Powerful Characters for Skull and Shackles PFS Credit (Inactive)

Game Master DoubleGold

skull and shackels map

Pirates have kidnapped you onto the ship. Find out how and why. Survive, reclaim your stuff, retaliate or investigate.


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Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

"I think we should talk with this creature, but, I'm likely just to make it more upset. If I translate into its native language, can someone else come up with the words?"

Both my bluff and diplomacy are at a negative one. Even I know that I shouldn't be the one talking to strangers.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Well, what do you want to say? Are you trying to calm it, anger it, or make it fall in love with you?" Allie asks with a laugh. "I'll be happy to tell you how to say it!"


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

"Well, the folks at Rickety Squibs want to help it, and I'd rather have someone indebted to me than angry at me. I just want to calm it down enough so that we can help it."


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Alright, repeat after me. Say it with the same inflection. Try to sound calm and reassuring. Ready?"

"Stop struggling. I will free you, but you must remain still. If you keep thrashing, you will only injure yourself, and your blood will attract sharks or orcas."

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25


DungeonMaster
Afli, Ratfolk Wizard wrote:

"I think we should talk with this creature, but, I'm likely just to make it more upset. If I translate into its native language, can someone else come up with the words?"

Both my bluff and diplomacy are at a negative one. Even I know that I shouldn't be the one talking to strangers.

true, but anytime you talk to strangers, I make you roll for diplomacy or bluff or something. I don't make people roleplay low cha because I don't like to enforce that, but making people roll play low cha means you can't stat drop cha but and put no ranks into diplomacy and get away with it. Although you do get roll play bonuses for roleplaying, as in if you speak politely you may get a bonus on your roll or in this case you spoke its language, you got a bonus.

Allie manages to calm it down and get it free. Ah thanks, who are you anyway. I'm going to give people a little time to talk to this thing, then I move onto the next scene


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Captain Cat Calico! Mistress of the Five Finger Discount. These waters are dangerous. It's always good to know there is someone out here you can call upon to watch you back. Wouldn't you agree?"


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

She watches on. Always curious on how other people interact with others.

rough week. Sorry for vanish trick

-Posted with Wayfinder

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan looks down. The starts laughing.


DungeonMaster

heroes travel forward and on until some giant wasps hover 3 feet above the ship. as you approach mancatcher cave. And 3 Sahuagin.

init: 7 + 1d20 ⇒ 7 + (10) = 17 allie
init: 5 + 1d20 ⇒ 5 + (18) = 23 afli
init: 4 + 1d20 ⇒ 4 + (17) = 21 lillian
init: 2 + 1d20 ⇒ 2 + (9) = 11 ondan
init: 10 + 1d20 ⇒ 10 + (14) = 24 Annie
init: 1 + 1d20 ⇒ 1 + (19) = 20 giant wasps
init: 1 + 1d20 ⇒ 1 + (4) = 5 Sahuagin
sahuagin

many of you have high enough knowledge check to auto id this one and the previous one

map is up, annie and lillian is up


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"No nasty fish people on my ship!" Annie stabs at one of the wasps.

Rapier 18–20/×2: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Rapier Parry vs opponents attack roll: 1d20 + 10 ⇒ (10) + 10 = 20
Rapier Riposte 18–20/×2: 1d20 + 10 ⇒ (13) + 10 = 23
Rapier Piercing Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli steps back and casts glitterdust on the two right-side sahuagin and the one rightmost giant wasp.

DC 17 each will save or blinded for four rounds


DungeonMaster

okays, so now the enemies go putting lillian on delay

will: 4 + 1d20 ⇒ 4 + (6) = 10 fail
will: 4 + 1d20 ⇒ 4 + (1) = 5 fail, those things are blinded. marked it on the map

and the wasps will sting, one flying way above annies head to get to lillian. hit: 6 + 1d20 ⇒ 6 + (3) = 9 vs annie
hit: 6 + 1d20 ⇒ 6 + (18) = 24 vs lillian
hit: 6 + 1d20 ⇒ 6 + (7) = 13 vs lillian

Lillian takes dmg: 1d8 + 6 ⇒ (1) + 6 = 7

ondan and allie are up. And lillian still has a turn


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Lillian will take a stab at the creature before jumping down to the deck
Stabby!: 1d20 + 4 ⇒ (19) + 4 = 23
Stick!: 1d6 ⇒ 2

-Posted with Wayfinder


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Repel borders!" Allie shouts to the crew, as she stabs and slashes at a wasp.

