*Insert Pirate Talk Here* S&S (Inactive)

Game Master Whack-a-Rogue

Skull & Shackles AP


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HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

If I have a quick runner's shirt I might be able to go from free to pinned to coupe de grace in one round 1/day, but maybe not. Need more research.


Coup-de-grace is a full-round action, so that combination's out, fortunately for me. Still, you're going to get insanely nasty. :-)


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

So I take it that move+std =\= full-round?


Still figuring out the grapple rules, so I could very easily be wrong.

Standard: initiate grapple
Move: pin (via Greater Grapple)
Swift: stun (via Stunning Pin)

Quick-runner's shirt gives an additional move, so that's where the tying-up comes in, right? Or am I missing something?


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

On a separate note, the whole us going on one turn and the baddies going on one turn is kinda working for me. I understand that you DID put up an initiative order, BUT since we are not following it, it seems to be going pretty well considering. :D Also, its too bad that you allowed all 3 to be effected. we coulda had the two that were free sleeping now and the last one givin sweet sweet loven to by Cuddles. ;) But thats Meta-gaming Tao. Yah I know. <Slaps own wrist.> Bad Tao. ^_^


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

By lvl 9 I'll have Snapping Turtle clutch, which is where the missed attack comes in.
Missed attack: initial grapple
Move: pin
Swift: tie up (via Rapid grappler)
Standard action free to go grapple someone else within reach or I can wait and coup on round 2, or whatever.

Swift runner's shirt requires a swift so that's out.


Ah, not I see what's going on, Cuddles. Yeah, once you have Rapid Grappler, you'll be tying up one baddie per round. Nasty....

@Alain et all: If you cast a 1rd spell like sleep, at the beginning of your next turn (when it'll go off normally), let me know the placement. That way I won't have to guess where you want your spell centered or your summoned monsters placed. :-)


Sor 1 | AC 12 T 12 FF 10 | HP 8/8 | F +2 R +2 W +2 | Init +2 | Perc +1

Sure. I'll let you know when it's time for it to go off.


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

I THOUGHT (and I haven't dealt with it but once before and the poor bar fight had a monk in it who was dropping people in one punch) that if someone attacks with unarmed and doesn't have a feat they provoke BUT only if the person is considered armed. If they are simply having a fist fight, then there are no opp attacks for the initial swings. That said, I don't care how it works, and our Tetori is going to destroy them anyway.


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

or at least give them a good noogie.


Two ways to play it:
1) Unarmed Strikes during a brawl never provoke because nobody's considered armed.

2) Unarmed Strikes provoke as usual, but unless you have the right feats, your AoO will likewise provoke.

I favor the second option because it makes things more crazy (and tactical). Of course, it doesn't really matter in this fight since there's only one bad guy left. Something tells me he's going to have a hard time in a minute. :-)


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

Totally fair, as I said, I don't care how it works as long as we know. Either option is fine and I like the latter one as well, but I had to look it up about a month ago due to a bar brawl. Heck, I don't even remember what scenario that was....ugh


Yeah, it happens in a few PFS scenarios. Anyway, next round's up, and I'm off to bed. How badly can y'all annihilate him while I sleep? ;-)


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

Challenge Accepted


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

Mr. YBD, sir, I do need to ask you a BIG question though. Scorpion Whip: How do you rule it?

Whip, Scorpion

This whip has a series of razorsharp blades and fangs inset along its tip.

Benefit: It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip.

Weapon Feature(s): performance (plus disarm, reach, and trip if you are proficient with whip.)

Is it:
1) An exotic weapon that you can use to it's full potential with Whip proficiency?
2) An exotic weapon that you can use AS a whip if you are proficient, but you can't use it as a performance weapon, in normal range without the "scorpion whip" proficiency?
3) Some other ruling?

I ask because this is something that no dev/rules person has answered and there are lots of threads discussing it, but no conclusions made as it is SO unclear.


I've done some research and found the same options you did. Very confusing. I'm inclined to go with Option 1. Two reasons:

1. A scorpion whip is just a regular whip with metal bits attached. Why would you need and additional training to use it proficiently?

