The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Curse of the Crimson Throne Roll20

@Fargrim - everything seems to be in order. Please denote the two pieces of equipment you will start with on your profile some how. Also select one additional bonus feat free of charge.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
The Many-Faced GM wrote:
@Fargrim - everything seems to be in order. Please denote the two pieces of equipment you will start with on your profile some how. Also select one additional bonus feat free of charge.

Sounds good. I'm thinking his boarding axe and armored coat. Normally the dorn-Dergar would be his first choice, but I feel the axe would be easier to keep on his person without too much questioning.

I'll come up with a feat shoetly.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Both items have been marked by an * on my sheet. Also, decided to go with the good old Power Attack for a bonus feat.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

btw, to Fargrim and others:

We should all try and secure stuff like spears, daggers, whatever...something piercing, certainly...

For reference: Table for Underwater Combat

If we end up fighting in the water again, we will need it. Unless one has Freedom of movement, slashing and bludgeoning take a -2 on attacks and do only half damage.
Piercing, on the other hand, will work normal unless we fail swim checks.

It's one reason I went with the Underwater Crossbow, but I thought it would make sense pointing it out if we have a chance to pick up equipment now, for those not needing anything else, because while a Dagger may work, getting behind our Bloodrager and poking stuff with a Spear may be even better(plus attack of opportunity if something comes at you...)


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

That's why I decided to pick up Fargrim's boarding axe first; its S/P to fill both ends of the spectrum. I think I'll nab his dorn-Dergar this time so I can have all basic DR types covered. Plus it makes sense character-wise for him to take it.


Curse of the Crimson Throne Roll20

I fear we may have lost Rillum. He has not posted on these forums under any alias since August 20th. He did not give me a heads up that he would not be around. I sent him a PM on August 28th, but have not heard back from him. Someone in another game mentioned that Rillum was having problems accessing the paizo site. I'll give him a few more days before we discuss our next step. We'll continue on in the meantime and I'll DM bot him when necessary.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I was afraid something was up and had hoped he gave you advance notice. Really like(d) Rillum (so far). For the record, Paizo also gave me trouble recently, but it turned out to be a problem with my providers DNS and got solved by swapping to a public DNS service. I think it was a specific problem, but worth trying if someone else runs into trouble with the boards.

In that case, for the time being, it will fall to you to plot Groks demise with me.
(Unless, of course, Sandman would object to that-...I'll find another way to take revenge then instead of making it seem like she drunk too much and suffocated on her own vomit.)


Curse of the Crimson Throne Roll20

It occurred to me that I had an email address for Rillum (for the roll20 invitations) so I have emailed him. Hopefully he responds and even more hopefully he'll be able to rejoin us.


1 person marked this as a favorite.
Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

I'm Back!! Everything is fixed! Something was wrong with my account at Paizo and it wouldn't let me post. Thankfully something shook loose last night. I am still very interested in the game. Let me catch up and I'll start posting again later today.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
Rillum 'Bilge' Jimmings wrote:
I'm Back!! Everything is fixed! Something was wrong with my account at Paizo and it wouldn't let me post. Thankfully something shook loose last night. I am still very interested in the game. Let me catch up and I'll start posting again later today.

Hurray!


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish
Fargrim Dawnforge wrote:
Rillum 'Bilge' Jimmings wrote:
I'm Back!! Everything is fixed! Something was wrong with my account at Paizo and it wouldn't let me post. Thankfully something shook loose last night. I am still very interested in the game. Let me catch up and I'll start posting again later today.
Hurray!

And welcome to you! Sorry I missed your entrence. I'm sure you and Rillum will be the best of friends. Assuming you like hyperactive homicidal pyromaniacs with chips on their shoulders.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Forgot Profession was trained only... I would have put a point into that had I remembered... Next level!


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Huzzah! Welcome back, Rillum!


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Quote:
Nivian, No worries on payback yet, Rillum hasn't the time to pursue breaking into the lab until after his concoctions are finished.

