DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


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Male Human Expert 1 Warrior 1

Discussion Thread now open.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Is there some chance in getting an animal companion on board during the adventure?


Male Human Expert 1 Warrior 1

Absolutely, will probably work better that way. PM me with what you are looking for, should be able to make it happen.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Hello everyone!


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

So far we have...

Arjun Srivastava
LE Male Vishkanya Ninja

Calah Riptide
N Female Undine Druid (Undine Adept)

Dimitrious Black
N Male Halfling Sorcerer (Umbral Shadow)

Doreen Makgree
CN Female Human Gunslinger (Buccaneer)

Kyranda
CN Female Human Cleric

Noro the Iron Maiden
CN Female Human Barbarian (Brutal Pugilist, Drunken Brute)

I certainly wasn't expecting my ninja to be the only lawful character in the group.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

hello, just to say hi.

to get an idea of Noro, she is specializes in dunken Muay Thai kickboxing. she has a short fuse sometimes (well alot of the time).

she does have a softer side, it just takes the right person to bring it out.

she has earned a couple of nicknames one that is most prevelant is "the Iron Maiden" on account she must have an iron liver to hold that much booze

her second and lesser known nick name (only someone that runs in the criminal underworld circles might know) --- I'll PM that name if you fit the bill to know.

Noro has lived in Port Peril for a few years having been born in Sandpoint.

she is a Tien/Varisian mix breed.


8-07 Map DungeonMaster

I too am going to be a sorcerer that will multiclass into a ranger.
CG aligned.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Time for introductions

I am a 40 something semi professional with a beautiful wife who is too good for me. We live in the San Francisco Bay Area.

As far as gaming, I started in 1981 that magical summer between 8th and 9th grade and played regulary for 17 years, until I decided that I was to old to be playing this game[/dumb decision]. I started up playing pathfinder about a year ago.

My character is going to focus on sniping in the dark with magic missiles and battlefield control/buff spells.

BTW@ DM Michael, what are your thoughts on intensified empowered MM, some DM's let it fly some don't?


8-07 Map DungeonMaster

I think we are suppose to give IC introductions, but you gave an out of character one, which i okay as well. Though you did you give your IC one as well, which I'm interested in seeing.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
DoubleGold wrote:
I think we are suppose to give IC introductions, but you gave an out of character one, which i okay as well. Though you did you give your IC one as well, which I'm interested in seeing.

Yeah I know but we are all going to be here awhile so what the hell.


Male Human Expert 1 Warrior 1

In real life:
I have spent the better part of the last four years at sea. I do not want to get into too much detail on a public board, but I enjoy role playing as well as all things nautical. I am in my late 20s and was first introduced to DND in High School. I have been involved in PFS since 2010. I have wanted to run this AP for a while now.

@Dimitrious, I would allow intensified empowered magic missile. The intensify would allow one extra missile at level 11 and two extra at level 13. Is that how you read it?


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
MichaelCullen wrote:

In real life:

I have spent the better part of the last four years at sea. I do not want to get into too much detail on a public board, but I enjoy role playing as well as all things nautical. I am in my late 20s and was first introduced to DND in High School. I have been involved in PFS since 2010. I have wanted to run this AP for a while now.

Ah a military man, I spent 4 years in the army myself

Quote:
@Dimitrious, I would allow intensified empowered magic missile. The intensify would allow one extra missile at level 11 and two extra at level 13. Is that how you read it?

Yes that's how I read it but I yield to whatever the DM decides, I am not into arguing rules.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

What is everyone good at doing?

Names are listed beside each skill beginning with the highest modifier. Highlighted skills have no ranks invested by party members, and the highest natural modifier is listed if the skill is usable untrained.

SOCIAL SKILLS
Bluff - Kyranda8, Dimitrious7
Diplomacy - Dimitrious8, Kyranda8, Doreen7, Calah6
Intimidate - Arjun7, Dimitrious7, Noro4
Knowledge (local) -
Knowledge (nobility) -
Sense Motive - Calah3

STEALTH/MOVEMENT
Acrobatics - Doreen9, Arjun8, Noro5, Calah2
Climb - Doreen8
Fly - Dimitrious7
Ride - But it's not that important for pirates anyway...
Stealth - Dimitrious11, Arjun10, Kyranda3
Swim - Calah15, Arjun5, Doreen4

UTILITY
Appraise - Dimitrious3
Disable Device - Arjun4
Handle Animal - Calah5
Heal - Calah3
Knowledge (arcana) - Dimitrious3
Knowledge (dungeoneering) -
Knowledge (history) -
Knowledge (nature) - Calah3
Knowledge (religion) - Kyranda5
Knowledege (planar) -
Perception - Calah7, Arjun5, Dimitrious5, Doreen4, Noro4
Perform - Doreen7, Calah2
Profession (sailor) - Calah7, Arjun4, Doreen4, Dimitrious(???)3
Sleight of Hand - Arjun8
Spellcraft - Kyranda5, Dimitrious3
Survival - Calah9, Noro4
Use Magic Device - Dimitrious7

CRAFTING
Alchemy - Noro(tattoo)5, Arjun(alchemy)4, Dimitrious(???)3

Dimitrious - You do not have specifiers listed for your Craft and Profession skills.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Crafting: I do not plan on doing any, but I will put wands down

Profession: Scout/Spy


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

I have some skill changes for noro I ported her from another game and still needs editing


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Calah will get some Knowledge nature and geography at lvl 2 and a bit of climb and acrobatics so she does not fall down whenever there is a storm.
She also has profession cook in case we get hungry ;).

