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DMJ's Skull & Shackles

Game Master Jonasty1031

Adventure and danger on the high seas! Can you claim your own Pirate destiny in the Shackles?

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Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

You're fortunate to have Calvin on your side - he's great at making connections and friends. You're welcome.

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

I was about to say, Calvin, I would be careful about trying to influence anyone that isn't Indifferent or better with your Cha score. Like me, we suck at this. Hostile, like Jape who you tried to influence, is a base DC of 25 before any of their Cha mods. So Unfriendly at base DC 20 is pretty hard for either of us to hit without getting really, really lucky.

Male Human Sea Singer 1

I wouldn't worry about it, too much. Calllum and I have both taken shots at Narwhal and Jape, and both come up short. If you want some less risky socialization, you could introduce yourselves to the officers we haven't met, yet. Their opinions can't be changed, regardless.

Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Oh, there's nothing worse than hostile is there? I was hoping to get lucky with a 20 on one of my rolls, as that's the only way he'd be successful with one of them.

I'll chat up an officer tonight to learn a little more about them. Maybe earn a lashing or two when I offend them. I haven't taken my share yet.

Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Nah, there's nothing worse than Hostile. If you fail by 5 or more, they might attack you (like what happened with Callum's attempt with Narwhal).

A 20 wouldn't work either (unless they had a charisma of 0 which is pretty much dead) since skill checks don't get that auto-make on 20s or auto-fail on 1s. So, for example, Tully could roll a 1 with someone who is Friendly and with his +8 Diplomacy and +2 owlbear bonus, he'd get an 11 which would be enough to turn them Friendly if they have a CHA of 13 or less.

Feel free to continue to antagonize some of the hostiles though. Callum's done with "Narwhal" Tate for example. Wants nothing to do with him. Let him rot when the chips fall, he says. You might get in a scrap but it still might be less risky than offending some of the officers.

Who knows, maybe there is worse punishment than the box.

Male Human Sea Singer 1

I can get my Versatile Performance (Oratory) bonus up to +14, potentially. That's still less than 50% odds to win over a hostile with a 10 or higher Charisma. Considering we only get one or two shots a day, I'm pretty pleased with our progress. So what if Narwhal hates us. Accidents happen...

Here's my thought on Hostile and Influencing. You're correct, there isn't anything lower than Hostile. That being said, if you fail to hit the DC, there's no change as normal. If you fail by more than 5, which would normally lower their attitude, in the case of Hostile where there is nothing lower, I still think there should be something that happens. There could be a few different options, it could devolve into a combat, as it did with Callum. Granted this won't be as often and will usually be a specific roleplay situation. Usually, it will just slow your progression down mechanically, which I will explain below.

This second option is what will happen with Calvin. In this case, and what I'll probably use as the "default" going forward, is that Calvin has added a chit to this NPC, almost like an extra Hostile so to speak. You have to earn off the chits before the progression will continue. The DC won't be any different for the Influence checks, you'll just need more of them. And like with hitting a really high DC and shifting an NPC a couple steps up, you can go the same way up or down with chits.

So in this instance, Calvin missed the DC by more than 5. That being the case, he made the NPC go from Hostile to Hostile+. So for this NPC (Jape), you will need 2 sucsessful Influence checks to get him from Hostile to Unfriendly, 1 to remove the chit and then the normal one for Hostile. If someone were to attempt it and fail by more than 5, he would get a second chit, and so on.

I feel this is a solid way to account for messing up a check on a Hostile NPC with these AP mechanics. In a normal game, Hostile can lead to combat more often than not but in this game, that would be fighting every minute of every day lol. This way there is some danger you have to worry about when attempting to influence a Hostile NPC.

Male Human Sea Singer 1
DM Jonasty wrote:
I will randomly roll to determine who it is. The available pool will be any NPC not currently at Helpful, since those are the ones you would be targeting anyways. (Here's hoping you get a Friendly one.)

Come on, Narwhal...!

