DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


851 to 900 of 4,230 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

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

"Thanks lads, couldn't have done it without ya! I think the Malevolent Grace suits her quite nicely. What do you think." Calah asks as she moves over to the tiller. Someone should take control of the ship to steer it away from the rocks.

profession sailor: 1d20 + 9 ⇒ (18) + 9 = 27


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/-

Noro gives scourge and Plugg a couple of hard kicks to make sure and to vent a little frustration.

glancing over the railings Noro notices the tide rising and giving them a chance to clear the reef.

she quickly makes for the ropes to make ready to set sail.

profession sailor: 1d20 + 7 ⇒ (16) + 7 = 23

hearing the discussion of a ships name, The Orca is all she says.

she seems a bit distracted at her lack of combat capability in front of the other crew members. apparently worried her place among the crew has not really improved.

Noro simply works the rigging as needed.


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

"Lads on the riggings! Lower the sails for we got a nice breeze at our backs. Let's take this girl for a small spin shall we!" Calah yells as she gives a nice twirl on the wheel, turning the ship away from the rocks and onto the open sea.

-Posted with Wayfinder


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'

Dimitrious will head over to owlbear Breathe in the free air my friend


Male Human Expert 1 Warrior 1

@Noro, you may not have grabbed ahold of Plugg or Scourge but you did absorb some powerful blows without flinching, something some of your allies would have been pressed to do.

Rocky Balboa wrote:

Let me tell you something you already know. The world ain't all

sunshine and rainbows. It's a very mean, and nasty place an' no matter how
tough you think you are, it'll always beat you if you let it. It ain't about
how hard you hit, it's about how hard you can get hit and keep moving forward,
how much you can take and keep moving forward. That’s how winning is done! If
you know what you're worth, then go out and get what you're worth. But you
gotta be willing to take the hits and not pointin' fingers saying you ain’t
where you wanna be because of him, her, or anybody! Cowards do that, and that
ain’t you! You’re better than that!

.

Noro can take a hit.

The ship creaks to life as wind fills her sails. The deck shutters as your ship pulls herself free of the coral. Her sails are especially well set and there is an expert at the helm. Nice rolls!

I am going to be at GenCon this week so posting may be light. I am GMing 7 slots there so I may have my hands full.


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

Suny continues to scamper around doing as much to help as she can,

Profession Sailor:1d20 + 5 ⇒ (9) + 5 = 14

Climb:1d20 + 5 ⇒ (8) + 5 = 13

Acrobatics:1d20 + 6 ⇒ (3) + 6 = 9

(^_^)

Boo tha' dice roller! :P


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'

Is anyone else interested in searching this ship?


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

"Kind of busy at the moment! Still getting used to her! Why don't you start with what was in the late Scourge and Pugg's quarters? They might have hoarded some things knowing them." Calah says while trying to learn how the ship rolls across the waves.

She is enjoying her place there. The wind in her hair, the spray over her face and the power of controlling the ship and steering it across the waters.

"Mr. Conchobhar would you be so kind as to sing us a jolly song?"


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

Gives Dimitrious a happy waves as she continues to scurry about helping do all the things that have to be done in regards to sailing a 'Tall ship'. (^_^)

"How soon afore we reach tha' lee of tha' island? How close be our anchorage ta' that spot in'a map where there might be more shine?" She asks random comrades as tasks and time permit.


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'
.Suny. wrote:


How close be our anchorage ta' that spot in'a map where there might be more shine?" She asks random comrades as tasks and time permit.

Perhaps our ex-captain had some of the good stuff in his quarters

Dimitrious will begin a through search of the ship starting in the captains/officers quarters.


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/-

Noro was passing her time working the rigging keeping the ship sailing, and checking the repairs that were made to ensure they were not doomed to sink two days out.

her head perks up at the thought of "good stuff" when it comes to piratin' Good Stuff can only mean one thing....Rum

Noro makes her way to Scourge and Plugg's cabin Shome shay good shtuff?


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'

Dimitrious is quite happy to have the barbarian with him Come along, all this sun is burning my skin

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

so, who is now captain? Jax just helps his allies do whatever it is they need.


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

The one at the helm of course! Jk. I think that Calah could well fit the role though. She has some good skills in prof sailor and is experienced. I think she also is pretty good at motivating the crew and is very fair. I don't think she would push herself very hard, but if the players here agree she will take it with grace and be the best captain she can be.


