GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Forces of Nature Battlemap

At least 1s on skill checks don't indicate an automatic failure. :)

A result of 9 on the other hand is not screaming success--but she won't try to stab you. :)


Forces of Nature Battlemap

When you guys are ready to move on, let me know (I'm getting that Lark is, I know I need to give another response to Thren).


Forces of Nature Battlemap

As noted in the game thread, please level up!

Please summarize your choices here--it doesn't have to be everything but let me know what feat you choose, any spells you take, etc.

Hit points are your max die plus Con mod.


Female Elf Bard (scholar of legends) 20

Thren's level-up:

Now a bard (arcane duelist) level 5.

Max hp: 45
Feat gained: Weapon Focus (rapier). Building toward Fencing Grace at 7th (unless she finds time and resources enough to put agile on her rapier, of course!)
New spell learned: heroism (level 2). Retraining away hideous laughter for silent image (1st).
Casts a total of 5 1st and 3 2nd level spells/day.
Hero points: 2 total
New class feature: Arcane bond. She's bonded to her rapier.
No increase in BAB or saving throws.
Skills upgraded to: Acrobatics +11, Stealth +13, Climb +9, Perform (singing) +11, Profession (sailor) +8, Swim +9, Perception +8, Intimidate +11, Spellcraft +6.
Inspire courage now grows to a +2 bonus.


Lee's Level-Up:
7 HP (32 total)
1 1st level spell - Hydraulic Push (Seriously. We are at sea.)
1 2nd level spell - Web (Great movement control spell.)
1 bloodline spell - Invisibility (It's a good freeby.)
casting 7 1st level spells per day
casting 5 2nd level spells per day
1 feat - Weapon Finesse
3 skills - Knowledge Arcana, Spellcraft, Diplomacy
1 class feature (skill or HP) - Perception

All:
Please look this over and critique. Have I made some glaring error that I should address?

GMDQ:
I'm planning for Lee's 7th level feat to be Improved Familiar.
Should I take Improved Familiar at 5th level instead to represent Muffin's gradual transformation?
If so, I'll take Improved Familiar now and save Weapon Finesse for Lee's Level 7 feat instead.


KeefX - I am not at all versed in magic-user builds, but are there spell related feats that would help Lee? That said, I'm a big fan of weapon finesse. Just my two cents.


Lee's already got two spell related feats:
Eschew Materials & Merciful Spell

Being Arcane Bloodline, Lee doesn't pay the usual price that Sorcerer types pay for modding spells, which is slower spellcasting. Right now, though, one pays for feats with spell levels. Casting a 1st level spell with a low level metamagic feat doesn't seem worth it yet.


Female Elf Bard (scholar of legends) 20

Have you covered some of your other weaknesses like your saves? What about good ol' Combat Casting? Do you favor one school of spells enough for Spell Focus?


Lark's level up, Rogue 5:

+9 HP = (d8 hit die) + (1 favored class), Max HP 43
BAB +3, Fort/Ref/Will 1/4/1 (no change on either)
+1 Hero Point
Rogue’s Edge skill unlock - Swim, swim speed of 10' in water with DC <= 15
Sneak Attack +3d6
Feat - Iron Will (+2 Will Save)
+11 Skill Ranks = (8 Rogue) + (2 INT) + (1 human)
Acro+1, Climb+1, Intimidate+2, Perception+1, Profession Sailor+1, Sense Motive+1,Stealth+1, Heal+1, Swim+2

What I need be sure to remember is that Lark now has a swim speed of 10' in calm and rough water (but not stormy). That might be easy to forget in the heat of the moment.

Lathiira - thanks for that comment about Saving Throws. I initially looked at the Alertness feat, but I think Iron Will is a better call.

Any questions or suggestions please let me know. Cheers!

The full skill list

Acrobatics +11, Appraise +6, Bluff +10, Climb +7, Craft Carpentry +3, Diplomacy +8, Disable Device +11, Disguise +7, Escape Artist +7, Heal +7, Intimidate +9, Know - Local +6, Know - Dungeon +6, Perception +9/+5, Percep Trapfinding +11, Profession Sailor +11, Sense Motive +8, Sleight of Hand +9, Stealth +11, Swim +11, Use Magic Device +7


Forces of Nature Battlemap

Lee uses a lot of touch spells, with which Weapon Finesse will help him considerably. He tends to do hold charge and then deliver, so Combat Casting is possibly less crucial--though it's a nice thing to have if you find yourself suddenly surrounded or in a larger monster's reach.

