Outpost: GM Kate's Beneath Unbroken Waves (Inactive)

Game Master Kate Baker


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Ghost Level Delve || Extinction Curse

*Splash!*

Grand Lodge

Were-Crocodile People's Champion 10
Resources:
Rage 22/22 | Spells 1st 2/2 2nd 2/2

Dot.

Scarab Sages

.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp 79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 9/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | haste 9rds life bubble 18hrs

Shonne casts blend and then sneaks into the meeting area, where she waits perfectly still somewhere in the background for whatever is supposed to be happening to begin.

Stealth (blend): 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34

Scarab Sages

An unassuming human woman in simple clothes enters the room, laying out food and drink from a silver platter for the Pathfinder team being assembled. She then begins to tidy the room a bit.

Sense Motive DC 24:
She seems to be a little too thorough in her cleaning. You get the sense that she is trying to eavesdrop on any conversations you might be having.

Perception DC 52:
Something isn't quite right about her appearance. You get the feeling she isn't as unassuming as she seems and she might not even be human.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp 79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 9/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | haste 9rds life bubble 18hrs
Mundane Landwalker wrote:
An unassuming human woman in simple clothes enters the room, laying out food and drink from a silver platter for the Pathfinder team being assembled. She then begins to tidy the room a bit.

WAIT! There's a 'room!?'

Scarab Sages

Of course. Pretty much every Pathfinder Society scenario begins in a Lodge somewhere. Even if you are on a floating lodge (a ship) there are rooms for meeting.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp 79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 9/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | haste 9rds life bubble 18hrs

Possibly, but it might be a featureless white sand desert as well. Dusting a desert would be a pain. ;)

Scarab Sages

Is there some reason you are trying to be difficult? How about just rolling with it? Is there any reason we couldn't have been brought somewhere for mustering before we end up wherever the opening boxed text puts us? I'm a VO and thus I own all the scenarios. Would it satisfy you if I peeked at the opening boxed text and put this to rest?


Ghost Level Delve || Extinction Curse

The Commerce District of Niswan is packed with storefronts and stands populated with busy merchants and skilled artisans. The scents of spicy marinades and lush fruits mix with the smell of the sea, and the cacophony of shouts from vendors is almost overwhelming. The crowded streets wind away from the water, eventually leading to a quiet road with a view of Niswan’s famous terraced gardens. The Pathfinder Lodge sits at the end of this road. Inside the lodge, Venture-Captain Rashmivati Melipdra, a heavyset, middle-aged Vudrani woman, stacks books onto a shelf in her new office. Open boxes filled with books, weapons, unusual stones and crystals, and other knickknacks lay strewn throughout the room, and a brightly colored bird sits on a perch in one corner.

As she offers you tea and crunchy cookies, please introduce yourselves! Also, please let me know if you are in the Concordance faction.

DC 12 Knowledge (local):
You know that hospitality is important in Jalmeri culture and that refusing refreshments without good reason is an insult.

Liberty's Edge

Human Unchained Rogue 4 / Daring Champion Cavalier 1 | Evangelist 4 HP 67/86 | AC 26* T 18 FF 18* (Uncanny Dodge) | Fort +8 Ref +14 Will +7 (+4 vs Electricity/Water, +2 vs Traps, Evasion) | CMD 18 | Init +9 | Perc +19 (+2 vs surprise) (Half penalty for distance) | Teamwork: Outflank

Not concordance

A lanky Garundi man with dark olive skin topped with a shaved and tattooed head pokes around at the various knicknacks, always on the hunt for interesting sets of windchimes.

Seeing the Venture Captain is ready he politely takes some tea an cookies as he sits down before introducing himself

"Ushaka, may the Wind and Waves bless our journey."

Ushaka has the outflank teamwork feat, so if anybody else does let me know.

Sovereign Court

Female vishkanya unchained rogue 6 (Pathfinder RPG Bestiary 3 281, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20) N Medium humanoid (vishkanya) Init +7; Senses low-light vision; Perception +13 AC 19,T 15, FF 14 hp 41/51 Fort +7, Ref +13, Will +5; +6 bonus vs. poison Defensive Abilities blade sense +2, evasion, poison resistance, uncanny dodge

A Vishkanya woman enters the lodge right after the Garundi arrives, and she hears his introduction. "I'm Lyselsa Darklock. You can call my Lys. I'm happy to be on another mission. I've never been here before, but I know a thing or two. Thank you for your hospitality. It must be shared by all." She takes a crunchy cookie and a seat.

