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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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 GM, have you decided on whether you will make Diplomacy a class skill for Beastmasters in your game? :)

If not, I can swap out my Skill Focus (Survival) for Skill Focus (Diplomacy) and I get a +3 that way. And my Survival is still good at +8 instead of +11. With Bounty Hunter, I get Track, so bonus (+1) to Survival to follow or identify tracks.


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

For levelling purposes,

Taissa's HP: 1d10 + 1 ⇒ (9) + 1 = 10

+1 to WIS stat on level 4.

I'm thinking of picking up a level in Bounty Hunter (goes well with her backstory and character). It gives me Heal and Profession as class skills, which is good too, among other skills.


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

Are Advanced Classes Playtest available...thinking Skald.


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Daya's Ability Score Increase: +1 to INT on level 4. This bring her INT to 3 and she is able to "speak" in Common (as per discussion with Dain GM).


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

Muah! How cool is that?

But people, this fight is not over yet ;)


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

Aye, the fight isn't over. But filling time while waiting for Geser to post or Dain GM to bot him this round.

:)


A few things -

1. Remember, for leveling purposes we take 1/2 of the class HP round up, so Taissa you did a great roll, but you didn't actually need to roll. You get 1/2 of ten points rounded up - or 6 points +Con Modifier.

2. Polux - as you know, Scholar's can take Sneak Attack as a Scholar Secret. It can be taken more than once, too.

3. Hack, Advanced Classes are playable - yes. Indeed, someone had asked me about them earlier. But I forgot what the Skald is. If you have a link so I can double-check it, that would be awesome. So far all I'm seeing is Savage Skald and I'm pretty sure that's not what you're looking for.

4. Regarding Beastmaster and Diplomacy? I'm not entirely sure at this point. I'm leaning hard on "yes" for purposes of dealing with animals as you are actually talking to them, not dealing with them like a pet. I think I may say "no" but give a +1 bonus to all Diplomacy Checks for animals starting on level 2 and going up +1 every four levels for a total of +5 on level 18 - but I'm not sure. Any other thoughts on it would be welcome.

Regarding Geser –

So this is kind of up to you guys at this point.

Geser is a friend of mine, I asked him if he’d like to play because I was interested in people who like to write and like role-playing games. I thought that would be perfect for a guy like Geser, especially since he has a cell phone and could pretty much post whenever he felt like it and I had hoped it would provide an outlet for him to continue his work with creative writing.

However, as Taissa suggested the criteria for posting was fairly minimal in my opinion. Specifically we’d post twice a day, or at least 10 times a week. In the 7 weeks we’ve been playing Geser has barely posted 50 times while the rest of you posted anywhere from 125 times to 300 times. Meanwhile, Geser is on the internet frequently, but he won’t check in, expand the story, or let me know what’s up on a general basis.

At this point the game is not able to advance because we’re waiting for him to take an action. So at this point I am going to take his action in a moment, then post the enemy action.

Here’s the thing – he is my friend, I do not like to drop people from a game; but the fact is that I have had to stop the action almost completely for several days in the past week and also I’ve had to write a lot of his action on his behalf just to keep things going. I don’t like that. When I looked for players I was looking for people who write and contribute to the story and the game.

So with all of this in mind, what do you guys think? Should Geser still play in the game, or should we try to recruit a new player?

I should add that if we picked a new player they would start at level 4; this means we could at least be a second level cleric for the party (if they chose a cleric) or something akin to that.

Please let me know what you all think either way. As it stands I’m looking for people who are interested in contributing to a story with writing and participate as part of a team, and I don’t feel like that is happening from Geser and at this point I don’t know what to do.

EDIT:

Daya – I’m eager to see you posting more frequently in the game. I should say, however, remember that your speaking voice is limited to your Intelligence. So keep that in mind for your postings :)

Taissa and Polux – you guys are gods damn right about this fight not being over. In fact, it’s getting heated up even as we speak ;)

Speaking of which -


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

Just realised that for Daya to level, I need to keep playing Beastmaster, so scrap the bounty hunter idea and I will rethink my plan.

Regarding Geser, perhaps we can keep him onboard in the capacity of an npc -- he can post social rp when he has time and interact but he technically isn't a pc anymore (so you don't have to drop him from the game) and doesn't hold up the game when he isn't around. I'd like to then recruit a new player to fill the space -- and getting a cleric (a healer) for the group would be fantastic.


Taissa Sloane wrote:

Just realised that for Daya to level, I need to keep playing Beastmaster, so scrap the bounty hunter idea and I will rethink my plan.

Regarding Geser, perhaps we can keep him onboard in the capacity of an npc -- he can post social rp when he has time and interact but he technically isn't a pc anymore (so you don't have to drop him from the game). I'd like to then recruit a new player to fill the space -- and getting a cleric (a healer) for the group would be fantastic.

I had an NPC Cleric ready for you guys but I scrapped it to create Kristin - an NPC pilot for you guys, because I thought Polux was going to multi-class as Cleric. We'll see what happens, though.

Taissa - you can hold on to the Bounty Hunter idea for level 5, if you'd like. Of course, by that time you may have something completely different in mind. We'll have to see what happens, though. Who knows - you may want to go up as a Scout or a Corbie for example.


