No Pirate: Boarding Axe's 50 Challenges (Inactive)

Game Master Storm Dragon

In-jokes couldn't salvage this game.


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M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"A good suggestion, Krom."


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

For reference, here's a list of all of the magical items on the Devil's Pallor and their descriptions:

So Much Stuff!:
Captain's Chest: This chest functions as a Type IV Bag of Holding, and is watertight even if opened underwater. If placed in the hold of a ship it warps the dimensions of the hold and increases the cargo hold capacity by 50% for as long as it stays there. If it is removed while the hold is overfull, all excess cargo is expelled out through the nearest point of egress (injuring anyone in its way). (30,000 gp)

Jalhazar's Wheel: Handles of polished bone and grim skulls decorate this ornately carved ship’s wheel. When grasped, the wheel’s handles feel comfortably smooth. Those who stand watch at the wheel claim to hear the whispered guidance of Captain Xiribal Jalhazar, and occasionally feel ghostly hands holding the ship’s course true. When fitted to the helm of a ship, Jalhazar’s wheel grants a +5 competence bonus on sailing checks to turn the ship with the hard to port or hard to starboard actions (Skull & Shackles Player’s Guide 13). The wheel also halves the penalty on sailing checks made when turning the ship while traveling at three or more times the ship’s acceleration. In addition, the ship’s pilot can combine a hard to port or hard to starboard action with a full ahead or heave to action as a full-round action up to three times per day. (7,500 gp)

Besmara's Bones: Named for the goddess of piracy, strife, and sea monsters, this figurehead must be mounted on the prow of a ship function. Once per day, a ship carrying Besmara’s Bones can inflict a curse on an enemy ship struck with a successful ramming attack. The target ship must succeed at a DC 14 Will save or its pilot takes a –4 penalty on Profession (sailor) checks to control the ship. In addition, the cursed ship can never gain the upper hand in ship-to-ship combat (Skull & Shackles Player’s Guide 9). The curse inflicted by the figurehead cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. In addition, once per day, Besmara’s Bones can be used to cast false life (CL 5th) on the captain of the ship carrying the figurehead. A ship may not have more than one figurehead, magical or otherwise, mounted on it at one time. (10,800 gp)

Skeleton Anchor: This ship's anchor is crafted offused bones and skulls, but it has the strength and hardness of iron. When attached to a ship by a
rope or chain and dropped into the water, the anchor increases its weight to properly anchor the ship it is attached to. Once per day, the skeleton anchor can hold the ship it is attached to immobile for up to 1 day, or until commanded to release. The greatest property of a skeleton anchor, however, is to summon undead skeletons from the corpses of drowned mariners, who rise from the depths ofthe sea and clamber up the sides of the ship to serve as its crew. The undead created by the anchor are 1 Hit Die skeletons (Pathfinder RPG Bestiary 250) that possess Profession (sailor) scores of +7. Each skeleton can perform the duties of one crew member but has no other abilities. The skeletons cannot speak, attack, or even defend themselves. They are not proficient with any weapons or armor. The skeletons obey the commands of the ship's captain or pilot, but they only obey orders pertaining to the operation of a ship. A skeleton anchor can be used just once every 7 days to create up to 28 skeletal crew members. The skeletons do not count against the maximum total Hit Dice worth of undead creatures that the user can control. The skeletons act as crew for 1 week or until dismissed by the ship's captain or pilot. At the end of the week, the skeletons abandon the ship. (14,450 gp)

Impossible Bottle: An intricately detailed miniature sailing ship sits inside this clear glass bottle. When taken aboard an undamaged sailing vessel at sea, the model automatically reconfigures to become a perfect replica of the new ship. It takes 24 hours for the model to attune to the ship. A ship attuned to an impossible bottle takes half damage from all attacks that deal damage. The model ship in the impossible bottle absorbs the remaining damage, registering holes in its hull, rips in its sails, and scorch marks from fire. Once the attuned ship gains the broken condition, however, the impossible bottle ceases its protection, and any further attacks on the attuned ship deal full damage. If the attuned ship gains the sinking condition or is destroyed, the impossible bottle shatters and is permanently destroyed. If an impossible bottle was attuned to a damaged ship, once that ship has been fully repaired, the impossible bottle re-attunes itself over 24 hours and thereafter resumes its protection. An impossible bottle removed from its attuned ship ceases its protection, and must be re-attuned over 24 hours if brought back on board. If the bottle is shattered while it is attuned to a ship, the impossible bottle is destroyed and the attuned ship immediately takes 150 points of damage. Lastly, an impossible bottle can be used to repair an unattuned ship. As long as the bottle still functions, its owner can christen a vessel by smashing the impossible bottle against the ship's prow, releasing a wave of restorative magic that immediately repairs up to 150 points of damage to the vessel.