With her spells she can offer some control, she can do ranged trips, disarms and bull rushes with her hydraulic push. Her pet later on will be able to add some damage.

At level two she becomes a full aquatic creature with amphibious quality so she is well versed underwater.

Wild shape won't come in till level 6 due to archetype

With her skills and natural mods she would probably be the best one to control the boat should that ever be necessary. High profession sailor, high survival/knowledge nature/perception to avoid difficult weather/streams.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Dimitrious - Craft skills are designated by material media, not finished product. Instead of wands, you would probably indicate Craft (woodworking).

Calah - Oh, believe me, an aquatic character in this campaign is a godsend. If we encounter an enemy ship, you can swim underneath them and cast warp wood on their hull. Or glue a feather token (anchor) to their hull. Or use an adamantine dagger to cut their anchor chain. Or...


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Is shadowfox joining us as well?
A watersinger addition might be fun, but then we have two undines and 7 players.

Might be useful if someone can repair the ship with profession engineer/woodcutter (whatever is needed)
or build siege weapons with craft siegeweapon


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

I will go with Woodcutter


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Might be engineer though, I'm not sure what it takes.

I know druid spells can help some repairs, but not all. Especially if we want to add more cool stuff to our pirate ship later on ;).


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

done editing, Noro should be complete now with proper skill allocation.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Took some sense motive instead of acrobatics. Will be more useful for the party with all them lying pirates about ;)


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

All'a very bestest Noro! (^_^) *Waves*


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

ahh sunny I likes it when you be around.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Hey! Ye be sayin' about goin' through a tough patch. Bein' me friendliest an' doin' me best by offerin' a electronical shoulder fer y'self. (^_^)

*Hugz* Noro (^_^)


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

alright, alright, now get off of me before I wring yer neck ya little tramp... ;P


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Giggles* (^_^)

Was a 'Tramp'? Izzat some kind'a shell fish? *Scratches head all puzzled, like*

*Bounces up and down* Oh! I know it's a FISH! (^_^)


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Is sunny joining us on our merry band?


Male Human Expert 1 Warrior 1

If sunny would like.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Will be out all day

Will post tonight

Rule of 2 is OK as. Long as I can still bank some heads once in a while


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

What timezone is everyone on btw? I am on GMT+1


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

*Waves to sunny/captain andoran*

I am in US/Pacific Time Zone it is 7:20 am at the time of this post


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Eastern Standard Time (UTC-5)

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Eastern time


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

I be livin' in Australia.

G'day mate! (^_^)

East coast of said continent, actually.

Very much wishing every one all the best.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Hello all almost home will catch up and give update of status regarding wife hospitalization

Also east coast us time zone


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Hey man, don't sweat it it, I hope she is doing alright


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Take care Noro.

Michael, how much of this are we going to do via PMs? Maybe its usefull if we can coordinate evening tasks


Male Human Expert 1 Warrior 1

We did the first night as PM but I think it will be easier to coordinate these things in the gameplay thread. So for following days we I will coordinate through the gameplay thread and only pass stuff I want to stay hidden in PM.


Human (chelaxian) Vigilante 1 / HP 11 of 11 / F+2 R+5 W+2 / AC 17.13.14 / Init. +3 / Perc +4

Good, I'd rather keep the bulk of the game in the gameplay thread too.
Mind if I post my first night there?


Male Human Expert 1 Warrior 1

Would prefer first night via PM so I can keep it all strait.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Mysterious roll.... 1d20 + 8 ⇒ (16) + 8 = 24


Human (chelaxian) Vigilante 1 / HP 11 of 11 / F+2 R+5 W+2 / AC 17.13.14 / Init. +3 / Perc +4

Will there be a combat map?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Here be a test post fer tha' character wokrin' out an' stuffs! (^_^)

Gettin' things done as quick as I can be.

Gon'a be editin' an' pastin' an' arraingin' things. Will try an' keep things squared away, but if'n I jumble anythin' up, let me know, okeys?

*Hugz Noro* (^_^)

Very much cheers ta' all!


Male Human Expert 1 Warrior 1

There will be combat maps later but not for this combat.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Another unarmed combat fighter? Seems like all the good weapons will go to the ninja and Doreen then ;).


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Even then, Arjun is planning on picking up TWF, so anything other than daggers/kukris and shortswords/wakizashis would not interest him.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

I can be usin' swords an' stuffs too. (^_^)

Jus'... I like ta' be versatile in me approach ta' things, ye ken? (^_~)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Dang it!

Sorry fer not bein' able ta' find th'a listin's fer whut can be done at night.

Linky? Pointers? Second on'a left kind'a thingy?

Much cheers ta' all. (^_^)


Male Human Expert 1 Warrior 1

Sunny, some suggested night actions:

Entertain the Crew, tonight's activities include arm wrestling and story telling, if you have something more entertaining or less mundane, they will be happy to see it.

Go Exploring: There are many places to check out aboard, not all of them you are allowed in, but will that stop you? Maybe just don't get caught. Places that you can explore include Captain's storage, Middle Hold, Quartermaster's and Cook's cabin, Galley, Quartermaster's store, lower hold and crew's berthing, Officer's Stateroom and Captain's Cabin. (Forewarning, if it seems like a bad idea, it might be.)

Gamble: You don't have much to gamble with yet but you may attempt some games of chance.

Thievery: Attempt to gather supplies or coin from those around you.

Go to bed: Just as it seems.

Something else: If you have a good idea, do it.

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