Don't worry! I have just the thing for Hostile+ NPC's!

*rummages around*

Now, where did I leave it?

*tosses aside a dagger, club, mace, flail, rapier, spear, glaive, greataxe, earthbreaker, kitchen sink, handgun, rifle, bazooka, patriot missle, nuclear warhead, rainbow bright doll(?), phaser rifle, barradium detonator*


*pulls trusty anvil out of pack*

Ok. Now, just get them to stand on this target while I climb up to the crows nest...=)

Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

How about we start that AFTER my latest encounter with Jape... ;)

No, that's fair and makes sense both mechanically and in-game.

I'll probably stick to influencing birds and working on my fledgling carpentry skills from now on.

Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Just a heads up.

I'm moving across the state for a few days. My grandmother is ill, and my mom is worried about her making it. Hopefully she will recover. I should have wireless, but my posting will be slow while I'm away regardless. Apologies for that.

Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

Sorry boss, I misunderstood. I thought you had approved the general "influence everyone through general feeding" idea...not that I expected it to work on the first try...I imagined it more of a long term project, a series of successes over a week or longer.

If you just want to use Jak, since he was there, and I was talking to him, then that would make sense too, rather than the random roll.

Male Human Sea Singer 1

Got huge day at work, today. Just got a few minutes break. It'll probably be tomorrow morning before I can get something posted. If it's an issue, put me to bed and carry on. Darn the end of the fiscal quarter!

Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
DM Jonasty wrote:
You've shifted Tate from Hostile to Hostile+.

That was the plan. Have to give Scourge and Plugg some allies, lol.

Actually, I don't think I've made a rum stealth check yet (well, maybe once, but next level I think I'll throw some points into into it). I've been trying to figure out different ways of screwing up dumping the rum (rather than another clutzy spill which was swiftly becoming the norm) and wasn't ready to become as brazen/brave as Ko'ulu by not trying to be sneaky. So I thought, I dunno, maybe dumped it on someone's shoes, but didn't want it to be an officer or anything, keelhauling, sun box and all. So then it was just a matter of who would Callum love to have dumped his rum on, even by accident. Et voila! The failing of the Intimidate check was just a bonus.

But I'd better start making those stealth checks. I'm running out of ideas, lol.

Lol, excellent roleplaying and I applaud the creativeness.

Male Human Sea Singer 1

Let the wenching commence in full...

Yeah, I was pretty happy that I got the roll on that one.

Now, the ladies are going to be swarming. So... Perception Check to find a stick to beat them off: 1d20 + 3 ⇒ (7) + 3 = 10


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Haha, Tully! Trying to take all the women for yourself? Lol.

Careful. Jealousy breeds hostility. The code makes fighting amongst the crew verboten and something like that could be instigation. Soon we'll have all the male crew with a Hostile++ by their name. Although it would be interesting to put together an all-female crew, we're going to want someone to handle the bilges.

There's also something in the code about how every member of the crew (excluding officers) gets an equal share of the treasure and anyone taking more than their fair share gets marooned. And another part where anyone stealing from crewmates get 30 lashes and are put ashore at port.

It's all about the interpretation, lol.

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

Don't forget about the part of the code dealing with Parley!

Male Human Sea Singer 1

Lol! All's fair, my friend!

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12
Young Tully wrote:
Lol! All's fair, my friend!

As long as you don't try to woo Sandara, you won't find your shoes filled with carnivorous cockroaches every morning. ;)

Male Human Sea Singer 1
Jirobo the Storm Crow wrote:
As long as you don't try to woo Sandara, you won't find your shoes filled with carnivorous cockroaches every morning. ;)

Oh, I'm trying! Lol!

But, don't worry. All the fun (and RP goodness) is in the pursuit. There is a classical allusion somewhere in there. Apollo chasing Daphne, maybe? Probably more like Niles chasing Daphne (Frasier, anyone?)!

