GM bloodred Skulls and Shackles

Game Master Alexander Sabadosa

Roll 20

for roll 20 if we end up using it, there are several hand outs to help with Ship jobs and Ship actions.


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Discussion for Crew 2, out of character for the most part but thats up to you guys.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Yeaaarrrrggghhh!!
I be claimin' thiz line o' conversin' in tha' name O'honor an' decency!
Then' I be banishin' them damned fool concepts fer' we don' be needin' either here!


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

Lets see if little ol Baelor can pull of him Razmir impersonation...


Female Skinwalker (Seascarred) Hunter 1

Greeting

Now I just need to figure out what my animal companion will be. Shark is the obvious choice but actually also a really bad one seeing how the Hunter relies heavily on his companion and the shark will be useless for 75-95% of the AP.

I must admit though, if I had known we'd be split between good-ish and evil I would have submitted a very different character for the evil camp. Still divine, but I'd have exchanged sharks for squids and octopi, a Qlippoth Spawn Tiefling Cleric of Dagon to be precise. Didn't do it because the gall is overtly evil.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

@ Kahila The Spinosaurus has a swim speed and a land speed, and the mngwani lands have dinos in them so it fits with the setting. It is basically a great big walking maw of teeth. It might not be a shark but it will certainly rip things to shreds.
Crocodile can also move on land if you find dinosaurs distasteful.

As to your regret, you still do have a few days before GM bloodred gets rolling. I don't doubt that he would work with you on it if you had wanted to do so. I've no issue with a cuthulite myself and the rest of the players will likely be happy knowing that if they die they don't need to roll on the Race roulette table of reincarnate. Bit of a fun killer spell if your build/mindset isn't prepared to absorb a race swap.
Plus it would mean three different players with animate dead in the party and a ceaseless tide of zombie sea monsters following us like lost puppies.
I mean there is the whole "working together" thing that we will likely want to hash out first as our group outlook swiftly plunges into the cold depths of darkness.
But far as I've seen it so long as we keep a tight reign on IC interactions with OOc oversight to ensure we are keeping on track regardless of what our characters say to each other will likely be advisable. Though once I hit 5th I've no problem with Nevandi being murdered. Death is a temporary condition for him after that.

Secondly, I'm considering using the Frostbite/enforcer combo with Nevandi and making a fairly nasty debuffer. Not completely sure its where I want to go with him but its a thought. I'm also really conflicted on the inquisitor dip I had been thinking of as it is massive flavor, but the penalties I accrue from it hurt quite a lot.
Reincarnated druid doesn't get Wild shape til L6, so grabbing an Inq dip would delay that all the way to 7th.
Eh, I'll have to give it some thought I guess.


Female Skinwalker (Seascarred) Hunter 1

Not really a Cuthulite, more a demonologist as Dagon is a demon and an ex-Qlippoth where Golarion is concerned. Great Old Ones are something else, though they might be related to the Qlippoth, though those tend to actually be weirder and more alien.

I'll have to have my brain settle on this, too many things happening at the same time right now so hard to find a quiet moment to think on something like this.

As for companion, I'm actually thinking either Tylosaurus (has 20 ft land speed) or Spinosaurus. Such a shame that the Megalania doesn't have a swim speed like it's smaller cousin the monitor lizard.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Ok, one Musket Master checking in. Should have everything updated and ready to go.

Even though you can reincarnate, it's still costly to remove negative level though right?


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

If Ostarian dies, he'd like to come back as a fat Lich.

I like the Evil cleric angle, only because Ostarian can be healed by the negative energy stuffs.

As for undead, I believe that Skeleton Crew is a sea-worthy undead raising spell, as the skeletons have Prof (sailor), so can actually do some real work. The regular skeletons and zombies can man the bilges and the siege weapons.

Re: working together. Pirates are generally Chaotic in alignment, but they still adhere to a code (the pirate's code), so we can just take that.