I have the Precise Strike Teamwork Feat
Know Local: 1d20 + 9 ⇒ (16) + 9 = 25

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp 79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 9/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | haste 9rds life bubble 18hrs

Watching from behind the safety of her magical wall of encyclopedias camouflage, Shonne takes 10 (if able) on the knowledge (local) check for 18 (20 if it is slightly icky, homo-sapien-centric info). Shonne had half an elven saltine and some water for breakfast so she's fine not eating for a while. For now she just stands perfectly still, watching and listening. She can stay like that for up to 70 minutes.

Is there a reason that we are here?

Scarab Sages

An albino ratfolk dressed in a white lab coat joins the gathering. Both the lab coat and the fur are pristine. Well ironed and perfectly trimmed.

"Hello everybody. I am a distinguished exchange teacher from Akiton and I'm very glad to be able to share my knowledge here. As my Ysoki name is unpronounceable and unhearable by most non-Ysoki, I go by the cognomen 'Professor'. My work is mostly theoretical, but I do dabble in applied chemistry. Any questions?"

He turns to the venture captain.

Knowledge (local): 1d20 + 15 ⇒ (17) + 15 = 32

"Oh, Jalmerian crunchy cookies and tea! I've heard praise of those, but never had the pleasure of consuming them myself before." he sais before accepting the offered refreshments.

Scarab Sages

A few minutes after the serving girl leaves and another woman enters the meeting room. The Osirian carries book and quill, the silver nib ready to transfer ink to paper. She gathers the silks of her garment about her as she takes a seat.

She takes one of the cookies and sets it on the opposite side of her book from the inkwell.

"You'll have to forgive my appearance..."

The Exchange

Chaotic Neutral Undine Swashbuckler 3/Ranger 6/Vigilante 1 (Sheet) (Equipment) | HP: 73/73 | AC: 25 (18 T, 19 F) | CMD: 27 | F: 11, R: 19, W: 11 | Init: 7 | Perc: 10 | Speed 30, swim 30 |
Tracked Resources:
Panache 6/6 | Charmed Life 3/3 | Reroll 1/1

"... but some people find it alarming. As I promised the Society I would keep no secret from them, you too will see."

Her skin begins to change from a rich mocha to an ocean blue, a washed out shade of the color of her eyes. Then her fine silks become more simple, utilitarian garb. Finally, she grabs the quill awkwardly and it too changes, becoming a gleaming rapier which she sheaths. She then grabs her long brown hair and removes it from her bald head. She then produces another wig from her haversack, this one shorter and darker, with wavy locks rather than straight. She fixes it to her head and the adorns it with a bicorne.

"I am Ursahla, captain of the Nereid's Kiss, a vessel for hire no matter the destination or cargo."


Ghost Level Delve || Extinction Curse

Shoone, you're here because you received a summons from Venture-Captain Melipdra. Also, while you can be hiding in another part of the building, I'm going to veto hiding in her actual office, because that's creepy.

"Indeed, I hope they will, Ushaka!" She beams at the compliments from the rest of the group, and smiles at Ursahla's unveiling. "That is exactly why I asked for you to be on this mission!"

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp 79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 9/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | haste 9rds life bubble 18hrs
GM Kate wrote:
Shoone, you're here because you received a summons from Venture-Captain Melipdra. Also, while you can be hiding in another part of the building, I'm going to veto hiding in her actual office, because that's creepy.

Perhaps the garderobe then? ;) She's not really hiding just standing really really still.

Shonne takes the tiniest corner off of the thinnest cookie.

"Yum." she says without much conviction.

bluff (+2 v humans): 1d20 - 1 ⇒ (6) - 1 = 5

Shonne makes a face as she imagines feeling her hips bulge. She then puts the cookie in her material components pouch for later disposal, claiming it is "For later."