Understood.

I would have helped inmediately if wanted, because the lab is probably where they created the drug they used to pressgang us. So if they have a storage there, it could have been even easier.(plus more reasonably believeable that "someone" on board got hold of it, rather than mix it themselves).

But whenever you are ready. Do you intend to have "permanent" access, or just get in once, raid what you need, and never be seen near the hole again?
Hiding it for a while may be possible, but difficult. If it's a one-time-raid, then all the better....because if they investigate after Groks death and find the Oil, they may find the hole there, and assume someone broke into the lab specifically to steal it(rather than stock up on everything there to make your own stuff).

So if it's not planned as one-shot, I'll need to dispose of the body somehow else(assuming it works. She seems tough, so could well make the saves. And I think I can't misfortune her myself yet.)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

I want permanent access. The spoils are worth less than the lab equipment itself. But I do have a plan. Rillum has some experiments brewing (which will culminate and finish when we reach second level). The hole needs to be small enough that there is next to no conceivable way for one of us to fit through.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Good. Then we should make those holes AFTER my revenge-action...they may check the lab.
One thing to consider is that we seldomly saw that Peppery Mage, and when you were runner, she was in her lab. If she basically spends the whole day there, we should be careful...I mean when we work and when you access it.(that's a given, I suppose, but I think "scouting" in-character for when Peppery leaves the lab could be helpful.)


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Hi guys, traveling overseas and having a hard time connecting. I will be delayed in all my posts until I get back on Friday.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Unacceptable!!!

(Just kidding, have fun)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Have we learned the thing about the crewman with the missing grapple launcher thingy?

I can't remember if that was in this game, or the previous one this character was in.


Curse of the Crimson Throne Roll20

That doesn't sound familiar so my gut reaction is to say it must have been from a different game, but I'll review ahead to be sure. At the least, the answer is not yet.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Can't remember anything about a grapple launcher, so I'd have to concur on that having been the other game-


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Ok, glad I didn't post what I was thinking about then. Wonder if that was just made up by another GM or something.

I want to say it was some weird Gnome thing? Don't really remember.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

GM,

Any reductions on the penalties on the grappling roll for my Throw Anything feat?


Curse of the Crimson Throne Roll20

@Falgrim - You should be able to access the pirate crew spreadsheet now.

@Rillum - That's a good point. I hadn't thought about the proficiency of it. You can half the penalty with the Throw Anything feat since it's specifically for improvised weapons and not exotic weapons, which the grappling hook counts as.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

I think the grappling hook only counts as an exotic weapon when used as a melee weapon, not when used for it's intended purpose. I could be wrong and will defer to your decision, GM.


Curse of the Crimson Throne Roll20

It has statistics as an exotic ranged weapon. I went back and forth on it a few times, but as pirates it'll be used during combats. The main point of this exercise with the Master Gunner is practicing with the grappling hook to perform boarding actions, which will occur during combat. It's still a touch attack, normally vs. an inanimate object's AC or a targeted square's AC. The other factor is you can make multiple attempts to hook the grapple. An AC 5 with a -10 penalty (-6 for ranged, -4 for nonproficiency) is the equivalent of AC 15, which isn't unreasonable at level 1.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I made it at -12, with fatigue added in. ^_^

But I can't climb. -_-
I'm on the ocean, not in the mountains -_-


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17
The Many-Faced GM wrote:
It has statistics as an exotic ranged weapon. I went back and forth on it a few times, but as pirates it'll be used during combats. The main point of this exercise with the Master Gunner is practicing with the grappling hook to perform boarding actions, which will occur during combat. It's still a touch attack, normally vs. an inanimate object's AC or a targeted square's AC. The other factor is you can make multiple attempts to hook the grapple. An AC 5 with a -10 penalty (-6 for ranged, -4 for nonproficiency) is the equivalent of AC 15, which isn't unreasonable at level 1.

