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)
Prof. Sailor:1d20 + 6 ⇒ (9) + 6 = 15
Baltzar continues her work, but also keeps a close eye on those seeming to be more loyal to Plugg and Scourge.
With her almost-natural ability to know her direction near a body of water, and the course they took in the past days, Nivian comes to a clear conclusion: Plugg is not doing what Harridan told him. Or, there were plans within plans. Either way, they would have to act soon.
Throwing caution to the wind, she works normally today...if they wanted to lash her, they would anyway. And with a skeleton crew, there were not that many messages to pass...except those useless ones just devised to keep her busy, make her tired from running...she'd not play along.
Instead, she took some time to talk with some of the Rahadouni Sailors when delivering messages to them.
"I had no real chance yet to tell you, but I'm sorry for your losses during our attack. We are but slaves ourselves, and have not done so by choice. And if things go according to Plugg's plan, quite a few of us will be dead by the time we arrive in Bloodcove...to be replaced by hardened pirates. So, lets make the best of our time and get along, rather than being hostile to one another. We'll die soon enough without that." *smile* Bleh, stupid diplomacy roll, but maybe the idea will gestate in some minds regardless, prepare them for the future. No reason to specify WHO I think Plugg want's dead...
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
Profession: Sailor DC 12:1d20 + 8 ⇒ (20) + 8 = 28 Con check DC10:1d20 + 3 ⇒ (20) + 3 = 23What a waste of double 20s!!!!!
Fargrim seems to notice the shift in direction as he works... And put his all into his duties. Something was coming, sooner than later. This new change in course did not bode well for he and his... He keeps a very close watch on his companions.
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)
As a sea witch, Baltzar would also realize we aren't headed to Port Peril, although unlike Nivian, she has no idea where we are going, just the direction.
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 stopped doing the sow thought thing when we changed ships. Can't be without a full set of combat spells anymore. Hopefully it won't come to that yet, but I think we're all expecting it.
While everyone works, occasionally the Rahadoumi sailors wink or flash smiles at the ladies. While Master Scourge leers, the sailors signals are short-lived. As the day grows late, the bell begins to toll signaling the end of the work day. Master Scourge stays close to Johara in the afternoon, his scowl ever present. The whispers on deck continue to relay the fear of Mr. Plugg as acting captain and the possibility of a mutiny crops up every so often. As the crew gathers on the main deck, several of those pirates most loyal to Mr. Plugg take up positions near Sandman and Johara. The weather also appears to be turning as the ship heads farther east.
Johara's fatigue is evident as the crew gathers on the deck in the afternoon. Though Master Scourge has kept a close watch on her, she seems to have run out of the energy to try to evade him. She somehow manages to stay on her feet, and she masks her unhappiness, but she is obviously aching and looking forward to the end of the day.
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
Sandman casts Mage Armor on himself before the crew gathers on deck. Just in case.
Sandman's mask sat on his shoulder like a pauldron, giving him a very needed set of eyes that could see behind him. He and Crimson Cog were standing in flanking positions next to Johara and Nivain. As Pluggs cronies closed in, he eyed them with a flat expression and a raised eyebrow.
"Back." He said simply, staring them down, letting the weight of the reputation he'd built say everything else.
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
Sensing the shift in the crew and the strange gathering, Fargrim openly carries his dorn-dergar to the crew meeting. When he spots the Plugg loyalists taking position near Johara and Sandman, the dwarf saunters up next to them with a large grin on his face, cracking his knuckles ominously and purposely gathers the length of chain from his weapon... It was obvious he expected a fight and the tight quarters would require sorter chain length for the slaughtered he was prepared to dish out.
He throws out a few elbows as he forces his way through the Plugg cronies. "Sorry boys, your kind isn't welcome here. I believe Plugg drops his handouts on the other side of the deck. So get movin'."
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 omitted a post because I wanted to wait how this situation develops...but oh well. I do not like this, we don't have the momentum on our side, we lack control.
