Plunder and Peril Ship 2 (Inactive)

Game Master Matthais777


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Plunder and Peril Ship 1 Plunder and Peril Ship 2

Name:
Character:
PFS#
Slow or Normal Track:
Day Job:
Character notes: AKA stuff I as a GM or other players should know about ahead of time (Things like trap sense that I have to roll, aura bonuses from paladins, ect.)
Initiative/Perception/Vision type

The Exchange

CG Male Snow Elf Alchemist 5 | HP 38/38 Temp: 8 NL 38/38| AC:22, T:15, FF:17 | CMD 18 | Fort +5, Ref +9, Will +2; +2 vs. enchantments, +4 bonus vs. poison | Perc +9 | Init +9| Spd 30 ft.
skills::
Acrobatics +10 (+14 to jump with a running start), Craft (alchemy) +15 (+20 to create alchemical), Disable Device +13, K(arcana) +13, Linguistics +10, Perception +9, Spellcraft +13 (+15 potions), Stealth +10, UMD +6

Name:Friendly Sauce
Character: Ivan The Alchemist
PFS# 64064-14
Slow or Normal Track: Normal
Day Job: ALCHEMY!!: 1d20 + 15 ⇒ (8) + 15 = 23
Notes: Nothing too weird about the build. I have taken strafe bomb and explosive bomb so I can do up to an 80 ft line of a bomb or a 20ft diameter one instead of 10 if I want. Also have the infusion discovery so I can share potions.

Grand Lodge

M Kellid Human Barbarian (Dreadnaught) 5

This is Digger, making my profile. I'm confused as to what level to make. Is it 3rd or 4th? Also, how are we handling hit points? Also also if I'm rolling a 4th/3rd level character how much do I have to spend on equipment?

The Exchange

female Cl/Ftr 4/1 HP 34| AC 17; Touch 12; FF 15 | F +9; R +4; W +9 | CMB +4; CMD 16 | Speed 30 ft | Init +2 | Perc +4 | Stealth: +2 Cleric 4/Ftr 1

(qstor) I need to complete my profile.

same questions as digger - Are we using standard gold? per the PRD see pfsrd

@Ivan fyi we're 4th level non PFS characters, since it's non campaign mode.

I have PC's in range of 3-5.


Male Halfling Witch 5 | HP 32/32 | AC: 14, T: 13, FF: 11 | Fort +5; Ref +4; Will +5 | Init: +2 | Perc: +5, SM: +0 | Speed 30ft | Spells: 1st 5/5, 2nd 3/3, 3rd 2/2 KD 3/3| Active conditions: None

Also needed that information for finishing up Nerrot!

But I can give you PFS information!

Name: Sedoriku
Character: Zailus el-Isi
PFS#: 108507-8
Slow or Normal Track: Normal
Day Job: Hmm not sure about what to roll just yet.
Character notes: He's a Fabulous Drag Queen... but you probably want to know about Nerrot. The only thing truly unusual about him is he's a jynx halfling and can apply the effects of it to anyone who fails to save against his evil eye hex.

Initiative/Perception/Vision type Perception is probably going to be a +3, Low-light vision and initiative of +2

The Exchange

CG Male Snow Elf Alchemist 5 | HP 38/38 Temp: 8 NL 38/38| AC:22, T:15, FF:17 | CMD 18 | Fort +5, Ref +9, Will +2; +2 vs. enchantments, +4 bonus vs. poison | Perc +9 | Init +9| Spd 30 ft.
skills::
Acrobatics +10 (+14 to jump with a running start), Craft (alchemy) +15 (+20 to create alchemical), Disable Device +13, K(arcana) +13, Linguistics +10, Perception +9, Spellcraft +13 (+15 potions), Stealth +10, UMD +6

yes if I need to make a 4th level character I may not want to play the build exactly as is. I had GMed Ivan up to 5th for a reason. But I will wait for the GM's decision until rolling something other than 5th lvl Ivan up.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Alright, so for building your characters, you'll be at level 4 for 6000 gold. Follow PFS rules just as if you "Leveled up" to 4 the hard way for determining HP, what's legal to take, ect.

