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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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Male Human Sea Singer 1

Why are we planning to do anything with them? Just for the excellent RP goodness, I would like to keep them around. Otherwise, what's our newly christened Master-at-Arms going to do with himself?

This isn't the Love Boat, after all. I think it would be great to have some discipline problems aboard!


Male Human Sea Singer 1

DMJ, and Everyone: Thoughts on my taking Create Treasure Map as one of my second level spells? Thematically, I think it's brilliant! But, it also seems like it could be a bit of distraction/derail from the storyline.

Also, this may be accessible somewhere, but I can't seem to find it. Do we know what the Tidewater Cutlass and the Shackles of Compliance do?


I looked up the spell, I personally have no problem with it. It will allow me ample opportunity to mess with you guys. ;-)


Male Human Sea Singer 1
DM Jonasty wrote:
I looked up the spell, I personally have no problem with it. It will allow me ample opportunity to mess with you guys. ;-)

You forgot the "MWUHAHAHAHAHA!"


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

HP roll: 1d10 ⇒ 7

Str +1

8 skill points:
Appraise +2
Intimidate +1
Perception +1
Profession (sailor) +1
Survival +1
Swim +2


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

Anyone who has Profession (sailor) can pilot the ship. Callum just gets a +4 to the roll (so +13 total), can do a couple of things faster, and can reduce the bad effects of heavy winds on the rolls. So he should probably man the wheel in storms or when a lot of maneuvering may be required (e.g. chasing down a victim ship).

One of the reasons I liked Nightmare was that it was simple, and can strike fear into the hearts of our victims. Also makes it easy to determine what the mast-head and pirate flag could look like. ;) I'm not beholden to the name, however. Something scary and simple is good.

I think marooning Jape and Tate might be an idea, particularly if it is done before we arrive at Squibs (and before we publicise the name). We don't need them to see what the ship looks like and report back (if they survive). We'll need the time away from Harrigan's wrath in order to establish ourselves.

I'd rather have a smooth running ship than cool RP opportunities that may be detrimental to us (e.g. sabotage) when it really matters.

CTM is an interesting spell. Opens up many possibilities and some red herrings.


Male Human Sea Singer 1
Callum Carnvegas wrote:
I'd rather have a smooth running ship than cool RP opportunities that may be detrimental to us (e.g. sabotage) when it really matters.

LOL! When I wrote that, I was actually thinking, "Man, how cool would it be if they poisoned the food supply right in the middle of a long voyage?! A restless crew, a saboteur or a conspiracy, sick or dying friends, short commons, finger-pointing, fights, etc...!"

Apparently, given the opportunity, I will attempt to pile on the drama!

At the very least, though, I'd like to have an excuse before we did it. You can almost make the case for Tate, since he did stand with Plugg and Scourge. But, since we spared his life already, that obviously wasn't an immediate guilty verdict. Aside from just generally disliking us, Jape hasn't actually done anything. Xan's and Callum's versions of the rules of piracy both spell out some pretty egregious punishments for the crew, but also dictate some minimum standards for the officers. I wouldn't care to maroon or kill someone just because we don't like them. I don't see that going over well with the crew either. Hell, even Harrigan, Plugg, and Scourge kept the six of us around!


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

I'm afraid I don't QUITE share Tully's love of drama :) That said, marooning for Tate on a wild island known to have some fresh water might be ok. Dropping Jape off at the next port is still my suggestion.


Male Human Sea Singer 1

HP roll: 1d8 ⇒ 5


Male Human Sea Singer 1

Buccaneer 4
+1 Charisma
+6 hp (favored class included)
+1 BAB
+1 Ref, +1 Will
+1 Acrobatics, +1 Climb, +1 Intimidate, +1 Knowledge (local), +1 Perform (oratory), +2 Profession (sailor), +1 Swim
Spells Gained: blistering invective, gallant inspiration
Class Ability: Song of Surrender (Su)

Items Tully is or may be interested in:
MW handaxe
MW cat-o'-nine-tails
amulet natural armor +1
shackles of compliance <---(I'm not sure what this does)
1 MW dagger
spyglass (750gp) <---(If this functions as a standard spyglass)
ring of swimming
wand of mirror image (23 charges)


Male Human Sea Singer 1

Just FYI, some famous pirates and their ships' names:

Calico Jack - The Kingston

Blackbeard - Adventure, Queen Anne's Revenge

Henry Morgan - The Oxford

Bartholomew Roberts - Royal Rover, Good Fortune, Little Ranger

Jean Lafitte - The Republican

Roberto Cofresi - El Mosquito


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

Items, mmm...
amulet natural armor +1
bracers of armor +1
might both appeal to Xanxan, but he recognizes there are others who might need them/want them more. Less armor is good armor on the sea after all.

