The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


1 to 50 of 1,542 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Curse of the Crimson Throne Roll20

I have selected quite an unorthodox group of individuals to form an adventuring party with, and because of this you will be challenged in certain areas more so than a typical adventuring party. I will not scale back and I will not pull punches. In order to survive, you must learn to work together. With the abilities you have at your disposal and after reading your backgrounds, I am confident you will be successful. And if not, well it should make for an interesting story none the less.

A few things for you to be aware of.
1. Please post at least once per week day, and once per weekend. Posting more is always encouraged. I am flexible on this, to a point.

2. Please communicate with me and each other. If you know you will not be able to post for more than 3 days, please let us know. I am less flexible on this.

3. Replacements will be selected from those who applied initially but where not chosen. If none are available, recruitment will reopen.

4. Initiative will generally be handled in an "us vs. them" mentality. Winning initiative typically means you go first, but after the 1st round it usually has much less impact.

5. Killing a group member means you are killing a crew member and usually gets you killed as well assuming it is not related to an attempted mutiny. Attempted mutinies almost always get you killed.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Drink up me hearties, yo ho.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Hej, just checking in for now, will be busy for a few more hours before I can check back.

And interesting group, indeed.
On a quick lookover, we have

1 Mordant Spire-Magus(Elf)
1 Dream Weaver Scarred Witchdoctor(Half-Orc)
1 Plague Bringer Alchemist(Ratfolk)
2 Sea Witches(Changeling and Undine)
1 Slayer Inquisitor(Halfling)

So, half 2/3rd casters, half full casters. This is definitely gonna be interesting.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

o.O

Am I the tank?

That's a little worrisome. With that many support casters I think I can do it. Just means I'll be doing an awful lot of fighting defensively instead of casting spells until we get to second or third level.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Three witches, we have a full coven!

This is going to be - very - interesting.

---

"We are being fast friends, always. Always. Just not taking my stuff! My stuff. Mine."


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

GM, can we get a gameplay thread to dot, please?


1 person marked this as a favorite.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Rillum 'Bilge' Jimmings wrote:

Three witches, we have a full coven!

That definitely changes some things.

As soon as we can afford it, we need to pick up This Collar and take the Coven hex. I think we can reasonably afford it at 9th level when it becomes available for use.

The benefits of being an actual Coven are really impressive. We should definitely try for it.


fluid fey-touched Dreamlord

Eidyia here...not using her to post as I'm not 100% set on the name/pic yet, so trying not to up the post count too much.

Just what are those impressive benefits?

AFAIK its a number of spell-like abilities that require full-round actions from all members, the most useful of which we get as regular spells, too, and those allowing saves having a low DC due to being charisma-based.
And the actual coven hex mostly just allows to form one...the aid another to increase CL is going to be rather situational, too.

Don't get me wrong, i'm not opposed to the idea because it seems quite fluffy, but I'd like to see some more utility out of that investment...am I missing something here or just what makes Covens impressive in your eyes?

It seems some useful stuff like Mind Blank comes up early and could be at will, but in that case we need to make double sure how it works, with GM, because setting us up for a Coven may or may not have been his intention.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Arrrg me maties! (I have been watching too much SpongeBob)

Looking forward to this very interesting group. I guess I am the divine caster(!), although a few others can heal I think. This will be fun.


fluid fey-touched Dreamlord

Hi divine Caster. Yeah, some others can heal. Only the Magus can't ^_^ This will be crazy. I love it already.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Well, the best stuff being a Coven provides is all non-combat stuff. Here's my list-

Animate Dead. Not on the normal witch spell list (I'm going to have it at 6th level, but I'm having to get it in a roundabout way that is going to cost me). This casting of Animate Dead isn't cast by an individual. It's cast by the Coven. That means it is a seperate animate dead pool cast at the highest level witch in the coven. That's an extra Levelx4 undead at the command of the whole coven. Pirate ships crewed by the undead are pretty cool.

Clairaudience/Clairvoyance: At will. Without spending any of our daily spells on it. Think about that in terms of searching for lost treasure or spying on our enemies.

