GM WhtKnt's Open Water - A Skull & Shackles Adventure Path

Game Master WhtKnt

Do you have what it takes to rise from the ranks of a lowly deck-swab to become a captain of your own vessel and sail the seas of Golarion with intent to commit acts of piracy? Find out in this adventure path!

Current Map
Loot Sheet

Chumtooth: HP 91/91; AC 18/13/14; F+8 R+8 W+3/+5; Init +3; Perception +13 (+12 in bright sunlight); Sense Motive +1
Dantes Goldforge: HP 50/50; AC 15/15/14; F+6 R+5 W+7; Init +5; Perception +0 (+2 w/familiar); Sense Motive +0
Faengrim: HP 84 (92)/84 (92); AC 19/12/17; F+9 R+9 W+4; Init +2 (+4 in water); Perception +14 (+2 in urban terrain; +2 vs aquatic humanoids; +4 in water terrain; +4 vs humans); Sense Motive +1 (+2 vs aquatic humanoids; +4 vs humans)

Plunder: 0
Infamy: 20
Disrepute: 15


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Great! I'll work up a first draft of a character in the next couple of days and see what you all think.

The Exchange

Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

I thought I posted this a while back, but here it is still sitting in the text box...

OK, I think Navasi is pretty well set. Still mulling over spell choices a bit, and need to finish traits and feats and equipment, but I am pretty happy with the basics. Even though she delves into death and controlling others, robbing them of their own free will (putting her more on the "evil" side), she isn't outwardly devious or mean. As such, she did take the healing spells instead of the inflict ones, although she still has plenty of nasty tricks up her sleeves. Other than healing, though, there is still a lot of divine areas that she is not covering, so I think the ideas polyfrequencies has mentioned should be fine.

She does have a high Charisma and invested in all of the social skills. So she is probably most useful as a face/healer and less of a support character. Also, she might end up with an army of undead... I really didn't know very much about necromancy before delving into this character. I don't really want to walk around with an army of undead... so it will be an interesting balancing act. But given the slower pace here, I should have time to mull over things.

The one thing I was really trying to do was to start with an undead monkey. Otherwise, I will probably just stock up on Onyx gems and see what we come across.


Hi all! I wanted to give a brief update.

While building my as-of-yet unnamed character, I have made some decisions that I am fairly confident will stick through the end of creation. Subject to GM approval, here are some highlights about what kind of character will be joining at your virtual table:

  • Brine May Changeling (Sea-Born)
  • Deep Shaman 5/Sczarni Executioner Slayer 2
  • Campaign trait Touched by the Sea and regular trait Magical Knack (to make that dip more palatable)
  • Waves spirit (as required by the archetype)
  • The Focused Killer alteration of the Sczarni Executioner archetype means that the bonuses are +2 vs humanoids and nonexistent for non-humanoids
  • I picked up the Trapfinding Slayer Talent and currently have a +14 to Disable Device and +14 Perception to locate traps. Other reasonably high skills are +10 Craft (carpentry), +11 Heal, +15 Profession (sailor), +14 Sense Motive, and +10 Swim. A smattering of other skills to be able to contribute.
  • Current Hexes are Evil Eye, Slumber, and (depending on the answers to questions below) either Fluid Magic or Misfortune
  • Current AC in a mithral breastplate with a heavy darkwood shield and a couple of other items is 26/14/23
  • My dear darling spirit animal is an amphibious blue-ringed octopus with the pilferer archetype who can survive indefinitely on land and has a +15 Disable Device, a +19 Escape Artist, and a +27 Stealth, along with a +10 to Steal and a +12 to Grapple
  • I'm still working on feats. That's basically my last batch of stuff before I put together a formal alias.
  • I'm also still working on who she is, but I have some basic ideas. As a changeling born from a human and a sea hag, she has always felt a call towards the sea. She has been employed as an assassin, always knowing how to get in and out of a situation through a combination of magic, guile, trickery, and violence. She has also served on a few ships, but never for too long. After some initial training as an assassin, she heard the Call of her hag mother and began to delve--in her own way--into the witchcraft of her heritage. My initial concept is sort of, what if Ursula (from the Little Mermaid) had a daughter that she marooned on land.
  • She'll be able to be a bit of a tank with such high AC, but she's a bit fragile with only 52 hp (dang Con penalty). Wandering spirit will allow me to be highly versatile, but I'll often focus on painful debuffs and the occasional blast action. Wave Strike will also be a lot of fun if we can push someone near the edge of a ship and push them off into the water. She will eventually be able to do things like create whirlpools underneath enemy ships, if she lives long enough to become fluent with such magic.

