Plunder and Peril Ship 1 (Inactive)

Game Master Matthais777


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Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

GM Ortun wants to put in eaplugs but if I don't get a re-save for stepping out of the silence, I will have to rethink my action.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Unfortunately, I don't think earplugs will help since she's already got in your head.


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

MERRY CHRISTMAS EVERYBODY!

Sorry for the radio silence. I know I'm not the only one, but I am sorry all the same.

I hope everyone has had a wonderful Christmas so far, and I wish you all a happy new year!


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Sorry for my lack of posting. I will be slow posting for at least a week or two but know I am here.

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

I looked up the tome of the transmuter, but I guess I still don't really understand. It is a spellbook I guess that any of us spellcasters could learn spells from? Also something about boosting transformation magic to give +2 more natural armor, would it work with Coatl's wildshape?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Sorta.

First, it has a BUNCH of spells in it.

4th—beast shape II S, calcific touch S, confusion, dimension door, stone shapeS

3rd—arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon S, slow S

2nd—alter self S, flaming sphere, knock S, pyrotechnics S, resist energy, see invisibility, whispering wind S

1st—animate rope S, charm person, color spray OP, erase S, floating disk, hush , mage armor, magic missile, protection from chaos, unseen servant

0—standard plus drench [UM], spark

Second, if you prepare at least 3 spells from this book, you get the boon associated with the spellbook. In this case, the boon is:

Defensive Transmutation (Su) When taking another shape, you can increase your defenses. Spend this boon’s effect as a free action when you cast a transmutation spell with a range of personal. As long as you are affected by that spell, you gain a +2 natural armor bonus for the duration of the spell.

Now, this requires you to cast a spell, which Coatl's wildshape is not a spell, and since Coatl doesn't prepare spells using a spellbook, he can't really take advantage of the ritual boon. I'd be willing to fudge and say that Socrates can scribe the book into a formula book that also allows the prep ritual, so if he uses a personal transmutation like barkskin, he'll get a bonus +2 natural armor bonus once per day.

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Hmmm that is an interesting item then, too bad it doesn't work for druids since they don't use spellbooks.
Socraties won't worry about it, he only even has 1st level spells for bard or investigator XP.

Scarab Sages

GM, really, really sweet RP ... such a rich world you are drawing!! ;-)


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Picked the wrong week to vacation apparently.


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Ok, so Ortun is built for this. Here are my abilities and how they can help me/you. Let me know if you want to ride out the storm with me on deck and I can share some of my water breathing with you.

Storm Lashed: Benefit(s): You can ignore many of the effects of severe weather. In rainy conditions, your visibility is reduced by only one-quarter (not by half ) and you take only a -2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty on Perception checks caused by high winds. Finally, you gain a +2 bonus on saving throws against effects with the electricity descriptor or that deal electricity damage.

Waterway Caster: Benefit: You automatically succeed at concentration checks required to cast a spell while being subjected to vigorous or violent motion while either swimming or on a ship. You gain a +4 bonus on concentration checks to cast spells underwater.

Lvl 3 Spell water breathing: The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air. (10 hours)

Lvl 2 Spell slipstream: While swimming, the slipstream increases the target’s swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Socraties has himself a casting of touch of the sea and a few potions in spell sponges and a couple of air crystals, so he should be able to keep himself managed for a bit if he gets tossed, but can't keep himself going indefinitely or if it is too rough for him to use items from his haversack somehow.

Scarab Sages

Setare also keeps her potion of touch of sea as well as the air crystal she has in reach.


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

I figured the similar spells I took I would most likely use on the crew members, prioritizing party members first should they go overboard. Being able to shapeshift, Coatl should be able to handle things if he gets dumped. I considered actually shifting to something like a dolphin and just starting the encounter in the water to help try to rescue any who lose it. I decided against doing that in case I was needed on board, the shape wood spell might help with temporary repairs if there was damage to the hull.