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

Okay guys, seriously, I need everyone's input and action plan.

We have a fricking big snake and Taissa needs help/aid! From everyone, including those with manacles (take the penalties to attack as long as you do attack somehow). We need to work together -- ALL of us, please.


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

Very simple, I will try to keep the snake's attention. I can solo him for a bit, but the half-orc cleric must be dropped. he is actually the bigger threat. As long as he can't direct the snake, it will probably go for closest target (me, I hope). However, as long as that cleric lives, he can direct the snake to go after someone else.


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 am going to advance on the Half-Orc, but i will attempt an intimidate on my way.


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:

Dain GM wrote:
Taissa Sloane wrote:

Just realised that for Daya to level, I need to keep playing Beastmaster, so scrap the bounty hunter idea and I will rethink my plan.

Regarding Geser, perhaps we can keep him onboard in the capacity of an npc -- he can post social rp when he has time and interact but he technically isn't a pc anymore (so you don't have to drop him from the game). I'd like to then recruit a new player to fill the space -- and getting a cleric (a healer) for the group would be fantastic.

I had an NPC Cleric ready for you guys but I scrapped it to create Kristin - an NPC pilot for you guys, because I thought Polux was going to multi-class as Cleric. We'll see what happens, though.

Taissa - you can hold on to the Bounty Hunter idea for level 5, if you'd like. Of course, by that time you may have something completely different in mind. We'll have to see what happens, though. Who knows - you may want to go up as a Scout or a Corbie for example.

I had considered, at a certain point in time, to actually change characters to a Cloistered Cleric alltogether, but since that was not addressed anymore, I let it slide.

As far as current planning, Polux was so far away when the action started that he is just now closing in - I've decided to start by giving Stefan his weapon, as I believe that will make a big difference?

I think during the next rounds, and with our both foes engaged in combat, he will try to "move and shoot the bow", until he is close enough to engage in melee,since his chances for success would be way higher that way, even if standing at only 6hp.

Sounds acceptable? Only thing that remains to be decided is who will Polux shoot at while he is moving - while using the bow I think I will opt for the half-orc. I have the feeling he will not engage in melee, so the chances for Polux to hit are waaaaay better without that -4 penalty.

Thoughts?


Hey -

So I need to know what all of you guys think about Geser at this time.

Also -

Hack - if you are interested in "Skald" please resend me a link or something, I can't remember what it does, or where to find it.

Okay, I'm off to work.

See you when I get home.


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 really cn't offer an opinion on Geser :D

He is still around, so why not ask him directly?


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

@Dain GM: I am still tossing it around. It will be a mix between a Bard and a Barbarian. I am not sure if I want to give up Hack's melee BAB progression. If I do, then I will get it to you via email in a PDF. PM me your email address, please.

I agree with Polux. I would talk to Geser directly. These are your rules that he is in violation of, and sometimes RL smacks us all around.


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 GM, I was under the impression that Stefan, Geser and Suny had their hands individually manacled. Reading Suny's latest posting, she says they're shackled together. Can you clarify, please?


Regarding the manacles -

It's not specifically clear how the manacles are supposed to work. They have specific "by the book" penalty which imposes "Entangled".

As it stands, I'm reading them as if you have heavy handcuffs on with a longer chain between them (roughly two feet in length maybe?). This is enough to impose a penalty on them, but it gives some latitude on how bound they are.

If they are able to come up with a creative method of dealing with combat, than they are able to fudge how bad their bondage is, if they're creative about it.

However, they are not tied together in a bunch. They have the freedom to move apart. It is my judgment that if goblins had a set of generic manacles on them that they wouldn't be designed to link 3 sets together. They'd need another set at least to bind the 3 individual sets together, and I didn't mention that yet, so I'm ruling that's not an issue.

Regarding Geser -

The reason I ask you guys is because if it was up to me, I know what I'd do. But the reason I ask you guys is because his presence is directly responsible for a higher DC for the party. When/if you get treasure it will be split equally with all of you.

This combat is not easy - but it would be a lot easier if I had assumed there was less of you in it because I would have built it to be a bit more reasonable (though still challenging).

The short answer is; if you're all comfortable with the CR the way it is and the loot divided equally, than I'm comfortable, too. But be advised - the CR for future fights will be continue to be higher and the treasure leaner because you have a larger group to divide it with. I don't mind that myself, but if players don't participate, it can really complicate combat; never mind the social RP part.

Okay, that's pretty much it. Also, Hack, I'm PMing you a copy of my email account for your information.


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 am not comfortable with the present situation. The battle has been hard and tough (more than challenging) and having a player or two not contribute to any of the fighting is an issue for me (especially in a game with no to very little healing). If you design monsters to deal with ALL the party, then all the party should be present and acting (unless they are away for an extended period and have notified you and the group). I wouldn't want to include anyone in the cut of the loot if they haven't done anything much to contribute in game or in the combat. That isn't fair. Like I said, if someone is away (due to illness, holiday or real life responsibilities) and has asked to be npced over an extended period that is different.

Regarding Suny's recent action, can she redo/retcon since she isn't attached by manacles to the other two? Because it seems like a wasted action to me.


