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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Kitsune Game Master

You need a lot more than that to derail a story that I can't work with it. That one is a simple side quest you set up with no influence on whatever.


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

Trytton took the mermaids necklace, Estelle too the amulet of natural armor +2?


Male Gillman Water Kineticist 2 ____ 34 HP

I certainly did. And a con belt as nobody said no


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

ok I just didn't want to add it to her if someone else took it


Kitsune Game Master
Chay Heliot wrote:
If they are going to be asking for all kinds of strange magic, I need to start leaving a slot open so I can change up quickly...

The answer to that are scrolls. Loads of scrolls.


True.. he just needs money and there are so many good spells still to buy..:


Kitsune Game Master

Just go to the captain and tell her what you need to properly work and ask who is in charge of getting this stuff and when asked about the price you nonchalantly tell how many thousands of GP that is as if it were none of your concern :D


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

Just a quick note. My main computer seems to have crashed and I am on my old computer that I hooked up. Dunno what happened but I will still try to post and see what happened


Kitsune Game Master

How about Pluck taking the levels of Alchemist? That would easiliy save the day :D


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

Poop bombs away! He eats chilies to make them flame.


I thought Besmara just instructed the crew to shoot the Kracken Balista at the creature... amI wrong?


Kitsune Game Master

That's fine. I just wanted to make sure there are no misunderstandings, as Flips asked you to enchant the ballistas, but he is on a different ship.


Kitsune Game Master

What does our standard pirate look like? Is that settled somewhere as of now?


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 bet we never did settle that out did we.

I've got way too busy a day to do this today :(


Kitsune Game Master

I don't think we're in a hurry. A little more cliffhanging is nice :D


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

Rough spun pants, with a leather vest over a white cotton shirt? if they want. They all have hats though, don't want them getting sun stroke.


Male Gillman Water Kineticist 2 ____ 34 HP

I think she probably means stat wise. Not physical appearance


Female Human Pirate (7) AC19/14/15, FRW+7/+9/+4, Ini+6, Perc+12, Sail+13
Estelle Numbduster wrote:
Rough spun pants, with a leather vest over a white cotton shirt? if they want. They all have hats though, don't want them getting sun stroke.

And if they are good looking and walk around without the shirt and vest they get a bonus :P


Kitsune Game Master

But let's not be so shallow, let us talk about inner values. The standard pirate from book one is crap. But due to extensive training from Estelle, I'd say we do a retraining of the guys and gals.

And as Estelle is doing the training of the crew they will all become 2nd level brawlers. Which gives them martial flexibility.

Also with class levels in a real class they become automatically heroic NPCs

So their stats are
Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8

Skill points go to Prof Sailor(1) 5, Climb(2) 7, Swim(2) 7, Perception(1) 5, Stealth(1) 7, Intimidate(1) 3

Feats are HBF, 1st Lvl, 2nd lvl combat feat + martial flexibility.

Now it becomes a bit difficult, as this build is missing martial weapon proficiency so they are no longer able to wield a cutlass. So either we spend a feat on that, or leave it to martial flexibility to get the proficiency according to the weapon wielded at the moment.

For melee combat we could save a lot of money, as we could go for unarmed strike. Estelle could list feats to change type of damage to piercing/slashing/blunt for MF.

For ranged we could take Heavy Crossbows as MF could go into rapid reload.

Armor would stay mwk studded leather to prevent skill penalties.

For feats I'm unsure but weapon focus unarmed strike, maybe PBS as basis to take ranged feats with MF and - to stay in theme - skill focus Prof(Sailor)

Your thoughts?


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

if you are doing the crew you could take a lot of the team work feats that would give them something fun an interesting to do.

overwhelm

I agree about Skill Focus (Prof Sailor) and PBS to make them effective with a ranged weapon if needs be.


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

If you want them to be effective with the ballistas maybe give them Exotic weapon Ballista?


Kitsune Game Master

That is the charm of martial flexibility. They can take the feat they need with a move action for a minute 4 times a day.


Kitsune Game Master

If you go teamwork feats 'paired opportunists' would work great for pirates in mass battle.


Male Gillman Water Kineticist 2 ____ 34 HP

Paired opportunists and broken wing gambit. That is all


Kitsune Game Master

You'd need combat reflexes to go with that. Let the mass slaughter ensue!


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

so take Paired Opportunist as one of their feats and SF Sailor.


Male Gillman Water Kineticist 2 ____ 34 HP

Paired opportunists and combat reflexes
We need 5 ranks in bluff for for broken wing gambit.


