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/-
will post in a while, I have to redo Noro's character sheet from scratch and try and figure out the entire build from the beginning... this is one of the character sheets that I lost when my hard drive crashed and did not get around to re-building.
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 32 + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 32 + the level of the spell you're casting) or lose the spell.
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
well my base str is only 10. Base bab is 5. I gain 10 str through buffs but lose 2 attack bonus due to size so only effectively get to +8 to hit. Maybe another +1 due to being higher ;). I mainly focussed on my roc being the fighter, not me. I should have casted greater magic fang to up my capabilities, but totally forgot about the spell and its only +1 untill lvl 8.
@calah, Your first attack was at +6 and had me confused. Also squids get two arm attacks, not just one ;)
@Dimitrious, it's not really spellcraft. It's more along the lines of knowledge arcana at this point. Obviously you know of different forms of binding but you are unsure of any specifics here.
Noro slides down the Giant Squid and leaps onto the Rakshasa. As soon as she goes through the hatch she is racked by pain.
Noro Fort save vs pain:1d20 + 9 ⇒ (17) + 9 = 26Yup you ignore the pain
She grabs ahold of the beast and slams him into the deck as she wrenches his neck she feels as if she is not hurting the Rakshasa as much as she would expect, but even that is not going to help the Rakshasa escape from her grasp.
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
Suny gets to the railing of the ship and peers over, looking down to where the hatches for the cannon/ballista are before slipping over the side and climbing down to the nearest one...
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
With the accalerating magic of Dimi coursing through her, Captain Squidward renews her attack and the tentacles swing around at high speed, slamming into the pinned beastman.
He is alive and well. His DR is taking a lot of the damage off. But his CMB makes it difficult for him to escape. He would surrender but he knows something....
Jax's Magic Missiles hit the Rakshasa but must get past his magical defenses. spell penetration:1d20 + 7 ⇒ (7) + 7 = 14 they seemingly fizzle against his skin.
@Suny, You can aid another with the grappling for sure. I suppose flanking would technically work too. Just forward of the Rakshasa you see some stairs leading down.
We will give Arjun a couple more hours, and then move to the next round.
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
Calah wiggles her tentacles and the wood around the scratches in the deck warm and twist upon themselves, filling the scratches and closing off the area with scratches in a ball of wood. She uses one of her arms to pick this piece of wood up and throws it in the water outside of the boat.
Warp wood, not sure if it works. dimi, got a spellcraft check for those scratches?
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
I will try this again and try to get lucky this time, aiming at the same creaturedmg:2d4 + 2 ⇒ (2, 3) + 2 = 7 spell penetration:7 + 1d20 ⇒ 7 + (6) = 13
Calah wiggles her tentacles and the wood around the scratches in the deck warm and twist upon themselves, filling the scratches and closing off the area with scratches in a ball of wood. She uses one of her arms to pick this piece of wood up and throws it in the water outside of the boat.
Warp wood, not sure if it works. dimi, got a spellcraft check for those scratches?
I believe the DM said it was a knowledge check, but what the hell
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 am going to offer thish one more time, shurrender, and perhapsh we can reach a mutually beneficial deal. or perhapsh we let squid girl have her way with you, she hash been without a man for quite shome time.
The Rakshasa gets pummeled but manages to stay awake. Your pain is nearly here he says through gritted teeth.
CMB:1d20 + 13 ⇒ (14) + 13 = 27 struggling against Noro he is still unable to get away.
50% chance the ball contains its essence.high is good:1d100 ⇒ 15
Smelless smoke continues to billow up from what remains of the deck where Calah formed the wooden ball from.
Suny:
The hold beneath you has a blood soaked floor. The hold is dark and it is hard to tell more, but perhaps that was a whimper.
The black smoke snaps in upon itself and a terrible sight stands before you. What looks like a man covered in chains and piercings stands before you. No blood seeps from his wounds. His very gaze pierces your hearts. More shadow smoke seeps forth from his mangled mouth. As if every breath exhales darkness.
What in the 9 hells is that Dimitrious says sounding a bit confused. He quickly composes himself and begins casting Create Pit(Ref 17) beneath the beasts feet. He then flies on top of the roof.
Kinda hard for me to see if I can do this without getting anyone in the party
The chains slice into her flesh causing great pain No in game effect besides HP damage
Suny:
As you go down the stairs you feel weightless and wet. Your mouth has a briney taste to it. You no longer recognize your surroundings, you are no longer see or hear the ship or much of anything. After but a moment, you hear almost in your head in Aquan Who are you and why are you here.
Poking his head below to see the action, Dimitrious casts Create Pit(Ref 17) on the chained abomination again.Back to whatever hell you hail from He says to the beast.
Suny moves about easily in the 'wetter' environment. She looks about, though with a frown.
