You cannot take ten on a job check unless you would naturally succeed any time you rolled the dice (except for natural 1s), the Wormwood is a hostile place and Scourge has his eyes upon you... He is eager to use that whip with even the remotest of justification and you can all sense it... As a result you aren't in a "safe", stress free environment.
I'm at a conference - the hotel was supposed to have internet but it doesn't work properly. Can someone please run my character until I get back, which will be friday. Apologies and thanks.
Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.
Just trying to clarify this - so Drahzar and Kree succeeded in turning folk more helpful, but Ire's gnome suitor was already helpful and thus we get no xp for that?
Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.
Ready.
GM - given our state as press-ganged sailors that arrived with all gear confiscated, how likely do we feel we will be able to keep this stuff, or wear openly for that matter; also wondering whether Kree thinks it might be initially noticed if we went down with clubs (and a rapier) and returned with maces and a handaxe. I'm happy for Kree to make a Sense Motive or Perception for this.
You would have to hand over the clubs (Scourge will make sure of that) but anything else is "if you can hide it it's yours". You have several options for the stuff, you can for instance perhaps call upon a helpful crew mate to put your gear somewhere safe... Be creative.
To take ten on a skill check depends greatly on the circumstances, for instance with a ten on a knowledge check I would rule that you either need a library or someone exceptionally knowledge to act in it's place (for instance you could take ten on a knowledge check with the assistance of a druid or high level ranger).
For perception checks it depends, for instance a perception check to make out the features of a far off (I mean five to six miles) tower could certainly be done with a take ten check because it is stationary. Another example would be taking ten on perception if you know that the smuggler is going to use your guard route, if you don't know about that you can't take ten.
Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.
Waitng on any response from Drahz.
So Barnacle and Calloran, you guys good for a little investigation of whether the q-stores master is asleep/drunk? Drahz too? Given none of us are particularly well in with the Halfling Rosie, and our only link to the gnome lies bleeding in her bunk, maybe we just keep this in party. Get our stuff. Thinking on this further, Kree has a high wisdom, but is also out of her depth/comfort zone. Though maybe Kree will try to gain the help of Badger Medlar...
@GMX - DO we feel that we have the person power to stage a mutiny? As a player it is very hard to tell what our characters feel or know - do they think such a mutiny now has any chance of success? Right now, our only plan is to retrieve weapons - my fear is that once that task is completed, if we don't take over the ship our activities will eventually be noticed or our stash of ill-gotten personal equipment found. Do we think our bunks and sleeping area are routinely searched?
The ship isn't routinely searched and your mutiny is handled in the AP itself, you've got a while to go (although I may speed up that time if you make it to level 2 before the "appointment").
yeah i mean i cannot see a real way to stash out stolen gear that would be of any use. can't stash it all on my person, and leaving it in the bed is no better an idea in my mind.