Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


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Shade Psion 18

@Aoro: Not from what I understand, but I certainly could be wrong. You're at 0hp at the moment, I believe, so you'd become staggered and lose the rest of your action. You'll still be prone, but Sandara should heal you back into the positive numbers shortly.

Day 19 - 20 Sarenith 4712

Daytime - Bilge Rats of a Different Stripe

Turn 2

Despite the pain, silver fish streak from Aoro's fingertips and burrow into Syl's chest. She screeches in pain and collapses to the ground.

Syl is unconscious and dying at this point.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Not feeling so well but better then Syl.

"One down, one to go. Finish him."

Mortal combat voice! x3


Drake is just going to watch for a moment more. Held action until fipps tries to flee upstairs I am holding to that point


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

I have survived the first half of my finals. May be iffy on posting Tuesday-Thursday of next week as I finish them up and then travel.

Alestone will shout words of encouragement.

Inspire Courage. +1 Competence hit/damage + non stacking morale buff to fear with bless.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene watches the events unfold wondering what background these people may have had with each other as to warrant the hostilities to each other. However, he says nothing figuring he will investigate it later. Better to be sure and safe then pay for a mistake by stepping in to this situation he knows nothing about other then, what he had see so far.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny simply does her best to stabilize the now prone Syl.

"No, no, no no....mine, mine, mine mine..." The tanned Elf curses softly. Though all she can do is keep the woman's head above the murky bilge water.

"Some one! Gimme a healin' point NOW, please!" She calls.


Shade Psion 18

Day 19 - 20 Sarenith 4712

Daytime - Bilge Rats of a Different Stripe

Turn 2

Order:
Gene
Sunny
Pirates
Sandara
Aoro
Alestone
Torque
Drake

Current Party-Wide Effects: Bless, Inspire Courage +1

Damage Taken - Sandara: 4, Syl: 15

Alestone shouts words of encouragement to the group, boosting morale, while Drake watches on.

Turn 3

Gene keeps an eye out for newcomers, but the only thing he notices is what he can only assume to be one of the rat catchers, Rosie or Badger, moving around upstairs.

Sunny darts past Fipps, but leaves an opening, which the man tries to take advantage of. The attack is feeble and struck out far too late and Fipps misses Sunny by a rediculous margin. Sunny grabs the bleeding and unconscious woman and hauls her head out of the water, but Syl doesn't react to the movement.

Fipps slashes with his dagger at Torque, focusing on keeping his guard up. He scores a lucky strike that Torque manages to keep for being worse by twisting awkwardly.

Total Damage - Torque: 5

Sandara heaves a great sigh and holds up her holy symbol, divine power rushing through it and into the bilges, healing everyone. "You better be knowin' what you're doin', Sunny."

Total Healing - Aoro, Fipps, Sandara, Sunny, Syl, Torque: 4

Syl seems to breathe a bit easier.

Syl is now stabilized.

Dice:
Fipps' Attack of Opportunity: 1d20 + 3 ⇒ (1) + 3 = 4 vs AC 14 Miss

Syl's Stabilization Check: 1d20 - 4 ⇒ (5) - 4 = 1 Fail

Fipps' Attack Roll: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 vs AC 14 Potential Crit
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Fipps' Critical Confirmation Roll: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7 vs AC 14 Normal Hit

Sandara's Channel Energy: 2d6 ⇒ (2, 2) = 4

'Nother round of actions, please.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny drags Syl over to the 'side' of the space, the better to prop her up and keep her head above the muck. She turns and looks to see what every one else is doing.

Perception:1d20 + 6 ⇒ (19) + 6 = 25

"Did you say somat, Sandara?" (^_^)

'Five Foot Step' to get Syl and self out of trouble. (^_^)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque grit shis teeth and slashes at Fipps again.

Attack: 1d20 + 4 ⇒ (1) + 4 = 51d4 + 3 ⇒ (4) + 3 = 7

Toruq is unused to fighting in such quarters and goes wide again.Someone help hold down this greased pig.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro gets up giving the fool elf an evil look. He flicks his hand and another pair of silver fish fly out slamming into Fipps.

Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10

"Sandra dont bother healing Syl again or my next spell will kill her outright. Thats twice she has tried to kill me and there will be no third. A murderer deserves no quarter."

Well I guess the dice know how mad Aoro is right now. ;)


Shade Psion 18

Day 19 - 20 Sarenith

Daytime - Bilge Rats of a Different Stripe

Turn 3

Aoro flicks another pair of silver dart fish at Fipps and the man yelps as the darts burrow into his flesh.

