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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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

cool, now we are setting sail, hopefully and Jax can be more active again.


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

Is there an official list of different roles?


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

At work.

Am workin' on it! (^_^)


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

So, here's some quick and dirty info I've copied from a couple of handy books.

Crew positions/Ranks:

Captain: Commands the vessel and crew.
Ship's Master: Sailing Master. Runs the boat's general duties on a day to day basis.
Bosun: Responsible for the ship's ropes, cables, anchors, sails, rigging and flags.
Master Gunner: Oversees cannons, powder and advises helmsman in times of battle.
Master-at-arms: Trains general crew for combat. Controls armory (Store, supply and quality of general ship's small arms.
Quartermaster: Sees to the stowage of food, supplies, 'general' gear, rum. Organizes watch rosters/rotations. Sees to the fair and proper division of spoils.
Carpenter: Maintains/repairs ship's hull, decks, masts, spars etc.
Ship's Pilot: Navigation. Oversees the manning of the helm. Maintaining course and navigation.
'Mates': Generally 'second in line' in the various departments (Carpenter’s mate for example)
Sailors: The general crew who do most of the work aboard ship during the carious shifts.
Swabs: Young or inexperienced crew. Also where those who are maimed and wounded are relegated to.
Cabin boys/Powder monkeys: Youths (Very young) working as servants, running messages and, in times of battle, carrying powder charges to the guns from the ship's magazine.

Other crew positions;

Captain's clerk. Steward. Yeomen of the sheets. Trumpeter. Midshipmen (Trainee officers) Quarter gunners (Being in charge of four guns and their crews) Cook. Surgeon. Armorer (Note, this person maintains the ship's small arms but did NOT teach the crew on how to use them. This was the Arm's Master's task) Captain of Marines (A dedicated officer who over saw the daily duties of any dedicated ship's troops (Fighting men who did not do any work other than prepare for combat an engage in such as well as maintained ship's security)

Gun Crew:

Generally each gun is/was manned by a six man crew who's positions were simply known by their number.

Gun crew number 1; Gun Captain; Primed, aimed(Fine tuned) and fired the gun.
Gun crew number 2; Turned, raised and generally 'aimed' by large physical movements of the gun barrel(Under direction of No1).
Gun crew number 3; Loaded the gun with powder, 'wads' and the required/ordered shot.
Gun crew number 4; Damped down the barrel after firing. 'Reemed' the barrel to remove spent powder, wadding and generally trying to clear away the previous shot while removing the chance of any remaining, smouldering powder or material re-igniting and making sure the barrel was clear for the next loading.
Gun crew number 5; Helped move the gun carriage and shifted ammunition from the 'Shot garlands' and nearby storage to the barrel.
Gun crew number 6; The 'Powder monkey'. Generally a youth or other nimble crew person who brought the powder charge from the magazine to the gun.

*Note: I know some one who actually owns and fires a cannon. Shall try and find images at least of said gun. :)

Historically the 'Golden age' of Piracy in real life was between the general years of 1660 till about 1730. Almost a hundred years.

Of note... one of the reasons Edward Teach was such a feared and notorious Pirate is that at one stage he commanded one of the most powerful ships in the Caribbean. The “Queen Ann's revenge”... a captured 'rayzeed' Spanish slave galleon of some 300 tons displacement and carried 40 guns.

*'Rayzeed' is where the top one or two decks of a large ship are literally removed. The result is a ship which has less space for carrying guns. But it rides higher in the water and is generally more sea worthy ( Though much care must be taken in re-arming said vessel in regards to maintaining its center of mass) This also allows for the lower gun ports to be opened in rougher weather.

Hope that's a start fer things. (^_^)


Male Human Expert 1 Warrior 1

That's quite a bit of research, I will add that during the age of sail watches were generally stood in two or port and starboard. That is to say there were two watch teams. They would rotate every four hours. This did not afford much of an opportunity to sleep, on modern ships if port and starboard watches are required they are usually done in either 6, 12 or five and seven hour shifts to afford a larger block of time for rest.

On another note I do need the final word on where we are sailing to so I can get us moving along again.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

I believe the general concensus is Uchinawa islands :)

-Posted with Wayfinder


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
Rachel Riptide wrote:
I believe the general consensus is Uchinawa islands :)

Aye! Aye! Cap'n! (^_^)


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

To Ushinawa!

