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

Game Master imimrtl

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Current Map

Island of Empty Eyes Map

Port Peril Map

Ship interior
Ship exterior

Dread Lady Upper level
Dread Lady All Levels


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AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

oooh congrats on the coming bundle!


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:

That's perfectly fine Seijiro, I haven't decided formally on that, I just can't seem to find the rules on navigating at sea anywhere.

--------------------------------------------

As for starting book two, I need some time to prep for the second book as well as my wife is extremely nauseous as we just learned a couple of weeks ago that we are expecting our third soon-to-be little gamer in June.

We will probably start up book two on monday or tuesday. In the meantime we don't need to be idle. There are lots of things to discuss, of major note are:

1. Positions on the ship:
Captain
First Mate
Ship's Surgeon
Master Gunner
Helmsman
Quartermaster
Head Cook
Bosun
Ship's Mage
Master-at-Arms

Not all of these positions have to be filled and people can have multiple positions that they fill but here are some options.

2. Loot distribution

3. What you want the new name of the Ship to be once you get it squibbed?

4. Social RP and interaction.

5. How many new sailors you want to recruit once you get to port? 20 is the minimum to run without penalty for this type of ship. 10-19 and you take a -10 to all sailing checks. 0-9 and you are dead in the water and cannot sail at all.

This won't matter outside of ship to ship combat but within ship to ship it will be a big problem so it'll be good to have some spare bodies.

----------------------------

The new person, and I have selected them already, and I are coming up with concepts and character ideas. He will not be introduced until you get to Rickety's Squibs.

One thing we'll need to know eventually is how the formal Feat: Skilled Driver works - but more specifically, what kind of ship we'll eventually want to have.

In other words - do we want a sailing ship, or a warship? That might effect things in the long run.

- The ship's positions - are they necessary for the ship to function?

That is to say - do they operate much like the positions of "The Council" in a "Kingmaker" game - or are they more for fun/form?

- How are we doing basic "Ship's Gear" on board?

For example - on our last expedition I was frustrated that our "away team" didn't have gear which would be helpful for us.

Does this ship have this sort of gear, and if so - what type?

- You picked a new crew member/player for us?

Well, actually, that's pretty much more of a statement, but it does leave me curious.

Okay - that is enough questions for now, I'll back off and give some time for a response.

And of course - Congratulations on your new lad or lass. I'm sure he or she will be beautiful :)


Island of Empty Eyes Map Current Map

I wouldn't worry to much on your next ship as it may be a little while before you can afford the type of ship you want.

As far as ships positions, for the most part they are fun and flavor but the actions of them do play a part in what happens on the ship just not from a clearly defined mechanical point of view.

This ship will have the gear you all provide for it. Right now it is pretty bare as it was mostly stripped by Harrigan for his ship. Remember originally you were supposed to go to Port Peril to sell the ship outright so they took pretty much anything of value.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Congrats on the new kid...hopefully come June you still get some sleep at night. Then again if your up ought as well update and run some Pathfinder games ;p

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
DM Immortal wrote:

I wouldn't worry to much on your next ship as it may be a little while before you can afford the type of ship you want.

As far as ships positions, for the most part they are fun and flavor but the actions of them do play a part in what happens on the ship just not from a clearly defined mechanical point of view.

This ship will have the gear you all provide for it. Right now it is pretty bare as it was mostly stripped by Harrigan for his ship. Remember originally you were supposed to go to Port Peril to sell the ship outright so they took pretty much anything of value.

That brings up a good point, we might need to get to Rickety's and find out how much it costs to reoutfit the ship before we divide up too much of the loot.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Couldn't find the info for vindictive harpoon or for the tidewater cutlass. Any help would be great even if just pricing so I can list them in the spreadsheet. Thanks Immortal.


Island of Empty Eyes Map Current Map

No problem Sorry Variel.

Tidewater Cutlass: +1 Cutlass, can be used to cast Hydraulic Push once per day. Hilt is decorated with a skull motif and the blade looks pitted and rusted but is wickedly sharp. 3395 gp

Vindictive Harpoon: +1 Returning Harpoon, the jagged, scrimshaw-carved tusk of a narwhal attached to a 50-foot length of woven sinew. Unlike most thrown weapons, a vindictive harpoon functions as well underwater as on land, and its wielder takes no penalties on attack rolls underwater. 10,305 gp.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Wow that harpoon is nice. No penalties for underwater combat and returning property...wow. Of course if no one is going to use it then it would be a great start to party treasure to pay for the ship purchases.