"Jalhazar's Wheel would be a big help for making sharp turns. I think we can detach it from the Pallor's rudder mechanism and re-fit it to the Bullet's without much difficulty. The Impossible Bottle would be nice to have as insurance, assuming we don't mind waiting a day for it to attune itself. And should we happen upon any plunder, the Secret Chest would make up for our limited cargo space."

"I think we'll do fine without the Skeleton Anchor. Given the Bullet's size, we have more than enough good old living, breathing sailors to crew her. Same goes for Besmara's Bones - the Bullet ain't a ramming ship, and if Captain Gremory really needs False Life for some reason, we have casters who can give her a better version of it."


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

"I would requisition the wheel, the chest and the bottle. The wheel appears most necessary. The bottle would be worthwhile indeed. I do not rely on luck, but our informant seems most certain of our objectives resilience."

"We may not need the chest for storage. But, it could also be useful in case Mr. Rotgram proves less than co-operative with our desires. There is no air in such spaces, am I correct?"

Would also like to spend this time in town trading out Gremory's rapier for a dragon pistol.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

"Only what goes in when the way in is open, I believe," Daliya mused thoughtfully. "A few minutes at most."


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Soo...


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Well, and if push comes to shove, I can always dive into the water and spot for underwater hazards"

lets do this


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul orders for the appropriate magic items to be transferred, then we set sale.

Unless anyone has anything they need to do in town.


Finding Dagon's Jaws isn't too hard, as they're marked on most sea charts as a major hazard. Still, it is a lengthy trip (near 200 miles), and takes you a solid 12 days to arrive.

The irony.

The Jaws consist of two islands: Big Jaw, a larger island resting nearly 300 feet above sea level, is covered in jungle and relatively inhabitable. Little Jaw is less so, being tree-less (though grass grows, so there is enough fresh water to sustain SOME life) and rests only 50 feet above sea level.

Both together frame the 3/4 mile long, extraordinarily shallow (30 feet at maximum) Dagon's Gullet.

Navigating into the Gullet is generally unwise, but in this case needs must. You have already narrowly avoided some reefs, and whoever is steering the ship is aware that if their concentration slips for but a moment, they could tear a hole in the ship's hull.

Profession: Sailor from whoever is steering, DC 25. Some circumstance modifiers may become available if certain actions are taken.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I will do that trade then.

Profession: Sailor aid: 1d20 + 4 ⇒ (12) + 4 = 16

As the crew sets eyes on the jagged jaws, Gremory shouting orders loudly and clearly to her crew, those manning the sails and the wheel. Most foremost to keep the less trained members in order, and to offer a second set of eyes on this venture.

"As far as I'm concerned this is the Bullet's maiden voyage! I don't want to see so much as a SPLINTER on the hull of this ship when we're through! Keep your eye's and ears open, or I'm taking them and keeping them in a glass jar on my desk! A very small jar."

This new version of "Bigger" text sucks. Can Daliya help us out with the water around here; ala Control Water?


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

I can swap out my usual 4th level spells for it, sure. Not sure how much use it'll be, since it only allows me to raise or lower the water, but it should be enough to get us over out croppings of rock in a pinch.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Im not super familiar with the druid spells, but that sounds useful to me. Are there others that would like change the weather if we need it? Do we have anything in general that would reinforce the boat?


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Or if those aren't possible, anything that can boost my skill checks would be appreciated. In fact, I'm going to go ahead and give myself an Extended Heroism just before arriving at the Jaws.

"Aye, Cap'n! We'll keep her safe!" Krom shouts back.

