To Live in Infamy - a Skull and Shackles AP

Game Master Nayr Trebrot

Plunder, Infamy, and Disrepute
Plunder - 2; Infamy - 3; Disrepute - 1
Tracking page
Ship combat
The Shackles
Ricketys Squibs
Combat Map
Captain Pegsworthy

Initiative:
Jack
Rush + ship
Sunyatta
Tap
Opposing ship


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Male Human Swashbuckler Lvl 5

i surprised myself. (:


On the map, which is tilly? Is she bound, or just threatened by a sword?

Let's assume, since we opened the door, that we all buffed. Jack took hit cat potion, I my Bulls Strength, and wanded myself with mirror image. Too bad Jack never took a rank in Magic Device.

I am not sure what the plan is to get Tilly. Being invisible won't help them not notice that Tilly is trying to escape. Tap could cast glitterdust, try to blind everyone in that room, but then Rush couldn't stay invisible in there for 4 rounds..Well the 10'x10 area


Dangit, I messed that up. Tilly is currently the icon just under Plugg, with the blue flower in her hair and the sword. Obviously, she has neither...hasty map. I'll dig for a better token for her, but of course her location won't change


Rush, mind giving me a strength check too, to get through the glass?


Current HP: 28 of 28 Sylph Oracle 5

I was afraid you were tonight ask that.


Or dex/acrobatics honestly...it may come down to trajectory


Lol...a failure would be interesting...


Ouch....if you'd like Belliott to do something, just direct him as such. Otherwise, he'll be rushing in and swinging as soon as he's able to get through.


Current HP: 28 of 28 Sylph Oracle 5

Acrobatics would have been higher, but not much is going to save that 4, so unless you're allowing a re-roll, Rush will just try and cover Tilly's body with his own for now.


Gotcha, so here's how it goes, as this will put us into initiative:

Surprise round:
Rush moving, casting Ant Haul
Others talking
Anyone who bets Rush's stealth with their perception can act accordingly the surprise round. To be clear, they'd need a NAT 20 to do so

First round:
Unless anyone notices Rush, his action will be like a delayed action to start this round, as the assumption is that no one else will be doing anything physical into he jumps on Tilly.

Then....the rest of the initiative.

Everyone cool with that?


Male Human Swashbuckler Lvl 5

My initiative check should be: 1d20 + 8 + 4 'cause i'm all dexed up


Male Human Swashbuckler Lvl 5

i'm wondering what the effect of my intimidate will be


Gotcha...and me too...haven't worked that out yet


Male Human Swashbuckler Lvl 5

well i'm sure that they're all just going to do what I told them to do, and let Tilly walk out, and say, "yes, sir, thank you cap'n sir." and i'd like, point down at Tap, and say, "No! there's yer captain".


lol

Well, Belliott can try bullrushing a baddie out the window into the sea....or maybe not ater I read the text on bullrush.


Jack, I think that the only thing I could make sense in this case would be to use intimidate to demoralize; did you want to do that? You can't force them to give Tilly up, as that would be an act that would endanger themselves. I'd think having everyone shaken for a round would be a bit helpful, though...that's a standard action you could do as Rush gets into position.

Let me know


Male Human Swashbuckler Lvl 5

sure. knew it would be too easy...


Figures....

Has anyone seen where a nat 20 on a skill check is an auto success? I think that may only count for combat, but digging.


Scratch that...you're good Rush:

Per SRD 3.5E wrote:
Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.


oops I keep actually posting in gameplay as Sub.


I heard a natural 20 Acrobatics roll will get you to the moon.


Lol; I can't remember if it was a house rule in one of my games or an old system, but at one point I had that a nat 20 = 30...but I'm going to stick with what's in the SRD.


Too bad about OwlBear, thought that we'd turn him. Still wonder if he has a hidden backstory


Yeah; he has a bit of the victim syndrome - been under Plugg's boot for too long to get out.


Current HP: 28 of 28 Sylph Oracle 5

Nat 20 being a "critical success" on skills is a house ruling, but a fair number of groups use it. Personally, I hate it because it leads players to do what Sub was joking about and trying impossible things and banking on a crit.

Also, since we've already rolled for everything (intimidates and attempting to push Tilly out the window), should we just go into Initiative now?


