Shisumo's Skull & Shackles (Inactive)

Game Master Shisumo


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HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Eleuterio cries out as the shark's teeth finally find flesh. "Away with you!", the paladin cried out, laying a hand over the wound. Holy warmth encompassed him, and the pain of the wound lessened. He grabbed the rope to the Man's Promise again, and tried to climb once again.

Mechanics:

Lay on Hands: 1d6 ⇒ 6
Climb: 1d20 - 1 ⇒ (12) - 1 = 11


Were you climbing up to the Man's Promise or to the Wormwood? The rope leads up to the Wormwood, but the fighting is all on the Man's Promise...


Male Half-elf Storm Druid 3; 21/24 hp

"The starboard boat! They are trying to flee!"

Gulp! I guess it's time to try this thing!

Checking to make sure his cudgel is secure, Chum attempts to swing across the gap.

Mechanics:
Acrobatics DC 15?: 1d20 + 2 ⇒ (13) + 2 = 15

Maybe he made it!!! U7, please - if he still has an action, he will try to lightning one of the escapees.

Lightning touch attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Miss Chance: 1d100 ⇒ 73

Let's aim for the one in the middle, R4.

"Drop to the deck, you three! Surrender!"


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Chum alerted me to something most disconcerting: several of the enemy were trying to get away on one of the longboats! As that was strictly against orders, I deigned to do something about it.

I withdrew from the sailor who I had been engaging, and went down to the main deck to confront those who would flee the field of battle. I brandished my rapier menacingly. Now see here, gents! Give up forthwith, and you won't be harmed!

Intimidate: 1d20 + 2 ⇒ (12) + 2 = 14

Moving to R-5, but using the "south" stairs, in order to avoid AOOs from the trio at the jolly.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Man's Promise, for the reason you describe. Is there not a way to climb up to that boat?


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
The boat is securely fastened, but it will likely take little time for experienced sailors to get the boat free.

Vault! Leu! Quit playin' with the sharks and get yer clangy metal ass up here!"

Seeing the men attempting to escape, I reach in to my pocket once again, and chant, "Nil Non Nodis," before turning my attention back to my opponents on the sterncastle. Grease, targeting R/S-3/4, specifically the 2 men and the knots they are working with.


Round Six

At long last, all four of you are on the enemy ship together, as Eleuterio finally manages to scramble aboard the Man's Promise and Chum displays surprising skill as he swings across the gap to land on the opposite deck as well. Although his roll was not quite good enough to make it to U7 - 15 feet only gets you to U8, I'm afraid. While it takes all of Eleuterio's energy just to collapse onto the nearby ladder between the main and aft decks, Chum still has the chance to turn his lightning against another one of the Rahadoumi sailors, and sears the man with a full-strength bolt. Artevious moves to confront the men, and although he does put a moment's hesitation into one of the sailors, the others don't seem impressed. In the heat of battle, intimidating to demoralize is about the best you can do. I'll assume Art is demoralizing the guy directly in front of him, R4 - who also took a lightning bolt to the face a moment ago. He is shaken. On the sterncastle, Evril turns his attention from the foes in front of him to try to delay the men's departure as well - grease suddenly covers both the deck and the boat, causing the sailors to slip and the ropes they are untying to become far harder to grip.

Ref save for R3: 1d20 + 1 ⇒ (20) + 1 = 21
Ref save for R4: 1d20 - 1 ⇒ (3) - 1 = 2

One man falls to the ground, and scared, sizzling and prone as he is, simply surrenders. (Poor R4.) The other two continue working to try to untie the boat.

Trying to untie the boat is a full-round action, and the greased ropes impose a -2 circumstance penalty on the roll. R3's roll: 1d20 + 2 ⇒ (8) + 2 = 10; R5's roll 1d20 + 2 ⇒ (3) + 2 = 5.

Some of the knots give way, but the boat is still fairly firmly tied to the ship.

Elsewhere, on the aft deck, one of the remaining sailors rushes forward to try to stab at the newcomers; although he was first heading toward Chum, he spies Eleuterio as he steps closer, his eyes widen and he hisses, "Priest!" as though it were the vilest curse. He stabs down at the prone paladin with surprising fury.

Eleuterio is both prone and flat-footed for this attack. Short sword: 1d20 + 2 ⇒ (6) + 2 = 8, damage 1d6 + 1 ⇒ (3) + 1 = 4, miss chance 1d100 ⇒ 9

The paladin is lucky, however - the man's rage seems to deprive him of any accuracy, and he only manages to chip the wood on the nearby railing.

Up on the sterncastle, the two crossbowmen aim their weapons at Evril, although one has to take a step back to avoid exposing himself to the Andoren's rapier. Both weapons twang, almost in unison, as their deadly bolts fly toward him.

Crossbow: 1d20 + 2 ⇒ (15) + 2 = 17, damage 1d10 ⇒ 3, miss chance 1d100 ⇒ 23
Crossbow: 1d20 + 2 ⇒ (14) + 2 = 16, damage 1d10 ⇒ 3, miss chance 1d100 ⇒ 14

One bolt slices his arm, while the other misses only due to the drifting fog obscuring the man's vision for a precious moment.

And you guys are up again. Map updated. Also, the sailor who attacked Eleuterio provoked an AoO from Evril as he moved up, so feel free to roll that as well.


Male Half-elf Storm Druid 3; 21/24 hp

Chum takes his cudgel and swings at the sailor attacking Reis.

Mechanics:
Attacking with the shillelagh-enhanced cudgel
Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d6 ⇒ (5, 5) = 10
Miss Chance: 1d100 ⇒ 44

And for the record, 5 of 6 uses of lightning gone.


Male Half-elf Storm Druid 3; 21/24 hp

Alternative plan if Evril drops him first:
If Evril drops the sailor with the AoO, Chum will hustle across the deck and down the stairs to strike the sailor in S4 instead. Please adjust attack roll for higher ground as necessary.