Taissa Sloane wrote:

I am not comfortable with the present situation. The battle has been hard and tough (more than challenging) and having a player not contribute to any of the fighting is an issue for me. If you design monsters to deal with ALL the party, then all the party should be present and acting (unless they are away for an extended period and have notified you and the group).

Regarding Suny's recent action, can she redo/retcon since she isn't attached by manacles to the other two? Because it seems like a wasted action to me.

Suny can absolutely ret-con her action as she wasn't formally bound to the group.

In which case, I will allow her the chance to do so.

You do touch on a unique point, however - for example, when Suny gets a cut of loot she'll have to divide it with her companion. Her companion will actually be getting a cut equal to Suny, so that's something she'll have to keep in mind for the future.

As for the combat in general; it was a little challenging, I agree. But I will say again that I had certain assumptions on how the combat would have played out.

You guys will need to tell me how you want things to work for the future. In a story that involves multiple characters it is my opinion that there must be a reason that every person is part of the team.

A player may not be an advantage to the group because of their amazing combat skills; but they help in other ways - such as their excellent social RP with townsfolk, or their excellent ability to craft things, or heal people, and so on.

Just keep it in mind, because when it comes to combat/tactics, intricate plot points, subtle problem solving, variances that involve guile/cunning/diplomacy/strategy - there's lots of places to shine; but passive playing will not keep you as part of the team.

If a person wants to be part of the team it's my recommendation that you need to contribute.


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

Dain GM, the Skald is in the advanced classes book.

Skald:

SKALD
Skalds are poets, historians, and keepers of lore, using
their gift for song to inspire allies into a frenzied
rage. They balance a violent spirit with the veneer of
civilization, recording events such as heroic battles and
the deeds of great leaders, enhancing these stories in the
retelling to earn bloodier victories in combat. A skald’s
poetry is nuanced and often has multiple overlapping
meanings, and they apply similar talents to emulate
magic from other spellcasters.
Role: A skald inspires his allies, and often presses
forward to fight enemies in melee. Outside of combat,
he’s useful as a healer and scholar, less versatile but more
durable than a bard.