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
Jax Kraven wrote:
"So, who is now captain?" Jax just helps his allies do whatever it is they need.

As she scampers past Suny shrugs a brown shoulder at Jax's question, flailing an arm back towards the stern-castle and the helm.

"Calah be doin' a fine job." (^_^) Is the Elf's reply to Jax as she skips towards whatever chore next needs doing.

Aye! Happy ta' be havin' Calah claimin' Captain of this ship. (^_^)


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'
Jax Kraven wrote:
so, who is now captain? Jax just helps his allies do whatever it is they need.

I too believe Calah to be a fine choice...for now Dimitrious snickers.


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/-

whoever gives me the rum will be the captain I support.


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

Suny would give a cheer at Noro's comment.


Male Human Expert 1 Warrior 1

Ok so Gencon was great, and I am back.
A thorough search of the ship reveals a hidden compartment used to carry more expensive goods.

Hidden compartment:
2 +2 headbands of charisma , amulet of mighty fists +1, mule back cord, boots of the cat, headband of wisdom +2, +1 crossbow, +1 leather armor, +1 studded leather, as well as a chest of diamonds.

DC 15 appraise:
The diamonds are of good quality and are worth around 35,000

Calah wrote:
"Mr. Conchobhar would you be so kind as to sing us a jolly song?"

Conchobhar sings a song of warm days on a calm sea, the tune is slow but heartfelt.

Sandra Capn Harrigan will be looking for this ship when she doesn't show, plus we have sustained a bit of damage between the fight and going aground. If you are looing to get her refit, I know a good place. A man by the name of Rickety Squib runs a dry dock, its located up a remote estuary on the Slithering Coast, he can do things,... discreetly. If that's something you are looking for, he owes me a favor and I might be able to get ya a discount.


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

"Sounds like a good idea Sandra. Perhaps we can disguise the ship so Harrigan will have a tougher time findin' her."


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'

Hey guys check out what I found Dimitrious will show everyone the loot

Appraise: 1d20 ⇒ 19


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

Having finished what is needed doing in regards to getting the ship to a safer anchor, Suny skips over and shares in the ogling of what Dim and others have found.

"Ooo... naffy!" (^_^)

Suny also keep an eye on what's left of Plugg and Scourge. Making sur they're sewn up tight in their sheeting and that last rights have been properly done over them. Then helps/gets ready to send them off to see old Hobb.


Male Human Expert 1 Warrior 1
Calah wrote:
"Sounds like a good idea Sandra. Perhaps we can disguise the ship so Harrigan will have a tougher time findin' her."

If that's what you are looking for then Rickety Squibs is the place, they can refit the superstructure and do so discreetly.

In Plugg's cabin you find nautical charts, with the estuary on them as well as a sextant and a nautical almanac. A DC 20 profession sailor or dc 25 survival check would be needed to navigate to the Slithering Coast and find the estuary.


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'

Aid Another: 1d20 ⇒ 10


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/-

profession sailor: 1d20 + 8 ⇒ (14) + 8 = 22


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

Profession Sailor:1d20 + 5 ⇒ (18) + 5 = 23(Aid another)


Male Human Expert 1 Warrior 1

Noro pours over the charts and plots a course for the estuary. Dimitrous uses dividers to calculate the distance and Suny manages to figure out the sextant.
It takes two days of sailing to reach the estuary.

Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas.
As the ship sails past the headland, a checkered flag of yellow and red is raised above the tower on the promontory, and an answering flag of blue is hoisted upon a yardarm at the docks ahead. A number of humanoid figures emerge from the shaded buildings and gather on a pier. A small, single-masted longboat soon sets out from the boathouse on the estuary to meet you, and its crew hails you and asks you to drop anchor.


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

Profession Sailor:1d20 + 5 ⇒ (15) + 5 = 20

Perception:1d20 + 6 ⇒ (5) + 6 = 11

Afer attending to things aboard and seeing that they're at anchor, Suny comes and leans over the railings. Smiling brightly down at those in the long boat. (^_^)

Diplomacy:1d20 + 4 ⇒ (12) + 4 = 16


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

what the fluke board goblins ate my post. Assumin we came to the consensus of Calah being captain, for now

At the helm Calah calls out the orders
"Trim the sails and lower anchor lads! All hands on deck! Noro take the wheel while I meet our new friends! Sandra with me!"
Assuming Noro does, Calah goes to the side and gives Suny a quick tickle out of sight to the longboat. She gives the roc a whistle to indicate it to land next to her.
As she and Sandra stand at the edge, the giant bird swings dow next to Calah on the railing. Calah calls down
"The names Captain Riptide. Pleasure to make your acquaintance. To whom am I speaking?"