Nivian, meanwhile, will attempt to gather those who are not Plugg's cronies, those bunking with them during the night nearby, then stepping forward and adressing "Captain Plugg" and his officers from a SAFE distance: "Quite hard work, it is, with such a diminished crew. Good thing we are all healthy and motivated to keep working hard. Especially with that storm brewing on the horizon. What'd you call us all here for? Extra rum rations to reward us for our hard work?"
Cog is still aboard the Wormwood. We'll assume Fargrim and Sandman are flanking Johara and Nivian.
A few of the pirates pale and fall back away from Sandman. The rest give ground to Fargrim and quite quickly the lines are drawn.
"Quiet whore! Seize the witch doctor and the dancer you Cowards! I will not tolerate slackers on this ship. Lash them to the mast! All you louts know the rules." Mr. Plugg screams orders at the pirates. Master Scourge cracks his whip and a few of the Rahadoumi sailors begin to step forward. Japes draws his shortshort and grins at Sandman.
If Sandman and Johara take their lashes, combat does not start. Otherwise, it would seem the mutiny begins...
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)
Fargrim Dawnforge wrote:
I want to give Sandman and Johara the option to post first to see how they respond.
I second that notion. Fine with either, I'll go along with the group majority. One thing to consider is that there IS a storm brewing. Decimating half a skeleton crew may make the next days hard if the weather really turns, even if we win...doesn't change my openness for either outcome, just saying we should be aware of the consequences if we go down that path.
I'm torn. I would prefer to go in whatever direction the group as a whole feels is best for the story's development. If you want to trigger a mutiny now, we can do that. Otherwise, Johara can take her licks and develop an even stronger hatred of Mr. Plugg. If he starts whippin' and then a riot breaks out, well, that's why I have ranks in Escape Artist. ;)
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
Fargrim looks at the Rahadoumi sailors as they close in and shakes his head. "Don't make me slaughter you boys..." He loosens his hand, allowing a little bit of slack and the heavy iron ball falls to the deck with a thud. He stops suddenly when Sandman speaks and walks towards the mast... 'What's he doing?' The dwarf thought, but held to see which way things were going to play out. Japes was the real threat anyway, not one that Fargrim couldn't handle, but still...
Most of the crew take a few steps back away from Fargrim and Sandman. As Sandman approaches the mast, two pirates reluctantly move to secure his arms to the mast. Ropes are slipped over his wrists and pulled tight before being tied together on the opposite side of the mast. Whispers are heard fluttering between pirates. A few even point at Sandman as he readies himself for the lashing. Mr. Plugg unfurls his cat'o-nine tails with a smile on his face. For the first time that you can recall, Master Scourge seems disappointed. Mr. Plugg raises his arm and brings the tail down viciously, but nothing happens. The crack of the whip is heard, but no skin is flayed, no welts rise up, no blood is drawn. Mr. Plugg begins to swing the cat faster and faster, with as much force as he can muster, and still nothing. After a few dozen strikes, the only noises heard are the cracks of the cat. No one but Mr. Plugg moves. The closest pirates have stepped a few feet back away from Sandman. Throughout the process, Master Scourge slowly turns white, the color draining from his face.
"Screw this! Kill the demon!" shouts Japes. He draws his shortsword and charges Sandman.
With his reach and weapon out, Fargrim gets an attack of opportunity on Japes as he charges the flat-footed and bound Sandman.
As the situation gets ugly, the dancer's gaze rakes across the Rahadoumi sailors and she says with shining eyes that look like they are about to brim with tears, "I have done no wrong! Please don't let them do this to me!"
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)
Not sure where I am in relation to Japes, might I be able to trip him as an AoO as he charges by me, or am I not near his path? Will roll just in case
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
Not sure if I'm flat footed from ebing bound, or flat footed because of an initiative thing. I know there's a rope around the mast, but from the description it sounds like Sandman could still move around the mast. If possible, I'd like to move as Japes attacks so he hits the rope instead of me.
