Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Hey! I yam playin' a low wisdom as all...

Um..wait..I mean...um....

:P


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I haven't seen any decisions made yet without all present. So I'm unsure what you guys are alluding to? Yes rp is done when you're sleeping but nothing is decided/set in stone.

Examples, please?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Suny, if you're playing a low WIS, you're not playing it like Stefan is. My last comment was in reference to Stefan telling me how he is playing out his low WIS.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Just wondering, what exactly is the time difference for all of us?

@Taissa.. I was just saying that the comment you made about us not asking questions, did not allow for the fact that by time we see the conversation for us to ask questions about, it has passed on to the answers already :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

It's currently 12.10am here, Wednesday.

Plus the GM is on your side of the world - US EST. So it really shouldn't be a big problem for you guys but more for Suny, myself and Polux who's in Europe. ;)


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Yah..same time zone for me.

*Nods* Yah...I hope Suny is coming across as 'cute' and 'ditzy'. (^_^)

Please, provide pointers if instead she's coming across as stupid and annoying.

*Waves to people from the FUTURE!* (^_^)


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Also, as to the leader thing, I think it is pretty cool that we are RPing the feeling out process. Remember, as group, we have only known each other a little less than two days. I think this battle will be a signature moment for the group and we will, as characters, earn more respect for each other.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

so, for me it is 8 AM, Tuesday, yep, thats a little confusing :)

Actually, the way Dain GM posts, I almost get the feeling he doesn't sleep :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Suny, to be honest, cute and ditzy is the most annoying kind of female for me to read, see and know. Lol I'm not into characterising females that way because I'm not like that nor are my friends or family. :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain gets up around 5am to post before work. Sometimes he stays up to 2am if he's been busy during the day and night. :)


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

:( Sowwie....


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

No apology required -- that is how you want to play your character. You did ask how we felt and I see ditzy blondes as a caricature and typical stereotype. Not to my personal taste, that's all.


Male hp 7/21,(5/5 musket shots), AC 15, T15 FF10, bab +3, melee +6, ranged +6, cmb 3, cmd 16, F +3, R +6, W +3, Init +4, Perc +6, Human Martial Artist 3

Just my two cents RE: wisdom...

INT = book smarts and learning ability,
WIS = common sense/intuition

I've always played it as such, although I never like dipping either of them below 10 if possible.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Asan, I think along the same lines re INT and WIS and have played it as such.


Sorry guys; I was at my first job from 6:00 AM until 2:00 PM (no time for lunch breaks) then I went to my second job for teaching and didn’t get home from that until roughly 5:00 PM, then I spent time with my nephew and did dinner until roughly 7:30 then did some reading to catch up. I’ve not seen the actual campaign board, yet. It’s my little pleasure to save “the best for last” and reading the campaign thread is generally what I enjoy most.

I don’t always work those hours though, and sometimes I do try to sleep a bit ;)

I’m going to now read the campaign boards, then I’ll write the response to that, then I’ll be posting things all at once. More to come soon, though.


Quick Response to In-Game questions:

I had initially thought about making firearms a martial weapon. I’ve decided against it; instead ruling they hit enemies as “touch attack” in the first TWO range increments instead of just the first. Although most people have a -4 to hit without the firearm proficiency, the fact that a firearm provides “Touch Attack” To Hit in the first two range increments should make up for it.

As for the Grit Deed “Deadeye” – that now covers all 5 range increments at the cost of 1 Grit point; not 1 Grit Point per increment after the first.


1 person marked this as a favorite.
HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

I'll be wanting one, thank you very much. Actually... I think I want to change to a Gunslinger please :D

As for the campaign posts, I am completely befuddled at how you manage to keep up this pace Dain GM - my hat is off to you Sir.

That being said, I don't think anyone will leave the game if you have to ease somewhat on the posting and... Oh, I don't know... Sleep some? ;)


Polux wrote:

As for the campaign posts, I am completely befuddled at how you manage to keep up this pace Dain GM - my hat is off to you Sir.

That being said, I don't think anyone will leave the game if you have to ease somewhat on the posting and... Oh, I don't know... Sleep some? ;)

Sorry I didn't have a chance to respond to this earlier - I was posting ;)

I got to say, I appreciate the comment, though. Thanks!

Meantime, I hope you guys are enjoying the story and I'm eager to see what happens next :)


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

INT= knowing a Tomato is a fruit, not a vegetable.
WIS= not putting a Tomato in a fruit salad :)

Brashness is a form of lack of common sense. Choosing to do something in defiance of what your intellect tells you is prudent, is a lack of wisdom.


Quick note on spellcasters in general:

So, here’s the thing about the priest, and how I’m playing spellcasters in general in this game.

First, remember the priest is actually a “good guy”. He’s one of the team; he’s nice, and he’s helpful. He will actually heal you in a fight and cast spells to help you.