Her Taldane has the sort of accent only found in the heart of Kyonin and sounds very similar to way Fran and the Viera (from Final Fantasy 12) speak.

Grand Lodge

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Were-Crocodile People's Champion 10
Resources:
Rage 22/22 | Spells 1st 2/2 2nd 2/2

"Finally, the Croc has come back to Niswan", a huge reptilian humanoid says after a long dramatic pause.

The reptilian pathfinder is a hulking brute formed from slabs of muscle and mottled green scales with a crocodile's head. His massive brawny form is on full display as he's naked save a pair of dark briefs, a thick highly decorated wrestling girdle, and a glossy red cape that's draped around his broad shoulders. A tiny plover periodically perches on his jaw long enough to pick at the big man's teeth.

Leatherhead looks over the treats briefly before grabbing a fistful and shoving them into his toothy maw. Shards of cookie fly through the air haphazardly as he munches loudly.

Liberty's Edge

Human Unchained Rogue 4 / Daring Champion Cavalier 1 | Evangelist 4 HP 67/86 | AC 26* T 18 FF 18* (Uncanny Dodge) | Fort +8 Ref +14 Will +7 (+4 vs Electricity/Water, +2 vs Traps, Evasion) | CMD 18 | Init +9 | Perc +19 (+2 vs surprise) (Half penalty for distance) | Teamwork: Outflank

Ushaka looks and does a double take and blinks "Wait, the, Crock. I once saw you at the Serpent’s Run's in Magnimar. Do you still do that thing with your elbow?"

Grand Lodge

Were-Crocodile People's Champion 10
Resources:
Rage 22/22 | Spells 1st 2/2 2nd 2/2

The Croc cocks an exaggerated hairless brow at the sailor’s inquiry. ”Of course one of The Millions of the Crocs fans would be here today.”

The enormous wrestler strikes a pose as he pontificates.

”The Croc remains the most electrifying man in sports entertainment. If we run into jabronis looking for trouble, the Croc would be happy to Layeth the Smacketh Down all over their Candy Asses and give you a chance to witness the People’s Elbow up close.”


Ghost Level Delve || Extinction Curse

"Now, if you're all feeling refreshed, I imagine you're wondering why I asked you here."

Venture-Captain Melipdra reveals a polished, pale gray stone sphere covered in faint ancient writing and runes. “I bought this in the market about a month ago, from fishers who dragged it up in their nets. This is most unusual writing: a combination of ancient Vudrani and Aquan. Not all of the writing makes sense to me, but it does clearly spell out the name “Monastery of Unbreaking Waves.” When I was a student at the Monastery of Unblinking Flame, I always thought it was odd that there were schools for air, earth, and fire, but not water. And now it turns out that there once was! Finding any information about the Monastery of Unbreaking Waves was extremely difficult. I had to call in favors to get access to the private archives of the Monastery of Unblinking Flame, but I finally found mention of the Unbreaking Waves. It seems that over a thousand years ago, the school was destroyed by a magically induced tsunami that swept the buildings into the sea and killed most of the monks. The other schools determined that the Monastery of Unbreaking Waves caused its own downfall and buried most records of it to prevent a future disaster.

“With all due respect to the Houses of centuries past, something about that story isn’t sitting right with me. What could any of the Houses of Perfection have done that was so terrible as to cause such a fate? I contacted Ashasar of the Concordance of the Elements to see if perhaps the marids knew anything about what happened to the school. He learned that a few marids remembered the event, and they agreed it was unlikely that the school brought the tsunami down upon itself. They believe that it was caused by someone else, perhaps someone jealous of the monastery’s power.” Melipdra examines the stone sphere in her hand once more before continuing. “I also spent some time studying the object itself, and I believe that it is a key. More than that, I believe that it is also trying to go somewhere. Watch.” She places the sphere on her uncluttered desk, and after a moment, it slowly but indisputably moves on its own. It very gradually picks up speed until it rolls completely off the desk, but Venture-Captain Melipdra easily catches it. “I’d like you to take this key and find out where it is trying to go, and what it opens. See what became of the Monastery of Unbreaking Waves. I’ve carried it as far as the coast, so you’ll need to take Ursahla's ship to go further. There's no need to leave before tomorrow, so you can take today to prepare. I suspect the key’s final destination lies beneath the water, so get what you need! I have a potion of water breathing for each of you, but if you don't need that, you can have a potion of cure serious wounds, instead.”

