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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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)
Aerel De'Cawen wrote:

@ Nivian - If you sat down for a tabletop game, would you just reach over the table and take someone else's character sheet and begin perusing it? Looking at other peoples character sheets online without first asking is exactly the same behaviour.

By all means, take a look at my character sheet (to be honest, I believe you already have).

As for approaching my character, I appreciate your wanting to ensure that my character has reasons to stay with the crew. I would prefer to role play the interaction including, the fumbling through languages. If it really matters, he will almost certainly respond in Polyglot as it likely that he has heard that spoken by other crew members in the last day or so, but try your luck, there is a chance you'll get a surprise in return. If you have already posted, I have not yet been to the game play tab (I am on my way there now).

Honestly, in all tabletop games i played, wether single-shots or campaigns, us players actually coordinated somewhat with the characters we used, to make sure we don't utterly overlap and have most basic roles covered(e.g. someone to deal with traps, someone that can heal, not only squishy chars, someone who can do something at range...)

So, yeah, we pretty much knew about each other. So no, i don't exactly see "reaching over and taking someone elses sheet and using it" as identical to knowing basic information about what IS on that character sheet. (oh, he's a barbarian with those rage powers, about that many hp, skilled in those things, with around those saves, wielding a greatsword). Due to the timing involved, unless I develop photographic memory and unless I take personal notes regarding all PC's in all pbp I will not always remember as detailed as my characters what I SHOULD know about them. The alias sheets are just a simple way of remembering information.

Also, on a tabletop game, it's rather more easy to have a situation of "yeah, one of you needs to do skill-relevant action 1" - "hey, anybody more skilled than me with 6? ok, then you go do that"...while technically Nivian could have went asking every single person she came with wether they have experience with locks, checking if they can be trusted and/or finding out if they even have a common language, I feel that this would slow down the gameplay in pbp to a crawl. While very easy to just chat around in a tabletop, throw questions/answers/smalltalk around between characters, on pbp you have to wait lenghty times for this, meaning even a casual chat may seriously delay the resolving of the day for the others.

Note that I am just defending my position here. I am not invalidating yours, just explaining my thoughts and why I do it and not feel I'm doing something wrong, and indeed even expect others to look at mine(I try to keep it formatted nicely so you can quickly access the information needed).

Also, I have not taken a look at your character sheet. I did not do so previously since we had no interactions. I noted you did not speak common or another language I know, and kept silent mostly. Then around the time I considered approaching you and would have probably looked for a hook to do so, you stated that you are taking offense at that so I refrained.
I have not posted in regards to approaching you as I had no idea if you even wanted that. Since I have no idea about your origin/personality/concept it could well be that it's a stand-offish lone-wolf character that does not appreciate casual interaction, so would not have wanted to force it on him if you did not want it. Will do some language-fumbling later.


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)

@GM, just on a side note: are YOU tracking the attitudes of people towards us somewhere, or should we?

If the latter, we should possibly create some shared document in form of a table where we list them.


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:

@GM, just on a side note: are YOU tracking the attitudes of people towards us somewhere, or should we?

If the latter, we should possibly create some shared document in form of a table where we list them.

So far I am, but it would be beneficial to track it through a shared spreadsheet.


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
The Many-Faced GM wrote:
Nivian Mazu wrote:

@GM, just on a side note: are YOU tracking the attitudes of people towards us somewhere, or should we?

If the latter, we should possibly create some shared document in form of a table where we list them.

So far I am, but it would be beneficial to track it through a shared spreadsheet.

That's a great idea.


Curse of the Crimson Throne Roll20

I have created and shared a spreadsheet on the campaign tab that details to some degree that various crew members aboard the Wormwood. If you can' access it, PM me your email address again and I'll share it with you.


Curse of the Crimson Throne Roll20
The Many-Faced GM wrote:
I have created and shared a spreadsheet on the campaign tab that details to some degree that various crew members aboard the Wormwood. If you can' access it, PM me your email address again and I'll share it with you.

Spreadsheet is now shared with five of you, not sure who I'm missing but let me know if you can't access it. You should also be able to make changes. Please remember though that most relationship changes will only apply to one person at a time, depending on the nature of the change.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

I have and can access the spreadsheet.


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

I could not access. Have requested access to the spreadsheet.


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)

Finding the guy scheduled for keelhauling on that list makes you wonder if he would have survived. AFAIK the process had to be repeated multiple times or done a certain way to be deadly...otherwise you would "just" get seriously cut...leading to, for example, a peg leg because your leg got shreddered.
Skeleton crew makes one think they may not have opted to kill him.