On Roll20: I don't have access to Roll20 at work (or rather my 'brouser is incompatible and out of date), and it doesn't seem to have mobile capability (or at least the last time I tried). Weekends are also generally an off-time for me, but I can see if I can get a small post up during that time.


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

Scoundrel 1, standing by.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

@Kahila-well keep us in the loop, but if you decide to stick with Kahila I'd throw my money on spiney. Mostly because for an animal companion his statblock is off the wall. I mean really that STR!

@deadshot- yep, negative levels suck. But as a Samsaran Nevandi can plunder another spell list. So once he gains access to Restoration hes able to self heal. costs 2k gold and slow couple of weeks to get back up after someone turns him into hamburger.

@Ostarian- Skeleton crew is great except for the days=CL before they drop to the the ground and stop working. then we have to go find more people to kill before we have a crew again.
On Roll20, shoot me an E-mail Via PM. I can take a screen cap of the action and pop it into paint/ shoot it over to you as an image.


Female Skinwalker (Seascarred) Hunter 1

I'll more than just keep you guys in the loop. I mean, this is Bloodred's game, I need to know how he feels about it all before I act.

At the moment I'm even thinking of integrating the two characters, or at least their backgrounds. She'd still be Kahila Ombo, born of a Bekyar father and a Bonuwat mother, and she'd still have a love of the sea and what lurks at it's depths.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Hermmm...not sure if your asking for suggestions but I'll put this here anyway. Feel free to ignore it if it was not your desire. perhaps her flight from the village was more perilous than previous. Rather than simply escape the village warriors chased her to an ancient pool of water, known for having no ends. Given the choice between coming back on land to face judgement of the waiting warriors and plumbing its depths for an escape she chose the second.


Female Skinwalker (Seascarred) Hunter 1

Only issue there is that Bloodcove isn't a village, it really is a small city and a pirate town in it's own right. It's basically the home base of former Shackles pirate captains who wanted to retire and went legit. It's a place where pirates know that they'll get killed if they don't obey the local rules. They're free to hawk their plunder there but try and take from Bloodcove and they're crushed.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Huh, perhaps the person you un-handed was more important than you expected? A merchant prince's son or a captains first mate?
so are we suppose to roll for gold and then pick or just take average? I'm somewhat unsure. I'm going to roll anyway though but my initial pickis average if I'm suposed to choose one or the other.
gold: 1d6 ⇒ 6
Edit: Crap, druids get 2d6.
gold: 1d6 ⇒ 3


@Kahila: your welcome to change your character along the same lines as your current character, you want to pick new domains or a new companion thats okay. Unless you really want to switch up your class please dont, if it will make it more fun for you though im not gonna stop you.

@Kahila and Nevandi: Animal companions are hard on this AP, im having Garm slither along and sneak onto the boat where you taken, im not sure a dinosaur can sneak but if you really want one, i can give it later on bone-wreck isle or something like that.

@Nevandi: im probably going to be buying that primer so good job there, with helping their sales.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

*looks at rules for Animal companions.*
--------------
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
----------------
both her prospective selections have a swim speed. They could likely follow Garm and just hang back on the outside of the boat somewhere.
worst case scenario is she needs to finesse a single day where she can do nothing but pray to get another one. Something handily done with the help of a few others.

As to the primer, do note that it is a reference book and dictionary. If you happen to like languages though it is the most complete guide to pirate talk I've ever seen.


Female Skinwalker (Seascarred) Hunter 1

The thing is though, we're at open sea, there is no way that the dinosaur could have come down here. The issue with the Tylosaurus is another: It doesn't have a way to get on deck.

Strictly speaking you'd probably be limited to birds, aquatic critters and maybe a dire rat if you were to attract an AC on the ship.

Combine that with the fact that the whole idea of the Hunter is the 1 player tag team and there is an issue there. Hunters, as per the playtest, start out as slightly worse druid with a slightly better companion. Take the AC out and you just have an inferior druid.

