Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


201 to 250 of 458 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10
Diamondust wrote:
Are those attack and damage modifiers correct Reinald? They seem higher than you have previously been using for two weapon fighting.

You are right the 1st attack is correct for the Aoo, but the TWF attacks should be +3 not +5.


A few people didn't post actions for the last round so you missed out. Thankfully those who did all hit their attacks.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Apologies for being absent.

Been busy lately.

If it isn't too much trouble can someone please bring me up to speed on what has happened?


So far the the sterncastle and wheel has been taken with some sailors surrendering as prisoners. Several sailors trying to flee were also stopped though the boat was partially untied. The battle sounds like it is drawing to a close. You should include a perception check in your next post.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Okay. And thank you for the update!

I do apologize again for being absent. Some...stuff has happened at work, so I'm a bit stressed out. One reason why I'm on vacation.


Still needing Sejanus, Jerieth and Jord to post.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I warn you now if I die I am going to make an outrageous gnome.


Haha. Quick guys. Heal Reinald before he dies!


You could play this guy, who you made helpful.

Conchobhar (male Gnome) honey-tongued and pirate pretender though no true buccaneer; job: rigger; attitude: helpful(Reinald).


so are they still headed to the boat with a hole in it?


Yep. They weren't around when you did that. Bullets don't leave gaping holes usually so they failed their perception checks to see a hole. Remember almost no one has ever seen a gun to know the power of it.


I assumed the guy who surrendered and is now untying it was at least aware...


He would have seen it when you did it yes.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10
Diamondust wrote:

You could play this guy, who you made helpful.

Conchobhar (male Gnome) honey-tongued and pirate pretender though no true buccaneer; job: rigger; attitude: helpful(Reinald).

I'm not dead yet.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Yes i'm looking, i'm just looking getting distracted by stuff and coming back and not remembering that I only had a bit action etc...

I shall try to keep it more under control.. I may even save Reinald along the way...


Cool, so pretending that attack didn't happen you have a full round of actions again now anyway so it's no big deal.


hey Diamondust, My laptop's hard drive has gone out so I am playing on borrowed gear, so my posting may be slow, if I get behind bott Kunala, just load the pistol one round and fire the next, back in up 5 ft if needed, and repeat...

I did go back and count how many chakrams he has thrown, this was five, he also fired the pistol three times and loaded it twice, and intimidated once, So I count eleven rounds of combat. I'm counting when he loaded the pistol, moving to the aft deck as a round (just before he shot the guy who un-surrendered)


Ah cool. I wasn't sure if you had thrown 5 yet or not. No problems.


Congratulations. You have all reached level 2. Post below the things that you gain from leveling up for me.


The loot in the spoiler was granted to you all as a group for your part in the battle. Divide it as you see fit.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

How are we doing HP's please and are we lvl 4 for purposes of automatic bonus progression?


*checks rules in recruitment to refresh memory*

Yes you are level 4 on the ABP chart. Everyone will be able to attune a weapon and a set of armour(or shield) to +1. Armour attunement works on clothes which are treated as having a +0 armour bonus before attunement. I also allow attunement to work on Mage Armour though it is lost for the day once the spell expires of course. Weapon attunement can work on unarmed strikes. It can also work with one natural attack.

Remember the bonus feat too.

Hitpoints will be maximum.


Also I will post it here so you can remind me if I forget and it is applicable. When you get to level 6 on the ABP chart you can choose between Mental or Physical Prowess and then get the one that you didn't choose at level 7. This just makes it fair so that casters don't get their preferred mental bonus while martials must wait for their preferred physical bonus to be available. Everyone gets the one they want at the same level.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Bab +1
Will save +1
Fort save +1
+1 lvl 0 spell
+1 lvl 1 spell

+4 skill pts
+1 Perception
+1 Climb
+1 kn religion
+1 Swim

+2 bg skills
+1 prof sailor
+1 kn engineering

Automatic bonus progression
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1

