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Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


51 to 100 of 2,085 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Couple of lingering Character issues:

Sunny:

Still looks like you've spent 2 too many ability points.

You've spent one too many skill points.

What spell are you tying to Magical Lineage?

Herbert:

Sent you a PM with the character sheet from Hero Lab - showing some slightly higher numbers. Let me know if you see anything that looks wrong in what I sent.

Aoro:

How much does a wooden statuette weigh? I did a tribal fetish, but I'm not sure if that's equivalent.

We can resolve those issues later - the first game thread is up!

Let the Adventure Begin!


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I took the price and stuff of a wooden holy symbol and converted the fluff to a wooden statuette.


Duo: your "common" language can be lip reading. No need to take an extra skill. You must be facing and paying undivided attention to someone to understand them, obviously. Also, you can speak, but most of the crew won't understand what you're saying. You'll need to invest time into your friends who will gradually come to understand you clearly.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Their is lip reading info here so it does fall under linguistics, good thing is it only requires one skill point.


Ah - good find, Aoro. Didn't realize there were actually rules for lip reading. Thanks.

So, Duo, yes, please do take a rank in linguistics to read lips in common.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
GM Aperture wrote:
Also, you can speak, but most of the crew won't understand what you're saying. You'll need to invest time into your friends who will gradually come to understand you clearly.
Aoro Osris wrote:
Their is lip reading info here so it does fall under linguistics, good thing is it only requires one skill point.
GM Aperture wrote:

Ah - good find, Aoro. Didn't realize there were actually rules for lip reading. Thanks.

So, Duo, yes, please do take a rank in linguistics to read lips in common.

Sounds good.

I have done so. Lip Reading is now trained for me and I have read up on the rules for it. I plan to take more ranks in linguistics if it can be afforded but, We will see when the time comes.


Island Elf(link) Perception:+8, Init:+4,

GM Aperture:

Ah! *Nods* I know where me head was at the morning I tweaked the stats.

And here I was thinking I sold m'self short on skill points!

Well...other than the rather ubiquitous 'Shocking Grasp' I haven't really looked through the Magus spell lists.

RIght! So other than choosing for something that won't come up till something like 7th lvl, I should be all set. (^_^)

And 'Shocking Grasp' will prolly be the way to go.

Much cheers to all.


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

okay, I am ready to role now


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

See you both in the game play thread then. We Be Pirates!!!


Island Elf(link) Perception:+8, Init:+4,

Perhaps a little light entertainment while people wait?

Linky to 'Pirate's Sunset'

(^_^)


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
'Sunny' wrote:

Perhaps a little light entertainment while people wait?

Linky to 'Pirate's Sunset'

(^_^)

GM Aperture opened it up for us "yesterday" (top of page post) so we can start.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Just wondering but how did we get fatigued?


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Probably to keep me alive.

If you fail a climb check by 5 or more you take X per 10 ft d6 fall damage.

I have 8 hp. I was 40ft up. 4d6 average is = 12 damage. puts me at -4 as the healer. put another - 6 on there and I be DEAD DEAD :(


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I thought with more checks you can catch yourself.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
Aoro Osris wrote:
I thought with more checks you can catch yourself.

correct, I forgot about that. To catch yourself on a slope (DC = slope's DC + 10). So a nat 20 would save me. (d20's don't like me normally)


I took some liberties with the rules to keep people alive. And if you think about it, trying to climb a rope netting while hungover is bound to tire you a bit, isn't it?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I would think that rigging which is basically a bunch of hand holds would have a lower DC, but thats GM turf.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Normally I would agree Aoro but,

prd wrote:


Climb DC / Example Surface or Activity
10 / A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.


Male Human (Taldan) Rogue / 1 (AC: 15 / HP: 9 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

DM Aperture, I took the liberty of inventing some of the trade goods I found. I want some RP aids. ( It doesn't take a psychic to see where the cane cap is going huh Alestone) I want to have some to trade for my stuff and some to make friends. I will avoid weapons and the such.

If you have any guidelines please let me know. I will look the items up(or estimate as necessary) to get the values in the 45-50gp range. I'll get the finding done on the first day as well, so it doesn't drag out.

Estimated Values:

Pipe 1gp
Vials 2gp
Cap (art) 20gp


Let me know what you come up with and I'll let you know if I have any concerns or changes.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I take it my diplomacy roll for Ambrose was wasted >.<


Don't be so quick to judge! ;)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Speaking of which I just noticed my mod should be +12 for diplomacy not +10. Made the correction on my sheet.


Male Human (Taldan) Rogue / 1 (AC: 15 / HP: 9 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

I think I'd like to find things that are clearly discarded. I don't want to get into a spot because of my trait.

Ideas for Finds:

A stash of fishing supplies (hooks and nets) that need minor repairs-total 10gp

A selection of "holystones" that are better suited for larger or smaller hands.-3gp

Another pipe and 4 pouches of tobacco-3gp

A few random coins that equal-2gp


That looks fine to me, Herbert. You're going to want to stash those somewhere until you put them in your footlocker, though. Just to clarify, this is what you found.

Found Stuff:

2 Pipes and 4 Pouches of Tobacco - 4gp
Vials - 2gp
Cap (art) - 20gp
Hooks and nets in need of minor repairs - 10gp
A selection of "holystones" - 3gp
A few random coins that equal - 11gp (let's give you the full value of your trait!)
Total Haul: 50GP


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Woot the cook likes me. With my insane diplomacy mod I will pocket him soon then start working on the quartermaster. Just glad a nat 1 does not ruin diplomacy checks. I think the two officers are a must friend wise. Anyone else got their eye on a certain NPC?