Kitsune Game Master

I'm waiting for Lito to tell us his opinion. But I have no idea how to do the math on combat reflexes with my simple system for mass combat. So I'd say we stay with SF Sailor, PBS and Paired Opportunists and leave the broken stuff to the players.

Paired opportunists would get them a +2 in mass combat as soon as they outnumber their foes in mass combat.


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

That works for me... sounds like we are going crossbows for ranged then?


Kitsune Game Master

Yes, and probably heavy as rapid reload can be activated when needed, so the damage is a bit better. Also they are cheaper than bows and they wouldn't be proficient anyway.

What ranged weapons do we have at the moment and how many of them?


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 thought we had 40 composite longbows fitted for the sailors strength from the first ship we captured.


Kitsune Game Master

Pirate
Neutrum Human brawler 2
CN Medium humanoid (human)
Init +3, Senses Perception +5
=================================================
DEFENSE
=================================================
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, )
hp 19 ((2d10)+4)
Fort +4, Ref +6, Will +1

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged composite longbow str (+2) +1 (1d8+2/x3), within 30 ft. +2 (1d8+3)
Melee dagger +4 (1d4+2/19-20)
Ranged dagger (thrown) +5 (1d4+3/19-20), within 30 ft. +6 (1d4+3)
Melee brawler's flurry +3/+3 (1d1+2)
Special Attacks Brawler's Flurry,

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8,
Base Atk +2; CMB +4; CMD 17
Feats Improved Unarmed Strike, Paired Opportunists, Point-Blank Shot, Weapon Focus (Unarmed Strike)
Skills Acrobatics +7, Climb +7, Intimidate +3, Perception +5, Profession (Sailor) +6, Stealth +4, Swim +7,
Languages Common
SQ bonus feat, bonus feats, brawler's cunning, martial flexibility, martial training, skilled, weapon and armor proficiency,
Combat Gear
Other Gear composite longbow str (+2), masterwork studded leather, peasant's outfit, dagger, brawler's flurry, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's f lurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).


Kitsune Game Master

The longbow attack values are at -4 as the brawler is normally not proficient with the weapon.


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

Have we all gone on Round 2, Are we ready for Round 3? Or are we waiting on someone else?


Kitsune Game Master

It is simply the Canopy Creeper and then all of us. So I guess we are still missing a few pirates before the monster's turn.


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

Did you include the inspiration damage/attack bonus on the balista hits from Flips?

Also shoudn't there have been 5 shots from the balistas?
It looks like he did 3 hots and two crit rolls for his 20s.


Kitsune Game Master

It should be five yes. He doesn't use all his resources.

And of cause have I included the inspiration...

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

Flips is on the Kraken, is Lito not on the other boat?

I fired 3 thinking that Foxy was on the Kraken and had fired one, we only have 4 ballista do we not?


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

If Flips is on the Kraken he'll getting hell from his Captain. I ordered him to the Thresher to operate the array of siege weapons. The Kraken has only two of them and shooting into the water when you're attacked from below doesn't work.


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 didn't see that I guess, sorry, the Kraken has 4 ballista, Estelle bought them.

How many ballista does the Thresher have?


Kitsune Game Master

Five on each side.


Kitsune Game Master

The Kraken had two to start with on the aft deck. We really should have written down what exactly we installed on that. Somewere is a catapult and this strange arrow throwing machine and what 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

Yes as I understood it, Lito and Flips are on the Thresher with about 10 of the crew, and it seems like everyone else is on the Kracken.

That's why Chay had to enchant Besmara's Basista rather then Flips.


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

Ok, what's the plan here.

Lito is on the other ship, and he really wouldn't be diving in, considering he's the caption right now.

Is this a full on raid that all PCs should be in the water for?


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

No Plan, I just wanted to ask who wants togo and get the necklace from Trytton. Because without it Besmara can as well stay on board as she won't be effective underwater. But Trytton alone will have a hard time.

If the three (Trytton, Estelle and Noonan) vs the 7 Sahuagin and the three sharks are getting problems I'll dive in but I wouldn't be much more than Temp HP for them in the fight without a reliable way to swim.

What is Chay summoning?


Did my elemental hit?


Kitsune Game Master

With an attack roll of 24 that's a rhetorical question right? It is quite gentleman like to remind me this way :)


So should I actually level Chay up to 5?


Kitsune Game Master

Either that or stay in your cabin for weeks ;)


Kitsune Game Master

It is explicitly stated in the book that you need such spells. And after that part we'll be level seven, Lito takes leaderhsip and his cohort would be level 5.

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