You might know more about the monasteries yourself with a Knowledge (local) or Knowledge (history) check!

DC 10:
While the island of Jalmeray has dozens of monastic orders, the three most famous ones are the Monastery of Unblinking Flame, the Monastery of Untwisting Iron, and the Monastery of Unfolding Wind. Aristocrats, leaders, and wealthy merchants the world over send their children to seek education at these schools, together called the Houses of Perfection.

DC 15:
The Houses of Perfection are quite hard to get into and require succeeding at a difficult challenge, such as racing a djinni, wrestling a shaitan, or outwitting an efreeti.

DC 20:
Once every 10 years, the Houses hold a tournament, competing with each other in both unarmed and weapon fighting, archery, magic demonstrations, and historical knowledge. The tournament culminates in the Challenge of Sky and Heaven. The Monastery of Untwisting Iron has won the last two challenges.

DC 25:
While these tournaments are friendly, they were much more competitive in centuries past, with higher stakes. Duels between monks were also more common in years past, and sometimes turned deadly.

You also might know more about the Obari Ocean with a Knowledge (geography) or Knowledge (nature) check!

DC 15:
Jalmeray sits in the Obari Ocean, known as the Deadly Ocean Passage thanks to volatile weather, pirates, and dangerous creatures.

DC 20:
Some of the dangers in the ocean are dragon turtles, sea hags, sharks, and a brine dragon named Hyntheragha, who rules over a group of merfolk. Marids—water genies are also common here, leading to a large population of undines, offspring of humans and marids.

Any questions for the Venture Captain?


Ghost Level Delve || Extinction Curse

REFERENCE: Underwater combat!

Movement: Creatures with a swim speed can use it to move freely underwater. A creature without a swim speed that succeeds at a Swim check can move up to a quarter of its speed as a move action or half its speed as a full-round action. The DC of this check is 10 unless otherwise stated. If the creature has a surface to walk along, such as the bottom of a body of water, it can move at half speed without a check.
Melee Attacks: Natural attacks or attacks with bludgeoning and slashing weapons take a –2 penalty and deal half damage. Attacks that deal piercing damage don’t take these penalties.
Ranged Attacks: Thrown weapons are completely ineffective underwater. Attacks with ranged weapons except underwater crossbows (Pathfinder RPG Ultimate Equipment 39–40) take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties from range.
Spellcasting: A creature that cannot breathe water must succeed at a concentration check (DC = 15 + spell level) to cast a spell underwater.
Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells and spell-like abilities with the fire descriptor are not effective underwater unless the caster succeeds at a caster level check (DC = 20 + spell level). On a success,, the spell produces a bubble of steam instead of its usual effect but otherwise functions as described. A supernatural fire effect is not effective underwater unless its description states otherwise.
Freedom of Movement: The spell freedom of movement negates the penalty on melee attack rolls with bludgeoning and slashing weapons and allows creatures to move freely in all directions as if they had a swim speed equal to their base speed. Such creatures automatically succeed at Swim checks.
Invisibility: An invisible creature displaces water and leaves a visible, body-shaped absence of water where it is located. The creature gains concealment (20% miss chance) rather than total concealment (50% miss chance).
Off-Balance: “Off-balance” is a special state (though not technically a condition) listed in the Combat Adjustments Underwater table on page 433 of the Pathfinder RPG Core Rulebook. A creature off-balance in the water loses its Dexterity bonus to AC, its opponents gain a +2 bonus on attack rolls against it, and attacks it makes with piercing weapons are made at a –2 penalty and deal half damage. A creature typically becomes off-balance by failing a Swim check, which makes it off-balance for a round, even if it has a neutral buoyancy and doesn’t sink or rise.