On another note, since the jobs are listed now...can we only try and influence those working with us, during the day? Or could I, for example, try and approach the cabin girl, trying to befriend her-(or rather, would she be within our reach at all, except for cooks mate from whom she picks up captains dinner?)


Curse of the Crimson Throne Roll20
Rhemus Frayne wrote:
I could not access. Have requested access to the spreadsheet.

Access granted.


Curse of the Crimson Throne Roll20
Nivian Mazu wrote:

Finding the guy scheduled for keelhauling on that list makes you wonder if he would have survived. AFAIK the process had to be repeated multiple times or done a certain way to be deadly...otherwise you would "just" get seriously cut...leading to, for example, a peg leg because your leg got shreddered.

Skeleton crew makes one think they may not have opted to kill him.

On another note, since the jobs are listed now...can we only try and influence those working with us, during the day? Or could I, for example, try and approach the cabin girl, trying to befriend her-(or rather, would she be within our reach at all, except for cooks mate from whom she picks up captains dinner?)

He was never really going to survive without magical protection of some sorts.

You can interact with those outside of your job, it's just more difficult as you have less time with them. Outside of the cook's mate, very few actually encounter the cabin girl, although as time goes on, you'll eventually see just about everyone on board.


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

Rhemus is friendly with Fishguts the Cook, not Gork the Quartermaster. Although he will be real soon!


Curse of the Crimson Throne Roll20
Rhemus Frayne wrote:
Rhemus is friendly with Fishguts the Cook, not Gork the Quartermaster. Although he will be real soon!

Correct.


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

I want to move things forward because I have time now and I probably won't have another good chunk of time until tomorrow night.


Curse of the Crimson Throne Roll20

I have updated the crew spread sheet with a little more information listing out those involved in the morning brawl as well as though who arrived on board slightly before you did.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0

So by now, everyone should be catching on that Aerel doesn't speak Common. Mordant Spire elves and half-elves begin play with Azlanti and Elvish as languages, but do not have Common as a starting language. I thought that most everyone would have Polyglot as it's the lingua franka of the area, so I chose it instead of Common.


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)

Nivian only spoke or sung in Common yet. She obviously learned elvish at some time, since she managed to speak it fluently to you, but when sandman spoke in polyglot she seemed puzzled.
(She speaks it but does not want to let that one be known just yet. She has some trust issues especially with elves, and figures if she can listen in on talk without giving away she understands it, she may learn about your trustworthyness.)


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

Since Nivian has jumped in too, I'm fine with moving on from the previous night. I didn't have much else to add. I just wanted to get the "be a party" stuff rolling.

Sounded like Aeral had some plans though.


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

Everyone's HP should be fully recovered by morning.


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)

@sandman...they only did non-lethal damage. We were back to full HP halfway through last day by the way it heals. Same for all of them.

Plus nothing happened in last 2 days bloody hour so not sure if you get to treat much except scurvy and syphillis :)


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

Well, I can do that too. Is there something you'd like to discuss in confidence? ;)


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 can heal myself well enough. Don't expect me among your patients. For either :D


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

I was mostly using the healing as a way to facilitate trust among members of the crew. You never know who might have a nasty splinter.

On the other hand, Sandman's methods are likely to weird out the more superstitious members of the crew.

Either way, it suits his purposes.


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)

Sandman:
No worries. I like it. Either way, how do you allow that mask to cast cantrips? Is that just some fancy agreement between GM and you or something in RAW I can't find on SRD?

Oh, and second, how did you raise the DC for your hex to 15? Following the talk with Aerel I'm trying not to dig for answers myself, so just putting those questions out there


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

Nivian:

The mask is an intelligent item. I worked it out with the GM so I basically have a debt/curse to the mask that gives me some small penalties, but lets me have a 500 gp down payment on enchantments I was planning on adding later.

The big benefit is that because the mask is actually a separate entity, it can act as a functional but limited familiar.

It is a Valet familiar, which can cast Prestidigitation once per day.

As for the DC boost, Sandman has a trait that increases the DC by 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)

Sandman:

Ah, thanks a lot. I took a look at the archetypes for familiars before but seemed too costly or not fitting. Guess it never occured to me your mask could have one.
Valet looks fine but losing Alertness over it seemed costly considering I will want to use both Perception and eventually Sense Motive(via Sing). The Aide to all will rock though considering we need to stand next to one another as coven.
Had also considered a Sage just for flavor, but ultimately it's better Carth shares my skill ranks and can aid me on everything-
And Intelligent Item also explains a lot- thanks for not leaving me puzzled there. much appreciated


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

Just realized my mask has Prestidigitation once per hour not once per day.

