Yo ho Yo ho, A Pirate's Life For Me: Skull & Shackles PBP

Game Master Heofthehills

The Story of Fury

A Disgraceful Crew

Infamy: 14 Disrepute: 14

Totals:
Rickety's Squibs: +5
Senghor: +5 (Capped for now)


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Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Try telling Aramis that. She ain't gonna listen. :P

Maybe I should burn a feat on Exotic Weapon Proficiency (pistol) to keep a backup weapon, just in case...


M HumanCONFIRM! Level 1 PBP GM

I don't think Zak and Aramis will crossover too much, I think that you will see them be similar like best friends. Get along great, think a lot in the same ways, but have different ways of achieving similar goals. They will be a great tag team.

About to put my daughter to bed, then while Maera and I watch Shield, I'll put up a big post on the effects of everything that has happened leading up to the wrestling match and then start the conflict.

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

Looks like I am going to wait and see so I can post before going to bed myself then! Haha, Aramis just use your fists and wit!


Dwarf Druid (Shark Shaman) 5

Fists and wits of doom! I still find it hilarious that Diabolito has actually made people hostile to him. Yarg! Gonna be scary soon. I'm actually trying to figure how I can use Intimidate in a positive way to influence.

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

Like Malak, tell them to cooperate or get hurt. Haha, it got me a crazy girlfriend somehow. And scared the heck out of a halfling into being submissive.


Dwarf Druid (Shark Shaman) 5

See, I think Diabolito just needs to show Malak how to treat his fellow dwarves.

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

GM, I will probably be continually refreshing just so I can post right after you to get the encounter rolling. Because I will be able to post before bed then when I wake, then there might be about a ten or twelve hour gap.

Haha, Malak is a brute and a half-orc, no social skills. Only respect for strength and brutality. He is going to learn a lot from the party in terms of trust and friendship.


M HumanCONFIRM! Level 1 PBP GM

Working on the post right now!


Dwarf Druid (Shark Shaman) 5

And more knowledge of brutality, Malak. Cause Diabolito is gonna give that one woman on ship a taste of fear.


M HumanCONFIRM! Level 1 PBP GM

It took that long for me to put that post together.


Male Human Investigator 4 | HP: 23 | AC: 17/12/15 | Fort +2, Ref +3, Will +5 | BAB +3, CMB +6, CMD 18 | Init: +2 | Perception: +11 | Mutagen 0/1, Inspiration 6/6

Good job on backing Doc up on the bluff, y'all! Didn't think we were gonna make it. Now it's just up to Malak to win the thing!

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

Thank you Doc, for your ingenious scheme. This will be some quick work with help like that! Malak will enjoy beating him into a pulp


Dwarf Druid (Shark Shaman) 5

After something like that, we've got it. I mean, your trick is pretty debilitating at this level of the game, you know? Heck, it's just nasty no matter what.

I'm so glad we made the bluff. *flex*


M HumanCONFIRM! Level 1 PBP GM

Yeah, this became a non-combat, really. My cleric could completely ignore him by taking 1's on the checks...but never would have volunteered for the fight :(

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

Well, Malak loves beating people senseless. However, he isn't one for being in fights that are so easily ended. A barbarian that desires challenges of strength won't kill a simpleton.


Male Human Investigator 4 | HP: 23 | AC: 17/12/15 | Fort +2, Ref +3, Will +5 | BAB +3, CMB +6, CMD 18 | Init: +2 | Perception: +11 | Mutagen 0/1, Inspiration 6/6

Oh wow, I was operating under the assumption that nauseated was one of the -2 buffs. I just went back and read it. That's utterly brutal.


Dwarf Druid (Shark Shaman) 5

:) And that's why we love our Doc. He's brutal. ;P


Ah, looks like I missed the posting window - I probably should've just made a post and ret-conned it later if I misunderstood something.

On a related note: it seems like the main "posting time" for everyone is around 11pm - 1am EST? Is that accurate? I just want to get an idea so I can fall into the "rhythm" of everyone here and keep up at the same pace.

And Aramis, I don't think you and Zak will overlap in any negative way - I really built her to be more of a support character than anything else. She may plink a few ranged shots here and there, but she's mostly going to be buffing/debuffing.


M HumanCONFIRM! Level 1 PBP GM

Last night was a flurry. My schedule is extremely variable, as I manage a restaurant, so some days I have mornings off (this weekend), some times I have the evenings (usually Mondays and Tuesdays) and then I have random times of the week when I'm off all day (today). Unfortunately, this means it is inconsistent as to what you can expect to see about posting time, but I make sure I post at least once a day. I think last night's flurry was because people were excited to see how things panned out with the whole fisticuffs.


