Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

1d20 + 14 ⇒ (6) + 14 = 20

1d6 + 16 ⇒ (6) + 16 = 22

dice pls


Thankfully your attack bonus is way off, so that's like 6 points higher. You need to keep better track of your stuff. Your attack bonus is BaB (6) + Dex (8) + Weapon (3) + Charge (2) + Haste (1) for a total of +20. You keep complaining about the dice screwing you over, but it's YOU screwing you over because I don't always have the time to catch and correct these mistakes. Your correct attack bonuses hit most enemies on like a 2 when buffed, and significantly less than 10 when not.

Your damage seems a mite high, though. I only catch +11, or +13 if you activated Arcane Strike. Where's the +16 figure from?

Either way:

Ace hits and damages the Gargoyle, but of course it still lives.

Init:

Gargoyle (28)
Gargoyle (27)
Gargoyle (25)
Gargoyle (22)
Gargoyle (21)
Jrahk (21)
Daliya (15)
Ixrul (13)
Gargoyle (11)
Gremory (11)
Gargoyle (10)
Gargoyle (10)
Ace (9)

It steps backwards and fires on Ace, and one of its buddies does the same. Two of the remaining ones keep firing on Gremory.

Vs Ace:

1d20 + 14 ⇒ (3) + 14 = 17
1d20 + 9 ⇒ (2) + 9 = 11

1d20 + 14 ⇒ (18) + 14 = 32
1d20 + 9 ⇒ (14) + 9 = 23

Vs Gremory:

1d20 + 14 ⇒ (14) + 14 = 28
1d20 + 9 ⇒ (11) + 9 = 20

1d20 + 14 ⇒ (7) + 14 = 21
1d20 + 9 ⇒ (12) + 9 = 21

Between the four, they manage a single hit each!

Damage Ace: 1d8 + 9 + 2d8 ⇒ (2) + 9 + (3, 5) = 19

Damage Gremory: 1d8 + 9 + 2d8 ⇒ (2) + 9 + (5, 7) = 23

Ace take 19 damage, Gremory take 23, and Jrahk, Daliya, and Ixrul are up! Ixrul keep in mind you don't have Line of Effect to anything while inside your dome.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Daliya moved to Jrahk and passed the prepared Bull's Strength to him. She really wanted to see everything killable dead, and the Captain was typically a good way to see it done.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

...I still can't fly.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Can bloodragers copy spells?


So yeah...do you want to change your action, Daliya?


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

No, I'm basically a 4-level sorcerer. But I can learn Fly myself once we reach level 10.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Nah, I'll keep it. If one comes down to fight he's in a better position to smash it, and frankly, I'm not sure what I can do either. Next sleep I'll need to take some ranged spells.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk moves directly underneath the one closest to Ace and throws a rock at it.

This isn't going to work...

1d20 - 3 ⇒ (20) - 3 = 17
1d4 + 10 ⇒ (3) + 10 = 13

Confirm: 1d20 - 3 ⇒ (20) - 3 = 17
1d4 + 10 ⇒ (2) + 10 = 12

I KNEW THAT WOULD WORK!


Jrahk plinks one with a rock. Despite its magically hardened skin, it's so baffled by this that it lets the rock hit it right between the eyes, actually hurting it a little!

Ixrul.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul begins casting Summon Monster V.


He does so though remember your issue with placement, since no LoE, and one Gargoyle delays.

Gremory!


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Gremory makes a mental note that these gargoyles can still fire way more often put together that she can, and makes a plan.

Captain. Calmly retrieving her remaining potion of fly, she throws it to Jrahk.

She will help the orc hit people.

Smash.

I assume move action to retrieve a stored item, and a standard to throw?


Or a Move and a Move to pass it.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Eh, either way not doing anything else.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Can I change my action, then?


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace can use his spell recall to re-cast fly on jharik, if that is the case.


Jrahk Razortusk wrote:
Can I change my action, then?

Eh, sure. We can assume yo delayed, so you're lower in Init now.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

@Ace Nah, I'd have to wait until you can cast it.

