F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
DM Immortal wrote:
So if you are to sail on my ocean you need to pay the requisite levy. I'm in a generous mood so how about we just say half of whatever you're carrying.
With the officers seemingly disappearing, leaving only herself, Variel, Flynn and Amen-set visible, Rain looked to Variel beside her before calling out to the other ship,
"Captain Morton, we would be honoured if you came aboard the Lady to collect your prescribed levy."
Rain kept her voice steady...and waited to see what Variel would say to the scoundrel of the Dryad's Grave.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Sorry guys I was busy yesterday with call and haven't had a chance till now to really get back on.
Variel accepts the blessing from Amen-set as he listens to the demands from Milksop. Trying to answer as best he can to lure him in Variel replies as well after Rain. Captain Morton. That seems like a heavy toll for us passing through your waters. Perhaps as the lady here suggests we should talk this over more. I am sure we can come to some understanding that does not require such a sum. Half our hold is a kings ransom yet we may still come to some negotiation.
F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
Buoyed not only by Amen's spell, but also her particular encouragement, Rain smiled and looked across to the other vessel. It was good that Variel had just spoken and she could follow his lead.
"And I would be most interested in meeting, face to face, the great Captain who reigns over this ocean. Please, do join us, aboard our vessel."
Diplomacy to aid Variel's endeavour, plus Enhanced Diplo:1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16(+2 to Variel's roll above.)
Amen-set turns a glance to both Variel and Rain and smiles encouragingly.
”I pray that the Great Father hears thy request… I pray that this fool comes aboard our ship… And I tell thee true; when he does come I shall join with thee in opening his belly and taking his insides out while he yet breathes,” she says with a soft voice and an eager light in her eyes.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Variel hears Rain's words and smiles coyly at them. Indeed there was nothing more that they wanted to do than to meet face to face. Giving her a smile and a nod Variel turns to her slightly, Thank you my dear for those words of encouragement and aid. Hopefully it will be enough to persuade him to come over.
He keeps his countenance light as he hears Amen-set words. Acknowledging her as well Variel adds, Do not be too hasty though. While I appreciate the gesture and offer we may not need bloodshed to accomplish our goals. Once we have him here we may be holding all the cards and can have him surrender his ship and the ring in exchange for his life.
Captain Morton signals his ship to move a bit closer and gets to about 50' from the Dread Lady. You can see a multitude of his crew on deck performing various tasks. He calls out again and says Very well! Let's discuss it! Come over in your longboat with two of your crew for honor and we can talk of deals!
He keeps his countenance light as he hears Amen-set words. Acknowledging her as well Variel adds, Do not be too hasty though. While I appreciate the gesture and offer we may not need bloodshed to accomplish our goals. Once we have him here we may be holding all the cards and can have him surrender his ship and the ring in exchange for his life.
She cocks her head in some confusion.
"But... but he has insulted thy honor... How can this insult go unanswered?" she asks with confusion.
Turning to look at his ship, she turns back to Variel and Rain.
"What matter that we may bargain with him when death for his insults be far more apt?" she persists, uncertain as to the decision.
Then she looks at Rain and sees her expression, then she turns back to Variel and stands proudly and bows respectfully before them both.
"To hear is to obey," she says with humble courtesy.
Ah, the challenges of playing a Lawful Good Character :)
Her eyes light up as a sudden thought occurs to her and she turns back to Variel and Rain.
"Nebet-i, and to you, her sekhrey," she says with a respectful tone "as this rogue is an avowed corsair what matter of justice should he endure by thy hand?" she asks with enthusiasm as Horatio turns from his position by the forward gun and gives her a hard stare which causes her to blanch and then bow.
"Apologies, Nebet-i," she says with respect then bows again and says no more at this time.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Very well! Let's discuss it! Come over in your longboat with two of your crew for honor and we can talk of deals!
Horatio turns to look back at Variel with a wide grin on his face.
His eyes range over Rain, Variel and Amen-set - the others far too cleverly hidden from even his own view.
"Oh, I'll totally go with you," he says with open enthusiasm, his eyes gleaming with a strange, cold light as he props his pistol over his shoulder easily.
Luckily, Horatio is not Lawful Good :D
Amen-set gives Horatio a glance, then turns to look at Rain and Variel, then back to Horatio.
"Nebet-i, who shall be the second to travel with thy sekhrey?" she asks, wondering who the other honor guard that will travel with Variel shall be.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
I believe 50ft Horatio.
Through the message link Variel talks quickly to inform the others as best he can as he knows Rain, Horatio and Amen-set can hear him normally.This man is no fool but I am not going to allow only 3 of us on his ship and at his mercy. We may need to take the initiative.
Calling back to Morton with the distance having closed a bit. I am sorry Captin but I do not think that is going to work. You see, I do not know you or yours and have no trust in you right now. You are the one who assailed us with your warning shot and demanded half our hold. What is to prevent you from holding myself and 2 of my crew hostage for the entire hold? If you wish to bring your ship abreast of ours so that we may negotiate that is well and good. If not then we will turn around and sail around your domain. What say you?
F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
The Enhanced Diplo lasts 1 minute, Var, so you're probably still good to add the +2 to your Diplo roll.
The wind caught at her leathery wings and she felt the air caress the membranes. She watched Neko survey the impasse and then lick her large paw.
Rain had heard Amen-set and Flynn and acknowledged their eagerness to engage directly with Milksop Morton, but quietly cautioned them from any hasty action at this very moment. There may still be time for a fight if this rat does not leave his blasted ship. Then, Rain silently applauded Variel for his tactic. Standing by her betrothed, she once more attempted to sway the other captain to their ship.