Alignment: Any.
Hit Die: d8.
Alternate Classes: Barbarian and bard.
Starting Wealth: 3d6 × 10 gp (average 105 gp).
Class Skills
The skald’s class skills are Acrobatics (Dex), Appraise
(Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Escape Artist (Dex), Handle Animal (Cha), Intimidate
(Cha), Knowledge (all) (Int), Linguistics (Int), Perception
(Wis), Perform (oratory, percussion, sing, string)
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis),
Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic
Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Class Features
All of the following are class features of the skald.
Weapon and Armor Proficiency: A skald is proficient
with all simple and martial weapons, light and medium
armor, and shields (except tower shields). A skald can
cast skald spells while wearing light or medium armor
and use a shield without incurring the normal arcane
spell failure chance. Like other arcane spellcasters, a
skald wearing medium or heavy armor incurs a chance
of arcane spell failure if the spell in question has somatic
components. A multiclass skald still incurs the normal
arcane spell failure chance for arcane spells received
from other classes.
Bardic Knowledge (Ex): A skald adds half his class level
(minimum 1) on all Knowledge skill checks, and may
make all Knowledge skill checks untrained.
Cantrips: Skalds learn a number of cantrips, or 0-level
spells, as noted on Table 1–9. These spells are cast like
any other spell, but they do not consume any slots and
may be used again.
Spells: A skald casts arcane spells drawn from the
bard spell lists (see pages 224–226 of the Pathfinder RPG
Core Rulebook). He can cast any spell he knows without
preparing it ahead of time. Every skald spell has a verbal
component—either song, recitation, or music. To learn or
cast a spell, a skald must have a Charisma score equal to
at least 10 + the spell level. The saving throw DC against a
Table 1–9: Skald
Base
Attack Fort Ref Will Spells Per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Bardic knowledge, cantrips, 1 — — — — —
raging song +1 (+2 Str/Con), scribe scroll
2nd +1 +3 +0 +3 Well-versed 2 — — — — —
3rd +2 +3 +1 +3 Rage power 3 — — — — —
4th +3 +4 +1 +4 Raging song +2 3 1 — — — —
5th +3 +4 +1 +4 Spell kenning 1/day 4 2 — — — —
6th +4 +5 +2 +5 Rage power 4 3 — — — —
7th +5 +5 +2 +5 Lore master 1/day 4 3 1 — — —
8th +6/+1 +6 +2 +6 Raging song +3 (+4 Str/Con) 4 4 2 — — —
9th +6/+1 +6 +3 +6 Rage power, DR 1/— 5 4 3 — — —
10th +7/+2 +7 +3 +7 Dirge of doom 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Spell kenning 2/day 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Rage power, raging song +4 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Lore master 2/day 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 DR 2/— 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Rage power 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Raging song +5 (+6 Str/Con) 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Spell kenning 3/day 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Rage power 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 DR 3/—, Lore master 3/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Master skald, raging song +6 5 5 5 5 5 5
skald’s spell DC is 10 + the spell level + the skald’s Charisma
modifier.
Like other spellcasters, a skald can cast only a certain
number of spells of each spell level per day. His base
daily spell allotment is given on Table 1–9. In addition,
he receives bonus spells per day if he has a high Charisma
score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
The skald’s selection of spells is extremely limited. A
skald begins play knowing four 0-level spells and two
1st-level spells of the skald’s choice. At each new skald
level, he gains one or more new spells, as indicated on
Table 1–10. Unlike spells per day, the number of spells
a skald knows isn’t affected by his Charisma score; the
numbers on Table 1–10 are fixed.
At 5th level and at every third level thereafter, a skald
can choose to learn a new spell in place of one he already
knows. In effect, the skald loses the old spell in exchange
for the new one. The new spell’s level must be the same
as that of the spell being exchanged, and it must be at
least one level lower than the highest-level skald spell the
skald can cast. A skald may swap only a single spell at any
given level, and must choose whether or not to swap the
spell at the same time that he gains new spells known for
the level.
A skald need not prepare his spells in advance. He can
cast any spell he knows at any time, assuming he has
not yet used up his allotment of spells per day for the
spell’s level.
Table 1–10: Skald Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Raging Song (Su): A skald is trained to use the Perform
skill to inspire allies (including himself, if so desired) to
feats of strength and ferocity. He can use this ability for
a number of rounds per day equal to 3 + his Charisma
modifier. At each level after 1st, a skald can use raging
song for 1 additional round per day.
Starting a raging song is a standard action, but it can
be maintained each round as a free action. A raging song
cannot be disrupted, but it ends immediately if the skald
is killed, paralyzed, stunned, knocked unconscious,
or otherwise prevented from taking a free action each
round to maintain it. A raging song counts as the bard’s
bardic performance special ability for any effect that
limits bardic performances, such as how many can be
maintained at once.
A raging song has audible components, but not visual
components. Affected allies must be able to hear the
skald for the song to have any effect. A deaf skald has a
20% chance to fail when attempting to use a raging song.
If he fails this check, the attempt still counts against his
daily limit. Deaf creatures are immune to raging songs.
At the start of each ally’s turn in which they can hear
the raging song, the skald’s allies must decide whether
to accept or refuse its effects (this is not an action);
unconscious allies automatically accept the song.
Affected allies gain a +2 morale bonus to Strength and
Constitution and a +1 morale bonus on Will saves, but
also take a –1 penalty to AC. While under the effects of
raging song, allies cannot use any Charisma-, Dexterity-,
or Intelligence-based skills (except Acrobatics, Fly,
Intimidate, and Ride) or any ability that requires patience
or concentration. At 4th level and every four levels
thereafter, the song’s bonuses on Will saving throws
increase by 1; the penalty to AC doesn’t change. At 8th and
16th levels, the song’s bonus to Strength and Constitution
increase by 2.
If an ally has its own rage class ability (such as
barbarian’s rage or bloodrager’s bloodrage), she may
use the Strength, Constitution, and Will saving throw
bonuses, and AC penalties from that ability instead of
those from the raging song. However, raging song does
not allow the ally to activate abilities dependent on other
rage class abilities (such as rage powers, blood casting,
or bloodrager bloodlines); the ally must activate her own
rage class ability in order to use these dependent abilities.
At 7th level, a skald can start a raging song as a move
action instead of a standard action. At 13th level, a skald
can start a raging song as a swift action.
Scribe Scroll: At 1st level, a skald gains Scribe Scroll as
a bonus feat.
Well-Versed (Ex): At 2nd level, the skald becomes
resistant to sonic effects. The skald gains a +4 bonus on
saving throws made against bardic performance, as well
as sonic and language-dependent effects.
Rage Powers (Ex): At 3rd level, a skald learns a rage
power (see pages 32–34 in the Pathfinder RPG Core
Rulebook) that affects the skald and any allies under the
influence of his raging song. This cannot be a rage power
that requires the creature to spend a standard action or
rounds of rage to activate it. For example, the skald cannot
choose terrifying howl (which requires a standard action
to activate), but can choose knockback (which is made in
place of a melee attack). Unless otherwise noted, a skald
cannot select an individual power more than once.
When using raging song, the skald chooses which rage
power to add to the song, and all affected allies gain the
benefit of that rage power, using the skald’s level as their
effective barbarian level. The skald uses his skald level
as his barbarian level for the purpose of selecting rage
powers which require a minimum barbarian level.
If a rage power can only be used a certain number of
times per day or per rage (such as renewed vigor), each ally
affected by the raging song is subject to that limit (with
once per rage abilities limited to once per raging song).
If the skald has a rage power from another source, he
(but not his allies) can use those rage powers during a
raging song. He cannot select a duplicate rage power,
unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source,
he can use his skald rage powers during that rage.
The skald learns another rage power at 6th level and
every three levels thereafter. He may add multiple rage
powers from this ability to a raging song at the same time.
Spell Kenning (Su): At 5th level, a skald is learned in the
magic of other spellcasters, and can use his own magic
to duplicate those classes’ spells. Once per day, a skald
can cast any spell on the bard, cleric, or sorcerer/wizard
spell list as if it were one of his skald’s spells known,
expending a skald spell slot of an appropriate level to cast
the spell. Casting a spell with spell kenning always has a
minimum casting time of 1 full round, regardless of the
casting time of the spell.
At 11th level, a skald can use this ability twice per day.
At 17th level, he can use this ability three times per day.
Lore Master (Ex): At 7th level, the skald becomes
a master of lore, and can choose to take 10 on any
Knowledge skill check that he has ranks in. Once per day,
the skald can take 20 on any Knowledge skill check as a
standard action. He can use this ability one additional
time per day for every six levels he possesses beyond 5th,
to a maximum of three times per day at 17th level.
Damage Reduction (Ex): At 9th level, a skald gains
damage reduction. Subtract 1 from the damage the skald
takes each time she is dealt damage from a weapon or
a natural attack. At 14th and 19th level this damage
reduction rises by 1 point. Damage reduction can reduce
damage to 0 but not below 0. The skald grants this DR to
all allies affected by his raging song.
Dirge of Doom (Su): At 10th level, a skald can create a
sense of growing dread in his enemies, causing them to
become shaken. This works like raging song and expends
rounds of raging song, but it only affects enemies within
30 feet who are able to hear the skald’s performance. The
effect persists for as long as the enemy is within 30 feet
and the skald continues his performance. This cannot
cause a creature to become frightened or panicked, even
if the targets are already shaken from another effect.
This is a sonic mind-affecting fear effect, and it relies on
audible components. A skald may not use dirge of doom
and raging song simultaneously.
Master Skald (Su): At 20th level, a skald’s raging song
no longer gives allies a penalty to AC, nor limits what
skills, abilities, or rage powers they can use.


