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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Your roll will be enough to reacquire your rapier, yes.


Baolus Yeralzery wrote:

Baolus woke up to find Kroop sober and ready to work. He was glad that the big man was managing to keep away from the poisonous drink. Kroop did most of the work, which let Baolus a lot of free time. He spent this time sneaking at the Officer's Quarters, looking for anything interesting.

[dice=Perception]1d20+7

During the night, intending to try his luck again at the hog lob game, Baolus ditched his rum overboard and prepared himself to play. Before the game, he looked for Buhayra for some coins. "Hey Blue! I'm feeling lucky today... wanna make some shinnies?"

[dice=Stealth (rum)]1d20+7
[dice=Hog Lob]1d20+6

How much can we bet? I was thinking about 5-10gp each night.

Make me a Stealth check for your snooping, since there's usually someone keeping watch.

Also, you can bet as much as you'd like. If you bankrupt the crew, I'll let you know.


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.

Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

Lets say 5gp this time!


| 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 feel like there should be other places of the ship to search/explore, but I don't know where they might be. I worry the captains quarters and other higher up kinds of places might be more dangerous and trapped and stuff. Not sure where I should go poking my nose.

Not being able to pick locks has also kept me from taking things from other crew members. Wouldn't mind stealing from Aretta and Scourge. Doesn't seem like there would be any harm. Can't make them more pissed at us.


| 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

Some bookkeeping accounting stuff, boring but just so you guys know what I am doing.

I moved 10 sp to my personal from the party fund and moved 1 gp from my personal to to party fund. This making change allowed me to gamble last night with my money instead of party money. Don't know if I feel comfortable gambling with party money without your guys' permission.

In a PVP I played years ago they used a google doc to keep track of party inventory and individual inventories in one place. I am going to see if I still have a copy of that google doc. Maybe we can use a version of it for this game.


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

Level Up!

+4 HP (Technically +6, but with the addiction, I'm running a -2 Con)

+1 Fort
+1 Will

+1 BAB

Lots of skills got a boost (stupid Int based class)

And picked up Perfect Strike and Mudball


| 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

What do we need to do ic to recognize you are addicted?

Once we know ic Madiya can cast cure disease and then you are good.


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 ]

Cure disease is a 3rd level spell, can't cast that yet...


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

I'm working on my post, now. She's gonna have a few tells...

Hopefully there's enough tells there for someone to start being concerned...

All that needs to happen is for Tammy to not drink any rum long enough for her to make 2 consecutive fort saves. If Buhayra can forcefully convert her rum (and make sure no one gives her any more), that shouldn't take too long.


| 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 wrote:
Cure disease is a 3rd level spell, can't cast that yet...

Oh, I was thinking of your remove exhaustion or whatever. Right.


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

The dice generator hates us right now, apparently.

Who pissed off the dice gods?! Someone sacrifice a d12, dang it!


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.

Guys, I'll have to attend a wedding this weekend that is not that close to where I live. I'll take a plane by the end of the day and be back on Monday, even if I believe I'll only be able to properly post on the following day (30th).

I'll try to post before departing but since there are a lot of things I need to do at work and home, I'm not sure I'll be able to. GM, feel free to bot me in the meantime!

(Posting this in all the games I'm currently playing)


No worries! I only ask for 1 post per day on weekdays. If you're not available on the weekend, that's fine. We will have to see how it goes this weekend, since there's about to be an action-packed update, but we shall see how it goes.


Since I didn't put it in my post: Go ahead and roll for both shifts, along with how you react to the people being thrown overboard. It just makes it easier to keep track of everyrhing.


Sven has a 25ft swim speed:

Quote:

Swim

A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

So he is bringing a rope over to the worse of the two swimmers. If a swim test is needed he will take-10, for a 21 total.


That's fine. I'll allow a swimming PC to add an additional+2 to aid, in addition to what is added by the crew pulling the rope.


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

Stupid forum didn't take my stupid post stupid stupid...

So, that's one Fort save in the bag. If we're not still fighting this the next night, I just need someone (everyone) to deny Tammy the rum ration, and hopefully that will be the end of the addiction.


