Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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Silver Crusade RPG Superstar 2013 Top 8

Alessandra wrote:

Right, level 6 here we go!

Slayer talent (Ranger Combat feat: Manyshot)

BTW I'd really recommend getting Improved Precise Shot as your bonus combat feat, since you get to ignore the +11 BAB requirement, and you can get Manyshot as your normal 7th level feat.


Roll20 Maps Loot
GreySector wrote:
Alessandra wrote:

Right, level 6 here we go!

Slayer talent (Ranger Combat feat: Manyshot)

BTW I'd really recommend getting Improved Precise Shot as your bonus combat feat, since you get to ignore the +11 BAB requirement, and you can get Manyshot as your normal 7th level feat.

I agree with this in principal, and it's what I do when I play an archer, but, for the most part, we have been using more of a narrative combat style. Without a map, and people stuck on it, so soft cover has not really been a consideration I have been enforcing. Thus, the feat to eliminate soft cover penalties is probably not needed.

Silver Crusade RPG Superstar 2013 Top 8

Cool.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
GreySector wrote:
Alessandra wrote:

Right, level 6 here we go!

Slayer talent (Ranger Combat feat: Manyshot)

BTW I'd really recommend getting Improved Precise Shot as your bonus combat feat, since you get to ignore the +11 BAB requirement, and you can get Manyshot as your normal 7th level feat.

That's a good suggestion, thanks, and I did consider it, but Alessandra's of the "Moar Dakka!!!" tactical school so I went with that.

Silver Crusade RPG Superstar 2013 Top 8

BTW, is Tidewater rock someplace where we could increase our infamy/disrepute?

Barring that, are we moving on to Mancatcher Cove or waiting for something else to happen?

The Exchange

Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 15/16 | Active conditions: heroism, barkskin

Oh yeah, Rogar lvl 6 highlights:
-2 new spells: Resist energy, barkskin
- +1 BAB and all saves
- Tumor familiar (mauler), need to introduce it in-game...

I need to make some purchases from Tidewater Rock, but otherwise I think we're good to move to Mancatcher Cove.

BTW, I'm on vacation until sunday, so sorry about lazy posting...


Roll20 Maps Loot
GreySector wrote:
BTW, is Tidewater rock someplace where we could increase our infamy/disrepute?

We're moving on, and not worrying about infamy and disrepute. We're "winging it" on those to rulesets, but we ARE using plunder and selling of plunder!

Silver Crusade RPG Superstar 2013 Top 8

How do you handle initiative? I've got an extract of anticipate peril and a wand of heightened awareness.

Do you just run the party and then the monsters? Should I even bother with initiative boosters?


Roll20 Maps Loot

I roll the initiatives, and then track them during combat. Like type enemies will share an initiative.

If you do something to improve your initiative, let me know.

Which reminds me, you guys just made a level. Can everyone check their initiative and perception checks on the campaign page, and let me know if I need to adjust them in my dice rolling macro?


Roll20 Maps Loot

Can you use your Gresham alias here too please?


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin
Grymp wrote:
Can you use your Gresham alias here too please?

Sorry, I wasn't using the alias since I wasn't posting IC. I'll do so from now on.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Checks look fine for Chaenath.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Regarding profession (sailor) Doc is +10 and I am 9+1d6 (so at least as good, and probably slightly better on average). Would Alessandra be comfortable having a new crew member pilot?


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
Gresham Elmaleh wrote:
Regarding profession (sailor) Doc is +10 and I am 9+1d6 (so at least as good, and probably slightly better on average). Would Alessandra be comfortable having a new crew member pilot?

Sure - grab the tiller and look like you know what you're doing and you'll be fine!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Happy Easter everyone.


Roll20 Maps Loot

And to you.

Sorry, weekends are bad for me usually. I'll move things forward today, stand by for combat!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Just a small note regarding initiative, I expended my heightened awareness for +4 to my initiative. It doesn't look like that was taken in to account, however it also doesn't look like it matters this time.


Roll20 Maps Loot

You're right. Sorry!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Is there enough rope around that I could move over to the ship's rail and then, as a move action, throw a rope over the side to Alessandra?