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)
As I read it, it's that Japes gets a surprise round, but Fargrimm was keeping an eye on Japes specifically, and gets to make an AoO during surprise round.
I would assume AFTER that AoO is resolved, there will be initiative(which is also why I'm withholding an action now-)
Fargrim watches stoically as Sandman takes the lashes, but inside his emotions a torrent of anger and respect... Suddenly he spots Japes making his move, before the fool can move more than two steps Fargrims reacts! He lashed out with his weapon faster than one might think possible for the stocky dwarf. "Coward!" He shouts as the heavy iron ball flies toward Japes!
As the gather crew looks on, the two pirates approaching Johara stop in their tracks. They look at each other unsure of what to do. Japes pushes and shoves his way through the crowd of pirates as Baltzar's foot tries to trip him up, but he easily avoids it. As Japes emerges from the crowd of pirates, Fargrim's chain flies true and strikes him in solidly in the shoulder. The blow takes him from his feet and his short sword goes sliding across the deck.
"KILL THE DEMON AND THE TRAITORS!" screams Mr. Plugg.
Combat begins and we'll be using block initiative to keep things simpler. You guys go first and then the npc's will go.
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
Okay, so is there a way to mark the avatars of the Plugg loyalists? I'm not sure who on the map is a Plugg crony and who is considered one of our allies... I don't want to attack the wrong person :)
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 second Fargrim's request. Depending on placement, I would either try and Color Spray a bunch of them, or get Mage Armor up and running.
Either way, Nivian will call out to their allies in the back:"Someone with a knife, go and free the (Mwangi)I think you mentioned being from there? I am not sure. Omit if I misremember half-orc!"
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)
That is...a lot of baddies
Nivian steps behind Sandman, and directs an eldritch spray of colors towards the sailors who approached Johara, aiming it so as to include Scourge in it's effect.
I already spoke regarding freeing Sandman, so no one-liner included here. Area of effect shown on roll20, DC15 Will save, color spray
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
Thanks for marking them!
Fargrim grins as the mutiny begins and lets loose with a hearty laugh. "I've been waiting for this for a long time! Kill the cronies, but try to avoid killing the Rahadoumi unless they attack first." He eyes the Rahadoumi sailors and simply shakes his head in warning as his demeanor changes rapidly into a stone-faced calm. He takes a step forward and attacks the nearest Plugg crony at range with his chain weapon, slinging over the collapsed form of Japes...
Free Action - Enter Bloodrage. Free Action - 5' Step. Standard Action - Attack the enemy that has the black line drawn to him (not sure which crew member that is...).
Bloodrage: 10/11 rounds. +4 Str/+4 Con, Temp HP 4/4, +2 Will Saves, -2 AC.
One of the Rahadoumi sailors falls to the deck unconscious. Master Scourge screams as he drops his whip and his hands go to his eyes. "I'm blind! he utters before seizing up. The other two sailors caught in the blast of color seem unaffected.
DM Rolls:
Color Spray Will Save #1:1d20 - 1 ⇒ (20) - 1 = 19 Color Spray Will Save #2:1d20 - 1 ⇒ (20) - 1 = 19 Color Spray Will Save #3:1d20 - 1 ⇒ (9) - 1 = 8 Color Spray Will Save Scourge:1d20 + 3 ⇒ (2) + 3 = 5 Sailor Duration:2d4 + 1d4 ⇒ (3, 2) + (4) = 9 Scourge Duration:1d4 ⇒ 2
"Burn." Sandman whispers. The rope binding his hands quickly smoldered.
Burning objects take 1d6 points of fire damage per round until put out or destroyed. Some kinds of objects are particularly vulnerable to fire, causing it to deal 1.5 normal damage. Up to you if this rope counts as vulnerable.
Hemp rope has 2 HP per inch of thickness. Silk rope has 4 HP per inch of thickness.
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)
Baltzar attacks the sailor in front of her with her claws.
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, having aimed a bit too far away from Johara to make sure she's not caught in the magical blast, thus failed to affect the 2 Rahadoumi in front of her.