@Bloodred: What do you see as completely changing up my class?
I've talked about Ranger, Inquisitor, Hunter and even Warpriest and Cleric at some point. No matter which way I go the idea is for a divine character who hits stuff in melee and supports the hitting with divine spells. The biggest differences would be in how exactly she smites her opponents, whether or not she only buffs herself or also her allies and whether or not she has an AC.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Hrmmm... that 20 gold boost would be enough for Nevandi to afford a Nautical map of the shackles. I like this idea.
Does anyone have a problem with me jumping on Navigator/pilot as a ship position? If I put even a remote amount of work into being good at it I can inflate my Prof:sailor mod to pretty crazy levels.

@all. Trying to see how our party will fit in the boxes here.
So I see Trig as our front liner (high ac/good damage), Kahila, Myself as damage dealer/ buffers (good damage not as great AC,). Garm my AC will be a debuffer/turn waster with grapple, Deadshot for ranged death, Osterian for spell based murder, and Turin i'm not sure of as I've yet to play a Pact user in PF.

I will likely rock more spells that melee rip face as my wild shape is severely delayed due to my archetypes very cool but fairly situational get out of death power. Plus the inquisitor dip for flavor that's prodding at my brain. >_> does not make me happy.

@Turin, Might I ask how the new version of the Binder works? I was quite the fan of the 3.5 version and was wary of picking them up for fear of them being a flop in concept.
They were a very flexible class so I'm unsure what I can rely on your character to be capable of.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Yep going for max range with as little penalties as possible. Hopefully i can take out a couple of targets before we board. Maxing acrobatics and climb so i can stay in the rigging maybe swing or jump across ships doing crazy PotC style stunts and stay out of melee as much as possible.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Wondering if I should pick up the bludgeoner feat for nonlethal damage. Thinking if we keep important people perhaps demanding ransom might be a fun thing to do.


im not saying that you cant, have an animal companion on the boat and im not saying that what you want cant be attainable. Im just saying be careful, because lets face it you become poisoned the pirates take you. What does your animal companion do? fight them off? Now with Garm i assume a snake moving down to the docks and sneaking onto the ship isnt unfathomable. Now what i was gonna do, was that he found his animal companion @ the part where we are off the ship. It makes things a bit easier, and if he wants an animal companion to hold its place thats fine. Im kind of doing that with Rachel shes going to have a frog until she hits bone-wreck isle then find her actual one.

@Kahila: frankly youve been such a fluid concept your welcome to do what you like.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

*looks at feat*
*looks at gun rules*
*looks at feat*
That doesn't seem the feats intention so this is all I have This to say on that.
Seems an interesting concept to go for if the GM doesn't Veto it.
Non-lethal pirates could be very interesting place to go as a concept.

What with being a disciple of the god of pain and agony Nevandi would be a very happy man indeed if we could take people alive. Dead things tend to lack such responses and even the ones that are still shambling about are a difficult brood to work with.

I'd been considering a Frostbite/enforcer intimidate build for Nevandi using rime spell. Not as great as a druid than it would be a Magus but still viable. Stacking on the debuffs and letting the rest of our crew do what they do.
If I grab spells from the inquisitor list I'be be looking at getting blistering invective to insult people so hard their faces light on fire.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

I'm not so sure nonlethal with guns is possible. I found there is salt shot with scatter eeapons and blunt arrows for bows but nothing else besides Bludgeoner which really just says if you could do it before now there is no penalty. Not sure if normally I could do it at all even with the penalty.