Jrahk abandons his rock-throwing idea (knowing quite well that it has ABSOLUTELY NO CHANCE of succeeding), and instead waits for one of his crew members to come up with a solution.

When Gremory passes him the potion, he grins.

He drinks it in two humongous gulps, then starts flying upward.

"ENJOY YOUR LAST SIX SECONDS OF LIFE!!"


Init:

Gargoyle (28)
Gargoyle (27)
Gargoyle (25)
Gargoyle (22)
Gargoyle (21)
Daliya (15)
Ixrul (13)
Gargoyle (11)
Gremory (11)
Jrahk (11)
Gargoyle (10)
Gargoyle (10)
Ace (9)

The gargoyles try to roll their eyes, but stone isn't super flexible.

Attack 1: 1d20 + 14 ⇒ (17) + 14 = 31
Attack 2: 1d20 + 9 ⇒ (15) + 9 = 24

Attack 1: 1d20 + 14 ⇒ (16) + 14 = 30
Attack 2: 1d20 + 9 ⇒ (16) + 9 = 25

1d6 + 1d5 + 1d4 + 1d4 ⇒ (3) + (2) + (1) + (1) = 7

Despite the cloud of images, two arrows actually manage to hit!

Damage: 2d8 + 18 + 4d8 ⇒ (2, 2) + 18 + (3, 3, 6, 3) = 37

Jrahk take 35 damage and lose 2 more images. Ace is up!


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Do they, though?

Spirit Totem miss chance: 2d20 ⇒ (19, 12) = 31

Aw.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace slices and dices, branding the gargoyles, somehow

'atk1: 1d20 + 18 ⇒ (17) + 18 = 35

dmg1: 1d6 + 11 ⇒ (1) + 11 = 12

'atk2: 1d20 + 18 ⇒ (12) + 18 = 30

dmg2: 1d6 + 11 ⇒ (2) + 11 = 13

'atk3: 1d20 + 18 ⇒ (20) + 18 = 38

dmg3: 1d6 + 11 ⇒ (2) + 11 = 13

dem crits

'crit 1 confirm: 1d20 + 18 ⇒ (16) + 18 = 34

dmg2: 1d6 + 11 ⇒ (1) + 11 = 12

'crit 2 confirm: 1d20 + 18 ⇒ (19) + 18 = 37

dmg3: 1d6 + 11 ⇒ (6) + 11 = 17


Ace rips the gargoyle a few new holes, but since Jrahk's rock retroactively failed to deal damage, it's still standing.

The gargoyles...do not take kindly to this behavior, and focus fire on Ace until he's down. The one nearest him merely steps back and fires.

Attack 1: 1d20 + 14 ⇒ (12) + 14 = 26
Attack 2: 1d20 + 9 ⇒ (10) + 9 = 19

Attack 1: 1d20 + 14 ⇒ (2) + 14 = 16
Attack 2: 1d20 + 9 ⇒ (16) + 9 = 25

Attack 1: 1d20 + 14 ⇒ (15) + 14 = 29
Attack 2: 1d20 + 9 ⇒ (12) + 9 = 21

Attack 1: 1d20 + 14 ⇒ (19) + 14 = 33
Attack 2: 1d20 + 9 ⇒ (9) + 9 = 18

Attack 1: 1d20 + 14 ⇒ (12) + 14 = 26
Attack 2: 1d20 + 9 ⇒ (15) + 9 = 24

Damage: 2d8 + 18 + 4d8 ⇒ (8, 1) + 18 + (1, 4, 6, 1) = 39

Thankfully the nimble fox-man dodges all but two arrows, and does not plummet to his doom 60 feet below.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk begins working his magic, focusing on the ones Ace just mutilated.