Would I need to hold on to that rope, or would it already be anchored to something?


Roll20 Maps Loot

There's rope, I doubt there is one tied off with enough length to get to her.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

So I could do it if I held on to the rope?


Roll20 Maps Loot

You bet!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Ah, I forgot about the condition modifiers on climb... :(


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Can I use aid another to assist Alessandra's climb check? Or better yet spend my round hauling her (presumably she has a hold on the rope)?


Roll20 Maps Loot

Yes


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Yes I can assist her, or yes I can just use my round to pull her up?


Roll20 Maps Loot

Pulling her up is assisting.

RPG Superstar 2013 Top 8

BTW I'm just waiting for Alessandra to climb up before I go attack Knuckles.


Roll20 Maps Loot

After Alessandra got thrown overboard, I was pretty worried until Chaenath got him nauseated, and now Doc has him frozen in place.

Tossing a PC overboard per round is a brutal tactic!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

You want to know the REALLY annoying thing? I actually took the Ranged Trip feat and then forgot about it... Would have prevented the whole thing! Grrr.

RPG Superstar 2013 Top 8

Grymp wrote:
So I'm a little confused. A ranged trip wouldn't do any damage, but let's press on and let Knuckles be dead, and the last buccaneer surrenders.

Assuming that Alessandra is using the Ranged Trip feat, it will do damage (but does require a full round action).

I'm not sure what was denying Knuckles his Dex to AC in order to give Alessandra a sneak attack (presuming that is what the 2d6 damage was).


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
Grymp wrote:
So I'm a little confused. A ranged trip wouldn't do any damage

Does, too :p

EDIT Ninja'd!

EDIT II: thought Knuckles was glued in place? Hence the sneak attack damage. Ignore if not.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Being glued in place (as from a tanglefoot bag) generally doesn't deny you your Dex modifier to AC (barring any GM rulings of which I am unaware).


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Oops. My bad.

RPG Superstar 2013 Top 8

There are so many rules in Pathfinder nobody should be faulted for not knowing them all! :)


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Heh. Like Terry Pratchett said: "omniscience is frowned upon (the gods are notoriously stroppy about demarcation issues)!"


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Seriously though Doc should be First Mate I think.


Roll20 Maps Loot

Ohhh! Cuz I have an archer in another game moving towards Ranged Trip! SWEET!

RPG Superstar 2013 Top 8

Chaenath Woodsea wrote:
Seriously though Doc should be First Mate I think.

Lol! I agree.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

He's a suitably moderating influence on Alessandra, I agree. Which is pretty terrifying, when you think about it.


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Would it be OK if I grabbed a cutlass from a buccaneer, and used one of Knuckles's +1 spiked gauntlets until we get a chance to sell it?


Roll20 Maps Loot

That's not a question for me, right?


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

More a question for the group. I'm assuming it is fine unless I hear otherwise. I have no plans to keep the gauntlet, I just want a backup weapon for now and since we can't sell it I might as well have it as an option.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

No problem here.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Fine with me!


N Male Human Fighter (Lore Warden) 2 / Investigator (Empiricist) 4 | HP: 53/53 | AC: 13 (10 Tch, 13 FF) | CMB: +9, CMD: 19 | F: +6, R: +5, W: +6 (+2 disbelieve, +2 mind-affecting) | Init: +0 Perc: +16+1d6 (+2 vs traps), SM: +10+1d6 | Inspiration 8/8 |
Current Conditions:
none
Active Spells:
barkskin

Would it be OK to activate Kirin Style since we anticipate combat? Technically you can't activate a style feat until combat actually starts.


Roll20 Maps Loot

I think you need to do it in the first round. It's an action economy thing, right, still a free action though.

RPG Superstar 2013 Top 8

Swift action. You are correct, it does need to be done in the first round. I just wanted to see if I could get a house rule. ;)


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Can I shoot the things from up top? I have darkvision 90 feet if that's an issue.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I think everyone in the water is holding position near the surface and waiting for the underwater peoples to come to them. Once they do I'd guess they're open to arrows and bombs.

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