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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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:
Apologies for the delay in posting. Real life has a way of getting in the way. This is the last fight of the race.

No worries we understand your job is much more important than a PbP game


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'

Can I have the turtle go behind our ship and swim letting the wave push us forward so as not to tire him out as much? Can I make Webs into sails for more speed?


Male Human Expert 1 Warrior 1

I love the Idea of web into sails, especially with 10 minuets per level duration. It would last long enough to have an effect.

As for the turtle, I don't think it would be capable of keeping you guys in its bow wave. I think it would simply end up pushing you. So that leaves you with either letting the dragon turtle free and having it race in front of the other boat to cut it off, or keeping it with you in case the wind dies down. Right now with the wind it is not helping very much.


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'
Master of Gales wrote:
The Free Captains’ Regatta is a nautical race, not a battle or an opportunity to avenge past slights. I will be monitoring the race, and any ship caught attacking or unduly interfering with another competing vessel will be disqualified, or if necessary, sunk. Nature itself will be the most dangerous enemy each contender will face.

Wouldn't having the turtle mess with the other ship constitute interfering...I don't want to get sunk.

EDIT: I'm no rules lawyer but technically our ship isn't interfering with another vessel, if the dragon turtle feel the need to ram their ship who am I to argue


Male Human Expert 1 Warrior 1

The real question is who would know... It is not what you do that gets you in trouble, its what you get caught doing.


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'

Well he did say he would be watching, but I'm all for ramming Harrigan


I am very happy for the DM to illustrate Sunny's ideas with a post. (^_~)


Male Human Expert 1 Warrior 1

End of the book.
I am open to continuing but the pace may remain a little slow. I am working full time, getting my masters and getting married next month. Real life is a bit busy. I enjoy you guys so I don't mind continuing but the pace may remain a bit slow. Thoughts?


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 don't mind the slower pace. You still gonna do the PFS credit?


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'
DM wrote:
I am working full time, getting my masters and getting married next month.

That's it, what a slacker 8>). Seriously though, The pace is fine. My goal is to finish what I started. Any thoughts on recruiting a player or two?

If I remember correctly we are giving 10% to the crew so that leaves us with 2,333 gp each.


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

Yes please keep going!

You're doing a wonderful thing as DMing. :)

Indeed/also, should we want/think we need more people to add to the fun then, yah, now would seem to e the time.

Wishing every one all the very best.

(^_^)


Male Human Expert 1 Warrior 1

Yup PFS credit will be given out. Send me a PM with the number you want it applied to as well as a good email.

As far as recruiting, I am open to either allowing you to invite friends or set up a recruitment thread. Your choice.


Male Human Expert 1 Warrior 1

With the conclusion of the adventure you should all be level 8.


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'

HP: 1d6 + 1 ⇒ (1) + 1 = 2


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'
DM wrote:
As far as recruiting, I am open to either allowing you to invite friends or set up a recruitment thread. Your choice.

I don't have anyone I can think of to join all I know is we need like two more. Divine caster would be pretty awesome.

All ready to go

Does Make Whole:Greater work for repairing ships? cause that would be my first choice to go with


Male Human Expert 1 Warrior 1

Yes make whole (greater) is one of the few spells that can repair a ship in a timely fashion. It would be an excellent choice. It is even fast enough to save a "sinking" ship, one that is reduced to below 0 HP.


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 also am in favor of recruiting two more, I can ask my other games


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

'Sooooo....

Noro said there was a few openings in here, and I haven't gotten a chance to play on the same side of the screen as the fiesty tien. I have an idea for a swashbuckling ulfen rogue, but I wanted to see if it was first come first serve or if there was going to be a battle royale or if we were picking names out of a hat.

Also hope it wasn't too presumptuous of me to post here. :*


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/-

Ahhh yeah, I have some bites form one of my other games...


*Sidles up and attempts a nibble on the Noro...*


I also got told about some openings, and I play in a few games with Noro.


Male Human Expert 1 Warrior 1

I don't think we need to do a battle royale. I am open to taking 2-3 new players. If you are interested post your character here in the discussion thread. We are at a logical point to have some new experienced crew members join the party. A ally (as pirates go) ship was sunk and their crew has volunteered to join yours. New party members could have been former crew members of the Albatross.

Any character concept is welcome but we are in dire need of a divine caster. If we don't get one I will continue to adjust encounters and loot to fit the party. (Swashbuckling Ulfen rogues are perfectly welcome too).


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

(^_^)

*Waves*


I was looking at either playing a kraken caller Druid or maybe an oracle if we're in more need.


Male Human Expert 1 Warrior 1

Either one could fill the role of divine caster (Kraken caller Druid sounds very flavorful, certain oracles as well).


The kraken caller is a Besmaran Druid that is more pirate focused and can grow tentacles.


Male Human Expert 1 Warrior 1

I was reading up on it. It looks cool and you can gain reach with the tentacles wich is nice.


And you get a bonus on Swim, Climb, as well as dirty trick. I'm wondering if dirty trick is a decent combat maneuver for this sort of character.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

No gear yet, and nothing's really final, so any suggestions are welcome. The idea is someone that is handy in a fight, but also has a thing for robbing people of their dignity while robbing them in the middle of a fight.

