Take what you can. Give nothing back. (Inactive)

Game Master Aku Warashi

"In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." -Bartholomew "Black Bart" Roberts

Party Health
Ambrose------10/10
Boldwin-------16/24
Dughal--------13/19
Sh’torek-------11/26
Nthanda-------18/18
Victoriana-----13/16

Man's Promise;
Battle Map;

Wormwood crew


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ohhhh, okay, I did not know that. That's interesting. Thanks for the breakdown.


The Storyteller

@All

Gz for bearing with all until now!
You are all level2 now.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Yay!

Just fishing for some advice, but should I take Improved Unarmed Strike, or just hold onto the brass knuckles? Either way I'm punching things, but I can't make up my mind on how to proceed.


The Storyteller

I've still not read the others book in the AP, so it's hard to tell.

However, I have the impression you'll not need it.


Hello, hello! *waves* This is dien/Nthanda, your friendly oracle of waves.


The Storyteller

Welcome, welcome! *waves back*

We have some additional information at campaign tab. Please read it.

Any questions, feel free to ask.

Also, English in not my first language, some grammar errors are bound to happen, I'll try my best to avoid it, please be patient with me. :)


Wouldn't have guessed it re: it not being your first language.

*salutes and goes to see the campaign info*


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

And here's Victoriana, a slightly less friendly oracle with a similar curse but different aspirations (and, as far as I can tell, completely different skills and spells).

@Boldwin: Improved Unarmed is a great feat, even if you plan on using Brass Knuckles (which are not a bad choice). It's a prerequisite for both Improved Grapple, and the mighty style feats, which can add cool flavor to anyone fighting with their fists.

@Aku: Really? You've got better grammar than half the GMs I've seen on PbP, and that's saying nothing about the players.


The Storyteller

Welcome Victoriana.
You'll have your chance to go back on your compliment. I assure you!

@Nthanda/Victoriana
Once again, welcome.
As I’ve said before, we have some additional information at campaign tab.
Any questions just ask it or send me a PM.


Ha, both of us with blackened? That's funny.

We're bringing the firepower. HO HO I AM HILARIOUS


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4
Nthanda wrote:
We're bringing the firepower. HO HO I AM HILARIOUS

Literally, as I can start smithing everyone guns as soon as we're in charge.

@Aku: Speaking of which, the pistols you describe in the campaign info as common and martial--are they still 1k gp (500 to craft), or a bit cheaper, since they're everywhere and slightly worse than the standard pistol?


Yes, that was part of my pun. ;)

@ Aku: I might be switching out Toughness for Skill Focus: Knowledge Nature, if you're permitting tweaks from our submitted stuff. I want to play up her connection to the primal ocean forces, etc.

Aku:
...and also, I'm strongly considering taking Eldritch Heritage at level 3 in order to get a familiar like a toucan or a parrot. This does have some pretty useful mechanical benefits for me as a dedicated haler, buuuut I also think it would just be hilarious/fun, and tie in more with the pirate theme. I'd love to work with you (if you're okay with this character idea) to bring in the idea of a bird into the story that Nthanda could nurse back to health or something. Albatross! Ships just LOVE albatrosses! No? :P Anyway, just food for thought.


The Storyteller

@Victoriana
Oops!
Range is wrong! It was meant to be 20ft. I’ll update.
It was meant to be the same as the pistol in the PRD.
The price is the same. 1k gold for each gun.
They were meant to be used only once in combat for those that doesn’t have the feat.
Anyway, with a 1k gold price, they are more ‘symbols’ than actual weapons.

@Nthanda
Sure, you can make up changes. And if you want a familiar, rest assured we’ll work one into the history for you.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Not sure if our characters know this now, or why/if we just arrived on the ship, but the things Velyriana will be most interested in finding out (and which she might spend some of her ship actions on) are:

-Are we actually being paid (either in wages or loot shares), or is this a glorified galley-slaves thing?

-What are the other PCs planning, and should she trust them/they trust her?

-What kind of guns does this ship actually have, and can she touch them?

-If a caster with at-will Mending can get out of bilge duty (at least every once and a while) by repairing the ship and sails instead?

-Is anyone around here willing to lend her some reading material, or a notebook?

...and as Nthanda is another oracle with the same curse, maybe they'll spot that about each other and realize quickly that they should have each other's backs.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Also, ooh, familiars! I was originally thinking of going for a monkey familiar (with the "Valet" template, it can hold tools and help with crafting and repairs, which would be super cute), although it's a bit of a stretch to get there, and Victoriana might just settle for a hired apprentice or something once we get our own ship.


Familiars are fun, but with a two-feat feat tax for oracle, it is a bit painful. Le sigh~

I'm guessing a lot of your initial questions are going to be answered by how we're intro'ed into the game, Victoriana (if my suspicions regarding that are correct, anyway). But I think Nthanda and Victoriana have probably been around each other for a while now-- so yeah, I'm fine with them already starting from a position of back-having. ...that sounds odd.


The Storyteller

@Questions,
Those are hard to answer without spoiling things for the current players.

I’ll address then over pm and send to both of you.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

No worries! Answer what you like, and the rest, I'll try (and potentially fail) to investigate in-game.

