Skulls & Shackles (Inactive)

Game Master Foxy Quickpaw

Where everyone has to be a pirate if he wants or not.
Apothecary Map
Apothecary Map II


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HP 14 l AC 15 (FF 13, T 12)l F +3 R +4 W -1 l Ini 2 Perc +4

Flips went Rogue, and the Pirate archetype. A bunch of skills but took Exotic Weapon Proficiency (Light Ballista)


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Estelle

HP 4+2+1 (FCB) = 7
SKills
Climb +1
Acrobatics +1
K. Local +1
Perception +1
Swim +1
Craft Ship +2
Prof Sailor +1

Feats: Improved Initiative (Brawler), Boar Style (5th)


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

IMO, I don't think we really need a level up just to be effective here, just some better dice rolls. Slam into them. Plus I don't think we've really taken any rock damage.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Did you want me to level owlbear as well? I have an idea in mind for him.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Corsair

Going to go this path with him.


Kitsune Game Master

Why not.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Does the crew arrive on round 3 or does it get to attack on round 4?

I believe we are on round 3 now yes?


Male Gillman Water Kineticist 2 ____ 34 HP

What level are we supposed to be?


Kitsune Game Master

This question lacks a few parameters. Supposed by whom? And why this is of interest?


Male Gillman Water Kineticist 2 ____ 34 HP

I cant remember if we should be level 4 or 5 right now. Basically I can't remember if I did my most recent level up


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

we should be 5th right now.

Also as a funny side note. Estelle will probably remain weaponless since now she can do all 3 damage types with her hands. Can I get magical hand wraps instead of the Amulet of might fists? Lets say they would take up a the Glove slot?

I am not asking for them right now just in general?


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Finally got to Level Lito up to 5.

HP: 5 + 2 + 1 = 8
Skills:
+1 Know (Local, Nature), Perception, oratory, Sailor, Spellcraft, Swim, UMD
+2 Dance
Feat: Prodigy (oratory and Sailor)

Spells: Silence, and replaced Sleep with Saving Finale


Kitsune Game Master

You can have whatever the rules tell. Unusual slots usually cost extra but magic weighted-knuckle gloves should be no problem. Those I'd even give away with the normal weapon enchantment rules so you can have one flaming and one frost.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Nice thanks, I like the Amulet of Mighty fists but hand wraps just seem cooler.

I know there is brass knuckles and a cestus but wraps are cooler.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

I would have let them go. And at the Moment I was not interested in another ship. But if you'd want one, it's not far to Rickety's.

But you should in any case try to win some of the crew over for us.


Kitsune Game Master

As for the feat. You can still exchange it if you want. Deadly Aim and -4 is indeed deadly to your aim.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Hmmm I think we should stick with one ship for now


Human Male Gunslinger (Buccaneer) 4: AC 16 (Touch 14, Flat 12), HP 49/49, Init +6, Fort +6, Ref +8, Will +1, Perception +8, Grit 4/4

Yup, okay I'll grab Precise Shot then and get Deadly Aim next level.


Male Gillman Water Kineticist 2 ____ 34 HP

Damn, saw the post to late


Kitsune Game Master

Hey, it's just a misunderstanding. There might still lie a lot of unconscious sailors around. No one took the time to check on them so far.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

So at least to start we are gentleman pirates. Cool :)

I assume our crew at least is up that's what I intended before we started talking about cargo.. If we want to be kind and gentle then we leave them with the ship after pulling all the cargo, valuables and weapons/armor. Also let's have Sandara make check all the other crew.

They have a broken rudder. Do we drag them to an island and leave them to fix it while we sail away?

Are you all good with a little roleplay here? Maybe an officers dinner with the captured captain to negotiate where we drop them, while the rest of the crew parties?


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

You can assume they can fix their rudder on their own. At least good enough to get to repair later. Or you can mend it if that's on your spell list.

I'm not a big fan of the slavery/ransom stuff. Slavery is bad and we're not that kind of crew as we decided against gang pressing.

Generously letting them sail away would be more along my preferences. A little role playing would be nice here. I was already thinking of tying everything up as no one started with that. But that can wait. What solution it will be we can find in game.


Male Gillman Water Kineticist 2 ____ 34 HP

Lito, Typo


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Thanks, fixed, I think if that's what you were talking about.


Male Gillman Water Kineticist 2 ____ 34 HP

It was indeed


Kitsune Game Master

It seems a bit stuck here. Shall I wrap dinner up? And if so, how far? Up to "the ships part and each sails it's own way again"?