Sadly Ivan, as much as I'd like to say you can just keep Ivan at 5, it doesn't feel fair to me to make everyone play at 4 and have you at 5. So unless everyone agrees that they're okay with you playing Ivan (Since he is your legit pathfinder character) then I'll allow it, but otherwise I'm gonna have to ask you to either de-level or roll up another character. Sorry again, I've not done to many modules and I wanted to include as many of you as I could.

The Exchange

CG Male Snow Elf Alchemist 5 | HP 38/38 Temp: 8 NL 38/38| AC:22, T:15, FF:17 | CMD 18 | Fort +5, Ref +9, Will +2; +2 vs. enchantments, +4 bonus vs. poison | Perc +9 | Init +9| Spd 30 ft.
skills::
Acrobatics +10 (+14 to jump with a running start), Craft (alchemy) +15 (+20 to create alchemical), Disable Device +13, K(arcana) +13, Linguistics +10, Perception +9, Spellcraft +13 (+15 potions), Stealth +10, UMD +6

I’ll just roll a 4th level character, I’m thinking some kind of gunslinger so I can still be a good artillery, I’ll play him as Ivan the artillerist! I’ll get to work on a build now.

The Exchange

female Cl/Ftr 4/1 HP 34| AC 17; Touch 12; FF 15 | F +9; R +4; W +9 | CMB +4; CMD 16 | Speed 30 ft | Init +2 | Perc +4 | Stealth: +2 Cleric 4/Ftr 1

@GM - thanks

Here's the PFS information

Name: qstor
Character: Turen
PFS# 2072-45
Slow or Normal Track: Normal
Day Job: Profession merchant: 1d20 + 6 ⇒ (16) + 6 = 22

Grand Lodge

M Kellid Human Barbarian (Dreadnaught) 5

Ok, I'll wrap up this character and equipment now. Excited to play with you all!

Grand Lodge

M Kellid Human Barbarian (Dreadnaught) 5

Name: Joerice
Character: Phivvek the Chef
PFS#: 59220-8
Normal Track
Day Job Profession Chef, mwk tools: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Things to know: 13 rounds of rage a day, he only gets half the normal benefits but skips the drawbacks. Has two sets of armor, the mithral chain shirt is for swimming.


CG Male Elf Gunslinger 5 | HP 44/44 | AC: 20, T: 15, FF: 15 | CMD: 21 CMB: +6 | Grit: 4/4 Fort +6; Ref +9; Will +4 2 vs. enchantments, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol| perc +10 | init +6 | speed 30ft |
Skills:
Acrobatics +10, Climb +6, Craft (alchemy) +9, Escape Artist +5, Intimidate +2, Knowledge (engineering) +9, Perception +10, Stealth +6, Swim +9

Ivan the Artillerist reporting in!


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Level 4 Mort clone reporting in. Finishing up the changes.

Name: Massee
Character: Mort Gloomhollow
PFS#: 202046-9
Slow or Normal Track: Normal
Day Job: None
Character notes: Mort is really into intimidating people and has started down the slayer intimidate feat tree. He also likes to talk to his greatsword who's name is Mindy.

Grand Lodge

M Kellid Human Barbarian (Dreadnaught) 5

Thanks for the reminder on the +1 stat at 4th level. I think I'm done here.


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Losing all the 'free gold' from prestige for wands and a bow really stinks. Plus mithril breastplates ain't cheap.

Grand Lodge

M Kellid Human Barbarian (Dreadnaught) 5
Mort Gloomhallow wrote:
Losing all the 'free gold' from prestige for wands and a bow really stinks. Plus mithril breastplates ain't cheap.

No kidding! I went with two sets of armor instead.

Grand Lodge

M Kellid Human Barbarian (Dreadnaught) 5

So ...witch, gunslinger, fighter/cleric, and slayer? Dear God we're terrifying!