DMJ, quick question: Does Cog know who I am? Or, are his comments (milord, little lordling) just his way of being snide about Tully's aristocratically effete mannerisms? I just would like to know how much to RP the situation, if at all.

Tully: He's got no idea of who you are. He saw early on that you weren't really used to life on a ship and has been using the mi'lord thing as a form of derision. He just assumes you're a bit of a fop lol.

I'll have the update posted when I get home, finishing a project at work this week and next so the super big updates take me a little longer to throw together than usual.

Sorry for the delay, work's still kicking my ass.

Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

I feel your pain. Last week was hellacious for me, so I know how it goes. At one point I was scheduled to be at three different events simultaneously (teaching a course, attending a virtual teleconference and at a planning group meeting).

Male Human Sea Singer 1

Haha! Apparently, it's just that time for all of us! I have two new asst. mgr's to train, plus I've had three on vacation, plus the end of the fiscal period! It doesn't rain, but it pours...!

Male Human Sea Singer 1

DMJ, will my entertain action still give me a bonus to influence Slippery Syl today, despite the fact that she didn't care to dance?

It will if you get the chance but today's activities are a bit different. ;-)

Male Human Sea Singer 1


That's not ominous. It's down right diabolical!

Oh and Tully, you would have been able to get a dagger/knife from Grok before going in no problem.

Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

Oh gods!!! The dreaded 1d17 of doooooooooom!

Fear its power!!!

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

Question for DM: Would Storm Burst (Weather domain ability) work underwater? Description of it below:

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

I ask since most storms over seas aren't just having to worry about rain and wind but also churling seas with vicious undertows.

I'd be fine with it in the current circumstances as the creature is close to the surface. If you were deeper under the water, I'd probably say no as churning seas and issues aren't as much of a problem when your deep down, at least that's my thought. But in this case, go ahead.

Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Query: Can one draw one's weapon as a part of a move (with the min +1 BAB as is normal when on land) while swimming? So for example, say on their turn one of the giant crabby things moves in and attacks Callum. Would Tully be able to swim up to the Reefclaw on his turn while drawing his dagger and thus be able to attack the same round? I am assuming so because I can't find any dissenting documentation, but I wanted to be sure.

Yes it's possible to draw your weapon as part of a move action while swimming but keep in mind that you have to make a Swim check as part of a move in the first place. What this means and the only caveat to this is that in the swim rules it mentions that if you fail by 5 or more you begin to sink. If that's the case, you couldn't draw your weapon as part of that move. If you can't manage to "concentrate" enough to be able to swim, you certainly can't multitask enough to draw a weapon at the same time. If you make the check, then you're fine to do that.

Not to confuse people, you don't have to make a swim check to draw your weapon, the above is only with regards to drawing a weapon as part of a move action while in the water.

Also Calvin and Jirobo have top init over the bad guys. I'm going to give them another hour or so to post something otherwise I'm moving on and they will simply be Delaying their actions. Their Round 1 turns won't be lost but I'm not going to retcon their posts to above the beasts as it will be confusing.

This will generally be my policy going foward to avoid people having to wait. If it gets to the point where the Round is waiting on someone, then I'll hop in and DMPC them but that's a last resort.

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

My post is up. Sorry, was long day yesterday. Make that a long week.

Believe me, I understand a long week. This week and next week are brutal for me at work, I'm lucky I've had time to post at all.

Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Is the Swim DC still a 10? And we roll it once per round regardless of the action, or once for a movement and once for an attack?

And I guess, since their 5ft underwater we can't flank them for the +2 unless we swim under them... Boo to the third dimension.

Swim DC is 10 throughout the combat unless something specifically comes up to change it but that'd be like a freak storm or something.

Per the rules, you can make a Swim check as either a Full Round action or a Move action, with the choice dictating your speed for that. But you do have to make at minimum a Move action Swim check to keep above the surface, even if you stay in place. There's no free action doggy paddle. ;-) If you don't make a Swim check (move or Full round) you sink beneath the waves. It doesn't matter now, but yes this does mean at higher levels if you don't have a swim speed or freedom of movement, you won't ever be able to take a full round action to attack without sinking.