I believe Arjun would make a good bosun.


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'

Good Stuff Suny.

Gunnery Sergeant black reporting for duty


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
Dimitrious Black wrote:
Good Stuff Suny.

Thank'e every one! (^_^)

Dimitrious Black wrote:
Gunnery Sergeant black reporting for duty

That be Gunnery Captain Dim Black, me boy-o. :P

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

For positions on ship as gunboy or captain or whatnot, just put me somewhere.


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, I am still here, lots going on right now... having issues with health insurance I don't have $15,000 for these bills that they are supposed to pay.

and my company is changing health care providers in October, so I have been trying to find out information if I have to change doctors or what.

not even sure if I will have the same coverage or not.

gotta love American health care system... :(


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/-

Agreed on the research Sunny, good info..

I'm afraid My Navy days consisted of Submarine service. so the sails had an entirely different purpose.

I was a Machinist mate and worked in the engine room.

Noro will take any position, she is fine if she is just a swab, as long as she feels at home.


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

*Hugz Noro* Very sorry ta' be hearin' about yer plight. :(

Rilly am wishin' all'a very best.

Am sure Noro's physical-ity fitness will be a boon ta every one! (^_^)

As all ways wishin' every one all'a very besest!

Silver Crusade

Male Human 10 Manager/20 BBQer
Noro the iron maiden wrote:

Hello all, I am still here, lots going on right now... having issues with health insurance I don't have $15,000 for these bills that they are supposed to pay.

and my company is changing health care providers in October, so I have been trying to find out information if I have to change doctors or what.

not even sure if I will have the same coverage or not.

gotta love American health care system... :(

That sucks, I went through a change of insurance fiasco in may, luckily I still have my doctor and dentist. Good luck hopefully everything will work out for the best.


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

Sucks Noro, hope everything will be all right.

The coming three weeks I will be traveling as part of a vacation (will tell where afterwards). Suffice to say my posting rate might slow down a little as I will only have my mobile with me and I thus can't do level up stuff very well. I will stay in motels which often have free wifi so to the best of my ability I will try not to hold people back, but please do not be afraid to gmpc me. Apologies for the inconvenience.
Cheers.


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'

Yikes, those were some ugly rolls


Male Human Expert 1 Warrior 1

Yeah, I wish my dice would get that hot when I'm playing.


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'

You and me both, BTW was that the end of rd 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'

Ok 1 enemy left unentangled, so when we board shall we light the webs up and let the beatsticks go work?


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

At work.

If we light the webs, will it possibly spread/damage the boat?

Much cheers to all.


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 am not sure, I would assume a web burns really fast so not enough burn time to light waterlogged wood on fire?


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

At work.

Aye.... ecept there's also tar and rigging and canvas and stuff. Not to point out that most boats are only 'Waterlogged' after they've been sunk/left to rot etc. A sea worthy vessel is much more likely to be dry and hale timbers....

Awaiting DM's input.

Much cheers to all. (^_^)


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Better board and clobber, wouldn't want to burn our booty :p

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

The chances of the burning webs catching the hull and deck of the ship on fire is low, but they may light the rigging and sails. There would be percentile die involved. If no one put it out a rigging and sail fire could spread.


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 vote for not burning our booty! :)

Much cheers to all.


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/-

just a note some of my post may be rather short.

I am in extreme pain everytime I type..looks like Carpal Tunnel.

I see a doctor tomorrow, but last night I was DMing a PFS game and I was in such pain that i even avoided rolling dice every chance I could.

I lay in bed wondering if I should go to the ER for pain killers, or something.

little better today...hope to get better and will probably need surgury


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

*Gentle hugz* :(

Wishing all the very best for a quick and speedy recovery.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

That socks noro :(. What about using wayfinder on your smartphone?

-Posted with Wayfinder


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'

1.Damn Noro that sucks, I would go to the doctor.

2.Are we not going to be taking prisoners?