Dream: At will. The range is Unlimited. Because Sandman is a Dreamweaver he can deliver other spells into dreams. Basically anything mind effecting, including things like Dominate and Charm. So, with a Coven, we could build ourselves a brainwashed collective of agents in ports all over the place.

Reincarnate: Never worry about losing crew members again.

Control Weather: In an ocean game this is pretty much a win button.

Seems like a pretty sweet deal to me.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
--Sandman-- wrote:

Seems like a pretty sweet deal to me.

Agreed. Pirates who can Control Weather is pretty sweet.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

It is the at-will I like. You guys would never run out of spells.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Control Weather is a 7th level spell. And the duration is 4d12 hours. Normally the casting time is 10 minutes, but the Coven rules state that all the spell-like abilities are Full Round Actions.

That means that all we need to do is spend 6 seconds near each other once a day or so and we will permanently have control over the weather, starting at 9th level (rather than 13th).

That ability alone would be worth the price of the item and the hex.

I cannot overstate how amazing the benefits of forming a Coven are, particularly for this game.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

I for one do not plan on pissing off the Coven :: shudder ::


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
--Sandman-- wrote:

o.O

Am I the tank?

That's a little worrisome. With that many support casters I think I can do it. Just means I'll be doing an awful lot of fighting defensively instead of casting spells until we get to second or third level.

Mordant Spire Magus is tankish as well. The rest of us will all hide behind you... Well really... Rhemus will hide behind you. The Coven is pretty badass by themselves.


1 person marked this as a favorite.
Curse of the Crimson Throne Roll20

The coven was indeed why I selected three witches. I feel it offers a unique aspect on the campaign. While is is true that most, if not all, of the spells on the list could eventually be cast by several of the party members, there are still numerous benefits. They are Spell-Like Abilities, which require no somantic, verbal, or material components. There is no listed limit to the number of times per day each or all of them could be performed. Even though the spells utilize a casting attribute not normally maintained by witches, at a quick glance at least one of you has a Charisma of 14, and +4 attribute items are fairly easy to come by, so the DC's can easily be raised.

That being said, I will be putting some additional restrictions on them so we don't have level 1 characters casting 8th level spells, but more on that later.

In my experience, it is the abnormal groups with unique individuals that offer some of the most fun and interesting aspects of the game. I could have easily selected a well-rounded group filling every niche imaginable, but I will reserve that for some of the more stereotypical adventure paths. Truth be told I was going down that road until I listed out all of the applicants and noticed three witches. And while it may be some time before you acquire enough power, I do fear for the poor souls who earn the ire of your wrath.

As a bonus, please select one extra bonus feat that you qualify for.

Oh, and the Gameplay tab is open.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

We could, for example, use Control Weather to quell the effects of the Eye of Abendago in a 2 mile radius around us.

Then we could use the Eye itself as a defensive perimeter. We'd be able to sail around in it safely. Anyone wanting to come after us would have to contend with the hurricane first. We could use Clairvoyance and Dream to observe the seas around us, track ships and plan raids.

Then we'd sail out of a goddamed hurricane on a witch-ship crewed by undead.

How awesome is that?


1 person marked this as a favorite.
Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum will sit comfortable in the center of the coven and pretend to someone's familiar.

Then explode, infect, and poison anything that moves.


Curse of the Crimson Throne Roll20

This is all assuming that a group of 4 Chaotic Neutral and 2 Neutral Evil humanoids of all different races essentially enslaved on a pirate vessel against their will can not only agree on anything but can actually learn to work together in order to, well...rule the world?

And that's not even considering each individual's past history of mistrust and abuse...

I know I for one can't wait to see how this turns out.

As stated in the recruitment thread, I will be utilizing roll20.net for encounters involving maps. If you do not have an account, please sign up and PM me your email address so I can send you an invite to the game session, once I have it setup.

One caveat, while three of you have the potential to form a very powerful unit, please remember that there are six players. If i feel that people are not being included or are not enjoying themselves with this, I will begin to curtain some of the powers.


1 person marked this as a favorite.
fluid fey-touched Dreamlord

oh well, you guys sold me on the coven.

