Powerful Characters for Skull and Shackles PFS Credit (Inactive)

Game Master DoubleGold

skull and shackels map

Pirates have kidnapped you onto the ship. Find out how and why. Survive, reclaim your stuff, retaliate or investigate.


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Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"I was kinda thinkin' we could wait till one side won so they couldn't join up against us, but if you wanna go now..." Annie hadn't yet had a chance to fight owlbear, so she goes for him.

Rapier 18–20/×2: 1d20 + 9 ⇒ (16) + 9 = 25
Piercing Damage: 1d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Rapier Parry vs opponents attack roll: 1d20 + 9 ⇒ (4) + 9 = 13
Rapier Riposte 18–20/×2: 1d20 + 9 ⇒ (2) + 9 = 11
Rapier Piercing Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10


DungeonMaster

after allie and annies attack this brings both Scourges to their deaths.

The pirate and owlbear will surrender, though if you want to execute them you may, and with no problem and no rolls needed, and with no penalty to your alignment, unless you are absolutely lawful good.

Other than the final decisions, end of book 1, level up to level 4 and add 3450 gold to your inventory. You can buy any item of value up to 3000 gold worth of value.

You also end up with 2 aritifacts to divide up, share or whatever

cutlass

steadfast grapple

Game reporting and chronicle sheets will come later, just relax and make your final roleplay moments and stuff for now.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

"Well, now that we own this ship, who's going to be captain? "


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Let's let our crew decide," Allie suggests. She looks around at the motley crew, those who watched as well as those who fought and surrendered.

"Who would you all like to lead you to fame and fortune?" she asks with a seductive twinkle in her eyes.

Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13

Wow. About the worst roll I could have possibly gotten. Ah, well...time to bust out my Inspired trait re-roll!

Diplomacy: 1d20 + 11 ⇒ (8) + 11 = 19

Well....a little better...(shrug)


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

"I am not the best to lead, but sailing, and navigating the weather, that I can do very well." she offers with a grin. Trying not to show her excitement for owning a their very own ship

-Posted with Wayfinder

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

For the Crew. I don't like Owlbear. And I'm not a good leaders. So its up to you. But back Alle. She has been a good teammate. Ondan says. looking at the grappling hook. He is ready to defend his backing.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

"Yes, Allie. I think you'd be the best as captain."


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"I think I know just a little bit more about ships and sailing than the rest of you." In reality Annie knew very little about her companions, but she had been raised on the ocean. She had been out looking for her own ship to command when she waylaid by this lot. Might as well make the best of it.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Well then, you know that the First Mate and Boatswain are always the most knowledgable sailors on any ship, not to mention the Pilot and Surgeon. The Captain is really just there to inspire the crew and give orders. Of course, a smart Captain would never make a decision without consulting her officers, especially those with more expertise. But, I'm fine with letting the crew decide," she says, giving the crew a sultry smile.

"What do you say, maties?"

Note: she is also inviting the NPCs to vote.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Annie I believe you are telling the truth, in your knowledge. I just think Allie is more with the team. Ondan smiles. I think you'd make a great first mate. Allie, as I said I back you for captain. I just want a regular crew position. I aspire to nothing.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

ondan, is you HP correct? If so. 2 heals
Heal: 1d8 + 4 ⇒ (5) + 4 = 9
Heal: 1d8 + 4 ⇒ (7) + 4 = 11

-Posted with Wayfinder

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

no sorry. Forgot. At full. But thank you.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Annie isn't immune to the rogues charms. It doesn't matter. I just want to sail. "Alright, do whatever you want, I don't care." Her gaze lingers on Allie's bare legs. She'd probably win a vote anyways.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Allie gives Annie a concilliatory, a slightly flirty smile. "You're my choice for first mate, Annie, and I would never disregard your advice."

She looks at the rest of the group. "I want all of you as my officers. You too, Ondan. We need a quartermaster, and a pilot, and boatswain, and a surgeon. Any volunteers to fill the offices?" she says looking to her companions.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

I volunteer for quartermaster.


DungeonMaster

just curious, what happens to owlbears fate? Is he locked up and a prisoner on the ship, killed, treated as regular pirate and part of the crew, banned from the ship and left on the island?


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

I'll volunteer to be the pilot.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

I don't think Owlbear can be trusted, and he has friends so we can't lock him up safely either...


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

she will be navi! =^^=

-Posted with Wayfinder


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"I don't like the idea of just killing him. I suggest we give him the choice of being marooned, or trial by combat. Whatddaya think?"


DungeonMaster

Owlbear is left on the island and the ship takes off.

Book 2 starts tomorrow and session reported, though I can't make the chronicle sheets. If you like this game so far, stay, if not, now is the time to drop out, as I prefer not to have people dropping in and out between session reportings.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"We should rename the ship, now that she's ours. Any suggestions for a name to strike fear in the hearts of our prey?" Allie asks the group.