-Posted with Wayfinder


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 we were an anarcho-syndicalist commune, with crew taking turns to act as a sort of executive officer for the week?


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/-
Arjun Srivastava wrote:
I thought we were an anarcho-syndicalist commune, with crew taking turns to act as a sort of executive officer for the week?

... But all the decision of that officer must be approved at a bi-weekly meeting by a simple majority in the case of purely internal affairs but a two-thirds majority ...

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Jax quietly does his job and waits to get off.


Male Human Expert 1 Warrior 1

An old man missing most of his hair and his teeth hails you from the longboat as it comes along side.
Request permission to come aboard
[spoiler=If you grant permission]
The old man comes aboard quite spryly for a man of his age, he jumps straight into business.
Name's Rikety Hake, I own this here operation. It looks like your ship has seen better times, and judging by the fact that you are here I assume you are looking to get some work done on her. He quickly glances around your ship. We could probably have her repaired in a week or overhauled in two, if that's what your lookin fer.


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

Suny giggles brightly at the hidden attention, though she waits along with the rest of the crew for the Captain's words to Master Hake. (^_^)


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

"Aye you have permission. As for the ship we are looking to overhaul the Malevolent Grace. So let's talk business. I believe you know our lovely Sandra here. What kind of deal can you offer us?" Calah starts to say.


Male Human Expert 1 Warrior 1

Base price to make a 'Squib' is 2000 gold, with that she gets an overhaul and makeover, she will almost impossible to recognize. If you want smuggling compartments those go for 500 a piece. If you want anything special let me know, we can probably do it for the right price. If this is agreeable to ye we can pull her into the dry docks and get workin on her this afternoon.

He motions over to a slip with a ramp that leads to supports for working on a ship out of the water.

While your here, there is plenty to keep your crew happy, we even have a tavern and a general store.

With many ships coming here over the years the store has acquired a sizable selection of magical goods. If you are looking for mundane items roll a d100 on a 21 or up you can find it at the store.
For magical items costing less then 1000 gold it is there on a 35 and up.
For magical items costing less then 5000 gold it is there on a 45 and up.
For magical items costing less then 10000 gold it is there on a 55 and up.

Sczarni

Female Human 5th Cleric

For magical items costing less then 5000 gold it is there on a 45 and up.: 1d100 ⇒ 51
Diplomacy: 1d20 + 12 ⇒ (10) + 12 = 22

Charm Person:

School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes

FAQ/Errata

Charm person makes a humanoid "friendly" to you, as per the rules found in the Diplomacy skill, but it also allows you to issue orders to the target, making an opposed Charisma check to convince the target to do something that it would not normally do. How does that work?

The charm person spell (and charm monster by extension) makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play. For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.

[Source]
DESCRIPTION

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Item I am looking for:

Bracers of Falcon’s Aim

Aura faint transmutation; CL 3rd
Slot wrists; Price 4,000 gp; Weight 1 lb.
DESCRIPTION

Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey.

They continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell’s physical transformation.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, aspect of the falcon; Cost 2,000 gp.

when we get permission to leave I find my way to the shops and start looking at the items, I spot something that hits my eye, and look at it for a while go back and try with out being noticed cast "Charm Person" on the person who is tending the store.

Hey there, Long time no see {insert name here} I see you finally got that Bracer in that I was looking for. We agreed on 2000 gold on that right.


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/-

Noro takes the wheel as asked. from the Helm she watches the interactions, ready to take action if the need arrises.

to those not from the crew would only see her as another swabbie working among the crew.

Noro will man the helm bringing the ship into the dock.

Once all is secure she makes her way to the tavern for some relaxation and a few good drinks.

profession sailor if needed: 1d20 + 8 ⇒ (14) + 8 = 22


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

Suny scampers about, helping bring the ship into its berth.

Profession Sailor:1d20 + 5 ⇒ (11) + 5 = 16

Once settled, She too leaves the ship to the workers/carpenters and wanders about the town.

Um... so how is we payin' shine fer this ship fixin' agin?


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'

@Rikety How much for cannons?