    To these points, I have a few questions for the GM:

  • Can I assume standard wealth-by-level for a new 7th-level character of 23,500 gp?
  • Can I reflavor the Sczarni Executioner archetype to fit the background better and be less associated with the Sczarni, who I'm guessing do not make an appearance in the campaign?
  • Would the studied target bonus apply to the shaman's spell DCs (as the Sanctified Slayer archetype does for the Inquisitor) or no?
  • The Extra Hex feat has a stipulation for shamans that has been debated around for a while with no clear answer from Paizo. By your reading, can a shaman taking the extra hex feat only take hexes from within their native Spirit, or can they grab one of the regular Shaman hexes? (Obviously no wandering hexes.)
  • I haven't played one of the classes with a "1d6 + 1 damage for every two class levels you possess" bloodline/spirit/etc. abilities. How do you read this? Would a 4th-level character be doing 1d6 + 2 damage, or 2d6 + 2? (i.e. is it "1d6 + 1*(Level/2)" or (1d6+1)*(Level/2)). The latter seems more reasonable to me, but the wording is ambiguous.
  • I recently came across the Arcane Malignancies drawback and find it fascinating. Would you be all right with me grabbing something from that with a d100 roll? And if so, would that open another trait or no?

    I'm looking forward to joining you all!


  • Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    So, what’s the plan to introduce the new characters?

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles
    Chumtooth wrote:
    So, what’s the plan to introduce the new characters?

    We're going to say that you picked them up in port to replace a couple of deserters.

    Navasi wrote:
    The one thing I was really trying to do was to start with an undead monkey. Otherwise, I will probably just stock up on Onyx gems and see what we come across.

    No problem. I can deal with an undead monkey.

    polyfrequencies wrote:
    Can I assume standard wealth-by-level for a new 7th-level character of 23,500 gp?

    Yes.

    Quote:
    Can I reflavor the Sczarni Executioner archetype to fit the background better and be less associated with the Sczarni, who I'm guessing do not make an appearance in the campaign?

    Yes.

    Quote:

    Would the studied target bonus apply to the shaman's spell DCs (as the Sanctified Slayer archetype does for the Inquisitor) or no?

    The Extra Hex feat has a stipulation for shamans that has been debated around for a while with no clear answer from Paizo. By your reading, can a shaman taking the extra hex feat only take hexes from within their native Spirit, or can they grab one of the regular Shaman hexes? (Obviously no wandering hexes.)

    By my interpretation, you would be limited to your native Spirit.

    Quote:
    I haven't played one of the classes with a "1d6 + 1 damage for every two class levels you possess" bloodline/spirit/etc. abilities. How do you read this? Would a 4th-level character be doing 1d6 + 2 damage, or 2d6 + 2? (i.e. is it "1d6 + 1*(Level/2)" or (1d6+1)*(Level/2)). The latter seems more reasonable to me, but the wording is ambiguous.

    The latter is correct.

    Quote:
    I recently came across the Arcane Malignancies drawback and find it fascinating. Would you be all right with me grabbing something from that with a d100 roll? And if so, would that open another trait or no?

    Sure, and it would open another trait. I'll make the same offer to my existing players and the others, you may take one drawback in exchange for an extra trait.


    Thank you for the answers!

    Let's roll that d100: 1d100 ⇒ 37 and see what comes up!

    Per AoNPRD:

    Blood of the Coven wrote:
    You grow an extra row of sharp, crooked teeth. The uneven set of your jaws gives you constant headaches. You take a –2 penalty on concentration checks and saving throws against pain effects.

    I love that for a pirate. That hurts a bit for a caster, but what an image! Now I just need to settle on a third trait and finish converting my mess of a spreadsheet into a profile.

    Carmelia Torvé will greet you formally soon.

    I know I should use something like Hero Lab. I like my weird, cumbersome, sprawling spreadsheets.

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    I will try to finish updating my character with the last few odds and ends today. I am going to be travelling for the next 2 weeks - I am putting my GM games on hold, but I will endeavor to still jump into the few games I am a player to keep things moving. But if I disappear for a few days here and there, know that I am coming back!


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    polyfrequencies here. I plan to add some background and description later, but I think I'm relatively set on the statblock.