Ring of swimming isn't something he'd snub his nose at, nor the screaming bolts.

But none of the items just scream "I must have it" to him. We ever find a magic rapier his size though and he'll probably be delighted.


(Male Wizard(Spellbinder) 4, Hp: 20/20, AC 12(16w/MA), T:12, FF:10, F+1, R+3, W+4)

The only thing I would probably take is the Wand and that is mostly to use it to buff you all and to save spell slots on it. Tylos pretty much stays away from the fighting and protects himself through invisibility and spells like mirror image as opposed to AC. He's picking up Craft Wondrous Items at 5th though so he'll be able to help out with getting that completed during sailing time. Toying with craft magical arms and armor also so that he can make a magical ballista or catapult for the ship lol.


(Male Wizard(Spellbinder) 4, Hp: 20/20, AC 12(16w/MA), T:12, FF:10, F+1, R+3, W+4)

Also decided to pick up Web as one of my spells because what an amazing way to stop a ship you are attempting to board. All those masts and rigging and such. A few well placed webs can stop them dead lol.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

Good notion!


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

Leveling stuff:
Level 4 Storm Druid

HP Roll: 1d8 ⇒ 7

Skills (+5 ranks)
Climb + 1 rank
Knowledge(geography) + 1 rank
Knowledge(nature) + 1 rank
Perception + 1 rank
Spellcraft + 1 rank

+1 Ability pt to DEX
+1 BAB
+1 Fort
+1 Will

Eyes of the Storm: See through 10+ ft of magical fog, mist, rain, etc. +5 ft per 4 levels over 4th.
Wild Shape (1/day): Shapeshift into animal.

+1 1st level spell per day
+1 2nd level spell per day

My item wishlist:
amulet of natural armor +1
ring of swimming
some shiny baubles (belt or shoe buckle, locket, etc)

For the ship name, I vote for the The Fury or The Tengu's Caw.


Male Human Sea Singer 1

Loot list, broken down for ease:

Weapons:
Tidewater Cutlass

masterwork handaxe
masterwork dagger
masterwork cat-o'-nine-tails

6x spears
2x daggers
punching dagger
whip

shortbow
light crossbow
3x screaming bolts

Armor:
bracers of armor +1
amulet natural armor +1

2x leather armor

Consumables:
wand of mirror image (23 charges)

8x oil of taggit
1x dark reaver powder
potion of cure moderate wounds
2x potion of cure light wounds
potion of blur
2 potion water breathing

6 alchemists fire

Other Items of Interest:
Shackles of Compliance
spyglass
ring of swimming
lesser bracers of archery

Are the prices listed next to the items the sale price?
If not, then the standard sale value (1/2 price for most items) of the remaining items, gems, and gold is 2027 gp, 2 sp.


Male Human Sea Singer 1

So, it's starting to look like:

  • Captain/Sailing Master - Callum Carnvegas
  • First Mate/Boatswain - Xanxan Gimblewabe
  • Master-at-Arms - Ko'ulu
  • Surgeon/Lookout-Topman - Jirobo the Storm Crow (as derivative as it may seem, with his perception and Kn (nature), etc., our Storm Crow is probably the best one to be in the Crow's Nest!)
  • Master Gunner(?) - Tylos Vielent
  • Quartermaster - Young Tully (seems to be the best fit.)

Crew:
  • Sandara Quinn(female human)(swab): priestess(Cleric) of Besmara and press ganged pirate like yourselves; also has troubles with Master Scourge; Current Attitude: Helpful
  • Rosie Cusswell(female halfling)(swab): the phrase "curses like a sailor" seems to have come from her, although she's a nice enough person; misses her fiddle immensely; Current Attitude: Helpful
  • Conchobhar Turlach Shortstone(male gnome)(rigger): an egotistical womanizer, not happy with Xanxan's progress with Rosie and the group's overall standing with the rest of the crew; Current Attitude: Helpful
  • Ambrose "Fishguts" Kroop(male human): Wormwood's cook and drunk; has no love for Harrigan, Plugg or the Wormwood in general; Current Attitude: Helpful
  • Maheem(male human)(rigger): a big Rahadoumi man with a permanent scowl; Current Attitude: Helpful
  • Aretta Bansion(female human)(swab): an ill-tempered woman with big ears; former harlot now turned pirate; Current Attitude: Helpful
  • "Badger" Medlar(female half-elf)(swab): older woman who shaves her gray hair into stripes; Current Attitude: Helpful
  • Fipps Chumlett(male human)(swab): a fat bully with a shaved head; Current Attitude: Indifferent
  • Jaundiced Jape(male half-orc)(swab): a mute, humorless, greedy half-orc with a large scar across his throat; Current Attitude: Hostile+
  • Tam "Narwhal" Tate(male dwarf)(rigger): a sour man with a big, hideously ugly nose; Current Attitude: Hostile++
  • 6x Rahadoumi Sailors

