells Known: 4 Orisons: Acid Splash, Sift, Light, Disrupt Undead; 2 First Level: CLW, Magic Weapon

(* or should I take Skill Focus (Profession: Sailor) instead? I am open to other feat suggestions. Thanks)

Rain, About your spell selection, Magic Weapon is a minute/level and only gives a +1 bonus to weapons that doesn't stack with Permanent Magic Weapons. So it'll go out of style really fast and even before that, it costs a standard action for a +1 to attack and damage.

Divine Favor does the same thing, (only for you) for any of your weapons, and stack with magic. Bless gives all of us a bonus on attack rolls that stacks wiht most things, Shield of faith as Flynn mentioned, is pretty good. Keep Watch is also really useful, giving us someone that can keep watch all night long.

There may be some other good ones, but Rain seems to have some heavy combat ability and taking time for buffs and healing cuts down on her effictiveness in terms of doing damage. Casters like Valeros have some stronger support abilities, and I'll be decking Dhaavan out with some buffs once i get my necessary summon spells (cause his combat contribution is lots of summons. ALL THE SUMMONS!!!)


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

So, Dhaavan, just to clarify, you think Rain knowing a CLW spell is a waste of time?

At this point Rain has no magic as she has not rested/slept (and gained her level). 'Keep Watch' sounds good especially right now but I think there are more beneficial ones that will be more useful down the track (until she levels again and gains another spell).

She has a domain first level spell too that she knows: obscuring mist. Forgot to list that.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)

I'm actually saying that Magic Weapon may not be the best one for her to have, since in a few levels we'll all likely have at least +1 weapons. CLW can always be useful, in case of emergency. Are you planning on going mostly Ranger or Inquisitor at this point, cause that totally changes spell-selection, and Rain's roll in combat from Primary Melee Ranger to a Support Melee Inquisitor.

Primary Melee focus on dishing out lots of damage in a fight and attacking or full-attacking all the time. and beating things down.

3/4 Bab classes are a little more complex in that they have abilities beyond BAB, so Magi have to manage their spells and arcane points for bonuses, Bards have their inspiration, Rogues have to flank to get sneak attack, inquisitors juggle Banes, Judgements, Spells, and Teamwork Feats to boost their damage and do non-damage tricks.

So depending on what style of fighting you like, you'll likely take more levels in one class than another and that really changes what spells you take.

As an primary inquisotor, you can spend a round, Cast a buff, drop a judgement, next round you activate bane and wack for massive damage.

rangers tend to just do damage, but have a few other options, like the Freebooter's bane and spells and stuff, but are still more about the damage than the support.


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First the disease question: How I have always played and I think it makes sense is that you make an initial save when the you initially come into contact with the disease, whether through bites or ingesting rotten food or whatever. That initial save is to avoid contracting the disease at all. If that save fails then after the onset period you make another save for the effects of the disease itself.

For instance: I am bit by a mosquito with malaria, I make a save to avoid getting the disease at all, if that fails then I have the disease. Next I make a save after the onset period to see if the disease causes me any damage and also to try and "kick" the disease. Some diseases require multiple saves before getting the disease out of your system. If you fail any you then take the appropriate effects.

Heal does nothing to prevent the contracting the disease in the first place but will help significantly to mitigate that diseases effects and to help the body fight off the infection.


As for sleeping that is fine. Just give me a list of who is taking watch when. For instance

Hour/Character
1/Jiro
2/Dhaavan
3-4/Variel

etc.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)
DM Immortal wrote:
Heal does nothing to prevent the contracting the disease in the first place but will help significantly to mitigate that diseases effects and to help the body fight off the infection.

Right you contract it and that's one thing. But for the save after the onset time, we can use the Heal skill to treat the disease. So in the morning, we get to make a save to avoid damage, and can use the Skill to treat the disease.


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

Question: Why aren't we magically creating water to fill the casks? With the 'Create Water' orison up to 2 gallons of fresh, drinking water can be created/level. I thought at least Valeros had that orison. Perhaps Sko too? Did I miss that discussion prior to us lugging the casks in search of fresh water?


No one suggested it as an option lol...just as an aside though Plugg would have said no way to that as he is paranoid you will poison him with magically created water. That's not to say you couldn't do it out of sight and then just not tell him. ;-)


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

See, that's what I would have done -- had someone create it out of sight and then bluffed that we found a great fresh water source. ;)


M kitsune rogue (pirate)/4; bard(sea singer)/2 AC18 (T 16, FF 12); HP 43/53; saves F +2, R +12, W +4; bab: 4; melee 4(+9), ranged +9; CMB 4, CMD 20; speed 30; init +5(+7); perc +9(11)(+13)

water created with the orison disappears after one day if not consumed - He'd find out right quick that we'd used magic to create the water.