Just realized I listed those wrong (Chum caught it): R3 and R5 are actually Q4 and S4, sorry.


Male Half-elf Storm Druid 3; 21/24 hp

I did?! Oh! I did! Yay me!


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Would I get an attack of opportunity since I threaten? I'll roll just in case.
Melee: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Miss: 1d100 ⇒ 91 aah, nevermind

I couldn't believe the cheek of these sailors! They were so keen on leaving the field of battle, two-thirds of them simply ignored me and set about untying the longboat, despite my brandished rapier.

Again, I say stand down! Either turn and face me or surrender, but you may not launch that boat! I instructed, as I stabbed again at the one who wasn't awash in a slippery substance.
Melee: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Miss: 1d100 ⇒ 64


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
And you guys are up again. Map updated. Also, the sailor who attacked Eleuterio provoked an AoO from Evril as he moved up, so feel free to roll that as well.

Mechanics:
AoO: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 2 ⇒ (3) + 2 = 51d100 ⇒ 59
DM Shisumo wrote:
One bolt slices his arm...

Gah! Right then. You have my attention.

Moving to W-7, attacking X-6
Mechanics:
Attack: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 2 ⇒ (4) + 2 = 61d100 ⇒ 26


Round 7

Evril slashes at Eleuterio's attacker, wounding him badly - although it's not enough to stop him, the blow weakens him enough that Chum can easily finish him off. Artevious' blow against the sailor is enough to distract him from his task, and he turns his attention toward the cavalier. Evril moves across to the crossbowman who shot him, but the man blocks the blow with his crossbow and takes aim once more.

Still waiting on Eleuterio's action. Leu is no longer threatened, though, so he can stand without provoking.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Sorry, I've had little to no time to check the boards, both at work and at home. Finally catching back up on eveything!

Eleuterio pants and collapses to the deck of the Man's Promise, the shark bite still painfully throbbing. His eyes flick open when he hears the blade bite into the railing, and a man looking down at him with fury. "Stop!", he said quickly. "I am not your enemy!"

As the man pulls his blade free, he raises it again, but his eyes bulge wide. The man drops to the deck a breath and a half after his sword. Behind him, Evril and Chum stand, their weapons red with the man's blood. "Damn it all to hell, you fools!", he cries, standing at last, drawing his own blade. "This is our chance! We ally with the crew, aid them in repelling the boarders, and sail back to civilization! We can be free!" He sees the two rough men harrying Artevious - who he notes is positively beaming at the chaos of battle - and rushes towards them. "Stand down! We are not your foes!"

Mechanics:

Standing up and moving to S5, drawing my blade as I go.


Male Half-elf Storm Druid 3; 21/24 hp

Confused, one half-elf looks at the other, "Now they've both gone mad. I'm sure the fellow grovelling on the deck won't agree..."


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I could scarcely believe the words coming out of Eleuterio's mouth. While I was elated that the soggy pirate had finally climbed aboard the Man's Promise, his shouting seemed, well, dare I say, rather mutinous.

Mr. Reis, I'm afraid that's how it works, you see. We board their vessel, and thus we become their foes. It's all part of the great drama of being a pirate. Honestly, I'd have thought you understood this, I explained while keeping focus on the sailor who turned and drew steel.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Eleuterio Reis wrote:
"Stand down! We are not your foes!"

Oh. That was your plan.

5-ft adjust to W-6, if possible.

Keeping my rapier leveled at the two crossbow-wielding sailors, I reiterate the paladin's offer, Your call, men. Help us throw off our shackles and keep your ship, or drop your weapons and possibly keep your lives. What'll it be?

Readying an action to attack the first one that fires and is not targeted by any AoOs (if multiple shots).


Male Half-elf Storm Druid 3; 21/24 hp

Chum stares at the Andoran. They're all mad! Would it be too much to ask for them to at least agree in their madness?


The sailors get to take their actions before Evril can move; also, in future, if you're readying an attack and/or think you're going to get an AoO, you might as well roll it in advance.

Round Seven, cont.

Eleuterio rushes toward the sailors trying to flee the vessel, crying out in hopes of finding allies - but his hopes are dashed when both of the men respond just as the previous sailor did, with disgusted cries of "Priest!" One still struggles with the knots, but the man Artevious thought would be his foe turns instead to slash at the paladin offering friendship.

Profession (sailor) check: 1d20 + 2 ⇒ (16) + 2 = 18
S4 attacking Eleuterio with his sword: 1d20 + 2 ⇒ (6) + 2 = 8, damage 1d6 + 1 ⇒ (5) + 1 = 6, miss chance 1d100 ⇒ 23

The cut is sloppy and Eleuterio barely needs to even knock the weapon aside, but the other man's work seems to be progressing, with most of the knots undone by now.

Up on the sterncastle, the nearest sailor pulls back from Evril's blade and then both men fire on him again. X6 takes a 5 ft step to W5 before they fire.

Crossbow #1: 1d20 + 2 ⇒ (9) + 2 = 11, damage 1d10 ⇒ 3, miss chance 1d100 ⇒ 45
Crossbow #2: 1d20 + 2 ⇒ (10) + 2 = 12, damage 1d10 ⇒ 4, miss chance 1d100 ⇒ 99

Even at this range, though, neither one seems able to effectively hurt the Andoren.

You guys are up again. Map updated.


Male Half-elf Storm Druid 3; 21/24 hp

Shisumo:
Sorry to hear you were ill, but I'm glad to see you back! Just don't let the new job wear you down so that it makes you sick, ok?

Chum looks back and forth between his allies, madmen all, and decides that the Andoran shouldn't have to take on two at once. He heads across the ship and up the stairs to come up behind the crossbowmen before taking a swing at one of them.