3. Cannon suggestion, Perhaps we should focus more on the cannon disabling/destoying ships as opposed to worrying about hitting individuals. Maybe on a crit it damages individuals, unless of course there is flechette rounds available turning our cannon into a big shotgun.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

We can take the ones who dropped their weapons prisoner. Those who continue to fight are too stupid to join us :p

-Posted with Wayfinder

Sczarni

Female Human 5th Cleric

So as of Friday I will be able to post again, I will have my computer back on line after the move and everything so I should be able to post again starting then for sure ( I'll try to keep everyone updated if something goes on, but I have time at work this morning to post this at least )


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

I would suggest a thorough vetting process, followed by a choice to join the crew or be set adrift in a dinghy. Prisoners without the necessary motivation or skills would, by default, be set adrift.


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

We can sail both ships? :/

I... don't think we have the crew for that right now....

Happy to be shown wrong an' keep all'a swag an' stuffs... but running two ships? That's gon'a be hard. Jus', y'know, sayin'...

Wishin' every one all'a very bestest! (^_^)


Male Human Expert 1 Warrior 1

With just the crew you brought you would be undermanned with two ships. Let me work out the exacts of crew size. I think at this point I need to. Suffice it to say if you want to sail their ship somewhere you will need most of them or risk being undermanned.


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

**crickets**


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/-

sorry, I'm a little "tied up" at the moment....grumble...grumble...grumble....stinkin webs...grumble....grumble....grumble


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:Could we maybe fast forward 40 minutes


Male Human Expert 1 Warrior 1

Sure, sorry a lot came up at work, I am back. I will try to be better about at least giving yall a heads up.


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

So.. tha' plan be ta' tow our prize ta' nearest port an' make lots o' shine.

Then, buy stuffs ta' get all 'Guile' like (As in lots o' Rum an' supplies an' stuff) back at tha' island.

Yes?

Much cheers ta' all! (^_^)


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/-

ok I forgot how did Noro end up with those gems? were they gifts from some secret admirers? i wonder who would be so kind.. winks at jax.

Edit never mind I found the post. and unless someone asked she probably forgot all about them , so they are still tucked away in a pouch among her things.


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 that's 10,184gp divided by 7 (Suny, Arjun, Calah, Dimitrious, Jax, Kyranda, Noro) for a total of 1454.86gp each.


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

Arjun stakes out the entrance to an upscale restaurant, watching and waiting for rich-looking clientele to approach.

Perception 1d20 + 8 ⇒ (10) + 8 = 18 to pick out the richest customers.

He then approaches them, holding a small scrap of paper in his hand and reading intently as though trying to follow directions down the street. He 'accidentally' bumps into them and tries to pick their pockets of coin-purses and money pouches.

Let's try doing this twice and see how far I get.
Sleight of Hand 1d20 + 12 ⇒ (18) + 12 = 30
Sleight of Hand 1d20 + 12 ⇒ (18) + 12 = 30


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

In other news...

Arjun moves the fully-stocked alchemist laboratory onto the ship. If anyone has any requests, he would be happy to whip up a few alchemical items.


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'

If possible I would like to purchase a cloak of elvenkind...you know because my stealth isn't quite up to par 8>)


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/-

Noro is looking for +1 brawling chin shirt (equivelant +2 armor)


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

*Hugz Noro* Hopin' yer malady be gettin' soothed.

Best wishes ta' all. 3 or so hours till I can post.


Male Human Expert 1 Warrior 1

So as far as purchasing items, that’s not really an issue. If you would like to do it via discussion thread just pay the gold and put the item on your sheet. If you want to role play it post it in the gameplay thread.


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

Gold Calah:
1419 + 500 winnings betting + 1454.86 = 3373.86 gold

I'm gonna save it for bigger stuff. Don't really need much on Calah and companion is equipped well enough as he is.

Will get a wand of CLW for 750 so it's at 2623.86 now.

Also, nice Arjun. Hope you can make us some gunpowder :D


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/-

so about our cash I want to be sure we all got 1419 gold?

also the gems Noro found.. she didn't sell them, but she didn't put them in the kitty so they are still around (Noro just forgot about them)

if you counted them that is fine also, since I never added them to my sheet either.

Also Mr GM... will we be able to get the second PFS chronicle sheet for Skull and Shackles? The charcter for that is at the right level and I stopped playing that charcter so I don't go over.

I have a feeling it will be a little ways off.

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