    Please let me know if anything looks amiss, or if you want my crunch.


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    I'm having fun looking at the Wandering Spirit options for Carmelia (and looking even more forward to getting the Wandering Hex next level, bane of taking a dip). Carmelia will probably tends towards the Flame, Heavens, Lore, Nature, and Tribe wandering spirits, depending on what she knows may be coming that day. Wood and Wind have some fun options as well when you're on a ship. I may experiment a bit with them up front. My calculations may change once I can choose a Wandering Hex and gain the Flexible Hex and Spirit Talker feats (long-term goals).

    For the Tribe Spirit, Tribal Cooperation grants her a Teamwork Feat for the day and the ability to grant that feat to her allies for 5 rounds 4 times a day. I looked into the feats that seemed most interesting/useful overall, and they are:

  • Outflank
  • Precise Strike
  • Intercept Charge
  • Paired Opportunists
  • Distracting Charge
  • Pack Attack
  • Lookout
  • Shake It Off
  • Overwhelm

    One thing I want to point out about this character is her healing capacity.

  • Thanks to the skill unlock, whenever I treat deadly wounds, the target recovers hit points and ability damage as if it had taken full bed rest. (2 hp per level and 2 points of ability damage, unless you have different house-rules like 2+Con hp)
  • Thanks to Healer's Hands, I can treat deadly wounds as a full-round action instead of an hour, and I can use this on a creature more than once per day! And if I hit a DC 30 (not hard to get with a +20 Heal) I add +7 to the damage healed. I can do that 7 times/day.
  • With the Vest of Surgery, I can heal an additional 1d4 points of ability damage once per day.
  • I may also grab Incredible Healer, which would increase the potential of healing even more.


  • Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    I did trade out the skill unlock with Heal for Incredible Healing before I finalized the sheet, by the way. That +20 is coming from:
    +3 Class Skill
    +5 Ability Modifier
    +5 ranks
    +5 Healer's Gloves (competence)
    +2 Vest of Surgery (circumstance

    If you want me to add the build points into the character sheet, I'm happy to do that so that everything is above board.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Are we just waiting on the assassin's response?


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    That's what I'm waiting on.

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Oh, okay. Sorry. I got bogged down in real-life drama. I'll get something up soonest.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Everything okay?

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Yeah, I was waiting on you folks to begin the questioning.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    I am interested in claiming the shadow studded leather armor. If anyone one else wants it, let me know.


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    Chumtooth taking the shadow studded leather armor sounds good to me. I don't much intend for Carmelia to use weapons, so the human-bane crossbow and sharpshooter's blade might be better for someone else. But if no one else wants them, she would make use of them. They would also fetch a hefty price!


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    If no one wants the other items, I am fine with selling them and splitting the coin.

    Assuming Chumtooth gets the shadow studded leather, he will sell his existing +1 studded leather to add to the pile to be split.

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    Being so much smaller than the rest of you, it is likely all oversized for Navasi anyway.


    Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

    Dantes isn't really interested in the items, and his eyes gleam at the thought of selling them for gold.

    Grand Lodge

    Nothing interests Faengrim.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Items to be sold:

    1.) Chumtooth's +1 Studded Leather, as he claims Giles's Shadowed set.

    2.) The human bane crossbow.

    3.) The sharpshooter's blade


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    Sounds good to me. And thanks for the summary!

    Unless told otherwise, I'll assume that the crew relate this information to Carmelia and Navasi more or less, so that she has the basic context.

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    Do we have a price on the crossbow?

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    The armor is worth 705 gp (after the 60%), the crossbow is worth 5,010 gp, and the sharpshooter's blade comes in at 4,383 gp.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    I suggest the net 5,088 gp be divided between Faengrim, Dantes, and Carmelia.

    I will take the upgraded studded leather as my share and Navasi will have the crossbow as a discounted purchase as hers.

    Does that seem reasonable? Thoughts?

    Grand Lodge

    I'm ok with however we do it.


    Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

    Works for me.


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    1696 gold in the pocket, sounds good.

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    I can put 3000 back in the kitty so the cash-getters each get an extra 1000.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Who has the vials of deathblade poison? I would be willing to trade some doses of giant wasp or flayer venom (both are injury administered and do Dex damage) for some doses of death blade.


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    I think Navasi picked up the vials of deathblade poison.

