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 Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

Nope, gotta be at least CR 6, I believe-3 times the bonus.


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.

Everyone list important things you can do. We need as many ideas as possible - I have a feeling this Rock is a tough one. If you've got powerful magical consumables, list 'em.

Spoiler:

- I have 20 skeletons to use. They're weak, but they can do some scratch damage and make the enemy risk AoOs or waste actions.

- I can summon stuff for 6 rounds.

- I can summon swarms for Concentration + 4 rounds.

- We can smack explosive runes on things.

- I might be able to sneak 20 skeletons into the tower, but it's risky.

- I can have skeletons aid you for a +2 to hit.

- I have a reach rod of metamagic. Stone call would have a range of 600 feet with it.

- I can use clauraudience/clairvoyance to scout a bit.

- If there's a major beefsteak, I can ray of exhaustion him.

- We can use shrink item shenanigans.

- I can throw up a symbol of mirroring if we want to engage from a range.

-I can throw up a spiked pit for some nasty damages and to destroy artillery.

- I have several transport spells, such as Burrow, Gaseous Form, and Fly.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Spoiler:
I can smash dudes and objects.

I'm quite good at making dudes wet themselves, climbing, and swimming.

I have Assisting Gloves that I'd like to use up here so I can get different gloves later.

Did I mention smashing dudes?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

If you don't like your gloves you can sell them back.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

I know, but I'd only get 90 gp. I feel like I'd be better off actually using them, since they're basically a consumable.


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 |

Spoiler:

-Area effect spells

-good close combat (up to 62 max (94 crit) if I'm lucky)

--mirror image

-can hit goasts and shielded wizards via magic missile

Just wait till I find some boots of speed


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.

Also, forgot to mention: I can cast Haste, which is a super good buff. I could also have skeles follow behind y'all and using the aid action to boost your attack rolls.


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

Spoiler:
-I can shoot lazors out of my hands at an insanely long range, they now do fire damage as well, along with having a pretty good damage bonus. And I fire a few at a time as well.

-I can self-buff by using my psionic/racial abilities. Not too much, but it's pretty decent. This includes giving me +4 to saves and mitigating damage done by spending PP. It's not DR, since it effects even stuff that circumvents it.

-I'm a great swimmer/climber/sailor.

-I could join a circus, I'm so acrobatic.

-I have a +12 to stealth. Not Slickjaw levels, but respectable enough, I suppose.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

By the way...what happened to Gortus? I don't think we ever really decided what we were going to do with him. Is he dead, or tied up and unconscious below-decks?

Might be nice to have a badass him on our side.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Ixrul Morcrom wrote:
Also, forgot to mention: I can cast Haste, which is a super good buff. I could also have skeles follow behind y'all and using the aid action to boost your attack rolls.

Skeletons are too dumb to aid.

Your options with mindless undead are pretty much limited to "Go here, kill this". I might allow Grappling as well if you wanted to try it.

Not as limiting as it sounds, really. You can accomplish a lot with just a few skeletons. Set them up for a flank (but you'd have to direct them specifically to go to a certain square for that, so wouldn't be able to give an order like "Go, attack" and expect them to reliably do so), bust down doors, set of traps, etc.


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.

Probably a bad idea to recruit Gortus. Currently, he could turn on one of us - especially me - and kill us in a full attack. Especially me.

The spells I'm thinking of packing:

Spoiler:

0 - Acid Splash, Detect Magic, Prestidigitation, Read Magic
1 - Air Bubble, Infernal Healing, Snowball, Snowball, Enlarge Person, Ray of Enfeeblement
2 - Stone Call X2, Summon Swarm, Invisibility, Mirror Image
3 - Spiked Pit, Fly, Haste

Seem solid?

-----------

There are some things Slick had that should be added to the party fund:
- CP 270 SP 135 GP 758 PP 19
- 1 potion of haste
- 17 Alchemist's Fire
- 2 Tanglefoot bags
- 3 oil
- 1 CMW potion
- +1 Mithril Chain Shirt (Small Sized)

-----------

Not sure if I said this enough, but Gortus has a good chance of killing any one of us in a full attack. Especially me.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Point taken. But if he's still with us, we could off him and use the Walk the Plank imposition, which might help with attacking from the ship.


