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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Male Human Expert 1 Warrior 1

It is 10 feet, you can get a +2 bonus if you slide down the tentitcles. Thanks Suny.


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/-

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.


*Hugz* :( Sorry to hear about your loss.


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/-

yeah, thanks sunny.

Noro had delayed long enough. taking advantage of the slimy tentacles. She leaps on one and slides down toward the Bad beast guy.

acrobatics: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

You jusht messhed with the wrong Captain there bud.

at the bottom, Noro leaps off toward the Rakshasa.

grapple w/rage: 1d20 + 22 ⇒ (13) + 22 = 35
damage raging grappler: 1d6 + 15 ⇒ (3) + 15 = 18 -- (counts as cold iron, silver and magic)

In a spectacular move with the Rakshasa in her grasp...

maintain Grapple: 1d20 + 22 + 5 ⇒ (15) + 22 + 5 = 42

Noro slams him to the ground pinning him there.

Rakshasa is now pinned and prone

pinned:

Pinned

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
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

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.


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, you recognize that he was not casting. Something else is at play here.

Do I know what he is doing? Also if/when whatever appears, Dimitrious will cast Haste on the party


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

Arjun vanishes into thin air [vanish, swift action], and moves toward the cargo deck [double move action].


Male Human Expert 1 Warrior 1

@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.


Male Human Expert 1 Warrior 1

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 = 26 Yup 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.


Male Human Expert 1 Warrior 1

Pinned and Prone, our squid should now be able to go to town.


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

Am I before or after Noro, second turn? Is it time for more tentacle pr0n?


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

Tentacles, you say?


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 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...


Male Human Expert 1 Warrior 1

An acrid stench begins to fill the air around the Calah/squid as the acid continues to eat away at her flesh. Acid: 2d4 ⇒ (1, 4) = 5

The Rakshasa attempts to free himself from Noro's tight grip. CMB: 1d20 + 13 ⇒ (11) + 13 = 24 but is unable to get out from under her.

More dark mist continues to coalesce into a vaguely humanoid shape.

Round 3
Everyone is up.

If you are on the same deck as the Rakshasa you need to make a DC 15 fort save each round or take a -2 to all rolls and AC as pain distracts 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'

Now with Arjun in range Dimitrious casts Haste 8 rds. on the party


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's scampering accelerates and she peers over the side of the ship, looking down towards the nearest gun/balista port.


Male Human Expert 1 Warrior 1

Suny sees the scene before her. The Iron Maiden grappling a beast man while a giant squid's tentitcles lash out at the beast man.

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

fort: 4 + 1d20 ⇒ 4 + (4) = 8
magic missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9 as I mm the rakshasa


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

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.

bite: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
dmg bite: 2d6 + 5 ⇒ (3, 5) + 5 = 13
arms: 1d20 + 8 ⇒ (19) + 8 = 27
dmg: 2d6 + 5 ⇒ (3, 2) + 5 = 10
Superspeed Hentai attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
dmg: 4d6 + 2 ⇒ (4, 3, 2, 1) + 2 = 12
grab: 1d20 + 1d20 + 10 + 2 + 4 ⇒ (8) + (7) + 10 + 2 + 4 = 31
Superspeed Hasted Hentai attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
dmg: 4d6 + 2 ⇒ (3, 6, 2, 1) + 2 = 14
grab: 1d20 + 1d20 + 10 + 2 + 4 ⇒ (1) + (15) + 10 + 2 + 4 = 32
constrict: 4d6 + 7 ⇒ (4, 4, 2, 5) + 7 = 22


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/-

is it still alive? I was going to offer a chance to surrender but I will wait Noro's action till I know the results.


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 climbs down the outside of the ship and slips in through the gun-port.

She tries to move into a position to help flank... but she's seen enough tentacles to know where this hentai is going....


Male Human Expert 1 Warrior 1

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.