Mechanics:
W4, I believe, attacking W5

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 2d6 ⇒ (4, 6) = 10

Miss Chance: 1d100 ⇒ 21


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Still not sure if you mean I get an AOO on the sailor who tried untying the launch. I'll roll anyway.
Melee: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Miss: 1d100 ⇒ 29

I couldn't quite understand how so many people could be mistaken, on either side. No, he's a pirate! I corrected the wayward sailor who incorrectly labeled my good friend Eleuterio. Is there something in this fog? It's really quite simple, actually. We are taking your vessel, preventing your escape, and woe to any who resists! Honestly, I can't see how this can be any clearer! I chided.

As I spoke, I jabbed at the one attacking Eleuterio. Melee: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Miss: 1d100 ⇒ 66
Crit confirm: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
Up on the sterncastle, the nearest sailor pulls back from Evril's blade and then both men fire on him again.

"That's pretty much what I expected, to be honest. Very well, we'll do it your way."

Adjusting to W6, giving me the flank with Chum if that opponent is still standing, otherwise moving to X6 and attacking the other sailer.

Mechanics:

Attack, Damage, Miss: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 1 ⇒ (6) + 1 = 71d100 ⇒ 20
sigh... will roll for a potential AoO, in case either of these guys is dumb and takes a shot.
AoO Attack, Damage, Miss: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 1 ⇒ (5) + 1 = 61d100 ⇒ 37[/dice]


Male Half-elf Storm Druid 3; 21/24 hp

Is that a rapier, Evril? You have a threat on the AoO if it is...


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Alamon Titus 'Chum' Seaborn wrote:
Is that a rapier, Evril? You have a threat on the AoO if it is...

On the off chance...

Mechanics:
Threat, damage: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 1 ⇒ (4) + 1 = 5

Apologies, Master Seaborn. Figured I would give these lads a chance. For their own sakes, and that of our oath-bound friend.


Male Half-elf Storm Druid 3; 21/24 hp

The slight half-elf shrugs, "You may all be mad, but at least you're not the ones trying to shoot me or stab me."

Mechanics:

In case there's an AoO in my future:
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 2d6 ⇒ (4, 5) = 9
Miss: 1d100 ⇒ 97


FYI, Chum, there's a +1 enhancement bonus to your damage with the club as well, so you should be doing 2d6+1. I've been taking it into account, but I don't want you to forget.

Round Eight

Chum continues his impressive slaughter, driving the crossbowman to a bloody and unconscious heap on the deck. Evril's stab at the last crossbowman is less effective, however, as what seemed like a well-aimed thrust goes just barely awry in the swirling fog.

Below on the main deck, Artevious proves his rapier is almost as effective as Chum's club, doing in two strikes what Chum accomplished in one: bleeding badly and unable to stand, the sailor who stabbed at Eleuterio gives up his attempt to flee, hurling aside his blade and collapsing next his already-prone comrade. Only one sailor is still trying to make his escape on the jolly boat.

Eleuterio still to go. There are only two visible foes at the moment: one in Q4 and the other in X5. Neither is wounded.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Eleuterio is shocked at the vitriol behind the two Rahadoumi's attacks, effortlessly parrying the blade that swiftly followed the curse. Confusion openly plays across his face as he struggles to figure out what has occurred. Perhaps they think it a trick, he reasons. A ruse to drop his guard, while my ally strikes from an unseen quarter.

"I swear to you, upon my honor, I am not your foe! Will this assuage your doubts?" He kneels down to the Rahadoumi who fell to Artevious' blade, and closes his eyes for a moment. Warmth flows from the center of Eleuterio's being into the fallen man, and some of his wounds heal. "Please, sir...I beg of you. Stand down." His eyes silently plead with the man struggling at the jolly boat.

Mechanics:

Lay on hands on the guy that wants to kill me, and won't be persuaded, even by this kindness. Such is the plight of the paladin!
Healing: 1d6 ⇒ 1
LOL! Well, that makes me feel a bit better.


Round Eight, cont.

The man on the deck actively twists and turns, trying to avoid Eleuterio's touch as though avoiding a plague-carrier. Touch attack for Eleu: 1d20 + 5 ⇒ (14) + 5 = 19, miss chance 1d100 ⇒ 40. The man screams when the paladin touches him, and although his wounds close slightly, he still scrambles back away from Eleuterio as though in fear of his life. The other sailor looks as though he might draw his own blade and attack as well, but at the last moment turns and scrabbles for the knots once more.

Profession (sailor): 1d20 + 2 ⇒ (19) + 2 = 21. Also, to clarify, as written the action doesn't provoke an AoO, but it doesn't say it doesn't, either - defaulting to the "usually" in the core rules means Artevious can take AoOs, although he hasn't hit with any yet. He has to crit and roll really well to keep the man from launching the boat, but I'll pause in case he manages it, just in case.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Go, Rahadoumi! You can make it! Be the wind and fly!


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Okay. Now I was extremely perplexed by the actions of Mr. Reis. I had reduced one more of our foes to a quivering mass, yet he insisted on adding insult to injury by using some kind of magics against him. However, his words were exactly the opposite of any sort of menacing piratical talk. It seemed like he was almost pleading with him.

I had no time to puzzle out this predicament, however, since the other sailor was about to undo the final ropes to the jolly, in direct contravention of my orders. Thusly, I struck out at him again with my bloodied rapier. Huzzah!

Melee: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


The boat comes free, dropping down to the water below. With a look over his shoulder, the man glares daggers at Eleuterio, but turns away again and prepares to jump into the vessel.

Up on the sterncastle, the remaining crossbowman - caught between Chum and Evril - drops his weapon and draws his sword, stabbing toward the druid and his magic club.

Short sword attack: 1d20 + 2 ⇒ (4) + 2 = 6, damage 1d6 + 1 ⇒ (5) + 1 = 6, miss chance 1d100 ⇒ 24.

The sailors continue to demonstrate their keen grasp of swordplay, however, and Chum just watches the stab go past.