Attack w/rapier: 1d20 + 7 ⇒ (2) + 7 = 9

Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Attack w/dagger: 1d20 + 7 ⇒ (15) + 7 = 22

Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan takes his new grapple and throws it at a blinded sahuagin. Using the steadfast grapple so instant hit. He will attepmt to trip the sahuagan if he can by pulling on the rope.
trip attack if possible: 1d20 + 5 ⇒ (16) + 5 = 21


DungeonMaster

one sahuagin falls prone, but he spends his round getting back up and moving towards the source, the other one walks forward not sure where the enemy is.

and the last moves towards allie to stab her with a trident hit: 4 + 1d20 ⇒ 4 + (4) = 8 but stabs over her shoulder and misses.

Round 2, annie, lillian and afli are up


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli will walk between the two blinded sahuagin, and do a cold blast.

Cold blast damage to both sahuagin, DC 17 Reflex save for half damage and not being staggered: 1d6 + 2 ⇒ (6) + 2 = 8


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Since my parry roll beat the wasps roll, the one that attacked me takes ten damage if a 23 attack roll hits its AC.

Attack the same wasp again.

Rapier 18–20/×2:: 1d20 + 10 ⇒ (8) + 10 = 18
Piercing Damage:: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11


DungeonMaster

after a couple of hits, 41 dmg to the wasp annie kills the wasp.

reflex: 4 + 1d20 ⇒ 4 + (2) = 6 I'm going to roll once for both creatures ooch, that if freezing cold to them, staggered, blind and 8 dmg, could it get any worse?


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Lillian will try to flank with one of her allies as she lands on the deck.

This combat thing... she was not the best at it. Her skills were much better suited other areas. But she does try to help where she could

Stab!: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
shlick: 1d6 ⇒ 2

-Posted with Wayfinder


DungeonMaster

lillian misses by a good couple of inches and now the wasps sting againg
hit: 6 + 1d20 ⇒ 6 + (16) = 22 vs annie
hit: 6 + 1d20 ⇒ 6 + (14) = 20 vs lillian they each take the same dmg, as I'm rolling once dmg: 1d6 + 6 ⇒ (4) + 6 = 10 I'll make it a delayed poison as it wait till I tell you to roll saves, not this round however, lillian has been hit twice and annie once saves will come around eventually.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan will move and attempt to pull the Sahuagin so it tumbles down the stairs.

Pull if possible: 1d20 + 4 ⇒ (4) + 4 = 8


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"I'm with you, Lilly!" Allie says, as she tumbles into flanking position.

Acrobatics: 1d20 + 17 ⇒ (20) + 17 = 37

Sneak Attack with Rapier: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

Damage: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (5, 5) = 14


DungeonMaster

Allie stabs a wasp very hard.

its the Sahuagins turn and they will use tridents where they think aflit is locate chance: 1d100 ⇒ 17 51 or above succeeds.
but cannot find him

and the last one is not blinded so will move towards Lillian hit: 4 + 1d20 ⇒ 4 + (16) = 20

ouch dmg: 1d6 + 6 ⇒ (3) + 6 = 9 ouuch, Lillian has taken 26 dmg so far

Fort save from Lillian for poison and round 3 start


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Still standing! i hope...

FS: 1d20 + 5 ⇒ (18) + 5 = 23

In her turn, she will step back and call on the winds to heal her CLW: 1d8 + 4 ⇒ (2) + 4 = 6


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli will Cold Blast the two blinded sahuagin again, and then move so they will be unlikely to target him again.

