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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Still setting up. Roll 20 is up on the Campaign info tab for those that can utilize it.


You hear the creak of the ship, as you slowly climb to consciousness, you note the two lanterns that are bolted to the walls in the wooden room you happen to be in. You can feel the movement of the timbers beneath you as if still drunk, you start to notice the pitch and yaw of what can only be a boat. You all happen to remember parts of the night before, drinking a little bit too much, the smell of exotic meats, the woman or man who might have been on your arm. These are all washed away when you each feel the onset of a splitting headache. You notice that for the most part you have none of you gear

Untrained Sleight of Hand DC 16:

On 1 or 2 very small items, a dagger, maybe a health potion, a spellbook, a scroll or two, your cleric symbol, something like that if i havent listed it ask and if its possible. Obviously all the money is gone.
Pretty much figure that weapons and armor are taken for sure.

From this point RP, however no standing this isnt a meet and greet, if you want to bellyache a little thats fine. After a little Master Scourge will come in, with 10 Pirates with him. (had to increase due to party size)

And away we go.

Two ways for Animal Companion, Stealth or no Stealth, if Stealth roll the check but dont fail and want to go the no stealth route.
EDIT:

If you have an animal companion: DC 18 stealth or non-stealth route:
If Stealth, you notice your companion in the room sticking to the shadows till you awake. If your companion didnt stealth DC 18 Then he is hiding somewhere on board, waiting for you to come by. If you can sense your companion or familiar then it/he/she is on and will rejoin you if its a small companion, if its medium and will have a hard time perching on your should, Then i would suggest keeping it in the hold for now. Garm might make a nice belt, or bandolier, still alive of course just on you and not in the way of other pirates that might like snake soup.


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

Turin wakes up grimacing as he remembers the deal gone...wrong? He checks his things and finds his armor is gone, his dagger however is still concealed within his old, leathery boot on his left foot. In the other boot lies the accouterments of his trade, a few pieces of good quality chalk...

Turin waits for the others to wake up in turn...

sleight of hand1d20 + 1 ⇒ (17) + 1 = 18


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

Sleight of Hand: 1d20 + 3 ⇒ (19) + 3 = 22

Ostarian groans softly as consciousness returned to him. Drugged, he cursed under his breath. Not business but a trap. No wonder he was staring so incredulously at me. I must have ingested several doses before succumbing. He opens his eyes a little, squinting in the lantern light, feeling a little queasy as the room seems to shift around him. Potent drugs... No... wait... this is a boat. Pirates? It stands to reason... drugged in a pirate port, end up on a ship, he sighs, closing his eyes once again. Why on earth would they press gang me? As if I have anything to these fools could want...

The large mans hands begin to feel along his form. No major injuries, that is good, but it seems my things have been taken, he frowns for a moment before his roaming hands find something at his belt, concealed under the cotton-covered folds of his obese flesh. My pouch! Well all is not lost, but I'll need to be judicious with it's use. Until I find my book, my power will be limited.

I figured a spellbook would be a bit too big to conceal and be left behind by his captors (it's a 3 lb book after all).


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

SoH: 1d20 + 2 ⇒ (14) + 2 = 16
Garm-Stealth: 1d20 + 7 ⇒ (19) + 7 = 26

Hmm... Ah that pain is refreshing bless you night hunter. Why am I here though, last I remember was visiting father's grave. He eaxamines the area, the scent of tar, low burning oil lantern, stripped of his effects and left mostly unharmed. Pressganged if the tales spoke right.
"If the old wretch could only see me now, on the path ta greatness he'd say, guess they figured out what I was rather than dismissing me as a mongrel beggar."
Looking again to his person he spies one of his knives in the fold of his boot, the obsidian edge of the ritualistically sharp knife glinting darkly. Next to it the small hand carved whistle of a serpent biting its tail that Nevandi had trained Garm on.If she didn't escape they likely killed her, don't know these people but if that's the case I will need to make them die painfully. I'd enjoyed Garms company, she appreciated my efforts." breaking thought to look around he notices a suspicious looking rope bundled in one of the loops, then the rope blinks once.
"So, Drugged or Beaten?" the druid asks as he looks around the room to his fellow slaves. "Also, don' step on tha' rope pile o'er there." Nevandi states pointing toward a rope pile closer to the opposing edge of the room. It looks decidedly like rope.
The mans blue skin and blind white eyes showing that his vision was undamaged. The few small wounds on his face oozing crystal clear liquid in place of blood.


