On an Evil Sea-Skull and Shackles (Inactive)

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Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

I have the speaker for the past archetype which gives up familiar and spirit familiar for some nifty oracle abilities from the time and ancestors mysteries
But I have to use a spell book instead


Ah, I see. Well, if you haven't been a complete arse, Sandara, a cleric of Besmara, would have convinced Grok to give her your spellbook and given it back to you.

As for you punishment, that makes sense. But note that while there are some longboats for whaling and going ashore, there aren't exactly what we would call life boats.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Just a thought on casting jolt in a room where everyone is in the water....
When Lightning strikes water.


Yes! There were rules for this in 2nd edition, where electricity effects like lightning bolt became area effects instead of lines. I'm not aware of any such rules in our current edition, though that doesn't mean they don't exist.

There also aren't exactly rules for "fire splash damage sets the whole thing ablaze." But that is probably more accurate realistically. Sailing ships were very flammable.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I just found that funny and would not enjoy such a blast...so please most esteemed GM SuperTumbler...do not do such tactics.

I was in a game where the lightning bolt was used like that..was not fun when the mage tried to cast it and it went of right on the whole party instead of the enemy. NOT COOL...lol


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Well.... there are rules from Aquatic Adventures about lightning spells underwater....

Aquatic Adventures wrote:
Electricity Spells: While normal electricity, such as that from a natural thunderstorm, tends to disperse in all directions underwater, magical electricity spells hold their integrity enough to have normal effects underwater, with one exception: visible and audible lightning bolts and sparks are the result of combusted air, and they don’t happen underwater. Because of this, creatures that fail to identify an electricity spell that requires a ranged touch attack are flat-footed against the first such ranged touch attack during a fight, as they don’t realize they need to dodge the invisible projectile (unless they otherwise have reason to expect it, like a spellcaster who can cast such spells). This doesn’t apply to melee touch spells like shocking grasp, since the creature can still see the spellcaster’s hand moving towards it.

So.... you know. Take it as you will.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

I've played enough Magicka to know not to cast lightning while wet.

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

So if I were to use my melee touch attack that does 1d6+1 electric damage that wouldn't fry everything
Do I have an intro or am I assumed to have been here from the beginning of the expidition

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

Sorry for holding everyone up for a bit
Work has been crazy


No problem. The boards have been wreaking havoc. Things seem more stable now, though I am sometimes still getting logged off in the middle of a post. Fortunately, I learned long ago to ctrl-V my posts before hitting preview or submit.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Are my Blessings, which are supernatural abilities, noticeable, or can I cheat and subtly use one on myself?
The War blessing has no visible effect and supernaturals don't require components or have noticeable effects, but I couldn't find any specific ruling.

Then, of course, someone might have detect magic up just in case, so... likely better to make it clean.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Will post tomorrow, been a long few days.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Sorry for the delay, My youngest was sick and now my oldest is sick. Along the way I got sick so it has been a ruff couple of weeks in my house. Will post soon.


Left my laptop at work. Can't get a post up tonight.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

So I had to look since my rolling has been terrible to say the least. In 30 rolls, 20 of them have been 10 or lower. Who do I talk to about getting a new rng?


INACTIVE - GAME DIED

*high-fives Grak* We're RNG buddies! In another game I'm in my average attack roll (on d20) for the first year of play was 4. And I'm playing that group's tank/fighter!


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

I've got a character whose average is around 14 and another who averages 5.5. Fate is a fickle mistress.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

You should see my Way of the Wicked's antipaladin. He spent the first couple of months barely rolling above 10. We would joke that he was just saving all his good rolls for the bosses.... and he does. No, seriously. When fighting

WotW Book 1 Spoiler:
Sir Balin
, he made three attacks- two of which threatened a critical (only one confirmed, but the other one would have as well with a Smite. It was great.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Oooh, I was thinking about trying to get rid of Plugg or Scourge, but was afraid of failing or being spotted. Congrats on the guts, Veltisiel!


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

I mean, they'd have a tough time blaming me for it. Grease will last a minute tops, is dismissible, and if timed properly, would just look like he got washed overboard. And if I’m confronted about casting, I can claim to have been trying to save him.

Not sure if it’ll work, but it’s worth the try I suppose.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

Do we pick whatever weapon we want?


It isn't an infinite bag of weird weapons, but they have a lot of things. What are you looking for?


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

I try to stay out of melee so a light crossbow and some bolts.

Also, can you place our opponents on deck. I might start by throwing a bomb before we board.

I will brew a Dex mutagen and drink it as we approach (+2 AC, +4 Dex, -2 Wis) which lasts 10 minutes. New AC 18, Init +6, +2 to hit, Reflex save +7, Will save +0.

I also prepare 2 Targeted Bomb Admixture extracts.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Much the same for me, if possible.


Crossbows and bolts are doable. If you fight well, your share should buy back whatever you want.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I would need some type of light mace sized for a small character.


No problem.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

I sent Wade a pm since I saw him post this week.

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

...
Ok somehow I haven't been getting the update notifications for this place for a while, and with how busy It is at my job this time of year I just passed this by and assumed the problem was on you guys not posting....

