Seas of Blood: Skull & Shackles

Game Master Darth Maximus

XP Tracker: 18000

Party Loot Sheet

Maps: Sunset Challenger | Roll20 | Google | Tidewater Rock


1,501 to 1,550 of 1,831 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>

I'll leave that one up to Choon, but I doubt she'd have remove fear, since she'd have no idea a fear affect would be used. Protetion from evil isn't outside the realm of possiblity, though.


Well I have two more rounds of doing nothing coming up. Hope my sailor shield holds until then, I’m at -13AC and a coup de grace can be done against me.

And thanks Tamesis for pointing out the flaw in the level plan. I’ll just go straight Shifter then and will pick up Iron Will early...and eventually upgrade it for a reroll. Will also search around for relevant items.

What I can find:

700 Gold: Cracked Scarlet and blue sphere with Wayfinder (+1 to Will untyped, +1 Diplomacy)

1000 gold+: Cloak of Resistance (+1 or more Resistance Bonus)

4000 gold: Cracked Pale Green Prism Ioun Stone (+1 competence Bonus will Saves)

7700 gold: Headband of Fortune’s Favored (+1 luck Bonus Saves)

9000 gold: Mindbuttressing Armor (Mind buttressing armor grants the wearer a +2 resistance bonus on Will saves and renders him immune to possession and mental control, including charm and compulsion effects like command and charm person)

I think that after armor I’ll focus my gold on the above. That’ll make up for a poor will save. I think that I’ll go with the mindbuttressing armor over the cloak of resistance. Immunity to charm and compulsion is too good to pass up.


The Man. The Myth. The Mask!

does she have it? <50 is yes: 1d100 ⇒ 54
Sven. You are a lucky, Lucky man.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Woooo! Lets get Sven back into the fight!

Remember that new save is made with a +4 bonus. +2 resistance and +2 morale, both from the spell.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]
GM Choon wrote:
Ya. You wouldn't have reasonably prepared that without the componant.

Okay, thanks - switched out now. I agree with having Sandara cast the Consecrate - cleric > warpriest spellswise.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

GM, if you make the map to where we have it as editable instead of just view only we can move our own characters for you.


The Man. The Myth. The Mask!

Wait, it's view only? I need to fix that.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Thanks GM. I added in our character Icons and some random artwork for the zombies and the NPCs that are in combat. Turned the two that are down and dieing 90 degrees and framed them in a dark red.

It is a little less busy with indicator lines now.


The Man. The Myth. The Mask!

Awesome. Thanks for doing what my life won't allow!


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Happy to help. :)


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

GM, now that the immediate pressure is off, how would I go about checking on the crew member that has "drowned" at my feet?

If he is still alive but dying Buhayra would sink a kinetic healing into him to try to save his life...but if he is already gone, or if it would take to long to determine if he is already gone (read: if it is an action just to check) then she would blast the remaining zombies instead.

How action economy works on checking on the downed crew members' status really effects what her course of action is.


The Man. The Myth. The Mask!

You can check one with a standard action heal check.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Okay...not doing that in combat then...they will probably die. :)


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Madiya, with the consecration circle down you might be better off channeling energy into these suckers instead of going melee. The will save has a +3 bonus, so you would be dealing 1d6 to each one in range and have a a pretty high dc 18 will save for half.

If that isn't what Madiya would do in this situation then don't let me dissuade you from your course...just wanted to make sure you knew it was an option open to you. The area damage might be a good thing.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

Oh, hm. I totally forgot I could do that now. Thanks for the reminder.


Link to the google map has been added to the maps section.


Thank you dice roller for not rubbing salt into my wounds, and allowing me to hit something upon the end of paralyzation!


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

So there's only one left, right?


The Man. The Myth. The Mask!

I checked and kel and sven actually attacked two different ones, and neither was enough to kill it on it's own. so I did some... narrative repositioning... and made what I posted correct. Two zombies remain.


The Man. The Myth. The Mask!

The red square on the map is Whalebone Pilk. I'll have to upload the image when I get home this evening.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

This image is available through google images. Want me to slap that in there? Seems suitable terrifying.

FYI in case of concern, I just threw his name into the google image search bar...no chance of seeing meta-knowledge that way.


The Man. The Myth. The Mask!

Cool. Add it in then!


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Has the visibility changed at all?


The Man. The Myth. The Mask!

Nope. If anything it's getting worse.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

I am thinking my action this round (at the very least) is used checking the dead people.


The Man. The Myth. The Mask!

Indeed. We are still in combat rounds.


Male N human (bonuwat) uc rogue (makeshift scrapper) 5 | HP: 43/43 | AC: 22 (14 Tch, 19 Fl) | CMB: +6*, CMD: 20* | F: +4, R: +8, W: +4 | Init: +3 | Perc: +10, SM +9 | Speed 30ft | Active conditions: none.

Tactically speaking, I believe we need to wait for them to come closer before we do as Kehl proposed. As far as they are, we can't reach the officers in a single turn and then we'll get surrounded.

Perhaps we could wait until the minions enter the consecrate circle to blast them with a channel energy and then Baolus and Sven move to the officers.

GMs, one question: Are these undead (minions and officers) fighting with natural attacks or manufactured weapons?


The Man. The Myth. The Mask!