When we take over another ship there will always be those that surrender so prisoners won't be hard to get. I was more thinking the captains or merchants we could get ransom for that would otherwise be killed in battle before the rest of the ship surrenders.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

A Merciful weapon enhancement would let you get away with it later. And is actually a pretty good choice for a GS weapon, far as I see it a merciful weapon stacks on a crit where as normal energy enhancements don't.
But early game non-lethal ranged weapons tend to be rare.
The big thing about defeating someone and keeping them alive is that you show without a doubt that in the same circumstance you could have easily killed them instead.
Mercy is a gift known only to the strong after all. To aim for mercy when the playing fields are equal is an insult as much as tying your arm behind your back in a duel.
To be respected while you are in the room, but feared when you are not. That right there is better than being known as a blood thirsty monster.
A party of pirates known for mercy before massacre tend to get heard of due to all the survivors, and when they take a boat those who have heard of them will most likely lean toward surrender. Why slaughter them when you can just cultivate a reputation and save money and men?
Course I'm not so sure we will be able to maintain such a lofty reputation with our parties various... issues.


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

2 hours and 55 minutes till Friday folks...


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Pfff. It's already friday and almost the weekend for me. 1hr of work to go!


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Depending on where in the world you are its already friday. (you time traveling wizards you)


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

Time traveling wizards got nothing on time traveling binders... level 12 is going to be scary but fun...


Away we go you bloody lot o' land lubbers


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

'Ere we go! 'Ere we go! Where we go? We dunno! Til we gets there!
on my phone at work, will write up a little piece on nevandi gettin caught once I get home. I would assume we are still good to dink with stuff for finishing our characters on accoun of being naked level 1s so pretty much everything we could do at the moment is moot.


your fine go ahead. like i said im early so i dont mind finishing touches, and im pretty sure we are all adult enough that no one is going to re-invest skill points and feats to SoH to take advantage of the fact that i posted that check to keep some of your gear.


Female Skinwalker (Seascarred) Hunter 1

Just a small question: For ACG classes, will we update to the final version once the book is released?


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

-Tangent on AC that I'm just going to put here-
So I looked around, and for some reason while they have sizes and weights for most every other animal I could name in the Pathfinder setting they didn't bother to declare how long the "Anaconda" of medium size is.
The only one they bothered to mention was the Gargantuan anaconda who is supposedly just around 60-70ft.(which is total crap) So looking to actual nature I figured that Garm is likely one of the largest snakes, So either a Green anaconda, Reticulated Python or a Rock Python. I'm running Garm as being a juvenile, so she is about the size and shape of a fully grown Boa constrictor right now and clocks in around 90-ish pounds.

I should also mention now that I plan on making scourge our Capn' hook on this boat if I have my way. (sorry water spout, you will just have to wait for your turn.)


Female Skinwalker (Seascarred) Hunter 1

Any idea on my question above Bloodred? I was kinda waiting on that to finish my character and get in on the action.


Up to you, if the updates favor you go ahead and take them.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

@cuan I will be very interested in seeing your final choice of concept. Perhaps seeing that will let me finally decide on my samsaran added spells. Option paralysis onnthat one for me.

@gm bloodred would you be cool with instituting a flexible time concept for posting?
So it in another thread and think its a great idea. Basically spoiler box the response and have the persons name/the situation as the name.
Means people dont get left out on posting responses to a dialogue just because the scene has moved on or combat had started. Just try to finish them quickly so you dont end up with 12 different boxes for time travel.
Sound like something worth while to you? Oh and source below.

tacticslion- gobsmash one:

If you wish to have a conversation in the past, you may utilize the "flextime" mechanic (which I've stolen shamelessly from the brief description of the idea a poster named Greed mentioned once that was established by her own GM). That mechanic simply goes as follows: when you write anything for a conversation that the main plot has passed by (which it will, eventually), you may, to some extent, continue to engage in that conversation. Give the conversation a name, such as "the longest riddle game" or "ways to skin a goblin" and place that side-conversation in spoiler text. It can continue to go back and forth in that way. Please remember the board rules, and keep it safe for work.Similarly, if you have such things mentally with each other, feel free to post one or more players' names in spoilers and hold the conversation - that way people don't feel obliged to follow every small scrap of side-conversation that goes on. In a group this large, that's important. You can hold as many side-conversations as you like... but try to keep it reasonable. Posts with eleven spoilers boxes... well, I have to read everything, even if everyone else doesn't. So, for me: please. (:D)