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

Also I would deem it a nice gesture to do the robbing of their good mwk studded leather armor as kind of jersey exchange and leave them with our leather armor. But that's in the responsibility of Estelle and/or Trytton. I won't comment on that in game.


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

Estelle is occupied so it is up to Trytton.


Male Gillman Water Kineticist 2 ____ 34 HP

I have no idea how to go about suggesting that


Kitsune Game Master

The important question is the one about wrapping up. Worst case they have to do the sailing in their underwear.


Male Gillman Water Kineticist 2 ____ 34 HP

I am happy with you wrapping up


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

I concur


Male Gillman Water Kineticist 2 ____ 34 HP

Can we sail after the whaler


Kitsune Game Master

No we can't


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

Back now.... how much room do we have in the hold?
Do we need to sell loot or can we make another run at a second ship?


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Raid a village!


Kitsune Game Master

We have two points of plunder weighing 20 tons. We have a cargo capacity of 150 tons. So there is still some room.


Kitsune Game Master

There is the village. Who's leading the looting?


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

What's in the two points of plunder?
That may inform what we can offer to trade.


Male Gillman Water Kineticist 2 ____ 34 HP

Plunder is undefined


Kitsune Game Master

It's manufactured goods (the info is given with the ship who carried it). But plunder is thought to be sold as plunder and that village wont get you good prices. More interesting would probably be what they have to trade.


Human Male Gunslinger (Buccaneer) 4: AC 16 (Touch 14, Flat 12), HP 49/49, Init +6, Fort +6, Ref +8, Will +1, Perception +8, Grit 4/4

Guys, I think I might have to drop out of this one.The post rate on this is really frequent an whenever I check in it there's like 15-20 posts so I feel like i'm always playing catch up. Whole situations resolve before I get to them. No ones fault really but just can't post as much or often. And been stuggling with my character anyway since the start. Hope that's alright :(


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

It's a shame that such a good looking pirate wants to leave us. But as I always say: This is for fun, and if it's no fun any more there is no use in carrying on.

What kind of exit did you have in mind? Shall we bring you back to your home port? Do you want to die in Sandara's arms? Or simply disappear unnoticed?


Human Male Gunslinger (Buccaneer) 4: AC 16 (Touch 14, Flat 12), HP 49/49, Init +6, Fort +6, Ref +8, Will +1, Perception +8, Grit 4/4

Aww sorry man. Yeah I love me some pirates but this character I'm struggling with and just the rate of posting. But hey I'm still in Carrion Crown so you're not totally rid of me :)

Hmm...maybe disappear unnoticed for now... ;)


Melee:
Handwraps (+1) Atk +12/7 Dmg 1d8+5; 1d4 bleed l Flurry 10/10/5 (Boar style +2d6 rend if both hit) l CMB +11 (+12 to Disarm,+15 to trip) CMD 23 (26 vs Disarm,27 vs trip)
HP 56 l AC 20 (FF 17, T 12) l F 8/R 7/W 5 l Ini +5 l Perc +12

We could always keep him on the crew if needs be, just in case you find the time.


Human Male Gunslinger (Buccaneer) 4: AC 16 (Touch 14, Flat 12), HP 49/49, Init +6, Fort +6, Ref +8, Will +1, Perception +8, Grit 4/4

That also works :)


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Eat him


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

All in case it's not clear I'm trying to scout the town for trading or to see if the village is worth raiding.

I'll play the honest merchant for a while but if there is something worth stealing and they don't want us to recruit crew, Lito may gather intel for a raid tonight.


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13

I'm wondering what our current wealth is. I mean as a crew. The purchase of ship additions was never really finalized and the quartermaster's sheet reflects that. Which makes it a little hard to tell what we have to sell at the town.

Please check if something you wanted to have is not listed and tell here for Trytton to fix that. And once everything is balanced Lito can go and find someone who pays a good price. Also all who are fine with as it is please tell, so we don't have to wait longer than necessary.

I'm fine with the ship's improvements as they are listed.


Male half-elf bard 8 (HP 62/62 | AC:20 | T:12 | FF:18 | Fort:+5 | Ref:+9 | Will:+7 | Init +2 | Perc + 14)
Daily Stuff:
Bardic Performance: 16/23 Spells: 3: 0/3, 2: 3/5, 1: 6/6

I'm fine with what we have for now.

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