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

Thanks, Stefan, but I just emailed it to him. So, if others want to rebuild something in there, it can be considered. I am leery with changing Hack because his BAB progression goes down, and we need his melee meat!


No worries, Hack.

Any caster type of character with more skill points will certainly nerf your BAB by at least 1. However, it may be a small price to pay in the long-run if no one else in the party is able to heal.

Meanwhile - Taissa; I'm going to allow you to have Diplomacy as a Class Skill for Beastmaster.

But now comes the bad guys.


Wow - lots to say.

First, apologies for my lack of posting today. Both jobs were grueling - I had to work late at my second job; I was on my feet all day and had to take a hit of Valium when I got home because the pain was pretty bad, and I didn't get a chance to post until recently.

Now I've read over the last several postings a few times and I have to say that at this point I'm really confused as to what's going on. Also, as a GM I'm starting to feel a bit out-classed because I keep making assumptions that continue to be wrong. I want to try to address those thoughts here, because - like I said - I'm just really confused (it may be the pain medicine from the damage to my back, or it may be the long shifts on my feet at one job after the commuting over an hour each way through the snow from the other job - I don't know, but I may not be feeling my best. If so, I apologize). But on to my observations -

It seems the group has divided into two “Teams”.

Team 1 has Taissa reloading her weapon so she can shoot again; Hack taking a slice at the snake, though he missed; and Polux charging for the priest as well (although he does have a bow; I'm a bit surprised he just didn't shoot the priest).

Team 2 seems to be Geser, Suny and Stefan. In all honestly, that is the team that is mainly confusing me. At this point I'd like to try to explain why I am confused.

Geser will not use a ranged weapon on the priest but decides to move closer to him; moving to P:23.

Stefan does not attack either the priest or the snake, but instead makes himself almost impervious to attack, but does not try to hurt the enemy, of course, his comrades will be not be impervious to attack in any way.

Suny has a ranged weapon in her hand that she could use, but elects to move and try to give the weapons to someone else (though that person is unspecified) so that they can take the weapons from her on this round and attempt to attack instead of her.

I have to say, I’m a bit surprised at everything here, mainly because I’m not understanding what you guys are trying to do, or your teamwork, or style, or strategy.

I would have thought that Polux would have used his bow to shoot at the priest and interrupt the spell; that Stefan would have simply done a full attack on the snake – in fact, since he has his sword and his dagger, I would have also assumed he may have gambled as a duelist and done two attacks, one with each blade (the snake has a pretty low AC) and hopefully hit it with both blades. Or maybe have tried to flank with Hack and at least use his main weapon with flanking. I also assumed that Suny would have either just shot the priest and attempted to interrupt the spell or moved to flank with Stefan so she could get her Sneak Attack damage and just punch the snake with her fist. And finally I would have thought that the ranged fighter Geser would have just shot the priest instead of running at him.

At this point I’m just going to toss out a few suggestions for next time.

1. You guys knew the priest was casting, but several of you had ranged weapons and none of you tried to shoot the priest to interrupt his spell? That is unusual to me, but in the future, I’d recommend strongly that people who have ranged weapons use them instead of attempting to run long distances over difficult terrain, even though their melee weapons are good.

