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 (low-light vision) (+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 (darkvision) (+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 (low-light vision) (+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)
Riori Stargazer: HP 87/87; AC 25/13/19; F+7 R+8 W+11; Init +3; Perception +10 (low-light vision), Sense Motive +10
Rogar "Doc" Ironsail: HP 93/93; AC 25/14/22; F+14/+18 R+14/+18 W+9/+13; Init +3; Perception +15 (darkvision); Sense Motive +2

Plunder: 0
Infamy: 20
Disrepute: 15


351 to 400 of 1,404 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Hit Points: 1d8 + 3 ⇒ (6) + 3 = 9

I've decided to take my 4th level as rogue - pirate achetype, to reflect Chumtooth's becoming more of a sailor.

GM WhtKnt: If you decide that I need to take a rank in Craft to make the shrunken heads, I will abide by that. Just let me know, so I can allocate skill points accordingly.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Yes, since I'm allowing them to provide a bonus, you will need to put a point into Craft.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Everybody get your rogue on! ^^


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Alas, no roguing here. v v


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Not yet.. You've not been with the party long enough for me to rub of on you, have ya? ;)

1st level: Satinder rogue
2nd level: Ayaki rogue
4th level: Chum rogue

^^


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

1d8 ⇒ 5


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

I mean, I considered Investigator for this character at one point, because she was created pre-ACG and it turns out Investigators make excellent pirates. (No, seriously).

But sticking with Oracle gets me things like a +5 inherent bonus to int and the ability to (possibly? unsure on the implementation of the favored class bonus) cast wall of fire at level 7, which would be quite fun if the game gets that far.

I guess if someone else goes rogue at level 8, Victoriana can consider it at 16.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

If we had started this campaign post ACG, I probably would have designed Chum using the Slayer class. All the same, he's working out fine as-is.

Dark Archive

Maps: Car. Crown || Skull & Shackles

I fully intend that this game will run the gamut. My tabletop group is in the thick of book 4 and having a blast. I think that the AP takes you as far as level 15.


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|

Even though he could really use some more class skills (climbing, swimming, etc.), Dantes will keep going down the wizard path. Maybe Craft Wondrous Items can make up for those skill deficiencies... :)


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Well, you can always pick up some slayer levels for flavor.

EDIT: I guess Vic's about to start squibbing!

Dark Archive

Maps: Car. Crown || Skull & Shackles
Dantes Goldforge wrote:
Even though he could really use some more class skills (climbing, swimming, etc.), Dantes will keep going down the wizard path. Maybe Craft Wondrous Items can make up for those skill deficiencies... :)

It's not easy to be a straight wizard in this AP, though it can be done. I have a player in my tabletop group playing a magus, and even he has picked up a few levels of rogue for the skill benefits. Still, there are ways to get things that can make up the difference, and crafting is one of them.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)
Victoriana Whitecap wrote:

Well, you can always pick up some slayer levels for flavor.

It's funny, I keep looking at the Slayer class, and it's almost what I want to do with Chum, but not quite.

It's like there was need for a Jungle Cannibal archetype that wasn't filled. (chuckle)


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Dantes: you may want to use your wizardly abilities to see if Plugg and Scourge had any magic items on them. I'd search Plugg myself, but I have his bloody head in my hand...


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Well... if you stay straight wizard until level level 5, the party gets Water Breathing and Fireball/Lightning Bolt as early as possible (since these are excellent attack spells against ships/merfolk and also let you stay out of melee range). And level 7 gives some other goodies, like Ride the Waves.

An improved familiar is also a good way to get some skill coverage. While you probably can't get a tidepool dragon due to alignment (though they can give people swim speeds and use sorcerer wands without a UMD check), a Water Elemental can do fun things (and flank), while Spirit Oni and Ratavarnas give neat scouting benefits and an Arbiter is an unkillable companion who speaks every language, throws occasional buffs and can repair ships.

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

Over the next couple of days, I will update Ayaki, she will be taking her rogue level this time around so she will be bard2/rogue2

I am going for arcane trickster down the road so that's where I am headed.

i'll read the new gameplay post now and see what's happening


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

I'm thinking I might go RO3RA1 (or maybe RO3FI1).. What do you guys reckon?