Torque swings his weapon at the wounded pirate, but the slimy and shifting footing causes him to slip slightly and the swing goes wide.

Need actions from Alestone, Drake, and Gene.


Holding action till someone comes up the stairs still have my extract in one Hans and my sickle in the other


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene will continue watch ing for any extra trouble headded the groups way.


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone will continue to inspire courage and will reluctantly hop down into the bilge, getting himself between Aoro and his assassins and will ready to stunning fist defensively if approached.

"Time ta surrender 'fore ya beomce fish bait mate. The jig's up."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Depending on who and how many bad guys are left, Sunny will begin trying to move Syl towards the foot of the ladder when she can 'Go next' in the combat phase. Assuming t'is safe t'do so. (^_^).


Shade Psion 18

Day 19 - 20 Sarenith 4712

Daytime - Bilge Rats of a Different Stripe

As others keep watch and another opponent drops into the bilges, Fipps looks about and then drops the knife into the water, raising his hands into the air. "Ya' got me, fair an' square. I give."

Combat is over unless someone does something to restart it.

Sandara looks over to Sunny dragging Syl towards the ladder. "Sunny, hun, what're you about with Syl there?" The woman cocks and eyebrow at the elf.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Somehow I doubt Syl will be grateful.

Torque glares at Fipps. So..what were you two being offered to risk a keelhauling?

Intimidate: 1d20 + 5 ⇒ (13) + 5 = 18


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny looks up the ladder at Sandara,

"Oh...tis jus'a hobby. Somat furtherin' in'a game we's playin' wiff Master Plugg an' Mister Lash." She grins and giggles,

"Here, help me get th' lass in't a hammock fer some restin', hey?" (^_^)

Yah, the idea is to get the unconscious Syl into a hammock for some restin'. Every one else can gab t' Master Plugg.

DM Bound Shade:
So, the idea is to get Syl into a hammock, hopefully still not conscious and for Sunny to get that 'special something' from the secret compartment in the bottom of her gear. Slip Syl a dose and help change the playing field just a tad.

(^_~)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro recovers the daggers, then walks over to Syl. Giving her a hard kick across the face, not enough to kill her but bearly. Before the elf or anyone can speak on his action.

"Let me make something perfectly clear. I am sick of dealing with fools. This is a pirate ship. If you do not understand what that means then be damned. I will have nothing more to do with the likes of that."

At Sandra, Alestone, and Torque he pats on the shoulder and thanks them. Asking for a bit more healing from Sandra if she can spare it. He ignores the others for now yet still keeping an eye on the two enemies.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Once Sunny has Syl safely to the top of the ladder and into the cargo hold (Regardless of Aoro's kick to her prize's face) Sunny skips over to the fellow.

Whisper:
"Here, don't go blowin' smoke. It were I whut said th' best way t'deal with yon last prize an' no one else. Ye think ye're all aggrandizement? Remember who's th' elder around these parts, right?"
(^_~)

Before getting Sandara to help move Syl and for Sunny to take care of business. She grins to Aoro as the trio walk past,

"Oh. Since ye seem t'have th' wantin' of putin' yer head up above others, have fun explain' what we were all doin' down in'a bilges." :P

Also, sorry Aoro if ye feel like ye missed out on anything. *Hugz*


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

After getting Fipps answer, Torque will head back above to finish his work.


I just shake my head and get back to work easlily and just continue on like I know nothing happened, I place my exctract in my holder for easy reach. ( that is good till the end of the day)


Just a post to make sure I get to see new pots showing up.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene stays quiet through out the fight taking note of how things go down and how each person treats each other before going back to his tasks. He figures though he is new to this ship it may be wise to find out who to be friends with and who to avoid... Being on a ship before with Drake and Torque Gene figures he'll watch who they befriend as he works on making more friends on this new ship.


"Of course, Aoro." She whispers a soft prayer to the goddess of pirates and lays a hand on Aoro.

Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8

"What should we do about him?" She points to Fipps, who looks to be midway between crying and bolting at this point.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Hrumphh..Let Plugg and Scourge show him what happens to dogs that fail their masters.


Shade Psion 18

I apologize for the absence. I have been monitoring, just not giving thought to responding. Honestly not sure why. Maybe just thought there was going to be more discussion. *shrugs* Life in general has been... underwhelming currently.

@Sunny: Aoro's right about the duration. If you administer it to her while she's unconscious, then it may wear out before she wakes.