Cold blast damage to both sahuagin, DC 17 Reflex save for half damage and not being staggered: 1d6 + 2 ⇒ (3) + 2 = 5


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Acrobatics: 1d20 + 17 ⇒ (1) + 17 = 18

Allie tumbles into flanking position and strikes again.

Attack with Rapier: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Damage: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (2, 6) = 13


DungeonMaster

the two wasp angry with allie retailiates hit: 6 + 1d20 ⇒ 6 + (1) = 7
hit: 6 + 1d20 ⇒ 6 + (6) = 12 but misses

the sahuagins reflex: 4 + 1d20 ⇒ 4 + (14) = 18
then miss chance chance: 1d100 ⇒ 88 both half damage and both know where the rat is
the the last one can trident lillian hit: 4 + 1d20 ⇒ 4 + (19) = 23
dmg: 1d8 + 3 ⇒ (6) + 3 = 9 sorry lillian

hit: 4 + 1d20 ⇒ 4 + (10) = 14 vs afli
hit: 4 + 1d20 ⇒ 4 + (20) = 24 vs afli dmg: 1d8 + 3 ⇒ (4) + 3 = 7

DM pass for lillian to stablize: 1d100 ⇒ 65 41 or higher I let you stabilize automatically with no con saves needed. edit: Lillian, stabilized but unconcious


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"Woops. Looks like the pale girl needs help."
Move down to attack the Sahuagins next to Lillian, provoking from the wasp. If the wasp attacks me, I'll parry/riposte it.

Rapier Parry vs opponents attack roll: 1d20 + 10 ⇒ (19) + 10 = 29
Rapier Riposte 18–20/×2: 1d20 + 10 ⇒ (10) + 10 = 20
Rapier Piercing Damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Rapier 18–20/×2 vs the shaugin.: 1d20 + 10 ⇒ (7) + 10 = 17
Piercing Damage: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

only healer in group... guess i should avoid combat till i can transform...


DungeonMaster

annie kills the wasp that tries to attack and almost the sahuagin as she stabs hard.

ondan is up

Then round 4

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan will try to Trip the suagin.

trip attack: 1d20 + 4 ⇒ (1) + 4 = 5


DungeonMaster

ondan fails round 4, lillian, annie and afli are up


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie strikes at the angry wasp.

Attack with rapier: 1d20 + 7 ⇒ (10) + 7 = 17

Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Attack with dagger: 1d20 + 7 ⇒ (14) + 7 = 21

Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

"This is taking too long." Afli takes a step toward the two unblinded assailants, and casts color spray at them, making sure to avoid catching any allies in the spell. DC 16 Will save


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"I will save you, fair maiden."

Attack the shaukin again.
Rapier 18–20/×2: 1d20 + 10 ⇒ (19) + 10 = 29
Piercing Damage: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Crit Confirm: 1d20 + 10 ⇒ (6) + 10 = 16
Piercing Damage: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12


DungeonMaster

another dead wasp, that is after allie goes, then will: 4 + 1d20 ⇒ 4 + (18) = 22 that thing is unaffected.

wasp attack, before allie went: 1d20 + 6 ⇒ (14) + 6 = 20 dmg allie takes: 1d8 + 6 ⇒ (4) + 6 = 10

ondan is up

Edit: oops I killed off the wasp and it was suppose to be the Sahuagin, oh well, I will kill them both off and continue on with the battle, so 2 sahuagins left


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

So, did I take a hit or not? Not sure, based on the edit.


DungeonMaster

yeah, you hit him. but his turn was before you, so he hit you, then you finished him off

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan will move and will callout to the blind Sauagin.


DungeonMaster

miss: 2d100 ⇒ (65, 3) = 68 sorry must have updated this and forgot

the one can guess where ondan is hit: 4 + 1d20 ⇒ 4 + (18) = 22
and he takes
dmg: 1d6 + 3 ⇒ (6) + 3 = 9

the other one has a 25% of chance of hitting its ally chance: 1d100 ⇒ 20
and one shaugin takes dmg: 1d8 + 3 ⇒ (7) + 3 = 10

New round start


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie moves forward and stabs the blinded sahuagin.