"Come now, Captain Morton. Let us get to know one another, as Captain Variel has requested. As a fearsome sea captain, you'll find us an obliging lot, when we get to know you."
Diplo to aid Variel, with Enhanced Diplo:1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:
I believe 50ft Horatio.
Horatio peers at the captain, then turns back to Variel and uses the Message Spell to respond to the other officers on the deck.
Message Spell:
"You know, I could put a cannon ball right between that basterd's eyes right now and we pick the ring up off the corpse, problem solved..." he says softly.
"Meantime, you know he'd be equally a fool to come over to our ship and put himself in our hands practically defenseless; especially after threatening to pirate us..."
"As far as I can tell, the only reason he'd think to come over here is if we convinced him we're defenseless; or that we're without full crew, that we're unable to be a threat if he came over here... Maybe that we can't leave to travel to his ship because if we did we'd leave our own ship undermanned - which is what would happen if we sent you and two others... because we barely have anyone on board? I don't know... but for him to come to us he needs to believe we've got nothing serious on our ship that could threaten him with..."
"But to do that we need someone with a tongue a little more silver then us..." he hisses.
"That said; if someone with the know-how on our ship refuses to try to Bluff this guy, then I got to do what I can to help in the best way that I know how... and that doesn't involve chatting..." he says tensely.
So yeah; Horatio isn't the most skilled in "Bluff" and others on board are better at it than he is. He'll wait until they try to trick the enemy captain aboard; unless they don't want to attempt to Bluff?
That said; I'll continue to hold action until tomorrow. For now I'm hoping that someone will trick this guy into coming aboard.
I want to hear what he says to variel's suggestion before coming out of hiding.
. . .
On an unrelated note... If there are several fire attacks at the same time on a ship, such as, hypothetically, a group of hellhounds using their breath-weapons to attack the ship with fire, is it one save per breath-weapon, or one save for all the fire damage in the round?
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:
I want to hear what he says to variel's suggestion before coming out of hiding.
. . .
On an unrelated note... If there are several fire attacks at the same time on a ship, such as, hypothetically, a group of hellhounds using their breath-weapons to attack the ship with fire, is it one save per breath-weapon, or one save for all the fire damage in the round?
Far enough :)
Meantime, on a related related note, I'm curious to know about general damage on the ship via fire.
For example; during the fight last year with that caster who used the spell that caused the whole ship to have a wall of fire burning, the sails were largely destroyed via narrative. From what I understand, sails have HP and (theoretically) the wall of fire spell should have done a certain amount of damage to the sails each round until the damage reached a certain point and the sails were destroyed or rendered useless but still "Fixable" with a repair spell.
So my question is: does fire typically do X Damage (as in: 10 points a round, or 3d6 a round with a variable damage) to the "HP" of certain things (sails, decks and so on) or is something that's automatic via narrative (as in: well, the Hell Hounds breathed fire on Round 1 so the enemy sails are on fire Starting Round 2 and on Round 3 they'll be rendered so damaged you can't even fix them because they'll be destroyed and you'll need new sails). Depending on the answer will really effect my strategy for what is coming.
Fire is an ever-present danger on every wooden ship, but while most ships are not in danger of going up in flames from a dropped torch or lantern, alchemical or magical fires can be much more dangerous. Note that many instantaneous fire spells do not automatically catch a ship on fire, but those that deal fire damage over multiple rounds have a better chance of causing a fire on board a ship (see Magic).
When a ship takes fire damage (such as from Alchemist's fire, flaming arrows, certain spells, and other effects at the GM's discretion), it must immediately make a Fortitude save (DC 10 + damage dealt) or catch fire. Unless an attack specifically targets a ship's means of propulsion (such as sails), it is assumed that such attacks affect the structure of a ship itself.
Once a ship has caught fire, it automatically takes 2d6 points of fire damage per round (ignoring hardness) as the fire spreads. The ship's crew can attempt to extinguish the flames as a full-round action for the entire crew, allowing the ship to make a Reflex save (DC 15 + the number of rounds the ship has been on fire). A successful saving throw means the fire has been put out. A failed saving throw results in the ship taking the normal 2d6 points of fire damage for the round.
A ship must take the “uncontrolled” action each round that its crew attempts to put out a fire, as they are not sailing the ship at this time.
Those who would like more detailed rules for fires, spreading flames, and fighting fires can use the system presented in the “Catastrophe!” article in Pathfinder Adventure Path #30: The Twice-Damned Prince.
Milksop smiles and says Fair enough...we shall bring our vessels together and...talk. With that he nods his head and four grapnels unwind themselves from the deck and lash out across the divide under their own power, quickly drawing your ships together in a matter of moments, their chains making a disturbing rattling sound. At the same time, the Satyr statue that was at the ships prow, detaches itself and stands, a musket like item in it's hands. The statue is well over 6' tall and powerfully built of some sort of dark hardwood.
Horatio:
You immediately recognize the weapon as a double hackbut
Knowledge Arcana DC 15:
The grapples are medium animated objects of the construct type.
Knowledge Arcana DC 22:
The creature is known as a Ship Sentinel. You can read the description of Ship Sentinel to get more information. This is a Variant known as a Ballista Marksman except instead of a ballista it's a firearm.
At the same time a spell seems to go off from nowhere as Milksop and an area around the wheel disappear from sight. An opaque dome now rests over the area.
Spellcraft DC 18:
Tiny Hut spell. Those within can see out, but outside can't see in.
These were readied actions fyi. You guys can take your first round actions.