Because Prestidigitation has a 1 hour duration, this effectively makes it permanent. Also, because it's the mask doing it and not Sandman, that makes it a constant effect that doesn't have to be concentrated on (as long as the mask isn't doing anything else). Pretty awesome. :)

After 8 hours of magical cleaning I'd imagine the bilge is pretty much spotless. That combined with Purify Food and Drink means you could bathe in the bilge water. :)

Hey Nivian, want your own private pool? Maybe a turtle habitat? :D


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)

Wait until I have to work the bilges. I'll make my own private pool. Screw pumps. I'll cast create water all shift long. If Scourge wants to whip me he'll have to come dive down to me.

Also, you got Purify Food and Drink? That'll be handy, I only have putrefy...which would not be great for the water :)


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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
Nivian Mazu wrote:
Also, you got Purify Food and Drink? That'll be handy, I only have putrefy...which would not be great for the water :)

Crud. Misread that. It does say putrify.

Witches can't make food better? I guess that's thematically appropriate. Obnoxious though.

Thanks for catching that. I guess the water will be clean, but not drinkable. Good enough.


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

Swapped useless Putrify for Message. Who wants to be my com-link buddy?

Rhemus? You're the most isolated of us. Keeping in communication with Message could be handy, and keep us entertained while we work.


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)
--Sandman-- wrote:
Nivian Mazu wrote:
Also, you got Purify Food and Drink? That'll be handy, I only have putrefy...which would not be great for the water :)

Crud. Misread that. It does say putrify.

Witches can't make food better? I guess that's thematically appropriate. Obnoxious though.

Thanks for catching that. I guess the water will be clean, but not drinkable. Good enough.

Yeah, I love witches in Pathfinder, but they are very 'wicked old witch' stereotyped... with Putrefy Food and Water, Child Scent Hex, Cook People Hex, Eternal Slumber (I'm looking at you Maleficent) then the Youthful Appearance and Age Resistance spells to be all "oh no i am a sweet young maiden" when they are actually the Wicked Witch of the West.


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'm not from the West!

(also, I'll definitely pick up Age Resistance and Youthful Appearance -_- and I think I know SOMEONE interested in Eternal Slumber *points at Sandman with Finger*)

(further also, if child scent and cook people would not be so utterly weak and pointless...they could be nice flavorwise. Make the former give "Scent" in general for Witch Level minutes per day in 1-minute increments. And the later actually give either longer-lasting and/or more powerful boni, which should be typed as alchemical so they actually stack with other buffs the witch can do).


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

Eternal Slumber is my big endgoal. Once I pick that up I'll be able to keep an entire collection of bodies to ride around in.

Let's see, who do I want to wear today? The Sea serpent? The cyclops we ran into last week? Oh, I haven't worn good old Captain Harrigan in a while. I think I'll go with him!


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)
--Sandman-- wrote:

Eternal Slumber is my big endgoal. Once I pick that up I'll be able to keep an entire collection of bodies to ride around in.

Let's see, who do I want to wear today? The Sea serpent? The cyclops we ran into last week? Oh, I haven't worn good old Captain Harrigan in a while. I think I'll go with him!

WE....WE get to ride around in them. They cannot wake except for a wish spell. So placing them around properly, we can easily use Magic Jar which is on our spell list and needs line-of-effect to the target to pick out who we want. ^_^

Talk about roleplaying to spice up daily life. "Hey, could we switch today? You take Caulky and I take Harrigen?"


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Bahahaha! Nothing like necromantic possession to spice up the love life. :D


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Curse of the Crimson Throne Roll20

I think there is a very small part of me that is wondering what I've gotten myself into...and the rest of me is getting the popcorn ready.


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
--Sandman-- wrote:

Swapped useless Putrify for Message. Who wants to be my com-link buddy?

Rhemus? You're the most isolated of us. Keeping in communication with Message could be handy, and keep us entertained while we work.

Yes I would like a commlink thank you!


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

Is it ok to start posting our Night activities if we succeeded with our Daytime ones? I have time to post now, but can wait for tomorrow.


Curse of the Crimson Throne Roll20

Yes, feel free.


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)

just as an aside, Rhemus, you may want to retcon part of that. I was tired today from my job, and will not be providing entertainment.

If the crew enjoys me singing for them, then the officers best not give me jobs that risk making me fatigued, because if I feel the days work was too hard, then I'll not provide amusement in the evening.
(Yes, I am, without saying something and very diplomatically, trying to force them to assign me the "lighter" jobs, in exchange helping them to keep the crew happy)
(or, looking at it from another angle: Playing the poor victim(=drama queen) of the officers that would LOVE to provide entertainment for this great crew, but the cruel work was just too much and I don't feel I have the strenght left...either I get easy jobs, or some of the crew may start disliking the officers. Win:Win...)