Falchion: 1d20 + 18 ⇒ (7) + 18 = 25
2d6 + 25 ⇒ (5, 1) + 25 = 31

Falchion Haste: 1d20 + 18 ⇒ (5) + 18 = 23
2d6 + 25 ⇒ (6, 2) + 25 = 33

Falchion 2: 1d20 + 13 ⇒ (8) + 13 = 21
2d6 + 25 ⇒ (3, 4) + 25 = 32

Bite: 1d20 + 10 ⇒ (13) + 10 = 23
1d6 + 15 ⇒ (3) + 15 = 18

Cornugon: 1d20 + 23 ⇒ (18) + 23 = 41
Hurtful: 1d20 + 18 ⇒ (16) + 18 = 34
2d6 + 25 ⇒ (5, 5) + 25 = 35

Spirits: 1d20 + 12 ⇒ (3) + 12 = 15
1d4 + 2 ⇒ (3) + 2 = 5


Jrahk finishes off the nearly dead gargoyle with the first swipe, and has no further targets to attack.

You have a Move action remaining, and a Swift.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk positions himself to be threatening as many gargoyles as possible.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

did we bring sandra with us?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Nope, can't transport that many people. Might wanna use some potions.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

So the two gargoyles after me go, and then Ace runs for his life.


The Gargoyles focus on the bigger, not scared threat.

1d20 + 14 ⇒ (8) + 14 = 22
1d20 + 9 ⇒ (20) + 9 = 29

1d20 + 14 ⇒ (14) + 14 = 28
1d20 + 9 ⇒ (8) + 9 = 17

Confirmed?: 1d20 + 12 ⇒ (19) + 12 = 31

1d4 + 1d4 + 1d4 + 1d4 ⇒ (1) + (1) + (1) + (3) = 6

The humble d4 once again shows its white hot hatred for captain Jrahk.

3d100 ⇒ (8, 15, 45) = 68

The d100, however, shows mercy for his midget cousin's spite.

1d8 + 9 + 2d8 ⇒ (1) + 9 + (2, 7) = 19

Take that damage and lose one more Image.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

And then Acebot runs, and 5 gargoyles attack.


Just realized...how is your base AC 30? That's a 13 point jump from before.

Ace runs, and then ARROWS BLOT OUT THE SUN!

1d20 + 14 ⇒ (2) + 14 = 16
1d20 + 9 ⇒ (16) + 9 = 25

1d20 + 14 ⇒ (7) + 14 = 21
1d20 + 9 ⇒ (14) + 9 = 23

1d20 + 14 ⇒ (8) + 14 = 22
1d20 + 9 ⇒ (2) + 9 = 11

1d20 + 14 ⇒ (8) + 14 = 22
1d20 + 9 ⇒ (6) + 9 = 15

1d20 + 14 ⇒ (18) + 14 = 32
1d20 + 9 ⇒ (16) + 9 = 25

Assuming that's correct, one potential hit.

1d2 ⇒ 1

1d100 ⇒ 68

Damage: 1d8 + 9 + 2d8 ⇒ (4) + 9 + (4, 8) = 25

24 damage after DR, and all your images are gone between that and the two near misses.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

I just added all my buffs to it, to make it more readable. I figured I could show the current value in my status bar, while keeping track of the individual buffs on my profile page.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul teleports out. Move.

1d4 + 1 ⇒ (3) + 1 = 4

Ixrul barks some quick instructions to the three air elementals he summons.

Two charge in to disarm a nearby gargoyle that is not close to Jrahk. Provoking, and one presumably dies. Unless it has combat reflexes, which I doubt.

The remaining two aid the disarmer, moving slightly farther to flank.

The elemental will let the bow fall. Might be far enough to break it.

Disarm: 1d20 + 4 + 4 + 2 + 2 ⇒ (18) + 4 + 4 + 2 + 2 = 30
Aids: 2d20 ⇒ (14, 10) = 24 Both succeed.

He then shifts back inside his dome.

Also, how do they see through my invisibility? If they had see invisibility, I would have detected it with my passive detect magic.


Firstly, I told you already that you don't have line of effect while you're in your bubble, Ixrul. Your elementals can only appear inside the area with you.

Secondly, Detect Magic only has a range of 60 feet, and you would need to concentrate for 3 rounds to identify a specific spell anyway.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

I can teleport in and out all over the place, remember? Tele out, summon, shift back.


You don't have a Move action teleport though. Dimensional Steps is a Standard, Shift is a Swift.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Hmm. You're right. Must've been thinking of the arcanist one. Shift out, steps in.