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

Sleight of Hand: 1d20 + 5 ⇒ (3) + 5 = 8
She first hears the creaks of the ship as loud screeches and light against her eyelids. She groans and covers her eyes with one arm. Where am I? What did those two bastards do to me...

Realising she is lying on her back on solid wood she opens one eye and accidentaly looks at a lamp. She looks away and waits for some vision to return so she can look around. As it dawns on her that she is most likely in the hold of some ship she tries to sit up and falls back. How am I still this drunk? After another try she is sitting up and able to look around a bit more. Two lanterns, several others sprawled around near her, likely also kidnapped along with her. Well they don't aim to make us whores at least. she says when she sees there are men also.

Feeling her pockets she realises they are empty. Her armour and musket and other possessions had been secure in her room. Had they ransacked it or would the tavern keeper find it? "Besmara's tits!"


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

AWAKEN

Tris's eyes open immediately as the word roars in hsi head, and immediately regrets doing so. His captors had been gracious enough allow him the taste of grog at the inn the stopped at. And while it feels as if his head is splitting open, the rolling of the world underneath him tells him something even worse. He's back to the sea, and not in a way he'd want to be.

"Ah, shite. I better see if I had sense enough to arm me'self before the dogs arrive. They'll nae be takin' me without blood.

Sleight of Hand: 1d20 + 4 ⇒ (20) + 4 = 24


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

Turin examines the fat mound of flesh at the other side of the room and speaks a sudden memory cropping up...

You and I fat man were bidding on that "map"...


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

Sylvianna looks for the voice that spoke. "They put something in my drink..." That one definately wasn't human, unless the drugs were making her see strange things. She looks for the rope but all the piles seem like ordinary rope to her. "It's just rope fool. Don't let the drugs get to your head." She shakily tries to stand up using one of the walls to help her. This ship was moving. "I don't think we're in port Peril anymore."


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

"Guessin' none o'ya have any idea who took us in the night?" The blue skinned man draws both hands to his face and pressed into his temples rubbing slow circles "I see our captors have been foolish enough to leave us all alone though." the man states quietly, face drawn into a dangerous expression "Don'care who ya're but I know tha' yer likely betr' company than tha' cowards who wait above decks. They're like tae be down on us soon, issue beatin's an' assure were weak'n broken." the man slowly draws the glinting obsidian blade from his boot and flat against his forearm, up his sleeve. "I'm thinkin' I've a distraction in mind if'n any of ye want tae risk punishment n'strike these fools while they think us weak."
Looking toward the woman who responded nevandi sighs softly.
"I'd imagine its what they thought as well, Garm."with a grunt in a gutteral language Nevandi looks toward the rope and points to the rafters of the room, directly above the door. And the nine foot long snake which had been making the coil its nest and hiding place laces its way up the rough wooden wall and coils over the door frame waiting for someone to come past "But then, not all be what it seems. Eh poppet?"


You see a rather striking figure enter into the hold with you. This man is the epitome of Pirate, hes got the whip, the dread locked beard and a bandana. With him comes in all manner of unsavory individuals ten of them to be exact and all are carrying saps.


“Still abed with the sun over the yardarm?
On your feet, ye filthy swabs! Get up on
deck and report for duty before Cap’n
Harrigan flays your flesh into sausage skins
and has Fishguts fry ye up for breakfast!”

You notice that each Pirate is grinning with anticipation as if they just havent had enough violence in their lives.

DC 10 Perception:
You notice the after taste of oily nutmeg on your tongue.

IF you pass the Perception check. DC 15 Craft Alchemy or DC 10 Knowledge Nature:
you notice that this is a clear sign of oil of taggit poisoning. You figure out that this was more then likely added to your food or drink, and the spices hid the taste.

DC 10 Intelligence:
You remember seeing the face of Master Scourge last night and can piece together the fact that you where press-ganged

DC 10 Profession Sailor:
You figure out immediately that you have been press ganged.

The people that refuse to go up onto the dock:
Let me know if you resist or refuse to go up onto the dock.


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

So my first foe on the journey to godhood... Which way to kill him I wonder, by my own hand or by manipulation...

perception1d20 + 1 ⇒ (7) + 1 = 8
intelligence1d20 + 3 ⇒ (11) + 3 = 14

Turin Baelor will go on deck


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

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Nature: 1d20 + 2 ⇒ (1) + 2 = 3
Intelligence: 1d20 + 2 ⇒ (10) + 2 = 12

Looking around to see them surrounded she does not react to the fact that he was the one that drugged her. She would have to wait to repay him. The captain had likely given the order to press gang them and she wanted to get a look at him first also. She still glares at Scourge on her way.