She eyes the other woman, seeing doubt in her eyes and insecurity regarding her action.
I hope the girl will be ok...this is not how things should happen...on their terms...I hope we ALL will be ok... Paging Johara...I think we're just waiting on your for an update considering Block Initiative...
As the rope binding Sandman crackles and burns, Baltzar lashes out and draws blood. Fargrim's chain cracks into a pirate as Nivian's spray of color blinds Master Scourge. Johara draws her hidden blade as the others come to your aid. The pirates, fearful of Plugg, draw their weapons and engage. One scores a hit against Conchobhar while another opens a large gash across Johara's forearm. A third pirate slashes at Sandman and adds to his collection of scars.
Sandman stepped back and put on his mask, It bit into the edges of his face and moved like skin. His scars and the new bleeding gash in his back turned to shadows. He exhaled, breathing out a whispy tendrril of dark smoke that reached out for Plugg.
5' adjust back, activate Scar Shield as free action. Adhesive Spittle as standard.
Plug is Entangled, as per Tanglefoot bag forrounds:2d4 ⇒ (4, 4) = 8
He makes a DC 15 Reflex save or be stuck to the floor, unable to move from that square
Johara exhales sharply as she is attacked, and she spins around, twirling the knife with increasing speed as she goes. She cuts the pirate who struck her and doesn't slow down in the process.
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)
Baltzar will once again, claw the pirate in front of her.
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 one tough pirate!
Fargrim continues to scan the battlefield, noticing which foolish Rahadoumi sailors press the attack against his comrades... He grits his teeth and lashes out once again at the same pirate as before, hoping to take him out quickly!
Fargrim's target dropped from the hit and another stepped forward to fill the gap. Apologies for not being clear on that.
Owlbear isn't actually present. Rumor has it that Plugg keeps him locked up inside the Captain's cabin. The mask does not currently have line of sight or line of effect to Owlbear at the moment. The mask may take another action.
Baltzar and a Rahadoumi sailor exchange strikes. Fargrim drops another of the pirate crew while Nivian and Sandman ensure that Mr. Plugg will not join the crew or flee the fight anytime soon. Johara spills the blood of a Rahadoumi sailor as they try to stand against the traitors. Conchobhar begins to sing a song about overthrowing a vile king. Rosie kneels down to decapitate an unconscious sailor ensuring he'll never wake again. Mr. Plugg stares at Fargrim and shouts "I will gut you from balls to beard!"
Players are under the effects of Inspire Courage; +1 morale bonus to saving throws against charm and fear affects, +1 competence bonus to hit and damage.
Baltzar takes 4 points of slashing damage. Fargrim is shaken for 3 rounds suffering a –2 penalty on attack rolls, saving throws, skill checks, and ability checks as Plugg demoralizes him using Intimidate.
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)
Even if it had line of sight, it would probably want to take another action...
Quote:
Influence Attitude: Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction.
Make Request: Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request.
Suggest Course of Action: at least 1 minute of continuous interaction.
...unless it wants to spend 10 rounds talking to someone, an intimidate or bluff check may be better suited unless you make a clear request of someone
Nivian will continue her singing, and target Scourge with her Misfortune Hex, hoping to affect the second most dangerous enemy in the fight.
Standard:Misfortune Hex Scourge, DC15 Will, Move:Cackle(order important here since everybody affected gets duration extended...meaning if Scourge fails the save he's affected for 2 rounds, too. Misfortune active on Plugg with 2 rounds
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
Personally, I've always felt that there should be a combat Diplomacy option. Also, no problem GM! Nicely done on the Intimidate check... Plugg is now Fargrim's primary target!
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)
Fargrim Dawnforge wrote:
Personally, I've always felt that there should be a combat Diplomacy option. Also, no problem GM! Nicely done on the Intimidate check... Plugg is now Fargrim's primary target!