But it’s my opinion that if magic was real, that if I saw someone who could actually use real magic, even if all they did was lift a pencil or light a candle, I’d be very afraid of them in real life. I would be nervous because I would think if they can do that with their mind/magic – what else can they do? If they could light a candle, could they cause something else to ignite in flame – such as my hair, or maybe cause my eyelashes to suddenly burn and causing me to be blind (for example).

I would always want to be on their good side, because I would never really know what they could do, where their power really came from and so on. And the worst part is, magic is not like a gun, where if they decided to shoot me, I’d call the police and have ballistics match the bullet and the person would go to jail – there would be no way to prove that someone “cursed me” with a spell if I suddenly had a run of horrible luck and lost my job, got hit by a car, and so on. How could I prove it was the spellcaster? It could just be coincidence, you know?

So with that in mind, magic users are supposed to come across as somewhat intimidating by their very nature. For example, there are plenty of priests in the game, but not many “Clerics” in the game that can actually use divine magic. This guy is one of them.

The trick here is that we’re all so used to standard fantasy games when magic is so common that people craft magic hats to alter their disguise, or use magic to light a street with a “Light Spell” that I think the average player is treating magic as if it’s part of the world that’s fairly commonplace.

So for now I’ve been making the priest come off as a bit of a dick lately – he’s supposed to be scary and weird and creepy. That way, if you see a magic user later, you’ll think about the priest and say “Uh oh – this guy is bad news… remember what happened last time with that priest, and he was one of the good guys!”

I’m planning on moving forward past that angle soon, as I don’t want to mire the game down with too much of veiled threats and hidden warnings. This is many flavor so you get a sense of how many magic users can come across – the average person is a bit intimidated by their power, and that’s pretty much all I was trying to do.

Toward that end, I’m considering allowing Wizards as a class. More about that before you all level, though. And we seem to have plenty of time in the meanwhile, though.


Stefan Lebeda wrote:

INT= knowing a Tomato is a fruit, not a vegetable.

WIS= not putting a Tomato in a fruit salad :)

Brashness is a form of lack of common sense. Choosing to do something in defiance of what your intellect tells you is prudent, is a lack of wisdom.

CHARISMA - punching the guy in the nose who insists on saying that a couple of peanuts are really a collection of legumes

;)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I'm busy this morning but I will be on the boards later in my afternoon to post. Sorry for the hold up.


Taissa Sloane wrote:
I'm busy this morning but I will be on the boards later in my afternoon to post. Sorry for the hold up.

Take your time, Taissa.

I need to crash for a bit.

Via the conversation earlier on the main board for any practicing sailing the campaign boards been updated a bit.

See you guys later tonight!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain DM, Taissa has no ranks currently in Prof. Sailor and simply rolls raw WIS when attempting a sailing task. Does she add her +4 (due to Sailing Training) to her Wisdom check whenever she uses her one time bonus?


Taissa Sloane wrote:
Dain DM, Taissa has no ranks currently in Prof. Sailor and simply rolls raw WIS when attempting a sailing task. Does she add her +4 (due to Sailing Training) to her Wisdom check whenever she uses her one time bonus?

Yes - it is considered a "Misc. Modifier".

You don't need to use it soon, you could theoretically use it after you level, or much later. Just note that on your sheet for future reference, although it is a one time modifier.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Guys, my apologies but the thread was not showing me any new posts :/

And today I am totally wasted after working all day and still studying for an Accounting exam until 4am [about now :/]

I really need to hit the sack - hope I can catch up to all the details of training and RP afterwards, and not delay the game for everyone...


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

*HUGZ* Much cheers and best wishes to you in your endeavors.

I know how you might feel. My dots disappeared as well.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Good luck with your exam, Polux.


1 person marked this as a favorite.

No worries Polux - we're still formally social RPing until I get a check in from everyone about the map.

Meanwhile, what is best in college?

"Crush your exams, see your papers driven before you, and hear the lamentations of your professors!"


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

To determine where we'll be on the map, do you guys want to have an IC conversation first, so we can coordinate or formulate a tactic/plan?

I will be back on the boards in my morning to reply to something in regard to this.

Thanks.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I have no problem with approaching this tactfully, and my input is as follows. Hack will charge and engage the biggest and baddest guy he can find in melee combat. I would appreciate someone within range to aid with some healing. I will no doubt require it at some point in time.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

As noted, my dots keep dropping off the game's screen so I don't always see updates.

Who was Suny 'buddy-ing' up with again? (^_^)

Where ever they are she is.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

@Hack: Taissa has a healer's kit but she's a ranged fighter so she can't immediately get to you if you go down. (She will attempt it if she can).

Anyone else with a healer's kit?