For a moment, the fog clears, and up on the foredeck, you can all see Sandara and Crimson Cog fighting back to back, several fallen sailors around them and four more falling away, bleeding from several wounds. Cogward fights with a severe, intense expression, while Sandara is grinning like a madwoman as her rapier flashes in the morning sunlight. Then the fog closes again, leaving you with your foes.

You're up. Map's updated as well.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
... stabbing toward the druid and his magic club.

I will handle this persistent gentleman, Master Seaborn, I venture, while stepping next to the druid and preparing to cut off any attempt by our foe to follow him. See to the jolly, if you would.

Stepping to W-4

Mechanics:
Attack, Damage, Miss: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 1 ⇒ (1) + 1 = 21d100 ⇒ 69
Called shot to that little spot on the forearm where there are no nerve endings, blood vessels, or important, sword fightin' muscles.


Male Half-elf Storm Druid 3; 21/24 hp

Sorry, the map is not working for me again. Can Chum move 30' toward the jolly and still have an attack? Or possibly move 30' and get into the jolly?


Both of those are possible, but only the latter would avoid provoking.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I couldn't believe this fellow was going to get away! I couldn't let him. Not while I had something to say about it.

I grabbed ahold of the swarthy gent and tried to keep him from jumping overboard. No! You! Don't!

Grapple: 1d20 + 3 ⇒ (16) + 3 = 19


Male Half-elf Storm Druid 3; 21/24 hp

Chum salutes the Andoran and hustles toward the other two and the jolly. "Well, if he gets into the boat, we'll be hard-pressed to stop him - unless one of us is with him!"

Without another thought, the druid climbs into the jolly, brandishing his club to give the would-be escapee second thoughts.


Round Nine

Evril's cut manages to take a small slice from the sailor's arm but little else. As Chum moves to block the escape route in the jolly, the sailor on the sterncastle turns toward Evril with bloody resignation. Down on the main deck, though, Artevious tosses aside his rapier and manages to tackle the fleeing sailor, holding him firmly.

Looks like we're still waiting on Eleuterio to take an action. How's the paladin want to proceed here?


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

The paladin leaps into the fray with Artevious and the opposing sailor. "Even if my life be forfeit, even if the man I try to save would let me die were he in my place, if even one man escapes and finds salvation from it, then it is worth the cost!" He struggles in the fray, attempting to dislodge Artevious' hold on the sailor.

Mechanics:

Not sure how you want to handle this, but a grapple check's probably the start.
CMB: 1d20 + 5 ⇒ (14) + 5 = 19


Round Nine, Cont.

Sailor's CMB check to get free, with Eleuterio's Aid Another: 1d20 + 4 ⇒ (16) + 4 = 20

Eleuterio tries to tear Artevious away from the sailor, and with the paladin's help, the man gets loose. Wasting no time, the sailor leaps into the jolly - only to confront an armed Chum staring back at him. Desperately, the sailor fumbles for his short sword, finally pulling it free and pointing it at the druid.

Up on the sterncastle, Evril and his opponent continue to exchange blows, cutting and parrying with great fervor.

Short sword attack: 1d20 + 2 ⇒ (9) + 2 = 11

Thus far, however, Evril maintains the upper hand against his foe.

On the main deck, just behind where Eleuterio and Artevious stand, the door to the captain's quarters bursts open, and Captain Harrigan steps out. He is covered in gore, and holds what looks like a human heart in his left hand while he flourishes the short sword in his right.

Map updated. You can all take your actions. Incidentally, Eleuterio, you've just forfeited your share of the plunder from this fight (which I rather suspect you knew).


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

No, no, anything but that.

Eleuterio hears the captain's door open, and spins to confront this new threat. His scowl deepens as he sees Harrigan before him, gore-drenched, his hand bloodied from the organ he carries. "Monster," he intones. "What have you done?"


Male Half-elf Storm Druid 3; 21/24 hp

The slight half-elf brandishes his club, shaking his head. "You should have stood down. Or tried to swim."

Mechanics:

Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 2d6 + 1 ⇒ (1, 6) + 1 = 8
Miss: 1d100 ⇒ 8

Was there an AoO from the sailor's climb into the jolly? Just in case...
Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 2d6 + 1 ⇒ (2, 5) + 1 = 8
Miss: 1d100 ⇒ 65


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
Thus far, however, Evril maintains the upper hand against his foe.

"Now look," I confess. "I'm going to tell you something you probably don't want to hear. That man over there, the one with the beating heart in his hand? I'd lay even odds he's about to command us to throw the crew of this ship overboard to the sharks, dead ..." I lunge at the man, hoping to bring this to a quick end.

Mechanics:
Attack; Damage; Miss: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 1 ⇒ (4) + 1 = 51d100 ⇒ 81

"... or not. In all honesty, it would probably be faster if you went ahead and threw yourself overboard."


Artevious still has an action, and Eleuterio's declamation notwithstanding, he still has one too if he wants one.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

It appeared to me that Eleuterio had gone mad, tackling me and allowing my foe to escape. While the sailor disappeared over the railing, I turned to him rather incensed, but I heard him cry out what have I done. Well, certainly, I was about to tell him exactly what I was doing and to then give him an ear full of what he was doing.

My words died on my tongue as I realized that Eleuterio was not addressing me, but Captain Harrigan, who had just appeared wielding a grisly trophy. Suddenly I remembered my impressions of Harrigan as a villainous character straight from the pages of my mother's novels, and there he was, in the flesh, looking every bit the black-hearted devil.

I saw the outrage on Mr. Reis's face, and something told me he was inclined to act upon it. In response, I drew my pistol.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

I'm actually delaying for now. I think my action will depend upon the good Captain's.


Harrigan laughs, exactly as if Eleuterio had just given him a compliment, and turns to dive into the fog-shrouded fray once more.