We only have 3 riggers, after we lose Callum to the wheel. If we kill/maroon Tate, that brings us down to only 2, depending on what the Rahadoumi are capable of doing. We'll have to figure out what the min complement of the ship requires. But, Xan is right. We may need to do some recruiting...


(Male Wizard(Spellbinder) 4, Hp: 20/20, AC 12(16w/MA), T:12, FF:10, F+1, R+3, W+4)

Tylos is fine as Master Gunner and next level will be Crafting a lot so he can be the shipwright and carpenter also.


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

Ko'ulu can go wherever he is required. Don't forget that he is a good sailor as well. So he can fill in at the wheel, in the rigging or wherever he needs to be to spell someone.


Male Human Sea Singer 1

So, a little more digging, and I have a slew of pirate ship names. The most popular, by far, are ladies names: Mary, Jane, Anne, etc. Other very popular names include: Buck, Revenge, Vengeance, and Fancy. There seems to be some political dispute at certain times, leading to the popularity of names like: St. George, St. James, Royal George, Royal James, Prince George, Prince James, Young Pretender or Old Pretender (which also references George and James).

The interesting ones:
Ralph Stout - Mocha
William Kidd - Blessed William
Michiel Andrieszoon - le Tigre
William Dampier - Cygnet, Roebuck
Cornelius Essex - Great Dolphin
Edward Davis - Bachelor's Delight <---I like this one!
Christopher Condent - The Flying Dragon
Billy One-Hand Condon - Fiery Dragon
John Bowen - Speedy Return <---This one too!
John Fenn - Morning Star, Antelope
Thomas Cocklyn - Bristol Snow
Edward Low - Merry Christmas

Just some more food for thought!


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

I hope we're not rushing too far ahead for our Dm's liking? Xanxan is still for ditching Tate despite Tully's apparent desire to grant him another round. The guy hates Callum and I don't think that's ever going to change.

I also wanted to lay out some double diplomacy rolls to ease the new crew in.


No worries on my end, the new position is keeping me swamped with learning new stuff. I should have an update posted this evening.


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

Not sure what kind of ship it is, but if it's a Sailing Ship (as seen in the S&S Player's Guide), the minimum crew is 20. We have 14 non-officers, if we exclude Tate and Jape. Including us, we hit the 20 mark.

So if we all roll up our sleeves and help out with the running of the ship, we can do without those two. No breaks though, even for the bard since we'll drop below the minimum. Jape could be pressed into service, to allow for a little leeway, until we drop him off at Blood Cove (or whatever the plan was) where we could probably pick up some more crew.

Basically a skeleton crew, so no pirating until we grab some more people, but we can still dump Tate at the earliest opportunity.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

I suggest we recruit another ten hot women to help bolster the crew!

Probably would help if they knew how to sail and stuff too, mind you...


Male Human Sea Singer 1

So, I guess I'll lay claim to the MW Handaxe (nobody else listed that).

And I'll forgo the wand, bracers, and amulet for the ring of swimming.

If necessary: 1d100 ⇒ 77 for the ring.


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

Ping!


Ping indeed!!!

Timing is rather good. So the new job is finally starting to settle into a nice rythmn which means my posting should be able to recommence at a steady pace. Huzzah! Update will be posted by this evening.


Male Human Sea Singer 1

Good to hear!


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

Good to be sailing again!

Xanxan post up


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

Excellent. I hope this weirdness of the Paizo site gets fixed soon. The read counter doesn't seem to be keeping up, and I'm forced to wade through previous posts. No big deal now, but if it keeps up it could be debilitating.