I think thats to prevent Diplo-based characters from talking their way out of combat after it started, and not make it a "universal" skill to have, since both bluff and intimidate are more limited in their "social" application. Balancing-thing, so to say- also, I agree with your target choice...I do think if we manage to take out Plugg and Scourge, the others will surrender...and we ARE running on a skeleton crew already, with a looming storm on the horizon...we will want to preserve as many of the goon squad as we can...
I don't personally care for PvP action, especially in Play-by-Post games. It tends to distract from the story itself and those not in that particular spotlight tend to get bored waiting for the antics to end. That being said, this is an evil-themed campaign and if everyone can be mature about it and have fun with it then I won't automatically put a stop to it.
Quick Poll. Maybe it's just me, and it very well could be, but I've always thought movement was handled in 5 ft. increments. However, this is the 3rd time I've encountering fractions (2.5, 7.5, etc) of movement on the forums. Is this common, normal, and regular? Maybe it's a hold over of my 3.5 edition days...just wondering.
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
Sorry, just did the math, 30/4. We were not in combat, and I thought the differentiation between move 20 and 30 might be something important. Happily willing to round down to the nearest multiple of 5.
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)
Uh far as I know it's 5 foot movement... moving diagonally costs double every other move.
OH I see with the climbing, in this case since we aren't actually in combat pretty sure the fractions are cool... if we were in combat then i'm not so sure.
I have uploaded several pictures of the various pirates aboard the ship that you can clearly see up on deck. They are under the Hand Outs section in the Journal, which is the middle icon above the chat window on roll20.net. I have also moved everyone's token to the upper deck. I created a "monkey jack" token for Romello that Baltzar should be able to move, although you do not know where Baltzar is at the moment. All those with familiars are still within empathic link range.
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)
Well Rhemus, thats basically what I told you so you understood it right :)
As for fractions: I believe that only 5-foot increments are being used in pathfinder. As with so many other things, if you are not "reaching" the next 5 foot increment, by default, pathfinder rounds down.
Totally a GM decision, but I would say it can be based on the check result. If you beat the DC by 4 or less, round down. If you beat the DC by 5 or more, round up.
Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)
Oh I just noticed that I forgot to account in his stat block that I traded out the usual feat a monkey gets (Weapon Finesse) for Skill Focus: Sleight of Hand. I figure that feat is more appropriate since he won't be attacking anyone (not even delivering touch spells, as he's a pilferer, he steals instead) it's a semi-worthless feat and being a pilferer skill focus on stealing is better for him.
If this feat trade is not okay, let me know and I'll remove the Skill Focus bonus.
Also, the 1 skill point a monkey gets is in Disable Device (hence his Perception being lower than the standard monkey)
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
Returning to the movement topic: I did not think about the fractions, just did the math. Not sure what was the decision on this. I think we have the following options:
1. In combat cannot use fractions and your round down always. Out of combat do the same.
2. In combat cannot use fractions and your round down always. Out of combat use fractions.
3. In combat cannot use fractions, so use "diagonal rule", ie 5ft then 10ft. Out of combat use fractions.
4. Skill check based if you round down or up.
DM would be nice to clarify once and we can all follow so there is no confusion as we go on. I am indifferent, but if have to vote pick: 3
Going forward, all movement, both in and out of combat will be measured in 5-foot increments.
I'm not going to redo any of the climbing checks as that just seems silly at this point. I don't see anyone beating Aerel to the top without a faster climb speed.
Yes, both Aerel and Sandman had their masks confiscated.
@Baltzar - the changes to Romello are fine and appropriate. He is unable to escape his current predicament as is.
Spell-like abilities will not generate Attacks of Opportunities. Since they do not have verbal, material, or somatic components, they are incredibly hard to detect.
The same applies to supernatural abilities.
For spells, you can always attempt a Stealth check to conceal your spellcasting, but I'm applying a -2 penalty on the check per component type. If the spell has verbal and somatic components, you'll take a -4 penalty to the stealth check if you're trying to conceal it. You cannot hide obvious effect spells like ray spells and most damage dealing spells.