He's basically ignoring you, in other words.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

What a jerk.


So.... are you taking an action or what?


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Sure, assuming I can reach the guy in the jolly boat...

For a moment, Eleuterio looks as though he was about to bound off into the mist after the bloody Captain, but a shout from the Rahadoumi behind him makes him reconsider. He sees Chum struggling to hold off the pirate from escaping, and he is torn on what to do. Does he help the innocent man escape, at the cost of Chum's life? Does he aid Chum, though he slaughter a man attempting to flee for his life? Does he do nothing?

He instantly discards that final thought, choosing instead to leap towards the fray. "No more bloodshed," he bellows, lashing his blade out towards the Rahadoumi. The strike is not meant for the man, but the blade he carries.

Mechanics:

Attempt to disarm the sailor.
CMB: 1d20 + 6 ⇒ (15) + 6 = 21

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Okay! We have four players, and hence, a quorum to do business! First order of said business: introduce yourselves, and work out what your party makeup should be.

For the purposes of helping out with the character creation questions, I'll go ahead and lay down the ground rules I want to use:

* 20 point buy
* Core rulebook races only by default - if you have a really compelling idea for something else, though, ask and we can discuss it. Water-themed races would be the most likely ones to pass muster.
* Any base class you want from Paizo, and other 3PP products might also be available as well. (I hardly need an excuse to buy more 3PP PDFs, after all, especially if it's Rite Publishing or Super Genius.)
* No psionics, this time, but I'm down with - might even go so far as to say rather hoping for - firearms. It's pirates, dammit!
* Two Traits, one of which should be a Campaign Trait from the S&S Player's Guide; the other can be from any Paizo source.

So have a swig of this here rum, and let's spin a pirate yarn together!


DM Shisumo wrote:
Okay! We have four players, and hence, a quorum to do business! So have a swig of this here rum, and let's spin a pirate yarn together!

My two favorite things! Business and Rum!

My preference would be for a Diplomatic (or perhaps not-so) Rogue, but am open to suggestions.


Hello, folks. I have given this just enough thought to sign up for the trip. I'm leaning toward a druid or maybe cleric at this point, but as Ferret indicated, I'm open to other thoughts.

The vaguest character type is forming, of a quiet, behind-the-scenes sort, but these things usually change once the adventurin' starts!

Thanks for the invite, Shisumo!


Yar! I'm here! Ready to hoist the sail, and all that rot.

Actually, I've got an idea, but it'll take a little work. I'll piece my idea together and pitch it to you, Shusumo. If it can work, it will be a firearm - based class.


Shisumo:
While pouring over archetypes, I noticed the Musketeer and thought that's IT!

However, it's based off the Cavalier, not the best ship-based class. The Musketeer does a great thing by omitting the Mount special ability and hands out a firearm and some firearm-related abilities, but it still leaves something to be desired.

Most notably, the Charge abilities are... totally useless in a nautical setting. My idea is to swap the Ride skill with the Acrobatics skill, and then let the Cavalier's Charge, Mighty Charge and (if we get to it) the Supreme Charge be something that can be accomplished only when employing the Acrobatics skill as part of the charge -- i.e. when swinging from a rope, balancing on a yardarm, or jumping from one ship to another. You know, real Musketeer/Errol Flynn kind of stuff.

The last thing I'd suggest would be that the Banner ability work if the banner is flying on the ship, since having it flying from horseback isn't really an option.

So, if you haven't figured it out by now, my idea is a flamboyant purveyor of derring-do, with pistol, rapier and all sorts of wild stunts. If there's any way to do it, he'll do it... with panache!


DM Shisumo wrote:
* Any base class you want from Paizo, and other 3PP products might also be available as well. (I hardly need an excuse to buy more 3PP PDFs, after all, especially if it's Rite Publishing or Super Genius.)

As this percolates in the back of my mind, I'm thinking it might be fun to look at some Super Genius options just because my chances to use all those books I've purchased are few and far between.

Not sure how many lend themselves to a nautical adventure, however... After the weekend tasks are done, I'll crack open the box of toys and see what classes I have access to -- Shisumo, are there classes or books you can tell me right off that are out of question?

One that comes to mind without looking was the Mosaic Mage(?) just because I thought it was an interesting concept, not because I have any idea if any of them are actually playable.

I'll be back soon!


OK, here are some of the thoughts I'm entertaining.

The Mosaic Mage - Red, Rose, or White spectrum - because of the classes' general flexibility and these spectra's ability to cast healing spells. However, it may not be the best choice for the adventure we are looking at.

A cleric of Besmara with the Exalted Trickery domain seems interesting, as well, if the exalted domain is an option. Possibly a chaotic neutral halfling - not because she's 'almost CE' but because that's the goddess' alignment and the old-school race of rogues seems appropriate.

A shark shaman or storm druid (druid archetypes) have also caught my attention.

For some reason, I got on the kick that this character will be a healer, as you might have noticed. All of these classes have some fun options, but the first two are probably the ones I'm leaning toward most. If the exalted domain is not an option, travel is a likely second choice.

Of course, I like to look at options, and I may end up using any or none of the above.


Stalwart:

I see where you're going, and I've of several minds about it. Let me go through some of my thoughts, and we can see where that takes us.

1) Running into combat as a pistoleer is a bit of a contradiction in terms. Guns are for staying away from the foe, not getting to within reach of them. I'm fine with the musketeer archetype - it's a personal favorite, in fact - but combining it with the charge stuff you're talking about doesn't seem to work in my head. You might look at the luring cavalier archetype instead, though; the two of them work together (intentionally so, I suspect), as the luring cavalier gets rid of all the charge-related stuff.

2) It might be possible to do a similar concept with a pistolero or mysterious stranger gunslinger, especially if the leadership elements of the cavalier aren't as important to you. You might also look at the pirate archetype of the rogue, which has almost that exact charge mechanic you were describing.