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

Minor skip to let folks with the intention to do so a chance to leave, Nevandi plans some horrible things.
Planned course of action, Knows this will trigger violence. Plans to wait for the men to cross the room and drop an obscuring mist on Scourge while garm drops from the rafters with an Aoo/grab/grapple/pin horrible snake event. I don't want to kill him, just scare the bejessus out of him and make him look bad. Also gives Nevandi a chance to gauge how much control the man has over his crew when Scourge hollers for help from a magic fog and the pirates are given the choice of trying to save him or being safe outside the fog. He can't punish them if hes dead after all.

After those with the desire to leave head into the sunlight Nevandi looks to the imposing man and his posse."Truth be told I've nae'interest n' bein'made intae'a meal but I'd imagine ye' 'ave some experience in the flesh of men? Ye yella-bellied Thrune-marked double-dutchman sack of putrescence, have ye so little spine as to bring o'yer lovers fer' moral support when speakin' tae a half naked pressganger?" The blue skinned man spits and stands against the wall the hold. "Well, screw ye', the *#$%# of a mother ye rode in' tae the word on, yer' blind midwife fer sparin'tha world the displeasure of yer presence and yer damned captain fer being too busy buggerin' the rest of yer crew to come down here! May the world itself conspire tae make yer sad existence even worse than it already is!" the man asks sharp toothed grin and barely suppressed bloodlust glinting


Just waiting on Kahila, Ostarian and Triss.


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

perception: 1d20 ⇒ 9
intelligence: 1d20 + 2 ⇒ (17) + 2 = 19
sailor: 1d20 + 2 ⇒ (11) + 2 = 13

"Aye, ye scurvy cur, it was ye who drugged Tris Clegg, eh? I'll show ye what it means to strike up the ire of a true man 'o the sea! Here's hopin' what ye payed the hunters who had me was enough to buy ye passage into the locker! I'm with ye, ya blue bastard, let's give 'em what fer!"

And with that, Tris also backs up to the wall, ready to draw his hidden dagger and lay into them.


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

Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Intelligence: 1d20 + 5 ⇒ (12) + 5 = 17

Ostarian looks to the group of pirates and recognizes Scourge. He was there... My suppositions are likely correct. Press ganged. Nothing to it now, I'd best follow their orders for now, until I can figure things out.

The obese man sighs before forcing his large form over on it's side to allow him to stand up, although a little unsteady. He then trudges off towards the deck, expecting the worst.


Female Skinwalker (Seascarred) Hunter 1

Sleight of Hand: 1d20 ⇒ 11
Stealth of AC: 1d20 + 3 ⇒ (11) + 3 = 14
Perception auto-pass, I have +11
Nature: 1d20 + 4 ⇒ (11) + 4 = 15
Int: 1d20 ⇒ 14
Wow, 3 times 11, odds are 1 in 8000

Kahila stayed quiet for a little longer than the others, checking her environment in quiet. Prisca was missing, her gear was gone and she had the after-taste of a foul poison in her mouth. She also was in what looked like the hold of a ship and the grinning man that just walked in had the same face as the man she saw just before passing out last night. Press ganged. Lovely.

For a moment she figured she tear the man's throat out but with the back up he had that was suicide. Instead she put him on her list, in fact he became the list as things like a stolen earring were nothing next to this.

So instead of attacking she stood up and moved out the door, ignoring any glares from the men she passed.


Uncoiling the Whip from around his waist Lads it looks like we got our selves a couple of Land Lubbers that think they know something. You Young Varmints i'll break you of these insolent ways. When the captain says jump you hollar how high

Each of the Pirates start thumping their saps.

Due to the fight obviously being telegraphed as happening, Nevandi, Triss and Pirates will not be Flatfooted during any of it. (unless from debuffs)


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

With no spirit bound this is a fight I am wise to avoid...

Turin will keep himself to the back of the room if he hasn't already gone above deck...

Init1d20 + 1 ⇒ (9) + 1 = 10


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

Nevandi waited to see who would leave before his tirade. Everyone who said they went above decks is above decks. Pretty sure its just me and Tris down here with 11 pirates.
I'd draw the assumption that Scourge goes first unless Tris rolls exceedingly well. If my desire to place Garm in ambush position then the actions will likely change but Nevandi's round is casting Obscuring mist and using it to his advantage.