Did we split the 35k or is that for the ship upgrades

1d100 ⇒ 52

I am looking for a belt of dex +2 and a wand of infernal healing


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

did not split that. We should use that first for the ship and split the rest among us and the rest of the crew

-Posted with Wayfinder


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 Riptide wrote:

did not split that. We should use that first for the ship and split the rest among us and the rest of the crew

-Posted with Wayfinder

I totally agree, especially if we can get cannons 8>)

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

find item: 1d100 ⇒ 26 looking for mithril shirt.
okay, how leather armor, will get that mithril stuff later find item: 1d100 ⇒ 24 pays 10 gold and gets 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

Diplomacy:1d20 + 4 ⇒ (19) + 4 = 23

Perception:1d20 + 6 ⇒ (18) + 6 = 24

Item find:1d100 ⇒ 1

(O_o) Rilly? On'a big rollin' dice like that I come up with a fumble? S'pose it be a good thing I weren't rilly lookin' fer nuffin'... Though... maybe somat be findin' me? (>_>)


Male Human Expert 1 Warrior 1
Kyranda wrote:
Hey there, Long time no see {insert name here} I see you finally got that Bracer in that I was looking for. We agreed on 2000 gold on that right.

Will save: 1d20 + 1 ⇒ (14) + 1 = 15

Nice try pretty lady Silent Jack says with a smile, the cost is 4000.

Dimitious wrote:
Rikety How much for cannons?

Cannons eh, well right now I only have one in stock and they are quite rare... hmm... Ill sell you what I got, a 24 pounder with 8 solid shot, 2 cannister and 2 chain shot for riggin. All this for 6000 gold.

Cannon are rare but powerful, if you decide to take him up in the offer you will be one of the few ships on the sea with cannon. Most others are in the Chelish Navy.


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'

OOOOH....Can we please get a cannon Calah Dimitrious says excitedly

What skills do we need to shoot one


1 person marked this as a favorite.
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

"Hmm that sounds interestin' mister Hake. I heard of those cannons, we can start doing some real mayhem from a distance without needin' a wizard. Stick on the cannon, complete makeover and 2 smugglin' compartments. Can we shoot the cannon all directions or is it stuck in a certain position?

Now if we take the entire lot, what kind of a discount can you offer. I needn't remind ya of the favor you owe Sandra do I? We be callin' it in, right Sandra?" Calah says, trying to negotiate the price down and keeping an eye out for possible tricks he tries to pull on her.

diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
sense motive: 1d20 + 12 ⇒ (18) + 12 = 30

Captain Riptide taking care of our new ship lads! WE GET A CANNON!!!!

After a deal is made she calls over to the helm to guide the ship in.

Calah decides she wants to pick up a darkwood heavy shield, darkwood agile breastplate armor and studded leather armoring for the Roc. The latter might need to be crafted here.
1d100 ⇒ 19
1d100 ⇒ 73
1d100 ⇒ 30
No darkwood shield so I guess she's keeping the one she has now just in case.


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

WAIT! DO ANY OF YOU HAVE PROFICIENCY WITH SIEGE ENGINES!? Maybe one of us can take Exotic Weapon Proficiency (siege engines) at some point, but right now we would be pretty ineffective trying to use one.

Arjun frowns. "I don't believe we need a cannon right now. Perhaps after a few successful raids, but for now getting some better personal equipment would be a better use of money."

Final money distribution in discussion thread.


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

Shopping

+1 mithral chain shirt 1d100 ⇒ 95
+1 wakizashi 1d100 ⇒ 19
+1 wakizashi 1d100 ⇒ 87 (I'm looking for two of them)
belt of dexterity +2 1d100 ⇒ 75
masterwork thieves tools 1d100 ⇒ 54

Sell tidewater cutlass. +1697.5
Sell +1 studded leather armor. +587.5
Sell thieves tools. +15.0
Buy +1 mithral chain shirt. -2,250.0
Buy +1 wakizashi. -2,335.0
Buy belt of dexterity +2. -4,000
Buy masterwork thieves tools. -100

Total: -6,385.0 gp

Sczarni

Female Human 5th Cleric

Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28

How about 3000 Jack? come on. for me...
waiting for response to the top question then I go in for the kill

looking around the shop I start wiggling out of my top and let myself hang out and ask the question below
if you make it 2000 I'll spend the next night or two with you

851 to 900 of 4,230 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / And so our adventure begins... All Messageboards

Want to post a reply? Sign in.