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

Fair enough then. I forgot that part of the spell. Thanks for pointing it out.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

I think the only one who had that spell, though - was ironically our cleric - Sandara - who naturally was washed overboard anyway. It's a divine spell - although Valeros may have it - I don't know if he does.

Meanwhile - Rain - if you're looking for a good feat - you may consider "Squire" as a good Feat - you could have a Cabin Girl - and if she was a cleric - that couldn't hurt.

However - that begs a question:

Currently the issue has been "too many sailors". It's no mystery at this point sooner or later we'll have a show-down with Plugg, than take a ship for our own.

I kind of assumed (especially with all the allusions) that we'd be like the crew to "Serenity" - a small, tight-knit group of people working on a small ship - acting as smugglers, mercenaries, soldiers of fortune, and (possibly) pirates!

But I also assumed the ship would be filled with "us" - and maybe 1 or 2 other NPC's to round it out.

This goes back to me not knowing the campaign - but are we going to be a small crew of independent contractors going on special assignments and missions - kind of like a Navy S.E.A.L. team - or even the A-Team - or are we going to have to have a ship with like 40 NPC's?

I'm not asking for game breakers here - I'm just trying to get a feel for how the campaign will work eventually.

Thank you for any information on the subject that you are able to share!

Taldor

Male Elf Magus 1 (AC: 16,13,13; HP: 13; Saves 4,3,3; Init +3, perc +3)

From the players guide, the ships in there talk of some ships needing crews of hundred or more. If that helps great, as that is he only inoo have note campaign.


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0

I do have Create Water, no one's bothered to ask me to use it lol.

Regarding the type of game we're looking at, my guess would be it'll be us and like 10+ NPC's. If you look at the Player's Guide for the S&S game, most of the ship types in there have a minimum requirement of crew in the double digits which we couldn't handle ourselves. Unless our future ship is a small sail boat, I'm guessing we'll be masters of a crew of some sort.

edit: ninja'ed


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

What? No Correlian Stock Light Freighter? (Crew compliment - 2 - room for more - it took out a death star!)

No Firefly Transport Class? (crew compliment - 2 - room for more - it wiped out the Alliance!)

No Klingon Bird of Prey? (Crew Compliment 6 - the crew went back in time to save earth by somehow transporting whales to the future... But they saved earth!)

I mean, a British Man-of-War could have upwards to 120 guns - with a gun crew of 4 - not counting sailors - hell yeah, you're looking at a ship with hundreds of guys for sure!

But I never heard of a British Man-o-War wiping out the Alliance, Destroying Death Stars, or saving the entire planet... :(

Oh well.

But hey - as it does seem likely that we have to keep up with at least 10 other people here - and as the GM is swamped - maybe we can each create a "micro" NPC to help sail our ship - once we get one - and then he wouldn't have to make NPC's for the ship.

True - our NPC's may be a bit more "creatively helpful" for our party in general - but think of all the time we'll save the GM by not forcing him to copy out the notes for pre-existing NPC's from a book?

And that's valuable time he could be using to create more wonderful loot for the party to share.

Just saying.... ;)


How about the Black Pearl?

I mean the Interceptor only NEEDED 2 to crew it, and by that logic of needing half the crew of being dead in the water, that required 4 to man properly. so that's a ship of 4 crew at least.

But the pearl needed a respectable crew, as did the Duchman. Lets get boats like them! they were funships!

...minus the curses...


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
Jack Thrush wrote:

How about the Black Pearl?

I mean the Interceptor only NEEDED 2 to crew it, and by that logic of needing half the crew of being dead in the water, that required 4 to man properly. so that's a ship of 4 crew at least.

But the pearl needed a respectable crew, as did the Duchman. Lets get boats like them! they were funships!

...minus the curses...

Hmm... the cursed black pearl forced Jack Sparrow (NOT Jack Thrush) to have to deal with an island full of crabs... Not to mention the whole being undead thing...

The Flying Dutchmen also ended up forcing the crew to become like crabs - and have to be stuck in another terrible curse.

Neither of them destroyed a Death Star, though.

:(

I want to destroy the Death Star. On the other hand, Firefly was nice too - but what are the odds that a "pirate ship" would have some bookish, somewhat annoying and pretentious doctor on board? Oh well...


From PRD: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

My ruling on that is that as long as nothing happens during their period of watch and are only using passive skills like perception, then they dont need a solid block of 8 hours. So arcane spellcasters can keep watch and as long as NOTHING happens they are ok. If they even have to get up to go check on a noise then that eliminates that hour and they need more time to rest.


Don't forget to take another hero point for leveling also! :-)

Taldor

Male Elf Magus 1 (AC: 16,13,13; HP: 13; Saves 4,3,3; Init +3, perc +3)

Wow another HP thanks....so are we using the rules for HP in that we can take the HP feats?