2. When Paizo opened up Pugwampis as a playable race for April Fools Day, I made a Titan Mauler Barbarian as a joke. A scorpion whip was one of the only ways she could attack adjacent squares (if I recall correctly). Burning a feat on EWP would have wrecked the build.


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

That's how I think it works too, but I won't build a char for PFS with it because of the unclear nature and rolling with it at a table and the gm ruling 2) would make me really upset if I were say...a 6th level magus built around the scorp whip


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

that would be a blackblade magus, naturally. :P


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

Yeah, it's actually my wife's character. Played it to 2, but haven't played it anymore just in case we can get a ruling at some point soon.


Vitals:
HP:22/22 | Initiative: +3 | AC: 14 | Touch: 12 | Flat-Footed: 12 | CMB: +3 | CMD: 18 | Fortitude +2 | Reflex +5 | Will +3 |
Special Info:
Acro +8, Climb +5, Dipl +8, Ling +6, Perc +6, Perf (sing) +9, Perf (string) +8, Prof (sailor) +5, SM +4, Stealth +8, Swim +7
| Burning Hands 1/1 | Bardic Performance 17/17 |Hypnotic 1/1

Hey guys, I'm back.
I should be catching up later on tonight. I have to get home and get settled. Had a long week. But I'm so excited to be back. Can't wait to play with you all.


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

<Cheers happiness and excitement>


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

Hazzah!


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

<Sniffles> Al, you make me miss the SCA.


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

Then I should have said: "Vivats!"


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

Grappled creatures cannot make AoO, so tao's attack in in the clear unless he goes before cuddles.


Skills:
Craft (Alchemy) : 14, Linguistics : 7, Knowledge (Arcana) : 10, Knowledge (History) : 11, Perception : 4 (Untrained), Spell-craft : 10, Swim : 16
Female, Undine, Witch: 3
Vitals:
HP: 20/20; AC : 13, Touch : 13, Flat-Footed : 10, Init : 3; Fort : 1, Ref : 4, Will : 5; CMB : 0; CMD : 13, Speed (Base and Swim) : 30ft,

Welcome back Enya, I look forward to working with you again.


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

Ahh. Right. He is grappled. Well then.. Should I be doubling my Dmg due to crit? I am so used to my gaming group doing crit and fumble decks that I hesitate often on that subject now. Heh.


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

As far as I know we aren't using the decks.


No crit/fumble decks. If you confirm the crit, roll damage twice (or whatever the crit mod is) like normal. As for fumbles, auto-miss, no confirmation, no penalties. Just got home, so I'll update later this evening, but it's looking like y'all whooped everyone without any difficulty.


Vitals:
HP:22/22 | Initiative: +3 | AC: 14 | Touch: 12 | Flat-Footed: 12 | CMB: +3 | CMD: 18 | Fortitude +2 | Reflex +5 | Will +3 |
Special Info:
Acro +8, Climb +5, Dipl +8, Ling +6, Perc +6, Perf (sing) +9, Perf (string) +8, Prof (sailor) +5, SM +4, Stealth +8, Swim +7
| Burning Hands 1/1 | Bardic Performance 17/17 |Hypnotic 1/1

miss you guys while I was away. and now I'm back and everything turned out alright. So as soon as YBD can decide to get his booty together and post I will post, too. No pun intended.


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

Oh please. <Mocking glare> That pun was TOTALLY and WHOLE HEARTEDLY intended. ;)


Vitals:
HP:22/22 | Initiative: +3 | AC: 14 | Touch: 12 | Flat-Footed: 12 | CMB: +3 | CMD: 18 | Fortitude +2 | Reflex +5 | Will +3 |
Special Info:
Acro +8, Climb +5, Dipl +8, Ling +6, Perc +6, Perf (sing) +9, Perf (string) +8, Prof (sailor) +5, SM +4, Stealth +8, Swim +7
| Burning Hands 1/1 | Bardic Performance 17/17 |Hypnotic 1/1

Teehee!


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

YBD: :
You may want to add a discription of each crew member to that crew list. "Barefoot" Samms Toppin is actually a fisherwoman who never ever wears shoes. Even while up in the rigging.