2. Stefan – your combat style is really helpful for preventing you personally from taking damage. However, at this point I’m pretty much thinking that I’m going to just default to the updated errata that gives you only a +4 to AC. This is for a lot of reasons, but mainly it’s because of style. For example, I can see in my mind a “Story Concept” when a duelist can parry out of the way a sword or even an axe blow. But I simply cannot see any way a duelist could parry out of the way a 50 foot long snake body that weighs over 600 lbs and is roughly 2 feet in radius charging for his chest. I mean, at most I could say that you could hit the snake as it hits you, but negating the attack completely? I’m sorry, it’s too illogical for me to accept. After this combat, it’s got to be reset for the new standard of only a +4 to AC. Also, I mean – come on – you realize that when there are only two enemies on the field that making yourself immune to one of their attacks will probably just mean that the enemies will attack and kill each of your friends before it goes after you? After all, you’re not a threat – you’re just standing there. There are a lot of other threatening things on the field that are far more dangerous to it.

3. There is a large enemy on the field who has a lot of hit points. There are at least two players on the field who could have flanked the large enemy and done “Sneak Attack” type damage against the enemy. I’d recommend that for the future.

4. I can appreciate a lot of what you guys are attempting, but if you’re not going to use Out of Game tactics and strategy to deal with the enemy because you’re playing your character; while I salute the spirit of that – consider how your characters are being played out on the field.

It may not have occurred to you guys via the flow of the story – but at this point Hack, Polux and Taissa have come to rescue Stefan, Geser and Suny. From a story perspective they have literally risked their lives to come to save yours. When they get to the field they see you run out of the building, and they see that now you are armed and none of you are attacking the enemy. From an “In-Game” perspective the gunfighter is running over the ground; the bare-handed elven warrior is pushing a bow into someone else’s hands and refusing to attack the enemy and the duelist is in full defense so he won’t get hit, but what about all of his friends?

I have to honestly admit, I do not understand the tactics from a story idea. I mean, if you honestly are afraid to fight the serpent and the caster, even a full run at 5 times the speed back to the ship means you’ll leave everything behind, but you might be able to escape what will happen next.

While I would normally never suggest the following because it can cause issue with a team – if I was writing this as a book or story I would have to ask myself (if you are all successful and defeat the enemy) why it is that the brutish barbarian Hack; the world-wandering rogue Polux and the “Mountain-Man” beastmaster Taissa would ever consider dividing the loot equally at this point – if you get any. I’m not talking out of game dynamic (I can understand some of the ideas from an out-of-game dynamic), but I’m saying that “in-game” I couldn’t rationalize how those three would split a cut of wealth with allies who are using the tactics that they are currently using.

In other words, it doesn’t seem logical to me from a story perspective. There may be a reason that you guys would divide the loot equally from a story perspective, but at this point I can’t see it. I'm not trying to cause trouble here, but merely to suggest that the group isn't functioning very well as a team at this time.

5. Finally, I can’t stress this enough – the combats are challenging, but in my head they’re not really that hard because I assume that the six of you will work as a team.

However, that isn’t happening. You guys don’t talk to each other; you don’t social RP with each other; you don’t discuss any of your tactics with each other (for the most part). I mean, you’ve got some tough challenges in front of you, I admit that, but in the whole day that I just waited around to see what happens no one was posting anything on the discussion thread, or anything on the main board via spoiler or OOC that laid out a style, or set of tactics or some kind of strategy or any method of dealing with the enemy in front of you as a team. No talk of flanking, or discussing what your moves are, or what your tactics are. You guys each toss up your action, but I don’t see any attempt to work as a team or a unit.

In fact, I’m so desperate to try to get you guys to work as a team and post as a team (never mind social RP – that’s not even a concern at this point; I’m just talking about tactics) that I even give you guys free re-rolls if you post frequently; and this includes discussing tactics and strategy. I urge all of you to please use that to your advantage because at this point it’s the bad guys turn.

I'm at a loss as to what to do at this point. But I guess I'm just going to play it through and hope things work out.

Oh yeah - I forgot to mention this -

GESER: I sent you an IM on Facebook earlier this evening before I crashed out regarding the writing conference. I did not hear a response on Facebook, so I'm tossing it up here as well because I want to make sure you got it and that we can actually discuss things on the phone. I have not heard back on a time that would be good for you; please let me know as I don't want to miss the conference, and I am interested, but I'm not sure the best way to reach you.

Okay - that's it. Again, sorry for the length of the post here; it may be the medicine, or just the fact that I'm wiped out and I have to be up for work again in about 2.5 hours, but I just wanted to post some of my concerns so that we can all move forward and enjoy the game.

Talk to you all soon!


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

Wow... That WAS a long post Dain.

I've got a busy day ahead of me, so I'll just answer it in several parts as I can.

Polux actions are based on a couple of details:

#1: He is WAY more effective in melee than with ranged attacks - we're talking about a difference between something like +7 to hit and 2d6+9 to damage and +3 to hit and 1d8+4 to damage;

#2: That being said, it was mine, and more importantly, Polux belief that his chances to hit with a bow, and cause enough damage to disrupt the spellcasting are slim at best (after all, in another game, even my lvl1 rogue/lvl1 wizard had like +6 to concentration checks);

#3: His decision on attacking the caster is simple:

- the big snake is already engaged by several of his companions - all of them actually, except maybe Geser;
- Everyone knows the danger that casters pose (even more so in this game, where magic is a rare, dangerous, and dark affair);
- Polux is at 6hp, an easy mark for any sort of melee threat, but not that much so for a caster;
- If he connects with the caster, he believes, and I believe so also, he will be able to HURT him;

#4: His decision on double moving instead of shooting is also simple - taking into account the slim chances he believes he has (see above) in htting with a bow, he took the option of double moving, because if he wants to shoot, he'll be at 15' move per round, and he will never reach the half-orc.