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/-

fort save DC 15: 1d20 + 9 ⇒ (12) + 9 = 21

Noro's grip tightens as she tries to slowly strangle the fight out of this guy.

maintain grapple: 1d20 + 22 + 5 ⇒ (19) + 22 + 5 = 46
damage: 1d6 + 15 ⇒ (6) + 15 = 21

I shtrongly shugesht you shurrender. I am shure we can come to a mutual undershtanding.


Male Human Expert 1 Warrior 1

Pain is but a release, and I am but the student. Arjun?


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 sidles closer hoping to at least help with flanking. (Can one actually do that and help a grapple.. or a tentacle? >_> )

She looks around at what ever else is down here in the room (Hold?) with them.

Perception:1d20 + 8 ⇒ (6) + 8 = 14

(Where might be the hatch leading to any slaves/prisoners?)


Male Human Expert 1 Warrior 1

@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.


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

Sorry. Busy weekend.

Stealth 1d20 + 37 ⇒ (6) + 37 = 43

Arjun sneakily sneaks downs the cargo port and behind the rakshasa.

No potshots. Make this count...

Prepping for a full attack.


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 over and threatens to help hitting the Rakshasa.

Att Roll:1d20 + 5 ⇒ (4) + 5 = 9

Dam Roll:1d6 ⇒ 6

Though the hatch-way is more interesting to her,

Perception:1d20 + 8 ⇒ (7) + 8 = 15


Male Human Expert 1 Warrior 1

The Rakshasa struggles against Noro's hold. CMB: 1d20 + 13 ⇒ (14) + 13 = 27 He is unable to quite get free due to the pin he finds himself in.

The darkness' form begins to get a little more solid as more darkeness pours out of the scratches in the deck.

*********
Everyone is up.
*********


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 watches and waits for the strange black humanoid to arrive.

I will delay until this thing arrives

*7 RDS OF HASTE LEFT*


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

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?

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

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


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:

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

Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16


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 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.

grapple to maintain the hold: 1d20 + 22 + 5 ⇒ (9) + 22 + 5 = 36
damage: 1d6 + 15 ⇒ (5) + 15 = 20

fort save: 1d20 + 9 ⇒ (17) + 9 = 26


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

Arjun unloads with a mighty barrage on the rakshasa.

TWF w/ flanking w/ invisibility w/ haste
1d20 + 14 ⇒ (17) + 14 = 311d20 + 14 ⇒ (18) + 14 = 321d20 + 14 ⇒ (1) + 14 = 151d6 + 12 + 4d6 ⇒ (5) + 12 + (2, 3, 3, 5) = 301d6 + 12 + 4d6 ⇒ (3) + 12 + (3, 6, 4, 6) = 341d6 + 12 + 4d6 ⇒ (2) + 12 + (5, 3, 4, 1) = 27

Attack 31
Damage 30 nonlethal

Attack 32
Damage 34 nonlethal

Attack 15
Damage 27 nonlethal

...then disappears again [vanish, swift action]


Male Human Expert 1 Warrior 1

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.

Suny will save: 1d20 + 3 ⇒ (14) + 3 = 17
Calah will save: 1d20 + 11 ⇒ (3) + 11 = 14
Dimitrious will save: 1d20 + 8 ⇒ (16) + 8 = 24
Jax will save: 1d20 + 5 ⇒ (11) + 5 = 16
Arjun will save: 1d20 + 1 ⇒ (14) + 1 = 15
Noro will save: 1d20 + 4 ⇒ (16) + 4 = 20

Suny, Calah, Jax and Arjun are staggered by the mere sight of this thing.

Now that the smoke has coalesced no more fort saves vs pain are needed.

Suny and Dimitrious still have actions this round.


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'

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


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 shivers as the new critter's gaze rakes over her even as she slips down the ladder into the darkness beneath.

"Gon'a save tha' hurt folks..." She mutters to herself.


Male Human Expert 1 Warrior 1

reflex save: 1d20 + 7 ⇒ (18) + 7 = 25
The Hideously deformed and mutilated man nimbly gets out of the way of the pit and ends up adjacent to Noro.