"Tha'only captain I folla'is one deservin' o me respect. Any who'd chose tae employ a halfwit coward such as ye is either desperate or dense." Nevandi states with cruel obsidian dagger in front of him, flames reflecting on its surface. "So ye'd best be takin' that whip o' yours an' educatin' me proper else I'm never tae learn." Nevandi states with false honesty eyes glinting and ready for war "Pain's fleetin' but cowardice is eternal, an I bet you know all about cowards acts don' cha ye bowlegged orphan of a sea hag an a matinee."


Female Snake Animal companion 1

garm init: 1d20 + 3 ⇒ (13) + 3 = 16
attacking flat footed ac on scourge. So no deflection/dodge/dex. Im going to really hope that was enough because the grapple checks were epic.
Garmbush!!
Aoo garmbush!: 1d20 + 4 ⇒ (10) + 4 = 14
Aoo garmbush grapple!: 1d20 + 8 ⇒ (12) + 8 = 20
garmbsh r1 pin!: 1d20 + 8 ⇒ (19) + 8 = 27


Male Human Swashbuckler/1
vitals:
HP 14/14 AC 15/13/10(14); F+3, R+5 W+1
stats:
Init+3, Perception+5, Acrobatics +3, Bluff +5+2(7), Climb +5, Diplomacy +5, Escape Artist +7, Handle Animal +1, Intimidate +5, Profession (Sailor) +1, Ride +3, Sense Motive +5, Swim +5

Since it looks like Tris is going first, he'll simply draw his dagger and snarl menacingly at the group in front of him.

"Well come on then, ye cows. I'll be splittin' ye open from ye ass to ye brains, if I can find which end is which!"


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

Seeing as I can't edit, I'll make a new post with the proper Alias.
Taking My Turn
Move action to draw a weapon, readying an action for if Garm grapples scourge, or a pirate gets within reach, which will be an attack with a dagger. Free action to talk the smack previously posted.

if conditions are met:
Attack Roll: 1d20 + 6 ⇒ (11) + 6 = 17
Damage, if applicable: Dagger: 1d4 + 2 ⇒ (2) + 2 = 4


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

Crunch Post- alright, once more with feeling. While Nevandi's smack talk is unchanged the unstated drawing of his dagger is revoked*
Taking My turn
Nevandi- Standard to cast Obscuring mist, Move +skill check to evade notice, moving 15ft down the ships wall as his stealth/move check.
Garm- *surprise round Held action to attack once trigger is activated, If Aoo happens then it compounds to grapple/Pin.
Acutal round- Standard action to grapple/ Move target with grapple to exit easy visual range and avoid pirate gang-up

Explanations:

Garm is holding action waiting for a pirate to present a threat, who will then get chomped. the basic concept is the snake is waiting for someone to attack so it can spoil their action by Making her Aoo followed by her readied standard to grapple/pin/inflict terrible harm.(due to creatures with Grab getting Natural weapon damage to their target on successful grapple checks Garms best action is to try for a pin if she is already grappled.
Nevandi's action is fairly simple in sequence. He makes a standard action to cast Obscuring mist enveloping the half of the boat we are on. He uses his move action to bluff/make a stealth check in order to confuse people to where he is.

Nevandi:
Standard to cast Obscuring mist, move action to bluff/stealth(unsure which is applicable) Mods are +0 to bluff/+2 to stealth so I'll just apply the roll I got to whichever works best for the situation. Mostly want to avoid getting pinned in one spot.
Scourge acts before Nevandi so if Garm's Ambush doesn't go as planned then this action is contingent on him still being awake to do it.

Nevandi Bluff/Stealth: 1d20 + 0 ⇒ (20) + 0 = 20

Garm:
Unsure if you want me to re roll this or just state my course of action in crunch terms as I did above. Your All combat rolls are revoked/ Holding Garms dice rolls for if the events described happen confused me a bit. So i'm just going to roll these for completeness.
Held action: attack: 1d20 + 4 ⇒ (7) + 4 = 11
Held action: attack: 1d4 + 3 ⇒ (4) + 3 = 7
Grab: 1d20 + 8 ⇒ (6) + 8 = 14

If conditions are met(Garm gets an Aoo.):

If one of the pirates makes an aggressive action that provokes within Garms reach then the first set of dice above are actually the Aoo strike. If the strike missed then She tries again with her held action here. If she lands than she uses her Standard action surprise round to continue the grapple with a grapple check. This check also serves as the Pin check on the Aoo line of actions.
follow-up if Aoo misses: 1d20 + 4 ⇒ (12) + 4 = 16
Damage on attack/successful grapple check: 1d4 + 3 ⇒ (1) + 3 = 4
Grapple check/ Pin check: 1d20 + 7 ⇒ (9) + 7 = 16


What i have gained.