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)
The Many-Faced GM wrote:
For spells, you can always attempt a Stealth check to conceal your spellcasting, but I'm applying a -2 penalty on the check per component type. If the spell has verbal and somatic components, you'll take a -4 penalty to the stealth check if you're trying to conceal it. You cannot hide obvious effect spells like ray spells and most damage dealing spells.
Whaaat? Is that a house rule or a use of Stealth I've been missing all these years? Either way, I like it!
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:
BrB, just put a point in Stealth. I'm not very good at it, but every little bit helps.
Actually it would be pretty cool if the whole party could stealth.
Ha yeah plus with a pilferer familiar me having Stealth is kinda necessary if I want HIM to have a good Stealth, but then this means that it still has a use for me too. :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)
Hum. Not to nitpick, but that stealth part seems pretty strong.
AFAIK people even get to check spellcraft against silent still spells, which honestly always seemed stupid to me.
But taking it from there, considering either of these feats would remove a component completely(at the price of a spell level increase and feat tax), I'd suggest the base penalty per component type to be -4 or -5.
I will put points into stealth now that I know this, regardless. But there's several spells lacking either component making them even easier, and several feats basically allow you to do that for a heavy tax.
I don't want anybody to misunderstand, I think its an utterly cool ability, and one I will definitely invest in, but considering stealth is rather easy to push with a few tricks(e.g. that ring giving +10 competence, shadow armor where applicable, invisibility for those spells that don't break it) I feel a total of -4 for hiding 2 components seems a bit low.
Just bringing this up, if everybody else things that's perfectly reasonable, I'm definitely not opposed!
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
Rhemus, please don't take this the wrong way.
It occurred to me that you're better suited to Rigging work and Swab work than Rillum is. If you become the cook's mate, he's going to get punished a lot.
Sandman's trying to weigh the options and set people up for the least amount of misery. Feel free to be mad at him in game, but please don't think i'm trying to undermine you out of game.
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
No problem, I will not be upset at all if I do not get the job nor will take your comment in the wrong way. Just role-playing Rhemus' as a typical halfling, looking to get the easy job and access to the galley.
I am playing the cook angle because it is his profession (was part of his background and took the skill).
So if Sandman wants to "nudge" Rhemus to stop showboating his cooking skills please do, and I hope to catch the hint.
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'm not much good at the whole "secret messages" thing. Do your thing. We'll deal with the consequences.
Maybe you could propose a cook off, each of you getting a day of cooking duty before Plugg decides. That would give us a little time to talk about what would be best for everyone.
The stealth while spelling is more of a house rule, though one born more from common sense than anything else. I agree about the spellcraft vs. still and silent spells, makes no sense. I'm good with the way the penalties are now, but if it becomes too abused at higher levels, I'll tweak it when we reach that bridge. While there are plenty of ways to raise stealth, this isn't gestalt or mythic and there are limited options. Burn a feat if you want to, everyone is already feat starved. The bard feat is nice, but we don't have any bards, but I get your point. Get a ring if you like, but you only get two ring slots. My point is everything is a choice. Not everyone has a great dex and it's not a class skill for half of you, so the modifiers won't get out of control anytime soon. Not to mention you're on a pirate ship with several people and cramped quarters. Instead of making a perception check for each potential witness, each potential witness will essentially aid another to one check, so +2 per each set of eyes basically. This is mainly intended to allow things like charm person to work in your favorite without alerting the target and things of that nature.
This is a pirate ship crewed by pirates. They are not nice people for the most part. You can expect bullies, cowards, and everything in between. This will be a PG game, maybe PG-13 at most, but expected bad behavior from bad men will come up. And remember Nivian's comment; these men will try to prey on those they think are weak. Aiding someone can easily paint that person as weak in their eyes. Not to mention, we're playing an evilish campaign here. Being friendly makes sense a lot of the time, but sticking up for someone may be pushing your alignment. These are just friendly reminders. At the end of the day you make your own decisions and face the consequences of those decisions. I will try to "referee" those decisions to the best of my ability as opposed to just stating "your character wouldn't do that."