The Exchange

Chaotic Neutral Undine Swashbuckler 3/Ranger 6/Vigilante 1 (Sheet) (Equipment) | HP: 73/73 | AC: 25 (18 T, 19 F) | CMD: 27 | F: 11, R: 19, W: 11 | Init: 7 | Perc: 10 | Speed 30, swim 30 |
Tracked Resources:
Panache 6/6 | Charmed Life 3/3 | Reroll 1/1

Kn. Local: 1d20 + 13 ⇒ (7) + 13 = 20
Kn. Nature: 1d20 + 7 ⇒ (16) + 7 = 23

"I know the island or should I say the ocean that surrounds it well. I never had much reason to visit, most monasteries don't hold much interest to seafarers. Also don't you worry too much about the fact that it's called the Deadly Ocean Passage either. I might have been the cause of a few of those rumors myself, so whatever denizens swim those depths best be prepared to stay out of our way if they know what is good for them!"

Scarab Sages

Knowledge Local: 1d20 + 15 ⇒ (13) + 15 = 28
Knowledge Geography: 1d20 + 15 ⇒ (15) + 15 = 30

The Professor gladly shares his knowledge with the rest of the group.

Scarab Sages

"If anyone doesn't need their potion of waterbreathing and has no direct use for a potion of cure Serious Wounds, I really wouldn't mind holding those for you!"

The professor has both the Underwater Demolition and the Healing Bomb discovery

Liberty's Edge

Human Unchained Rogue 4 / Daring Champion Cavalier 1 | Evangelist 4 HP 67/86 | AC 26* T 18 FF 18* (Uncanny Dodge) | Fort +8 Ref +14 Will +7 (+4 vs Electricity/Water, +2 vs Traps, Evasion) | CMD 18 | Init +9 | Perc +19 (+2 vs surprise) (Half penalty for distance) | Teamwork: Outflank

Despite already having one Ushaka will take the potion of waterbreathing.

As a note Ushaka can purchase them at half price from a Season of the Shackles ACG reward.

Grand Lodge

Were-Crocodile People's Champion 10
Resources:
Rage 22/22 | Spells 1st 2/2 2nd 2/2

Leatherhead will take the water breathing potion. He can get a swim speed naturally but he still breathes air.

"The lovely Venture-Captain Rashmivati Melipdra has assembled the greatest stable the Croc has ever seen. Whatever's down there guarding the Monastery of Unbreaking Waves is in for the ass whoopin' of a lifetime!"

Sovereign Court

Female vishkanya unchained rogue 6 (Pathfinder RPG Bestiary 3 281, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20) N Medium humanoid (vishkanya) Init +7; Senses low-light vision; Perception +13 AC 19,T 15, FF 14 hp 41/51 Fort +7, Ref +13, Will +5; +6 bonus vs. poison Defensive Abilities blade sense +2, evasion, poison resistance, uncanny dodge

"I'll take the potion of water breathing. Thank you."

"Can you tell us if anyone might try to stop us from finding this Monastery of Unbreaking Waves? If the other houses buried the information, they may want to keep it buried."

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp 79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 9/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | haste 9rds life bubble 18hrs

Breathing water sure, saves a spell slot.

Scarab Sages

The professor will take the healing potion.

The Exchange

Chaotic Neutral Undine Swashbuckler 3/Ranger 6/Vigilante 1 (Sheet) (Equipment) | HP: 73/73 | AC: 25 (18 T, 19 F) | CMD: 27 | F: 11, R: 19, W: 11 | Init: 7 | Perc: 10 | Speed 30, swim 30 |
Tracked Resources:
Panache 6/6 | Charmed Life 3/3 | Reroll 1/1

Ursahla being an amphibious undine opts for the healing potion.

"Those of you who cannot normally breathe underwater might want to buy your own water breathing potion and invest in one of those potion sponges. Underwater creatures that can use magic are likely smart enough to try to dispel such effects if they realize you are not native to the depths"


Ghost Level Delve || Extinction Curse

"Oh! I have potion sponges to go with the potions I just gave you. Lyselsa, I can't say for sure. This key was apparently buried underground for a long time, but there's also something magical happening with it. I would certainly be prepared for anything!"

You can ask any remaining questions and then you'll have the day to shop and enjoy the sights of Niswan. Since you're leaving the next day, you'll have a chance to prepare new spells. In real life, I've move you along this evening.