CG Male Elf Gunslinger 5 | HP 44/44 | AC: 20, T: 15, FF: 15 | CMD: 21 CMB: +6 | Grit: 4/4 Fort +6; Ref +9; Will +4 2 vs. enchantments, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol| perc +10 | init +6 | speed 30ft |
Skills:
Acrobatics +10, Climb +6, Craft (alchemy) +9, Escape Artist +5, Intimidate +2, Knowledge (engineering) +9, Perception +10, Stealth +6, Swim +9
Chef Phivvek wrote:
So ...witch, gunslinger, fighter/cleric, and slayer? Dear God we're terrifying!

I'm a rather decent switch hitter as well. I almost went with 2 pistols but decided on the dry load cartridges instead. I just hope I get to fire a cannon hehe.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

Hi there. I had some eye work done today and am not feeling too well. Should be better tomorrow


Male Halfling Witch 5 | HP 32/32 | AC: 14, T: 13, FF: 11 | Fort +5; Ref +4; Will +5 | Init: +2 | Perc: +5, SM: +0 | Speed 30ft | Spells: 1st 5/5, 2nd 3/3, 3rd 2/2 KD 3/3| Active conditions: None

Nerrot has spells, some purchases and almsot everything he needs to get started, but he isn't completely ready to go, I still need to finish making purchases (he's got the big stuff, though), get a sheet together for his familiar (it's going to be a Protector Giant Tardigrade), and I wanted everyone's opinion on the last hex he should take. He's got water lung, evil eye, cackle and can take one more. I'm looking at fortune, flight or healing and two would really help the party, but flight would make him much better at swimming.


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Those are all very good, you've just got to decide on the order to take them... Mort is an all or nothing big hitter, always a fan of being able to reroll those sub 5 attack rolls. Free healing is quite nice as well.


CG Male Elf Gunslinger 5 | HP 44/44 | AC: 20, T: 15, FF: 15 | CMD: 21 CMB: +6 | Grit: 4/4 Fort +6; Ref +9; Will +4 2 vs. enchantments, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol| perc +10 | init +6 | speed 30ft |
Skills:
Acrobatics +10, Climb +6, Craft (alchemy) +9, Escape Artist +5, Intimidate +2, Knowledge (engineering) +9, Perception +10, Stealth +6, Swim +9

Healing is always good. Is air bubble on the Witch spell list? its a good one to buy a few minutes when you need to be useful in water. Monkeyfish is another good one for a high seas adventure, it gives you a 10ft climb AND swim speed for rounds/ level I think.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

Just so I am clear, the Module is for 4th level and up correct?


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Ya we're level 4. I think the chronicles can be applied to a 3-5th level?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

You are in fact correct!

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

I do have a 4th level character that is available if he would be better, he is a 3rd level rogue/1st level diviner halfling.

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

Here he is.

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

I am fine with either one, I do not want to hold up the game any more than I have already.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

If that's the character you'd like to use, the go ahead, but please join up with the rest of the crew quickly. You can also level up a clone of brightcoral to 4th level to use since this is being done in campaign mode to allow me more flexibility.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

I need practice in playing my water shaper :)


Male Halfling Witch 5 | HP 32/32 | AC: 14, T: 13, FF: 11 | Fort +5; Ref +4; Will +5 | Init: +2 | Perc: +5, SM: +0 | Speed 30ft | Spells: 1st 5/5, 2nd 3/3, 3rd 2/2 KD 3/3| Active conditions: None
Ivan the Artillerist wrote:
Healing is always good. Is air bubble on the Witch spell list? its a good one to buy a few minutes when you need to be useful in water. Monkeyfish is another good one for a high seas adventure, it gives you a 10ft climb AND swim speed for rounds/ level I think.

Hmm, I think I will go with healing for right now, and then maybe fortune via a feat next level. Air bubble is on the witch list, and he'll definitely pick it up, but given his water lung hex, you'll probably be the only one who would really benefit, unless I'm not thinking of something. I'll probably not prepare it often, unless you think you'll need it. He has a scroll of it just in case too! Sadly Monkeyfish is not on his list, but a potion won't be too bad to carry around.