Sounds good in concept, ill try to implement it more. Currently i have you and Triss against the wall and two others on deck. Umm considering that if your rebellion goes awry, im forewarning that it may have fatal implications to garm (im not sure on the float-ability of snakes something i will need to look up), or at the very least locking the snake in the hold. Also any tools, or weapons that you managed to hide will need another check. Due to if you lose the fight (more then likely) you will be searched again and anything used in the fight will definitely be taken.

2nd part Go ahead and post images that you want to see on Roll 20 to represent your character.

Also Triss, Nevandi if you hadnt thought the whole thing through ill allow a 1 time rewind.

EDIT: I promise im not against you guys i really think this group has a bunch of really great people and concepts. I promise, id like everyone to have a good time.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Im fully expecting to lose. My plan isnt to even hurt scourge much with garm. One full round at best before she seeks out the nearest rat hole and squeezes her way through.
Obscuring mist will give cover and distraction, intimidate on my part to keep the sappers focused on me. (Perhaps trigg can help).
Im attempting to start a long running phobia in scourge and this is the start of that plan.
Im well aware that I run risks with this course of action. I was planning on it frankly.
A game with no risk isnt much of a game to me and nevandi bowing his head in meek submission to someone without proof and good reason for him to do so will never happen.
They pressganged him, so obviously they are desperate for men, even incompetent ones. He isnt too worried about his life due to them having saps drawn rather than swords.
The fancier pirate is using force in numbers rather than just coming to get them personally so this whole deal is just an elaborate test for the crew, see who kneels and who bites when the chips are down.

Plus added bonus, bonding with the fools that decided to join him in his foolish venture.
If you would like an excuse for leaving garm alive if this all fall through perhaps scourge wants to make nevandi watch as he roasts the beast alive and feed it to him. Would give us a day to work with for garm to escape. Other option would be Garms breed of snake being a very valuable one due to the rarity and difficulty of catching such a thing. Big money if you bring such a beast in alive.


vitals:
Hp: 16/16 AC: 16 / 14 / 12 F: 4 R: 5 W: 0 Evade +1 Init +4 Perception +0
Human Male Swashbuckler/1
abilities:
Acrobatics +3, Bluff +6+2, Climb +5, Diplomacy +6, Escape Artist +7, Handle Animal +2, Intimidate +6+1, Profession (Sailor) +1+1, Ride +3, Sense Motive +5, Swim +5

Agreed, I'm in this fight to lose it. It serves more as character development for Tris than anything else, setting the basis for his personality, along with the bonding. So bring on that ass whippin'. :]


Okay, i just really wanted to be sure that you guys where going into this with your heads on straight. Anyways i see no problem what so ever with Garm sneaking away through a hole in the deck or a nearby wall, just make sure he isnt seen by scourge or any of his friends and that will be fine.
Good Luck Gentleman.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

*chuckle* Dunno if Cuan/Kahila wants in on this but that would be glorious. I can't imagine Ostarian being willing to cause trouble like that, though I would say that a certain snake would love you if you nailed Scourge with a ray of enfeeblement.

As to being seen, Obscuring mist won't prevent Scourge from seeing the nasty thing dropping on his head. Though if I use the action economy right Garm could get Scourge into a pin onto the first round with decent dice rolls. Aoo/bite/grab/grapple into grapple/pin.
If anything Scourge will likely scream once at best before Garm starts doing her namesake and pressing the wind out of him.

I actually plan on Scourge seeing the snake/getting mauled and the rest of the pirates being distracted by us to deal with it (plus not wanting to go into the creepy devil smoke.)


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Next thing you know Scourge is a lvl20 fighter ^_^

Woo I found a better avatar. Use that one for me on maps and such.


i completely forgot make note to do this although most of you seem to be already. Make sure to put your stats (the ones i need and use the most) in your class line. If your not sure which stats the ones that other people are displaying would be a good start.