Cuddles:
Good point. I'll put something up today or tomorrow.


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

YBD: For future feats, would there be any possibility of allowing an old 3.5 feat? I feel like I want to do that or splash a level or three of another class due a need of more skills for working on a ship.

Open Minded from the Expanded Psionics Handbook and Complete Adventurer grants 5 skill points and can be taken multiple times.


Sor 1 | AC 12 T 12 FF 10 | HP 8/8 | F +2 R +2 W +2 | Init +2 | Perc +1

Skill Focus might work for you. Not quite as good, but it's Core.


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

Wait. Samms is a chick?! <Mind Blown>


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

A feat for 5 skill points seems fair to me, especially if you want a smattering of skills instead of a boost to one.


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6
Tao Sheng wrote:
Wait. Samms is a chick?! <Mind Blown>

Someone's been peeking in spoilers. :P


M
Spells:
0s: Create Water, Guidance, Detect Magic, Spark 1s: True Strike (d), Murderous Command, Sanctuary, Summon Monster I 2s Invisibility(D), Bulls Strength, Hold Person
Human
Vitals:
HP: 22/22 | AC: 11 T: 11 FF: 10 | Init +1 | Perception +14 |CMB: +2 | CMD: 13 | Fort +4 | Ref +2 | Will +6 |Appraise +6 | Diplomacy +11 | Bluff +9 | Know:Religion +6 | Sense Motive +11 | Profession: Cook +8 |
Varisian Pilgrim Cleric/3
Specific:
Channel 5/6 | Copycat 6/6 | Bit of Luck 4/6 | Caravan Bond: 6 |

Alain, skill focus, sadly, will not do anything for what I am seeking. I am seeking to not fall behind on my current skill selection, but I would like to pick up cooking, heal, and perhaps another skill, but at the very least I would like to pick them up. If unable to take the feat, then I am likely to take a 3 levels of rogue at some point (which I was considering anyway).


Skills:
Craft (Alchemy) : 14, Linguistics : 7, Knowledge (Arcana) : 10, Knowledge (History) : 11, Perception : 4 (Untrained), Spell-craft : 10, Swim : 16
Female, Undine, Witch: 3
Vitals:
HP: 20/20; AC : 13, Touch : 13, Flat-Footed : 10, Init : 3; Fort : 1, Ref : 4, Will : 5; CMB : 0; CMD : 13, Speed (Base and Swim) : 30ft,

I think I remember reading somewhere that taking a Drawback can grant either an extra Trait or a couple of skill ranks. But haven't been able to find it again.

What are your opinions on that Y.B.D?

Edit : I remember where I read it now, it was in the Tomes of Secrets book. For each drawback you gain 4 skill ranks of your choice. Unfortunately I cannot find anything similar in the Ultimate Campaign drawback section, which is frustrating. As that could have been another option for you Aldous.


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

Is that bad? I just thought that was a way to point a convo at someone. Should I not be doing that? Are those private?(First PbP game. Still new to this.)
>,<


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

Spoilers are generally only to be seen by the person on the tag. If the tag has no name and someone is using them to save space and prevent wall-o'-text then I'll usually go ahead and look. If you're bad at separating player and character knowledge I wouldn't do this.
If it has a name then I don't because of, well, spoilers. I don't want to spoil any surprises. Also, I don't look at any marked 'GM' because mechanical mods, secret rolls, and such tend to happen there and spoilers often act as the GM screen.
Other's opinions may vary. That's my 2cp.


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

Well then, good to know. Alrighty then. I will be more mindful in the future. :D Sorry for that.


HP: 24 AC: 18/12/16 F:5 R:2 W:0 CMD: 17 (20) CMB: 7 (11) Init: +2 Percep: +6

No worries. It was not-secret info, really. :)


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

So, I wanted some clarification after seeing Enya's last post.

When a job says for example (Using Rigging repair)"

YBD wrote:


1) Rigging Repair – 30ft climb + Profession Sailor/DEX check (DC 10)

Does that mean I need to roll: climb, Prof(sailor), AND Dex

or does it mean I need to roll: climb and Prof(sailor) OR Dex?

