HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
PBP seems to slow down in general from around mid-november through mid-january (as people have to catch up on work around the holidays). Some of us are insufferable slackers, though.
My problem is that my job is seasonal. My work load exploded today from 25 pets to 65 pets. With all of the work that adding forty pets to our roster entails.
On the bright side, I gained another rank in Handle Animal.
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
So, update on potential replacement player: the two people I thought would be appropriate who Hotaru knows (kittiface and another GM) are probably too busy to join a new game right now. I could ask around among the players of the game I run (they're pretty legit dudes) but only if nobody has objections.
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Err... did we want to leave this island? I'm honestly not sure, since it does feel a bit like giving up on a duty we agreed to, but I'm not sure if this is a GM hint that there's nothing left here.
Although, technically... I suppose our duty is to protect the eggs the gnome took, which means catching the gnome before he makes underwaterbreathinganddepthprotection stew. Or whatever his nefarious plot is. :p
Totally your call :) No one is saying you should leave if you don't want to. The Captain sort of assumes it, because who in their right mind wants to stay on the island? But then she wasn't there when you agreed to guard the eggs, most of which ARE now stolen.
Well it is true there are plenty of eggs left, but the gnome did seem to target primarily the dragon turtle eggs. Those are the ones of the most value.
Also, as a side note, if you want me to be more direct and lead you more let me know, or if you are ok sort of charting your own path that is fine too. I can work in either framework to accomplish story goals, but sometimes it takes a more roundabout path. It may be longer in the end, but there are also side adventures and things that occur, which I often feel round out the character more.
UCMonk/UCRogue/Kensai 4 HP 64/64 | AC 25 (26 vs traps) T 21 FF X | F 7 R 7 (+1 vs traps) W 7, +2 vs charm, compulsion, emotion; addition +2 vs enchantment | Init 5 | Perception 12
Yeah, I agree that it feels a bit weird to leave, but there doesn't seem much to do on this island, especially if the gnome has indeed found a way to leave. :/
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Note to all my games: My monitor just broke, which means I don't have normal internet connection. It'll be 1-2 weeks before it's fixed, so expect slower posting.
I am splitting table 3 up as it has suffered from attrition and low posting. One of the players will make its way to this table. In game, this may be a bit tricky, but I have a solution that isn't terribly unbelievable. PM me any concerns or thoughts.
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Any thoughts on who goes where? I know this table has generally focused on character stories; but while their paladin's got a lot of it, a servant of Ragathiel clash too much with our friendly ideals.
From a strictly balance angle, Champawat seems like she'd add the most stuff we don't have (knowledge expertise, alchemist spell list); being a dirty trick fighter, she fits with our "capable of easily switching to nonlethal combat" theme, although she looks like she'll be difficult to keep alive for a few levels if she charges instead of hanging back a bit like Teniel and Makoto do.
...also, we could put bells on her and make her our acrobat, but that sort of thing is often frowned upon in polite company.
UCMonk/UCRogue/Kensai 4 HP 64/64 | AC 25 (26 vs traps) T 21 FF X | F 7 R 7 (+1 vs traps) W 7, +2 vs charm, compulsion, emotion; addition +2 vs enchantment | Init 5 | Perception 12
It looks like their table is level 2. Is the new person going to level up to match us or remain at his/her current experience level? I personally don't mind either way; I'm just curious.
Yes, you can. The removal of categories for the items, removes the confusion of what can be enchanted on what items. Everything is basically just a magic item now, although weapons can gain weapon enchantments.
If we had a chance to get a large enough selection of wood, we could do what I really wanted my character in another campaign to do: Make a decorative figurehead for the ship. But sadly, we're not keeping the boat in my campaign. If we're gonna be at sea for longer than a few days, it'd definitely be worth the joint effort between Teniel and Maks, and almost assuredly an appreciated effort. :)
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Haha, forgot for a second that I was a carpenter! I carve, you paint. But if they kept some of the wood from the broken mast, that would be perfect for making something.
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Maaan I am enjoying reading up on Javanese folklore! Level 4 combat is going to be fun. I've got so many spirit curses I can shout at people now, which will be great with minor image and summon ii.
Got a map up of the ship stuff. Will commence with more posts and battle info. Gonna try out some of the naval battle stuff, although much of it may not be needed depending what happens.
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Eh, it won't be nearly as crazy as the game with my fire-and-catapults ship's oracle. If you need help with naval or water rules, feel free to ask (as Tavros can attest, I've GMed that sort of stuff a few times).
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Fun thought of the day: at next level, my weapon could give both me and my familiar Bonded Mind so we can telepathy. Not sure if it's worth it, though, because line of sight only.
Maybe. It's kind of messy. It's definitely one or the other. The question is is you 'receiving the signals' the active part of the feat, or is you 'sending the signals' the active part of the feat? I think it makes more sense for you to be able to read your ally's body language than for them to be able to read yours. One requires you training, the other requires either them training, or you being god of psychic pantomime. :P
Alternately, join in. When you have fun talking in the discussion, you've a higher chance of having fun in the gameplay :p
I usually play low-powered games. Though I've had a few higher-concept characters, they tended to be DMPCs. Never anything I'd call a god. Though Demigod was strictly accurate for one. (As I built them in the Scion system)
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Ah... nope, this was a level 20 inquisitor. Signature Skill: Sense Motive high enough (+67) to read the mind of any creature in the Bestiary, which combined with Bonded Mind meant 100% nonmagical telepathy.
Torn on Mage Armor first v. Invisibility first. Invisibility keeps them from knowing there's a Minotaur almost assuredly. But it also limits the actions Tavros can take until they arrive. I'm gonna work off of the assumption he didn't really want to throw large, potentially valuable objects at the approaching ships, though. :)
It might also be wise for someone to tell the crew to turn starboard, which will help to limit how many dangers we have to deal with at once. :)
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Well, they haven't closed the distance yet. Might as well take a round two action now too. I'll just get ready to color spray all boarders on this side, while you cover the other side and Tavros gets the middle.
EDIT: Also, I'm sad that S&S didn't follow Stormwracked's mechanics of "you can use your ship to intimidate another ship by billowing your flag impressively." Because Teniel would be amazing at that.
It happens. You probably spent at least 15 minutes on your post, which in turn means that her post would have come about the time proofreading would start. :)
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Huh—wow, my harpies didn't do much.
Regarding the clump of dudes at the back of the ship: Ah, well. Maybe I'll still get to use color spray before I replace it at level 5, but eh, will have plenty of other spells by then.
Well they are flying around the enemy ship menacingly? Most of the enemy crew is taking cover from them or shooting at them. They've only had 1 round to really take any sort of effect. The ships keep on moving.
Yeah on your ship I tried to make them a little easier to see. I mostly put the combatant crew out there, although there should be more crew that is just helping the ship do its shiply stuff. I might denote those on the map. Some may be in the rigging or below decks, but I suspect most would be on the deck. It's only significant impact is for area of effect spells and of course losing a bunch of crew makes the ship harder to pilot. Also it makes it hard to move around and keeps the deck packed for boarders.