On Triss' Turn: Move Action to Draw Dagger. Readying an Action to Throw a dagger at Scourge should he become grappled. OR Ready an action to Strike at the nearest Pirate that moves into Range. Im going to assume that you want to Ready the Strike, since you cant ready both.

Scourges Turn: Delay until After the Pirates have gone.
[this was the issue with your earlier post, Scourge while not fighting adverse, does not normally join into the fight while there are minions around to fight for him]

Free Action: " Get'em Boys

Garm: Needs to be given actions. You made the assumption of an AoO and no one has yet to provoke. While he doesn't lose surprise the held action is lost.

Let me know what Garm does Nevandi then we can continue. Sorry folks shouldnt be too much longer and as we get used to the system that i set up/ if it works then things will progress faster.


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

Hrmm... alright. Though I'd figure that Garm's held action still works due to her being a snake and not understanding the tactical advantage of attacking one pirate over another all too well. However Nevandi moves before her and can inform her to do exactly what I had planned to anyway. Surprise round(Standard) followed by Full round on scourge before he can act due to having Delayed his action to after the pirates (because Garm is faster than them at Init 16)

Garm
Taking my action-
Free- commanded by Nevandi to attack scourge,
Surprise(standard): Attack Scourge
Normal round(init 16) Attack/grapple

Rolling Attacks/grapples if needed. Unsure.:

Surprise action:
Bite: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 3 ⇒ (2) + 3 = 5
Grab: 1d20 + 8 ⇒ (14) + 8 = 22
Normal action:
Grapple: 1d20 + 7 ⇒ (1) + 7 = 8
If first bite fails to land:
Bite: 1d20 + 4 ⇒ (3) + 4 = 71d4 + 3 ⇒ (2) + 3 = 5
Grab: 1d20 + 8 ⇒ (1) + 8 = 9

Well, I hope scourge isn't wearing much armor becuase that is a not so great roll to hit. Ah well perhaps this will accelerate things so we can get to our punishment and can stop stalling the game.


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

You are right to assume it's a strike. Either someone gets in range, or someone gets grappled. If nobody does when my turn rolls around again, I'll move in to attack.


Your confused when i said you get a surprise attack. Garm gets to act on his turn. Unless you start the fight off with Garm attacking there is no surprise round. What i had said was that when Garm attacks he will attack against their flat-footed (GMs call) due to no enemy knowing he is there.

So here we go ill fix this and then we can continue.
Surprise Round: (Garm is attacking)

Garmbush got a 14- He attacks Scourge And the GarmGrapple was 20. Scourge is now Grappled. Constrict: 1d4 ⇒ 1

(this is because you get either a standard or move during the surprise round. Surprise rounds are not outside of combat though just a heads up.)

Main Rounds:
Tris ill allow you to move or stay if you move to attack thats fine and we will have your attack be 17, and damage be 4.

Scourge: Escape the Grapple: 1d20 + 5 ⇒ (20) + 5 = 25
5ft Step to the right. Roll20 Updated.

Garms Turn:....

Nevandi: will Cast Obscuring Mist.

To help combat progress This is what happened.


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

Got it, garms action basically failed to do anything but force scourge to spend his action this round getting away from the snake. I'm cool with that. Actions as it happens then. correct me if I'm wrong
Garmbush (Garm does not have constrict yet, but her bite deals 1d4+3 so Scourge has taken 4 damage from that.)
Tris attacks
Garm is pushed off by Scourge
Garm waits
Nevandi casts spell/move action to Stealth
Garm attacks/move action to stealth.