The Rakshasa continues to struggle against Noro's hug.
CMB: 1d20 + 13 ⇒ (14) + 13 = 27 Wow same result again
But fails to break free.

The mutilated man Knowledge plains to know more lashes out at Noro with the chains that cover his body.

chain: 1d20 + 14 ⇒ (6) + 14 = 202d4 + 19 ⇒ (3, 1) + 19 = 23
chain: 1d20 + 9 ⇒ (5) + 9 = 142d4 + 19 ⇒ (3, 3) + 19 = 25
chain: 1d20 + 4 ⇒ (17) + 4 = 212d4 + 19 ⇒ (3, 3) + 19 = 25

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.

******
Everyone is up.
******


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'

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.

*HASTE 5 RDS *


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

For the DM:
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.

Perception:1d20 + 8 ⇒ (11) + 8 = 19

"Sure an' t'is dark down here..."


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

Let's get around that silly damage reduction...

Arjun pops back into view and attacks the rakshasa with his adamantine dagger.

TWF w/ flanking w/ invisibility w/ haste
1d20 + 16 ⇒ (17) + 16 = 331d4 + 12 + 4d6 ⇒ (3) + 12 + (5, 2, 4, 1) = 27

Vishkanya Venom: Injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 ⇒ 2 Dex; cure 1 save.

Attack 33
Damage 27

Vanish... vanish... vanish...


Male Human Expert 1 Warrior 1

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 = 29 Why 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
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

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.

Superspeed Hentai attack: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
dmg: 4d6 + 2 ⇒ (2, 4, 5, 2) + 2 = 15
grab: 1d20 + 10 + 2 + 4 ⇒ (14) + 10 + 2 + 4 = 30
Superspeed Hentai attack: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
dmg: 4d6 + 2 ⇒ (6, 2, 4, 3) + 2 = 17
grab: 1d20 + 10 + 2 + 4 ⇒ (4) + 10 + 2 + 4 = 20
constrict if grappled: 4d6 + 7 ⇒ (5, 4, 4, 2) + 7 = 22
bite: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
dmg bite: 2d6 + 5 ⇒ (3, 3) + 5 = 11
arms: 1d20 + 8 ⇒ (4) + 8 = 12
dmg: 2d6 + 5 ⇒ (4, 5) + 5 = 14

fear I won't do any dmg :( hope I can grapple it at least

EDIT: Forgot confirm.
confirm Superspeed Hentai attack: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
dmg: 4d6 + 2 ⇒ (3, 2, 1, 5) + 2 = 13


Male Human Expert 1 Warrior 1

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.


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

DM:
"[smaller]Hellooooo? [/smaller" Suny whispers.... though loud-ish due to the combat above,

"We's here ta' be helpin'. Is ye hurtin'?[/smaller"

At work. Dice role for perception etc as needed


Male Human Expert 1 Warrior 1

Suny:
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?


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

For DM:
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! (^_^)


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 guysh, I can't hold thish assh hole for much longer.

maintain grapple: 1d20 + 22 + 5 ⇒ (2) + 22 + 5 = 29
damage: 1d6 + 15 ⇒ (5) + 15 = 20

I do hope that still holds him.


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

With Noro that's everyone this round, right?

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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

Finally updated.
Michael you have all my info right?
Don't have a dayjob on him


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'

I know that a wand of fireballs is probably better, but how cool is it to have a cannon. I know I will now be taking true strike.


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

Details:
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

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:

Arjun 6067.1gp
Noro 5197.1gp
Dimitrious 6357.1gp
Jax 7327.1gp
Suny 6087.1gp
Calah 6352.1gp


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'

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.


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

Just make sure to roll for availability. ;)


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
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

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.

-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'
Arjun Srivastava wrote:
Just make sure to roll for availability. ;)

Already done, I got a 52. What's the damage for a cannon and what kind of ammo can we get?


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
Dimitrious Black wrote:
Arjun Srivastava wrote:
Just make sure to roll for availability. ;)
Already done, I got a 52. What's the damage for a cannon and what kind of ammo can we get?