Dhaavan casts a sacred summon monster 3, to call 3 Hellhounds from the infernal kennels
1d3 + 1 ⇒ (2) + 1 = 3 hounds appear just on the end of our ship at H9,12,&16 Burn their ship down
The hounds unleash torrents of fire lighting up the enemy ship
DC16 or 2d6 ⇒ (1, 6) = 7
DC16 or 2d6 ⇒ (3, 3) = 6
DC16 or 2d6 ⇒ (6, 5) = 11
And DC 17/13, DC 16/13, and DC 21/15 depending on wether they save versus fire damage and the ship catches fire.
Dhaavan then takes cover behind the stair.
I'm thinking I'm learning the lesson then premptive strikes are our friend. I'm getting on board with that
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:
I'm thinking I'm learning the lesson then premptive strikes are our friend. I'm getting on board with that
It's the only way to sail! :D
As soon as the ropes grapple, Amen-set takes a 5 Foot step to F:14 and formally casts Life Pact on:
Amen-set
Rain
Horatio
Dhaavan
Variel
She cannot see anyone else to cast it on; and she can only use it on 5 participants at this level.
Horatio's face breaks into a delighted grin.
He casts Cat's Grace on himself and then runs and use Acrobatics to Leap across to J:14...
Acrobatics Check with the 4 to Dexterity due to Cat's Grace 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
EDIT: Well, on the one hand I got a 17 which beats a DC of 10 + 2 for being a wet deck (DC of 12) but on the other hand it's a Natural 1... Well, I guess I'll see what happens next!
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
knowledge arcana 1d20 + 8 ⇒ (8) + 8 = 16
spellcraft 1d20 + 13 ⇒ (16) + 13 = 29
Not knowing what the creatures are Variel is not able to direct his companions in the best way of countering them. Still he knew what spell was cast to block their line of sight. Ingenious but not fool proof. It was a barrier to sight only and not spells.
Calling out to the others Variel lets them know of his plans. Target the satyr and claws. Dhaavan, I want their ship as a prize still. I am going after Milksop.
With that Variel hastens onto the opposing ship with his enhanced speed pulling the effort from within to move quicker than any would imagine.
swift action with mythic point spent for fleet charge: move up to my speed as a swift action and attack with a +1 bonus to hit at any point during the move bypassing DR. Combined with impossible speed that allows him to move 60 feet and gain a +12 to jump. I dropped Variel under the tiny hut but did not remove the hut. I still have 5 movement left if I am not in range of Milksop I will take it to get in range of him.
acrobatics to tumble past hand preventing AOO 1d20 + 10 ⇒ (7) + 10 = 17
acrobatics to jump across 1d20 + 10 + 12 ⇒ (10) + 10 + 12 = 32 +8 normally but effortless armor reduces armor check penalty by 2 and the enhanced speed is the extra +12
Arriving up on the top deck of the ship Variel drives his cutlass forward to impale 'Captain Milksop'.
Not nearly finished with the rogue captain Variel full attacks with his spell combat. You picked on the wrong ship Milksop. Surrender and call off you animated creatures or die.
F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
Spellcraft (DC 18):1d20 + 6 ⇒ (15) + 6 = 21
Rain called out to her allies, "Tiny Hut spell. Those within can see out; we can't see in."(Free action.)
As a move action, Rain called out to her companions, "As the Captain has instructed, all to attack the Satyr!"(Freebooter's Bane)
Lifting her hand to the magical pike on her back/against her shoulder, she touched it and cast Lead Blades.
As a swift action, she took on an animal aspect: BULL (+2 enhancement bonus to Strength.)
Move action: Activated Freebooter's Bane against the Satyr. All within 30 ft of Rain get +1 on weapon attack and damage against the Satyr. Activated before all moved and took their respective actions.
Standard Action: Cast Lead Blades on Magical Pike. Duration 4 mins
Swift Action: Animal Aspect: BULL. Duration all up 3 mins.
Saurian Shaman Druid 7/Hierophant 1 AC 18, touch 11, flat-footed 18 (+4 armor, +1 deflection, +3 shield) hp 5/68 (7d8+28) Fort +8, Ref +2, Will +9; +4 vs. fey and plant-targeted effects.
Anasrianna comes up out of the hold with Brightscale, running on air and they soar over to the enemies ship, sending panic through the opposing crew. She drops down next to the Satyr and a blade of fire springs forth from her hand.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Anasrianna wrote:
Anasrianna comes up out of the hold with Brightscale, running on air and they soar over to the enemies ship, sending panic through the opposing crew. She drops down next to the Satyr and a blade of fire springs forth from her hand.
Milksop takes a step back from you before turning on the spot and disappearing, but you catch sight of him immediately. He has teleported in some way to the top of the forward mast on the Dread Lady, somewhat hidden behind the billowing sails.
At the same time the Satyr lumbers (hahaha get it "lumbers".......I disgust myself :-( lol) forward and smashes into Ana.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Variel spies the elusive Milksop and vows to follow him. Casting fly Variel hurries to catch his target activating his shirt to get the extra movement needed to climb to the height of Milksop. I am coming for you. NO hiding or escape from me.
Standard: cast fly
Move action: 60 ft to get closer (depending on height I have enough to get to my current position)
if needed swift action to activate quick runner's shirt to get next to Milksop and threaten him as he cant take a 5ft step back from here.
Hahaha, trapped himself into a corner.
status:
spell effects in use
fly
effortless armor
shocking grasp on sword
2/5 mythic points used
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Horatio Activates Barbarian Rage and bounds up the stair to J:16 aid Ana and takes a shot at the Satyr with his flaming pistol –
Attack on Creature with the following bonuses: +1 for PBS; Freebooters Bane; Archeologist’s Luck; Magical Stuff and a -2 Via Deadly Aim (also, I think a +1 because it’s large; but that’s up to the GM; I didn’t add that in) 1d20 + 6 + 5 + 1 + 1 + 1 + 1 - 2 ⇒ (8) + 6 + 5 + 1 + 1 + 1 + 1 - 2 = 21
EDIT: Total of 21 to Hit (or 22, if I get the bonus for Large Size) EDIT: Total of 16 Damage and 2 Points of Fire Damage for a net of 18 Damage (not counting possible bonuses via Fire...