Free action: Nevandi speaks and tells garm to wait
Garm, Delays until Nevandi's turn occurs and the room is engulfed in fog giving concealment.
Free action: Nevandi tells Garm to bite the nearest pirate
Bite: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 3 ⇒ (1) + 3 = 4 If possible I'd like to have nevandi and garm share one init so she can attack before the smoke and move afterward but i'm unsure if that could work. So I'm assuming No and moving from there.
20%miss(fog): 1d100 ⇒ 15
Free action: After hearing the strike/miss through the fog Nevandi tells Garm to stealth
Move action Garm moves 10ft through the fog and makes a stealth check with concealment, likely hiding in a rope roil, as I'm pretty sure the only pole she can climb in the area is the mast she was just on.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Fluff:
Uttering a gutteral command the serpent stops its assault after scourge pushes the beast off before it gets its coils in position to give the man a scaled necktie. It hisses dangerously at the pirates.
"I'd be careful, ye sorry sots as yer glorious leader jus' demonstrated fer'ya nae everythin' down here one coul' mistake fer a rope be one." Nevandi grins more words in the language before as he draws power a rolling fog engulfs the hold and as his image fades from view "course I imagine ye'won'be seeing much o' anythin' now. Best be careful boys, mayhap yer leader o'there can come lead ye' if'n he is done runnin' away" Nevandi utters another word and the Serpent responds lunging at the nearest pirate lunging out of the fog to miss only by inches after another word the serpent withdraws into the cloaking smoke as well.


So far yes those are the actions, kind of waiting on triss to decide if he moves forward and attacks.

Your right i read it as part of the stat block instead of the 4th level advancement.

as the pirates move forward they are using move actions to look for anything in the fog.

Red Perception: 1d20 + 1 ⇒ (16) + 1 = 17 (Finds Snake)
Blue Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Green Perception: 1d20 + 1 ⇒ (3) + 1 = 4(Could Trip over the snake and not realize it)
Orange Perception: 1d20 + 1 ⇒ (7) + 1 = 8 V V
Purple Perception: 1d20 + 1 ⇒ (19) + 1 = 20 [waiting on Tris to see if he moves and what his stealth check is.
Pink Perception: 1d20 + 1 ⇒ (4) + 1 = 5 ^ ^
Yellow Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Rook Perception: 1d20 + 1 ⇒ (10) + 1 = 11 Holds action to attack anything through the mist.
Lock Perception: 1d20 + 1 ⇒ (3) + 1 = 4 Do not see Nevandi
Grenade Perception: 1d20 + 1 ⇒ (17) + 1 = 18 Do not see Nevandi

Red Standard Action Attack Garm: 1d20 + 3 ⇒ (9) + 3 = 12

This is not all the actions they take, im currently waiting on Triss.


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

My apologies, I was at a FtF pathfinder campaign yesterday that ran into the early morning.

Tris will be moving forward and attacking Scourge if he is grappled. Would you like me to roll another attack, or will you be using the one from his readied action? I'll roll stealth now.

stealth: 1d20 + 4 ⇒ (10) + 4 = 14

if attack rolls need to be done once again:
to hit: 1d20 + 6 ⇒ (4) + 6 = 10 And the damage, if applicable: damage roll: 1d4 + 2 ⇒ (3) + 2 = 5


Ill keep the rolls from earlier. You hit and score a dagger attack
"Ack not me side"

Purple sees triss, Attack against Triss Attack on Triss: 1d20 + 3 ⇒ (13) + 3 = 16 MissChance<=20%: 1d100 ⇒ 78

Grenade sees Nevandi based on the Stealth he rolled in roll20, Attack: 1d20 + 3 ⇒ (1) + 3 = 4MissChance<=20%: 1d100 ⇒ 29

Yellow, and Lock and Green will move past Triss and Nevandi and Garm/Triss Respectively procking attacks of Opportunity. If you do not take them, there is a possibility they do not see you when they make their next perception check.


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

Hmm... but scourge is next. ah well, concealment ruins sneak attack so hopefully these pirates are actually rogues. So Nevandi has had his dagger held by in his hand and pressed against his forearm since before combat started
-the man slowly draws the glinting obsidian blade from his boot and flat against his forearm, up his sleeve- (from the post right before scourge entered on friday)
So if Nevandi has his dagger drawn he is going to take the attack. If not he stays hidden for until his turn.

Attack of opportunity
Nevandi stays utterly still, waiting so as to strike at the right time cursing his undrawn dagger

If Nevandi has his blade drawn:
Nevandi lunges at the unaware pirate in front of him with the wicked blade he wields. Aoo: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 3 ⇒ (1) + 3 = 4
Miss<: 1d100 ⇒ 69

Garm follows the last order she was given and maintains stealth.


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

Tris takes his AoO.

AoO versus Yellow: 1d20 + 6 ⇒ (16) + 6 = 22

Damage if applicable:
Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Scourge never Delayed because he needed to get the snake off.