And while we're making puns, at least back-having means we're not sailors of the spineless sort.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Welcome to the game, Nthanda and Victoriana.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Yes, welcome!

Two oracles, huh? Just no prophesies, for the love of the gods.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Oh, no prophecies here. Victoriana's pretty much a pragmatic atheist, who's enough of a gnome to never really wonder if there's a religious reason for her powers—if she worships anything, it's gunpowder, rope, and history books. And I get the feeling that religion, for Nthanda, consists mostly of lying down on a raft and listening to the waves.


The Storyteller
Boldwin Stonearm wrote:
I figure we are well aware that he is getting executed tomorrow?

Not executed.

Keelhauled, that usually leads to death. Some however, very rarely, survives.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Oh my, a keelhauling! Yeah, not quite an execution, they just drag you under the ship for a while. Alas, we haven't reached the Wormwood yet, or I could give the guy an Air Bubble spell that might make it a lot easier to survive.


The Storyteller

By the way, post your level 2 changes.

And don't wait for Ambrose to continue, he said that maybe next week things will get better for him.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Hello, newcomers! And possibly goodbye! :P

@Victoriana: Sh'torek actually doesn't need Air Bubble. He breathes water also. :)


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

It's less the drowning and more the crap on the bottom of the ship that cuts you up that I'm worried about. Alas, I am confident Sh'torek will live. Somehow. :P

Level 2 changes will be up posthaste - being a wee bit indecisive on my feat.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Boldwin Stonearm wrote:

It's less the drowning and more the crap on the bottom of the ship that cuts you up that I'm worried about.

Yeah, me too. :P

Boldwin Stonearm wrote:
Alas, I am confident Sh'torek will live. Somehow. :P

lol! Well, at least this way, the rest of you will learn a valuable lesson in all this: Don't get keelhauled! :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Will get Sh'torek updated tomorrow. Took forever to decide on a rage power and now it's late for me. I am also in the "wee bit indecisive" club.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Ah, interesting! So the trick then is to wriggle out of the ropes enough to dodge barnacles/cast a healing spell.

...Will keep this in mind if it becomes necessary.


Ouching pain from a keelhauling. Good luck surviving, and thanks all for the welcome!


The Storyteller

I’ve heard really bad things from the naval battle rules from paizo.
That being said, I’m considering getting this 3rd party rules that is said to be way better than paizo.
What do you guys think?


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Nthanda, Victoriana, welcome to the crew!

Aku, I've heard very good things about Fire As She Bears and I'm very interested in trying it out.

Javell, IIRC you get to pick between a fast or slow keelhauling. Slow hurts less but increases your risk of drowning (not a problem for you), whereas fast causes you to take more damage. If you get an option, go for slow.

I totally forgot that gunpowder is commonly available in Aku's version of the campaign. That would have made the pyrotechnics tiefling spell-like ability WAY more useful >:D


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

I'm fine with any sort of naval rules. (I've usually used the ship combat rules from 3.5's Stormwracked, or even 3.0's Spelljammer, which was intended for spaceships but works well for airships and seaships too).


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Oh, so this is a ways down the road, but I've been looking into ways to eventually crew a ship with magic (e.g. Unseen Servants or Skeleton Crew), but one of the coolest seems to be that it's possible to directly animate a ship itself. In five levels, at least, it would be possible to animate the sails and rigging so that they take care of themselves and can attack boarders, which would be a surprise.

Not sure if other characters would find this unnatural and creepy, but Victoriana will probably propose it when she gets the ability and be fine with the rest of the crew saying no.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Level 2 HP: 1d8 ⇒ 4

Level 2 stats are in Dhugal's profile.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Amazingly enough, Dhugal, that is the perfect roll for HP's for you!(At least, at this level anyway).

Here are HP mechanic:

DM Aku wrote:
HP: Max for 1st level, half for even levels thereafter, full for odd. So a 1st level Wiz would be 6 + Con mod, 2nd level 3 + Con mod, 3rd 6 + Con mod, lather, rinse, repeat.

(I copied this from the recent recruit thread. And I made it big because it just seems so small to me when quoted. Of course, my sight is not the greatest so that could very well be it.) :P

Anyway... well done! :)


The Storyteller

Usually for my games, use the standard: Roll, no re-rolls for hp.
For this game however, the original recruitment used the rule above, so it figures I should keep the same rule. :)


Okay, Dughal, I need you help understanding your skill distribution:
First, you don’t have trapfiding, that was replaced by the acrobat archetype.
From level you, you had 8 skill points, favored class bonus went into hp.