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Coatl I like your thinking. I am no druid wiz, my one thought would be maybe an octopus or squid instead of dolphin so you have grabby appendages if needed, but I don't know mechanically if a dolphin would be better.


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

Octopus or Squid might be too small to effectively help someone. Dolphin swims the fastest. The biggest thing is I just need to have the maneuverability to get to someone. With my natural spell feat, I can cast while in wild shape form, so I can cast monkeyfish or something to help keep them from drowning.

I'll check the capabilities of some ocean going animals though, you might be right! Stuff like this is why I've wanted to play a druid for so long. So much versatility. :)


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Any thoughts on the Rod we picked up? Can we attach it to the ship's anchor chain in case the storm is taking us towards something like reefs?


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

The feather token anchor should do the same thing, right? Coatl offered it up to the captain.

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

On Jack's request of something to help make his armor less conductive, I don't know of anything and my search-fu is not working, does anyone else know of something or have some better luck with search-fu?


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

Ironwood armor is the only thing I can think of... but that's a whole new set of armor. It's typically for druids who can't wear metal.

Mechanically, might just be easier to take armor off when a storm is coming. There are obvious potential issues if we get in a fight in a storm, but I would guess the idea of wearing armor on a ship is probably just as much of a concern.

Just my thoughts. Perhaps I should have made those known IC... :)

This game is so great!

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Yeah those would be options for Jack. I couldn't find anything alchemist wise. There was a couple things that got me hopeful by thier name, but nothing that would work functionally.


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

Ugh, I hate it when I don't post under the right name. So sorry guys...

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Too bad the editing time limit, I just noticed there was a part I messed up the formatting and I also mixed up who was playing who somewhere along the line. (Ortun started as Vontegrue and Coatl as the Captain, but at some point I bossed Coatl around as Vontegrue) guess thats what I get trying to type that in several sittings. Lol


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Sorry posting at work. Here are the spells to help the non swimmers:

Lvl 3 Spell water breathing: The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air. (10 hours)

Lvl 2 Spell slipstream: While swimming, the slipstream increases the target’s swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.


Male M Half-Orc Inquisitor (Sacred Slayer) 6|Current AC: 19 AC Base: 19 T 12 FF 15 | HP 56/56 | F +10 R +7 W +10 | CMD 19 | Init +4 | Perc +11 | Spells: Level 1 5/5 Level 2 4/4 Inquisitor 6

Thats exactly what I was thinking - If between Ortun and Coatl we had 3 castings of slipstream, and 1 of water breathing, we should be covered for the dive to the wreck.


Male M Half-Orc Inquisitor (Sacred Slayer) 6|Current AC: 19 AC Base: 19 T 12 FF 15 | HP 56/56 | F +10 R +7 W +10 | CMD 19 | Init +4 | Perc +11 | Spells: Level 1 5/5 Level 2 4/4 Inquisitor 6

I recommend running away.


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Ooof, not the roll I was hoping for.

If the Main Shark attacks me, I am going to instantaneously cast Wave Shield which will mitigate all the damage I would have taken.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Like I said, just be glad I'm an obsessive researcher. I'm known for TPKs and player kills (Mostly cause I don't pull punches), but I'm a firm believer in fair kills, and module says to sick 2 great white sharks on you, which is just NOT fair. Luckily I found where the author said that was a mistake and it was only suppose to be 1.

Scarab Sages

Thanks a lot GM!!!! :-D


Male M Half-Orc Inquisitor (Sacred Slayer) 6|Current AC: 19 AC Base: 19 T 12 FF 15 | HP 56/56 | F +10 R +7 W +10 | CMD 19 | Init +4 | Perc +11 | Spells: Level 1 5/5 Level 2 4/4 Inquisitor 6

Man, I was snooping around and we are way ahead the other boat. I guess that is what happens when you almost completely negate two encounters. They are currently on the harpy fight - and much like us, all but one failed the save. Unfortunately that one does not have silence as a spell...