Yup, getting there, just been a busy day. Updating soon...


Current HP: 28 of 28 Sylph Oracle 5

Rush didn't make it into the initiative order.


No sir, that is correct...the way I figured it, you're at the very top, before Jack, as your action was the impetus to start the initiative. That being said, the tackle was a starndard action, so you can take a move action if you like. Your invisibility is gone, right?


Current HP: 28 of 28 Sylph Oracle 5

That'll work for me.

My invisibility would be gone from the act of tackling Tilly, no way that isn't a hostile action. And I imagine we've been on the boat for more than 3 minutes, correct?

I have no move actions to make except to cover Tilly as much as possible.


Male Human Swashbuckler Lvl 5

can we update the map so i have an idea of where rush and tilly are now?

also, not sure who is who there. scourge has the whip, right?

my understanding is that can move about 30 feet and still make an attack, right? so I'm thinking about movement just below scourge and attacking. will probably provoke attack of opportunity from owlbear though


You might avoid the aoo with an acrobats roll.


Current HP: 28 of 28 Sylph Oracle 5

I am at work, so I can’t access the map enough to move my piece. Would someone mind putting me on top of Tilly?


Sorry guys, I'll try and update the map tonight, if I can. That's right Jack, you can move with an acrobatics check to avoid Aoo, and attack Scourge, who is the guy with the whip


Map updated, and linked on info tab


Male Human Swashbuckler Lvl 5

made a mistake in the ripose-parry spoiler. too late to edit. there is the parry, and then riposte attack and riposte damage. ignore that it says critical. and ignore the last damage roll (no crit, no extra roll).


Got it, you're spending a point of panache for the damage, right?


Actually the riposte does not take a panache point. You just have to have 1 panache point left. The parry part though costs a panache point.


Does he have to use a point of panache for the precise strike though - for the additional damage?


Oh sorry,I guess so. I was just thinking about riposte. Leeoli only has one level of swash.


Male Human Swashbuckler Lvl 5

I think there is some confusion here. My fault. See, originally I had thought I had rolled a critical hit in my riposte, but not so. but i realized my error too late to fix it.

- Jack is expending a point of panache to *parry* in case Jack is attacked. (The rules are unclear on whether that point is actually expended if it turns out that Jack is not attacked; i'm assuming not.)

- The riposte-counterattack does not cost a point. The only requirement is that the player still have at least one point of panache remaining.

- Precise Strike has two abilities associated with it, in my understanding:

-- With at least 1 point of panache remaining, it allows the character to use dexterity in damage bonuses, with certain restrictions, e.g. the precise strike bonus is not included in the roll for a critical's extra damage.

-- By expending a point of panache, it allows a player to double the precise strike damage bonus in the next round of combat. (i have not been doing this, totally forgot about it; i might try that in future rounds though, considering that that bonus is +8 at the moment with that potion)


Male Human Swashbuckler Lvl 5

Jack has 5 panache points capacity; if Jack is attacked, he is using one point to execute a opportune parry-riposte.

The rules say that a player must declare that they're using it after an attack is announced but before the attack is rolled. That's pretty hard in a play by post situation, so I went ahead and rolled it.

The rules specifically are:

Quote:
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

and with respect to the precise strike:

Quote:

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

I did not perform the swift action described in the second paragraph.


If you have 1 panache left in your pool, precise strike adds +4 precision damage. As a swift action and at a cost of 1 panache you could make that +8 precision damage.


Male Human Swashbuckler Lvl 5

actually i calculated things slightly wrong. sorry about that.

the potion i quaffed grants me +4 dexterity. that puts my dexterity at 22, so a +6 modifier. I was acting as if it were a +8. sorry.


All good Jack; thanks for doing the leg work. That's a heck of a nice class at the higher levels


Actually people on the boards here tend to consider the Swashbuckler front loaded; most of the benefits of the class come in the first 4 levels.


Isn't CMW 2d8?


Where is Belliott on the map?


Dangit...yes, it is...just mistyped

Additional healing: 1d8 ⇒ 7


Belliott moved


Rush is in a bad situation that is for sure.

Rush: Can you turn invisible another time? That would sure help, I'd think.

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