Purples Damage against Triss because i forgot to calculate Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
*oops* meant pink. Yellow =pink for the above post
Nevandi hits and Grenade takes damage

Pink sees Triss now, attacks Atk: 1d20 + 5 ⇒ (8) + 5 = 13dmg: 1d6 + 1 ⇒ (3) + 1 = 4MissChance<=20%: 1d100 ⇒ 68
-
-
Grenade sees Nevandi Atk: 1d20 + 3 ⇒ (19) + 3 = 22dmg: 1d6 + 1 ⇒ (6) + 1 = 7MissChance<=20%: 1d100 ⇒ 2

Green sees Triss Atk: 1d20 + 5 ⇒ (13) + 5 = 18dmg: 1d6 + 1 ⇒ (5) + 1 = 6MissChance<=20%: 1d100 ⇒ 92
-
Orange sees Triss Atk: 1d20 + 3 ⇒ (8) + 3 = 11dmg: 1d6 + 1 ⇒ (4) + 1 = 5MissChance<=20%: 1d100 ⇒ 47

Triss can you post your updated AC with no armor, or shields? i think your at a 15.

Garm will escape on his next initiative, Also the pirates will have communicated where you are, to drop back into stealth you will need to drop back 5 feet or 10ft cant remember, from them then stealth.


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

Alrighty, So unless tris has something up his sleeve, purple hit and green hit. So triss has just taken 10pnts nonlethal damage. Man that is one tanky swashbuckler.
The way I've been rolling is 20 or under activates the miss chance(EX:garms attack) so I believe Grenades strike on Nevandi is spoiled by the fog. lemme know if I'm wrong and I'll update.
Pretty sure Tris gets to act next, followed by scourge and then Garm/ Nevandi with the pirates at the bottom of the order. Correct?


Correct, Also correct on grenade missing you because of Fog.


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

On Deck!:

Leaving behind the potential scuffle to sort itself out - she wanted nothing to do with being scratched up by any whips just yet - Silvianna climbed up onto the deck. She looks around at the other sailors and crew that are here trying to gauge the sort of people that she would be on this cursed ship with. Perception: 1d20 + 8 ⇒ (18) + 8 = 26 She smiled back at the red head she saw. At least there was one that seemed friendly. Before she got the chance to go over and try to talk to her the Captain appeared and spoke. (FLAW)will save to listen: 1d20 + 3 ⇒ (4) + 3 = 7 She barely listens while glancing around at the others that had been brought aboard with her. Several other men, one of them quite large. She could see several other women among the crew but there definitely seemed to be more men. Good. She would have a grand time showing the fools up. Finally the captain left, what was his name, Harrison? No matter.

1. Race to the top
"A test then. Do you know who you've press-ganged?" She pushes past him and heads for the rigging and begins her climb. She can't find a good ledge to get herself started at first and makes no progress. Then she finds the handhold she needs and lifts herself up and away, rigging, ropes sails, they are all like an extension of herself as she reaches the crows nest. She laughs as she looks around, is that Port Peril in the distance? She didn't care, she no longer needed to worry about that. She felt very free up here with the wind blowing her hair every which way. She climbed down slower than before take 10 no rush and jumped off the last beam, 10ft to the deck, right in front of Plugg with a graceful landing and smile. "Satisfied with what you saw?" She turns to see if any of the others had made it up and back down yet. "What's next?"
Accelerated Climb: 1d20 + 7 ⇒ (1) + 7 = 8 nope
Accelerated Climb: 1d20 + 7 ⇒ (20) + 7 = 27 1/4
Accelerated Climb: 1d20 + 7 ⇒ (8) + 7 = 15 2/4
Accelerated Climb: 1d20 + 7 ⇒ (9) + 7 = 16 3/4
Accelerated Climb: 1d20 + 7 ⇒ (20) + 7 = 27 4/4
DC 15 Acrobatics to avoid first 10 ft of fall damage: 1d20 + 10 ⇒ (7) + 10 = 17
Cooking: 1d6 ⇒ 3


Sylvianna, if Daydreamer was the flaw that you had taken, i need another will save to listen to MR plugg. Failing will penalize you a round as everyone else runs into the rope and your wondering whats going on.


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

perception check1d20 + 2 ⇒ (15) + 2 = 17

Rigger I ain't:
bluff check to try climbing and appear to be doing at accelerated pace but not actually doing that...