Touche! I didn't realize the hooks statics were listed as a ranged weapon. In that case, your ruling makes more sense. I was thinking it was listed as a melee weapon for some reason. Thank you for the clarification though, much appreciated!


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I am actually quite amused. I did not think climbing would come up that often ^_^

If this continues, Nivian will be traumatized and spend a skill point each level on climb henceforth *gg*
(or, more realistically, have a spell that gives a climb speed, or slippers of spider climbing available.)

Quote:
Don't worry, not everyone will pass every test, every time.

Actually, it feels incredibly fitting. When we had the scene with the reefclaws, I felt I was one of those most capable of contributing. In the water. So it makes sense that in other areas(not in the water) I'm doing a lot worse, and depend on others to succeed.

Balance, balance everywhere ^_^


Curse of the Crimson Throne Roll20

Sorry for the delay, last weekend of summer freedom before the kids go back to school and I left the house without a copy of the adventure. I should have something up at some time today, definitely before I go to bed.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

No worries! We all need a little break now and again. In fact, I probably won't be around much the next two days. My wife and I's days off are finally meshing for two days, so we want to take the little man out and have some fun!


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Okay yeah, I was also indisposed this weekend.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Can you imagine doing that boarding action stuff under fire?

That would be about 20 rounds of being shot at while trying to climb aboard, and if you got hit you'd have to make another climb check to avoid falling.

Even with a maxed out climb score I'm not sure how boarding another ship is even possible for first level characters.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I vote for get the ship alongside the other ship, then hop over/swing over.
Rather than try and climb up diagonally on a rope.

Or, you know, just swim up to the ship and make your own entrance -_-


Curse of the Crimson Throne Roll20

I gotta imagine that's why they fire cannons first and what-not, and have several lines attempting to grab on at once. Several failures and losses are expected, and ship to ship combat seems like it would be incredibly brutal. From what I've seen on Black Sails, it might even be worse. Add in sharks and drowning or being crushed between the ships and it's definitely not for the feint of heart.


Curse of the Crimson Throne Roll20

I've added information to the Campaign tab for Pirate Entertainment (including arm wrestling) and details on Rum Rations.

Also, level up to level 2. Please post the changes here in the discussion tab. It doesn't have to be too detailed, just a recap basically.

As a bonus, pick any one skill to become a permanent class skill.

For rolling hit points, divide your hit dice in half and roll the second half. So 1d6 = 1d3+3.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Wow, I had a few days I was away... was worried about that, but seems like everyone has been gone this week.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Level 2 character updates:
Extra skill points in Craft Tattoo, Heal, KN Arcana, KN Religion, Prof: Sailor, and Spellcraft then put a point into Swim and Acrobatics OR Sleight of Hand, depending on whether or not you allow for familiars to gain their own skill points or not? If you do then Romello can level up Disable Device and Sleight of Hand himself, otherwise I need to do it) with Swim as the new class skill. Added Bonus spell of "Advanced Scurvy" and the then 2 'free' spells for level 2 are Infernal Healing and Summon Monster I (yay, Reefclaws!)

Lastly, my HP roll

Witch d6 Con 10: 1d3 + 3 ⇒ (2) + 3 = 5


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

HP: 1d5 + 5 ⇒ (2) + 5 = 7

Level 2:
+ 10 HP (7 Rolled, +3 Con)
+1 BaB
+1 Fort Saves
+3 Bloodrage rounds (2 per level +1 FCB)
Going to select Profession: Sailor for a Class Skill.
+1 Profession Sailor (Background skill)
+1 Appraise (Background skill)
+1 Climb
+1 Intimidate
+1 Swim
+1 Perception
+1 Knowledge: Arcana

Also, I just noticed that I somehow have two more skill points at level 1 then I should have. I don't really know how that happened, but I'll only assign three points this level to balance it out. I remember now, Background skills! Was a long night at work today.


Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)

Haven't yet updated Romello, as I am assuming that you do NOT allow for familiars to get their own skill points beyond the normal for a 1 HD creature, but can change him if necessary.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Baltzar Callinova wrote:
Wow, I had a few days I was away... was worried about that, but seems like everyone has been gone this week.

Have been ill. Still not feeling well. Will try and level up, and post again :)

Also, YAY level 2.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

1d3 + 3 ⇒ (3) + 3 = 6+1(Con)=7 HP
Level 2 Hex: Cackle(reflavored=>Singing...Sirenflavored)
Picked Bonus Class skill: Diplomacy

2(class)+4(int)+2(background)+1(Favored Class)

background 1: +1 Knowledge (history)
background 2: +1 Perform(Sing)

7 regular:
+1 Knowledge (nature)
+1 Diplomacy
+1 Heal
+1 Knowledge (geography)
+1 Lore(Sailors superstitions/Nautical Folklore)
+1 Profession(Sailor/Navigator)
+1 Perception

Spells:
Unseen Servant
Snowball


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:

1d3+3+1(Con)=7 HP

Level 2 Hex: Cackle(reflavored=>Singing...Sirenflavored)
Picked Bonus Class skill: Diplomacy

2(class)+4(int)+2(background)+1(Favored Class)

background 1: +1 Knowledge (history)
background 2: +1 Knowledge (nature)

7 regular:
+1 Perform(Sing)
+1 Diplomacy
+1 Heal
+1 Knowledge (geography)
+1 Lore(Sailors superstitions/Nautical Folklore)
+1 Profession(Sailor/Navigator)
+1 Perception

Spells:
Unseen Servant
Snowball

No climb? : )


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

climb indeed was highly tempting. but with a -2 strenght, even if I had picked it as class skill and put in 2 points, it would only be at +3 -_-

I elected to handle that via spells ASAP, only I found nothing giving a climb speed -_-

plus it feels more flavourful to keep that utter weakness and rather build on those things Nivian LIKED doing(diplomacy/influencing).


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Level up!

+BaB
+1 Will

+1 Intimidate
+1 Profession Sailor (background)
+1 Climb
+1 Swim
+1 Stealth (becomes a class skill)
+1 Craft Alchemy (background)
+1 Heal

Dream Spinner Hex

+1 minute of Scar Shield

+1 Cantrip slot
+1 1st level slot

Spells: Enlarge Person, Adhesive Spittle


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Oh, and Hit Points!: 1d3 + 3 + 4 ⇒ (3) + 3 + 4 = 10


Romello wrote:
Haven't yet updated Romello, as I am assuming that you do NOT allow for familiars to get their own skill points beyond the normal for a 1 HD creature, but can change him if necessary.

They don't get additional skills based on hit dice, but they certainly gain additional skills based on higher than usual intelligence.

This generally won't matter until the familiar's intelligence reaches 10 (when it no longer has a skill point penalty), but its something to think about for the future.

Also, most familiars have 1 skill point of their own, which, due to having an intelligence of three or higher, they can put into any skill they like.

Edit: Looking at the Monkey stats, it looks like the monkey has 1 skill point in Perception, and a +8 racial bonus to Acro and climb (which the climb bonus is left out of the special modifiers section. must be a typo).

So if you wanted to Romelo to have a skill point in something, he'd have his Perception drop from +5 to +1.


Curse of the Crimson Throne Roll20

True, but don't forget:

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

I finally mapped out my Mask's stats as well. Right now its ability to take actions and effect the world are extremely limited.

The only things I figured out that it can do other than Prestidigitation:

Cause Fear once per day (Patron Familiar ability)
Intimidate to Demoralize (using Sandman's skill ranks and it's [nonexistant] charisma modifier)
Aid Another for some limited skills that can be helped by creative uses of Prestidigitation (Heal in particular)
Artistry Skill basically, it can slowly paint or carve things. Its not very good at it yet though.

Not too shabby for a sentient piece of wood.


Curse of the Crimson Throne Roll20

I need Rillum and Rhemus to check in please.

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