Lark and Thren, did you pick a favored class ability? (Thren: 1 HP, 1 Skill Point; Lark: 1 HP, 1 Skill Point, or 1/6th of a rogue talent)

KeefX:

No, you can't take a feat before you qualify for it, even if you don't plan to use it. And while I am all for slow builds to cool abilities, that is a thing you are roleplaying effectively and that is all that is required. You're much better off taking a feat you can actually use for the next two levels.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Hi there

Assuming I did this right:

Wahhe's level up Undine Adept Druid Lvl 5:

Wahhe
Neutral undine druid (undine adept) 5

===SENSES AND MOVEMENT===
Darkvision 60 ft.; Perception +
Initiative +2 (2]); Base Speed 30 ft. (swim 30’)
Nature’s Sense +2 survival / Knowledge nature

===DEFENSE===
HP 40 (do we get max H? if not Ill roll)
AC 16 (Armor +2 Dexterity +3 Shield +2) | [i]touch 13 FF 13
CMD 15 (10 + CMB + Dex)
Fort +4 (base +4 + Con +0) Ref +4 (base +1 + Dex +3) Will +8 (base 4 + Wis +4)
Resistance Cold 5

===SKILLS===
acrobatics +2, appraise +1, bluff +1, climb +2, craft +6, diplomacy +1, disguise +1, escape artist +2, fly +6, handle animal +8, heal +10, intimidate +1, knowledge (geography) +6, knowledge (nature)+8, perception +9, perform +1, profession: Fisherman +9, ride +6, sense motive +4, spellcraft +6, stealth +2, survival +11, swim +10

I chose new spells: foccused mostly on healing so dunno how much help I'd be in battle.

Druid Spells
Caster level 5; Concentration +8

Spells Prepared
0-level spells (prepare 4/day, cast these 4 endlessly at will)
Resistance
Subject gains +1 bonus on saving throws.

Detect Poison
Detects poison in one creature or object.

Stabilize
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Virtue
Subject gains 1 temporary hp.

1st level spells (cast 4/day, incl Wis bonus)
Cure Light Woundsx2

Goodberry
2d4 berries each cure 1 hp (max 8 hp/24 hours).

2nd level spells (cast 3/day incl Wis bonus)
Delay Poison
Stops poison from harming subject for 1 hour/level.

Restoration Lesser
Dispels magical ability penalty or repairs 1d4 ability damage.

3rd level spells (cast 1/day incl Wis bonus)
cure moderate wounds
Cures 2d8 damage + 1/level (max +10).

And then I found out I've been playing her wrong. Undine Adepts dont get wild shape until level 6 for some reason. Kinda hard to go back and undo that,but I'm totally willing to say it's lost for level 5 for some reason.


Forces of Nature Battlemap

Wahhe, in future, you just need to summarize what you added when you level up. I just want to see what changed (i.e., "BAB goes up by 1, and I spent my 6 skill points in Craft: Basketweaving and Profession: Baby Slapper"). I know you did some of this but I'm having trouble seeing what's changed and not.

Yes, max HP.

And well s$@@, I totally missed that you didn't gain Wild Shape until 6th level either. I don't think any of us noticed.

Let's say that your ability to change shape on Lilywhite was a residual gift left by your fallen mentor, and only worked in the area of her prior protection (Lilywhite). Now that you've left (or perhaps because you failed to avenge her death when facing Mother Grund--fluff it however you like), you've temporarily lost the ability, but you're sure you can regain it with practice. So yes, you will not have Wild Shape for now--now that we've realized it--but you will regain it at level 6.

I think the reason they do this is to balance out the amphibious and other qualities you gain as an undine adept.


Female Elf Bard (scholar of legends) 20

I use my favored class bonus for skill points unless otherwise noted. Sorry, forgot to mention that.


Lark's favored class bonus went to HP.


Good suggestions.
I have found myself wishing Lee had Combat Casting, especially of late. But he does deliver a LOT of touch spells.

The othe 1st level spell I was considering was Grease. But Hydaulic Push is so, like, maritime. I know I may be trading utility for look and feel, but I kind of like it.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Look and feel for the win!


Female Elf Bard (scholar of legends) 20

I already have grease if we need it, though my save DC isn't as good as yours, so we've got that one covered. Go with the hydraulic push.


Forces of Nature Battlemap

BTW updated the Magpie Princess crew guide to include pictures of the lesser crew members. And I could have used any old pirate pictures, but no, I had to find ones vaguely appropriate to/reminiscent of their namesakes. Because I'm a dork.

