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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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|

"If the madness prevents whoever carries it to open it again, we would be trapped." Daliya had no desire to spend the last few moments of her life trapped in a small storage universe with a bunch of men.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"And if whoever carries it happens to damage the bag in their confused rage, we'd be royally f~~*ed on top of being trapped."


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 casts mirror image on himself for 1d4 + 3 ⇒ (2) + 3 = 5 images. He also casts shield on himself.

"Ready yourselves for combat, gentlemen."

Ixrul will teleport everyone past the doorway, spending 90 feet of movement to transport the entire party 15 feet.


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 interjects "Well, as first mate, I would think it would be better for me to stay back, so if anything does happen while you guys are in there, I can still command the ship, and the crew, to lead them onwards in dark times, at least."


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"How noble of you."

Krom re-casts shield on Gurram before letting Ixrul teleport them both.


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

We make saves vs. TPK when?

Gentlemen?


You transfer safely into the room, and collect yon booty.

You find:

-A potion of Heroism
-A Ring of Sustenance
-An anchor, made of bone and skulls. It detects as magical.
-A wand (made of bone) of False Life (23 charges)

-A bigass diamond (1000 gp)
-A jeweled headdress(800 gp)
-A jade necklace (350 gp)
-A darkwood mask, carved to look like the face of a Skum (100 gp)
-A lot of alcohol, ivory, whale oil, and other loot adding up to 10 Plunder.

Ixrul dispels the Symbol of Insanity while the loot is searched, so everything can be moved through the door...though the long swim may still make retrieving this treasure problematic.


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

Well, that was disappointing. Perhaps something exciting will happen next time then. Gremory shovels some of das booty into her bag of holding, and out of the cave.


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.

The only thing that would be an issue to transport is the anchor, as far as I can tell. How much does it way & how large is it?

Also, I'll spend 3 rounds to ID the anchor.

Spellcraft: 10 + 24 = 34


10 Plunder is a lot of stuff to transport. As a reminder each single point of Plunder is TEN TONS of goods. Your ship can't even carry that much (you have a 50 ton capacity, increased to 75 tons by your Captain's Chest).

That's probably adjusted down a bit sine some of that is in gems, so that shaves off a ton or two. The bigger issue is getting it all up top.


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 looked at the pile 'o plunder. "Would it be easier to give the crew Waterbreathing and have them haul this up, or would it be simpler to just raise this wreck long enough to get the stuff off it?" Daliya had no great interest in hauling this all herself, even if her ability to grow in size meant she could probably lug half of it herself.


This treasure is not actually inside the shipwreck; The shipwreck fell on top of and formed an entryway to this sunken temple.


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 |

"Well, I guess if there is any furniture that is usable, we can use it to decorate that fort, and we can use it as a temporary storage, and to show off to the pirate console that we are, in fact, competent pirates! perfect!"


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.

We'll bring up what we can and use Treasure Stitching + teleport to get the rest later.


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

All of this alcohol could potentially be useful. When we host our fellow captains, aged spirits have this way of enhancing the experience. Add an air of legitimacy to our crew in the eyes of the others. At least for the sake of consumption. Whale oil doesn't do much to add to the atmosphere of a party.


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 |

how would whale oil be useful in the game?


Burning things.


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

Besides as plunder? Not at all if we already have torches. Ooh, make it into soap for the crew. Let's do that.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

We're well past the point where soap would help.


But oiled up muscly sailors on deck? Who could pass that up?

You could even call it their share of the Plunder for this haul.


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 for every five of them, we get a full set of teeth! Also positive. Now that I think of it having a clean crew might actually be beneficial. Dress to impress includes deodorant, right?


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|

Oiled up burly men in tiny loin clothes grappling with each other? That's why I watch pro-wrestling! And with a little skill, and something scented, it could be made into cosmetics.


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.

We take what we can and return to our ship.


You take everything but the Plunder and go back.

Oh, the Anchor is something Ixrul will like by the way. I'll post the full stats later, but the gist of it is it's an anchor that summons skeletons from the deep ocean to man your ship for you. They last for a week (the anchor can conveniently be used once a week), actually have ranks in Profession: Sailor, and follow your every order (as long as those orders have to do with manning the ship; They won't fight or do anything else besides steer and keep the boat in working order).


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

Are they just the bare minimum soldiers you need to run the ship? A skeleton crew?


Skeleton Anchor:

SKELETON ANCHOR Aura moderate necromancy; CL 7th Slot none; Price 14,450 gp; Weight 100 lbs. DESCRIPTION

This ship's anchor is crafted offused bones and skulls, but it has the strength and hardness of iron. When attached to a ship by a
rope or chain and dropped into the water, the anchor increases its weight to properly anchor the ship it is attached to.

Once per day, the skeleton anchor can hold the ship it is attached to immobile for up to 1 day, or until commanded to release.

The greatest property of a skeleton anchor, however, is to summon undead skeletons from the corpses of drowned mariners, who rise from the depths ofthe sea and clamber up the sides of the ship to serve as its crew. The undead created by the anchor are 1 Hit Die skeletons (Pathfinder RPG Bestiary 250) that possess Profession (sailor) scores of +7. Each skeleton can perform the duties of one crew member but has no other abilities. The skeletons cannot speak, attack, or even defend themselves. They are not proficient with any weapons or armor. The skeletons obey the commands of the ship's captain or pilot, but they only obey orders pertaining to the operation of a ship.