Attack with rapier: 1d20 + 9 ⇒ (11) + 9 = 20

Damage: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (2, 5) = 12


DungeonMaster

okay, so allie kills it. and I'm calling this battle, as the last one has 1 HP left.

The ship is headed towards a cave/cove, and it will take about 30 minutes to get there, would anyone like to do anything during that time?


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"We need to get ourselves patched up before we make the cove."


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"I'm fine, but the pale girl looks paler than normal."


DungeonMaster

okay, so rosie heals you all with channel energy heal: 2d6 ⇒ (5, 6) = 11

slow on updating, I have the PDF, but my computer loads it slowly

Heroes then reach the cave. Apparently there is a boat here, another ship that is abondoned, it isn't moving because they anchored it tight to a giant rock.

Your ship comes to a stop and you anchor it.

perception 18:
You see two boars up on a hill behind a rock, and they plan to attack as soon as you get off the ship, why not take them out from a safe disatnce

local 14, to id pirates:
these are buncanners, though they won't attack on sight, if the see you in the cave, they will draw weapons, but they won't attack unless you approach. They can be reasoned with and they are unfriendly towards strangers

survival 15:
you know that these guys are deep, deep into the cave by examining the tracks from this distance. You also know this cave looks like it would travel for about a half a mile


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Winning die rolls:
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge Local: 1d20 + 10 ⇒ (6) + 10 = 16
Survival: 1d20 + 2 ⇒ (16) + 2 = 18

"Hey, folks, there are a couple of wild boars on the hill. They look like they'll attack as soon as we get off the ship. Can we take them out with ranged weapons? Also, the buccaneers may look hostile, but I bet we can reason with them, even though they are unfriendly. Oh, and the cave, it goes for about half a mile, and the buccaneers are probably deep in the cave."


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"I can handle the buccaneers," Allie says with a wink, and a tone heavily laced with innuendo.

"Feel free to kill the boars. Mr. Fishguts can make us all a fine pork dinner."


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

"We have a fully crewed ship with cannons and supplies. I'm sure they'll be willing to parley, but do we want to talk to them?"

Why are we here?

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

GoodQuestion

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DungeonMaster

discuss here


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Sweet. I look forward to playing with you folks.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Reporting for duty!


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Hello!


DungeonMaster

I sent my other 2 players a message, so I'll give them another day to sign in before I move the story forward.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Im here


M American Nerd 3/Cleric 1
DoubleGold wrote:
I sent my other 2 players a message, so I'll give them another day to sign in before I move the story forward.

Thanks for the message, I lost track of the campaign.


M American Nerd 3/Cleric 1

Of course, Afli has the best modifier and gets the lowest score.

Typical. Sheesh!


DungeonMaster

you still made it though, the dc was only 10


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

What did I snag with my sleight of hand roll?


DungeonMaster

oh, right, exactly what you were trying to snag, a dagger.
And the pirate will never figure it out that you stole it, he will just think he lost it when it comes up missing that it is in the water, because that is how they think.


DungeonMaster

oh right in case anyone is curious, I am adding some fun religion to this game. As Grok mention the name Poseidon to Allie Cat. Pathfinder deities exist in this game. Greek Gods do not, but some people believe in Greek Gods, so some will mention Zeus and all that. Those who believe in Greek Gods also believe in Pathfinder Gods. But not everyone who believes in Pathfinder Gods believe in Greek Gods. Some people believe in no Gods.

For the purposes of roleplay you can choose which Gods your character believes in. There may or may not be roleplay and in-game advantages to your characters religious beliefs. It would be just like believing in ghosts or god in real life. They may or may not exist, but people still believe in them anyway, as there is no definite way to prove or disprove these things, the same concept applies in this pathfinder game.