Amen-set casts Produce Flame as a Standard Action and uses her Move Action to move up next to Rain to G:20.
If she's on the quarterdeck I think it puts her adjacent to the enemy and it also means she's at an elevated position against enemies on the main decks of either ships...
That said; it's up to the rest of the gang. Good hunting! :)
Assuming Invisible Adular has hit the little hut area.... casting obscuring mist this round. I don't think it counts as an attack but even if he does he'll at least have concealment and still have made the attacks from there less likely :)
F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
Through their telepathic link, Rain advised Neko. //Keep at the Satyr.//It appears fire hurts it more, Rain mused but she lacked any spell or weapon that could deal fire damage to it.
Rain unfurled her wings, ensuring she did not strike Amen-set who now stood beside her.
Rain lifted herself up into the air 25 ft and then flew 15 ft across to I:20. From her position in the air (she's 25 ft up), Rain grabbed her magical pike from her back and commanded it extended to its full 20 feet length. (swift action) and with both hands on the pike, attacked the Satyr with a ferocity.
Two Handed Power Attack with magical pike, plus lead blades, plus Freebooter's Bane, plus Inspire Courage +1 to hit and damage:1d20 + 10 + 1 + 1 - 2 ⇒ (10) + 10 + 1 + 1 - 2 = 20 Damage, if hits:2d6 + 12 + 1 + 1 + 6 ⇒ (3, 5) + 12 + 1 + 1 + 6 = 28
Active Effects: Power Attack Mythic feat -2/+6, Lead Blades on Pike (4 mins), Freebooter's Bane +1 to hit and damage on Satyr, Jiro's Inspire Courage +1 to hit & damage, Animal Focus: Bull +2 to STR (2 mins). Fly Speed: 40ft. Full HP.
F Golden Cat Animal Companion 6 [HP:39/39| AC: 21, T 16, FF 15| F: +8 R: +11 W: +5/+4 vs enchantment| CMB +8, CMD 23 | Init: +6/+8, Perc: +5/+7
Hearing Rain's instruction via their link, Neko cast Magic Missile and lifting her paw, fired two missiles of magical energy at the Satyr on the other ship. (Range 140ft, 2 missiles, no savings throw, but spell resistance)
Force Damage:1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3(+1 for Freebooter's Bane) Force Damage:1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5(+1 for Freebooter's Bane)
(I don't believe Inspire Courage is added to Magic Missile damage, correct?)
Then Neko jumped across the space to the other ship.
Acrobatics to leap across to the other ship:1d20 + 17 ⇒ (9) + 17 = 26
Neko lands on L:16.
Standard action: Cast Magic Missile
Move action: Jumped to other ship.
Watching Rain unfurl her wings and fly across, Amen-set clenches her fist around the flame in her hand and lets the fire lick through her fingers as she lets out a cheer at the ferocity of Rain's assault.
That's all just a Free Action from Amen-set to offer some cheers for the team. Yay Team! :)
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Valeros Jaloksin wrote:
Once your nonlethal equals your current total hit points (note this is not max but current) you fall unconscious. When your nonlethal goes over your max hit points, any further nonlethal you take is then converted to lethal. But until you actually drop your "real" damage into the negatives, you're not bleeding out or anything. You're simply unconscious.
Example: So say you're at 8/10 and you have 7 nonlethal. Then you take 4 more nonlethal. You now have 10 nonlethal, your max hit point total, and the extra 1 nonlethal converts to regular so now you're at 7/10 regular hit points. You're not bleeding out as your "regular" hit points are still in the positive, you're simply knocked out. Now on the next round, let's say you take 9 points of nonlethal. These all convert to lethal which would drop you to -2/10 and you'd be bleeding out/dying.
Additionally, when you receive healing (like from CLW) you heal an equal number of nonlethal as you do lethal. So in the above example, let's say your at -2/10 with the 10 nonlethal. I cast CLW on you for 7. You're now at 5/10 with 3 nonlethal. Since your nonlethal is now lower than your current hit points, you're back awake and in the fight.
Hope this helps cause I have a feeling we'll be seeing a lot of these rules in the future.
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
Just wanted to put this out there for people who haven't seen/read it - it is a very useful and helpful guide to pbp gaming, esp. how to format posts and such - like ways to do things so you don't have to keep hitting 'reply' and posting lots of repetitive text, and using 3rd person instead of 1st person, and so on. I found it very helpful when I first started pbp gaming.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
To the GM:
1. This is a question, and it may be I’m misreading your action – but can a person make an attack (throw a punch) – take a move action – and leave themselves open for a “readied action”? You said that Maheem and Jape “threw punches”. At this point I am assuming that by “throw a punch” you meant that poetically – as neither of them rolled – even so; I may be wrong, and if I am – I would like to better understand the rules in this case. Namely: can you take an attack action – a move action – than a “readied action” after those two actions are taken?
2. You may have noticed my seeming disregard for what Valeros actually did, and what my character thinks is going on. This is because I am writing my character’s thoughts based on what he, Flynn, perceives.
At this point – I have no evidence that Valeros is a spell-caster, and I have plenty of circumstantial evidence to suggest he is up to something (he’s the only one of the pressed gang I didn’t recognize; he won’t speak to any of us, preferring to talk the pirates; he won’t even give us his name – and when we fight, he gives the pirates “orders” which they obey).