But just to say something on that: sea witches automatically get the control spells(wind, water, weather), and the duration is quite plenty enough, so yeah, permanent control of the weather would have happened either way, and a greater rod of metamagic, extend, would only cost 24.5k gold and make it 8d12 hours(meaning 3+ is 24 hour coverage). So "that alone is worth the item and 3 hexes" is not something I can get behind. Good thing there's plenty more it offers ;)

If we are free to use any ability listed at will when at an adequate level, as GM has implied, then yep, I'm fully in. Free Mind Blanks for the whole Crew? Awesome. Veil our whole Crew? Also awesome.(Yeah, I know thats not going to happen early but both of those are epic...).
Reincarnate: Forgot they limited it to humanoids, provided its in as-is.(It's one of the most immersion-breaking spells out there. Nobody would ever die of old age, kings would not found dynasties but sit on thrones forever, players could make old characters, then get reincarnated as bug bears...)...personally I'm not a big fan of reincarnate.

Regarding sunken treasures, I'd just swim down :D
But yeah, yeah, I get what you mean. There's plenty of fancy stuff there and it saves us at least a few spell levels and adds fun utility we would not normally have.

Could you explain how your dream stuff works? From Dreamweaver i just gathered you get a bonus on certain spells if target is sleeping because of a hex you cast, and that you can do something to targets that are sleeping because of a hex or spell you cast...but dream does not cause the target to sleep, only waits until it falls asleep to deliver a message...

But even if that does not work as intended, the other stuff, in summary, is great enough to warrant spending the hex. We'll all be a bit hex starved early, then, but lets do this!

A pirate vessel commanded by a witches coven is just too awesome to pass up.

Shall we call our ship "The Covenant"? (bold part in blood red letters)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Let's get a ship first before naming it. But I like the idea.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Quote:

Dream Spinner (Su)

At 2nd level, when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell. If appropriate, the dreamweaver may incorporate elements of a mind-affecting spell (i.e., sow thoughts, suggestion, and so on) into the target's subconscious so it believes the spell's effects originated in its dreams (the details of how these elements fit into the dream is up to the GM).

Bolded the relevant stuff.

So, with the Dream spell, Sandman can add all kinds of Brainwashing effects.

Sew Thought is permanent, and multiple castings can be slowly used to really change someone's behavior. Modify Memory can be used similarly.
Charm Person can give us an unwitting ally. Dominate even more so.
Feebleminded can be used to just obliterate someone's brain. Same with Insanity.
Geas has endless uses when the recipient doesn't know they've been geas'd.

You get the idea.


fluid fey-touched Dreamlord
Quote:

Dream Spinner (Su)

At 2nd level, when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell. If appropriate, the dreamweaver may incorporate elements of a mind-affecting spell (i.e., sow thoughts, suggestion, and so on) into the target's subconscious so it believes the spell's effects originated in its dreams (the details of how these elements fit into the dream is up to the GM).

Bolded the part that I see a problem with.

All that stuff happens when you cast a "mind-affecting spell" on "a target that is sleeping", either because of "her slumber hex or a spell she cast".

So you would still need to somehow get them to sleep via a hex or spell. And Dream does not qualify for that since it's not causing the target to sleep, only waiting until the target goes to sleep naturally.

So if there was some guy near you, you could slumber him, then cast a mind-affecting spell on him, he won't wake up EVEN if he saves, and you can make it so that he believes the origin is in his dream, rather than question his strange actions after waking up.

But I don't see how you can use Dream to attach Riders.
See Dream:

Dream wrote:
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

So while it's a mind-affecting spell, the target does not qualify. Because target needs to sleep via a hex or spell you cast to qualify for this.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

You might have a point there. Dream isn't the cause of the sleep. It just modifies it. Kind of a fine hair to split considering what the spell does, but that's fine. It's still an extremely useful spell.

Kinda odd that an archetype all about using dreams to mess with people wouldn't actually be able to do it with the Dream spell.


fluid fey-touched Dreamlord
--Sandman-- wrote:

You might have a point there. Dream isn't the cause of the sleep. It just modifies it. Kind of a fine hair to split considering what the spell does, but that's fine. It's still an extremely useful spell.