3) Another thought I had was a musketeer cavalier / bard multiclass, headed for the battle herald PrC - that would also deal with the charge issue, but it wouldn't give you the cool gun focus abilities from the musketeer later on, so I don't know if that's of any interest.

4) I'd be okay with giving you a slightly altered banner, essentially having the effect work for sailors on your ship (and only on your ship, so you'd lose it during boardings, and obviously the charge bonuses would be less useful as well), but that would more or less require you to be the ship's captain in order to be able to run up your colors. That's an issue you'll have to address with the rest of the players, though.

Thoughts?

EDIT: I also just found Ultimate Options: Gunslingers and Grit, which has the fusilier alternate class (and am now another $4 poorer still). It's actually a really good swashbuckler/firearms type, using the idea of taking grit and applying it to finesse weapons alongside firearms for a really cool combination of effects. If you've got the $4 to spend, you might give it a looksee. (Also, Ainvar, if you don't own that book, you might look at it for the upcoming 2nd-level rewrite of Lamsfel...)


Ainvar:

I have no objections to mosaic mages or exalted domains (though I am now $6 poorer, thankyouverymuch). From what I can tell so far, you are the only player looking at a caster - Ferret's mentioned a rogue, Stalwart a cavalier and our fourth player was thinking about a paladin/fighter last I heard. As a result, being a flexible healer is probably not a bad thing, though I will spoil things just a bit and note that there is an NPC who will likely be able to provide some non-combat healing, so it's not completely necessary either.

I'll also note that a shark shaman would fit in ludicrously well with some of the themes and scenes of the first adventure especially, and looking down the road, a storm shaman would also likely be really, really, really well suited to some stuff happening later on.

As for other 3PP, I think I've already made clear my general opinion on the Tome of Secrets; I'd also like to stay away from psionics for this game, I think. (Wrong vibe, if you'll pardon the slight pun.) Most stuff from Rite and Super Genius I'll allow by default unless I see something that worries me, but other stuff is kind of hit and miss.


The idea I had was sort of a "soften them up with range, then charge in to finish them off" -type character with an equal mix of melee and ranged skill. He'd fire his pistol while the ships are maneuvering and pulling up alongside, then when it's time to board (or repel boarders) he'd put the gun away and join in the melee.

The Luring Cavalier certainly would be a perfect fit for someone who snipes from the forecastle during the entire engagement, only drawing steel once the battle comes to him. I was thinking of someone a bit bolder (if not smarter).

If it's not to your liking, I'll put my mind to something else that may or may not be related to the Musketeer. I suppose I should also wait for the other players to chime in to see if anyone else had designs on the captain's chair. (Not that I specifically wanted to be the captain, but your ruling on the banner kind of necessitates we have that conversation now rather than later.)


Did you see the edit I made to my post? If 3PP stuff isn't your thing, that's cool, but the fusilier really seems like it might be up your alley.

Failing that, I'll need to give some thought to adapting the charge mechanics more specifically, and doing some comparisons. I suspect that you'll wind up losing some armor proficiencies along the way, but I also suspect that won't be too much of a problem.


DM Shisumo wrote:
I have no objections to mosaic mages or exalted domains (though I am now $6 poorer, thankyouverymuch).

youareverywelcome ;)

DM Shisumo wrote:
From what I can tell so far, you are the only player looking at a caster - Ferret's mentioned a rogue, Stalwart a cavalier and our fourth player was thinking about a paladin/fighter last I heard. As a result, being a flexible healer is probably not a bad thing, though I will spoil things just a bit and note that there is an NPC who will likely be able to provide some non-combat healing, so it's not completely necessary either.

I'm good with not having to be the healbot, so that's welcome news.

DM Shisumo wrote:
I'll also note that a shark shaman would fit in ludicrously well with some of the themes and scenes of the first adventure especially, and looking down the road, a storm shaman would also likely be really, really, really well suited to some stuff happening later on.

Well, the shine has warn off the Besmaran cleric, but that only narrows me down to the flexible arcanist (mosaic mage) that may not be a good fit for the adventure, the shark shaman that really sounds like a lot of fun, and the storm druid that may be the best combination of versatile and applicable.

Any thoughts from the other players?


AinvarG wrote:

Well, the shine has warn off the Besmaran cleric, but that only narrows me down to the flexible arcanist (mosaic mage) that may not be a good fit for the adventure, the shark shaman that really sounds like a lot of fun, and the storm druid that may be the best combination of versatile and applicable.

Any thoughts from the other players?

I'm looking at bending the Archaeologist Bard variant into a Ship's Carpenter, which would give me a bit of flexibility and allow for a secondary healer...


Two secondary healers is usually as good as a primary healer, particularly with NPC backup. Druid/mosaic mage + bard probably = most everybody staying upright, most of the time.


I'm looking at the details of the domain options for the storm druid at the moment, including the possibility (if DM approves) of planning to upgrade his first-level domain to its exalted version when he normally gets access to a second domain at 9th level. That's a long way in the future, of course, but I'm curious how it would shape up.


Now you're just trying to make me spend money.


Hehe, I thought you said you had the exalted domain books already - or was that the mosaic mage you invested in?

In a nutshell, the exalted domains concept is that the character specializes in a single domain rather than two - the cleric gets an exalted domain with a little extra punch rather than two normal domains at first level is the typical application.

Obviously, a druid generally does not get two domains, but the storm druid gets a domain at 1st and a second domain at 9th. A suggestion from the SGG book for such situations is that the character takes their normal domain at 1st and when they would normally gain access to a second domain, they basically lose the normal domain in favor of the exalted version of the same domain.

Does that help?


No, I bought War and Ruin earlier, for the Trickery domain - but the storm druid's stuff is in Storm and Savagery... :P

And no, I'd be fine with the upgrade at 9th. I'd already noticed the possibility when I was looking the archetype over earlier today.