Taking hold of Jalhazar's Wheel, he steers the Bullet with care and finesse. Meanwhile, Gurram flies a short distance ahead of the ship to act as a spotter.

Gurram Aid: 1d20 + 5 ⇒ (4) + 5 = 9 Welp, good thing I don't need her help. Yet.

Taking 10 on Profession: Sailor to pilot the ship, plus Gremory's aid and Heroism, is a 30.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Prof Sailor Aid: 1d20 + 5 ⇒ (8) + 5 = 13

Ixrul says a few words of advice about the flows and eddies induced by subsurface rock structures before allowing Krom the focus on his duties.

I almost decided not to aid because it feels almost out-of-character for Ixrul, but I suppose well-placed words of advice are fine.


Despite Gurram steering you along on a few occasions, Krom's top notch piloting skills maneuver the shoals of the Devil's Gullet with ease, eventually bringing the ship up to a potential mooring spot.

Good thing you had the Aids; there was a -4 penalty on the check due to difficulty, which would have edged the Take 10 just under the wire. Othe rpotential circumstance bonuses included slowing down to rowing speed (+1) and Ace's idea to Manta form and scout underwater with some means of instant communication (+2), putting you well in comfortable range though.

A rocky beach greets you at the end of your harrowing journey, turning swiftly into an uphill climb into the 300 foot high cliffs of Big Jaw. A game trail marks the way through the thick brush, indicating SOMEONE must come here relatively recently, though it's unclear who. The only other oddity is a wrecked longboat.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Daliya examined the longboat, seeing if there was anything that might give a hint as to who was there.

Perception + Detect Magic: 1d20 + 20 ⇒ (3) + 20 = 23


You detect no magic, though as you move closer, you notice a few corpses (long dead) bobbing in the water, and the placard on te boat reads The Devilish Duchess".

Anybody have Survival, by the by?


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Lol nope. Did we bring our survival che-I mean our NPC with that whose name I totally remember?


I think Riza died, so I'm not sure you have one.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

I thought Aaron had high survival? Or maybe he just tracked by scent...


I don't remember, and the statblocks appear to have disappeared somewhere. It's not really important, so I'll just give it to you.

Arron notes there are footprints leading up the trail you see. Relatively recent ones.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

What on Earth was I thinking, being a druid and not putting points into survival?

Shrugging, Daliya began to follow the trail. It seemed like the only thing to do.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Krom and Gurram take point. The eidolon seems eager to redeem herself.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul will pre-buff with Extended Mage Armor, Extended False Life (FL: 1d10 + 10 ⇒ (2) + 10 = 12), and Revenant Armor the day before.

Before going ashore, he will cast Extended Fly upon himself, and slightly above and behind Krom and Gurram.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace follows the group on foot, ready for action.


6d20 ⇒ (4, 16, 20, 8, 19, 6) = 73

4d20 ⇒ (17, 13, 8, 3) = 41

Everybody hears the faint shuffling of sand behind them as they begin up the trail. You make it about 50 feet up before anything happens.

Behind you, the six corpses that wee floating in the water are creeping up, some stealthier than others. Anyone with Kn. Religion instantly recognizes them as Lacedons: Aquatic Ghouls. The only particular difference between them and standard ghouls is that they are strong swimmers.

Ghouls (Batch): 2d20 ⇒ (3, 20) = 23

Party Init: 5d20 ⇒ (5, 17, 17, 15, 11) = 65

Initiative:

Gremory (29)
Ixrul (27)
Lacedons 2 (22)
Daliya (19)
Krom/Gurram (16)
Ace (11)
Lacedons 1 (5)

The ghouls are roughly 100 feet away, and Gremory and Ixrul are up!


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

"Lacedons." Can a scatter weapon get a benefit from Deadly Aim? I'm wondering what the damage for this dragon pistol actually is. My conservative Paizo answer is "no" but I thought I'd ask. They aren't in range for that yet anyway.

Gremory whips out her rifle and opens fire with a sense of routine about it, aiming for whichever Lacedon is closest.