I should note, a nat 1 is always a fail, just as a nat 20 is always a success. That might be a houserule, but it only seems right to me. There's always a risk/reward to rolling the dice.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

So if my mod is so high that it should be a auto success I can still end up losing due to a nat 1 x[


Yup. :)

But don't worry, I am gracious. If you RP well, some of the games mechanics can be overridden. Namely, unfortunate dice rolls.

EDIT: Rest easy knowing that your modifier won't allow you to fail badly enough to affect attitude too severely.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Well it only bugs me because some skills you cant take 10 and diplomacy only gives you one shot per 24 hrs. I dont want to spend days (in game) trying to befriend one person due to poor dice rolls. This dice roller has a habit of turning on what I like to call "demon mode", it gives you repeated low results. Gotten more nat 1's here then anywhere, its evil I tell you. @.@


Male Human (Taldan) Rogue / 1 (AC: 15 / HP: 9 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Perfect DM. I'll be using these items to make life easier on board. I'm treating it like prison ;)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Chill man! Put the shiv down! Talk it out! TALK IT OUT! xD

Could not resist Herbert.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
Aoro Osris wrote:
Woot the cook likes me. With my insane diplomacy mod I will pocket him soon then start working on the quartermaster. Just glad a nat 1 does not ruin diplomacy checks. I think the two officers are a must friend wise. Anyone else got their eye on a certain NPC?

I may have my eye on a npc in the near future but, we shall see. I will do my best to show interest in that npc. Do you?


Aoro Osris wrote:
So if my mod is so high that it should be a auto success I can still end up losing due to a nat 1 x[

Well...no.

If you "Take Ten" then you simply add your modifier to the 'Ten' and if high enough auto-succeed.

Hence Sunny in the rigging is 'normally' going to be fine. (^_^)

*Sings* 'Swingin' in'a riggin'! Swingin' in'a riggin'! (^_^)


Whoa. Longest post ever. Sorry about that. Not all of them will be that long, I promise!


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

@Duo

Besides those I have named and from what I know IC, I have no one else in mind to befriend just yet.

@Sunny

Some skills you cant take 10 on. Such as diplomacy, bluff, ect ect, personally I think if your a master smooth talker or master lier then your skill should be such that you never get tripped up talking to those without the same lvl of expertise in detecting falsehoods and such. A master lier should never ever have a problem pulling a fast one on a 8 year old, but that nat 1 means the 8 year old knows your lying regardless of your skill. The only comfort is that NPCs are bound by the same rule, so a normally undetectable spy or betrayer has a chance of being exposed every time they open their mouth. Oh look I have a high sense motive too >:)

Btw anyone besides me having to fight the site today, the load time and access is a bit wacky.


Everyone be sure to copy and paste their posts before they click "Submit" - don't want the board eating anything.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

lol yeap. I did my post in notepad because I noticed the boards died for a bit. (This laptop doesn't have Microsoft word.)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

@Duo

Besides those I have named and from what I know IC, I have no one else in mind to befriend just yet.

@Sunny

Some skills you cant take 10 on. Such as diplomacy, bluff, ect ect, personally I think if your a master smooth talker or master lier then your skill should be such that you never get tripped up talking to those without the same lvl of expertise in detecting falsehoods and such. A master lier should never ever have a problem pulling a fast one on a 8 year old, but that nat 1 means the 8 year old knows your lying regardless of your skill. The only comfort is that NPCs are bound by the same rule, so a normally undetectable spy or betrayer has a chance of being exposed every time they open their mouth. Oh look I have a high sense motive too >:)

Btw anyone besides me having to fight the site today, the load time and access is a bit wacky.

Edit-I see its not just me >.<


How can I avoid posting on a topic that has been left behind? I am not the quickest at typing or formatting. How can I keep what I've worked on and see the latest posts? I don't want to be commenting on dinner if we've moved to night activities or something similar.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I hope Aoro did not come across too strong. But after seeing a guy get killed for stealing he is not about to risk his neck on someone elses vengence plan.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Heroic i open two tabs of game play while i work on my posts so that I can see whats going on.


Male Human (Taldan) Rogue / 1 (AC: 15 / HP: 9 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Thanks Duo, I haven't posted in anything since the early 2000's and I wasn't the most savvy then either. I appreciate the help, it should solve my problem.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

I promised a response but, I'd like to wait for Herbert before I make my move.


I think I'm done for the evening Duo. I should be out of actions for today.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

O I miss read the post. my bad.


Male Human (Taldan) Rogue / 1 (AC: 15 / HP: 9 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

I won't be posting til this evening. Feel free to let me fade to the background.

rolls just in case:
1d20 ⇒ 16
1d20 ⇒ 2
1d20 ⇒ 15
1d20 ⇒ 1


Island Elf(link) Perception:+8, Init:+4,
HeroicSort wrote:
How can I avoid posting on a topic that has been left behind? I am not the quickest at typing or formatting. How can I keep what I've worked on and see the latest posts? I don't want to be commenting on dinner if we've moved to night activities or something similar.

You can always put the thing you want to reply to in quotes? (^_^)


You guys are a boring lot of pirates! Going to bed so early! You'll never conquer the Shackles with that attitude. ;)

Gameplay thread is up. Campaign Info is updated. Press on!


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

Hey at -6 dec an str I wasn't goin to do anything like it now if I am not tonight I am going to plunder

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