So a couple example turns as they could happen while swimming:
Move action (which includes a swim check) to tread water.
Standard action to attack the beast (taking relevant penalties as appropriate)
Full round action to move (including the swim check) and you only move
Move action to pull a potion out
Standard aciton to drink it
then you sink beneath the surface as you didn't have a move action left to make a swim check to move/tread water

The 5 feet below won't theoretically prevent you from flanking. 3-D space is tricky but there are ways around it.

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

Tully, starting with "Gentlemen" now all I can think of is you asking us all to accompany you in one last song as we all sink to a watery grave.

Curse you, Titanic!

Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

DM Jonasty. I might not be able to post this weekend as we have family over.

Callum's next action would be to use a move action to activate Freebooter's Bane on the nearby creature so that he and Tully would have a +1 to hit and damage, and then a standard action to attack using the boarding axe as a piercing weapon. With the flanking (and another +2 to hit) Callum could also get the extra 1d6 sneak attack. With Tully's performance, I think we'd be looking at +4 to hit and +2 damage on this fella.

Callum is wearing his armor and the adjustments to his skills with it on are shown in the profile. The swim remains at +8 because there is no check penalty for swimming in wooden armor.

Male Human Sea Singer 1
Jirobo the Storm Crow wrote:

Tully, starting with "Gentlemen" now all I can think of is you asking us all to accompany you in one last song as we all sink to a watery grave.

Curse you, Titanic!

Drowning, dismemberment, death. Nothing excuses poor manners. =)

I'm starting to run short of unique ways to keep playing this formal style of speech. So, Tully may soon begin to pick up some of the more colorful nautical slang that seems so prevalent.

Or he might just start cussing like Rosie!

Male Human Sea Singer 1

Ko'ulu, and everyone, don't forget to add +1 to your attacks and damage, as long as you can hear Tully speaking. Those under water may not get the bonus.

Given my posting schedule on the weekends, there's been some buffer but Calvin still hasn't updated yet so I'm going to post for him to keep us going for now.

I'm gonna give Calvin another couple hours to post but then I'll probably hop in for him again when I get home from work if he hasn't. He's been MIA since late last week in the other game I'm in with him so I don't know if maybe he's off the boards for a little bit or something.

This isn't specifically spelled out in the rules but I'm gonna go with Callum on this and say that a PC can attempt to Treat Poison on themselves. Generally a lot of the other Heal checks can't be done on yourself but Treat Poison is a natural fit to be able to do it.

Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Ahh, I didn't even think of the possibility. There was poison in a tabletop game I was running yesterday and I let 'em do it too. They showed me that some of the other heal uses seem to explicitly mention they can't be used on oneself (e.g. long-term care).

Male Human Sea Singer 1

I think Tully's spell-casting finger is broken. I have yet to cast a spell in this adventure. Ah, well, maybe it'll catch the DM by surprise when I drop that ability on him! ;-)

Sorry about the lateness of my post. It was a very bizarre day...

Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Hey everyone. I am so sorry. Work and a crashed hard drive (in a MAC!) have conspired against my PbP'ing. The hard drive will be repaired soon, but my time may or may not be. I believe that I need to step away from the boards for a bit longer.

This pains me, as I have loved this game and you the players. I'll try to come back to the boards once the load lightens, but I completely understand that you can't wait around for Calvin that long.

You've been wonderful, patient and creative. Thanks for adventuring with me.

Calvin, thanks for the heads up and for playing the game with us, it's been a blast. Sorry to hear about the comp stuff and everything. Wish you luck in dealing with that and whatever else you do on the boards in the future.

Alright everybody, I'll have a replacement player for the game by end of week. Not going to pause the game for this, I'll have an update posted shortly, but just keep an eye out for a new face.

HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

Good luck with everything, Calvin.

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