Also, and quite possibly most important, Rillum is a skilled and crafty killer (heh, no pun intended), and a survivor.
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 think the most interesting evil characters are the ones who are perfectly able to form caring bonds with other people and still be monsters.
Spike from Buffy
Littlefinger from Game of Thrones
Magneto in X-men
Cal in Agents of Shield
Harley Quinn
Evil is kinda boring if it isn't relatable at least some of the time.
To me Evil doesn't necessarily have to mean selfish or perverse. Sometimes it just means being comfortable doing terrible things to succeed.
Over the course of this game I expect Sandman will resort to poisoning or torture and will probably brainwash and possess an awful lot of people. He'll probably raise some undead too.
That doesn't mean he can't still be an otherwise helpful and kind person most of the time.
Going to post these now so that everyone can become familiar with them before the activities actions begin a little later on today/tonight. These are also listed under my profile for reference.
Ship Activity Rules:
In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounge for gear, interact with their shipmates, or attempt to influence NPCs.
Each PC can normally take two ship actions each day, one during the day and one at night. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.
Daytime Ship Actions Work Diligently Gain a +4 bonus on any one check for a job’s daily task [/b]
Influence Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no additional chance of detection).
Shop Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9)
Shirk Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Nighttime Ship Actions SleepGo to bed early and sleep through the night (automatically recover from fatigue)
Gamble Play or gamble on a game of chance or pirate entertainment
Entertain Make one Perform check to entertain the crew
Influence* Attempt to influence a single NPC
Sneak* Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal* Attempt to open a locked door or locker. The PC must make a check to avoid being discovered
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)
As for being nice to random people(you two had a history so not random people but a lot of the others are strangers). Not particulary fond of it...otherwise our job as pirates may be a bit complicated("oh, no, captain, I totally understand, you're a small business owner. Apologies for killing some of your crew during the boarding, but of course you can move on with your cargo unharmed, have a nice day"), but right now, we all need allies, so it may be reasonable to help each other out to show one is open to working together.
Still, Sandman, you did not mention where I can find info on the jobs?
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, I see what you're asking-
The spoiler the GM just posted has the jobs information.
I only knew about it because I played through the beginning of this adventure path in another game. Sadly it died. Been trying to get into a new one ever since because what little I was able to play was awesome.
Basically, Rigging work is lots of climb and acro checks and chances of falling a long ways.
Swab work is hard labor that involves profession checks and con checks to avoid fatigue.
Cook work is odd jobs and trying to keep Kroop sober long enough to feed the crew.
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)
thanks. so, because bilge does not have profession, he can't properly do swab work and should be cook instead.
Oh well, if thats all that is to jobs(1 rigger, 1 cook, swab) then I default to swab, it seems. No worries then, I upped my profession :D
Was just afraid I may also end up stuck in a job in which I, quote, "get punished a lot".
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
When it comes to things like hauling rope there's a big difference between a strength of 9 and strength of 5. Small size doesn't help either.
I have a contingency plan to help out anyone who's having a hard time completing their work, but I can only help one person on any given day. Having two swabs with low physical scores means someone's getting a date with Scourge at Bloody Hour.
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)
well, I may also end up with Scourge then. Only got 6 Strenght myself, so I hope hauling rope won't come up much.
If it comes to that: The first days she'd probably refuse any help, no matter what your contingency plan is, and rather try to work diligently per the activity table if things go bad. If that won't help either, well, we'll see where it takes us. Just wanted to let you know OOC that I appreciate an offer but IC will not likely accept it.
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:
To me Evil doesn't necessarily have to mean selfish or perverse. Sometimes it just means being comfortable doing terrible things to succeed.
Oh yeah in a game I am running I have a hag who sure she's chaotic evil like most hags, but she never gave up on her daughters like most hags do. She has two, one of which is still a changeling, but is a sorceress with the Accursed bloodline, so she counts as a hag. Then she's trying to recruit her other daughter (who is going to be resistant as she's chaotic good, not to mention she was told her mother was dead) who again, is too old to become a hag but that doesn't matter. She's a witch, she can take the Coven hex.
