Dashki

Barnabus II's page

825 posts. Alias of Freddy Honeycutt.


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Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

As they make their way up the stairs Barnabus readies his slumber hex hoping that one or both sailors will still be alive later on to man the ship....

"I shall attempt to put them each into a deep slumber."

Slumber hex
Will save DC 17


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Still updating.....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Holy cow batman, can I level before anything happens?

Ok so third level means a feat, and for me that means extra hex and that means it is time for the slumber hex....

I guess that might change my answer about putting them to sleep....
Hit points 1d6 ⇒ 2
.....so that is a 3....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Nay I had but one sleep spell prepared. My thinking is we need a crew we are already short handed."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Do you think they might turn a blind eye for gold coin"?


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus is likewise out the door quickly....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus targets as many of the pirates along the top of the map as possible with a sleep spell....

"A most homophobic over reaction to my gaze, I must admit."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

I am going to keep prodding our fake sleeper with the evil eye until something happens......


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

To decrease his will first....

What is he going to do jump up and run around yelling "I was pretending to sleep and I don't like the way Barnabus looked at me...."?


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus targets the fake sleeper with his evil eye...

Will save DC 16 or -2 to saves....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Indeed."

Perception 1d20 + 5 ⇒ (1) + 5 = 6


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"I can start softening them up with my evil eye and try to put them to sleep."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"A fine plan, seal those spineless masochist below decks while we deal permanently with the sadist, and should they still need a firm leader, then we give them one."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Unless they are luring us into a trap of their own. Seal them up, spike the door, and get all the crew who is not with us dealt with and then deal with Plug and Scrounge."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

So we should mutiny either before or after Kung's music festival...


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Did we ever figure out who took the potions?

I would think that the reasonable choices are Kung, Lousiana, and Marnir.....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Yes I am now referring to them as
But-plug and scrounge


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"How far to blood cove, then? For we have little time to act and little time to strike, first."

"Any chance we can seal Plugg in and deal with first the crew and then but-plug and scrounge in turn?"


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Profession (explorer) 1d20 + 6 ⇒ (5) + 6 = 11

"Removing the serpents head might be the most efficient method."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal
GM_DBH wrote:
The pike would make a good weapon for fighting in water, or for someone who doesn't like getting close to their opponent.

Seems perfect for a Magus, also a great sneak attack weapon....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Quietly to his friends....

"Me thinks it likely we might be disposed of at the port and fresh recruits taken in our stead."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

The healing hex on both of them, after they are disarmed of course...


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus smiles at the turtle effigy not everyone can have an actual turtle....

"Perhaps I was too sparing in my use of magics, though many more than I thought were able to resist the evil eye."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus laughs again....
"Surrender or die!"

Barnabus eyes the oncoming sailors looking for a leader to us his evil eye on...

Will save DC 16 or -2 to AC


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus sees that Kung has been breathing heavy for a bit now so he attempts to evil eye the goon facing off against him....

Will save DC 16
-2 to attack roll


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"More coming to play, surrender or die!"


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Perception 1d20 + 5 ⇒ (9) + 5 = 14

"No retreat, no surrender, eh?"
comments the witch as the last sailor is cut down...


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus looks at the blood and entrails over the deck.

"Is anyone injured?"

As Jane and Gilda move to act....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Here now calm yourself you are a good swimmer and we will put those sharks in the trap pods and eat heartily tonight!"


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus laughs at the fire ball exploding below the deck...
"That is how I plan to do it in the future!"

Barnabus eyes the oncoming sailors looking for a leader to us his evil eye on...

Will save DC 16 or -2 to saves


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Let us move to guard the two boats and wait further orders.."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

If the man is close enough I will give him a whacking, if he is still distant I will attempt to stack the evil eye on him again this time affecting his AC...

Morningstar (cold iron)
1d20 + 1 ⇒ (17) + 1 = 18
Damage 1d8 ⇒ 7


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Perception 1d20 + 5 ⇒ (1) + 5 = 6
Oh captain my captain....is this a dagger I see before me?

As the man advances on Barnabus he stops him with a cold stare
Evil eye Will save DC 16 or -2 to attacks
"Do you dare to tempt the fates?"


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Seeing the man who shot at him (R1) Barnabus begins to evil eye the man...

Will Save DC 16
Or -2 to saves

"Surrender or die!"

Did we notice Jane and Raris?


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus mutters under his breath....

As he to sets to cross the rope to the other side...

Climb 1d20 + 1 ⇒ (17) + 1 = 18


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Seeing that things are going well at the onset, Barnabus decides to send a slingstone into the enemy combatants....

Sling 1d20 + 3 ⇒ (4) + 3 = 7
Damage 1d6 ⇒ 2

While keeping an eye out for opposing spellcasters.....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Yes cast it now


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus was casting mage armor before engaging the enemy in combat...


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

I can hardly wait. Plan is to hit the evangelist prestige class I think the trident will be awesome for this game.

Has anyone done a witch into evangelist before?


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"We are on our own it seems."

Diplomacy 1d20 - 2 ⇒ (8) - 2 = 6
no dice

Barnabus will delay a round then cast mage armor


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus returns to the boat checks his line and attempts the climb again....

Climb
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (12) + 1 = 13

And again
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (8) + 1 = 9

Barnabus shakes his head....
"It is not my way....."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"Give my magic more time and I will just fly over and raid the ship on my own."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Whoops read that as DC 10...

Barnabus nears the rail and loses his grip, he tumbles into the water....


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus looks at the task at hand and decides to not use magic, so he takes the hook and throws for the ship....

Ranged touch grappling hook 1d20 + 3 ⇒ (1) + 3 = 4

The rope was under his foot he laughs and tries again

1d20 + 3 ⇒ (20) + 3 = 23

He ties the rope off and attempts to climb across....
Climb 1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (9) + 1 = 10

He does very well until the last little bit, but manages to hold on and haul himself aboard....
"It throws better when your not standing on the rope."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

No worries real life always comes first.


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal
Ghilda Seaspray wrote:
Marnir mentioned that I should look into spells to help us with sharks - I can't seem to find one. Any ideas?

Hide from animals

Or at least locate an oil


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus looks on, and thinking of the sharks nudges Ghilda.
"Do you know a spell that makes a person invisible to sharks? I think that spell might prove useful one day, maybe sooner rather than later."


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Barnabus watches the game as it happens, he is torn between the idea of just trying it and hoping he can make it without falling. A fall will reveal the powers of the flight hex....or to use the urban grace spell so he can look good......


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

@ Kung
"Save the potion lad, I can patch you up at least a little and a full belly and good rest will for the remainder."

Healing hex on Kung
1d8 + 2 ⇒ (5) + 2 = 7

@Louisiana
"I too have only my hex craft to aid my swimming, that and a water lung, but truth be told I am a poor swimmer."

I honestly can't recall who else was injured...


Male Human Witch 3|| AC 14 /17 (mage armor) || hp 20/20|| Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

"The rapier is magic, perhaps it could be smuggled aboard inside a reefclaw. It is very valuable and recognizable, if caught an assumption might be made that you could be tortured for the location. "

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