2 people marked this as a favorite.

I love this group.

How the AP is written:
Have your players make ranged attacks to get the rope to the fallen, then pull them back up.

What the group actually does:
F that! We all jump in and take the ropes to them personally!


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

Well, two of us are amphibious, and at least two more have a water-affinity ability of some kind, and all of us are a little nuts!


Yeah, having 4 people (67%) with swim speeds kinda screws with the balance of a few of the written encounters. It's really gonna play havoc with some stuff at the end of the book lol.


| 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

Very curious if my minor Hydrokinesis is going to be at all effective. I am not surel, but it was the only thing she can do to possibly be helpful.


There will be an effect. Whether or not it is effective, is another question. ;-)


| 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

Happily looking forward to what your adjudication on it is since the RAW is not very clear on what that part of the power can do.

Some interesting theories online about it. I liked this article from stack exchange. But, if you already have a DM decision don't let this sway you one way or the other.


I have an idea for a mechanical benefit, since it is kid of important right now.

At this point, I'm just waiting on Sven, to see if he stays in the water or climbs back up. I also need his second shift rolls. Also kinda waiting on Baolus, though from his post earlier, I'm not gonna hold us up.


@Buhayra: What I did was add the appropriate Str mod to the Swim checks for one person, in this case Rosie.

I'm only going to ask for daytime actions for this update, since the upcoming bloody hour may take away some nighttime actions. After that, we'll do a bigger update, spanning from the nighttime actions of day 9 to the next scripted event.


Sven failed both Con checks! Straight to exhausted. Makes sense though.

Will they still try to make him drink rum, or can he be carried straight to his hammock?


| 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

Cool beans. Makes sense to me. I am glad she was helpful.


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

I think you over charged yourself on your Fatigue penalty, Sven.

The description of the conditions says "-2 to Dexterity" not "-2 to Dexterity checks". If I am understanding correctly, that means your Dexterity Score is reduced by 2 temporarily, which means your Dex Bonus is reduced by 1.

If I am misinterpreting this, then I need to take one more off of my Catch-a-Rat roll, which would still pass, if just barely.


| 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

If bloody hour knocks down any of our people Buhayra will try to rush forward to help them below deck like we have seen others do. Then after she is out of sight of Plug and Scourge she will use Kinetic Healer to stand then back to up, taking the point of burn herself.

Of course of she is knocked unconscious because of her natural 1 last night then that won't happen. :)


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

It's a -2 penalty to the stats themselves, so -1 to rolls dealing with those stats. And it doesn't affect Wisdom or Constitution, so Sven doesn't take a penalty on either of those rolls.

Edit - I wanna just say before I post, that I fully authorize any PvP necessary if you guys wanna force Tammy not to drink the rum (once you figure out the addiction). Wanna punch her out before she can drink? Do it!


@Sven: Important question: Was that second failed Con the DC 10 required by the job assignment, or the DC 18 required of everybody for having to work 3 shifts in a row?


1d20 + 2 ⇒ (12) + 2 = 14

If I missed one then here we go. Still have 2 failed in a row[/ooc]


Whew. That one took a minute. Enjoy your chance to make longer, 3 action posts. I'll be around if you have any questions.


| 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

Made a quick post for Tamesis's benefit.


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

And I replied. This should be fun.


| 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

DM - Question before my posts...I would like to continue fleecing the crew for their gold, but Balous is an integral part of doing so. How would you feel about me botting his next evenings night time actions? (Everybody is going right to bed tonight I assume).

It is okay if the answer is no. I can go back to betting on random games of Arm Wrestling or Hog Lob, but Bal playing Hog Lob is more of a sure bet...Until the crew decides to stop betting against him.

On a tangentially related note, when you have an opportunity please remember that Grok kindly gave me a tour of her inventory.