Thanks Immortal, spreadsheet is up. Made some changes as items not wanted are sold for half so adjusted value of items not claimed. Also added a piece for party loot to outfit and squib the ship. As such the total value of loot will change and thus each share will deminish a bit. Included the harpoon for now to party loot unless someone claims it. Easy to fix and alter if someone does indeed take it.

Once we get to a port to sell items I will update the list again and remove the items sold and just have a value updated. That way we nkow wha the actual value of the haul is and how much gp each person would actually have.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

For what it is worth, I listed the positions and those that Variel would be interested in or fit for. Please add your name to those you would like.

Captain: Variel
First Mate:
Ship's Surgeon:
Master Gunner:
Helmsman:
Quartermaster: Variel
Head Cook:
Bosun:
Ship's Mage: Variel
Master-at-Arms: Variel


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

potential positions for Seijiro:

Helmsman
quartermaster, or
(at the very outside if no one else wants it) bosun

I heartily back Variel as potential captain!


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I have a quick question about "Loot Division" at this time:

Specifically: What happens to the loot/cut for Rain/Sko?

They are technically part of the group; but they are not members of the group anymore.

Does their "cut" default to the remaining party, or do they need to be "paid off" first?

While I've tossed this question up multiple times, I still haven't got a straight answer on it yet.

But I would like to get a straight answer on it.

Meanwhile, as an aside with regards to gear for the ship, when we were on the "away team" thing, I especially wanted us to have one of these:

Away Team Gear?

It seemed like a useful piece of gear, or some variation on it.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Seijiro wrote:

potential positions for Seijiro:

Helmsman
quartermaster, or
(at the very outside if no one else wants it) bosun

I heartily back Variel as potential captain!

If Variel wishes to be the "pilot" that's not a problem for me.

If he wants to be "captain" - then that will be a problem, at least for my character.

I suppose it will have to be settled "in game" though.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

We really don't have anyone else with the leadership abilities that Variel has shown, so he seems a natural for captain, imo... maybe Horatio and Variel can settle their differences and find a way to get along? With Rain and Sko gone, he seems the natural choice.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I would have voted for Dhaavan, only because he is more charismatic. Possibly Valeros who is more neutral. Possibly you, Seijiro, as you have a poet's heart.

But I should say, if we are playing out characters, that while it is possible we may be able to settle our differences, it does not seem likely at this time.

But like I said, that is my character and this is the discussion thread.

"In game" things may be different.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Which of the crew are still kicking? Did we loose any of the original or just Plugg, Scourge, and one Rahadoumi.

Is there going to be any sort of process of transitioning into power here, like having? So do we have one Influence per crewman per day, or how's that al work. Cause Dhaavan's of the mind to begin bolstering moral right off the bat as opposed to letting any discontent fester. so what's the process of turning Jape, Tate, Arietta and the two officers to our side, as well as ensure the loyalty of the Rahadoumi.
So by what process would that endeavor be completed?

-Dhaavan lacks any real sailing ability but I can toss some points into one of the necessary skills, since I'm pretty much done with activating Class Skills. But with the Cha, i got Intimidate and Diplomacy pretty well locked down which are used to power a Human Powered Vessel in case of Doldrums and lack to favorable currents. ROW
-Plus he's a caster, but all shall come clear on the IC thread. Jsut the mechanicas of how Imm wants this done will affect my actions. =]

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

As of now I took Rain's cut of the loot and divided it amongst everyone else. Sko's loot is left as I don't know what Immortal plans for the new member to have for starting wealth. Once that's decided then I can update accordingly. You should be able to make changes as well if you wish to claim items on the spreadsheet.

IF the consensus is outside of Flynn is to have Variel be the captain I will do my best to IC work out differences with Flynn. Thanks for your support Jiro, but I know Flynn is currently against it. I guess we need Dhaavan and Valeros to chime in before anything is decided.

Night all....


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:

Which of the crew are still kicking? Did we loose any of the original or just Plugg, Scourge, and one Rahadoumi.

Is there going to be any sort of process of transitioning into power here, like having? So do we have one Influence per crewman per day, or how's that al work. Cause Dhaavan's of the mind to begin bolstering moral right off the bat as opposed to letting any discontent fester. so what's the process of turning Jape, Tate, Arietta and the two officers to our side, as well as ensure the loyalty of the Rahadoumi.
So by what process would that endeavor be completed?