Deadly Aim/Rapid Shot: 1d20 + 15 ⇒ (20) + 15 = 35
Plus Bane: 1d12 + 16 + 2d6 ⇒ (10) + 16 + (3, 3) = 32

Att 2: 1d20 + 15 ⇒ (18) + 15 = 33
Bam: 1d12 + 16 + 2d6 ⇒ (7) + 16 + (5, 6) = 34

Att 3: 1d20 + 10 ⇒ (17) + 10 = 27
Dam: 1d12 + 16 + 2d6 ⇒ (4) + 16 + (3, 3) = 26

Confirm Ludicrous Gibs?: 1d20 + 15 ⇒ (18) + 15 = 33
OH HE DEAD: 3d12 + 48 + 6d6 ⇒ (2, 12, 3) + 48 + (5, 2, 5, 3, 3, 5) = 88 120 damage total

"Oh my."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul will catch as many as possible in an Acid Pit. If he can't catch at least two, he will ready an action to cast Acid Pit when they are clumped enough to do so.

DC 24 Reflex. 50 foot fall onto a yielding surface, 2d6 acid.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Raising an eyebrow at Gremory's attack, Daliya made herself larger and moved to defend when they arrived.


Thought I poste dthis yesterday, but guess not. Gonna rule of cool this fight because that's enough damage to kill like 15 of these things.

Gremory fires one well placed shot, splintering the chest of the centermost Lacedon. Between her two other bullets and the flying bone shards, the remaining five are obliterated.

You have no time to rest, however, as another group comes sprinting from the coastline to your left!

6d20 ⇒ (9, 4, 17, 2, 12, 12) = 56

And Ixrul summarily drops them into a pit of acid, dissolving the group instantly.

You have a moment to relax before you hear more sounds. The undead are stirring, it seems, and the sound of their presence comes from all directions as they pick up an eerie half-snarl, half-howl.

Daliya may change her action if she wishes, and Krom/Gurram and Ace may act. There are no visible enemies.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Y'know I had the feeling 6 ghouls was too easy of an encounter.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Daliya remained on guard, keeping her large size for now. If there was time before the next attack, however, she would call up a new friend. She began to Summon an Iguanadon.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Oops, forgot my pre-buffs! Barkskin for Krom, Extended Heroism shared by Krom and Gurram.

"Woo! Nice shot, Grem!"

Krom casts Evolution Surge, causing smoke to pour out of Gurram's mouth. Gurram takes a deep breath, ready to unleash a cone of fire on the next pack of ghouls she sees.

Guram's fire breath weapon will deal 9d6 ⇒ (5, 6, 5, 6, 5, 4, 3, 6, 3) = 43 damage (Reflex DC 18 half) in a 30-ft cone when her readied action goes off.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Gremory smiles with a hint of pride at the complement, before narrowing her eyes.
"Something isn't right."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"I agree. We need to keep moving if possible."

Ixrul sends his Isitoqs to orbit and keep watch from 30 feet above him.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace draws his sword and readies a wave of mutilation intended to inflect maximum carnage at the ghouls.

will do 1d6 + 11 ⇒ (5) + 11 = 16 damage

"Ready to receive orders, cap't!"


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Uh, who's up? I think it's our enemies that definitely aren't sneaking up on us, right?


The cries of the ghouls suddenly cease, the silence almost as eerie. Then, moments later, it starts up again: mingled with the sounds of your crew screaming in terror, and the telltale sound of gunfire.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

"Crap!" Daliya replied, starting back towards the ship.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

"Of course. Commodore! Can you teleport us directly on the ship?"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Yes. Gather round."

Ixrul teleports the party back. Assuming we're more than like a round away.

1d100 ⇒ 77 Success.


You arrive back to a scene of utter chaos, as dozens of lacedons have swarmed the ship. While the more senior members of your crew (Gortus, Rosie, and especially Sandara) are hewing through them at an impressive rate, and Conchobar is aiding the rest of your crew enough to give them more than a fighting chance, the tide of undead seems never ending.

Worse, several more powerful undead seem to be directing the mob, two of them having ganged Gortus, who appears to be having trouble fighting them off. He already bleeds from one long scratch on his arm, though he's given a deep shoulder gouge to one of the creatures as well.

Everyone but Ixrul may act.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Daliya swore, thundering over and reaching out to smash one of the creatures attacking Gortus.