Day 19 - 20 Sarenith 4712

Daytime - Bilge Rats of a Different Stripe

Sunny manages to drag her captive to a hammock and slides Syl into it.

Drake, Gene, and Torque go back to their duties as if nothing happened and no one seems to much care about their short absence.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny is too busy fussing with Syl to notice poor Fipps...

She gets Syl back to her hammock. Cleans and undresses the other woman before getting her into the hammock and comfortable.

Sunny then changes a few things around in her travel chest, packing Syl's clothes and pointys in there as well. (Along with taking out "Sunnys' little helper" (^_^) )

Sunny climbs into the hammock and gently snuggles with Syl...and lightly snoozes as she waits for Syl to wake up.

(So..what roll does Sunny need to give Syl the potion?)

This is all of Sunny's actions for this evening. (^_^)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro waves the daggers he took.

"Lets see I have about a ship full of witnesses to my being disarmed while those assigned to work with me were not. Then I have just as many witness those same two trying to kill me with the weapons they were not disarmed of. I think this undermining of the Captain's standing order should be addressed."

He did not really care who among his enemies paid. As long as the number of enemies were decreasing he would gain something. He doubted those snakes would get theirs, but he was sure it would damage their place with the Captain. Going behind the Captains back was a costly move, if not a fatal one.


Sandara seems to think for a moment. "I'd say from a quick judgment of the captain's character, he'd not care greatly unless there was a violation of his standing order... Which I believe was not to kill. No one's dead, so there was no violation."

She pauses again, "Which says nothing about how Plugg and Scourge are likely to react to their cronies failure." She glares at Fipps.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro shrugs.

"Well in that case. Those two will do my job for me. Good choice Fipps, your allies were going to throw your life away and now they will punish you for not doing it properly."

Seemed he would have to kill those two sooner rather then later. He was not going to say anything in front of Fipps. But now things had gone to far, he would take his chances with the Captain when he killed them. Not that he was going to leave any traces when he did it.


"Well, I'd better get back to my duties for the time being. Any longer and my absence might be noted." She grins and walks up out of the bilges.

Passing by Sunny, she looks over at the elf. "Sunny, hun. It's gonna be strange if someone finds you sleeping with a wounded and unconscious woman who was supposed to be killing your friend."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny pouts a little,

"I jus' wan'a try an understand what in her head, y'know?" She looks at Sandara, "C'n ye help fix her up some more?" She asks hopefully.

Also, I completely forgot, what time is it? Can we toddle off to bed or have we too much daylight ahead?


Currently, it's still early morning.

"If I do, she'll wake an' you'll have an angry cuss to deal with."


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque is off working, looking like a dilligent pirate and not someone who would turn on a fellow pirate, no sir captain!


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone will scrounge up some soap and go back to attempting to remove the stink of bilge from his beard.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Awe...there goes me plan...Well, more like a guide-line, actually.

Seeing the time o]f day is no where near that which Sunny needs ti enact her plan. she returns her 'little helper' to its secret location, makes Syl as comfortable as she can and gets back to her duties,

"Aye, feelin' much better after some soothin' attention from Miss Sandara, yup, yup." (^_^)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque will sidle up to Aoro when he gets the chance.

Aoro chatter:
So what is the deal on this ship? Who is in power and is there any once who doesn't want to cut our throats in our sleep?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro looks the man over.

Torque:

"The Captain and his officers are in power but do not busy themselves with the crew much. Mister Plugg, the first mate, fancy's himself the tyrant of this ship and his right hand Scourge, the boatswain, considers himself a leader as well. Among the crew their are those on their side and everyone else. The pair that tried to kill me are on their side. I am among the others. While I do not speak for the side I am on, I do not worry about them cutting my throat. Those on Plugg's side have to worry about that from their own. You will already be put on his list sense you got involved, Fipps will no doubt go into great detail to escape punishment. Just letting you know."

I hate doing recaps x[


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque nods in thanks. As long as I know what is what.


Shade Psion 18

Day 19 - 20 Sarenith 4712

Daytime & Nighttime

You all disperse back into the crew and for the most part, your absences are unnoticed. However, when Sunny returns to her job, Master Scourge is waiting. "Abandonin' yer post, eh? That'll be three lashes tonight fer ya'!"

Syl is eventually found below decks in a hammock, beaten and bloodied. Despite her protests of being beaten unconscious by a significant portion of the crew, she is given six lashes that evening for shirking her duties.

Plugg and Scourge shoot the whole lot of you and Sandara evil looks the entire day, along with Fipps and Syl (after she wakes), but no reprisal is forth coming.