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
Nivian Mazu wrote:
well, I may also end up with Scourge then. Only got 6 Strenght myself, so I hope hauling rope won't come up much.
If it comes to that: The first days she'd probably refuse any help, no matter what your contingency plan is, and rather try to work diligently per the activity table if things go bad. If that won't help either, well, we'll see where it takes us. Just wanted to let you know OOC that I appreciate an offer but IC will not likely accept it.
Well I did not realize the swab work was that intense. I am small sized but do have 10 strength, and Profession - sailor. So may be able to get by without visiting Scourge.
I do have to thank the GM for advising me to take one rank in Climb instead of Intimidation. That made the difference between success and failure for Rhemus.
Don't worry too much about the daily jobs. Almost everyone is bound to fail the occasional one. I doubt anyone will perform perfectly, although it could happen. Remember they're only temporary, and more designed to show the varying tasks on a ship as well as the constant work required to man a ship. Listed in the activity spoiler I posted, you can simply put effort into the task for a +4 bonus. Most of the tasks offer more than one way to perform it, and the DC's are rarely above 10. Fatigued is fixed simply by sleeping so even failing that most times isn't terrible.
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)
Just a heads up, I seem to be able to move Aeral and Bilge's tokens on Roll20 and on a side note, my token didn't update with the new avatar (but chat did)
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 don't mind getting beaten on for a bit, I just think Rillum can do us the most good in the kitchen. It is the most likely place to have improvised tools for a good number of my class features, and if we do decide to poison anyone, he is going to be the best at it.
I do think that finding allies is a tactic that even the evil can get behind, and I appreciate the in-character reasons to work with the party - it will considerably reduce the likelihood of Rillum blowing the ship up at midnight watch. Really, poison and disease are the least of what these guys have brought onto their vessel.
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)
Rillum 'Bilge' Jimmings wrote:
...and if we do decide to poison anyone, he is going to be the best at it.
"Cook work is odd jobs and trying to keep Kroop sober long enough to feed the crew."
So, with a drunk cook and you in the kitchen, who do you think they'll suspect if someone dies from poison?
So I would not really take that as an argument, unless you are looking for a kielhauling...
The problem I see is this: you have no profession skill either way. So chances are you end up working diligently, or fatigued and having to go to sleep early.
I have never played this, but since there is only one cooks mate would it not make sense to send someone that can actually perform those checks without having to work diligently so they have a free action during the day, and likely another during the night?
As said, no idea, not going to speak up in gameplay but it would seem you are not exactly cut out for either job, so then the question is where it makes more sense to fail-
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 do not intend to poison everyone, unless a good opportunity shows itself. Rillum is smart enough to not lash out and get himself sent off the plank or shived. My desire for the kitchen is not for an easy bearth, it is because the kitchen is the closest thing to a lab I can think of on a pirate ship, barring getting my gear back. A heat source, metal tools, containers for mixing, it might not be much, but it is a place to start. I'll take a beating or two if I can get something accomplished. I don't see that happening someplace else.
Plus, who knows; maybe alchemy has culinary applications. I can try.
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 suspect the navigator is a job they give to someone close to the Captain's confidence. This is based purely on watching Black Sails ;)
It is a key role that keeps the crew dependent on the Captain, who is usually one of the few who "knows where the ship is going".
Getting lost in the wide ocean is probably a terrifying situation for anyone.
Would be nice to understand what are the other jobs we are vying for. Based on what we know Rigger and Cook's Mate. Deck swab was Sandman's other option, but are there any others?
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
Those are officer jobs. We're a long way from those.
For us, rigger, swab and cooks mate are it.
We haven't been on the ship long enough to know, but as I remember there's about 25 other sailors. About 6 or 7 of them are officers. We'll probably get a list or something eventually.