Also, yay popcorn! :D

PS: Rhemus, you can edit for about exactly 1 hours after posting, thats the time limit :)


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

Hmmm, I am unable to edit my post from last night. I was going to strike through the phrase about Nivian distracting the Pirates.

Please assume I was able to remove that.


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

GM and anyone from Port Peril:

Sandman already has Infamy, which means he is minorly famous. In Port Peril there are a bunch of unbelievable or strange stories about him spread by sailors he's been on ships with and expanded on by drunks.

The stories include varying degrees of:
He's cursed
He's haunted
He never sleeps
He never tires
He is good luck, or bad luck, depending on who you talk to.
Scars he heals always turn blue.
He is actually some kind of ocean spirit.
You get the idea.

So now, the roots of those stories are staring to become apparent. The influence rolls sandman is making while everyone sleeps aren't really direct influence. They're to see what the people effected by Sandman's strange behavior think about it.

Sandman's diplomacy isn't great, and if he does poorly he might end up making people's attitudes worse. Could go either way. We'll see who's more pragmatic than superstitious.


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)

What a noble sacrifice :) Doing 2 night actions to possibly make our own jobs easier.
Since you are auto-fatigued now for tomorrow, whoever gets a job that allows so should probably look out for you.


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

Nope. I made my con check for the second night action.

The third one I was actually asleep for. :)


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)

oh, okay, I only saw your one Con check before the first night action that would not be sufficient to hit DC 18, and no check regarding the second night action-

figured you failed it and just made it so you stay up all night because its more flavorful - but i understand, so your second night action was actually your familiar doing actions while you slept. I know its intended to be so but it's hard to read what is your actions and what is your masks. Just out of curiosity, what would happen if someone tried talking to you in that state? Are you like a puppet for your mask then? No way to influence what it does or answers?
If something interesting would happen I would like to try and set up an opportunity to play that out :)

I'm a bit too scared to send my familiar to do actions around the ship, you think I should take advantage of those extra actions too?


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

The mask has it's own personality and fully controls my body while I'm unconcious. If someone were to talk to me, they would actually be talking with the mask. In fact, until the mask gains the ability to speak on its own, possessing sandman is the only way it has of interacting with people besides creative uses of prestidigitation.

being Sandman's familiar, the mask won't do anything that will endanger him, but it certainly has different methods of accomplishing their goals. Whoever talks to it might wish they hadn't, and sandman will probably have some explaining to do later.


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

As for your familiar, I'm not sure. Baltzar could certainly have her familiar do scouting/theft actions.

Yours, being a turtle, is less suited towards things like that. Maybe eavesdropping? Or sentry duty? Because familiars have all the skills their master does, your familiar can make the same checks you make to provide aid another bonuses. You'll just have to be creative with descriptions as to how your turtle helps you or others.

Isn't your turtle still missing? I thought you hadn't gotten it back yet. I was going to ask Grok about that in the morning, but if you already have it back, I can skip that.


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)

It's not a turtle any more, and I've got him back(been casting and re-preparing spells if you noticed). But: Keeping him secret, keeping him safe.
Even pretended to be a sorceress to keep people from being on lookout for a familiar. Should just have taken a rat when catching them and introduce "Bob the Rat-Familiar" to everybody then lock it in my footlocker while keeping my real familiar even saver.

Matter of fact, yes, he could "aid another" on all my checks using Take 10 since I keep Carth with me. But I find that immensely cheesy so unless you and Baltzar do that I won't start. I think I'll wait for my familiar to play a more active role until I get to improve him. You basically already have a improved familiar to start with so I guess it makes sense for your intelligent item to be more prominently featured ;)

Also, now i know what you mean with "your night actions could go either way". If you run across someone on watch and they talk with you, it could backfire :)


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

Improved familiar really is where things get fun. If had characters just not take a familiar until they took the feat. Can't really do that with witches though.

I'm not sure I agree about Aid Another being cheesy with familiars. It's an it meds part of the class feature. They get their own actions and have the same skills as their master, and their job is to help. Seems pretty straightforward to me.

You and Baltzar actually have much better familiars for the purposes of ship board actions. Sandman essentially gets one more ship action a day with his. You two could potentially get as many as three.


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)

Aid another is cheesy in my eyes because with Take 10, it's basically an automatic +2 to all your skills. Thats a couple feat's worth, or 2 levels worth of skills.

Hence as I said. If you and Baltzar feel that its just a normal class feature and we should automatically get +2 on all skills for having a familiar, I'll tag along, but I'm not starting that trend.

Also, both Baltzar and me also get Alertness, so both of us would end up with +4 perception and +4 sense motive(both potentially +6 starting 10th level), 2 skills used quite often.

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