Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
I think she was only friendly at the time. Now she is helpful and maybe you would get a DM secret bonus if you were a little nicer and less threating. xP
"It's a bomb! Give it to me now or we all go up woman!" Yeah thats nice, real nice ;)
Grok is indeed helpful. You still need to make Diplomacy checks to retrieve your gear from her, but it's considered simple aid (+0 DC). With her at helpful the base DC is 0 + her Charisma mod, so, yeah. Really, just giving me the Diplomacy check, along with a decent reason to get your gear back is all I'm asking.
As for the sheet, I apologize for not having it up yet. It's created, I'm just working on a couple of things, mainly reorganizing it to fit how I want the information to be provided. For right now, the changes that have been made to it:
Grok is Helpful.
Rosie is Helpful.
"Cog" is Hostile. He enjoys bloody tales.
Jack is a swab just underneath Giffer. He's a young Taldane boy.
Aretta, Fipps, Jape, Maheem, Syl, and "Narwhal" are all Plugg's and Scourge's toadies. You have not met all of them yet, at least to the point of being able to identify them.
I'd like to note another point of the rules. Friendly and Helpful NPCs can aid you in performing your jobs and during certain ship actions. Specifically, Friendly NPCs can help you with the job task skill checks during the Day. Helpful NPCS can help you during the day as Friendly NPCs can, but they can also help you influencing other NPCs or with pirate games and entertainment. This help provides a +2 bonus to the relevant check. Friendly and Helpful NPCs can only aid skill checks that they have ranks in. These bonuses can stack.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Well being the twisted guy that I am I will have Aoro target Jack next. Molding impressionable young minds and all that. If I get a lucky roll I could get him to helpful in one shot. ;)
Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd
So with rosie with her instrument back we can have her perform some for the crew while we are trying to get them to help us out. That is awesome, I am sure that we will be able to get some more friends tonight and tomorrow night as well.
Aoro I have 0 to my diplomacy skill and have not been that lucky in rolls recently whom would you like me to go after tonight? I had been trying to get Gaffer so should I continue on with her? Yes I am asking for your option and help
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Why dont you get your gear back and afterwards get everyone else's when you have a chance. Sense Grok is helpful and I doubt she has a high Cha even a bad roll should work. That can free up everyone to try their hand at befriending and looking for those few crewmen we have not encountered yet. Also you can try your hand at any NPC's that get to friendly sense the DC would be more of a 50/50 shot with you, again I doubt they have a Cha mod and if they do not beyond your reach. You can also roll for info with helpful NPC's to help us find out more about crewmen so we can try to make befriending them easier.
Just my suggestions, plenty for you to do to help even with no diplomacy. :)
Edit-I got all my gear back already, dont know about anyone else.
Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd
I got my alchemy gear back but not my other stuff at the moment. I wasn't planing on getting my gear today, I was going to try to get the rest of it tomorrow during the day, but who knows what is going to happen. I think I will continue on trying to get Gaffer again tonight then and see what I can do. I will ask if Sandra can help me out unless she is too busy with Duo... I know I know I have nothing to say on that.
@Lanliss: Grok gave you all your gear back, not just the alchemy stuff. You worried her sufficiently that she didn't want to take chances of leaving anything volatile behind.
Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd
ahh that is awesome so sweet armor and weapons back with no more issues to be had. That is a good thing. So I have a MW Handaxe up for grabs if anyone needs it for this fight that is coming up.. I forgot about it till just now.. I can give it to anyone if they need it..
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Thanks, so looks like we have 4 allies on the ship. Along with 7 confirmed enemies, 5 of which are crew. Of our 4 allies only 2 are crew with any confirmed aid towards us. I doubt officers will risk themselves for mere crewmen no matter how much they like them. We need to befriend at least 3 more crewmen to even things out. I am sure Mister Plugg will keep adding more to his pocket in the mean time as well.
P.S. DM Bound Shade, I think it would be a good idea to place that link in your profile until you gain control of the Campaign so we dont have to keep coming back to this page when we want to check it.
I start my last year of school in a week and a half. I need tons of math and philosophy for my double major, as well as two art classes I kept as padding. I should be busy, but in a good way.
I don't think our school has a TTRPG club so I might try to start one. I would love to start a club and a small day long convention style meetup. I would like to leave my footprint on the EMU community before I leave. I think it would go over well. I am going to start asking about interest tonight in my RL pathfinder campaign.
Injured my back yesterday and I've been passed out for the last three and a half hours after eating chinese food that didn't agree with me. Today has been a terrible day. I'll be getting the post up in a bit.
New round, the creatures are taking new actions, so I had them roll a new stealth roll and I rolled perception for everyone. Better than the previous roll by the rats (for you guys), b/c that one was unbeatable by anyone except Alestone, and then only on a 19 or 20.
The Froghemoth makes an appearance in the new Bestiary Box. It's no coincidence that it will also be appearing in my home game. The idea of ships circling the rock, lashing together and hosting a floating festival with the pit fight as the focus, gets my motor running. A giant rendezvous where lawlessness and savagery are barely kept in check. Pirate Pirate Pirate!
Boyo, imagine trying to keep Sunny outta trouble there...
The longspear is a reach weapon, which means it cannot be used against adjacent targets. Are you attacking the rat in the rear or the one directly in front of you? Is the second, you'll need to step back again.
You need to confirm the critical as well as make a concealment check to see if the shot even landed.
Sunny:
You maintain a grapple as a standard action. Make a CMB check (which you've done) and if successful, you maintain the grapple. You get a +5 bonus on CMB checks to maintain the grapple. Once you've made the check, you can choose to: nothing else, move, deal damage, pin, or tie up the target.
Holy s%$&, I forgot to post the map last night... Grrr... Here it is: Wormwood Bilges Round 1. This is as of the end of the rats' turn/beginning of Alestone's turn. If this changes any actions, please note them. If not, I'll continue on tomorrow. Sorry 'bout that.
Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
DM Bound Shade wrote:
** spoiler omitted **
** spoiler omitted **
Holy s@+&, I forgot to post the map last night... Grrr... Here it is: Wormwood Bilges Round 1. This is as of the end of the rats' turn/beginning of Alestone's turn. If this changes any actions, please note them. If not, I'll continue on tomorrow. Sorry 'bout that.
only mine i think Duo casts lifelink on Alestone Rockridge and doesn't move.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Dice being nice, max dmg on both my spells. We should have 2 maybe 3 down at the end of the round. Half their number gone we can start swarming them. ;)
Please roll a concealment check as well. The miss chance is 20%. I've got a bad history with rolling those, so I only have players roll them.
Sunny:
What are you wanting to do with your grapple check? Deal damage, move the both of you, pin, simply maintain the grapple, or tie up the rat with some rope that you have (maybe)?
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Lanliss why would you use a splash weapon in a room this small. Punch yourself, Alestone give him a kick with your pegleg, and Herbert give him a sucker punch in the kidney. But really I hope everyone makes their save. Crispy >.<
S$*+ happens, OOC I think throwing the bomb was fine. Alestone on the other hand is not happy. One of these days Lanliss is going to find his hammock short sheeted or something similar :)
On another note sorry I've been slow the last couple days, I had a root canal done today and was in a lot of pain the last couple days. Should be back up to speed though.