DungeonMaster

okay I'm posting this in all of my games. My virus protection expires tomorrow and I won't be able to renew it until my brother gets here to install the new one on Christmas day, therefore I will be inactive from tomorrow until Christmas day, bot me as needed, ie. my computer will be off, as I'm not taking any chances of being hacked just by being connected to the internet during that time.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Merry Cristmas. I pray God blesses you on this day with friends and family

-Posted with Wayfinder


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Merry Christmas!

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Merry Christmas


DungeonMaster

yep Norton is updated, will hope to get to updating the game later today.

Merry Christmas.


DungeonMaster

Just a heads up, if any of you play a skull and shackles elsewhere, my game has a much lighter tone to it with the roleplay and skull and shackles a heavily roleplayed game, with little combat, at least the first book anyway as in if I did exp, it is earned via roleplay. In other words, except meaner pirates, complete evil from some of them and paranoia among-st the pirates.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Happy happy new year to all from here oyt of South-Africa! May you have a blessed and joyful 2015!

-Posted with Wayfinder

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Happy New year


DungeonMaster

After this battle, you will all be level 2, so start thinking about what you want to do with your character.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Level 2: Take another level of rogue

Rogue Talent:

Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

Any special house-rules for rolling hit points?


DungeonMaster

pfs average.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Level up! =^^=

-Posted with Wayfinder


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Afli, Ratfolk Wizard (water) 2, HP 14:

STR 10
DEX 19
CON 15
INT 20
WIS 15
CHA 8

Fort/Ref/Will = 3/6/6
Init = +4
Speed = 20
AC/Tch/FF = 15/15/11
BAB +1

Ranged touch attack = +6

===== Skills =====
Acrobatics (2 ranks) +6
Appraise (1 rank) = 9
Bluff -1
Climb 0
Diplomacy -1
Disguise -1
Escape Artist 4
Fly 6
Heal 2
Intimidate -1
Knowledge Arcana (2 rank) + 10
Knowledge Dungeoneering (1 rank) = 9
Knowledge Local (2 rank) + 10
Knowledge Planes (2 rank) + 10
Linguistics (Aquan, Sahuagin) (2 rank) + 10
Perception 4
Ride 4
Sense Motive 2
Spellcraft (2 rank) = 10
Stealth 8
Survival 2
Swim (2 rank) = 4

===== Traits =====
Deft Dodger and Focused Mind

Darkvision 60 ft
Languages: Aklo, Aquan, Common, Draconic, Gnoll, Orc, Undercommon, Sahuagin
Arcane Bond (ring)

===== Feats =====
Scribe Scroll
Spell Mastery (Detect Magic, Expeditious Retreat, Feather Fall, Mage Armor, Air Bubble)

Special Attack: Cold Blast (Su) 1d6 cold and Staggered in 5ft radius, DC 15 Reflex, 8/day
Concentration 1d20 + Caster Level + INT = 1d20 +2 + 5

===== Spell Book =====
===== Cantrips =====
<all>
===== Level 1 DC 16 =====
Air Bubble
Color Spray
Comprehend Languages
Ear-Piercing Scream
Enlarge Person
Expeditious Retreat
Feather Fall
Hydraulic Push
Mage Armor
Touch of the Sea (2 min/Swim speed 30)

===== Spells Normally Prepared =====
===== Cantrips =====
Acid Splash
Detect Magic
Open/Close
*Ray of Frost
===== Level 1 =====
Color Spray
Ear-Piercing Scream
Expeditious Retreat
Feather Fall
*Touch of the Sea

===== Gear =====
Arcane bond ring
Backpack (small)
Spell component Pouch
Spellbook
Cloak of Resistance +1

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

ok..


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

Picking up: Masterwork Buckler 155GP
Masterwork Rapier 320GP
Masterwork Studded Leather 175GP
for 650 gold, leaving 450 gold.
Taking a level in swashbuckler. Gain 6+2 HP, 1 Ref save, 1 BAB, Charmed Life(3/Day), +1 HP FCB bonus.

Do we want to get a wand of cure light wounds?