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yeah, that fight is going to end badly at this point I think... mostly waiting to see just how badly and deciding how to adjudicate it.

Scarab Sages

Oh no! The poor crew!

Again: Jack and Coatl rock!

On a side note GM: Did we get chronicle sheets for the first part? I can't find it in my records and checked discussion but could not find a link.


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

Hey guys, sorry for missing my post yesterday. Stupid busy yesterday and I never got to the computer.

Also, yikes!

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

No worries Coatl, it happens now and then.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

I don't have it in my records either, so I must not have. If you need it now versus when we're done, just let me know and I'll throw it together real quick.


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Yikes. I’ll start rolling up another character.

In the meantime can I Channel while paralyzed? Lot of debate about presenting my holy symbol


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Sorry Ortun, I fall in the "If you can't take an action, you can't channel", though I do make some exception depending on your holy symbol... such as a big tattoo on your chest or something. But if it's an actual holy symbol, no luck.

Scarab Sages

Oh noooo!!! This is so horrible!! :-(

Why didn’t we follow the simple rule: don’t separate the party!!

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

...Soooo seeing as this might not be going well, how far are we from the end of this part, my guess is the break is after we get the third piece, ya know, in case we need the gold to raise dead someone...

I would also like to note, I did not intend to get anyone killed, I expected things to be a bit closer to the ship to the point of not really splitting the party...my bad...


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

All good it happens. This is clearly meant to be an encounter with at least one PC death. Bleed and paralyzed under water ...

The rub is that we are superior underwater combatants and without us it severely limits the party’s ability to fight underwater.


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Ok, so I have been reading furiously - to little avail.

I have the Hydrated Vitality ability (10 HP/day) - Gain fast healing 2 when submerged completely in natural, flowing, water - so I heal 2 hp per round until I'm rescued or reach 10 hp.

I have been reading about hexes - can I use my Healing Hex? Can I have my familiar deliver my healing hex?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Okay, so "A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions."

That leaves out anything but mental actions. Now, hexes are SU, which means they only require the action described. Healing Hex acts as "Cure wounds" of appropriate level, so it requires a touch action which you can't take, so that's a no go. The same problem happens when you try to designate your familiar as the toucher... you have to touch the familiar with the spell but can't because your paralyzed.

Your Hydrated ability will buy you a smidge of time at least.


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

Ok, so since we are a bit desperate at this point anyways, lemme throw out a question for you.

I have a couple of feather tokens. None of them are really intended for this situation, which is clear from the description of the item, so this is definitely going to need some GM intervention here.

Feather token: anchor - This one feels like a stretch, but what if I applied it to the great white?

Feather token: Swan boat - this one is the one that has the most potential in my mind, though it is definitely still a stretch. What if I swam back to Ortun and activated that feather token? Would the boat just sink since it is already in water? Or would it rush to the surface, hopefully carrying us with it? Even that would still be a longshot, assuming I survived the swim back, transformation out of wild shape, and the token activation.

Just trying to think outside the box, since staying in the box is likely going to result in death... ha!


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The Anchor feather token seems like a false start. If we try and get cheeky to use it as a impromptu "Hold monster", it won't work because the feather token "moors a craft", and a shark is not a craft so invalid target.

The swan boat, unfortunately, would probably just sink. It doesn't have a in built atmosphere, or anything else to make me believe it wouldn't just form with the water inside, or even if not, the air wouldn't rush out immediately and sink it.

And no worries, hate to shoot things down, but that's how it goes.


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

So I'm reading and re-reading...

This thing basically can't miss me. I've only got 8hp left, with 1d6 bleed damage and the sharks minimum damage of 12. I can't do anything without provoking an AoO, so it appears to me that it's already over. Even if my above questions have possibility, I still can't do anything without provoking. Only extreme luck would allow me to just be unconcious instead of dead dead, and the bleed damage.