You can't walk through a Wall of Force. Are you staying outside the bubble or not?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Outside, far side from the gargoyles.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Daliya come on I wanna murderize these nerds already


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Whoops, sorry.

Still unable to attack the damned Gargoyles, Daliya began to chant, so she could call upon a monster of her own.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

And then they all died happily ever after, the end?


Blarg. This thread keeps getting dropped from showing new posts. I'll get one up as soon as I can.


Init:

Gargoyle (27)
Gargoyle (25)
Gargoyle (22)
Gargoyle (21)
Daliya (15)
Ixrul (13)
Gargoyle (11)
Gremory (11)
Jrahk (11)
Gargoyle (10)
Gargoyle (10)
Ace (9)

Which Gargoyle got disarmed?: 1d7 ⇒ 2

A gargoyle takes advantage of Jrahk's image-less nature.

1d20 + 14 ⇒ (1) + 14 = 15
1d20 + 9 ⇒ (20) + 9 = 29

2d100 ⇒ (43, 34) = 77

To mixed success.

1d20 + 12 ⇒ (10) + 12 = 22

Damage: 1d8 + 9 + 2d8 ⇒ (2) + 9 + (1, 5) = 17

Jrahk, take 17 more damage. You and Gremory are up!


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Jrahk screams while smashing as many gargoyles as he can reach.

Falchion: 1d20 + 18 ⇒ (20) + 18 = 38
2d6 + 25 ⇒ (5, 2) + 25 = 32
Confirm: 1d20 + 18 ⇒ (11) + 18 = 29
2d6 + 25 ⇒ (5, 2) + 25 = 32

Falchion Haste: 1d20 + 18 ⇒ (6) + 18 = 24
2d6 + 25 ⇒ (5, 4) + 25 = 34

Falchion 2: 1d20 + 13 ⇒ (5) + 13 = 18
2d6 + 25 ⇒ (1, 2) + 25 = 28

Bite: 1d20 + 10 ⇒ (16) + 10 = 26
1d6 + 15 ⇒ (3) + 15 = 18

Cornugon: 1d20 + 23 ⇒ (9) + 23 = 32
Hurtful: 1d20 + 18 ⇒ (4) + 18 = 22
2d6 + 25 ⇒ (6, 5) + 25 = 36

Spirits: 1d20 + 12 ⇒ (6) + 12 = 18
1d4 + 2 ⇒ (2) + 2 = 4

"WHO ELSE WANTS SOME?!"


Jrahk smashes one more Gargoyle.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Gremory will continue to try to mug these mugs, but without the help of deadly aim.

Bang: 1d20 + 13 ⇒ (1) + 13 = 14

Damage: 1d8 + 12 ⇒ (2) + 12 = 14

Bang: 1d20 + 13 ⇒ (13) + 13 = 26

Damage: 1d8 + 12 ⇒ (7) + 12 = 19

Bang: 1d20 + 13 ⇒ (8) + 13 = 21

Damage: 1d8 + 12 ⇒ (6) + 12 = 18

Bang: 1d20 + 8 ⇒ (11) + 8 = 19

Damage: 1d8 + 12 ⇒ (2) + 12 = 14

Or, you know, jamming out. That works too.

Intimidate: 1d20 + 6 ⇒ (15) + 6 = 21

She spends the rest of her turn glaring at her traitorous gun.


The gargoyles snicker at Gremory's terrible gun, and fire more arrows at Jrahk.

1d20 + 14 ⇒ (9) + 14 = 23
1d20 + 9 ⇒ (4) + 9 = 13

1d20 + 14 ⇒ (17) + 14 = 31
1d20 + 9 ⇒ (14) + 9 = 23

1d100 ⇒ 70

But only one hits!

1d8 + 9 + 2d8 ⇒ (3) + 9 + (4, 7) = 23

Take 22 more damage, and Ace is up!

This may be a good time to remind you guys that if you fall unconscious while using Fly, you fall out of the air. At 60 feet up.


Male Orc Bloodrager (Primalist) 9 | Dead, essentially.

Don't you just float down like with a Feather Fall?

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