Sven will subtly pull her aside and ask her not to turn the crew against us by taking all of their gold. He wants Scourge dead, and that will be harder with a crew who sees us as swindlers.


| 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

Just friendly bets. I lose sometimes...I promise. :D


I'm not ok with allowing that, since Baolus's player didn't expressly allow it. And really, not a lot of people are going to bet against him anymore. Maybe one more time, but they're not stupid.

Most if them aren't stupid.

Not stupid enough, at least.

You should be able to win at Heave pretty easily, with your purification power. Even if you get Sickened, you're still not taking any damage, so you won't pass out.


| 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

True...I might run that scam once then...make a name for myself.

Will get a post up tonight after training class leaves...around 6ish.


I think I might require a Bluff or Sleight of Hand check if you're going to cheat, though. There needs to be some risk involved...


Yeah, you'll need to make an opposed Bluff or Sleight of Hand check if you're going to cheat at Heave. I'll be editing this post with the contents of Grok's shop.

On that note, what is everyone still missing from their starting gear?

Grok's Inventory:
Rosie Cusswell’s masterwork fiddle
1 starknife
3 flasks of acid
6 flasks of alchemist’s fire
4 sets of thieves tools
1 battered iron box containing six candles
1 potion of barkskin
1 potion of haste
1 masterwork climber’s kit
1 disguise kit
4 flasks of holy water
1 magnifying glass
1 set of manacles
2 tanglefoot bags
1 masterwork light crossbow
3 cutlasses
31 daggers
3 masterwork daggers
43 masterwork darts
4 saps
1 masterwork sap
120 arrows
20 masterwork arrows
6 +1 arrows
200 crossbow bolts
1 suit of banded mail
1 breastplate
2 chain shirts
1 masterwork leather armor
3 suits of studded leather armor
12 bucklers
2 masterwork bucklers
1 +1 dagger
1 +1 short sword
1 masterwork warhammer
Scrolls of cure moderate wounds, mage armor, magic missile, scorching ray, and summon swarm
1 wand of bless weapon (16 charges)
10gp worth of mundane adventuring gear

And whatever gear is left over from your starting gear that you have not yet recovered.


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 ]

Let's see...

unreturned gear:
2 daggers
underwater light crossbow and 50 bolts
spell component pouch
masterwork backpack, containing:
-waterskin
-iron holy symbol (backup)
-silk rope (50 ft)
-grooming kit
-common artisan's tools for craft (siege weapons)
-4 gp


| 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

For me that would include:

1 mundane hip flask
1 backpack
10 trail rations
a money pouch with 40 gc in it - a tiny bit sour about this one (general situation, not at anyone in particular). If I had known the AP and that we got stripped bare right at the beginning of the AP I would have bought other junk instead of just leaving a pool of GC since I didn't have anything, in particular, to do with it.

Those potions of barkskin and haste look nice, but unless we come into a small fortune while on board I don't see us affording them any time soon.

A couple of flasks of alchemists fire or acid for emergency situations might be good though...Things to think about.

Nothing to retroactively purchase right now...but we can say that I gave a general gist of what I saw and answered questions for the rest of the party so they IC know the information you posted as well.

Tamesis, any of those scrolls good ideas for you to buy to add to your spellbook at some point? I have always considered spells for the arcane caster's spell book and other general good kinds of items (like buff wands for example) to be partly or fully party funds expenditures in my IRL games.


Male Chelish Human Investigator (Ruthless Agent) 1 l AC 16 T 13 FF 16 l HP 12/12 l F +1 R +5 W +2/+4* l Init +3 l Perc +4

Everything with a Star next to it on my profile character sheet has not been returned yet. None of it is particularly valuable, but useful if we eventually end up off ship.


| 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

So that IC post was probably supremely stupid. I figure so long as I don't outright die I will be okay though.


| 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
Kehlysch wrote:


(My Nighttime action will depend on how bad a beating I take, I guess.)

If I am conscious and able to get to you after bloody hour then you will get night time actions.

Course, after my post that is probably a big if. :D


Missing my fighter’s kit, which Sven will likely buy back off camera


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

I'm just missing a dagger, my scroll case, and 5 scrolls of Keep Watch.


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 ]

RIP Bluehayra :P

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