-Dhaavan lacks any real sailing ability but I can toss some points into one of the necessary skills, since I'm pretty much done with activating Class Skills. But with the Cha, i got Intimidate and Diplomacy pretty well locked down which are used to power a Human Powered Vessel in case of Doldrums and lack to favorable currents. ROW
-Plus he's a caster, but all shall come clear on the IC thread. Jsut the mechanicas of how Imm wants this done will affect my actions. =]

I think (and I could be wrong) that the Rahodomi are all dead.

Rain hit one for 11 damage and it dropped him flat out. Maybe it's meta-gaming, but that suggested to me they may have only 11 HP, maybe more and Rain was lucky, I don't know.

But I know several of them had suffered damage and where then struck with a spell that happened to do exactly 11 damage; which is when they all dropped, including the one's we hadn't hit yet.

I am guessing they are all dead.

However - if Sandy had reached any via the "Channel Energy" thing, I have a hunch that those who had not fallen would come around and suddenly see us as their heroes/saviors.

- Regarding Captain/Helmsman/Pilot?

Right - so the "Add-on" book defines the "pilot" as "A creature with an Intelligence of 3 or higher who is physically able to use the control device" (page 9).

Nearly all checks are done via "Profession: Sailor" - making Wisdom a good requisite in the pilot; and another reason that Sko or Rain would have been a good pilot.

At this point, if someone wants to take "Pilot" they need to have a high "Profession: sailor".

- The actual "Captain" is the person who ends up using their charm and charisma to motivate everyone's butt into getting things done. The book suggests either "Diplomacy or Intimidate" for most of those tasks.

This is why I thought that having Dhaavan as a "captain" made sense, as he has a modest (yeah, "modest") diplomacy check and could sway the folk on the ship.

As for whoever is the "Helmsmen/Pilot"? They'd need the high "Profession: Sailor" check as they will have the con and do most of the rolls to direct the ship.

Theoretically while that occurs, someone may be making rolls to motivate the crew.

Anyway, that's why I support Dhaavan as "captain". If Variel want's to be "pilot" I would support him on that position.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Variel - thank you for all the work you did on the Spreadsheet.

I am not entirely sure what to "bid for" on the sheet, as I don't know how much wealth I will have to spend. When the GM tells us via Sko, I'll toss up some ideas, though I think I would like a bonus to AC at some point. That amulet looked nice, if possible.

As an aside on gear - I don't have a "Masterwork Dagger" at this time.

I remember Dhaavan having one, but I thought Seijiro had the other one.

I had my mother's dagger, and a sawback dagger, but that was all on daggers.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

only one of the Rahadoumi is dead, the rest survived thanks to Sandara.

and yes, Seijiro has the other mw dagger for now.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Level 4 advance
Skills (5 ranks): Acrobatics, Handle Animal, Perception, Diplomacy, spellcraft
Spells: Ghost Sounds, (Human Favored Class Bonus: spell) ???, SM 2(be afraid, be very very afraid!)
+1 bab
+1 will
Spell/day: 7 Lv1, 4 Lv2
HP: 1d6 ⇒ 4
Lv4 Stat-boost: Cha = 19


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

GM - any idea on who/what the new person will be in terms of class? That will probably effect my choice of skills regarding how to compliment the rest of the party.

Also - what specifically will you be doing with Sko at this time, as well as Rain, too, I guess. This pertains to social RP, but also loot at this point.

It may take me some time to get my character done.

I would like to buy the amulet of AC bonus +1 - if I can afford it. But we shall see, I guess. No rush, just asking.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Just a heads up - when it comes to loot, Seijiro doesn't necessarily want to keep the haversack, he was just wearing it on the away party because someone had to. I think the party ought to keep it for such away missions, but maybe it should stay party treasure if no one wants to claim it as theirs alone.

Seijiro IS interested in the belt of healing... and maybe the magical sheath as well as keeping one of the MW daggers. All is negotiable of course, just putting his wish list out there.


Island of Empty Eyes Map Current Map

The new person is most likely coming in as a cleric so that should help quite a bit. Some of you may actually know him from the boards as he has been around quite a bit.

The new person joining our group is Bilbo Bang Bang. He should be checking in some time over the next few days to introduce himself. I will be introducing him in game once you all get to Rickety's.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Seijiro wrote:

Just a heads up - when it comes to loot, Seijiro doesn't necessarily want to keep the haversack, he was just wearing it on the away party because someone had to. I think the party ought to keep it for such away missions, but maybe it should stay party treasure if no one wants to claim it as theirs alone.