Angus Alehammer:

Angus Alehammer
Human (Ulfen) fighter 2/rogue 6
CN Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 60 (8 HD; 6d8+2d10+14)
Fort +6, Ref +7, Will +3 (+1 vs. fear)
Defensive Abilities evasion, trap sense +2, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +9/+4 (1d3+3 nonlethal)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +9 (+11 dirty trick, +11 steal); CMD 22 (24 vs. dirty trick, 24 vs. steal)
Feats Combat Expertise, Deft Hands, Dodge, Improved Dirty Trick[APG], Improved Steal[APG], Power Attack, Stealthy, Weapon Focus (greatsword)
Traits besmara's blessing, fast-talker
Skills Acrobatics +10, Bluff +11, Climb +10, Diplomacy +7, Disable Device +15, Escape Artist +4, Intimidate +9, Knowledge (local) +7, Perception +9, Perform (comedy) +7, Perform (dance) +7, Perform (sing) +8, Profession (cook) +6, Profession (sailor) +9, Sense Motive +9, Sleight of Hand +13, Stealth +14, Swim +11
Languages Aquan, Common, Skald
SQ rogue talents (fast stealth, strong stroke[UC], weapon training), trapfinding +3
Other Gear 33,000 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Steal You don't provoke attacks of opportunity when stealing.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Strong Stroke (Ex) Roll twice for Swim checks (take high).
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


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 be on vacation from sunday till friday


Male Human Expert 1 Warrior 1

Angus looks good. You will be able to flesh him out with wealth appropriate for an 8th level PC.


I'm gonna spend tomorrow working on the kraken caller, but if it's alright, I'd like to have his companion be a snapping turtle. I'm building it sort of as what stands in the way between the Druid and his enemies.

I just have to determine the best route of how to make this character work and utilize his features the best. I will definitely figure it out though.


Ok, so I'm going for a gnome Druid (kraken caller) with a snapping turtle companion. Plenty of good opportunities for making use of dirty trick. I am wondering if item creation feats would be allowed or suggestable? I know in some runnings of the game, there is a lot of down time.


Male Human Expert 1 Warrior 1

Item creation is fine. There is more built in time for that sort of endeavor in this game vice others. Time spent sailing from one location to another can be used for crafting. Terrible weather may increase the DC of the checks.


Another question I have is what slots would a snapping turtle have for magic items?


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/-
ShadowyFox wrote:
Another question I have is what slots would a snapping turtle have for magic items?

depends if it is a mutant or not.

@GM..
I think I sent you my PFS info....


HP: 10/10 | AC: 16/16/12 | F +2, R +6, W +2 | Per:+6, Init: +4, Drinks: 0 :(

And Angus is ready for review.

Don't worry, he's not going to plot a mutiny. He might be a bit snarky though. ;)


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

Ooooo, ye got'a be watchin' out fer snarks!

Nasty, pointy teeths they got.

(>_>)

(<_<)

Um.... is a wrong word agin. .... in it?


HP: 10/10 | AC: 16/16/12 | F +2, R +6, W +2 | Per:+6, Init: +4, Drinks: 0 :(

"Aye, but snark sharks be e'en worse than normal sharks. Ken ye imagine gettin' insulted while they circle ye? Saw it happen once to an ol' salt that'd gone o'er board."

Did I mention that he also likes to spin tall tales? :)


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

*A certain tanned Elf's large blue eye grow wider in wonder and amazment at Master Alehammer's words of wisdom and experiances.*


Male Human Expert 1 Warrior 1
ShadowyFox wrote:
Another question I have is what slots would a snapping turtle have for magic items?

Consults animal archive

Snapping turtles have "Armor, eyes, headband,
neck, shoulders, wrist" slots.

Noro, I got your PM. I don't know why it did not give me a red flag. I will get it out to you today.


Male Human Expert 1 Warrior 1

Suny, I am fine with retraining as long as you can find a mentor. The former captain of the Albatross, Sip Gladston, has leadership and is joining your crew at least until he garners enough loot for a new ship. Was there anything besides the leadership feat you were after? Because he is stuck on board with you so he should be able to help retrain your feat. The standard cost is 10x5(number of days)x8(level)= 400 gold.


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

Aye, sounds fair an' fun!

Tha' other ship we've come across should be able ta' get bods aboard an' such.

Lookin' forwards ta' helpin' Captain Noro with things. (^_^)

Suny's contribution to the ship's armory => Hatra ballista


Male Human Expert 1 Warrior 1

Looks like UE just got updated including a few of the food items. The link should still work. Honestly, I am not to worried whether the price of goods is pre or post errata. I would like to have a general idea of what you are brining. Also if you are bringing any construction gear beyond the normal found on your ship for repairs, let me know. You will have a crew of 40 with the addition of the former Albatross sailors. If you intend on bringing any specialist along let me know as well. (Carpenters, cooks, entertainment, stone mason ect. )


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/-

what skills does the captain of the Albatross bring?


I'm getting this druid finished up. My biggest problem is getting the attributes arranged. If anyone could give me advice (or help) in that area, I'd be VERY appreciative.


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'

SF: What attributes are you talking about

How would one reinforce the front of our ship to make it a ramming beast, is that a ram siege engine


Gnome Druid (Kraken Caller) 8

DB: Things like Strength, Dexterity, etc. I've only done one other druid, so getting the stats right are a bit of my struggling point. Always have been. I know I'm using Agile Maneuvers to make the dirty trick use Dexterity instead of Strength, since I'm size small.


Male Human Expert 1 Warrior 1

Sip Gladston (Former captain of the Albatross) is a well respected mariner. He has been sailing most his life and brings with him the skill set of a proficient mariner. Expect him to help with navigation and seamanship. He is also respected by most of the pirate lords, not as an equal but as at least a competent mariner. He knows a few of them well and may be able to help influence them.

I don't want to get into the meta gaming of it, but he will be useful in these areas.


Male Human Expert 1 Warrior 1

As a general rule, in PF a Druid can either be a strong martial or a strong caster, but not both. Treantmonk did a decent guide (LINK), it does not perfectly match your situation but it does make good points.

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