Ah, I see. Makes perfect sense. I'll just try and "feel the current" as things go. I'm on/off the internet fairly often, but there are some blocks of time when I'm just cut off.

One more question: What kind of skill check should I make for pirate games like gambling? Bluff? Sense Motive? Perception? Something else I haven't thought of?

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

I am normally unavailable only between 0600-1600 Eastern U.S. However, being in training means there are points where I have to stay later for studies and whatnot. But on weekends, I am pretty much able to post any time. Last night I was just excited to see what was going to happen. It was feeling pretty climatic.


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

Level time! Figured I'd go ahead and be proactive, and see what, if any beyond a few points, Knowledge Skills people are planning on specializing in. My goal is the eventually get 1 pt in each, and then keep a couple focused. (Like Planes) Eventually get Linguistics, I think.


Female Human (Aryind) Magus (Bladebound, Kensai) 3 l AC: 15 (18)/T: 14 (17)/F:11 l HP: 30/30 l F: +5, R: +5, W: +3 l Init: +6; Per: +9 l AP 4

Nissa:

Level 2 Magus

+7 HP
+1 BaB
+1 Fort, +1 Will
+1 Acrobatics, +1 Diplomacy, +1 Spellcraft, +2 Use Magic Device
Spellstrike

2 Spell TBD.


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

I was more concerned about our personalities, Zak! Really, we're both crass, loudmouthed tomboys. We'll either be best friends, or hate each other immediately. :P I'm not concerned about overlapping in combat; the cleric and gunslinger classes as a wee bit different...

I'm unemployed at the moment, so I can usually post any time between 8 am and 10 pm central Australian time. I volunteer two days a week (8-5), but that's about it... other than my home games.

For Knowledge skills, I was planning on giving Aramis a few ranks in Local and Engineering. 'Slingers don't get any others, and it wouldn't really make sense for her to have studied any of the others. I suppose a rank in Knowledge (geography) would have made sense for her, growing up on a ship, but I didn't think of that at character creation.

For social skills, even though Zak's bluff is sky-high, I plan on keeping Aramis' high, if not maxxed. It just fits her character. A few points in Intimidate, too - once she gets her gun back, she can take advantage of Startling Report (and come on, it's just such an awesome trait, I have to use it!)


Female Human (Aryind) Magus (Bladebound, Kensai) 3 l AC: 15 (18)/T: 14 (17)/F:11 l HP: 30/30 l F: +5, R: +5, W: +3 l Init: +6; Per: +9 l AP 4

Those Spell are Grease and Floating Disk unless you guys think something is better.


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

Profession Sailor tends to overlap with Knowledge: Geography checks, at least for the purpose of this campaign, I believe.


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Alright, cool. I'll just keep tossing ranks into that one, then.

Also, how are we doing hit points? Half-plus-one?

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

Just trying to double check. Rolling for hp added?

Level 2:
Traits:
--Rage Powers: Picked Raging Swimmer
--Eyes of the Storm

Skills:
+1 Prof(Sailor) +1 Climb +1 Swim +1 Survival

+2 BAB, +3 Fort Save

HP if rolling: HD: 1d12 ⇒ 5


Male Human Investigator 4 | HP: 23 | AC: 17/12/15 | Fort +2, Ref +3, Will +5 | BAB +3, CMB +6, CMD 18 | Init: +2 | Perception: +11 | Mutagen 0/1, Inspiration 6/6

Doc's got Knowledge: Arcana and Nature max'd, as well as Appraise and (obviously) Heal and Craft: Alchemy. No social skills, and I'm considering picking up Linguistics when I've got more int to go around.

I also get to start handing out extracts this level, so goodies like Enlarge Person and Shield are available, as well as extract versions of Cure Light Wounds (no more eating up expensive potions, hooray). Any opinions on Expeditious Retreat vs. Disguise Self for a new recipe? I'm kind of leaning towards the latter, especially if we've got someone with Disguise and Bluff to put it to good use.

As far as HP go, I went with half-plus-one, couldn't find anything in the recruitment thread.

[Edit: Disguise Self it is then]

Level 2 Alchemist
HP +7
BAB +1
Saves Fort +1, Ref +1

Abilities: Infusions, Infused Curatives, Poison Use, Torturer's Eye, Poison Resistance +2
Formulae: Disguise Self, Deathwatch
Skills:(9, 4 int + 4 class + 1 favored class)
Appraise +1, Craft: Alchemy +1, Heal +1, Know.: Nature +1, Know.: Arcana +1, Prof: Sailor +1, Spellcraft +1, Swim +1


I'm looking back at the Player's Guide and taking note of a few recommendations it makes it terms of skills:

Craft: Ships
Craft: Siege Engines
Knowledge: Engineering
Profession: Siege Engineer

I assume, from this, that at some point we'll be not only upgrading a ship of our own quite heavily, but also making heavy use of ship's weapons, ideally under the direction of a "Gunner's Mate." We might want to begin to have a conversation about who wants/is suited for different ship roles? Aramis seems like a prime candidate for gunnery, if she's interested...