The night rolls around and punishments are meted out, with Syl receiving six lashes, and Jack and Sunny receiving three. Rum is passed out along with the food and entertainments go on as has been the routine for this ship.


Shade Psion 18

Day 20 - 21 Sarenith 4712

Daytime & Nighttime

The day starts out as about what you expected. That haunting bell rings, the ship's biscuits are passed out, and Plugg and Scourge assign you all to the s&#@tiest jobs (Alestone in particular is told to tend to the Bilges). The day rolls on like any other until the call of, "Ship ahoy!" is heard from the lookout.

In the distance you all can see a ship bearing the colors of a rahadoumi merchant vessel. The ship immediately turns to run and the captain shouts orders to give chase. All hell breaks loose and for the rest of the evening and night, the crew is giving their all to catch the fleeing vessel. You all are separated into shifts and made sure to be given time to sleep and rest for the upcoming battle.


Shade Psion 18

Day 21 - 22 Sarenith 4712

Morning

As the sun begins to lighten the surface of the waters, it becomes obvious that the Wormwood will shortly catch up to the fleeing vessel.

Captain Harrigan orders half a dozen pigs to be slaughtered and thrown overboard as the vessel nears. Riaris Krine gathers the group of you together near the aft of the Wormwood.

“The ship’s wheel is on the aft deck, just below the sterncastle. You’re going to grapple over, kill the guards on the sterncastle, take the wheel, and guard the ship’s boats. Kill anyone who tries to get away on one of the boats. Don’t move from the wheel until the fighting’s done, or you’ll have to answer to me. Oh yeah, as we get close, it’s going to get foggy. Just stick to what I told you to do.”

If you wish to say anything more to Krine, let me know under a separate header in your post.

Krine stalks off after finishing her conversation with you all and finds another group to pass orders to. The other officers are abuzz, with Captain Harrigan, Plugg, and Scourge standing starboard side, mid-ship, waiting for the other vessel to finally come alongside. Pirates on either side of them stand ready with grapnels, boarding pikes, and boarding planks to secure the vessels. Peppery can be seen on the forecastle, standing there with a stern expression on her face.

The rahadoumi vessel closes to within a close firing range. Pops begin to sound as the opposing ship's crew open fire with their muskets. Thunder booms and drowns out the smaller guns as cannon tear a pair of holes in the rigging of the Wormwood. A moment later, Peppery goes into a fury of casting and the rahadoumi ship is covered in a blanket of fog. As the ships grow closer and closer together, the rahadoumi vessel sails out of one cloud to be enguled in another of Peppery's fogbanks. She screeches with glee at he other crew, "Can't see, now can ya', boys?" and bursts into maniacal laughter.

You all will have 4 rounds worth of actions before the Wormwood comes sufficiently alongside to allow boarding.

The ships finally come near enough that the pirates begin hooking the other vessel and as they do so, the two come together with a loud crash and a shudder. Planks are thrown down and pirates swarm over the rails onto the other ship, Captain Harrigan at the front, all of them disappearing into the fog.

This fog is pea soup thick. Concealment against those adjacent to you. Full Concealment (effectively invisible) against those further away. Same effect as a fog cloud spell. The ship may move in and out of the fog, so I'll let you know when it lifts and when it returns.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Sunny tries to gather as many of her 'friends' together as she can in the rounds before combat..

The group:
"Okeys mates, we's about t'get in't a tiff. So, what say we adjust th' Captain's orders just a tad and try an' take more folks alive than dead? Seems t'me that any one left after the fight might be amenable t' joinin' our side. Ye ken?" She grins.

Outside the huddle she discusses broader plans.

"So...I plan on usin' tha' rigging t'swing m'self over there. Get above some'a the action, so t'speak. What does every one else think of doin'?" Sunny also makes sure she has her sword and some daggers handy/ready. (^_^)

Assuming there's any talking about things to do?

To Grokk:

Scampering below to get her Elven Curved blade and as many daggers as Grokk will give her (^_^)

Combat Rounds:

Acrobatics:1d20 + 7 ⇒ (6) + 7 = 13(To swing across to the highest point on their aft-castle)

Ah well...at least they shouldn't see me coming. Assuming I actually make it in the first round. :P


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque grabs his armored coat and falchion as they get closer to the ship.