To Hit: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Gurram flies over the lacedons and spits fire at a large pack of them. (43 damage, 18 DC half, 30-foot cone.)

Krom fires his crossbow at one of the undead attacking Gortus, while shouting words of encouragement.

"Come on, Gortus, these whelps are nothing! At least, nothing compared to what the captain will do to you if you let them take over her ship!"

Crossbow: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d8 ⇒ 4


Krom Manirah wrote:
"Come on, Gortus, these whelps are nothing! At least, nothing compared to what the captain will do to you if you let them take over her ship!"

Krom says, right before his bolt shatters harmlessly against the creature's skin. Daliya likewise feels her fist's impact being largely absorbed by the creature's unnatural flesh.

Meanwhile, Gurram torches about 10 lacedons...though he also catches one of the junior crewmen, and sets the ship ablaze.

1d20 ⇒ 13


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I didn't get an answer to this question. "Can a scatter weapon get a benefit from Deadly Aim? I'm wondering what the damage for this dragon pistol actually is. My conservative Paizo answer is "no" but I thought I'd ask. They aren't in range for that yet anyway." I'm also now wondering if I even have room to fire the dragon pistol without gunning down the crew too. Just because we have a people-recycler doesn't mean breaking order of operations. Gremory'll shoot them after they fail her, not before.

Gremory silently turns to give Krom a comedically angry glare for blasting the deck with fire.


Moving this to its own post to avoid the weird double ninja dilemma.

Gremory Ainsworth wrote:
I didn't get an answer to this question. "Can a scatter weapon get a benefit from Deadly Aim? I'm wondering what the damage for this dragon pistol actually is. My conservative Paizo answer is "no" but I thought I'd ask. They aren't in range for that yet anyway." I'm also now wondering if I even have room to fire the dragon pistol without gunning down the crew too. Just because we have a people-recycler doesn't mean breaking order of operations. Gremory'll shoot them after they fail her, not before.

Shit, I researched this and never posted the answer. It's actually in the description of scatter weapons:

Quote:
ts attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike.


Moving this to its own post to avoid the weird double ninja dilemma.

Gremory Ainsworth wrote:
I didn't get an answer to this question. "Can a scatter weapon get a benefit from Deadly Aim? I'm wondering what the damage for this dragon pistol actually is. My conservative Paizo answer is "no" but I thought I'd ask. They aren't in range for that yet anyway." I'm also now wondering if I even have room to fire the dragon pistol without gunning down the crew too. Just because we have a people-recycler doesn't mean breaking order of operations. Gremory'll shoot them after they fail her, not before.

Shit, I researched this and never posted the answer. It's actually in the description of scatter weapons:

Quote:
ts attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

how many more of the "more powerful undeads" are there? the wording in the post makes it seem vauge, also would a nature or local check ID the baddies?


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18
Storm Dragon wrote:


S$~~, I researched this and never posted the answer. It's actually in the description of scatter weapons:

Quote:
ts attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike.

Weak. When I read that, I thought it was just to clarify that Vital Strike still wasn't allowed to be strong. Well, I can still use it for swarms. Barring knowledge of whether Gremory would catch crew members in the cone of the dragon pistol, I'll keep using the old standby. A lot of bullets.

Gremory shoots at the unidentified creatures harrying Gortus.

And a knowledge: Religion attempt just in case: 1d20 + 12 ⇒ (9) + 12 = 21

One: 1d20 + 15 ⇒ (12) + 15 = 27
Dam: 1d12 + 16 + 2d6 ⇒ (3) + 16 + (4, 5) = 28

Two: 1d20 + 15 ⇒ (20) + 15 = 35
Dam: 1d12 + 16 + 2d6 ⇒ (9) + 16 + (6, 2) = 33

Three: 1d20 + 10 ⇒ (1) + 10 = 11
Dam: 1d12 + 16 + 2d6 ⇒ (4) + 16 + (4, 6) = 30

AHAHAHAHA: 1d20 + 15 ⇒ (8) + 15 = 23
Crit damage: 3d12 + 48 + 6d6 ⇒ (8, 7, 8) + 48 + (4, 5, 6, 2, 2, 3) = 93 126 total.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Religion: 1d20 + 17 ⇒ (4) + 17 = 21

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