A skeleton anchor can be used just once every 7 days to create up to 28 skeletal crew members. The skeletons do not count against the maximum total Hit Dice worth of undead creatures that the user can control. The skeletons act as crew for 1 week or until dismissed by the ship's captain or pilot. At the end of the week, the skeletons abandon the ship.

CONSTRUCTION Requirements Craft Wondrous Item, desecrate, levitate, skeleton crew (Pathfinder Player Companion: Pirates of the Inner Sea 29); Cost 7,250 gp

In short, yes. You need at least 30 people to man your ship, so Captain Ixrul needs to keep at least one of you guys alive to man the boat with the skelemen.

10 points to Slytherin.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"Well, we could always do with more deckhands. Especially if they follow the pilot's orders without question, and don't need a share of the plunder!"

Krom seems to realize something.

"...And what a pilot you have, Captain! I've spent my whole life on or near the sea, much of it at the helm of a ship, and I have a flying Eidolon as my spotter. Yes, it would be a huge mistake to replace me with a mindless skeleton!"

He smiles nervously.


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 laughs a haughty noblewomans laugh, apparently entirely confident in her own place.

Krom, you have little to worry about. I doubt a mindless skeleton coud do half of what you can. You're very... capable.


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.

"Don't worry, Krom. I wouldn't replace you with a mindless skeleton," Ixrul says, smoothly. "No, it'd be with a vampire of some sort, I think."

Ixrul directs the continued repairs of the island's fortifications.

How long do we have? Does everything look like it will be finished in time?


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Krom chuckles.

"That's good to hear. I hope you're okay with not having a pilot while the sun is out."


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.

"A pilot? Have you heard of a Bone Ship, Krom?"


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"No, and I don't like the sound of it."


1 person marked this as a favorite.

It's what they call a vessel crewed by Calistrians! YOHOHOHOHOHO!


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"Well, let me clarify: I don't like the sound of it coming from you."


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 chuckles lightly. "Fear not. It'll be a while before I have the means to create one. Few years, probably."

Have we cleared the entire island?


Everywhere except the shipwreck. To save some time(since there are no encounters here and you can make that Percepton DC on a 1), let's skip to the treasure:

+I keen cutlass
-a watertight scroll tube
-A scroll of transmute rock to mud
-two scrolls of water breathin.
-a jeweled scepter worth 300 gp
-a coral statuette worth 125 gp
-nine diamonds worth 100 gp each
-450 gp

And with that, your exploration is complete.


Meanwhile, the restoration of the fort is coming along nicely. With Bikendi laid to rest, the pirate ghosts that appeared at night are no longer an issue, so the stone masons are able to work in shifts from dawn to dusk repairing the walls and towers. The only remaining snarl is Ederleigh, still holed up in his room, threatening and warning those who come near the door to stay away.


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 goes to Ederleigh's room.

"You can't stay in there forever, you know. It's safe out here, now - why not just come out?"


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 got the keen cutlass as his backup/secondary weapon, or I might spec him a level or two into 2 handed fighter


2-Handed Fighter does jack and all for you. You can't Spell Combat or Dervish Dance while two-handing a weapon, and it increases your Str and Power Attack bonuses and not much else anyway.

Edit: Also, why do you need a backup cutlass? You have an unbreakable, level scaling sword that you can teleport back into your own hand. It can't be lost, stolen, sundered, or properly disarmed. Save yourself some cash and buy a few weapon cords instead.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"Wait, who's that? You left that guy in there this whole time?!"


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 |

that or as an extra hand via dancing blade using magus arcana, would that work?


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

I don't see why not. He seemed happy enough in there. She turns to follow up on the captains request.

I do apologize for my earlier comments. Life at sea gets to the nerves I'm afraid. We have tea now. Would you like a cup?

Diplomacy: 1d20 + 19 ⇒ (15) + 19 = 34


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 wondered if it might be easier to simply spend the money and magically cure him of his madness...or forcibly teleport him somewhere else.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Oh, is anyone else gonna want the Ring of Sustenance?


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.

Less sleep needed = crafting during normal days, so yes please.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"Listen, buddy, if these guys wanted to hurt you, they would have done it ages ago. Whatever they might have said back when they first met you, I'm sure it was just them showing off how tough they are. But now the time for showboating has passed. Your supplies must be starting to run low, so why not let us share some of our food with you?"

Diplomacy Aid: 1d20 + 3 ⇒ (6) + 3 = 9

dag nabbit fraggin rassa frassin dice...


Ederleigh gives Krom a crazed smile and waggles his ring finger at him.

1d20 ⇒ 2

He looks as though he's about to go into another insane freakout, but in the nick of time Gremory's words soothe him.

"Tea? Yes...I'd love some tea. Why don't you all come in and we can drink?"

As a note, the room seems even more insanely trapped than usual. But it doesn't seem like Ederleigh is trying to trick you into your own death. He may just be that nuts.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Krom decides to keep his mouth shut for the moment.


Does anyone actually have tea? Misleading the paranoid delusional seems like a bad idea.

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