(BTW the reason the exhausted GM ended up making half the crew the cast of a satirical tv show was because...

spoilers for things that have already happened in Plunder and Peril:

Well, in the original Plunder & Peril, you just join Varossa's crew. This didn't make sense because you had your own ship, and while you're supposed to be able to plug this module into Skull and Shackles, they don't tell you what to do with the Man's Promise. The mutiny story IS in the background, so I made more of the NPCs mutineers that could join your crew since you needed crewmates anyway. But when you decided to trigger the first chapter's boss fight early and injured, I had to put you on Varossa's ship anyway, now missing half its crew. The ship was always supposed to have a bunch of nameless swabs and riggers anyway but now I had to re-replace the crew I'd extracted to join your crew. :) On the other hand, I enjoy that we have a team of pirates consisting of Varossa, Horemheb, and Scott.

In other news, if I am ever overexplaining things and ruining the story because of that, let me know. I like explaining. It's a bad habit.


Forces of Nature Battlemap

Per Wahhe's last post, I encourage whatever roleplay you care to exchange with one another.

PF doesn't have a "bonds" system (this is from Dungeon World, where you make a basic statement on your character sheet of how you're connected to another PC, e.g., "Bob owes me a favor." Fulfilling a bond earns XP.) And I don't feel a need to codify how the PCs connect and relate to one another, but building CR (character relations) is always a good thing.


Forces of Nature Battlemap

I am sick. I will resume GMing when I am not, hopefully within a day or two.


Female Elf Bard (scholar of legends) 20

Take care of yourself. There's also a snowstorm due to hit tomorrow night, so best to recover while you can. We'll be here :)


Hydrate and relax,
The game will be here for you when you are ready.


I hope you feel better soon!


Regarding Wahhe's chosen spells:
The spells you choose need to reflect Wahhe's character. I'm not a great "spell chooser" because I succumb to the lure of "damage". If I had a druid, it would be 'Call Lightning' ASAP for me, but being a gun platform isn't the most exciting thing (for some players) and isn't the only way to resolve conflict.


Forces of Nature Battlemap

Belated thanks for the well-wishes folks.


Forces of Nature Battlemap

And as I noted, I am going away for the weekend. Those of you who need to, post your actions, and otherwise talk among yourselves, and I will be back to respond Sun eve or Monday!


Lathiira, KeefX and Wahhe - do you think Lark and Thren should scrounge bows/crossbows and start shooting at the siren? I don't know if weapons are kept handy throughout the deck (Xiomara has a crossbow handy by the helm). If they are then grabbing one and shooting is my first thought. What do you think?

FYI, the siege weapons are light ballistae and only need a crew of one. Alba is running one and I'm not sure if the other can rotate enough to target the siren. Of course, if they fly to the other side of the ship to avoid fire from Angry Molly... maybe Lark should trot over and prep Harsh Language.


Female Elf Bard (scholar of legends) 20

Unless the GM says otherwise, Thren has her bow (life at sea is dangerous, after all). I drew it as I dropped to the deck. I was planning on opening fire next round. Unless the siren comes on deck, we'll have to rely on the light ballista and whatever bows/crossbows we have. If Harsh Language can be used as well as Angry Molly, do it. We need to take the siren out fast, before half the crew dives overboard.


Ranged weapons will be our best bet, for sure. The light ballista is very potent. It may be our best bet.
http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html

If Lee hadn't succumbed to the Siren he'd be lobbing spells already.

If I'm not mistaken, this ship has a weapons locker and an officer to mind it.


Forces of Nature Battlemap
Plunder and Peril[/quote wrote:

Two light ballistae are currently installed on the foredeck of the Magpie Princess. The siege engines can

fire only out of the sides of the ship they are positioned on—they cannot be swiveled to fire toward the opposite or aft sides of the ship.

One thing I will note about crew: yes, light ballistae can be operated by 1 crew (the module says it needs 2 but I'll go with what Ultimate Combat and the Skull and Shackles Players Handbook says). Do note, however, that the load time is 2 -- that is, two full-round actions to load it. A second person helping load the weapon would allow you to fire it faster. In the current round, Alba has spent half a full action to start loading it (she had to move to it first), so it needs a full and a standard to finish loading.

Lark, I wasn't able to post over the weekend. It would be obvious to you that the ballista don't have 360 degree swivel ability, so if you want to change your action to moving to Alba to help her, I'll allow that.


OK, if you will allow the change then Lark will instead assist Alba with loading Angry Molly. Thanks!

Just so I'm clear, is this how it works?

Rnd 1
Alba - move (approach), standard (load)
Lark - move (approach), standard (load)
Rnd 2
Alba - move (load), standard (load)
Lark - FIRE!
Rnd 3
Alba - move (load), standard (load)
Lark - move (load), standard (load)
Rnd 4
Alba - FIRE
Lark - move (load), standard (load)
Rnd 5
Alba - move (load), standard (load)
Lark - FIRE


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Forces of Nature Battlemap

That sounds correct, thermopyle.

In other news...