Infamy: 34| Disrepute: 15| Plunder: 0| Ship HP: 57/1200| AC 12| Hardness 5| Race Score +9

Added stuff.

Also, went ahead and assumed you sold the shirt.

Everyone (including Ixrul) gets another 420 gp (Buy some Pesh, will ya?).


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.

Let's go to the Rock, then.

Current plan:

1) Approach the island.
2) As we do final approach, Haste on the party, Huge on the Jrahk, Fly and Invisibility on the Ixrul. Doop, I believe you can throw up a mirror image.
3) Send the skeletons Ogreboard first with instructions to grapple and claw enemies.
4) Follow by using indirect a summon swarm spell as soon as we arrive.
5) Jrahk charges in to Rustle. His main focus will be beating down the upper-tier mooks as he will be able to consistently put them down with one attack.
6) Ace and Cyrdic will Rumble with the strongest mooks.
7) Ixrul will maintain the swarm as long as possible. If either a caster or a martial who appears Stronk and Stronk and Down to Donk shows up, he will ready an action to snowball them if they cast/ray of exhaustion them.
8) Rinse and repeat.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Sounds good.

Let's rock.


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.

BA DUM TSSH


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You head for the Rock.

On your second day at sea, a thick bank of fog rolls in with the evening, reducing visibility to only a few yards and navigation to guesswork. From the gloom comes the dull clanking of a rusted ship’s bell somewhere nearby, echoing eerily in the fog.

Suddenly, the hulk of a ship looms in the fog off the port bow. Its hull is rotten and stained black with age and rot. Before the mists swallow the ship once more, the ship’s name can momentarily be seen on its worm-eaten bow—Deathknell.

DC 10 Kn. Local:

You remember tales of the ghost ship Deathknell being told in ports all across the Fever Sea. It is the ship of Captain Whalebone Pilk who searches the seas for men to feed to his crew and fuel his ghostly ship.

DC 15 Kn. Local:

You've heard rumors that the Deathknell always stalks its prey for 2 nights before dragging them to a watery hell on the third...


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Lack of knowledge: 1d20 - 1 ⇒ (6) - 1 = 5

WELL WHATEVER LEARNING THINGS IS BORING


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.

Kn Local: 1d20 + 12 ⇒ (11) + 12 = 23

Seeing Jrahk's incomprehension, Ixrul shares what he knows with the Orc.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk shudders as he paces the deck, making a nice solid *clunk* with every other step.

"Hate ghosts. We keep away from it."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ixrul's knowledge suggests you won't be able to get away from it, it will appear wherever you are.


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 seals all the skeletons in the cargo room for now, in case the Deathknell's crew has someone who could steal his control of them.

"We are going to have to fight them."


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 |

"Heh, undead vs undead, this should be fun."


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

"Ghosts. Great. So I'm assuming our non-ghost weapons aren't going to do much damage, right?"


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.

"Magic weapons can hurt ghosts. Wouldn't be surprised that most are corporeal, though - they're more common."


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk is suddenly very happy that he had his falchion magic-ified.

"Ok. We fight."


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'm going to go below and memorize new spells. Sandra, we may be dealing with undead soon - pray to Besmara accordingly."

Turning to Arron, he says "Unless you wish to risk your free will being compromised, I would advise going below and staying there for a while."


Ghast (Appears as a pale skinned Elf) Alchemist 5 (Beastmorph Vivisectionist) HP: 60/60| AC: 27 FF 23 Touch: 14| Fort +8 Ref +8 Will +5 (CN +4)| Init +4 (+9 AP)

"Not too worried about it myself." Arron says.

"Won't be as much use in a fight against things I can't paralyze, but you gentlemen probably need all the help you can get, and I'm stronger willed than you give me credit for."

"But I will bow to the will of the captain if that is what HE desires." he sighs dramatically.


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.

"Very well. I would appreciate not being disturbed for a while. Everyone, rest - I believe it will appear again tomorrow night and attack the night after tomorrow."

Turning to Cyrdic, Ixrul says "If I may, could I suggest that we attack in tomorrow not should the chance arrive?"


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

"Arron, I think you know your limits better than we do. Use your best judgment, especially during the fight. We won't think any less of you if you feel like you have to...remove yourself quickly, should it possibly come to that.