The point is – Out-of-Character I am completely aware of what’s going on with Valeros – but “In-Character” (including my thoughts, which I bother to post, just so I can write something), is another matter. In any case – that is something that our characters can RP out later, which I hope will not only be fun, but interesting.
Also – I saw Valeros say “Flee” – and, of course, the two remaining pirates did flee by coincidence, leaving Fipps standing around. Yes Fipps already took action this round and can’t flee to his next action – and yes he will flee next round on his turn – but, how the hell do I know any of that “In Game”? I don’t know enough about magic to know what’s what. This guy may be a priest, druid, or shaman – all of which I may have seen growing up (and certainly did see growing up), but without ranks in Spellcraft, and having no knowledge of his background, and as of now I have not seen any religious symbol on him – well, point is, as of now I will need to actually do some social RP with Valeros before I trust him.
That’s okay – it will be fun, and I’ll enjoy RPing it out with him later. It will give our characters something to talk about formally.
Also – I know Valeros doesn’t post on the weekends; I had assumed the combat would not move forward until Monday. I had also assumed you would see the post before Monday and may want to put something up for him, to let him know what is going on.
3. Okay – this last point is more of a question – please let me know the answer to it, as well as question 1, if you could – as I am trying to learn and I want to make sure we are on the same page.
While I love the battle map/excel sheet feature quite a bit (in fact, I had a player in another game suggest the same strategy to me, except my obvious lack of skill with computers prevented me from utilizing it – but it really does work very well) I wondered if it was possible to add something to the map. I know it may compromise things, but it would help me a lot.
Basically what I was hoping for is “conditions” and “HP”. We can write our character’s names on the map – it should be no trouble to add to it “3/9” to represent our current HP – or we could even have our own names on the left of the map (like you did with the villains) and have our name under a “Key” with their current HP, and any current conditions on them (via +1 to a Bless Spell an ally may have cast on us, but we ourselves may have forgotten, being ”Blinded” or ”Unconscious”). That way we can glance out our own “Key” and know what’s what.
That way if someone casts a spell on me and I missed reading it, I can glance at the “chart” and see my current condition or bonus – no matter who “boosted” my character’s advantage.
The other thing is – and this is the point about “Comprising the Game” – and you may or may not want to do this, but I hope you do:
As combat goes on and we do damage to an enemy, can we start seeing things like their AC, HP, and at least the current HP they lost? I am assuming you probably don’t want to give out private information on the NPC’s like that – but if a 14 misses, and a 15 hits – we would probably know that; which means that if I rolled a “Hit” – checked my “Preview Page” – saw that it was a “hit” – when I write the “Story Mode” for my damage, I’d write it properly and know that it was a successful hit.
Also – if the players could see each other’s current HP – and the villains current HP – especially as we are using “Group vs. Group” combat – it would help things a lot, I think, even if it did compromise secrets a bit.
In other words – if we knew a pirate had an AC of 14 and 9 HP, and Player 1 rolled his attack, saw he hit – and did 6 points of damage, and Player 2 did the same thing – Player 3 would not have their character attack the same pirate. They would not need to. Player 3 would know that the pirate was Hit and suffered more then 9 damage and is now unconscious or bleeding out. This would mean Player 3 could make their attack on a new Pirate – and we would not have to “ret-con” combat actions because we all attack the same guy.
Please let me know what you think of those ideas – specifically for battle. I thought about them a lot, and I think it would help things out quite a bit – especially when we are using “groups”. If we know if we hit or miss, and know if we put our man down or not – we won’t have the ret-con stuff and it also helps for the part when you want us to “write up descriptions of what we do”. I confess I hit “preview” before I post for grammar most of the time, but in combat, if I know I hit or miss, I try to adjust the post accordingly, as I know you like reading those details – and I like to write them :)
Okay – that’s just my humble requests/questions, as well as my clarification regarding my actions via Valeros and Jiro. Thanks for your patience.
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
I thought non-lethal and lethal don't stack to kill you - they are counted separately - so he should be at -x nonlethal and -y lethal , which should put him seriously unconscious but not dead... right? that is, x and y shouldn't stack to put him at dead. - unless he has like no con at all.
1. They didn't actually throw a punch. That was left over description from when I was going to have them stand and fight but due to aretta getting dropped they decided to move. So they moved and then jape readied which is allowable.
2. If that is how your character perceives it that's fine but if you have spent any time around spell casters you could theoretically have seen a similar effect. It would require a spellcraft roll but since you dont have it you are fine to think whatever your character would think.
3. I am trusting you guys to keep track of your hp and any status effects. I have enough keeping track of the npc's and such. To make things easier at the end of every one of your turns (i.e. you post your actions for the round) Put in a spoiler with Current AC, Current and Max HP, and any spells or effects that are currently in place for yourself. This way you only have to keep track of yourself and it will help me not accidentally deny you something you should have had or misread something.
I thought non-lethal and lethal don't stack to kill you - they are counted separately - so he should be at -x nonlethal and -y lethal , which should put him seriously unconscious but not dead... right? that is, x and y shouldn't stack to put him at dead. - unless he has like no con at all.
They don't. I screwed up in my calculations but the guy is still pretty damn close to dead. Even so...it probably wasn't the best idea to go lethal on them lol.
Oh, defiantly a bad idea, but that's Dhaavan for you. ;)
Dhaavan doesn't really have methods of combat, and he also kinda relies on having his summons do the damage for him. probably shouldn't have Acid-Orb-ed, but instead flanked and attacked Syl instead.
But oh well. Long as he don't get Keelhauled, i'm happy, even if Dhaavan isn't. =]
so right now we just waiting on Rain, then it's Syl who's done fleeing, and Fipps who is about to run away?