These are my explanations, for whatever they are worth. In any case, and now that the caster is hiding behind the snake, things are again more complicated (if I could be sure that the snake doesn't have reach...), so I am still pondering what to do next.


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

Info on Constrictor Snake

The above info was provided in rp by Taissa to you all. The only difference is that this snake is at max hp 80. (Currently at 61 hp after two hits by Tais.)


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

OK, first, I was trying to occupy the snake so the others would not be attacked. Yes, my style makes me very hard to hit in this instance, but I assumed the snake would not have the intelligence to recognize fighting styles. This would, at least, waste one turn of attack from it. All of the main line fighters are almost out, so we can't really afford to be hit by that snake. The reason I didn't attack, was to gain the deflection instead of the +4 AC. As to attacking with both the sword and dagger, without the 2-weapon feat my minuses would be huge. The other part of that strategy was to allow the ranged people to get several shots at the cleric because I also assumed that with him dead, the snake would be operating on instinct alone with no direction.
Remember, we don't have all the info you do, so we are operating on assumptions based on basic knowledge (which is how it should be).


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

Hack does not generally discuss tactics or RP much because he is, well frankly, a raging barbarian. I believe that everyone knows what he will do and whwn he will do it.

Having said that, we do need to gang-up on the snake ASAP. If you can attack, whether it be ranged or melee, DO IT! Social RPing is great, but sometimes it bogs down the simplest and most productive route during combat. Maybe we are overthinking things a bit too much.

Stefan, you reasoning is sound in your initial approach to at least delay the Snake's attack on us others for 1 round. Unfortunately, I sucked up my rolls, and could not hurt him badly. Apparently though, the Snake is not going to buy that option another round. So, help me, please with some melee gruntwork.

Suny, attack! Like I said, I care not how, just hit something.

We can get through this with some good rolls, but a lack of healing will likely cause the death of at least one of us soon...likely Hack.

As for dividing the loot, I could pretty much care less as a PC.


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

Polux needs to charge in to attack - if he is going to risk death, might as well have someone correctly positioned for a flank :D


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

What square are you in now? Can you even charge? It is difficult terrain.

I just noted that the last round, I made a calculation mistake on my attack roll. I actually hit the snake for 22 damage in my Round 4 attack! Hopefully, Dain GM lets me retcon.


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

You're right... I can't charge in difficult terrain...


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.

*Waves*

Okay...Suny is firstly Sickened. Secondly...she has honking big MANACLES about her wrists which are CHAINED together.

So...I was very much under the impression that trying to pull such a two handed weapon when being bound was impossible. So...i had Suny do the best thing I could think of, given the difficult terrain over which she has to travel, and go and stand as close to Stefan (Who was the other person seemingly in front of the snake), hence placing her at R:26

Now, I hope Suny made it there. Suny was not attempting to shove the bow into any one's hand, but making it clear she had the weapon and would happily give it to some one not bound in manacles. Since there's no one seeming able to do so, she'll happily drop the weapon that I seriously doubt her manacles would let her use and go and get 'clever' and use said manacles to catch the snake off guard and snap in a 'Sneak attack' to boot on the incoming snake.


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: Hack is sickened as well and has been killing goblins and worgs to rescue you three. It's only a -2 penalty to hit. Also the chain of your manacles is 2 ft long and that gives you some leeway to wield a weapon.


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

Yes, but she is also entangled and doesn't have nearly the attack bonus Hack does. However, she can still provide flank and stuff.

As to the shifting position, we are in difficult terrain so no 5' steps allowed, which means any movement will provoke an AoO from the snake. We definitely don't want to give the snake any free attacks. We just have to suck it up and beat on it, however the cleric needs to be dropped ASAP as he can cast cures and other spells that could just make the snake harder to kill as well as give it directions.


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

Yes, thank you Stefan, I did realise all that. But Suny can do more than just stand there unnecessarily supporting a chain which was all she did last round (until the GM npced her retcon) instead of provide flank or "stuff".


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

she also is at 1/4 movement.


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 don't care. You and Geser are hampered, too. Three of us risked our lives to save you guys and I can see you attempting to fight but nothing from Suny or Geser. The GM wants teamwork, that's what I'm addressing as I can see none from those players. You really think a beastmaster would want to risk her life and those of the animals with her for such silliness? I don't think so. In game, our group barely knows one another so there isn't that emotional connection to aid a friend or trusted ally. So, the character goes by gut and instinct and Taissa wonders at what Suny and Geser are doing to help. To her, they're a real liability.


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

You are confusing lack of will with lack of information. Suny was under the impression that she was combat ineffective due to the multiple conditions on her. However, Dain GM has corrected that and now she changed her actions.
Geser was doing what I thought would be the obvious correct thing which is go after the cleric. With the cleric dead, I could go defensive against the snake and be in virtually no danger while everyone else shot it to death. Being an unintelligent animal, it would continue to strike at me because the ranged attacks would mean nothing to it and I would be the closest food.