Female Skinwalker (Seascarred) Hunter 1

Very nice

I'm going to stick to the Hunter and devotee of Ovonovo. The possibility to update the character when ACG releases basically was the decisive factor as the proposed changes by SRK at the end of the Hunter discussion look like they make a very enjoyable class to play. They'll also be more facilitating for a melee hunter, which is what I'm aiming for. I just hope the archetypes aren't too cool since I'll be stuck with the base class :P
The best part of it is that they'll either get a unique spell list mixing Ranger and Druid or simply get access to both lists.

As for wanting in on it, I'm not sure yet, it'll depend on whether or not her companion is around. I'm going with the Megalania btw, share spells will get it a swim speed if needed.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

@Kahila worst comes to worst we have a fair chance of getting decently far before august. This belt could give you pretty viable ranged if you wanted to go for a thrown weapon like harpoons or a javelin. Switch hitter concept with a sharktooth covered stick and shark tooth tipped spears sounds metal. I'm highly considering picking up Craft wondrous item with Nevandi so early access to items would be a possibility.

And now to wait for our glorious leader to properly beat our skulls in.


Female Skinwalker (Seascarred) Hunter 1

The one enormous downside of the belt is that it's inferior to the belts I want later, the ones that gives bonuses to multiple stats as all physical stats are good for me.

I just wish they'd been bracers. I mean, archery can be on bracers but throwing has to be on a belt?

As for weaponry, while I will have the terbutje it most likely won't be my main weapon, I'll go for something bigger for that. It'll be turbutje+shield as back up. My spells will mainly be buffs anyway, not combat stuff.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

That is true, though arguably it would not be outside the realms of the magic item guidelines to create such an item as bracers/gloves of mighty throwing. looks like it would be 10,000gp if you didn't count in the belts cost of 4000. Something to consider for GM bloodred if we all live that long.

As to weapons, the interaction of shillelagh and the greatclub are lovely if you don't have an attachment to one particular weapon or another at this point.
Perhaps I have played just a few to many melee focused druids for me to remember that trick off the top of my head...


Female Skinwalker (Seascarred) Hunter 1

Shillelagh doesn't actually work with a great club. The thing refers to the weapon named club and to the quarterstaff, not to any club.

I'm looking at either grabbing a reach weapon, heavy flail or maybe a scythe. The latter two are mostly because I just like them and they could fit the character. The flail specifically could be a good idea as I generally see my character wielding mostly piercing and slashing weapon to imitate the shark.


As i was looking at the belt and what you guys had said about how other belts where better but that no bracers where for throwing weapon all i could say was "well why not create bracers for throwing" then here comes Nevandi with the suggestion. I have no problem with Bracers of throwing.

I really dont want to Time Lapse too much here since Job selection and Assignment will be going on. So for now im going to keep yall together as things Progress i Will probably actually post several days worth of Spoilers, maybe 2-3. And allow you guys to RP out your Jobs, and Ship Actions.


Ok im going to put you in the hold of the ship on the lower deck, honestly there isnt really a "hold" its more of a place for the crew to sleep.

Thats why Garm is by the stairs, you had him over a doorway which the closest door way is the stairs down. ive got the 10 pirates spread out and Scourge with them. If you want garm elsewhere let me know.

Im placing you guys right next to each other and with your backs to the nearest wall. However it is a long wall so 1 flank will be able to be set up on each of you.

You each Roll 1 Init, you will both act on the highest between the two of you. So if Triss gets 18 and Nevandi gets 5, you act on 18 with Triss going first. Im rolling 2 for the Pirates, 1 for the crew and 1 for scourge.

Init Scourge: 1d20 + 7 ⇒ (13) + 7 = 20
Init Pirates: 1d20 + 2 ⇒ (9) + 2 = 11

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