There's a cleric that would be willing to help me out, if she's got the spells. Dhaavan would also ask Horatio to take a look at the bleeder. But we'll see what happens after Rain goes. Making sure Maheem doesn't get up there first may be a good idea, tho.
I'd appreciate preventing witnesses from escaping?
I know that because it is PBP there is the tendency to give advice ooc and I understand that but let's try not to do that too much unless there are things like rule issues or clarifications or if you're just BSing.
If you want to give advice try and make sure it is on the boards in character. Like for instance Dhaavan could says something to the effect of Don't let the bastards escape! or something like that but with more originality and panache lol.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:
Horatio Flynn wrote:
** spoiler omitted **...
1. They didn't actually throw a punch. That was left over description from when I was going to have them stand and fight but due to aretta getting dropped they decided to move. So they moved and then jape readied which is allowable.
2. If that is how your character perceives it that's fine but if you have spent any time around spell casters you could theoretically have seen a similar effect. It would require a spellcraft roll but since you dont have it you are fine to think whatever your character would think.
3. I am trusting you guys to keep track of your hp and any status effects. I have enough keeping track of the npc's and such. To make things easier at the end of every one of your turns (i.e. you post your actions for the round) Put in a spoiler with Current AC, Current and Max HP, and any spells or effects that are currently in place for yourself. This way you only have to keep track of yourself and it will help me not accidentally deny you something you should have had or misread something.
To GM:
1. Yeah, I figured it was poetic license about them swinging punches - but it was just a rules clarification so I wanted to be sure.
2. My character would definitely perceive Valeros that way. For one thing, I have no ranks in Spellcraft, a class skill I can't use untrained. Maybe if I could use it on the fly like Perception, that would be one thing, but I can't. Sure, he may be a Cleric, I'd know about Cleric's as a kid growing up. But he has shown no holy symbol so I have no reason to think he is a cleric; and given my limited knowledge of magical power, among other observations - yeah, that's pretty much Flynn's opinion. If Valeros and I have a chance to social RP - that will likely change. But that's kind of up to him. I hope he does - I think that conversation could be fun. But we'll just have to see.
3. I can totally keep track of my HP - but I'd rather everyone else know what I got, if that's okay. If they see I have 2 HP out of 20 left after one hit - they may say "Um... on second thought - Flynn looks pretty messed up, I think I will actually rush over to "Heal" him with a potion or spell."
That's why I'd like to toss my status on the excel sheet you put up. I'd keep track of my own guy, for sure - but if other people saw his status, it may encourage them to do things for my guy that they wouldn't notice in a PbP game. Would it be okay if I had a small bar for my guy on the right of your excel sheet? If the answer is "no" - well, it's your game, I won't protest.
No problem and it wasn't anyone in particular. I just want to make sure it is out there. Again I have no problem with you all giving advice and such as long as it is from an in character perspective. This does not apply to things like rules clarifications or spell interpretations and the like. Those things feel free to discuss.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Hmmm...if it is 3 lasts for being late, would that be enough to kill Jape if he is that close to dead already? Pugg and Scourge could end up killing one of their own. Kind of ironic I think.
Hmmm...if it is 3 lasts for being late, would that be enough to kill Jape if he is that close to dead already? Pugg and Scourge could end up killing one of their own. Kind of ironic I think.
Remember lashes come at the end of the day and he will still probably be unconscious at that point due to the amount of damage he suffered.
Point of note: I am changing the ability damage you gain from the Rum to 1d3 wisdom damage instead of constitution damage. This was a recommendation by James Jacobs when issues were raised about the Rum. So from now on everything else about the rum is the same except replace the constitution damage from the rum itself to wisdom damage. Anyone who has taken con damage already please fix that and change it to wisdom. It makes more sense for you to go unconscious from lack of wisdom than to be dead from lack of con.
This does not change any of the rules for addiction or withdrawal should anyone fail the addiction save, only the effects of the rum itself.
We heal that damage 1 point every night we sleep, right?
So day 1, Dhaaven took 1 point of damage which healed that night.
Day 2 he drinks the rum, takes 2 wis damage, and heals 1
Day 3 he wakes up with Wis 9 as opposed to 10, right?
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
For our "task of the day" did you need a Con check for my second day as well as the Dex/Survival/Stealth Check - or was the Con check for another task?
For our "task of the day" did you need a Con check for my second day as well as the Dex/Survival/Stealth Check - or was the Con check for another task?
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
Does our unconscious (or worse) states mean we don't have to worry about drinking for one night? - or do we still have to deal with the rum? I am assuming it also means we don't get our night-time action as well - or is that still on the table?
correct no drinking and no night time action unless you dont want to sleep in which case you will be fatigued tomorrow but I will allow you to do a night action.
If we would get an hour in the morning to act, can we spend that hour tonight, to perform a heal check on Valeros, which takes one hour and not be fatigued?
Also, what kind of DC would a Kracken have to make a Tattoo?
That is fine for those of you that don't need to memorize spells but remember you need at least 15 minutes of meditation in order to get your slots back. I'm not really going to begrudge you 15 minutes though so it's fine.
For the tattoo basically just give me a roll and we'll determine how good of a job you did. Obviously higher is better.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
So I just saw this thread.
I was down to -3 - healed for 11 - so I should be at +8, correct?
If so - would the other 2 HP heal as lethal, or non-lethal? I am not too certain on how that would work in this case, though I do know what it would do normally.
Also - you said we can spend an hour on Valeros and not be fatigued. Is that equaling my "Nightly Action" - as I am awake after the heal spell would I have to do the Rum thing - sorry - I am a bit confused.