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Ranger's advantages are spells and animal companion (or an archetype feature that replaces these). With multiclass, you lose out on the full benefits of both unless you take some feats to back it up.

A few levels in lore warden fighter would give you the same BAB with tons of feats; a few levels in slayer would give you some skills and sneak attack while also getting the useful ranger abilities.

The most fun multiclass dip, though, IMO, is Brawler. You get the awesome Martial Flexibility, the ability to make extra attacks with your brass knuckles (at brawler 2, with flurry), for a total of 3 useful feats in 2 levels, one of them swappable. Brawler also lets you do things like unexpectedly kick someone's face in with an unarmed sneak attack while your hands are tied up. If you take the Exemplar archetype, you can also use your charisma to inspire the crew.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Yeah, don't have the ACG so I need to stick with CRB and APG unfortunately.

I'm mostly thinking of doing it so I can attack with ALL kinds of weapons, and fighter gives me a nice little extra feat and +2 fort,
where ranger gives me fav enemy, +2 fort and reflex.

Downside to fighter: low skillpoints
Downside to ranger: no heavy armor (as if) and no feat.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Part of the reason I took a level of rogue. Chumtooth was learning so much about being a pirate and a sailor, but the scant few skill points the fighter class provides didn't help with simulating that.


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|

I thought I posted this yesterday, but I don't see it here.

+1 level of Wizard
+1 Intelligence
+1 BAB, +1 Will
+1 2nd level spell
Add two spells to spellbook: See Invisibility, Glitterdust
+7 hit points
+7 skill points: Appraise, Knowledge (arcana), Knowledge (geography), Knowledge (planes), Knowledge (religion), Linguistics, Spellcraft
+1 Language: Auran.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

I'll go ahead and start the conversation with regard to distribution of loot.

As boatswain, I am interested in the Shackles of Compliance.

I am also interested in the Amulet of Natural Armor and the Tidewater Cutlass.

As far as mundane items, the bosun's call, and the masterwork cat-of-nine-tails are of interest.

I don't expect to get all (or any) of the items. I am just making my interest in them known.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Lore Warden fighter doesn't give armor, but gives more skill points, a bunch of extra class skills, and a second bonus feat at LW 2.

Also, I don't know if it'll help with squibbing, but if so Victoriana can craft forged papers with something like +28 on the necessary linguistics check.

EDIT: Regarding distribution of loot: Vic and Dantes should be able to craft things like extra Amulets of Natural Armor at sell-cost, if the party has other loot to offload for cash.


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|

Copying here for ease of discussion. Nothing there that Dantes would want to claim in particular, but the potions all look quite useful. As Vic said, Dantes will likely be crafting custom gear for himself.

Magic:
potion of blur
potion of cure light wounds
Boatswain's call
potion of cure moderate wounds
Tidewater cutlass* (+1 cutlass, can use hydraulic push once/day)
screaming bolts (3)
Amulet of natural armor +1*
Leather bracers of armor +1*
Shackles of compliance* (+4 bonus on Intimidate checks to intimidate or demoralize a creature wearing the shackles; cast command (DC 25) on wearer three/day)

Mundane:
Leather armor
Punching dagger
Masterwork handaxe carved with 14 notches
Shortbow
12 arrows
Leather quiver with buttoned cover
Whip
Corked dark green bottle containing 8 doses of oil of taggit
Six gold teeth worth 5 gp each
Hefty waxed coat with many hidden pockets
Leather snuff box with a diamond stud worth 100 gp (contains one dose of dark reaver powder)
Silver wedding ring worth 25 gp
14 pp
29 gp
Masterwork cat-o-nine-tails
Light crossbow
10 crossbow bolts
Leather drinking cup
100 sp
200 gp


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|

A duel! Great call, Alwen!


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Yes very nice!


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

So, we fast-forwarding?