Sunny:
Torque grunts. I have little skill in taking someone alive in the thick of combat, none of the miracles that Gorum grants me allows me to do so. I will attempt to intimidate them into surrendering but if they don't then I must kill them[

When the group gets ready to board, Torque will cast Bless on them (+1 to Hit, +1 save vs. Fear 2 minutes duration) as his first action, and then cast Shield of Faith (+2 AC 2 minutes duration 16 ac now) as his second. he will then head across a plank with the others and get to the ship's wheel.

HP: 16/16
AC: 16/16/12
Speed: 30
In Hand: Falchion
Destructive Smite 0/6 used
Spells Remaining:
1st - 3/1+1
2nd - Current/Remaining
Effects: Shield of Faith,Bless


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro prepares by going to Grok and asking to barrow a crossbow and some ammo for the raid. He wanted to conserve his magic for any surprises, which he was sure would come.

Sunny:
"I will not be holding back or attempting to take anyone alive. If they surrender then I will accept otherwise I kill my enemies. Rahadoumi kill all pirates so I dont offer whats not offered in turn. Oh and the fog will make your plan pointless, you wont be able to see anyone in the fog even from above and be a easy target from below. I suggest everyone follows orders and take the sterncastle. Their is a price for doing things without thought and consideration. I wont be paying it."

HP: 12/12
AC: 13/11/12
Speed: 30
In Hand: Crossbow
Spells Remaining:
1st - 5/5
Effects: Bless


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Day 21 - 22 Sarenith 4712

While Krine is there.
Gene speaks up ,"So Krine, sabotaging the long boats may be a wise move. At lest in a way that would keep them from getting to the water properly would be advised? yes?"

GM:

What kind of roll and gear will it take to sabotage their longboats to prevent escape?

I will get what gear from Grok that I need to do the sabotaging.

Stats:

HP: 16/16
AC: 18
Touch: 13
Flat Footed: 14
Speed: 30

In Hand: Musket

List Special Abilties:

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge deed.

Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Effects: Bless (+1 hit and +1 save vs fear.)


Day: 22 Sarenith 4712
---

Stats:

HP: 15/15
AC: 15/12/13
Speed: 30
In Hand: flask (left) Sickle (right)
--
Attacks:
Melee Sickle +1 (1d6/x2)
Ranged Bomb +4 (1d6+4 Fire/x2)
Light crossbow +3 (1d8/19-20/x2)
---
Special Abilties
Bomb: 1d6+4 (6/day) (DC 15) (Su) - 0/6
Enhance Potion: (4/day) - 0/4
Extend Potion: (4/day) - 0/4
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Spontaneous Healing: (5 HP/day) - 0/5
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Hero Points (2)
--
Spells Remaining:
1st - 0/2
--
Spells in book:
Comprehend Languages
Targeted Bomb Admixture
True Strike
Cure Light Wounds
-------------------------------------------
Effects:Bless (+1 hit and +1 save vs fear.)
---
Skills:
Acrobatics +1, Climb +0,Craft (alchemy) +12, , Disable Device +5, Escape Artist +1, Fly +1, Heal +5, Intimidate +1, Knowledge (nature) +9, Perception +5, Profession (sailor) +6, Profession (scribe) +5, Ride +1, Sleight of Hand +6, Spellcraft +9, Stealth +1, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel, +2 to avoid becoming lost when using this.), Swim -1, Use Magic Device +5
---
Gear:
Potion of Cure Light Wounds (CL 2) in Bandolier
Potion of Keen Senses (CL 2) in Bandolier

Round 1-4 (GM please check your PM's)
Craft: Alchemy 1st
1d20 + 12 ⇒ (11) + 12 = 23
Craft: Alchemy 2nd
1d20 + 12 ⇒ (20) + 12 = 32
I will repost everything after the GM approves or disapproves

Okay Gang, I am not working to anything other then what the capt says. I am going to work with everyone here.


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone will take a few swigs from his flask and say a quick prayer to Torag before grabbing a belaying pin and finding his way to Sunny and the others.


Shade Psion 18

Day 21 - 22 Sarenith 4712

Morning - Earlier

Krine looks to Gene, "Cut th' bloody ropes and let the damned thing drop inta the water one end up. Shoulda sink straight ta' th' bottom."

Sunny retrives 5 daggers from Grok, while Aoro is allowed to use a masterwork light crossbow from the stores, provided he is careful to return it after the raid. She also hands him a case of bolts and informs him that he doesn't need to worry about returning them with a wink.

Morning - Piracy on the High Seas

The boards go down as the ships make contact and pirates swarm over the rails.

What actions do you all do to cross? There are several coils of rope and grapnels nearby, as well as a boarding plank (complete with hooks!) nearby.

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