You know my intentions - just tell me if I can do what I want to do, and have a nightly action without chance of fatigue - or fit he Healing Check counts as fatigue, or whatever.
you heal 11 lethal, and 11 non-lethal at the same time. So with 10 HP, you get all your non-lethal healed cause you can only have 10, and 11 points of the lethal damage you had been dealt is healed as well.
you can do the heal check without getting fatigued, but we have 9 hours till wake-up. so you heal for an hour, sleep for 8, and wake up in time for Roll-call, but you miss the chance to be awake an extra hour and prepare your spells.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Well, I have no spells - so no worries there.
But Dhaavan - your whole premise is based on the assumption that we begin with 9 hours until we "wake up". We may actually have more time than that, or less - or you could be spot on.
If we would get an hour in the morning to act, can we spend that hour tonight, to perform a heal check on Valeros, which takes one hour and not be fatigued?
That is fine for those of you that don't need to memorize spells but remember you need at least 15 minutes of meditation in order to get your slots back. I'm not really going to begrudge you 15 minutes though so it's fine.
So unless i misread, The Great Immortal One said we could spend the hour doing the heal check, but then we won't have the hour before roll call in the morning, so no preparing spells.
He also said that taking a "Night Action" and rolling it would mean we don't get enough sleep, but due to the timeframe of the treatment, he said he'd give it to us.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:
DM Immortal wrote:
Dhaaavan wrote:
If we would get an hour in the morning to act, can we spend that hour tonight, to perform a heal check on Valeros, which takes one hour and not be fatigued?
That is fine for those of you that don't need to memorize spells but remember you need at least 15 minutes of meditation in order to get your slots back. I'm not really going to begrudge you 15 minutes though so it's fine.
So unless i misread, The Great Immortal One said we could spend the hour doing the heal check, but then we won't have the hour before roll call in the morning, so no preparing spells.
He also said that taking a "Night Action" and rolling it would mean we don't get enough sleep, but due to the timeframe of the treatment, he said he'd give it to us.
Thank you very much - I apparently missed that when I was reading things over.
F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
Apparently Dhaavan has Rain's stuff hidden in his locker. Can I have confirmation (from the DM) of what items of hers he has? This info will help with in game chatter and rp.Thank you kindly.
Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0
Are you kidding me with these Diplomacy rolls?! I better be criting every time in combat to off-set these abysmal performances. I'm gonna have the whole crew hating me in no time lol.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Immortal:
If Variel needs to get whipped again, would there by any benefit from casting shield at all? Trying to figure out if it could lessen the damage on me. I figure I would still need to get hit for the lashing to count. Something along the lines of reducing the damage by x amount. Either that or would prestidigitation combined with shield/Mage armor make it look like a lash was given even though I was never hit? This would have to be done with a stealth check to keep from being noticed of course. Just wondering your thoughts on the matter.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
GM: Please Clarify –
Okay – this is something that is very confusing for me. Basically - during conversations - I need to know where the rest of the crew is in the future and am looking to see what can be done about fixing this issue.
For example - all the talk about "possible mutiny being overheard" - well, Flynn is not stupid; he would not talk or say “mutinous” things in front of these pirates. This is becoming a constant difficulty for me because I simply do not have enough information on where these pirates are. For example – the first night everyone was on the main deck eating dinner; drinking and carousing. Night two I was below deck, down in the hull of the ship – working on Valeros. I presumed the rest of the crew (at least the NPC’s) would all be upstairs doing what they did before; drinking, eating, gambling and so on.
When I looked at the board today there seemed a general concern that my talk had somehow been overheard by the rest of the pirates when we were at least one deck below them (possibly two) and they were likely eating and suffering the “Rum” effects. If I could see any pirate in earshot – I would not have spoken. But it seems that we were all clustered together – us and the pirates.
According to a general Perception check the DC to hear a “Whispered Conversation” is base 15. Add a +1 to Perception for every 10 feet after the first; add +10 through a wall/deck, or a +5 through a closed door, +5 if creatures distracted (like eating or drinking). I mean – if these guys were on the deck above us (if not 2 decks) and at the bow while we were at the stern (for example) – that would generally be about a Perception base of 20 minimum (if they were directly above us listening through a closed door) – but more than likely they’d be farther away – eating and drinking (distracted).
If you figure they were about 30 feet away from us in a direct line on a diagonal then that would be a +2 to their DC, and if we were below decks that should be realistically a +10 for the thickness of the deck, and possibly +20 if there was 2 decks between us (though possibly less) – but the DC to overhear us from the main deck would probably be closer to a DC of 34-36, as I am reading the rules on Perception correctly.
I apologize for all this number crunching – but I really don’t see how we can have a quiet conversation below decks and have all the pirates overhear us; or be afraid that they could. I mean – if they can overhear us, they can. But I am trying to see why everyone is so worried about the pirates overhearing our conversation given all this distance.
If we are close to the pirates, that is different – but I honestly didn’t think we were. So – Mister GM – what can I do in the future to that this confusion is alleviated? Please let me know anything I can do – and I will do it. I thought as we were down below that this was moot – if it wasn’t – I will do what I can to rectify the situation.
AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10
I don't know about the others, but I assumed we could be overheard because we were below decks and the GM posted:
DM Quote:
"Opening your eyes you see that you are gathered in the lower deck. Sandara is kneeling in the middle of you all and looks up as you awaken. Shhhhh! She whispers. You must pretend you are still injured tonight. It would not go well for me if it was known I helped you beyond saving your lives. With that she turns without another word and heads back up the stairs towards the main deck. As you look around you see that Valeros is still not awake but does not look as if he is in any danger of dying.
Everyone gets 11 HP back. That should put everyone aside from Valeros back to full. Valeros is at -1 currently and will wake in the morning at 0 hp.