Dark Archive

Maps: Car. Crown || Skull & Shackles

I'm going to be putting on CoastCon (I head up the gaming area) next week, so please excuse me as necessary if I am slow to respond for the next week. I will be completely out of touch March 19-22, but should be back to normal after that (for a short time, at least; GenCon is coming). Until next Wednesday, I should be able to post daily (and will attempt to do so). If you are in one of my games, please be patient. If I am in one of yours and slowing things up, please bot me as necessary to keep things moving.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

<poke>

Let's poke the giant shark that is our DM!! :)

Any idea when we can start the captain's struggle? :)


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Since the captain's struggle could theoretically happen without moving the plot forward, I (or another neutrally-aligned party) would be willing to make rolls for the two of you, if the GM thinks it's appropriate and is too busy to follow himself.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

I like that suggestion, if the DM is on board with it?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Sure, I have no issue with that. Victoriana will be the official die roller for the combat.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

At least until the GM is free again, depending on how long things go. Should I roll initiatives?


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Initiative has been rolled already.
I'll pm you my action, you can post it and then we wait for Ayaki :-)


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Here kitty kitty!!
Here kitty kitty! ;)

C'mon Ayaki, everyone's waiting for you!

Victoriana, can I still change my first round action?


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

If you want to, I suppose, as long as it's not something drastic and ridiculous.

Also, Ayaki, if you're too busy to level your character atm, you could just tell me what class/ability scores you're increasing and I can do the rest, since you don't need to pick a feat or rogue trick at this level.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

A few things to clarify:

I had already moved Satinder on the map, so she couldn't take a feint action. This would not be necessary though, since there is a difference between flat-footed and surprised. Ayaki was the first, but not the second.

Flat-Footed wrote:

At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed.

...
A flat-footed character can't make attacks of opportunity, unless he has the Combat Reflexes feat.
Surprise wrote:

When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.

The Surprise Round

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

Sneak attack wrote:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and...


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Hmm, alright. It looks like

Quote:


At the start of the duel, each participant makes an initiative check, just like in standard combat. Because duels are always planned and expected, there is never a surprise round. Alternatively, some duels start off with each side facing off, waiting for the other to flinch or break resolve. In such cases, substitute a Bluff, Intimidate, or Sense Motive check in place of the standard initiative check. The skill used is decided by the individual participants and is reflective of their approach to the duel.

So, one way or another, there are two opposed starting rolls, with the one that goes first treating the other as flat-footed.

Doesn't matter much either way, though, with how the dice rolled.

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

I'll level my char tonight and then I will not be able to post after that at this point I'm am ooo till at least Monday


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Should we continue or not? I am hesitant to go ahead without the blessing of the DM man, but I reckon everything will be fine?

Victoriana, you have any idea if you're already on board of the ship?
The rest, what do you think? Shall I continue, and make the grand captainy speech?

Also, sorry Ayaki that it was done so quickly.
I would have loved to see what you were capable of. :)


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

I assume I'll be brought on board to do some squibbing and repairs, but I'd wait to see what the DM says about that.

Don't see anything wrong with grand speeches.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Anybody else?
Everyone seems to be sleeping, might need to kick you all awake, bunch o' landlovers!


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

I'm still here. I've been checking in to see if anything is happening.

Long silences are usually bad omens when it comes to pbps. I hoping that isn't the case with this one!


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

I guess it's mostly because our DM is afk ;)

If everyone is okay with it, I can do the "grand speech", but just want to hear everyone giving their okays :)


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|

By all means. I think we area ready to move on. It sounds like Ayaki is will willing to support the outcome, yes?

Dark Archive

Maps: Car. Crown || Skull & Shackles

Will make a post today, have some errands to run and lost another cat this morning. Bad day all around, but at least he didn't pass during the convention.


Male Elf Ranger (Freebooter)/4

I'm sorry to hear about your cat, WhtKnt. :( It always sucks to lose a beloved fuzzy buddy.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Hope he got to have a good life. Best of wishes.

Dark Archive

Maps: Car. Crown || Skull & Shackles

He did, I'd like to think. He was strictly an indoor cat and was just shy of 16 years old. In the photo, Spike is on the left. He passed almost a month ago, while Butch, who passed last night, is on the right. They were littermates.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Let me know if I should be appearing with the Squibbers... otherwise, I'll just wait and see what amusing occurence gets Victoriana on-board the ship.

351 to 400 of 1,404 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Formidably Maid Tavern All Messageboards

Want to post a reply? Sign in.