Yeah that crap is annoying! I have found a work around of sorts. Right now the "new posts" link next to a thread doesn't update even if you've read stuff, hard to keep track of. BUT if you click on the Prev or Next link in one of those threads and go to a previous/next page, when you check back in the games list, the new posts message is now updated. Adds a slightly more annoying step in the current process, especially as you have to do it in each thread separaetly to update that thread, but it does clear the New posts link so that you can see accurately when a new post is put up.


Male Human Sea Singer 1
Callum Carnvegas wrote:
Young Tully wrote:
I'm strongly considering taking levels in the Inner Sea Pirate prestige class, and this is a prereq.
Me too! ;) It's an interesting class and has many options for different styles.

Yeah, I figured you probably were. I thought there was a pretty good chance Xanxan was planning to, also. There are a lot of good options in the "Pirate Tricks" regardless of the build.

For Tully, it'll really depend on whether he becomes a full-fledged cutthroat, or whether he stays more innocent. In the latter case, I may go Chevalier.


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

Adding up all the cash and items with a gp value beside them (except for the 750 spyglass that Tully expressed interest in and a 5 gp shoe buckle as Jirobo's "shiny bauble") we have 3033 gp and 6 sp. This is not including any item on the list that didn't have a value beside it (like the magic items, mw items, mundane items, etc.). Hopefully that will be enough to pay for the squibbing as well as restock the supplies and whatnot. If not we can sell off the cutlass or something.

Speaking of... What exactly is the Tidewater Cutlass?

Young Tully wrote:
There are a lot of good options in the "Pirate Tricks" regardless of the build.

Yeah, I was thinking of tricks like Windrigger and Storm Sailor to complement the sailing-related feats and traits Callum has.


A note on the loot list. The individual prices listed for items are base, Tully is correct that you'd be looking at half value in resale. Everything without a price is just standard book price, also with the half value resale.

Thought the Tidewater Cutlass was listed on the pfsrd. Oops. Here ya' go. A not uncommon weapon in the Shackles, it's a +1 cutlass that once per day can be used to cast hyrdaulic push CL 3rd, base value is 3,395gp.


Male Human Sea Singer 1

What are the Shackles of Compliance? I can't find them listed anywhere either.


Shackles of Compliance: 2810gp, Iron manacles magically adjust themselves to fit around the wrists or ankles of any creature from Small to Huge size and automatically lock. A creature wearing the shackles becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing the shackles gains a +4 bonus on the Intimidate checks. Additionally the holder of the manacles' key can cast command on the wearer of the shackles three times per day.

They have hardness 10 and 10 hit points. DC 30 Disable Device to pick the locks. Manacled creature can break free with a DC 28 Str check or DC 35 Escape Artist check.


Yeah apparently the S&S treasures haven't made their way to the pfsrd. I'll make sure to give descriptions as appropriate going forward.


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

Ahh, since most of them were jewels/jewelry anyway, I had thought the prices listed were the sale price and those without the list would be something half-price.

So Tully's calculations above correct (so 2027 gp, 2 sp)? Meaning the base squibbing will leave us with 27 gp and 2 sp.

I'll have a look at the S&S PG,when I get the chance, to see if there is something interesting in there worth selling the cutlass (1697.5) and/or the shackles (1405).

Say, how much do slaves go for? We could sell Tate for some extra scratch.


Actually..... If you are looking to unload some unwanted "personel" Rickety will offer you 50gp a head. Slaves are good money. That's what Harrigan is doing with some of the other sailors that were captured originally after all.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

Darn, there's so much that Xanxan would love to buy. Not the least of which would be a figurehead! That's right, the least useful adjustment to the ship. Silk Sails would also be nice, if more useful (What's the point of sailing if you can't do it in style). But it sounds like we won't be able to swing either.

I hate to bring it up again, but we really do need a name for the 'new' ship still. Maybe everyone should pick ONE name they want to propose, and then we have the GM roll for it randomly. It's the RPer in me, I hate a nameless ship. :)

As for selling Tate. Xanxan would point out that selling the man might demoralize those in the ship rather than inspire, but he's not entirely against it. His own plan was to simply leave Tate and Jape behind here.

DM- How big is this location population wise? Are we single business, or something akin more to a village with a chance of unemployed sailors about? Xanxan might suggest using this week to recruit.


Also to note, I'm up in the Boston area and while we're not supposed to be hit as hard we are dealing with the Hurricane Sandy crap so there's the chance I might lose power so we'll see what happens. But so far it's working out, I didn't have to go to work today so we'll se what happens but lots of updating as I can.


