Seas of Blood: Skull & Shackles

Game Master Darth Maximus

XP Tracker: 18000

Party Loot Sheet

Maps: Sunset Challenger | Roll20 | Google | Tidewater Rock


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| 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

Never bet what you can't afford to lose. Paying 10 gold for a friend seems acceptable.


Post is up. I was also able to update the campaign info page. It must just be on mobile that I can't...


Typed up that post without thinking it through. Giving Plugg a dirty look was probably a bad idea. Oh well...at least it is what Sven would do.


If you saw my previous post, ignore it. I thought something up for it.


And goodnight.


“The Captain watches on for a minute as the crew disperses, and pays Sven an especially long, withering stare.”

Won’t lie, that part scared me!


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

Imagine if Darth had rolled for initiative.


Two hits and Sven would have been unconscious...

As is I have 150 gold! I can buy back my armor. :)

Anyone else have gear that they need which hasn’t been traded for already?


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

My scrolls. They're 25gp each, though. I'll probably just influence those back from Grok...


| 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

Sven. I bought back your armor already. You got it last night along with a healing potion.


Nice! Thank you. Anyways if anyone needs any of the 150 gold just tell me how much so I can update the sheet.


Also, that 150 was supposed to be party loot.


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

Just waking up, won't have a proper post up for a couple of hours. Just wanted to say: Let me get Shortstone during my shift. Apparently I have a bonus with him cuz he thinks Tammy's hot?


He's a serial womanizer. Any female PC gets a +2 bonus when trying to influence him.


“Or Sven can undercut me. GG”

Tamesis gets her share. Gambling was just an IC reason to make it party loot. Couldn’t think of any other reason to have Sven give away prize money


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

Oh, no no. I meant with the influence roll. I asked you guys to let me get Shortstone with my daytime action today, and you did it, instead. That's what I meant.


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.

GM, just to clarify, Baolus tried to influence Fipps during his nighttime action, so he would be able to get help, right? So unless he has CHA 16+ Baolus should be able to influence him.


Oh, crap. You're right! I was looking for the DC+5 to jump from Indifferent to Helpful, but you did beat the DC, so he is increased to Friendly. My bad. I'll update.


Oh! Sorry I forgot!


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.
Darth Maximus wrote:
Oh, crap. You're right! I was looking for the DC+5 to jump from Indifferent to Helpful, but you did beat the DC, so he is increased to Friendly. My bad. I'll update.

No problem at all! I just pointed out because I though it was weird for such guy to have a high CHA, differently than the gnome, whom I imagine to have a high one.


Oh, yeah. Fipps is a generic, so his Cha is 9. Conchobar's, on the other hand, is 17. So Sven's roll was 1 shy if making him Helpful. Tamesis can have her chance with her nighttime action, if she wants it.

Since we're so close to closing these out, I don't mind revealing that info. If you guys are interested, I'll also show you the rebuild I did to Owlbear, when I get home tonight.


| 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

That would be cool. I would need to see the original too though. I have no idea what owlbear looks like to start with.


Oh, yeah, totally. I'll post a before and after. It'll have to be when I get home tonight, though.


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 ]

Hey, as long as he doesn't turn into an actual owlbear...


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, I'd like to see that.

Ok, so with what DM said, that means Fipps' DC is 9, and Shortstone's is 13. That means if Tammy and Sven both drink the rum, the two of us can finish off the influence (except for Kroop) with our nighttime actions.

Sven's got 5+2 (for winning the fight) and +2 for the rum = 9.
And Tammy has 9+2 (for being female) and +2 for rum = 13.

We literally can not fail.

Then all we need is for Baolus to finish off Kroop, and we're home free!


Sven Olaffson wrote:

[dice=Rum]1d20+4

Unable to stomach the sickly sweet purified rum, Sven opted to drink the rum which was slowly killing the crew. He downed it, but this couldn’t last.

[dice=Stealth]1d20+2

Excluding himself to take a leak he snuck off to where the rum was kept. And then? He poured a bucket of water in to weaken it. He liked his alcohol, but he didn’t want to die over it.