Nice firehair, talk her up later to see if her beauty matches her brains...

number 2 is what Turin is trying for.

bluff1d20 + 9 ⇒ (11) + 9 = 20
climb1d20 + 1 ⇒ (2) + 1 = 3
climb1d20 + 1 ⇒ (3) + 1 = 4
climb1d20 + 1 ⇒ (19) + 1 = 20
climb1d20 + 1 ⇒ (18) + 1 = 19
climb1d20 + 1 ⇒ (14) + 1 = 15
climb1d20 + 1 ⇒ (20) + 1 = 21
climb1d20 + 1 ⇒ (9) + 1 = 10
climb1d20 + 1 ⇒ (13) + 1 = 14

Cooking1d6 ⇒ 1


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

He is indeed a tanky Swashbuckler. I built him just in case chaotic stupidity took hold, he could survive it. His AC is a 14 without the leather armor, I believe it adds plus 2 to AC. I'll be taking my turn now.

"Ack, ye scurvy dogs, I'm gonna put more holes in ye' than ye can count!"

If tris is still within range of scourge, he attacks him normally with the dagger, then takes a five foot step away from everyone. If he is not, he takes a five foot step away from the others attacking him and then throws the dagger at scourge.

If Scourge is close:
attack: 1d20 + 6 ⇒ (8) + 6 = 14 if a hit: 1d4 + 2 ⇒ (3) + 2 = 5

if Ranged:
attack: 1d20 + 6 ⇒ (12) + 6 = 18 if a hit: 1d4 + 2 ⇒ (1) + 2 = 3


You can five foot step closer to scourge and attack.
Attack with a 14 =Miss
If you throw your dagger, there are 3 people around you and when you 5 foot step away, there are two within striking distance.
Ranged Hits with an 18

Let me know which you would prefer.

@ Turin: im accepting your post on the discussions, i would prefer if you dont roll twice on things. So please just one post and then if its in the wrong place let me know where so i can find it.

Scourge will move back out of the mist if Triss moves forward
Scourge will then put away his whip and draw his cutlass and ready an action to attack anything following out of the mist.

Nevandi/Garm??


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

got it


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

Sorry was waiting on Scourge as I didn't want to guess wrong on his action again.

"Stabbin'em more then three will do it then, Lad." Nevandi responds while slashing at the pirate in front of him with his dagger, hoping to drop the wounded man. "Make yer blows count, even if their leaders a cowardly ferret thar'be a lota' em!"
Attack: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 3 ⇒ (4) + 3 = 7
Miss20%<: 1d100 ⇒ 44
After his strike Nevandi moves into the mist again provoke from grenade/lock if hes still up
Stealth: 1d20 + 2 ⇒ (15) + 2 = 17
I'm aware that the effort at stealth on Nevandi's part is mostly futile, he isn't though.
With another growling word from nevandi Garm hisses and lunges at the nearest man Attack Red as he has presented a threat
Command:attack followed by Command:Flee
attack: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 3 ⇒ (4) + 3 = 7
Miss20%<: 1d100 ⇒ 15
Before withdrawing through the mist to a pile of boxes body low and little noise to avoid being seen
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Provokes from red as she leaves the square, Garm is seeking an exit. Lemme know if the boxes I've outlined on the Roll20 contain such an escape.


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

Oops my bad. Will: 1d20 + 3 ⇒ (6) + 3 = 9 One round wasted.


Red Attack To Hit: 1d20 + 3 ⇒ (1) + 3 = 4Dmg: 1d6 + 1 ⇒ (4) + 1 = 5 Miss Chance 20%: 1d100 ⇒ 42
Critical Fumble: 1d20 ⇒ 12

Grenade Attack: 1d20 + 3 ⇒ (11) + 3 = 14Dmg: 1d6 + 1 ⇒ (3) + 1 = 4Miss Chance 20%: 1d100 ⇒ 17
Lock Attack: 1d20 + 3 ⇒ (3) + 3 = 6Dmg: 1d6 + 1 ⇒ (4) + 1 = 5Miss Chance 20%: 1d100 ⇒ 52

Pink might get an AoO Attack: 1d20 + 3 ⇒ (9) + 3 = 12Dmg: 1d6 + 1 ⇒ (5) + 1 = 6Miss Chance 20%: 1d100 ⇒ 71

And Green on Garm Attack: 1d20 + 3 ⇒ (15) + 3 = 18Dmg: 1d6 + 1 ⇒ (6) + 1 = 7Miss Chance 20%: 1d100 ⇒ 54


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

If I five foot step out of the way, who is in range? If it's Scourge then hit him, if not hit either of the two who has the most damage already. If they both have the same HP, It doesn't matter which enemy it hits, but I'll take the 5 foot step and throw.


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

I looked at the roll 20. No step, but throw the knife anyway. Scourge or most injured pirate.

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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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