+9 HP


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Level 2!:

Jerieth
Female Undine bard 2 Archetypes Watersinger,
CN Medium outsider (native)
Init +4, Senses darkvision (60 ft.); Perception +6
=================================================
DEFENSE
=================================================
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, )
hp 17 ((2d8)+1)
Fort +0, Ref +5, Will +4, +4 vs. Bardic Performance, sonic, and language-dependent effects
Resistances cold 5,
=================================================
OFFENSE
=================================================
Speed 30 ft. Swim 30 ft.
Melee rapier +2 (1d6+1/18-20)
Special Attacks Distraction,

Bard Spells Known (CL 2nd; concentration +5)
1st(3/day)-cure light wounds(DC 14), ear-piercing scream(DC 14), summon monster i, slipstream(DC 14), hydraulic push
0th(at will)-daze(DC 13), detect magic, prestidigitation(DC 13), read magic(DC ), summon instrument, create water

Prepared Spells
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 13, Dex 14, Con 10, Int 14, Wis 13, Cha 16,
Base Atk +1; CMB +2; CMD 14
Feats Aquatic Spell, Athletic, Persuasive
Skills Acrobatics +6, Bluff +7, Bluff (Perform (Act)) +7, Climb +7, Diplomacy +10, Disguise (Perform (Act)) +7, Knowledge (Arcana) +8, Knowledge (Geography) +7, Knowledge (History) +7, Perception +6, Perform (Act) +7, Perform (Dance) +8, Perform (Oratory) +7, Perform (Sing) +7, Profession (Sailor) +5, Spellcraft +6, Swim +15,
Traits Reactionary, Touched by the Sea,
Languages Aquan, Common, Elven, Kelish
SQ amphibious, amphibious, armored casting, bardic knowledge, bardic performance, bardic performance, cantrips, countersong, darkvision, energy resistance, inspire courage, versatile performance (act), water affinity, watersinger spells, watersong, well-versed, +1 bonus feat (2x), ,
Combat Gear rations (trail/per day) (3),
Other Gear rapier, outfit (explorer's), studded leather, belt pouch, spell component pouch, backpack, common, journal, bedroll, ink (1 oz. vial), inkpen, waterskin (filled), 46.3 gp
=================================================
SPECIAL ABILITIES
=================================================
Amphibious (Ex) You have the aquatic subtype, but you can survive indefinitely on land.

Amphibious (Ex) Gain aquatic subtype and amphibious special quality.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Background Skill (Knowledge (Geography), Perform (Dance), Perform (Oratory), Profession (Sailor))

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 9 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bardic Performance A watersinger has some unique bardic performances, which replace some of the standard bardic performances as listed in each entry. These bardic performances follow all the general rules and restrictions of a bard's bardic performances.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Energy Resistance (Ex) Undines have cold resistance 5.

Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Swim Undines can move in water at 30' speed

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Versatile Performance (Act) (Ex) You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Undine spellcasters with the Water domain use their domain powers and spells at +1 caster level.

Watersinger Spells A watersinger adds certain waterthemed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level.

Watersong (Su) A watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control 7 5-foot-cubes of water (these cubes must be adjacent to each other). The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Automatic bonus progression
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

DING! Level up!

BAB +1
Fort +1
Will +1

HP +11

Formulae learned: Deathwatch(from archetype), Enlarge Person
+1 Formula/day

Discovery: Infusion(can make an extract usable by others) Also, from now on, I'll be spending my odd-level bonus feat on Extra Discovery, so I will be gaining a discovery every level.

Bonus Feat: Question: Would I be able to benefit from the Special paragraph of the Bludgeoner feat? If yes, I'll take that. If not, I'll need to take Martial Weapon Proficiency: Sap

Skills +1: Disable Device, Heal, Know(Arcana), Know(Nature), Perception, Spellcraft, Survival, Use Magic Device.