"Since there are five of us who lead the mutiny, I like the name Five Finger Discount. Whattdaya think?"


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"Hah. That's not bad, captain. I'm going to see if any of those idiots kept any sort of logs or charts while you guys look for a bucket of paint. As for the rest of you," she loudly proclaims to the crew. "Back to work!" Annie heads to the captains cabin.


DungeonMaster

Book 2

Okay, so after about a day or so heroes land on city called Rickety’s
Squibs. There they meet a man named Barnabas Harrigan. He is a captain who trained Scourge and Plugg. If he found out they were dead, he would be sad but not necessarily upset. As the tradition goes, if a pirate kills a captain or a general he becomes that general or pirate. The ship reaches its docks. Barnabas greets you all. Morning Scourge, what crew have you brought with you today? Wait a second, you aren't Scourge, where is he? What happened out there. This ship also seems to have about a dozen less than what it normally has, though with much more new recruits. Then he greets himself, and you all see Jakes Magpie. He has a weapon on him that isn't suppose to be there, another weapon that Jake stole, this time from one of Barnabas's crew, just now, a Mithril Dagger and everyone knows Jake cannot afford that. stealth: 7 + 1d20 ⇒ 7 + (9) = 16 vs Barnabas perception perception: 10 + 1d20 ⇒ 10 + (10) = 20. though you all know he has the mithril dagger as you all saw him and you have the option to rat him out

Yep Jake is caught and his is executed on sight. Let that be a lesson, do not steal from Barnabas also about Scourge, if you tell Barnabas a lie, that bluff check is made with a +8 bonus as he knows just about anything could have happened to him, lost at sea, got shot, eaten by sharks, etc. He knows how dangerous it is out there. If you just simply say I/we don't know, no bluff needed, though he will ask you to investigate.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Pleased to make your acquaintance, Captain Harrigan. I'm Captain Calico, mistress of the Five Finger Discount. The ship fell into my care after an attempted mutiny. A big fellow, known as Owlbear cut Plugg's throat while he slept, and killed Scourge when he tried to take the ship. We stopped him by killing his fellow mutineers, but he jumped off the boat and swam to a nearby island. We didn't bother to hunt him down, since we figured the cannibals on the island would eat him, anyway. So, the ship needed a new captain, and the crew elected me. So here we are, tying up for some fresh supplies and a new coat of paint."

Bluff Check: 1d20 + 11 ⇒ (2) + 11 = 13

Using Inspired Trait to re-roll...I get to take the better result of the two.

Bluff Re-roll: 1d20 + 11 ⇒ (1) + 11 = 12

...and there you have it. Ah, well. Let's hope Harrigan can't Sense Motive too well.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli will attempt to help the bluff along... Bluff aid (DC 10): 1d20 - 1 ⇒ (15) - 1 = 14

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Only If Harrigan gets a supposition.
Come on Allie. Don't lie your first meeting as captain. Plugg was killed by owlbear and yes scourge died trying to get the ship, but we exiled owlbear to stop any further mutiny. That and he tried to kill you, my captain.
bluff: 1d20 + 8 ⇒ (10) + 8 = 18


DungeonMaster

yeah, but like I said, ally, you roll bluff with a +8 bonus because just about anything you tell him is believable, as according to the bluff rules you get bonuses the more believable the lie is and that does stack with your +10/11, so you have at least a 21, not to mention you have 2 people aiding, so 25 minium. But I'll wait to see what others are doing before posting results.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Annie stands nearby, quiet and grouchy. She doesn't need to justify herself to anyone.


DungeonMaster

A man named Rickey Squibs joins the ship and his crew and Barnabos believes you. Over the next several days Rickey Squibs rides with you all and needs you to recover a few things for him. assuming you accept this happens...first...

How fast do you travel: Slow, Medium, Fast Slow and you are sure to get there, but more random encounters and more survival checks to get there, bu the dc is a lot lower, like 8 to not get lost. Medium and survival checks to get there is 12 without getting lost. Fast and survival is 16 to not get lost, lot less random encounters and a 20% of crashing into an iceberg.

slow takes 7 days and can have up to 14 random enounters with a 20% each
medium takes 4 days and can have up to 8 random encounters with a 20% each.
fast takes 2 days and can have up to 4 random encounters with a 20% chance each. 20% of crashing into an iceberg during the trip.

Or add rocket technology to the ship for 2500 gold, you get there in 0.5 days with a 37% chance of crashing into an iceberg trip and miss an ingame event or two. the survival dc is 21 to not get lost.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Whose survival check determines whether or not we get lost? Mine? Our navigator? Our pilot? Or is it an average of our scores?

"What sort of items are you looking to find, Mister Squibs? This ship is for hire, for the right price, of course."