OK, I seem to be settling on the Storm Druid with the Air domain, to be upgraded to the Exalted Air domain later. Shisumo, I'll send you a PM with specifics.


DM Shisumo wrote:

Did you see the edit I made to my post? If 3PP stuff isn't your thing, that's cool, but the fusilier really seems like it might be up your alley.

I sure didn't. Not at first.

However, I just checked out the Gunslinger options. I might just try for the Luring Musketeer plus Panache, if I can wrap my head around everything. Especially if no one else seems interested in pushing for the future captain position. Otherwise, the fusilier does seem pretty tempting.

Way I see it, if I go with Cavalier, with the two archetypes Luring Cavalier and Musketeer, I've got the pistol/musket, a few extra gun feats, and the Far Challenge abilities from the archetypes, and the Banner ability from the base class (which won't factor in unless I'm the captain running up the colors on my own ship). I can then take the amateur gunslinger feat and master at arms feat, style them as Panache feats to apply them to the pistol and to light weapons. I get a grit/panache deed from the Amateur Gunslinger feat and can use it (if it's the right kind of deed) with a light weapon.

Does that sound right?

BTW: Is anyone else interested in pushing for the captain spot? I don't want to seem like I'm specifically angling for it, but it does appear to be working out that way.


That all looks good to me, and would work just fine from my perspective... I'm thinking about switching the charge bonus from your banner ability to a flanking bonus, to make it more useful for defenders onboard the vessel.


This might getting a little carried away with the theme, but it appears that Super Genius' Storm Lord (trading wild shape for weather-related spell-like abilities) will stack with the Storm Druid.

I'm not sure I want to give up wild shape - I imagine this character spending a lot of time in air elemental form at the moment - what do you think?


The storm lord archetype is in the Genius Guide to Air Magic. Do you have that one, Shisumo?

Edit: It can be seen on d20pfsrd.com, too.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Yar, maties!

I'd originally built Eleuterio for a different S&S game (if you visit the Recruitment forum, you probably know which one), but I couldn't say no to Shisumo when he said he wanted to run a piratical game. I've got a few things to work out (converting from 15 to 20 PB, dropping a feat, etc.), but I should have my character ready to go in short order.

Quick question, DM - how do you want to handle starting equipment? Should we actually buy anything, or should we just fill out the Trappings section with: "loincloth (dirty), body odor, 10d10 fleas"?

Also want to say hi to Ainvar. I've been following the exploits of the Wardens of the Green for a bit now in Megan's Kingmaker thread, so glad to have you aboard! (Don't worry, Shisumo, they're still in book 1.)


AinvarG wrote:

This might getting a little carried away with the theme, but it appears that Super Genius' Storm Lord (trading wild shape for weather-related spell-like abilities) will stack with the Storm Druid.

I'm not sure I want to give up wild shape - I imagine this character spending a lot of time in air elemental form at the moment - what do you think?

The archetype seems solid, but it does seem to pigeonhole you pretty thoroughly. I don't see a problem with you taking it from a mechanical perspective, but there's a lot of flexilibity being sacrificed there for what is currently the group's only full caster. I'll leave it up to you, though; I'm certainly not going to put up a fuss.

Anyone else have any thoughts?


Eleuterio Reis wrote:
Quick question, DM - how do you want to handle starting equipment? Should we actually buy anything, or should we just fill out the Trappings section with: "loincloth (dirty), body odor, 10d10 fleas"?

Yeah, I've been pondering that one, which is why I hadn't said anything yet.

Let's go this way: max gold for your class, spend it as you would for any other game, then PM me what you buy and I'll let you know what you actually have to start out with. The rest will potentially be available later, depending on how things go.


Eleuterio Reis wrote:
Also want to say hi to Ainvar. I've been following the exploits of the Wardens of the Green for a bit now in Megan's Kingmaker thread, so glad to have you aboard! (Don't worry, Shisumo, they're still in book 1.)

You have me at a disadvantage, sir, but it's a pleasure to make your acquaintance. May we enjoy a long and enjoyable adventure or 12 with our fellow pirates and wise and knowledgeable DM. That was too much, wasn't it? I always go to far with that stuff. ;-)


Misroi (the guy behind Eleuterio) will likely also be joining the Jade Regent game, as I continue to search for a healer who won't flake out on us over there...

Also, man, we need to talk about that name. Eleuterio is a serious PITA to type.


DM Shisumo wrote:
AinvarG wrote:

This might getting a little carried away with the theme, but it appears that Super Genius' Storm Lord (trading wild shape for weather-related spell-like abilities) will stack with the Storm Druid.

I'm not sure I want to give up wild shape - I imagine this character spending a lot of time in air elemental form at the moment - what do you think?

The archetype seems solid, but it does seem to pigeonhole you pretty thoroughly. I don't see a problem with you taking it from a mechanical perspective, but there's a lot of flexilibity being sacrificed there for what is currently the group's only full caster. I'll leave it up to you, though; I'm certainly not going to put up a fuss.

Anyone else have any thoughts?

Yeah, I will have to look at it. By having those spell-like abilities, I won't (maybe) need to prepare those spells - but will I make up for the lost wild shape with the spells that I now have? A good question...


As a sidebar, what races are people looking at? I know Eleuterio (Eleu? Terry?) is human, obviously, and based on what Stalwart was describing it rather sounds like he's going human as well, but Ainvar? Ferret?


I haven't strayed far from my original halfling concept, but a half-elf or elf might be in the cards. A half-elf would probably be easiest to explain on a ship, but I kind of picture a halfling (possibly a former Chelish slave) initially mistaken as a lad and taken aboard as a cabin boy/servant. Quiet and withdrawn because the loud in his experience become the dead and coming into his own when he finds that he can wild shape. (And yeah, I think I'm going to have to leave the Storm Lord archetype behind - wild shape is too fun - of course, I have not actually tried to do a point-by-point comparison of the two, but time is short).