From level1:
Acrobatics +6 (1 rank)
Appraise +0
Bluff +0
Climb +7 (1 rank)
Craft (Untrained) +0
Diplomacy +0
Disable Device +7 (1 rank)
Disguise +0
Escape Artist +6 (1 rank)
Fly +2
Heal +0
Intimidate +6 (1 rank)
Perception +4 (1 rank)
Perform (Untrained) +0
Profession (Sailor) +4(1rank)
Ride +2
Sense Motive +0
Stealth +6 (1 rank)
Survival +0
Swim +3

Considering you are not using any armor, the values should have been:
Acrobatics +7 (+2 without armor archetype bonus)
Appraise +0
Bluff +0
Climb +8 (+2 without armor archetype bonus)
Craft (Untrained) +0
Diplomacy +0
Disable Device +7
Disguise +0
Escape Artist +7
Fly +3 (+2 without armor archetype bonus)
Heal +0
Intimidate +6
Perception +4
Perform (Untrained) +0
Profession (Sailor) +4
Ride +3
Sense Motive +0
Stealth +7 (+2 without armor archetype bonus)
Survival +0
Swim +4

You were considering, for a lot of skills, less than you should have.

==//==

Now your changes for level 2:
Once again, your Fav class bonus went to hp, leaving you with 8 skill points:
Acrobatics +10 (1 rank)
Bluff +4 (1 rank)
Climb +8
Disable Device +5 (Went from 7 to 5?)
Disguise +4 (1 rank)
Escape Artist +7
Fly +5
Intimidate +7 (1 rank)
Perception +5 (1 rank)
Profession (sailor) +4
Sense Motive +4
Stealth +8 (1 rank)
Swim +8 (1 rank)

From these changes, I was unable to see why your acrobats changed from +7 to +10
And I don’t know why Disable device went from +7 to +5.

Also, I was unable to see how you get Fly +5.

I could only see 7 skills, where you spent a skill point this level.

Can you clarify it for me?


The Storyteller

@Boldwin, Sh'torek, Ambrose

Post up your level two changes, please.

Also, if no one decides anything today, I'll move up the game, considering you only talked, and did nothing to help Sh'torek.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Ended up going with Improved Bull Rush. Archetype supports it and it's always fun to shove enemies around.

At any rate, Ambrose tried, but I'm not confident in that roll. I guess we're just setting our bets on Sh'torek surviving it.


The Storyteller
Boldwin Stonearm wrote:
At any rate, Ambrose tried, but I'm not confident in that roll. I guess we're just setting our bets on Sh'torek surviving it.

Oh, I see it!

Well, I'll update the response about this.

I apologize for the message above.
I think that Ambrose edited his post, because I remember it was something about going into Peppery Longfarting to see if there was anything that could be used to help Sh’torek. I was not aware of the diplomacy roll.

EDIT: or i'm just plain dumb! :D


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

If I may offer an out-of-character suggestion (which you can feel free to point out problems with or ignore):

1. Keelhauling, at least historically, sometimes allowed you to choose fast or slow. A slow keelhauling would involve a lot less injury from the barnacles and rough edges of the ship's bottom, but more of a risk of drowning; but for a water-breather, it might make things earlier.

2. Ambrose, if you've still got your spells, you're not out of tricks yet! I'm not exactly sure how it would work in this situation but an Unseen Servant might be able to hug Sh'torek, protecting him from some of the barnacles, or a few of them could cling to the rope in various places, pushing it away from the surface of the ship just an inch or two to reduce some of the worst collisions. (Although a US couldn't swim, it might be able to get dragged underwater by the rope; this is a pretty unusual use of the spell so I'm not sure if it would work, but with the size of the ship the bottom of the hull should still be within spell range).


The Storyteller

@Victoriana.

Wow, that's some nice thinking!
I'm already dreading and anticipating what you'll be pulling off with the so-called-best-spell-ever-prestidigitation!


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Unfortunately as a divine-casting gnome, I only get Prestidigitation 1/day, so I'll have to make it count. Velyriana's going to be sad that she lost her worktools, because otherwise, first pirates she sees, she'd jump overboard with an Air Bubble spell and try to cut a hole in their hull with a hand drill rather than be taken prisoner again.


The Storyteller

@Victoriana

Hummm, just to know. Are you aware that, this game consist of you joining a pirate ship, and making your name and fame (in this case, infamy) as pirates? :D


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4
GM Aku wrote:

Are you aware that, this game consist of you joining a pirate ship, and making your name and fame (in this case, infamy) as pirates? :D

As a player: Absolutely.

As a character: Still going to put up a fight! She's not going to surrender until she realizes how clearly overpowered they are by the pirates.

EDIT: ...and if, in the fight, I accidentally take out one of the pirates who's been giving the PCs a hard time, that's not so bad either.


The Storyteller

I'll try to use some pirates slangs from now on.

About slangs, I'll be using this and this

Now I'm feeling a bit ashamed.

I should have done this earlier. :P


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

I rebuilt the character in hero lab, so I may not have applied the first level skill points exactly as I did at first level, but I think I did. Anyway, it correctly adds up to 16 ranks, and hero lab automates the skill point calculations.

Note that the 1st level build assumes leather armor and factors in the appropriate armor check penalties - the second level build does not (because our gear was taken away). Also note that the acrobat archetype provides a +2 on fly and acrobatics checks without armor.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

+1 skill rank to: Acrobatics, Prof(Sailor), Survival, Swim, Craft(Sails)

Rage power: Draconic blood, lesser.

That's pretty much it.


The Storyteller
Black Dhugal wrote:
Are they giving us our gear back?

Read this post. :)

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