Seijiro IS interested in the belt of healing... and maybe the magical sheath as well as keeping one of the MW daggers. All is negotiable of course, just putting his wish list out there.

Seijiro - for what it's worth, I agree with you completely.

I think the haversack - and for that matter, the Tricorner hat - should be considered "Ship's Loot". They help all of us equally - and whoever is piloting the ship, if they fall, or are out of it - we will need someone else to pilot the ship.

That person; be it the first officer, a helmsman, or even an ensign, will need the hat.

Even if Variel is wearing it now, it seems unfair that he would have to shoulder 1,300 GP for an item that is essentially helping everyone. At the same time, if Variel goes unconscious or is away from the ship on a "split-party" mission - then whoever is on the bridge would be better served wearing the hat, it seems.

Before we divide loot "equally" among everyone, I think it might be more fair to move both the hat and haversack to "ship's loot" so that no one has to pay more coin for them, like we do with potions and so on.

I guess that at this point we can simply drop Sko and Rain from party treasure regarding "Splitting things equally". If they leave with the gear they started with, that's reasonable. For social RP - that's another story.

But with no clear direction on how that should be dealt with... I know it may sound greedy, but I think it's fair we just keep everything as the GM hasn't indicated a specific plan one way or the other at this time.

Also, I hate to say it, but we've posted, we played, we earned it.

To quote a famous zombie hunter: We aren't giving it up - we spilled blood for it...

So yes; if the GM said - take the cuts for Rain and Sko out via coin, and the rest is yours, that would be one thing. As it stands? I know they helped "In-game" as NPC's lately, but they aren't here now, and we have no clear direction.

Does that idea sound fair? That we split the loot four ways?

Please let me know what we are doing. Thank you.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:

The new person is most likely coming in as a cleric so that should help quite a bit. Some of you may actually know him from the boards as he has been around quite a bit.

The new person joining our group is Bilbo Bang Bang. He should be checking in some time over the next few days to introduce himself. I will be introducing him in game once you all get to Rickety's.

I'm aware of Bilbo - good guy; he's done some good work (at least, from what I've seen on the boards). And it seems as if we now have a formal Cleric, which is good.

Thank you, as it will be effecting my build slightly, but hopefully in a good way.

I will have my updated sheet posted sometime later this weekend.

I have to go now; I am leaving for my grandfather's funeral.

I should add that a lot of my postings may have been colored by my own personal thoughts and feelings. I don't know if that is clear, or if it is uncomfortable for anyone, but if it is, please let me know.

I often use writing as an outlet for my emotions, but I don't want to do that to the extant that it might be too much for any of you all in the game. If it is, let me know - I can always reign it in, and change things a bit if it would help.

Anyway, thank you all again for your support.

I look forward to seeing your work when I return.

GM: Again - congrats on your new lad or lass and please tell your wife and boys I said hi.


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Island of Empty Eyes Map Current Map

Will do! I hope you are able to get a measure of peace and closure at the funeral.

------------------------------------------

As we are starting the new book we are moving away from the daily job rolls and such things. Essentially the running of the ship will only require the occasional sailing check. The crew for the most part have taken it in stride that you all are now leading them and will work for you diligently. You may have a few troublemakers like tate and such but that is just their nature and nothing malicious.

We are going to start working in the Plunder and Infamy system into the game so please familiarize yourself with the rules. Also if you get a good grasp of the rules it makes it easier for me because you can correct me when I invariably make a mistake lol.

Here is a link to a wiki with the rules for plunder ease of access.

Here is a link to a wiki with the rules for infamy and disrepute for ease of access.

LEt me know if you have any questions! :-)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Few quick things...

1) I agree about the haversack a being party loot. Will take that out and reconfigure the lists again. Tere is still 5 of us currently though: Flynn, Dhaavan, Jiro, Variel, and Valeros. Leaving it at six makes it easier on me and allows for Bilbo to enter with some starting cash or items.

2) even though it might be better for the pilot to have the triton hat, Variel would still like to claim it since he follows Besmara and it keeps him from having to put ranks in swim once he gets heavier armor.

3) skill wise, Variel has 5 per level and is willing to put them all in this level where he needs to. If that is sailor, diplomacy, intimate or others skills I just need to know what my position is. In addition, Variel will eventually want a headband of int and cause that for a skill point in something the group needs. Know nature perhaps.

