for your viewing pleasure. The completed campaign tab changes may be made based on request. I don't own a copy of the ship images but, I plan on getting it soon.
Female Undine M [AC: 16; ff 12; Touch: 16 HP=12/12 F +3/R+6/W+4 CMD 18 Ini+4; Per+8] Monk (Flowing Monk)/1
Hi GM, what about the locks on board the ship since we can explore but unsure which doors are locked and what kind of locks is it like simple average etc.
M Human Rogue (Pirate) 2nd [ hp 14 AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) Fort +0, Ref +6, Will +1 Init +3 Perception +5]
Okay, okay... I am not sure what is going on at the moment. Here is what I think.
If we keep things good and keep things clam and cool on the Gameplay thread and keep things that are all OOC in this tread. this is my idea.
If I am wrong in this GM let me know also any player that has issues with me please PM me, I am not going to get angry or upset.
I will have OOC comments sometimes with my gameply posts. Unless discussing strategy or such without roleplaying it then will put in here. I don't see making multiple posts unless necessary and if not gameplay or discussion of actions here then most things will be short and to the point.
Hi GM, what about the locks on board the ship since we can explore but unsure which doors are locked and what kind of locks is it like simple average etc.
Tomorrow I'll re dig through the book and post were the locks are. Sorry about that.
male Human (Varisan) cleric of Besmara 1 [hp 9 AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) Fort +3, Ref +1, Will +5 Init +1 Perception +3]
Here's my gear.
Gear:
studded leather armor, heavy crossbow with 10 bolts, dagger, rapier, brass knuckles, backpack with 10 days rations, flint and steel, manacles, belt pouch, silk rope, grappling hook, flask of water, waterskin filled with wine, wooden holy symbol of Besmara, crowbar, 12 gp
ok just so you all know the remaining gold including willis is gone. all your other gear except what you just got back is with the quartermaster. The AP starts you off with nothing for the most part.
just in case I'll mess this one up so you can see it (the first bracket is incorrect) and the second one will be what it would show up as when correct.
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Just for future reference: WE "play" M-F more or less, yes? Seems like most people are pretty busy on the weekends, and while I can keep my role-playing-crack-pipe open on my phone, maybe others don't have that luxury? :)
M Human Rogue (Pirate) 2nd [ hp 14 AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) Fort +0, Ref +6, Will +1 Init +3 Perception +5]
I live around the computer too GM but the problem is that I have kids so on the weekend they are my first responsiblitly and I wouldn't trade that for the world
I'd like to make sure I know what to expect in the near/far future.
What kind of fire power are you all wanting / expecting for the ships?
(Willis this parts more for you but, chim ins from others is ok.)
I'm ok with firearms, Have played a gunslinger myself, but, how up the firearms tree are you really wanting to go?
personally Sasha wouldn't mind a ghost ship. but realistically guns make no difference to her she practices arcane arts so magic and undead are her schtick.
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
A wide variety of personal firearms is good. [Jane]I just get excitable as to choice is all.[\Jane]
Ship-to-ship weaponry could be fun too, cannons and such. But,if I may be so bold, it may make more sense to have those types of things handled by the NPC crew, with PCS as gun crew chiefs or gunnery sergeants. I'll take the feats needed, as long as it doesn't leave me too far behind the rest of the gang when it comes to mixing it up. If I were to sum him up, I'd say Willis is a battle cruiser- fast, able to operate on his own, but preferring to operate under the cover of bigger guns :)