Kinda odd that an archetype all about using dreams to mess with people wouldn't actually be able to do it with the Dream spell.

well, probably because Dream is unlimited range and does not allow a save?

Basically, you can still do all the things you mentioned, just not all over the place without anybody ever noticing, which you have to admit, would be rather...overpowered.

Sorry to be bearer of bad news here, but I think you'll still get plenty mileage out of both your abilities and the coven stuff :)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I have a feeling our resident rodent is going to lose his mind when he wakes up on a ship and realizes all his things have been stolen.


fluid fey-touched Dreamlord
--Sandman-- wrote:
I have a feeling our resident rodent is going to lose his mind when he wakes up on a ship and realizes all his things have been stolen.

I feel we won't be off much better upon realizing your Mask and my Turtle are gone... ;)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
MordredofFairy wrote:
--Sandman-- wrote:
you have to admit, would be rather...overpowered.

Yeah, you're right. Guess I'll have to find other ways to long-distance brainwash people.

Maybe I can find a way to get the Nightmare Creature template...


Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power
Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff
--Sandman-- wrote:
MordredofFairy wrote:
--Sandman-- wrote:
you have to admit, would be rather...overpowered.

Yeah, you're right. Guess I'll have to find other ways to long-distance brainwash people.

Maybe I can find a way to get the Nightmare Creature template...

"Wrong game! You will never get my template! Not for all the blueberries in the world!"


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
MordredofFairy wrote:
--Sandman-- wrote:
I have a feeling our resident rodent is going to lose his mind when he wakes up on a ship and realizes all his things have been stolen.
I feel we won't be off much better upon realizing your Mask and my Turtle are gone... ;)

I think Bilge will go berserk.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
MordredofFairy wrote:
--Sandman-- wrote:
I have a feeling our resident rodent is going to lose his mind when he wakes up on a ship and realizes all his things have been stolen.
I feel we won't be off much better upon realizing your Mask and my Turtle are gone... ;)

My mask is just a mask to everyone else. I'm hoping I can buy it back cheap.

Turtles are actually a staple food on the ship. You might be able to become the cook's mate and just intercept your turtle before it hits the stew pot.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish
--Sandman-- wrote:
I have a feeling our resident rodent is going to lose his mind when he wakes up on a ship and realizes all his things have been stolen.

Yes, yes he is.


fluid fey-touched Dreamlord
--Sandman-- wrote:

My mask is just a mask to everyone else. I'm hoping I can buy it back cheap.

Turtles are actually a staple food on the ship. You might be able to become the cook's mate and just intercept your turtle before it hits the stew pot.

Good luck with the purchase, using your stolen money...

If they make stew out of my snapping turtle, people are going to die. I mean it. That may or may not include me, but people ARE going to DIE.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
--Sandman-- wrote:


Turtles are actually a staple food on the ship. You might be able to become the cook's mate and just intercept your turtle before it hits the stew pot.

Well Rhemus is gunning for the cook's mate position. Maybe he can help... for a price of course ;)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

You're going to have competition.

"Spices, I can help, help with spices."


fluid fey-touched Dreamlord
Rillum 'Bilge' Jimmings wrote:

You're going to have competition.

"Spices, I can help, help with spices."

I don't think those kidnappers are sophisticated enough to use spices. Plus having a Rat of any kind in the kitchen may be against the racist tendencies they'll likely have, especially if it looks....plague-ish.

On the other hand, it's a known fact that halflings eat all day long, and plenty, considering their size. So that may be even worse for the kitchen, because he'd likely spend more time eating than cooking.

I, on the other hand, am very experienced with turtles! And when it comes to fishing, I can just jump in and catch them with my hands, if I can manage a grapple-check against the fishies.


1 person marked this as a favorite.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

As long as we can keep our resident angry plague-rat out of the kitchen, I don't care who cooks.

"They took my stuff! I'll give them stuff! Lets see how they like a little botulism with a side of dysentery. They can all play "which end will blood spew from next" until they die!"