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    Yah, Navasi picked them up, but will readily turn them over to her new Captain in thanks for the offer to join the crew. ;)


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Thanks! Are you sure you don't want to keep a vial, or trade for the Dex Damage venom?

    DM Whtknt: how many doses per vial?

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    Nah - I can always ask to borrow it back if needed. Navasi really only picked them up as flavor text - wasn't really trying to horde loot.

    Dark Archive

    1 person marked this as a favorite.
    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Each vial contains enough to coat one blade or 10 projectiles.


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    I don't think we have any other business in town.

    With 1696 from the sale of the items and 1000 from Navasi's generous contribution back into the pot, Carmelia will seek out a Pirate's Eye Patch to complete her ensemble, which should leave her with 110 gp to spare for now.

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Things have progressed to the point where everyone can now level up before we go on to the next section.

    Grand Lodge

    Ding!

    Hit Points: 1d10 ⇒ 5 + Con +1 Favored
    BAB +1
    Fort +1 Ref +1
    Ability Bump: +1 Strength
    Favored Terrain: Urban +2, Water +4
    Spell: 1 2nd level
    Bonus Feat: Eldritch Claws
    Skills
    Intimidate +1
    Perception +1
    Profession (sailor) +1
    Stealth +1
    Survival +1
    Swim +1


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Hit Points, Rogue: 1d8 ⇒ 7 +3 Con = 10

    Uncanny Dodge
    Fast Stealth

    +1 Wisdom, bringing it up to 12 (+1 to Will Save, and all Wis-based skills)

    +1 BAB
    +1 Reflex

    9 Skill Points (8+1 favored)

    +1 to all skills, except linguistics, and added a rank of Stealth.

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    Added +1 Wis
    +8 HP
    +1 BAB
    +1 Will Save (+1 more for bumb in Wis)
    Added 4th level spells (3)
    Added 5 skill points: Intimidate, Perception, Use Magic Device, Spellcraft and added Profession Sailor.

    New Perception +8, Sense Motive +6
    Bonus Spell Known: Fear
    - still need to pick 2 new 4th level spells (or lower)


    Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

    +1 level of wizard
    +1 Intelligence
    +1 BAB, +1 Will
    +1d6 + 3 ⇒ (3) + 3 = 6 hit points
    Skill points +15: Knowledge (arcana), Linguistics, Spellcraft, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (local) x2, Knowledge (nature) x2, Knowledge (nobility) x2, Knowledge (planes), Knowledge (religion)
    Languages: Celestial, Mwangi
    Add class ability: Perfection of Self.
    Spells per day: 1 3rd, 1 4th
    Spells to spellbook: Arcane Eye, Greater Invisibility


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    Deep Shaman 6 / Sczarni Executioner Slayer 2
    (+1 Level of Shaman)

    Lv 8 Boost: Wisdom (--> 21)
    +1 BAB, +1 Fort, +1 Reflex

    hit points: 1d8 + 2 ⇒ (7) + 2 = 9

    Skills +7 (+1 Disable Device, Knowledge (planes), Perception, Profession (sailor), Sense Motive, Sleight of Hand, Survival)

    More spells per day, but most importantly:

    Wandering Hex!

    I'll change it in the profile ASAP.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    DM question:

    Is the Port Peril description just a list of the information Navasi gathered from the crew, or is it a description of us now being there?

    In short, are we still at sea, or have we reached Port Peril without incident?

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Just what was gathered from the crew although unless there is a reason not to, we can move things forward.

    The Exchange

    Female Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

    I'm good to make port!


    Female Sea-born Changeling Deep Shaman 8 / Executioner (Slayer) 2 | HP: 71/78 | Perception +24 (+1 vs traps), Sense Motive +25 | Speed 30 ft | AC 25 Touch 14 Flat 22 | CMD 22 | Fort + 9, Reflex +10, Will +13 | Init +3 | Active: Visualization of the Mind, Bless, Shield Other (Chumtooth), Tears to Wine, Life Link

    Great. Carmelia prepares differently if she's on the sea, traveling, vs on land. So if anything happens en route, I'll pull out that prep list. Otherwise I'll prep my urban spells.

    Dark Archive

    Maps: Car. Crown || Forge of Heroes || Skull & Shackles

    Hurricane time. Please be patient and, gods willing, I'll see you on the other side.


    Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 111/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

    Hunker down and stay safe!

    Grand Lodge

    Ditto. Stay safe.

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