Yes. Most of the minions are armed with cutlasses. The captain has a harpoon. The first mate has no visible weapons.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

So, do we need a concentration check to cast now?


The Man. The Myth. The Mask!

Sure! :)


XP for the last encounter has been added to the tracker. You're pretty close to level 5, time to start figuring out what your next step is going to be.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

I think our plan was to head to port to offload our two extra ships, and buy new gear and then go try to crack the Rock...yes?


I meant with your character building direction. ;-)


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Oh...that...Yeah, I have that all planned out. Just give me the level now. 5 is going to be pretty good for Buhayra. :D

5 F: Elemental Focus (Cold) , I: Entangling Infusion CI: ??, Blast 3d6, Infusion Spec (1), Meta-Empower (1 burn)

Start entangling enemies for 1 minute on each hit (Reflex DC 19 to negate). If they don't spend their action and make the DC 19 Strength or Acrobatics to disentangle then I can root them to the spot the following round. Costs 2 burn, but if I am within 30' I can gather power and Infusion Specialization to do it for free on a full round.

Also a new damage die and the ability to empower for 1 burn (or for free as a full round with gather power) means I can do up to 4.5d6 now with my blast.

Like I said. It's a good level for her.

Honestly I am pretty excited about every level up from here until 8. 8 is a little slow, just picking up Healing Burst and Infusion Spec (2).


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Yeah, level 5 is going to be good for Tammy, as well. Bonus damage for Arcane Strike and Risky Strike, picking up Focused Shot for even more damage. Arcane pool enhancement gets better, and I can enchant my bow myself.

All told my damage is going to go from 1d10+4 to 1d10+13, or 1d10+11 with Flaming/Frost/Acidic/Shocking Burst.


Lvl 5?

For me that will mean: Second Aspect! Air.

Sven will be able to turn into both a water and air elemental. So he can have fly speed when he needs it as well as a swim speed. Can also choose between minor aspect (+2 Str or Dex) and can choose Cold or Electricity damage.

Also will have the feat Iron Will or Furious Focus. So hard to choose!


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

Level 5 is nothing exciting for me, a couple extra spells and a feat.

Pretty sure magic missile is going to make the list - getting tired of missing freaking touch attacks at crucial moments.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

Meanwhile, I don't really get too much at 5th...oh well.


The Man. The Myth. The Mask!

Happy Easter, everyone! Crazy day for me. Now that it's over we should be back into the saddle!


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

We should hold off on divying the gold until we know what the portage and repair fees are going to be. That should come out of party funds, so out of the 21.6k. Then we can split the remainder 6 ways.


Gold! So about 3.5k per person then. Nice. :)

Sadly it'll cost me 2300 for dragonhide tatami-do armor, which I'll in turn make +1 for a total of 3300. This will mean my AC will go from 19 up to 23. Well worth the gold, in my opinion. Sadly has to be the tatami-do, as I can't afford any other armor as for me it costs 2x. :(

And from there I'll be saving up for mind buttressing enchantment for the armor. 8000 gold for +2 resistance bonus to saves and immunity to possession and mental control (including charm and compulsion effects). Which will mean that the party will not have to worry about Sven being charmed and told to take his hammer to any party members.


The Man. The Myth. The Mask!

Charms and compultions are on a time, got it. :P

Sven, could you roll me a preform and a diplomacy, please?

Still not home, but I'm trying to get those numbers to youall asap.


Sure! Got a 17 when I rolled Diplomacy in gameplay. As for Perform

Perform: 1d20 + 8 ⇒ (19) + 8 = 27

But if another Diplomacy is needed Diplomacy the second: 1d20 + 6 ⇒ (6) + 6 = 12


The Man. The Myth. The Mask!

Ya, I took the first as a Gather Info check to find a buyer. :)


The Man. The Myth. The Mask!

Now I have three questions I don't have the bills to answer.

Kel: that's good enough. You know, even if I don't at the moment.

Pending:
- Berthing for the ships
- Gently Used ship value
- Priest titles


The Man. The Myth. The Mask!

Kel, from a quick internet search I was unable to find an official title for the Pharasman Priesthood. Their temples are usually cathedral-like and their priests often dress in red and white. This is a minor temple with only minor decorations.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

I also cannot see any immediately available information about phrasman titles in open source. I would imagine that if the documentation exists it would not be online, but only in books.

It is an excellent place to just homebrew some info though since it isn't super impactful.

Looking over this I would imagine that Pharasmin clergy might be titled in recognition of the work they do. Maybe Keeper of Graves, Life Keeper, or maybe just Keeper.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

Or perhaps just Priest/Priestess. Would certainly fit with the general austerity of the faith.

Of the ship weapons we have, what do we want to keep, and what do we want to sell? I believe we have 6 light ballista, with 4 of those mounted, and one catapult? I guess we could mount all of them and have plenty of hands to use them (until we get another ship), though nonproficient hands of course.


The Man. The Myth. The Mask!

We have decided that your ships come to a total of 11 points of plunder together.

As for docking fees, we'll just roll it into that point you spent on crew.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Are we thinking that the crew and I can make the repairs to the Challenger ourselves or do we need to spend some money on that as well? I think that is the only thing left for us to know before we lay claim to our cuts.

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