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
--Sandman-- wrote:

As long as we can keep our resident angry plague-rat out of the kitchen, I don't care who cooks.

"They took my stuff! I'll give them stuff! Lets see how they like a little botulism with a side of dysentery. They can all play "which end will blood spew from next" until they die!"

Botulism?!? Really!?! That is why you need a halfling in the kitchen. It is a well known fact that we make the best cooks, and we do NOT eat all day. He says as he finishes off the last tart, and starts on the pie.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Aw give him a chance, <smile> his friends will eat well. The other pirates wil become rocket-propelled.

He's got some great creative recipes.


fluid fey-touched Dreamlord

well, to be honest, it's not a real competition. 3 of us have
this as a cantrip...so I doubt they'll let us near storage after kidnapping us.

The plaguerat is out, too.

So that leaves an halfling, as mentioned above, or an elf, who may try and feed us leaves and cook part of the ship as vegetarian alternative.(my character has a history with an elf...she's not very fond of them, but very fond of prejudice against them.).


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Speaking of our elf, where is he?

Our other witch has yet to make an appearance too.

The ship's bell's ringing! Time to get underway!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Just realized Sandman and Eidyia have the same patron...


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

I'm here! Love this Coven idea... am I the only changeling or are one of you changeling also?

Hmm should I get rid of the above race/class and put my basic stats there instead?


Curse of the Crimson Throne Roll20

Greetings. You are the only Changling. Yes, please put your relevant combat statistics in the Class/Levels field: Hit Points, AC, saving throws, initiative, senses and perception. Feel free to abbreviate these however you see fit.

I would prefer the below formatting, but what ever you like is fine, as long as the info is there.

HP 14/14 | AC 17 Touch 17 Flatfooted 10 | Saves F +3 R +7 W +5 | Init +7 | Darkvision 120, Scent; Perc +9, Sense Motive +9


1 person marked this as a favorite.
HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Baltzar Callinova wrote:

I'm here! Love this Coven idea... am I the only changeling or are one of you changeling also?

Hmm should I get rid of the above race/class and put my basic stats there instead?

Sandman has Racial Heritage: Changeling so he counts as one for most purposes, but he isn't actually a Hag-pupae.

Its because he has boy parts. Hags are sexist.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Ha, well his mother would have been a changeling more than likely... since I'm pretty sure hags aren't just sexist, they are literally unable to have male children as I understand it. Either way, that's very cool :)

EDIT: Okay modified my profile. Do you need us to send you full character sheets?


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Oh another quick question, I noticed that Sandman made a separate character for his mask, should I do that for Romello (the monkey?)


1 person marked this as a favorite.
Curse of the Crimson Throne Roll20
Baltzar Callinova wrote:
Oh another quick question, I noticed that Sandman made a separate character for his mask, should I do that for Romello (the monkey?)

No to both questions. I don't need character sheets. I'll take the occasional screen shot to keep people honest but bookkeeping is all on you guys.

You can make a profile for your companion or familiar if you wish, but it's not required on my part. It does add some flavor, but that's up to you guys.

EDIT: You should keep an updated copy of your character sheet of your profile. You can check the profile of any of the others for examples. I'm not picky on the formatting as long as the details are there somewhere.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
--Sandman-- wrote:
Just realized Sandman and Eidyia have the same patron...

well, seems reasonable they would use more than one agent to further their plans ;)

Although it raises one interesting question: You don't commune with your mask yourself and you say it's rather nonmagical to anybody else...so, how does "new spells" work for your mask?

It would seem it can't properly consume the remains of a scroll if it's just a mask, and if it can't commune with you, it probably can't properly commune with other witches famliars either.

So maybe we should take some creative liberty there and let your mask be somewhat animated so you can commune normally with it and our familiars can also have a tea party.
On a side note, thats 6 spells for all of us per level up, and any scroll we find we can share, too. Yay Coven.

1 to 50 of 1,542 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Many-Faced GM's Skulls and Shackles Discussion All Messageboards

Want to post a reply? Sign in.