Stupid ship making Sven do something that feels ooc

Each barrel of rum holds 252 gallons. Considering the ship is only 6 days out of port, where they were refilled, and each crewmember is given only 1/8 gallon as the daily ration (before people taking extra), there isn't going to be enough capacity in the barrel to water it down enough to make a difference.

You can take a different nighttime action, if you'd like.


Original:
Owlbear Hartshorn CR 1
XP 400
Male human fighter 2
N Medium humanoid (human)
Init –1; Senses Perception –2
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 24 (2d10+9)
Fort +5, Ref –1, Will –2; +1 vs. fear
Defensive Abilities bravery +1
Weaknesses blind in one eye
OFFENSE
Speed 30 feet
Melee unarmed strike +5 (1d3+3 nonlethal) or
club +5 (1d6+3)
Ranged barrel +1 (1d6+3) or
club +1 (1d6+3)
TACTICS
During Combat Owlbear fights with his fists, dealing nonlethal
damage until reduced to 15 hit points or fewer (see Morale
below). If grappled, he attempts to break the grapple, but
goes to back to using his fists as soon as he is free.
Morale If Owlbear is reduced to 15 hit points, Plugg hurls a
club in his direction. Owlbear naturally picks up the club
and continues the fight with the weapon. If reduced to 10
hit points or fewer, Owlbear cries and tries to back away,
but is pushed back into combat by Plugg and his mates.
STATISTICS
Str 17, Dex 8, Con 14, Int 4, Wis 6, Cha 10
Base Atk +2; CMB +5; CMD 14
Feats Catch Off-Guard, Intimidating Prowess, Throw
Anything, Toughness
Skills Climb +8, Intimidate +8
Languages Common
Other Gear handful of live crabs
SPECIAL ABILITIES
Blind in One Eye (Ex) A character who makes a DC 10
Perception or Sense Motive check notices that Owlbear is
blind in his left eye and very slow. If his opponent notices
this and attempts to fight Owlbear from that side, that PC
can make a DC 10 Acrobatics or Bluff check each round to
easily avoid Owlbear’s clumsy blows.

Rebuilt Owlbear:
Owlbear Hartshorn CR 1
XP 400
Male human unchained barbarian (fearsome defender) 2
N Medium humanoid (human)
Init –1; Senses Perception –2
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 27 (2d12+9)
Fort +5, Ref –1, Will –2; +2 vs. pain
Defensive Abilities intractable
Weaknesses blind in one eye
OFFENSE
Speed 30 feet
Melee unarmed strike +5 (1d3+3 nonlethal) or
unarmed strike (raging) +7 (1d6+5)
Ranged barrel +1 (1d6+3) or
club +1 (1d6+3)
Rage Powers brawler
STATISTICS
Str 16, Dex 8, Con 14, Int 4, Wis 6, Cha 13
Base Atk +2; CMB +5; CMD 14
Feats Throw Anything, Toughness
Skills Climb +8, Intimidate +8
Languages Common
Other Gear handful of live crabs
SPECIAL ABILITIES
Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Blind in One Eye (Ex) A character who makes a DC 10
Perception or Sense Motive check notices that Owlbear is
blind in his left eye and very slow. If his opponent notices
this and attempts to fight Owlbear from that side, that PC
can make a DC 10 Acrobatics or Bluff check each round to
easily avoid Owlbear’s clumsy blows.


| 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

Balous, you want to play some more hoglob? More that we have money we can gamble ourselves and make some money off of your skillz.


Here are some rules for watering down the rum ration. This will need to be done on a cup-by-cup basis, for the reason listed above.

Grog:
Addiction DC is reduced to 5.
No Cha bonus
Duration is reduced to 1d4
Damage is reduced to 1d4
You can drink twice your Con bonus before risking Con damage, DC for Sickened is reduced to 10

Sugar Water:
DC is reduced to 5


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.
Buhayra Sarraf wrote:
Balous, you want to play some more hoglob? More that we have money we can gamble ourselves and make some money off of your skillz.