Bull shark natural bite attack has a damage roll of 2d8+STR*1.5 (single natural attack). So that means, if I attacked and Critted, AND rolled max damage, my damage potential is 44 (4d8+12). Average rolls with the crit would put me at a more realistic crit damage of 30.

I'm out of valid ideas. I definitely don't have the right spell selection to do anything about this. Summon spells won't help, since I'll be dead by the time they go off. Attacking won't help, since I'll be dead before I can kill it. Running doesn't work, because that basically invites a free attack that basically can't miss, and the bleed damage will likely kill me before I even make it back to the ship even if the attack did miss.

Checkmate.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Only thing I can suggest is making a run for it, hoping for a nat 1 or similar (There is a 5 percent chance at least...) and instead of heading for the ship, going straight up out of the water in a breach... I don't know if it'll help, but I can at least assume that the rest of the party and looking for you guys, and "Sudden shark flying in the air".

I dunno, without the ability to shift again, I can't think of anything either.


Male N Undine shaman 5 | HP: 38/38 | AC: 16 (11 Tch, 15 Fl) | CMB: +3, CMD: 14 | F: +3, R: +3, W: +10; +2 vs. [electricity] effects or that deal electricity damage | DR 5 Cold | Init: +1 | Perc: +9, SM: +5 | Speed 30ft Swim 30ft| Channel Positive: 2/2 | Spells: 1st 5/5 2nd 3/3 3rd 2/2 |Wave Strike: 3/3 | Hydrated Vitality 0/10 | Active conditions: None.

Thinking tengu swashbuckler.


Male M Half-Orc Inquisitor (Sacred Slayer) 6|Current AC: 19 AC Base: 19 T 12 FF 15 | HP 56/56 | F +10 R +7 W +10 | CMD 19 | Init +4 | Perc +11 | Spells: Level 1 5/5 Level 2 4/4 Inquisitor 6

Coatl, you get 2 wild shapes per day with your druid's vestment, right? Maybe you could swim to the surface, breach, then pop into a bird form while in the air?

Perhaps our illustrious GM might even allow an action retcon to let you do it last round.

I think Ortun is done for, unless those shark people wait long enough to eat him for us to affect a daring rescue.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

I'm not that nice to retcon. However, that would save your bacon if you pull it off!


Male Human Druid 5 | HP: 48/48 | AC: 19 (12 Tch, 18 FF) | CMB: +7, CMD: 19/18FF | F: +8, R: +3, W: +7 (all +4 vs Fey&Plant | Init: +1 | Perc: +10, SM: +2 | Speed 30ft | Spells: 3rd: 1/1 2nd: 3/3 1st: 4/4 | Active Conditions: None

I did think about that, but it goes back to my previous post. I can't move without drawing an AoO. He can't miss. Minimum damage is enough to put me unconscious. Even if I manage to survive, the bleed damage will kill me before I get to the boat.

The more I think about it, the more I keep coming to the same conclusion. that 5% miss chance is my only realistic chance at anything, so that might as well be what I do.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Sorry Ortun, but with Coatl con dead, it felt like the right thing to just get that over with, no need to drag it out. :(

So, some points of order.

A.)At this point, the team does not know you are dead.
B.) The shark people are sticking around, figuring more people will be coming after you to since they can see the bottom of the magpie. The great white sticks around by telepathic command.
C.) At this point, I will say that Coatl and Ortun's body can still be found and recovered. They will be in pieces unfortunately, and retrieving them will be... unpleasant, and some stitch marks will be visible on raise dead, but it is still possible.
D.)Should, in the events of the rest of this, we have a complete TPK, we will address how to continue, but I am fine having the captain pick up another team if you wanna make new characters, or other methods. Point being, we'll still keep playing, game won't just be "Over". Perks of playing in campaign mode. We'll talk about this in more detail when/if we get to that point.

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