I was wanting to add a good number of spells to Kanpo, but after a little digging I found that adding spells to a familiar doesn't work like adding spells to a wizard's spellbook in that a failed Spellcraft check still destroys the scroll. So I had a few questions about that, First and foremost can he start the game with them added and, second, could he take 10 on the checks or will he have to roll?

I also finally finished purchases, and had a couple of things that might or might not work, mostly the way he has nested bags inside of bags, as most containers/items are absolutely horrible at explaining how big they are. If anything doesn’t sound like it should fit inside something else then I can easily rearrange things.

The Exchange

female Cl/Ftr 4/1 HP 34| AC 17; Touch 12; FF 15 | F +9; R +4; W +9 | CMB +4; CMD 16 | Speed 30 ft | Init +2 | Perc +4 | Stealth: +2 Cleric 4/Ftr 1

We can't mix PFS characters and non-PFS characters though :)


Plunder and Peril Ship 1 Plunder and Peril Ship 2

No, but you can mix Non-PFS characters and PFS clones who are totally and completely separate things while their PFS character sits around and waits for their clone to finish the adventure. >.>

So, your "Clone" of Nerrot can have whatever spells he qualifies for, though any he gains during this adventure will be lost when we melt Clone Nerrot down to power up the OG Nerrot.


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Yes Mort Gloomhallow here is a +1 lvl clone of my PFS Mort Gloomhollow character.

The real Mort is sitting in a bar drinking away as his body double sails the high seas down south. Poor Mort has been in that situation a lot lately. But at least this time instead of having a pregen do his bidding HE can do his own bidding (basically).

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

That is what I did with my character. At 4th level he gets different things as a stickiness. I am trying out the ability to see if I like it or not.


Male Halfling Witch 5 | HP 32/32 | AC: 14, T: 13, FF: 11 | Fort +5; Ref +4; Will +5 | Init: +2 | Perc: +5, SM: +0 | Speed 30ft | Spells: 1st 5/5, 2nd 3/3, 3rd 2/2 KD 3/3| Active conditions: None

Sorry, I wasn't clear on that. I'm building Nerrot from the ground up, he doesn't exist in pfs (yet?) so I wasn't sure how GM Starson wanted to handle learning spells. It's why he's taken so long to get ready.


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Traditionally you can take 10 to copy spells into a spellbook/formula book. I can't see why it would be different for a white and their walking spellbooks.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep
Mort Gloomhallow wrote:

Traditionally you can take 10 to copy spells into a spellbook/formula book. I can't see why it would be different for a white and their walking spellbooks.

I think that is RAW correct>


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Ha. White.. witch... whatever.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep
Nerrot Ergaval wrote:
Sorry, I wasn't clear on that. I'm building Nerrot from the ground up, he doesn't exist in pfs (yet?) so I wasn't sure how GM Starson wanted to handle learning spells. It's why he's taken so long to get ready.

Make sure that the build follows PFS rules.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

GM, FYI he has Profession Sailor skills at a +5 bonus. I took them after he and his group were on the ship before the Masked God module.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Awesome, that'll be super helpful in this series.


Male Halfling Witch 5 | HP 32/32 | AC: 14, T: 13, FF: 11 | Fort +5; Ref +4; Will +5 | Init: +2 | Perc: +5, SM: +0 | Speed 30ft | Spells: 1st 5/5, 2nd 3/3, 3rd 2/2 KD 3/3| Active conditions: None

Oh right, I meant to ask earlier, but can Nerrot navigate with a Profession Sailor check or would he have to specialize in something like Profession navigator? (Or worse actually use survival?)

I gave him profession sailor with 4 ranks and a trait that allows him to add his int bonus in addition to his nonexistent wis bonus, so he has a +11 right now, but I will change that for something that can let him navigate the ship if it doesn't.


male Human Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

I would expect profession sailor to encompass all checks that a sailor would use in his profession, including navigation and running a ship.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

I think that Mort is correct.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Profession sailor basically covers everything on a boat, yes.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

I am going to be having eye surgery on November 1. I should just be out that day.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

if you need to make any rolls please feel free to do them, I have to go get ready for my surgury in a few hours.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Best of luck. :/

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

Things went well. I just need to take it easy a bit.

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