DungeonMaster

average the party scores

But you lost some of your crew. Please, we will provide assistance and protection. Plus you won't have to do your daily tasks, we take care of that, all you have to do is steer the ship


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Ah, so you're looking to sign on as crew....I think we can certainly use some additional hands. All your men are able seamen, I take it?"

Allie watches Mister Squibs for signs of deception or ill-will.

Sense Motive: 1d20 + 11 ⇒ (15) + 11 = 26


DungeonMaster

Yep

You can sense that he and his men are desperate to be a part of a pirate crew, they haven't been part of a crew in years.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

"Then, welcome to the crew of the Five Finger Discount." Allie says with a smile. "Sign on with our First Mate, Mistress Hightower, and see our Quartermaster, Mister Meali for your berth and locker."

"Let's jump to it. There's pirating to do!" she laughs, thowing her head back,


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

I would suggest the medium speed. Assuming it is a Profession (Sailor), Afli is +9 to that check.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

I'm also for med speed.
Annie had spent most of her life on the same ship with the same people and being surrounded by all these strangers made her a bit uncomfortable, as did the way Allie happily invited all comers aboard. But Allie was the people person, supposedly. Might have a better lock installed on her door, all the same. "Alright, new guys. I'm not in the habit of micromanaging people all day, I have other things to do. Make yourselves useful or you might get wet." With that, she climbs into the rigging to inspect the tackle.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Medium. Always good

So been a while since ye been in a crew? Don't worry. Now I'd like yer names and yer previous histories. Want to know what ye have done to get a better grip as to how ye prefer to be treated and prefer to fight. Alway nice to know so I can have yer back.

Ondan gives a bubbly laugh. Not much of the pirates life you may expect but I am... different. As for Mistress Hightower. Don't worry. She is a good sort. Dangerous though. A recomendation, don't get on her bad side. i have no bad side to get on so say what ye will of me.


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Before the ship departs, Allie purchases a tri-corn hat and a captain's coat.

"Gotta look the part," she says to her comrades.

"All's aboard who's going? Alrighty then, let's shove off!"


DungeonMaster
Afli, Ratfolk Wizard wrote:
I would suggest the medium speed. Assuming it is a Profession (Sailor), Afli is +9 to that check.

profession sailor also work, I just assumed no one took a profession skill

okay, everyone roll your survival or profession sailor check


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Survival, untrained: 1d20 + 3 ⇒ (13) + 3 = 16


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Prof Sailor: 1d20 + 11 ⇒ (16) + 11 = 27


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Profession Sailor: 1d20 + 9 ⇒ (3) + 9 = 12


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Survival: 1d20 + 13 ⇒ (6) + 13 = 19
And im back. also please remember i can predict weather for 24 hours each day


DungeonMaster

okay, so you guys more than beat the average. Okay up ahead in the distance about 300 feet away, you see a Naga that is stuck between two rocks.

sense motive 15:
the Naga appears to be delusion and is likely to snap from being stuck for 3 days between a few rocks, though you can't tell it isn't evil, just delusional, but still dangerous because of the condition.

naga

What do you wish to do? Rickets workers want to help it.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

sense motive: 1d20 + 2 ⇒ (17) + 2 = 19

knowledge dungeoneering: 1d20 + 10 ⇒ (4) + 10 = 14

"Help it? Yes, I think we should help it. I know it is a naga, but I don't recall much more about it. I think I will address it in Aquan. Perhaps it will respond to its native tongue."

After the ship begins to come closer, Afli will shout in Aquan, "Hello! Can we help you? Are you injured? Are you stuck?"


Female Human Unchained Rogue 1 : Init +4 | Perc +10| AC 20/ T 14/ FF 16 | HP 50/50| Saves F +4/R +11/W +5

Sense Motive: 1d20 + 11 ⇒ (20) + 11 = 31

"Be careful Alfi. It seems to be sun-baked, and hostile."

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Sense motive: 1d20 + 10 ⇒ (12) + 10 = 22

I think it is a bit... crazy.


DungeonMaster

it hears afli. In aquan I can hear something, but where is that sound coming from? It can barely see you Afli, as its vision is temporarily blurred from being there too long.

At afli, you can try to pretend to be an outsider, if that is the case you roll disguise (with no bonuses or penalties unless you use a disguise kit which gives a bonus) and then you roll bluff. You are speaking its language, so you roll bluff with a +5 bonus to what you have. I will average the two results. Or you can roll diplomacy with a +7 bonus to what you have as you are speaking its language. Its attitude is paranoid, which is one I made up myself, The DC is 20, to make it friendly, score a 15 or lower and it becomes more paranoid of you, ie goes to hostile


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"We can help him on his way. Just don't run us up on those rocks." Annie hangs over the front of the ship, watching out for nasty surprises.

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