When your sleep-deprived whim-decision to name all nameless NPCs after TV show characters results in what looks like really weird AU fanfiction.... that's what I get for altering the module to begin with...

Oh well, not the worst decision I've ever made as a GM.


For some reason GMDQ's latest updates didn't show up as a new posts the last couple of times I checked the main campaign page.

Usually I just look at that front page to see if there are new posts. These two from Tuesday night around 11 PM never appeared as new. I see them now, but only because I directly checked the end of the Gameplay and Discussion threads.

I'll keep checking the end of the threads as well as the front page for the next few days and see if that behavior continues.


Forces of Nature Battlemap

Thanks for posting that. Sometimes the boards reset what they think you have and haven't read, so if you haven't seen updated in a bit, never hurts to double check. The coding here is... as has very recently been demonstrated... unpredictable.


You're welcome. I'll keep an eye out.

Can I ask you to check my math in case Lark gets a chance to fire Angry Molly? Here's what I've got so far:

+ 6 (Lark) + 2 (Inspire Courage) - 4 (not proficient with weapon)

There would normally be a -2 penalty for a medium creature firing a large weapon, but having extra crew (Alba) reduces that by 2. Also, range is not factor now, but that could easily change. Does that look right? Thanks!

Also - nice shot, Lathiira! Right on the money.


Female Elf Bard (scholar of legends) 20

Thanks. Only made it because the siren moved just inside my first range increment (though I could have moved up as well). And because my Inspire Courage improved when I leveled up.


Forces of Nature Battlemap

I believe your math looks correct, thermopyle. This is my first time actually properly working with siege weaponry, but hopefully this is a good opportunity to learn!


Yes! Thanks for checking.


Forces of Nature Battlemap

So sorry for the delay guys, had have just kind of a heck of a last few days, plus the site was not behaving for a bit. I'll have something up within the next 24 hrs.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]
GMDQ wrote:
So sorry for the delay guys, had have just kind of a heck of a last few days, plus the site was not behaving for a bit. I'll have something up within the next 24 hrs.

It's coo. I mean, when one is as irratic as I am, I gotta be patient, for real! ;)


No worries! I hope things are settling down for you.


Female Elf Bard (scholar of legends) 20

Still here. Not worried about it because I had to spend my weekend dealing with a flood. Plus work's keeping us busy.


No issues.

RPG Superstar 2015 Top 8

Thanks guys.

Was the flood at your house, Lathiira? Yikes. Hope all is well.


GMDQ - I added a text box and arrow to the tactical map to label the siren as flying (I guessed at the height). Do you mind?

Please feel free to remove them or let me know and I'll get rid of them. I could just picture myself glancing at the map and getting excited about running over to stab the siren, forgetting it was up in the air. I almost did exactly that even right after reading your post "hovering near the crow's nest."


Female Elf Bard (scholar of legends) 20
DeathQuaker wrote:

Thanks guys.

Was the flood at your house, Lathiira? Yikes. Hope all is well.

Yes. Twice. The water filtration system sprung a leak while I was at work. Last time, I was home, damage minimal. That was last year. This time, I was at work. No one knew till I got home and my carpet went 'squish' underfoot. Cleaned it up...then the hose burst 6 days later. Less water damage, but my copy of Return to the Temple of Elemental Evil and my copy of Bastion of Broken Souls were ruined. Now I have that wonderful funky wet carpet smell in here. It's been dried, so it's the smell of 'I'm a carpet in need of replacing'.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Hi all

Just a head's up about the end of the academic year approaching. I hope to get my laptop fixed before I travel this summer. Right now when I boot it there's nothing but a blue screen. :-/

Friday the 7th I head to TN. I'll have internet access, but as I'll be visiting with family I can't promise to hit it daily. Ooh. that' sounds bad. I meant the computer. :-P

I'll be back April 18 thru June 26. Then I head back down to TN. I'll be there for a few weeks so I should be OK then. However, the last week of July - August 20 is iffy. Computer working? Not so bad. Computer not working. I'll be at the mercy of my cell phone.

Just a heads up.


Lathiira, I'm sorry to hear about your water travails. Damage and cleanup from water is always such a pain. I hope things stay dry for you from here on out.

On the subject of this summer I'll be gone at the end of July as well. I'll bring it up again when we get closer, but those last two weeks in July I won't have reliable internet access.


Female Elf Bard (scholar of legends) 20

I always take off at the end of July for my birthday, so we might all just agree to take separate "vacations" as we get closer. I will use my time to bring chocolate to the GM in person so as to ensure our success in the future LOL

As for the water, it got cleaned up fast and no problems with the new hoses. Just that funky smell persists and it's died down a good deal.


GMDQ - welcome back!

Lathiira - two hits in a row. Is that a personal best for Thren? ;)

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