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

Geser went after the ankh not the cleric. There is a difference. He was attempting to take it from the cleric with a bandana. He could have attempted some other action to go after the cleric, yes. But he didn't.

If Suny is confused, she can ask the GM questions like other people do before taking her action. That's an obvious call. Glad she knows better now but there were plenty of missed opportunities before then.


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

ahhh.. I did not see that part. We should just be killing him. I shracked him for a good amount of damage before he left the hut.


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 agree about killing the cleric. I just want everyone to actually come together and work as a team to finish the job.

btw, the cleric has probably healed himself from the damage you gave him. He was hiding in that other hut for a while, so I'm guessing he was healing himself. He's probably stronger than you or anyone else thinks right now re HP.


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

Dain Gm, I am fine with the newer version of Crane Wing. I think you misunderstand the purpose. It is mainly for one on one combats. In addition, in this fight it was a tactic to delay the snake hitting anyone else as one hit from it will outright kill any of our frontline fighters unless it misses the grapple attempt.
If the cleric was dead and unable to direct the snake, I would disagree that it would ignore me if everyone else was at range shooting instead. It is only a 1 INT animal meaning it doean't even have basic cunning, instead just instinctual action.


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

Taissa, he only had two rounds in the hut, so I think one heal and release the snake...... hopefully... :)


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

Hope so, Stefan. :)

We can't forget the air elemental is on the board too. So we better kill the cleric sooner than later. Perhaps try and get him out of the cover of the serpent. That's why I've had Taissa shooting at the snake -- to get it down.


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

Polux is not a frontliner - just wanted to clarify that.

In fact, he is thought out to work the battlefield in a completely different way than what has happened so far. I'm gonna change that when he hits level 4 though, assuming he survives.


At this point I've had a chance to look things over.

Right now I at least see a lot of chatter - which is a good thing :)

Meantime, I know that there is some confusion with some players who cannot always see the battle map. Sometimes that's a bit confusion to read on a cell phone, or however people are reading them.

That said - after the combat is done - those of you who survive it; when there is no battle map left out there, I suspect there will be lots of social RP with the members of the group, right?

Good times :)

That said, I'm hoping to see something from Geser soon...


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: We can't administer another Healing Remedy to you as it's once per day. If we live and this combat ends, Taissa will attempt to stem the blood loss and stabilise you with her healing kit so you don't bleed out. I suppose we will have to find a way to bring you to the shore and then onto the ship and wait until Priest Vale gets there to heal you and the others (like Polux who cannot take another Healing Remedy today either).


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.

My one comment for the game?

I know the DM wishes to go for a Gritty' feel to the game?

But unless normal healing/Clerics/potions/etc are restored? All the DM is going to get is a 'Brutal' feeling.

Seriously, the dice roller on these boards are inc readable weird. Many times through out this combat have many people's rolls truly sucked. Allowing some one to be a normal healer, or granting the party a constant NPC healer would change the dynamics greatly.

I don't mind 'struggling' in a game? But after all these encounters I feel more pulverized ('Tenderized'?) than anything else. :(

Very much cheers to all.


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

Is anyone in the group multi-classing in cleric next level? Polux had said he would consider it but I don't believe he will once he re-jigs his character.

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dain120475



dain120475

(66 posts)
Mummy
Dain GM

(8,697 posts)
Anevia Tirablade
Kristin Frisk

Female Human - Varisian Scholar, Swashbuckler, Gunslinger (1/1/1) Fort: 5, Ref: 9, Will: 42 - Per. 8, Ini 3, AC: 18 HP: 24/24
(28 posts)

dien


Goblin
dien

(3,201 posts)
Dwarf Wizard
Jenner 'Holystone'

Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength
(342 posts)

Edeldhur


Nameless Assassin
Polux

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

(996 posts)

Filios


Lem
Filios

Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0
(963 posts)
13-green-dragon-FINAL 2 avatar
Shenkt "Hack" Corchran

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
(1,386 posts)

Galahad0430


Jeggare Noble
Sovereign Court Galahad0430

(2,649 posts)
Eagle Knight of Andoran
Stefan Lebeda

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
(252 posts)

Jhim



Jhim

(8 posts)
Mage Slayer
Geser

Male Half-Orc Gunslinger 1/Bounty Hunter 2 (AC 19 / HP 26 / F +6, R + 8, W +4 / Ini + 3 / Perc. +7)
(68 posts)

shrodingerscat


Malyas' Shield
shrodingerscat

male half living/half dead feline Quantum Sorcerer/12
(295 posts)
Desert Giant
Asan Kapoor

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
(62 posts)

Sunset


Trinia Sabor
Sunset

Fem Elf Bard 3
(887 posts)
Abraun Chalest
"Anubius Shring"

(0 posts)

,

(1,793 posts)
Grey Maiden
Melthune

HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,
(71 posts)
Falconer
Melthune "Sans helmet"

HP 27/37, AC 26, T12 FF24, Bab +4, Melee +6, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,
(163 posts)
Trinia Sabor
Suny

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.

(1,354 posts)

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