The only other healing (so far) is provided by Ella, the gnome, and you may have to wait for that because she is in the first group that is going to hit the cave while we hit the guards/pirates on the beach. There's also Vale Blackroot, our halfling priest, but he too will be busy in the cave with the enemy priest and ritual.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

@Suny:

This is what you said on the game thread:

Suny wrote:
Hmmm...so maybe with Polux? That way Suny can either fall back and help Taissa with the shooting...or move forwards/sideways and help flank either of the two front line fighters? If Geser wants to help bolster the front line fighters Suny can move back and help with the ranged attacks.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Hmmmm, now that I look at it... Who has healing duties in our posse?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

That hasn't been determined. And I didn't think we had an official healer in the party.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Greeeeeeeat...


Two things -

Ella is not really a healer, she's more of a scholar - she may have some skills in healing, but no one really asked.

Unfortunately for all, she will be on the ship to guard it, just in case.

Since she can handle firearms fairly well, she'll be able to blow a longboat that may come in hard at you guys and hopefully pick off any that attempt to scale your ship - just in case.

Kit will be assisting her via stern looks.

The other thing is that you do have a formal healer - it's the priest, of course. He's a peach, so no worries about him healing you - except that he will be in the group that's trying to stop an evil priest from trying to create a rift between realms and call in an Great Old One to destroy the world (potentially) - so he may be indisposed.

Healing kits are alright, but it would be good to at least have the Feat Medical Expert.

Another possible strategy is to kill all the bad guys and not get hit :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Since we have none of those things except a healing kit, we will have to do just that -- try to not get hit too much and try not to die until the priest is done with his part of the mission and can heal.


Taissa Sloane wrote:
Since we have none of those things except a healing kit, we will have to do just that -- try to not get hit too much and try not to die until the priest is done with his part of the mission and can heal.

John glances at Taisa.

"Like I said, - if anyone needs something, now's the time to ask," he says with a nod, then slips into the longboat.

Ren glances at Taisa then at the priest's sack for a moment, but says nothing, instead giving her a nod and also slips into the longboat.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Can Captain John get us a designated healer? Because that's all I was talking about on this discussion thread. ;p Taissa has a Healer's Kit. Are there spare Healer's Kits for other people to use?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa notes the direction of Ren's gaze and then speaks up, "Priest Vale, do you have anything in your sack that can aid in healing on the battlefield? If we get hurt, it would be good to get our fighters back up again."


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

This is to the group: Are Taissa and Geser the only ones using ranged weapons in this encounter with the pirate guards? This is assuming Geser isn't using his rapier predominantly (or in the beginning) but his musket.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Dain GM wrote:

Two things -

Ella is not really a healer, she's more of a scholar - she may have some skills in healing, but no one really asked.

Unfortunately for all, she will be on the ship to guard it, just in case.

Since she can handle firearms fairly well, she'll be able to blow a longboat that may come in hard at you guys and hopefully pick off any that attempt to scale your ship - just in case.

Kit will be assisting her via stern looks.

The other thing is that you do have a formal healer - it's the priest, of course. He's a peach, so no worries about him healing you - except that he will be in the group that's trying to stop an evil priest from trying to create a rift between realms and call in an Great Old One to destroy the world (potentially) - so he may be indisposed.

Healing kits are alright, but it would be good to at least have the Feat Medical Expert.

Another possible strategy is to kill all the bad guys and not get hit :)

I vote for that one :D

Even with the Medical Expert Feat, the "–2 penalty on your check for each use from a healer's kit that you lack" hurts, and it still takes an hour to tend to the wounded - I guess we have to play Pathfinder by the book, and leave the healing for after the combat ;)

Battlefield Surgeon is also cool.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Taissa Sloane wrote:
This is to the group: Are Taissa and Geser the only ones using ranged weapons in this encounter with the pirate guards? This is assuming Geser isn't using his rapier predominantly (or in the beginning) but his musket.

Polux is also taking a musket, though he won't probably shine bright when using it.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Dain GM wrote:
Taissa Sloane wrote:
Since we have none of those things except a healing kit, we will have to do just that -- try to not get hit too much and try not to die until the priest is done with his part of the mission and can heal.

John glances at Taisa.

"Like I said, - if anyone needs something, now's the time to ask," he says with a nod, then slips into the longboat.

Ren glances at Taisa then at the priest's sack for a moment, but says nothing, instead giving her a nod and also slips into the longboat.

I could grab a healing kit, but I don't think I will manage to use it even half decently, to be honest.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I like Battlefield Surgeon.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I get hit alot. It is in my nature as a raging Barbarian. It will happen, and it is a trade off for the loads of damage that i can cause. Bad news for me, but it is what it is.

Do you have any healing potions, Captain?


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Dain GM, are the stats for the barreled musket the same as in the Double-Barreled Musket here or..?


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Guys, just so you know, Polux has a whopping +5 on UMD so... That is a roll of 17 for a Cure Moderate Wounds, and a roll of 16 for a Cure Light :D

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