Sovereign Court

Female vishkanya unchained rogue 6 (Pathfinder RPG Bestiary 3 281, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20) N Medium humanoid (vishkanya) Init +7; Senses low-light vision; Perception +13 AC 19,T 15, FF 14 hp 41/51 Fort +7, Ref +13, Will +5; +6 bonus vs. poison Defensive Abilities blade sense +2, evasion, poison resistance, uncanny dodge

"Thank you. The potion sponges will be very helpful, and were on my list. I do have some items that I need to purchase."

She looks at the other Pathfinders. "Does anyone have access to that spell? What's it called? Fishy monkey? It gives you the ability to swim well."

She'll buy 3 more potion sponges 6 GP, and a +1 Dagger 2,302

Scarab Sages

Lyselsa Darklock wrote:
She looks at the other Pathfinders. "Does anyone have access to that spell? What's it called? Fishy monkey? It gives you the ability to swim well."

"Monkey Fish, I've got it in my formula book, but I think it's a bit underwhelming." the Professor replies.

Liberty's Edge

Human Unchained Rogue 4 / Daring Champion Cavalier 1 | Evangelist 4 HP 67/86 | AC 26* T 18 FF 18* (Uncanny Dodge) | Fort +8 Ref +14 Will +7 (+4 vs Electricity/Water, +2 vs Traps, Evasion) | CMD 18 | Init +9 | Perc +19 (+2 vs surprise) (Half penalty for distance) | Teamwork: Outflank

Ushaka responds, somewhat knowledgeable about these things "I've got a touch of the sea potion. A more powerful spell such as Ride the Waves is extremely useful for breathing and swimming for long periods of time." Ushaka twirls a wand into his hand with lightning speed before reholstering it. "Such a spell is beyond my means however."

As a note Ushaka has a wand of haste that he can draw as a free action and use without a UMD check.

Signature Wand:
Signature Wand (Ex)
At 4th level, a counterfeit mage can spend 1 hour practicing with a wand to designate it as his signature wand. He can draw that wand as a free action, and can activate it without having to succeed at a Use Magic Device check. He can change his signature wand once per day.

Scarab Sages

"I can create Infusions of Free Swim, but those would be my highest level extracts and I'd rather use those for other things."


Ghost Level Delve || Extinction Curse

The weather is beautiful the next morning as you set sail!

Please place your icons on the ships! You can also move the two ships relative to each other if you'd prefer to be side by side or something. One more thing: I assumed you had Profession (sailor) covered if two folks have ship vanities, but if needed, you can hire a captain for 50gp.

Scarab Sages

GM Kate wrote:
One more thing: I assumed you had Profession (sailor) covered if two folks have ship vanities, but if needed, you can hire a captain for 50gp.

Well actually, the ship vanity includes a crew ;-)

Ship vanity:
Ship (10 PP): You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

Liberty's Edge

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Human Unchained Rogue 4 / Daring Champion Cavalier 1 | Evangelist 4 HP 67/86 | AC 26* T 18 FF 18* (Uncanny Dodge) | Fort +8 Ref +14 Will +7 (+4 vs Electricity/Water, +2 vs Traps, Evasion) | CMD 18 | Init +9 | Perc +19 (+2 vs surprise) (Half penalty for distance) | Teamwork: Outflank

+20 Profession Sailor here. Totally legit sailor, I swear.

The Exchange

Chaotic Neutral Undine Swashbuckler 3/Ranger 6/Vigilante 1 (Sheet) (Equipment) | HP: 73/73 | AC: 25 (18 T, 19 F) | CMD: 27 | F: 11, R: 19, W: 11 | Init: 7 | Perc: 10 | Speed 30, swim 30 |
Tracked Resources:
Panache 6/6 | Charmed Life 3/3 | Reroll 1/1

The next morning, Ursahla boards the Nereid's Kiss. The crew of the vessel have the appearance of a tough band of scallywags, not at all surprising for a pirate ship.

The captain takes her place at the helm to discuss the details of the journey with her navigator and her boatswain.