Siege Engines

A few excerpts:

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
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Think 6d6. Ammo is in gameplay post.

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.

-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

You're the captain.


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
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

I played the last assassins creed game alot ;). I also think it will be a good intimidating tool if we ever need it.

-Posted with Wayfinder


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

At work.

... jus' two questions, like.

One. Iz that shine amount after we took our preferred stuffs?

Two, I be thinkin' there be a name missin' from that roster, no?


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'

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>).


Male Human Expert 1 Warrior 1

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
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 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?


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
.Suny. wrote:


Two, I be thinkin' there be a name missin' from that roster, no?

I don't know how I missed that.

Kyranda receives 7,884.1 gold pieces.


Fem Elf Bard 3
Arjun Srivastava wrote:

I don't know how I missed that.

Kyranda receives 7,884.1 gold pieces.

(^_^)

I be lookin' after our Preistess.


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

If we take the cannon everyone has to deduce 857 from your personal gold supply.

I think that even without proficiency it can be well worth it. Are you still against it Arjun?


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

At work.

*Raises hand*

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!!!

Much cheers to all.


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'

I will pay that and see if we can get more ammo made. Plus we have true strike so missing is going to be difficult.


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
Dimitrious Black wrote:
Plus we have true strike so missing is going to be difficult.

(>_>)

Me dun't think Dim knows tha' DM rilly well...

(<_<)

Ye roll a natural '1'? Yah..... things be gettin' squicky rilly, rilly quick, like.

Much cheers ta' all! (^_^)


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

Oh, well... true strike fixes everything.

:)

Go ahead, let's get a cannon. Can we name her Big Bertha?


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

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,

"Why do you call your gun that?"

"Because when I draw it... EVERY one listens..."

Or some such.


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'
Arjun Srivastava wrote:

Oh, well... true strike fixes everything.

:)

Go ahead, let's get a cannon. Can we name her Big Bertha?

I have never dealt with guns much less cannons so if I'm missing something please enlighten me.


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/-

the name big bertha may be referring to this


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
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

I have a connection with a ball-less fat fred. Should be a joke in there somewhere...

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

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?


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
Noro the iron maiden wrote:
the name big bertha may be referring to this

Bingo.


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
MichaelCullen wrote:
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.


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/-

Dm, sir, i have a pfs game on the 28th so i hope to add the chronicle by then, is there anything i can do to help you 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'
Calah Riptide wrote:
MichaelCullen wrote:
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.

Owlbear is a big boy, he can assist

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 is just kind of waiting for the next scene, right now it seems we are just buying cannons, supplies and setting up cannons.


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

We is also bein' able ta' meet peoples. (^_^)


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

PFS character day job 1d20 + 4 ⇒ (17) + 4 = 21


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
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

How many crew members do we currently have and what would be a good number for a ship this size?

-Posted with Wayfinder


Rachel Riptide wrote:
How many crew members do we currently have and what would be a good number for a ship this size?[/smaller]

Well.. from my time playing "Sid Mead's Pirates" MOAR is always better, especially when trying to take the treasure fleet at harbor in Panama. (^_^)


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

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.


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'

So just so I have this correct my cost to retrofit the ship is 857gp?


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
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

5500/7 :)

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

@Calah if you were looking for mule back cords for your Roc so it can carry you there are some here.


Male Human Expert 1 Warrior 1

@Calah if you want mule back cords for your roc so it can carry you, I will let you buy them for him.


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 thought there was a set in the hidden compartment of our ship that I took. I can just use those right?

Sczarni

Female Human 5th Cleric

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.

Thank you


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 Kyranda* Wishin' ye an' yours all'a very bestest ! (^_^)


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'

Get yourself settled and feeling better, We'll be here waiting for you.

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

yes, wish best of luck as well Kyranda


Male Human Expert 1 Warrior 1

@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.


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'

3 toothed mike...i'd hire him for the name alone


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

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 ;).


At work.

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

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