Good luck Flynn on the travels. Hope it goes as well as it can for you.


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

HP roll for 4th level. 1d8 ⇒ 1

BOO!!!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Fourth level update is average hp for 4+1con+1fc=6
+1 BAB
+1str
5 skills:TBD
2nd level spells: bulls strength, mirror image
+1 fort and will saves
Spell recall !!!!!!! (happy about that one)
+1arcane pool


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

Finished leveling.
+1 went to Int, bumped my skills and ranks accordingly
+6 skill points spent
bab and saves adjusted
can cast 2nd level spells
2nd lvl spells gained: cure mod, hold person, slipstream

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

From what Dhaavan post IC I believe...

Captain: To be decided
First Mate: Dhaavan
Ship's Surgeon: Bilbo with Flynn assisting? I added
Carpenter: Flynn I added
Master Gunner: Flynn
Helmsman: Bilbo
Quartermaster: Jiro
Head Cook: Fishguts
Bosun: Jiro
Ship's Mage: Dhaavan
Master-at-Arms: Flynn/Variel

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Revised list

Captain: To be decided
First Mate: Dhaavan
Ship's Mage: Dhaavan/Variel
Ship's Surgeon: Bilbo/Flynn I added
Carpenter: Bilbo/Flynn I added
Master Gunner: Flynn
Master-at-Arms: Flynn/Variel
Helmsman: Jiro/Valeros
Quartermaster: Jiro/Valeros
Head Cook: Fishguts
Bosun: Jiro/Valeros


Island of Empty Eyes Map Current Map

Just as a heads up, my Grandfather passed away this morning also. I'm doing ok as it was a bit of a drawn out process and he was suffering a bit so though I am sad to see him go, I am glad that he isn't in pain any more. As a result though I will be hit and miss over the next few days as I find out what I need to do. Thanks for your understanding everyone. You all are really good people.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I'm so sorry to hear about your loss, Imm. Take whatever time you need.


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

Sorry for both your losses, Immortal and Flynn.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Sorry Immortal, wish you the best as well right now.ntake your time and get everything situated on your end. We will be here when you return. All RP anyways.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I have just returned home.

Thank you all for your support.

GM - if there is anything I can do to help, please let me know.

You and your family are in my prayers.

Regarding the game, I will have more details later.

Thank you all for your patience.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Hmm...

Well, regarding loot?

If Variel wants the gear he selected, I won't complain. I do think that the hat would be more useful to the pilot as it would allow that person a better chance to sail. If it turns out the new player can be both a pilot and cleric (a good possibility if the two positions are merged) - then I think that person should wear the hat.

I don't mind if Variel wants it - but if the new player is a good pilot, I see no reason we can't hire a good pilot. There is a good possibility that a cleric has the potential for being such a person; but maybe we should wait and see. We could "loan" him the hat, while he serves on the ship. This seems more logical to improve the odds for a player who might be better suited as pilot already, rather than having Variel be forced to spend Feats to play "Catch-up".

Also, at this time we have a flat amount of valuables. Currently it was suggested the group divide it six ways - the sixth portion being for the new player?

I disagree with this point for a few reasons.

1. The new player is starting on 4th level - it seems logical that he/she already has his equipment taken care of. Out of game, I see no reason to believe that he is not prepared to play as he is not a pressed member.

2. In-game I see no reason to put aside a cut of loot for a player who has not yet joined us. We don't know anything about the player, including if he'll join us (in game, I mean); and we know that both Sko and Rain have elected to leave without wanting a cut of the loot. That is good enough for me to be comfortable with accepting their "cut" as part of our own.

We earned the loot; we bled for it.

It seems reasonable that the GM can outfit the new player as he decides without having to pay him for his gear.

However, I don't mind putting the 1/6 cut aside for the "Ship".

That would include (theoretically) - the cost to "squib" the ship; outfitting the ship with extra weapons/armor/ammunition for the "artillery". Purchasing the ship supplies; such as food, gear, that sort of thing.

I think this is a fair point. Please let me know what anyone else thinks.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I was just looking at the "Loot List".

As I mentioned before - I do not have a Masterwork dagger. Dhaavan and Jiro did, but it still lists it on the sheet as if I do, and have paid for the cost.

Can this figure be corrected?

At this time, the only thing on the list I would like to buy specifically are the "Bracers of Armor +1".

