DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


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current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Quick note to say where I have been...

spent the last two days moving my son to NYC in his new Dorm at college. been long hectic couple of days.

tomorrow I may need some rest I hope to get caught up more late tomorrow.

I am sorry about being silent.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

I thought of the idea of "milking" my character a few days ago. It occurred to me that not only would vishkanya venom be widely available as a poison throughout the Inner Sea region, but vishkanya towns would have every single weapon covered in the stuff. Even babies would be able to produce it.

I'm not trying to break the game, but it does kind of tickle me that I can produce 400 gold pieces worth of poison per day. I'm sure the local economy won't support everything I can produce in 5 weeks, but perhaps I could supply some pirate captains or mercenary companies?


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

I have a quick question... Are we still on the track for PFS chronicle sheet for this leg? I have been holding off playing Noro in PFS so I don't out-level the chronicle.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

You can start with our crew ;).

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

We are still tracking for the chronicle sheet. We have the wreckers and then something else... Left in this book. There is some stuff I am leaving out due to constraints of PbP, mostly a lot of sea battles. We still have some sea battles but if we were playing at a table we would probably have one or two per session. I am trying to hit the highlights while still allowing you to shape and influence the story.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

My posting will be spotty at best over Labor day weekend, feel free to bot Dim along as needed


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

about the water breathing... Thanks, I forgot about that.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

For some reason Id think midnight would suit a creature of the sea.
I would have to go over my spelllist again to see what to bring. :s
Perhaps a nice animal calling will help us here. Summoning some dolphins or sharks to aid with the swimming.

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

Midnight works great for me.


Male Human Expert 1 Warrior 1

Apologies for taking so long to get that up. Life was getting pretty busy.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Noro it's up to you whether you want the fly spell or go for a ride on Havok, I did mark the spell off my list. But I would not blame you for taking Havok for a ride 8>)


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

I think Noro took the fly spell. she is not a very good rider.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

I wanted to do the following:

Before the assault I wanted to wild shape Calah in a huge squid And sneak up the side of the ship so she can grapple all those foolish enough to resist ^^. She can make use of the jet ability to launch herself on deck. Is that something that would happen in the surprise round or should I go for it in my own round? Also casting Bull strength, Strong Jaw and Bark Skin on myself, don't want to be too squishy ^^.

squid stats:

bite +10 (2d6+5), 2 arms +10 (2d6+5 Strong Jawed), tentacles +8 (4d6+2/19-20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
Special Attacks constrict (4d6+7)
Total ac would be 24 (+7 wildshape armor, +6 nat armor -2 from dex penalty, +3 barkskin)

But now I think it's a bit too much for what we are doing. Will save it for next time >_<.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Also for next time, there is a 4th level spell that can create an aura of calm water 20 feet radius, will use that next time we swim so far :P.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Just a note....

Hurricane Joaquin may have an impact in my area this weekend. not sure what will happen, may loose power may be completely fine. we shall see.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Good Luck Noro and any other east coasters


Male Human Expert 1 Warrior 1

Squid stats look good except for size modifier. Huge gives a -2 to hit and AC as well.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Calah: sorry bout that wasn't sure if you was going for the raksasha or whatever is coming.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

I think we are at a point we really need to figure out ways to work together as a team. with a druid, the barbarian role is changed dramatically. so we should work on some tactic here as we move forward.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

With 3 beatsticks, From now on my first action will be Haste boring but oh so effective.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
MichaelCullen wrote:
It looks like Dimitrious pulled back his pit at Calah's request in time before the post became permanent. So it would be relatively safe to jump down if you wish. You could use your extra standard as a move and still get a full attack on him.

I did change my action, sorry for the confusion.


Male Human Expert 1 Warrior 1

I'm fine with it.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

@DM Mike: Starting on the 12th, Things are going to be hectic at work for at least 2 weeks, I will post as often as I can but please don't let Dimitrious hold things up.


Male Human Expert 1 Warrior 1

Ok no problem:)


Male Human Expert 1 Warrior 1

This guy is kind of tough. But so far you have been making quick work of your enemies. Right now you seem to have a working strategy. This guy is CR 10. An encounter 3 higher than your APL is supposed to be about as difficult as you can handle, but I am pretty confident in you.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

With Noro, Cthulhu and the invisible man who knocks you into next week It's a pretty brutal front line, I am still a bit concerned with the humanoid currently forming.


Male Human Expert 1 Warrior 1

Dimitrious:
looking closer at the thing forming you begin to see the wisps of darkness forming chains hanging from a man. There is no solid form yet.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

I have a con all day today may not be able to post


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

*bump*


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Group hugz* (^_^)


Male Human Expert 1 Warrior 1

Was waiting to see Calah's actions but went ahead and moved us ahead.

The Rakshasa is nearly out of the fight. It's DR has served it well but you have piled a lot of damage on. The chained man (Sacristan) is doing just fine though.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Yeah this darkness kinda sucks says the shadow sorceror. Can I see Jax


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
Quote:
@Dimitrious, It all went through why?

I thought he may have had DR and was not going to waste MM on him


Male Human Expert 1 Warrior 1

damage reduction rules:
CRB glossary wrote:


Damage Reduction
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.

The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target's damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.

Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Thanks for the confirmation, I have had DM's rule that DR does affect MM so good to know


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Whaaa? That's the whole reason that force spells do less damage. NOTHING affects them. I could shoot Orcus with a magic missile and it would do damage. Of course, I would die six times before I took my next breath, but my spell would still hit.


Male Human Expert 1 Warrior 1

Suny has been asking me for just one thing for a long time (about a year and a half). And now she has stumbled on my version of it. Not precisely what she asked for but one that I felt I could use within the cannon of the setting. (Jistka Imperium did this type of thing). If you have a dream ship or thing or idea please send me a PM and I will find a way to include it soon. This is the point of the story where you can go from having one ship to a small fleet. The one thing I ask is that you don't spit the fleet up too much. It will really bog down in play by posts.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Intriguing...I have an idea of sorts, perhaps after the holiday weekend. Everyone have a great thanksgiving(if you celebrate it)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Bows*

Calah is still bein' tha' one I be happy ta' call Captain. (^_^)

But... is jus'... this be such a pretty boat.....


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

I think I sent you my desires a while ago.

EDIT: that sounded wrong didn't it.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Hugz Noro&

Not a'tall! I is all'a ways rilly friendly. (^_^)


Male Human Expert 1 Warrior 1

@ Noro, yup :)


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

MichaelCullen:

I would like this. My own personal submersible vehicle.

In game terms, it would be a flesh golem orca, but using a pilot whale. Pilot whales are about this big.

It is essentially an apparatus of the crab with an alternate chassis.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

For a ship,I am thinking something along these lines, A skeleton hull gliding on a cloud of mist


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

ok Am I the only one that wants a ship with sails and ropes and stuff, that sails on the water using a hardy crew?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

I too wan'a ship wiff sails an' ropes an' stuffs!

I jus' be likin' one whut's not so labor intensive as ye got'a spread yer shine too far... (¬_¬)

Then I can be spreadin' me shine more on me friends, like! (^_^)


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

curious, would there be a D&D equivalent to a PT boat?


I would be guessing that only with magic.

Something that small would need some sort of golem engine.... or, even just 'Be' a golem shaped like a boat.

Everything else is using sails... and their efficiency scales with size.

Just my helpful ideas. :)


Male Human Expert 1 Warrior 1

Noro, I will have to think about a unique way to do that. Let me think on it.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

it really isn't too important anyway, if you cannot think of anything that is fine as well.

I just got back from my PFS event, so I will have to catch up on posting tomorrow.

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