Also since we haven't slept yet to gain our new abilities, would it be okay to switch the skill point I placed in sailor to acrobatics?


Thats fine Variel for switching the skill point and the hero points are kind of a bonus so I think I'm going to say no to the feats.

Taldor

Male Elf Magus 1 (AC: 16,13,13; HP: 13; Saves 4,3,3; Init +3, perc +3)

By the way, here is the link to a quick spreadsheet for dividing loot. I have the actual one at home that will update the numbers automatically to divide everything out and carry balances forward. Just need the value of the loot from Immortal and I can plug it in and update accordingly.

https://docs.google.com/spreadsheet/ccc?key=0ApYyhR_al2pEdDZranhzaGc0TmFMVD NzOFpfWmZCS3c

The values entered so far are jsut to make sure the formula works properly. By no means do i think that Valeros has 2000gp of loot from encounters already. If a number is not divisible by 7 I figure we will just throw the remainder into a party fund for simplicity sake.

If someone donates or returns money to the loot fund then the next loot amount will be increased by that amount to be divided next time. Any help or suggestions would be helpful.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
Variel Nightstorm wrote:

By the way, here is the link to a quick spreadsheet for dividing loot. I have the actual one at home that will update the numbers automatically to divide everything out and carry balances forward. Just need the value of the loot from Immortal and I can plug it in and update accordingly.

https://docs.google.com/spreadsheet/ccc?key=0ApYyhR_al2pEdDZranhzaGc0TmFMVD NzOFpfWmZCS3c

The values entered so far are jsut to make sure the formula works properly. By no means do i think that Valeros has 2000gp of loot from encounters already. If a number is not divisible by 7 I figure we will just throw the remainder into a party fund for simplicity sake.

If someone donates or returns money to the loot fund then the next loot amount will be increased by that amount to be divided next time. Any help or suggestions would be helpful.

I know it may sound like a lot - but is there any way to see listing of the items in question? For example - having X amount of coins or +1 short sword may be worth the same in value - but it makes things trickier to divide.

If that's something that can't done, that's okay, too. But there's a lot of stuff no one may buy/want yet - until they get more coin. When they do - we may forget we have it.

Anyway, that's just a suggestion. But thanks for the work on it - that was very thoughtful of you.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)

We can write a loot list below the chart without a problem. But at the moment we dont' have a huge amount of gear to deal with yet.

Just to confirm, we think Craft Wonderous Items is more valuable a feat than Superior Summoning to the party right now?

SS lets me summon and extra creature every time I use a summon spell and summon more than one creature. So SM 2 makes 1d3+1 eagles as opposed to 1d3. May not seem like a lot, but you go from having 1/3 chance of only getting 1 bird to at least 2, up to 4, a much better spell.

Definitely taking it at level 5 or 7 tho.

Taldor

Male Elf Magus 1 (AC: 16,13,13; HP: 13; Saves 4,3,3; Init +3, perc +3)

Honesty Dhaavan I would ask immortal how prevalent craft wondrous is going to be in this campaign. The reason I say that is in kingmaker, the GM ruled that we could only craft one week at a time to prevent us from getting too magic heavy.likewise, this campaign may not have much for downtime and no chance to craft at all. If there is a balanced reached with Immortal than crafting is better for the group by far in my opinion.

Yes we can just add a list of items below the spreadsheet so we know what is available. Will do that with the haul we got from the tent/ghoul area in a little bit.


You will definitely have time to craft in this game. I will keep it balance by controlling how many gp in reagents and materials you are able to get your hands on to craft.


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)

So we'll be getting some loot in reagents? That's cool. Gives dhaavan some interesting raiding habits. =]

Can I use other casters to cast spells for me for my crafting, if they have em?


Yes you will be getting reagents as loot and also you will be able to buy them in most cities.

I'm not sure on that I'll have to research a little bit. I do know that they can't just come in at the end, basically they would have to stay with you the whole time you were crafting.


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

Just a heads-up -- I have a minor surgical procedure today which will go for approx. 2 hours. I will be sore and sorry afterward but I'm hoping to get one posting in before the appointment and possibly one after (if I'm not in too much pain).


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

Rain had three days worth of rations: good meals in her backpack when it was taken off her by the pirates. When she had possession of her backpack again, would the food have still been in there? Still, after all those days onboard the ship, the food might not be all that fresh ... LOL

Taldor

Male Elf Magus 1 (AC: 16,13,13; HP: 13; Saves 4,3,3; Init +3, perc +3)

Good luck with the surgery Rain. Will be thinking of you. Get some rest afterwards and don't worry about the campaign. Someone will keep you alive I am sure.