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Masterwork Rapier

Masterwork Dagger

8 Regular Daggers

Masterwork Studded Leather

Masterwork thieves' tools

Wrist sheath

2 Bandoliers

2 Tanglefoot Bags

1 Thunderstone

2 flasks of Alchemist's Fire

1 bag of Caltrops

Remaining Coin: 30 gp

I'll chip-in my remaining 30 gps for a CLW wand, if everyone wants to go-in on one.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

??? Cloak of resistance possible????
Universal solvent

through in 50 gp for wand of CLW if needed


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Bought a cloak of resistance +1,

I have 100 gp I can put toward a CLW wand.


DungeonMaster

yeah, sure, cloak of resistance is buyable, but anything else that isn't masterwork equipment, you have to ask for, because purchase limit is pfs style.

also, I have a bit of a map to draw and will take a while, it will be done tommorrow.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

You need to make the map editable by everyone.


DungeonMaster

okay, should be doable now.


DungeonMaster

okay, for those of you getting tired and restless, we are more than halfway through book 1 and should be done by the 1st of Feb. I said a month for each book, but this one is taking longer than expected. This game may not go as fast as some people expected.

When book 1 ends, I'll have recruitment up for book 2. the current players have dibs, and that way if anyone decides to drop out, they will at least have their pfs credit first and be done with that part of the story.


Female Human Swashbuckler/4
Stats:
HP 36/36; AC 20, 15, 15; F+3, R+8, W+2; Init +10; Per +7; CMD +18

I'm ok with the pace so far. Holidays and all that, you can only expect so much.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

The pace has been good.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

Yup. And will stay for book 2

-Posted with Wayfinder

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Will definately stay for book 2


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

Interested, as well.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

The pace is actually a bit faster than I am accustomed to in play-by-post.

Can I reserve my decision until we reach the end of Book One? I want to give myself a chance to adjust to the speed. If I decide that I am good with it, I'll stay on. If not, I'll drop out during the recruitment period for Book 2, and open a spot for someone else.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

I say loot the bodies, then dump them overboard ;) then go tell the captain


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

I vote for loot the bodies, dump them overboard, and only tell the captain if asked.

If he asks why we didn't tell him earlier, say that we didn't want to bother him about mutinous pirates who attacked us first.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

If I were playing an evil character, I would agree with all of the above, with one addition. Cut off the dead pirates' heads, and put them in the lockers of the ones that ran away as a warning to keep their mouths shut.

Alas, Allie's not that kind of girl. She'll kill a man in a fair fight...or if she thinks he's going to start a fair fight...or if she's getting paid... ;-)

Let's just make it simple. Clean up the mess and keep our mouths shut.

Scarab Sages

HP 28/28 Ac18(+4 Dex, +4 wis) flat footed 10; Perception +11; FORT +7 REF +9 Will +9; Basic attack +5 flurry of blows +4/+4 Male Undine Monk 4

Ondan Disagrees. He thinks that everything will sort itself out.


DungeonMaster

I'll give people a little more time to think, though if indesisiveness goes on a day longer, I'll count it as your characters stood there for 2 hours and then you'll be forced to explain to Scourge as he sees you during the night near the bodies. Don't mean to pressure anyone, but I gotta keep the story moving somehow.


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

The sylph agrees with the rat. ;) way of the sea


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

I vote for Alfi's plan, also.


Male Ratfolk Wizard 5, HP 34, Saves 4/8/7, AC 17/16/12, Init +5, Perception +4, Cold blast 8/8

That's three of five. That's the majority.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

With our 2300 gp, can we buy magic items? If so, are there any particular limitations other than the price of the item itself?


Female Sylph
Vitals:
HP 38/38; AC 17, FF 13, T 17, CMD 15; F 5, R 5, W 8; Perception +13, Init +4
Sky Druid 5
SKILLS:
Fly +12, Handle Animal +9, Knowledge (geography) +11, Knowledge (nature) +13, Perception +13, Profession (sailor) +9, Sense Motive +13 (+14 to discern lies), Spellcraft +11, Survival +14, Swim +8

leveled =^^=

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