Shit
Sorry for not checking in manually because I have missed a lo

Not entirely sure how I should go about rejoining or if I should just say that wade slips and falls for sharks to eat him


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Well, we do need a healer at the moment.... Perhaps you were locked belowdecks as punishment for slacking off or something?

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

That could work! Who needs heeling?


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

....Our other healer, ironically. Raush is down for the count right now.


No worries, Wade. There is currently a chaotic shipwide combat going on. What we are focusing on tactically is only what is happening zoomed in on our characters, so it is easy enough to say that you were somewhere else and swoop in to save the day.

Also, since we are talking about mistakes, I realized this morning that you guys are supposed to be 2nd level before we start this combat!!!

But you have some extra characters, and are pretty capable, so I'm not too worried about it.

Welcome back Wade. Go ahead and take two rounds worth of actions.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Yup, I got two crits and a hit in the same round. Good thing I took Toughness.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Oh, level up coming? Cool. I'll start updating my sheet.

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

if only I had access to the healing hex
ah well. post incoming once I get on the road (I'm not the one driving)


Yes. As soon as we navigate this encounter, we will be level 2.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Holidays are taking a bit of a toll on posting on most campaigns :)


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Ah, my bad. I thought that we had started a new round already. I'll just save my shot for whatever obvious target presents itself this round, I suppose, if the Captain already took care of the soldier I was aiming for.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Ordrax, if you move one square east I can move to attack without getting an AoO.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

How are we doing hit points?


I don't know what the original plan for hp was. Anyone?


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Knowing waz up?, it was likely full HP. However, I don’t know for sure, because I don’t think any of his campaigns actually got that far.
Really, it’s your call. The old DM likes powerful PCs, you may not.


I'm good with powerful. Makes it harder for me to accidentally kill you. Let's go with what I call half and half hit points. You get half of the hit points for your hit die, and then roll a half hit die.

So d10 hit die gets 5+d5, d8 hit die gets 4+d4, d6 gets 3+d3.

That gives high hit points without being too crazy.

Please post whatever changes you make to your character here in discussion, and obviously update your profiles.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Hit Points: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Evasion
Rogue Talent:Combat Trick: Amateur Swashbuckler: Dodging Panache
Ref: +1
BAB +1
Skills:
Acrobatics: +9 (+2 Ranks +3 Class Skill +4 Dex)
Appraise: +8 (+2 Ranks +3 Class Skill +2 Int +1 Trait)
Bluff: +9 (+2 Ranks +3 Class Skill +4 Cha)
Climb: +5 (+2 Ranks +3 Class Skill +0 Str)
Craft (Trapmaking): +10 (+2 Ranks +3 Class Skill +3 Int +2 Racial)
Disable Device: +12 (+2 Ranks +3 Class Skill +4 Dex +1 Trapfinding + 2 Tools)
Knowledge (dungeoneering): +7 (+2 Ranks +3 Class Skill +2 Int)
Knowledge (local): +7 (+2 Ranks +3 Class Skill +2 Int)
Linguistics: +6 (+1 Ranks +3 Class Skill +2 Int)
Perception: +7 (+2 Ranks +3 Class Skill +0 Wis +2 Racial)+1 vs. Traps +0 vs. Surprise +2 trait vs. concealed or secret objects
Swim: +4 (+1 Ranks +3 Class Skill +0 Str)
Stealth: +16 (+2 Ranks +3 Class Skill +4 Dex +4 Size +3 Skill Focus)
Use Magic Device: +9 (+2 Rank +3 Class Skill +4 Cha)


INACTIVE - GAME DIED

Swashbuckler (picaroon) 2

+8 hit points

BAB +1
Ref saves +1

New class feature: Charmed life 3/day

Skills: +1 each of: Acrobatics, Bluff, Climb, Diplomacy, Perception, Sense Motive, Swim; Profession (gambler), Profession (sailor)


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Fervor! Now I can kick into gear with swift action buffs!

Hit Points: 1d4 + 4 ⇒ (2) + 4 = 6 +1 FCB +2 Con
+1 BAB
+1 Fort, +1 Will
+1 rank to Acrobatics, Perception, Stealth, Profession(sailor), Craft(carpentry)
Fervor 1d6 4/day
+1 spell per day at levels 0 and 1


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

+1d3 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7 HP
+1 point to arcane reservoir (starting and max)
+1 CL
+1 1st, 0-level Spells/day
+1 BAB
+1 Will Save
2 new spells in spellbook (incendiary runes, burning hands)
+1 rank to Diplomacy, Fly, K (arcana, planes, religion, dungeoneering, geography, history), Linguistics, Spellcraft So it turns out being the cook's mate on a pirate ship can teach you a lot about history and geography, apparently.
New language: Ignan

And I think that's it.

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

1d4 + 4 ⇒ (3) + 4 = 7
New hex (probably ward)

For skills I'm just gonna advance the skills listed on my sheaf except I'm putting a rank in survival instead of climb

I'll write up more when I'm not crazy sick


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

Sorry I'm behind. Work has been crazy and trying to figure out my 2nd Lvl. Will try to post over weekend.

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