"Sorry I am, but I dun't be understandin' ye." She sighs, "Never did have tha' knack fer pickin' up tha' speakin' of other peoples..." Suny continues to look about for any one who's hurt or chained up.
reflex save chained man:1d20 + 7 ⇒ (19) + 7 = 26 A hole opens up under the chained man. As he begins to fall he whips one of his chains around a post on the bulkhead and flings himself away from the pit.
Suny:
You feel wet but also constrained by something, like nothing is holding you but you can't move. This time in common you hear, Who are you and why are you here? You see nothing of the ship around you, just darkness and the taste of briney water.
Arjun draws blood with his knife but the Rakshasa's body seems to still resist some of the damage. Remember Adamantine bypasses hardness less than 20 but only bypasses DR if it is DR /Adamantine. He knows he caused it injury by precision and force.
Fort vs venom:1d20 + 9 ⇒ (20) + 9 = 29Why can't I get these saves on my PCs? I think the dice roller is DM biased.
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
at least those rolls wont be against us next round :P
Calah attacks the chained creature with her tentacles, hoping to hold it tight and keep Noro safe from it's attacks.
Calah's attacks leave welts as she is barely able to keep ahold of the chained man. It is clear she is causing him pain as she squeezes him. The problem is he seems to like the pain.
You are definitely doing damage, this guy has DR as well but not quite as much.
You do not hear the sounds of combat. Almost in your head again you hear, I have been in pain for longer than most can remember. Bound to serve under pain of torture, but my torturer has left and you are in its place. So I will ask you again who are you?
At work. For brevity, think of Suny as her usual bright, cheerful, happy helping self to fill in conversation gaps (^_^)
She'll introduce herself and give some explanation of her past. She'd be more interested in helping the poor voice easing/soothing its (Her? His? Their?) pain and woes. Helpin' peoples! Tha's one'a tha' things is right good t'do! (^_^)
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
The sale value of the gear, along with other liquid assets, comes to a total of 38199.5gp. After deducting the cost of retrofitting the ship (assumed to just make it a basic squib rather than anything additional), we have a total of 36199.5gp. That equals 6033.25gp for each party member.
After making adjustments for gear claims and deducting the cost of squibbing our ship, the division is as follows:
Ah Excellent, Then I will pick up a wand of infernal healing(750gp), Wand of true strike(750gp) for the cannon and a belt of dexterity +2(4000gp) 6357 - 5500= 857 leftover. If anyone can think else we can use let me know.
AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
I think a cannon would be great. Dimi could use it to great effect with true strike. Prolly takes a round to reload anyway. He can use that round to recast for next shot.
Direct-Fire Ranged Siege Engines: Direct-fire weapons launch their projectiles on a relatively flat trajectory, allowing them to more easily target creatures or pummel barriers directly in front of them. A direct-fire weapon uses a normal attack roll, with the normal penalty for nonproficient use. In addition, a direct-fire weapon takes a –2 attack roll penalty per size category that the weapon is larger than the creature aiming it. Creatures that have ranks in Knowledge (engineering) or use a targeting platform (see below) are not adversely affected by their size when firing direct-fire ranged siege engines. Sheer manpower can also reduce the penalties for size. Increasing the crew of these weapons by 1 or more can reduce the attack roll penalty for creature size: as long as an extra crew member is no smaller than three size categories smaller than the direct-fire weapon, it can reduce the penalty due to the aiming creature’s size by 2. For example, a Huge ballista fired by a Medium creature that is part of a crew of two (the creature aiming the ballista and someone to help position it) takes only a –2 penalty on attack rolls.
Cannon: Cannons are crafted of metal—some are cast in one piece, others welded with iron bands—and mounted either in the ground or on wooden frames. Cannons use black powder to propel their projectiles with great force. A cannon has a misfire range of 1 (20 feet). Cannons have a hardness of 10 and 70 hit points. Cannon balls cost 30 gp each and weigh 25 pounds.
Cannon 6d6/20x4, 100 ft., B/P, Crew 2, Aim 1, Load 3, Spd 10 ft.
TLDR: I WOULD BE VERY OPPOSED RIGHT NOW. Without Exotic Weapon Proficiency, we will be taking a -6 penalty to attacks, it takes three people to operate, and costs 30gp per shot.
AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Edit: ninja'd. I think we could use the dmg ouput at this stage. With two sorcerers it takes a while longer before we can dmg a ship like this without a cannon. Also, chainshots wreck ships and leave them ripe for the plundering.
AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
I got 2100 gp for ammo/black powder, we could use members of the crew to man it. So with a -6 penalty, we will have a +14 to hit(with true strike). I don't suppose dex helps like a crossbow 8>).
Here is how I will run cannons, it will attack with a +5 against touch AC down a line, for each range increment of 50 feet I will roll a d10 a 5 or 6 will mean it fires down the line intended, a 4 means 5 feet to the right 3 means 10 feet to the right, a 7 means 5 feet to the left etcetera. Proficiency will turn that into a d6 with 3 and 4 being down the line intended.