However the sheet lists those as "2,000". I saw them as "1,000" - as it is an Armor Bonus, not an Enhancement Bonus.

Which price is correct - 2,000 or 1,000? My information may be wrong.

Does anyone object to me purchasing the Bracers, and then taking the rest of my cut in loose coin (and for now it would include the short sword). Please let me know.

Thank you.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

HP For Level Up
1d10 ⇒ 9

EDIT: Cool on HP. I need to crash, it was a long weekend. I'll have the rest of the update by tomorrow.


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Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Character updated fully. Sorry for delay - it took me a long time to pick my skills.

Anyhow, it's mostly done.

I'll have a complete update formally once I buy the gear I need and have a chance to formally go "shopping".

The new gear will likely effect my sheet.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Correct on the cost of the bracers. Thanks flynn.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Was reading through the players handout and noticed a couple of things. Depending on how Bilbo creates his character and if he does invest the skills into profession sailor I agree that he or someone else should pilot the ship. The reasons for this is simple. I built Variel to be an upfront melee combatant. As such Variel would most likely be leading a charge onto another ship rather than manning the helm. What that means IC is that I would not be taking skill focus sailor at fifth. I would still be putting max ranks into sailor this level as we do not, as of this moment, have a great helmsman.

This could change of course if Bilbo was a melee cleric. If that's the case, then I would reconsider being the helmsman as well.

Finally, if Variel is captain, there is something iconic about the captain boarding a ship and going after the other captain. Harrigan did it and it seemed like great imagery. Well not the part about eating a heart, but you get the drift.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

lol... ewww... eating the heart... just icky...

we do have other people with prof: sailor, so we have people who could act as helmsman if Bilbo doesn't want to make that kind of build. Maybe not super high skill levels in it - but passable. Maybe with skill focus could get better, who knows.

Let's see what Bilbo comes up with.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

btw - if Bilbo doesn't want to be helmsman, I can take my dodge feat I just took and convert it to skill focus: prof. sailor - that would give me a +10 in prof sailor. If that's not high enough, sorry, it's the best I can do at this level... but I can continue to take points in it as I level up Seijiro. If I do need to lose the dodge feat, I'd appreciate getting the 2nd amulet of natural armor +1 that we found (to replace the dodge feat. it may not be quite as good, but it helps).


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Perhaps the GM may allow to hold off on finalizing characters until after we meet the new guy? That would help a lot.

Also, if it matters - Seijiro, you may have extra skill points because of the "Profession: Navigator" thing.

Again, a lot of all of our decisions are sort of hemmed in a bit until we know what the new player is offering.

I don't think we need to worry overmuch about leveling formally until the GM has returned. Even then, hopefully we'll all be given some latitude on the matter.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I already put my prof: navigator points into other skills, and prof: sailor is maxed for my level at +7 currently. Could go up 3 with skill focus though. I kinda sorta finished leveling but could make alterations based on what the needs of the party dictate. I'm amenable to making such changes if nec.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Yeah, it's kind of a tough spot. I could have maxed out my own "Profession: Sailor" check for an 8, but why bother if we have a great pilot coming in?

It's kind of like the feat "Skilled Driver". While it's not that hot as a feat, it's a pre-requisite for "Expert Driver" - and the big there is that you can do a lot of standard actions in combat as move actions when piloting the ship. But why take either feat until we know what kind of ship we're getting?

The book says the Feat applies to either Water Vehicles, Land Vehicles or Air Vehicles, but it's all kind of up in the air until we know more, as there's been a lot of discussion about it at this point (that's a Feat worth having though on fifth, once we find out about the pilot; and have a better understanding on the Feat).

Right now there's not much to do but social RP for a bit; which is totally fine with me. I'm down for social RP, though I am a bit sad that no one else enjoyed the lunch I made.

Oh well, I guess there's always leftovers...

;)


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

well,

a)you've never cooked for us before, and we have fishguts to cook for us, so why now?

b)no prof: cook

c)you were cutting up bodies and took them below decks to do who knows what to

d)don't know about the others, but all this leads Seijiro to think you are serving up plugg and scourge soup and wants nothing to do with it lol

anyway, I'm not sure skilled or expert driver are necessary for our helmsman if prof: sailor is enough per our GM - I will wait to hear what Imm has to say on the matter, but I have other things I want to do with my coming feats, so I don't want to take those, though I will take skill focus if nec.

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