Jord What is the feat you are taking this level?

Jerieth Why aren't you factoring in your ABP bonuses? That's +1 to all saves, +1 attack and damage with 1 weapon and +1 AC to armour or shield.

Genade You have sneak attack just like a rogue so I say Bludgeoner works for you as if you were a rogue.


Diamondust, hopefully I will have Kunala updated in a couple of hours,

In the game thread you said they have 36 hours of celebrating, How many 'diplomacy' rolls can we make in that time with other crew members, I would assume two, but I wanted to ask.

does anyone want to keep a 'loot sheet'?


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Cool, thanks. I'm going to be taking a short chain of feats for non-lethal sneak attacking. I need to capture some... specimens.

How about an even split on the cash? 6 of us makes 333 1/3 each.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Took Power Attack FEat


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15
Diamondust wrote:

Jord What is the feat you are taking this level?

Jerieth Why aren't you factoring in your ABP bonuses? That's +1 to all saves, +1 attack and damage with 1 weapon and +1 AC to armour or shield.

Genade You have sneak attack just like a rogue so I say Bludgeoner works for you as if you were a rogue.

Oops! Forgot about that. Thank you GM for spotting that! All fixed now.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Looooong day. I will update to Level 2 tomorrow.


That's ok. Unless someone starts one there won't be another combat for a bit. Still waiting for Kunala and Reinald to update too.


Kunala has stepped out of the game. I think we should be fine to go on with 5 though I am cool with getting another ranged character.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

+1 BAB
+1 Fort
+11 HP
+5 Skills
+1 Bluff
+1 Diplomacy
+1 Sense Motive
+1 Perception
+1 Knowledge Geography
+2 Background Skills
+1 Soldier
+1 Sailor
Fighter feat- Double Slice

Weapon Attunement: Cutlass +1
Armor Attunement: +1 (Does the +1 apply to hit with the Buckler)


Remember you get a bonus feat every level Reinald. That means you get 2 feats this level.

To attune your buckler with a +1 to hit would be weapon attunement. Armour is only a bonus to AC. Unless you have the shield master feat or something similar


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Understood.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Hey what's up with the Recruitment? Did someone leave or drop out?


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Kunala had to drop out


Yea we will be getting a ranged character if there is an interesting submission. We have enough melee.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

I see. I didn't know he had to drop out. I'm sorry to see him go. :(

A shame though. I do hope we get a summoner or a ranger.

Jerieth can do both melee, ranged, and support roles.

Just curious here, but do y'all want me to work on good summons or something? I know we have a sorcerer who's lawful neutral and a cleric that's chaotic good, so I was just wondering.


1 person marked this as a favorite.
Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Gm may not want summoned creatures all over his game..


If you guys have any thoughts on selecting the new submissions send me a PM. 3 so far that would all fit.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

+1 Diplomacy
+1 Knowledge (arcana)
+1 Knowledge (planes)
+1 Knowledge (religion)
+1 Perception
+1 Spellcraft

Feat - Greater Spell Focus (evocation)

Armor attunement +1, weapon attunement +1

+9 HP
+1 BAB
+1 Will


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

We could run a Google doc for party loot. Shall I make one?


If you guys are not posting waiting for the new character don't. They'll join when I select them. Let's keep this going.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

It would probably be easier to keep party loot on the campaign tab for this game, if our GM would be agreeable.

Also, has anyone claimed any loot?


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I took the split Dr Genade mentioned and used it for my purchase.

Was that wrong?

I other news I attuned my Buckler and Cutlass.


I will add a Loot spoiler to the campaign tab. Gold should obviously be split evenly but you guys will decide who gets to use magic items. Or sell them.


Morgan Teach will be joining us as the unfortunate new recruit that got dragged into skeleton crew duty.

1 to 50 of 458 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Officer's Lounge All Messageboards

Want to post a reply? Sign in.