Example:
Non proficient 150 feet
Cannon:1d20 + 5 ⇒ (10) + 5 = 156d6 ⇒ (3, 4, 2, 6, 3, 3) = 213d10 ⇒ (5, 2, 4) = 11
The cannon would do 21 damage to everything with a touch ac of 15 or less down a line 20 feet right of the target, still probably hitting the enemy ship(5= on target, 2= 15 feet right, 4= 5 feet right)
Proficient 50 feet
Cannon:1d20 + 5 ⇒ (20) + 5 = 256d6 ⇒ (1, 4, 3, 4, 1, 5) = 181d6 ⇒ 5 Confirm:1d20 + 5 ⇒ (10) + 5 = 1518d6 ⇒ (5, 6, 1, 2, 2, 6, 5, 4, 3, 3, 3, 2, 1, 2, 5, 6, 5, 1) = 62
The Cannon would do 80 damage to everything it confirms against down a line 5 feet to the left of intended.
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
I guess with a chain shot we could still do a lot of damage even if we hit a little off target. and those dice over a longer range could even balance itself out :d.
What would be the basic touch ac of a ship? or it's rigging?
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
I would be for a cannon at this stage IF the DM would allow it to be mount3d on a turnable mount on the fore-castle.
Otherwise..... we're just not going to get enough use out if one (Or even two) cannon at this stage.
Having somthing with which Dim (With all the help etc) can direct fire relativly where we need it is a good thing.
However, if the DM wants a tad more 'realism' and only wants broad sides and not battleships , then we shouod wait for more experiance....and MOAR cannons!!!
In regards to tha' name? I be thinkin' a 'No' to tha' Bertha one. (>_>) Jus' sayin'.
So, like I bin askin' afore, we's has tha' pick of tha' gear we liked tha' lookin' of AND tha' amount of shine?
Or has I missed somat?
Much cheers ta' all!
On a note about cannon names. I believe there have been some interesting iterations with certain characters and their weapons. Though I am just off a twelve hour night shift and thinking of such escapes me at the moment. Something along the lines of,
AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
I think I would let it be mounted as a chase cannon, it could be pointed in a new direction perhaps as a full round action with a strength check DC 15, does that sound fair?
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
I think I would let it be mounted as a chase cannon, it could be pointed in a new direction perhaps as a full round action with a strength check DC 15, does that sound fair?
Sounds good. We can have some crew members help turn it around.
I think I would let it be mounted as a chase cannon, it could be pointed in a new direction perhaps as a full round action with a strength check DC 15, does that sound fair?
Sounds good. We can have some crew members help turn it around.
AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
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
recalculating gold per person using Arjun's calculations:
With a total gear value per party member of 5,323.85, here is the breakdown for post-claims adjustment.
Arjun Claims - 5,290gp Difference: -33.85
Noro Claims - 6,160 gp Difference: +836.15
Dimitrious Claims- 5,000gp Difference: -323.85
Jax - 4,030gp Difference: -1293.85
Suny's gear claims - 5,280 Gp Difference: -53.85
Calah Claims - 5,025 gp Difference: -318.85
Kyranda Claims - 3,438 gp Difference: -1885.85
The sale value of the gear, along with other liquid assets, comes to a total of 38199.5gp. After deducting the cost of retrofitting the ship (Squib rebuild, cannon, smuggling compartments), we have a total of 32699.5gp. That equals 5100 gp for each party member.
After making adjustments for gear claims and deducting the cost of our ship, the division is as follows:
Arjun 5134 gp
Noro 4264 gp
Dimitrious 5424 gp
Jax 6394 gp
Suny 5154 gp
Calah 5419 gp
Kyranda 6986 gp
Think I will get an amulet of natural attack for the roc.
1d100 ⇒ 75
Yay they have one. Going to try and buy one, let's see if I can get a discount too.
AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
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
GM, players, everyone, for the next several weeks, it is going to be an extremely stressful time for me, I am in the process of moving and I have some real life things to deal with at this point. I am going to continue to play in all the games that I am currently in, so GM's please feel free and GMPC me till I return. I will have no internet expect what is at work for a while so it might be hard to post even at that.
I will make sure to keep up with what is going on in the game.
If anyone has a problem with this please PM me and I will deal with it that way.
@Kyranda I am in the middle of a move myself, I know how you feel at least with that part of your stress. Good luck and get back on when you can, if we are in need of healing I will DM pc Kyranda.
@ Calah, I had forgotten that I had placed those there. How forgetful of me, of course you can use them.
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
A pirate I was meant to be, Trim the sails and roam the sea....
So now that we are going underway, should we give our mighty band some roles aboard the ship? I am unfamiliar with the roles a pirate vessel has, but I think it nice if everyone else also has a role and can order our mooks about ;).
In regards to ship duties. I have some Osprey military books and some other material. Will make some notes and share them around. Will try and find the 'Shift roster' for a tall ship.
From memory, most crew on a ship of sail were lucky to get a solid six hours sleep. :P
And people still ran away to sea because that was deamed a good deal! And lets not mention the 'food' of the day! :P