Everyone else, let's get some rest. I want double the normal amount on watch tonight. Plan your sleep schedules accordingly. We attack tomorrow night."


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Thinking back you'll recall seeing a similar ship once before, just before your fight with Gortus. This would be its second appearance. The reason for the large gap in time is unknown.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

The ghosts are probably scared of me. Can't say I blame 'em.


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.

oh no

we're already in the watery hell

AND ITS THE OCEAN


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

Don't recall ever seeing a ship like this before...the only thing of note before our rematch with Gortus is this little tidbit-"Alrighty then, done failing to get people to fail saves in my WotW campaign and ready to take it out on you guys, let's-a go!"

Rynjin confirmed as evil RNG wizard.


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.

sokay i remember


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You sail on, preparations made.

The second day passes without incident.

On the next evening, however...

A nor’easter off the Eye sweeps across the Fever Sea, bringing a front of high winds and a purplish-black sky. Even before nightfall, the hurricane lamps must be lit to pierce the gloom. As the ship rides up and down with the swells and sporadic rain lashes the deck, the strained clanking of a bell can be heard once again coming over the water. A red ship’s lantern shines in the darkness as the dark bulk of a derelict whaler looms out of the night.

Fight or flee?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Cyrdic Forthill wrote:

Don't recall ever seeing a ship like this before...the only thing of note before our rematch with Gortus is this little tidbit-"Alrighty then, done failing to get people to fail saves in my WotW campaign and ready to take it out on you guys, let's-a go!"

Rynjin confirmed as evil RNG wizard.

The FIRST time you fought Gortus.

Quote:

You set sail. You sail for 3 days without incident.

On the fourth night, you see something drifting from the mist.

A ship suddenly comes into view, sailing across the setting sun. The glaring light behind it makes the details of the ship difficult to make out, but its lines suggest a whaler riding low in the water. As the last light of day disappears below the horizon, the distant ship also drops from sight in the gloom of twilight.

Cyrdic:
You can easily tell the ship was moving directly AGAINST the wind.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

GET 'EM


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

Oh...oops.

"Right then. Shall we, men? And women?"


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.

Lemme double-check my spells, then down2clown.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Initiative (Boats): 2d20 ⇒ (14, 12) = 26

The ghost ship reacts quickly to the sight of your boat, having waited a while for this.

It sinks slowly beneath the waves a good distance out, and then pops back up right beside you.

Grappling hooks are tossed from on deck, though by whom you cannot see. You hear a number of small splashes, six in all.

Your turn. You see no enemies yet but you are grappled with the ship.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk searches the water for the source of the splashes.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25


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.

STANDARD cast haste, MOVE back away from the edge

Ixrul hastes himself, Cyrdic, Jrahk, Ace, and iunno Sandra?

Ixrul then moves away from the edge they are being attacked from.

Roll20?


Male Elan (Formerly Maenad) Soulknife (Soulbolt/Gifted Blade) 5 | HP 10/47 | AC 19, Touch 15, FF 14 (23/15/18 w/ Force Screen) | CMD 21 | Fort +4, Ref +9, Will 7 | Init +6 | Perc. +11 | Sense Motive +10

Cyrdic backs up from the edge they're being grappled from as well, bringing his soulbolt up to bear (as a free action now) as he does. He also manifests Offensive Prescience on himself (+2 on Damage).

Just gonna roll initiative now, probably going to bed pretty soon.

Initiative: 1d20 + 6 ⇒ (9) + 6 = 15


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.

Might head to bed soon, so...

Ixrul tries to figure out what kind of magic would let a boat sink and resurface like that.

Kn Arcana: 1d20 + 14 ⇒ (3) + 14 = 17

Initiative: 1d20 + 11 ⇒ (9) + 11 = 20


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 |

"Lets do this!"

init: 1d20 + 4 ⇒ (7) + 4 = 11


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Where ya guys going, the fun's over here!

Init: 1d20 + 1 ⇒ (11) + 1 = 12


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 |

I have to go to work so Ace will start off with some color flash, then some scorching rays at the captain whalebone guy

Rynjin, I give you permission to roll the dice for me if needed


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.

Down to clown?

If Ixrul gets the chance, he'll begin casting SM III.

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