Male Human Sea Singer 1

The price I quoted did not include any of the useful items. Only the pure sale loot items. So, we should have quite a bit more than 2k gp if we don't keep too much of the other stuff. We may need to take these 6-7 days to see if there's any work to be done in town, though.

Also, all modfications probably don't need to happen all at once, right? We can return later for more, can't we?

As far as sellling Tate... He signed a contract for service (if you were wondering why I did that, here it is) and I have no problem selling his contract for service. As a protagonist fighting against a system like the wormwood's, that kind of bondage/slavery is fine. But, I personally find the idea of selling a person extremely distasteful.I would prefer if we at least flavored it as selling his contract, please.

(I would still prefer to have him on board, just for the conflict, of course... Otherwise, how will Tully ever become a heartless cutthroat pirate scum???)

=)


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

Meh. Just dump Tate on the dock with nothing but a pair of britches and be done with him. If he survives, fine, if he dies or gets made a slave, that is someone else's problem.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)
Young Tully wrote:

The price I quoted did not include any of the useful items. Only the pure sale loot items. So, we should have quite a bit more than 2k gp if we don't keep too much of the other stuff. We may need to take these 6-7 days to see if there's any work to be done in town, though.

Also, all modfications probably don't need to happen all at once, right? We can return later for more, can't we?

As far as sellling Tate... He signed a contract for service (if you were wondering why I did that, here it is) and I have no problem selling his contract for service. As a protagonist fighting against a system like the wormwood's, that kind of bondage/slavery is fine. But, I personally find the idea of selling a person extremely distasteful.I would prefer if we at least flavored it as selling his contract, please.

(I would still prefer to have him on board, just for the conflict, of course... Otherwise, how will Tully ever become a heartless cutthroat pirate scum???)

=)

I think you're the only one interested in internal conflict to the degree of liklely traitors in our midst.

So I'm good with 'trading his contract' or dropping him off nude/whatever :)

And Xanxan would be happy to pass on all the loot if it gets him silk sails or even a quality figurehead for the ship.


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

Tate signed a contract? Must have missed that. How are we supposed to drop him off in the middle of nowhere in his skivvies, as per the original plan?

I'm fine with this ship not becoming a slave trader. Callum's good with it too. Aside from moral considerations, although I'm sure the profit margins are high, the risk is just as high (breakouts, sickness, deaths, etc.). We can't afford something like that. Piracy and smuggling are the way to go. Callum just wants Tate gone from the ship and selling him off seemed more profitable than just dropping him off in the middle of nowhere. We can flavor it as a contract sale. As long as the contract says he works off-ship or in the bilges ;)

Since we're sort of on the subject. What is the thinking for enemy sailors we capture (after we have a full complement of crew, for example)? Just drop them off somewhere close to civilization? Maroon them? Kill them? Ransom them off (assuming there is someone who would pay for them in a non-slave sense)?


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

We're on a skeleton crew now, so even if we got ten more recruited, it might be awhile before we got too crowded. That said, if/when it happens, I think Xanxan would be for ransoming the ones that looked wealthy enough, or just dropping them off nude and stripped in some port if they aren't. Of course, it is a hard choice of how 'soft' we might be seen if we're nice to too many folks but if we don't grant quarter even when some surrender, folks will fight all the harder against us because they'd know surrender=death.

Perhaps Ms. Quinn would have some advice on what's pleasing to her goddess in those situations.


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

Jirobo isn't gonna like slave trading.

You can't own people and places, man. /Futurama hippy protestor


Male Human Sea Singer 1
Xanxan Gimblewabe wrote:
I think you're the only one interested in internal conflict to the degree of liklely traitors in our midst.

Sigh... yeah, I know... I'll stop pushing it. ='(

As far as the loot, and the cost for sqibbing/upgrading the ship goes, with the prices of the cutlass and the shackles, now I can put together a comprehensive total for the loot. That can be divided into shares for the PC's, then the costs of the upgrades can be figured. That way, if anyone claims something, like the cutlass or the spyglass, his share will be reduced an appropriate amount, and he may "owe the pot", in a sense.

We should still temper our desires for upgrades at the start, though. And we should definitely hit the docks and the taverns... There's probably something lucrative lurking in the area!

Xanxan has the right idea about names, too. The other possibility would be for everyone to post a suggestion, then all rank the suggestions, taking the one with the highest cumulative rank. That takes some of the element of chance out of it, probably prevents it from being someone's least favorite choice, etc. It would likely be everyone's 2nd-3rd favorite (their own being their 1st!).


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 18/27)

Ok. No slaving seems to be the majority vote

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