If the halfling is not workable, I can use the same idea for a half-elf that looks younger than his years, too.


DM Shisumo wrote:
As a sidebar, what races are people looking at? I know Eleuterio (Eleu? Terry?) is human, obviously, and based on what Stalwart was describing it rather sounds like he's going human as well, but Ainvar? Ferret?

Probably Half-elf, so that I can use the siege machinery when the time comes.

Question for the party: Who's planning on driving the boat? Stalwart looks to be settin' up for the captaincy, but is anyone putting points into spinning the wheel?


I was planning on a few points in Profession (Sailor), but it wasn't going to be a strong suit. That could change...

EDIT And, like the moods of Gozreh himself, it has. The image of a half-elf druid that happens to be a ship's pilot seems to come together nicely. He can keep to himself and still be right out in the open.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

What ho, lads! I dare say, who's up for a pirate adventure!?!

Submitted for your approval, Shisumo.


Oh, dear. I'm going to have to find an A game when it comes time to name my character, I can tell.


Artevious de Poisson wrote:

What ho, lads! I dare say, who's up for a pirate adventure!?!

Submitted for your approval, Shisumo.

Holy gods I love your backstory.

The mechanics look good too.


Since "spinning the wheel" is likely to be a Profession (sailor) check (unless you guys pick up some slave rowers from somewhere I'm not expecting), I fully expect all of you to have the basic requirements taken care of. Piloting is likely to be more a question of personal preferences than mechanics, in all probability, barring someone throwing a ton of feat and trait choices at it.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Yeah, I knew Eleuterio would be a mouthful. I'm sure I'll pick up an appropriately (appropirately?) scurrilous name during play. "Arrrr, ye face the scourge of the Shackles, 'Tenpenny' Reis!", or some such. Until then, I suspect I'll be called "Lou" by the party, and "ye worthless dog!" by our soon-to-be captors.

Also, while I wouldn't mind ending up captain, it's not something I have to have. We can work that out between ourselves later, Mr. Fish.


Eleuterio Reis wrote:


We can work that out between ourselves later, Mr. Fish.

Ahh, you caught that, then? It was just too amusing not to use it.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

I'm surprised I'm the first one to say anything about it - Ferret's the Francophone here.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Eleuterio Reis wrote:
I'm surprised I'm the first one to say anything about it - Ferret's the Francophone here.

I was too busy singing songs from Little Mermaid.

*goes back to sharpening bone saw*

Oh, Evril Cooper, Ship's Carpenter, Saw-Bones, and Tactical Advisor at your service. I'll have numbers and a bit of back story posted soon.


I'm torn - I made the mistake of looking at Treantmonk's Guide for Druids. He makes a great case for a dwarf druid. I'm still looking at the half-elf, stuck on what skill I should select for Skill Focus. The silly thought that occurred to me is to pick a skill so that I can take Eldritch Heritage at third level if I can find something fun and useful (Elemental (Air) seems thematically appropriate).


Cha 13 isn't a huge price to pay for a druid, even if it's a bit unusual, but I generally find the power of the Eldritch Heritage line is in the later feats, and Cha 17 is a really, really strange druid in point buy... at that point, you'd have to start wondering whether you should just go into mystic theurge and be done with it.

Also, the elemental (air) power would pretty much exactly duplicate the basic power from your air domain, so I don't know if it would be worth it. Stormborn, on the other hand, might be worth a closer look to you.


D'oh! I totally overlooked the ability score requirement. I'm kind of set on my abilities and STR and CHA got the short end of the stick. Scratch that idea.

Half-elf: I like the bonus to Perception, don't know what skill focus to take at first level, like the additional favored class (but I'm not sure I'll use it)

Dwarf: The ability adjustments are nearly perfect for what I have in mind and darkvision is never bad. Speed will be less of an issue when he's wild-shaped.

Human: Like the extra skill and feat, but unsure what feats I would want to pick at first level (as with half-elf). He's not necessarily going to be summoning as much as a typical druid, so I don't know if Focus (Conjuration) / Augment Summoning is as strong a feat choice for him as it might be. Improved Initiative / Dodge isn't a terrible fallback pair.

Of course, I have not looked at SGG's feat options yet - there might be something I have to have there, too.

I'm closer all the time. This has been a bad week for me to put together a new character and I haven't built a druid in ten years. Sorry if I'm holding y'all up.


Oh, the Water Child alternative racial trait sounds good. Drop two racial traits that I'm not sure what to do with and replace them with a bonus to Swim checks. Would that bonus to swim checks apply when I'm wild-shaped?


I don't think Ferret's got all his numbers in a row either, though we've been working behind the scenes to make some progress on that score. No worries, my friend.

Half-elf: you can always swap out the Skill Focus for a weapon proficiency or another +2 to your Will saves, too, in case those options are more appealing. The best fit might be the "water child" option, though, which takes up both your second favored class and your Skill Focus, but gets you a +4 bonus to Swim checks and the ability to take 10 on Swim checks no matter the circumstances. (There will be Swim checks in this AP. 'M just sayin'.)

EDIT: Heh. Right. Yes, it would absolutely apply when wildshaped.

Dwarf: the Player's Guide does note both humanoid (giant) and aberration as good choices for favored enemies in this AP; the latter is available as a alternate race trait for defensive training. On the other hand, "dwarf on the ocean" is a bit of a weird concept to begin with, and "dwarf on the ocean with a strong tie to the air and weather" is even moreso. (shrug)

Human: Unless you find a feat pair you want, I don't see anything human gets you that half-elf doesn't do better.


Right, then. One half-elf water child, coming up.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

And as we all know, druid/mystic theurge is what all the cool kids play.


FYI, the physical copy of The Wormwood Mutiny arrived in my mailbox just now. Woot!


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

So, since it's by Pett, should we all make backup characters? And then backups for the backups?

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