I guess we can try that, but perhaps on the following day, since Baolus is still fatigued from last night. Also, Fipps needs to be influenced so we can lvl up!


| 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. Maybe tomorrow night then. I'll just do some small stakes tonight if I can find npc betters.


Ok, I will let you guys know, with the influence rolls that have been made, you will hit 2000xp, and level 2. Madiya can make her last action as a lvl1, and when you guys wake up the next morning, you'll be stronger.

Grats!


@Buhayra: Make 3 1d2 rolls. Every 1 is a loss, every 2 is a win.


| 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

Gambling? I'm in!: 3d2 ⇒ (2, 1, 2) = 5


Oh, and also, we've reached the point where influence is done. You've successfully converted the entire crew (and a couple officers) to your side within 6 days. Well, except for Aretta, but what can you do?

Would you folks like to start speeding days along when there isn't a scripted event?


Woo! Lvl2!

HP: +9
BaB: +1
Saves: +1 Fort/Ref
Class: Defensive Instinct (+Wis to AC if unarmored. +1/2 Wis to AC if wearing non metal armor) and track
Skills: +3 and background (Intimidate, survival, Climb, Profession Sailor, Perform Oratory)


Also I vote for fast forwarding non event days.


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

HP: Average +1, +1 con = 5

BAB: +1

Saves: +1 Will

Spells/Day: 1 additional first

Spells Known: 1 additional 0-level

Question: Do spells have to be Paizo offical, or may I select one that's 3rd party, such as one of those listed on the d20PFSRD site?


Paizo official is vastly preferred.

If you have a 3pp spell that you absolutely must have, run it by me and I'll take a look.


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

The spells I was considering are Breeze or Drench. I'm not sure if I want to select either one, but I was wondering if they were on the table.


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.

LVL UP

HP: +8 (+5 class, +2 Con, +1 Fav)
BAB: +1
Saves: +1 Ref
Class: evasion and rogue talent (trap spotter)
Skills:
+1 acrobatics
+1 bluff
+1 disable device
+1 escape artist
+1 k. local
+1 perception
+1 profession (fisherman) (background)
+1 profession (sailor) (background)
+1 sense motive
+1 stealth


Neither of those spells are 3pp, they're just not approved for PFS play. You're good.


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

Woohooo! I'll level up Tammy once I get back to a proper computer.


| 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

Level up!

HP increase (avg + 1 + con): 9 +1 (favored class)
BAB increase: 1
Fortitude Save increase: 1
Reflex Save increase: 1

Class Feature: Elemental Defense:

Shroud of Water:
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value.

When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Class Feature: Utility Wild Talent -

Kinetic Healer:
Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes

With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage (currently 1d6 + 2). Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

Skills (3/ lv + bg)
Heal
Perception
Stealth

BG: Profession Sailor
BG: Craft Carpentry


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
Darth Maximus wrote:
Neither of those spells are 3pp, they're just not approved for PFS play. You're good.

Cool. I decided to go with drench.


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 ]

lv 2 changelog:
+6 HP (15 total)
+1 BAB (+1 total)
+1 fort/will (+3/+3 total)
Fervor 1d6
I messed up spells/day so no change there - didn't have any real effect, I think
favored class: +1/6 bonus combat feat (+0 total)
+7 skill points:
-acrobatics
-climb
-intimidate
-knowledge (engineering) - background
-profession (sailor) - background
-survival
-swim


Kehlysch And bulge terrify me. They are really creepy. Well done.


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
Sven Olaffson wrote:
Kehlysch And bulge terrify me. They are really creepy. Well done.

Thanks! I've been trying to make him/them interesting.

I figure, what's the point of being an aberrant bloodline sorcerer if one isn't...well...aberrant?


I almost didn't choose Kel, based on the alien/horror theme. He won me over with the RP in the pre-game, though. Glad I changed my mind.

Also, folks: Please post both your daytime and nighttime actions. And midnight, if you're going for them. If nothing is posted, I'm going to assume Sleep, but I will still need to know what you're doing with your rum.


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 ]

Depends on whether or not I get the rapier back, so...

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