+10 Profession (sailor)


Ghost Level Delve || Extinction Curse

Once you get yourselves arranged, you need to do two things! Someone needs to hold the sphere and determine which direction it's pulling you. You can do this by reading the magical energies with a Spellcraft or Knowledge (arcana) check, or by sensing the small motion of the sphere with a Sleight of Hand or Dexterity check. Someone also needs to steer the ships in the right direction with a Profession (sailor) or slightly harder Survival check. You may aid with any of the appropriate checks, but you can only aid on one of the two tasks, if that makes sense!

I don't want to penalize you for having two ships, so you can aid even from the other ship.

Scarab Sages

GM Kate wrote:

Once you get yourselves arranged, you need to do two things! Someone needs to hold the sphere and determine which direction it's pulling you. You can do this by reading the magical energies with a Spellcraft or Knowledge (arcana) check, or by sensing the small motion of the sphere with a Sleight of Hand or Dexterity check. Someone also needs to steer the ships in the right direction with a Profession (sailor) or slightly harder Survival check. You may aid with any of the appropriate checks, but you can only aid on one of the two tasks, if that makes sense!

I don't want to penalize you for having two ships, so you can aid even from the other ship.

The professor volunteers to hold the sphere and read the magical energies (with a knowledge arcana +18). Ushaka seems like the most able sailor with +20.

I guess the safest thing to do is to both take 10 (if this isn't disallowed) and let the others aid.

Grand Lodge

Were-Crocodile People's Champion 10
Resources:
Rage 22/22 | Spells 1st 2/2 2nd 2/2

Alas, no use for Profession (wrestler). The Croc has none of those skills. Can we assist assuming the chosen skills are assistable untrained?


Ghost Level Delve || Extinction Curse

Yes, you can assist with a skill other than the one the main roller is using.

The Exchange

Chaotic Neutral Undine Swashbuckler 3/Ranger 6/Vigilante 1 (Sheet) (Equipment) | HP: 73/73 | AC: 25 (18 T, 19 F) | CMD: 27 | F: 11, R: 19, W: 11 | Init: 7 | Perc: 10 | Speed 30, swim 30 |
Tracked Resources:
Panache 6/6 | Charmed Life 3/3 | Reroll 1/1

Ursahla guides her ship ahead, using her knowledge of sailing to clear the way for Ushaka's vessel.

Prof:Sailor: 1d20 + 10 ⇒ (9) + 10 = 19 To aid Ushaka

The Exchange

Chaotic Neutral Undine Swashbuckler 3/Ranger 6/Vigilante 1 (Sheet) (Equipment) | HP: 73/73 | AC: 25 (18 T, 19 F) | CMD: 27 | F: 11, R: 19, W: 11 | Init: 7 | Perc: 10 | Speed 30, swim 30 |
Tracked Resources:
Panache 6/6 | Charmed Life 3/3 | Reroll 1/1
GM Kate wrote:
Yes, you can assist with a skill other than the one the main roller is using.

I think he was asking about using a skill untrained to assist a roll. All 3 of the relevant skills are trained only. Normally you can only assist on a skill if you can make the roll yourself. So without training, I think a Dex check to aid is your only option.

Grand Lodge

Were-Crocodile People's Champion 10
Resources:
Rage 22/22 | Spells 1st 2/2 2nd 2/2

The Croc takes a turn holding the key long enough to get a feel for its pull. "The Croc says 'That way'."

Dex Check to Assist?: 1d20 ⇒ 6

Nope.

Liberty's Edge

Human Unchained Rogue 4 / Daring Champion Cavalier 1 | Evangelist 4 HP 67/86 | AC 26* T 18 FF 18* (Uncanny Dodge) | Fort +8 Ref +14 Will +7 (+4 vs Electricity/Water, +2 vs Traps, Evasion) | CMD 18 | Init +9 | Perc +19 (+2 vs surprise) (Half penalty for distance) | Teamwork: Outflank

prof sailor: 1d20 + 20 ⇒ (13) + 20 = 33
+Assists

Having sailed with the Magpie Princess Ushaka adroitly coordinates the movement of the 2 ships together.

Scarab Sages

Knowledge (arcana): 10 + 18 = 28 +assists

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