I honestly built Zak's backstory around a tremendous drive to captain her own ship (though that may prompt a friendly showdown between her and other ambitious party members). To that end, I was going to try and bolster Zaketta's social skills, primarily, with some strong emphasis on Profession: Sailor and Knowledge: Geography (though if the former effectively replaces the latter, there might not be much point. Could our kind GM offer us some guidance there?) I'm also flirting with throwing a point or two into skills like stealth and disguise - I get them as class skills through one of my domains, and they seem kind of "piratey." Plus, they could be useful in terms of snooping about the ship (I don't think we've done too much of that yet, have we?)


Doc Williams wrote:

Doc's got Knowledge: Arcana and Nature max'd, as well as Appraise and (obviously) Heal and Craft: Alchemy. No social skills, and I'm considering picking up Linguistics when I've got more int to go around.

I also get to start handing out extracts this level, so goodies like Enlarge Person and Shield are available, as well as extract versions of Cure Light Wounds (no more eating up expensive potions, hooray). Any opinions on Expeditious Retreat vs. Disguise Self for a new recipe? I'm kind of leaning towards the latter, especially if we've got someone with Disguise and Bluff to put it to good use.

I can cast Disguise Self as a Domain spell, but having an extract that we can give to someone else could allow us to "double-up" on scouting around the ship. I'll go ahead and drop some ranks into Disguise and Stealth so we can do some proper recon.


Male Human Investigator 4 | HP: 23 | AC: 17/12/15 | Fort +2, Ref +3, Will +5 | BAB +3, CMB +6, CMD 18 | Init: +2 | Perception: +11 | Mutagen 0/1, Inspiration 6/6

Yeah, we've definitely not done any exploring, and being able to double up on exploration would go a long way. Might even be able to cause some trouble for some of the less friendly folks on the ship.

I'm definitely going with Disguise Self then.


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Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

I've added my BAB and saves to the profile. Also, woo! Nimble! I'm slightly harder to hit! *does a stupid dance*

If rolling for hit points, I get 1d10 + 1 ⇒ (5) + 1 = 6 which is alright.

Gunnery would be a damn fine fit for Aramis. Funny story, in the first game she was in, she ended up captain. I can see her taking that role again, but it would probably be better to let someone with more charisma take it. Not that she'd ever admit to that. :P

First game she was in...:

... was a mate's homebrew pirate game. He played fast and loose with the rules. Starting level 6, 40-point buy for stats, double WBL. The ship was steam-powered and sentient, but had rigging and sails all around for rule of cool. The whole crew got drunk one night and forgot who the captain was, so there was a contest to determine a new captain. Everybody who wanted it had to go belowdecks. Pints of rum were placed at all of the stairs and ladders leading up. If you wanted the rum, you had to leave and you were out of the running. Roll Will saves every hour to resist drinking the rum.

Aramis rolls a 1 on her first Will save and bolts for the nearest pint. Another member of the crew beats her there, grabs the rum, and pushes her off the ladder. She falls, crit fails an acrobatics check, and knocks herself out.

She emerges six hours later to the cheers of the crew, for managing to go that long without rum... even though she won the contest five hours ago when the last crew member made a break for the rum.

Her first act as captain was to get drunk. Her second act was to make the druid's bear companion first mate. She had a compass that pointed to whatever she wanted most, which turned out to be a bottomless barrel of rum, which she used to get the entire Spanish Armada drunk. Her captain's hat was a bandana with a rubber ducky on the front. She spent most of her days hanging upside-down from the rigging, taking pot-shots at the skeletons that seemed to attack us every day for some reason.

That was a fun game. As you can tell, she's a bit more serious now. :P


I also wanted to mention:

1) The fact that the group is doing all of this planning/discussion together is awesome. I think that's one of the hallmarks of a really good bunch of players.

2) Aramis, let's play it out naturally and see how it develops. I suspect that we'll both discover different aspects of our broad archetype that we can move towards so we don't end up replicating each other too closely - and we can continually discuss such things here, of course. I'm interested to see how we play off of each other... :-)


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Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

It'll end in a beautiful friendship, or a catfight. Or both. :P


Dwarf Druid (Shark Shaman) 5

I'm not sure what the Little Devil will be doing in the group, as far as role in ship combat. I know I'm gonna keep putting stuff into Cook & Sailor, but I'm not sure what all else. I'm also a bit concerned that he is actually addicted. I forgot to actually have him drink his one ration last night (cause I don't know of any alcoholic who can go without a drink).