Because if it is the first, then I need to make another roll, but if its the second, then Enya is not fatigued.


Skills:
Craft (Alchemy) : 14, Linguistics : 7, Knowledge (Arcana) : 10, Knowledge (History) : 11, Perception : 4 (Untrained), Spell-craft : 10, Swim : 16
Female, Undine, Witch: 3
Vitals:
HP: 20/20; AC : 13, Touch : 13, Flat-Footed : 10, Init : 3; Fort : 1, Ref : 4, Will : 5; CMB : 0; CMD : 13, Speed (Base and Swim) : 30ft,

I never read those that are not addressed to me. I can separate Player knowledge and Character knowledge, however I like to keep certain things as surprises for myself. Never playing this before I don't know what will happen ... like I didn't know this "Barefoot" was female until Tao's comment. I had assumed it was a guy.

By the way, sorry everyone that I am not trying to influence anyone while I am working, the way I see it, me working hard and just working may start to get the officers to like me better ... also it means I won't get whipped or into trouble. Oh and the fact that I have a terrible Charisma, so wouldn't succeed at a Diplomacy roll anyway.

Enya, we were invited to do the show for Grok, us being there, just clearing up that if you misunderstood. Although I am happy you are trying to get our companions back. Is Mica just a pet you have bought, or a familiar?


Vitals:
HP:22/22 | Initiative: +3 | AC: 14 | Touch: 12 | Flat-Footed: 12 | CMB: +3 | CMD: 18 | Fortitude +2 | Reflex +5 | Will +3 |
Special Info:
Acro +8, Climb +5, Dipl +8, Ling +6, Perc +6, Perf (sing) +9, Perf (string) +8, Prof (sailor) +5, SM +4, Stealth +8, Swim +7
| Burning Hands 1/1 | Bardic Performance 17/17 |Hypnotic 1/1

No Mica is my familiar. Im trying to get themback for us before the show tonight. I know how much we both want them back. :-) And I do have the charisma to do so. I just hope it works...


@Tao: It's the second option. So, in Enya's case, here's what happens....

Day Job wrote:
Hauling Rope/Knot Work – Profession Sailor/STR DC 10 + CON DC 10 to avoid fatigue

She made a STR check and passed with a 12. Then she made a CON check and failed with a 5. She's fatigued but successfully completed her work for the day.

@Everyone: You can read any spoiler with your name on it. Also, some have specific conditions (like Alain's Spellcraft spoilers from earlier). If it's just tagged with random text (like "How badly am I screwed?"), it's for GM reference only.


Human Male Urban Invulnerable Rager 3
Vitals:
HP:38 | Initiative: +2 | AC: 16 | Touch: 12 | Flat-Footed: 14 | CMB: +7 | CMD: 19 | Fortitude +5 | Reflex +3 | Will +1 | DR: 1/- | Rage: 10
Skills:
Acrobatics: 7 | Climb: 8 | Craft(Tinker): 7 | Perception: 7 | Prof(Sailor): 7 | Swim: 8

Just a clarification, the / means or correct?

YBD wrote:


Day Two Work Assignments
Alain - Swab the Decks
Aldous - Cooking. Kroop is drunk. You actually get to work today. Yay!
Cuddles - Hauling Rope/Knot Work
Enya - Swab the Decks
River - Runner Since you did such a good job yesterday :-)
Tao Sheng - Rigging Repair

I promise I am not trying to be a pain. :D

YBD wrote:


Swabs – Alain, Cuddles, Enya, River
1) Man the Bilges – STR DC 10 + CON DC 10 to avoid fatigue
2) Rat Catcher – Stealth/Survival/DEX DC 10
3) Swab the Decks – STR/CON DC 10 to avoid fatigue
4) Hauling Rope/Knot Work – Profession Sailor/STR DC 10 + CON DC 10 to avoid fatigue
5) Runner – Acrobatics/CON DC 10 to avoid fatigue
6)Repairs – Profession Sailor/DEX DC 10

So. If this stands to reason, Enya should be rolling Str OR Con? or is it Str THEN Con?

(sorry brain is a bit fuzzy and I am having a bit of trouble making sense of things. It's been a long LONG day.)

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