You begin to hear the crew start to come down the stairs and guess that it is late and time for bed.
If you decide to wait for morning to talk you will have about 1 hour before you are required on deck after you wake."
Please note the third paragraph in the spoiler. Hence the assumption the rest of the crew were there and could overhear our conversation.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Seijiro wrote:
I don't know about the others, but I assumed we could be overheard because we were below decks and the GM posted:
** spoiler omitted **
Please note the third paragraph in the spoiler. Hence the assumption the rest of the crew were there and could overhear our conversation.
True - but even then - we worked for a solid hour. If the crew was asleep all around us I would think I might have seen it - but if I'm wrong and they were asleep - the base DC still hops up to a +10 for being asleep. Also - I was still not clear if I would be doing a complicated hour long healing check procedure when I was surrounded by the crew.
I kind of assumed that they would be on one level - and we would be on another. Even if they were sleeping - I still didn't think I would be working on the same level - and certainly not 10 feet from their bunks.
Still - thank you for that post - I had missed one of the lines about them coming down earlier. If I had seen it, though - I would be more circumspect. Although I still was confused as I assumed they weren't on the same deck because I just assumed I would not do healing with so many people around.
My confusion was the issue. Also - in the future I shall be more clear.
I suppose that although Flynn is not stupid - it seems that I am the one who makes the mistakes :)
Seijiro is correct though and remember I set the DC's based upon circumstances that sometimes you aren't aware of.
For the first incident on deck for instance, you were having a conversation in the open, on deck, during mealtime...the time when the ENTIRE crew is on deck. I had Ratline warn you, and he did make his check to overhear you btw, so that you would be aware of your surroundings. The conversation you are having in the bilges is a perfect example of a better time to have a conversation like that. Not where everyone sleeps, or where everyone is eating.
I understand missing that line though but we'll just have to be more careful in the future as I am going to take you at what you write. I don't do retcon unless I make a mistake that is NOT in your favor. If I make a mistake IN your favor I will keep the mistake unless it screws the campaign plotlines. Like accidentally killing Harrigan or something would be retconned but accidentally killing Maheem I would not retcon.
If you have a question about setting, ask it. Or put something like "I make sure we are alone before saying..." or "I wait until the crew is sleeping soundly before whispering..." etc.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Fair enough.
Truly, it was my bad for assuming. In a play-by-post game details are important. It was my responsibility to thoroughly read the post - and my responsibility if I had doubts on our position to ask them - and, finally - my responsibility to be more direct in what my character does; including a more precise description.
I have been told my writing is good for dialogue - but often misses details on description. Very well - I shall try harder, and for now I can only hope that my words have not compromised my crew mates.
If so - I shall do what I can to fix the situation.
Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
As far as variels actions and responses to conversations being overheard and seen, I just assume that during the day we are a being watched by Plugg or scourge. It wouldn't make sense otherwise to have us work and be able to screw around the entire day. Yes we have some actions available to us, but those are done during breaks or actual attempts to skip out on our jobs. Even if it isn't Plugg or scourge watching us, any of the crew could be moving about the ship at any time during their duties. Take me for example, repairs is my duty yet I am going to different areas as I choose to do those repairs. Who is to say that Maheemnis not doing the same repairs with me today and I need to talk only when he is not around.
Fr these resins Variel has not mentioned much about the crew other than cautioning Dhaavan on the use of his magic and claiming weapons for Rain and others just now. You probably won't hear him talk along those lines for some time or participate in any conversations close to that topic. The reward is not worth the risk right now.
Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0
Yeah, unless called out by someone as being "private", like I did when speaking to Horatio in the evening, I assume that there is a risk of being overheard. If I've indicated to the GM that I am striving for privacy, then I try to post as such.
Passed out by Fishguts with the meal but is watched by Plugg and Scourge to make sure everyone gets their ration.
You haven't gotten much of a feel off of her, she seems to spend most of her time in her lab when she is not casting on deck for favorable winds and such.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
I was doing some double checking on “Sleight of Hand” – specifically to hide a weapon or piece of gear on your person.
According to what I read – although "Sleight of Hand” is a skill you can only used “Trained” – this does not apply to every instance. Specifically –
Untrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.
This means we should be able to hide something on ourselves without being noticed with a simple “Dexterity Check” verses an enemy’s “Perception Check”.
In addition to that certain objects can be held on our person easier then others.
Bonus to Hide Things: You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone "frisking" you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
This should mean that the majority of us could be able to at least hide a dagger or so on ourselves. Provided we keep it concealed and don’t wave it around – the enemy would have to make an active Perception check on us to notice it; or frisk us outright for weapons, which could also happen.
Question to the GM: I am assuming that pistol would fall under the category of an “Easily Concealed Ranged Weapon”. Also – does a “Frock Coat” count as “baggy clothing” for me hiding any weapons? While mine is heavily mended because of general wear and tear – it is the correct size of a Frock Coat. My character simply does not have the coin to purchase a new one, and I figured his skill a surgeon he could sew – if he can sew – he’d make sure his one fashionable piece of clothing doesn’t have holes in it.
Please let me know the answers to those questions when you get a chance – it will likely effect what I do with what gear I carry. Depending on your answers I may amend the list of items I have on my person.
Quick Note to All
You can also use a “Bluff” check to pass on secret notes to another character. The DC for passing on “Simple Messages” to another player is a 15 and a 20 for “Complex Messages”. Other creatures that are even close enough to be able to hear the message – assuming they speak the language – must still make a “Sense Motive” check to see if they can even understand what you said to your companion – in other words “Decipher” your secret message.
This should be able to help us considerably aboard ship with private conversations, I think. Remember, too – you can “Bluff” even if you don’t have ranks in it; it is a simple “Charisma” check.