I think it's definitely gonna be humorous, considering he now doesn't even need his weapon back (although he definitely needs to get his gear back, with time, just in case), since he now can get a bite attack.

It's going to be interesting to see what role ol' Diabolito will take in this group.


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

Well, truth be told, when this AP was pitched to me, Captain was a position on the ship that I thought'd would be a good fit for Maera, what with all the social skills, and buffs effecting all allies. Plus, I planned to take Leadership at 7th, and get us a Rogue/Sorcerer to maybe shore up our trapmonkey-need-something-for-swarms hole.

It might be a slow burn in terms of characterization, but Maera's going to start showing off the more ruthless part of her blood, and is already prepared to do whatever it takes to take down those that have wronged her. So, I don't know, just throwing my hat into the ring too. We'll see how things go. :)


Dwarf Druid (Shark Shaman) 5

I can't really see what Diabolito will be, except for a more drunken, angry version of Swedish Chef. But in all seriousness, I am a bit concerned about his addiction. From having played and read several other playthroughs of the AP...the Con damage is quite dangerous to the character who is affected by it.


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

Heh, we'll get him off the sauce. That's Maera's next goal, actually, after figuring out how to get Aramis's gun back.


Dwarf Druid (Shark Shaman) 5

Well, heck, I am betting Grok likes the good sauce. Maybe Maera should try to woo her into helping us with some music. What is it they say? Music soothes the savage beast? Or in this case, the savage Grok?

How are we doing HP, by the way?


Maera wrote:

Well, truth be told, when this AP was pitched to me, Captain was a position on the ship that I thought'd would be a good fit for Maera, what with all the social skills, and buffs effecting all allies. Plus, I planned to take Leadership at 7th, and get us a Rogue/Sorcerer to maybe shore up our trapmonkey-need-something-for-swarms hole.

It might be a slow burn in terms of characterization, but Maera's going to start showing off the more ruthless part of her blood, and is already prepared to do whatever it takes to take down those that have wronged her. So, I don't know, just throwing my hat into the ring too. We'll see how things go. :)

Challenge accepted ;-)


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

A drunken, angry Swedish Chef? I am SO on board with that idea.


Dwarf Druid (Shark Shaman) 5

Well, drunken is good, but a dead drunk is bad!


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Hmm. We gotta find a way to keep the dwarf off the happy juice.


Dwarf Druid (Shark Shaman) 5

Or at least get him on a less dangerous happy juice. I mean, normal drink wouldn't be bad.

Sczarni

Male Half-orc Barbarian (Sea Reaver) 3 | AC 16 T 12 FF 14 | HP 34/34 (36/36) CON (0) | F +7 R +3 W +0 | Init +2 | Perc +6 | Rage 12/15

Malak is seriously what he is built to be. A terror on the waters. Wavecrasher will probably be a good Master at Arms for the ship or some type of leadership/discipline role. In terms of ship combat... shoot me through a cannon at the other ship. Haha! And GM, are we talking an influence or campaign bonus from beating Owlbear senseless? If so, maybe Malak should brawl more often... And are we doing favored class bonuses? As in +1 hp or +1 skill point? Also, if somebody can clear this up for me. +3 bonus on class skills with ranks in them? Because I do not think I put that bonus into my skill checks...


Male Human Investigator 4 | HP: 23 | AC: 17/12/15 | Fort +2, Ref +3, Will +5 | BAB +3, CMB +6, CMD 18 | Init: +2 | Perception: +11 | Mutagen 0/1, Inspiration 6/6

Doc's been keeping an eye on Diabolito too, so he's planning on doing something about the addiction once we've got enough control to keep you from getting to the bad rum on a regular basis (or get access to the good stuff regularly).

Also, this immediately comes to mind: Diabolito Cooking Dinner?


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

Okay, got official GM ruling on HP from the husband. Half +1.


Dwarf Druid (Shark Shaman) 5

Woohoo! And yes, Doc, that is Diabolito cooking drunk! But yeah, Diabolito is gonna get his drink, to be honest, until someone breaks him of the alcohol's hold.

And this is why you shouldn't mix canons and baking.


M HumanCONFIRM! Level 1 PBP GM

Oh, she revealed the big secret? Obviously we knew each in the real world, but I hadn't mentioned that the wife was playing :-p

Half +1 this level, I have some ideas as time goes by that I might do to adjust, but it LIKELY won't be worse than Half+1 ever.

As far as the whole Geography/Sailor thing goes: For purposes of sailing you can use them interchangeably with one caveat: if it's for knowledge of a map, it will be localized to coasts and islands AND there may be a slightly higher difficulty.

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