M kitsune rogue (pirate)/4; bard(sea singer)/2 AC18 (T 16, FF 12); HP 43/53; saves F +2, R +12, W +4; bab: 4; melee 4(+9), ranged +9; CMB 4, CMD 20; speed 30; init +5(+7); perc +9(11)(+13)

ooh... I hope all turns out well during your procedure and after... will be thinking of you, of course... see you later, whenever you're up to it.


Good luck with the surgery Rain...I promise not to kill you........much. ;-)


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

Thank you, Variel and Jiro. I think by tonight (my time) I should be lucid enough to piece together a posting. It's probably within an hour or two of the surgery that I will be uncomfortable and in some pain. I just didn't want you guys to think where the heck is Rain when she is being particularly silent around the encampment and then as we climb the ridge (in the morning). ;)

Edit: Oh, thanks Immortal. I'm sure Rain will appreciate the attempt. ;)


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

I hope your appointment goes well, today, Rain. If you need anything, or if there is anything we can do to help you, let us know.


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
Dhaavan wrote:

So we'll be getting some loot in reagents? That's cool. Gives dhaavan some interesting raiding habits. =]

Can I use other casters to cast spells for me for my crafting, if they have em?

You may want to swap the bonus to summon monsters for now with crafting for 5th.

By fifth we should theoretically have a ship - and you'll have time on board as we sail from port to port to craft.

Right now - we need to live long enough to GET our own ship, if it's not too late.


M kitsune rogue (pirate)/4; bard(sea singer)/2 AC18 (T 16, FF 12); HP 43/53; saves F +2, R +12, W +4; bab: 4; melee 4(+9), ranged +9; CMB 4, CMD 20; speed 30; init +5(+7); perc +9(11)(+13)

haha Rain, you were too late to stop Jiro from hunting - he's already caught his 'limit' in lizards lol. Anyone for lizard-on-a-stick?


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

Thanks, Flynn. It'll be okay. It's only minor surgery. But I thought I'd just let you guys know in case I'm not around much today. :)


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)
Seijiro wrote:
haha Rain, you were too late to stop Jiro from hunting - he's already caught his 'limit' in lizards lol. Anyone for lizard-on-a-stick?

I know ... LOL ... Damn time zones ... ;) I just thought I'd throw it out there ... and was happy that Jiro caught some lizards.


M kitsune rogue (pirate)/4; bard(sea singer)/2 AC18 (T 16, FF 12); HP 43/53; saves F +2, R +12, W +4; bab: 4; melee 4(+9), ranged +9; CMB 4, CMD 20; speed 30; init +5(+7); perc +9(11)(+13)

Seijiro, the mighty lizard hunter, struts around like he's the god of hunters, showing off his (non-existant) muscles and brawn. (gimme a break here, with +0 to survival it's unlikely to happen again, lol)


F Elf Ranger (Freebooter) 4, Inquisitor 2/AC 18/ HP 48/48, F+8 R+6 W+6 (+2 vs Enchantments)/ Init +4(+6), Perc. +11(+13)

Least we're fed now, so that's what counts, mighty lizard hunter. ;)


As soon as you guys get off this friggen island it wont be long before you have your own ship...assuming you get off the island that is lol.


M kitsune rogue (pirate)/4; bard(sea singer)/2 AC18 (T 16, FF 12); HP 43/53; saves F +2, R +12, W +4; bab: 4; melee 4(+9), ranged +9; CMB 4, CMD 20; speed 30; init +5(+7); perc +9(11)(+13)

if we don't get off the island, can we play swiss family robinson and build a really cool treehouse here?


Human Fey Tattooed Sorcerer 1 (HP: 7, AC:13 /F:1,R:3,W:4/ Init. +3 / Perc. +6/+8)(Jack's Perc: +13/+15)

Take it easy rain, we'll keep an eye on yer character. =P


One of my favorite movies and it has pirates too!


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)

A few quick questions -

1. Did my "aid check" to Jiro's hunting do anything good?

2. Since Jiro killed the lizards, can he use one of their skulls to make a really cool "lizard head helmet" - or, if he wants to be somewhat less cool - could he use it to make a "Skull Cap?"

3. Finally, I vote for no Swiss Family Robinson at all! Unless there are monkey butlers!

And, if there are no monkey butlers, I shall be most.... displeased...


1. Yes.

2. No as they were quite small. A lizard skin coin purse is not out of the question though.

3. OF COURSE THERE WILL BE MONKEY BUTLERS!


Male Human Gunslinger 1 (Buccaneer), Fighter 1 (Lore Warden), Bard 4 (Archaeologist) - (AC 18 / HP 49 / F +6, R + 9, W +6 / Ini + 3 / Perc. +12)
DM Immortal wrote:

1. Yes.

2. No as they were quite small. A lizard skin coin purse is not out of the question though.

3. OF COURSE THERE WILL BE MONKEY BUTLERS!

Hmmm... Monkey Butler's "good" - Ewok Pirates "bad"... SO FAR!

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