Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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Jordanna will stay on the deck to keep the crew in line.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --
Paddy wrote:
You know, you recommended Newfinese, and I ran with it. If you happen to be from Newfoundland, I am so sorry, cuz I'm a mainlander who's just watching newfie youtube videos.

Lol- no, I’m not a Newfie. I just have a good ear (and, apparently, eye) for accents.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Paddy wrote:
This is a gentle way of asking: Are there any crafts/professions that would be useful for me to pick up? I'm not a spellcaster, not even as a ranger, but I could still make masterwork items and gear.

I play a fighter who hast Master Craftsmanship. It’s in a campaign in which the GM gave us an extra feat so we would have day jobs.

It’s rather feat intensive though. At Lv.5, you can take Master Craftsmanship, which qualifies you for Craft Magical Arms and Armor and/or Craft Wondrous Items.

In my opinion, the feat would be more worthwhile if you could automatically use those feats but within the limits of your chosen craft.

How it actually works (for my fighter): you need the feats AND you are limited by your craft. Her craft is to make clothing, so she can make cloth, leather or hide armor, but not metal armor or weapons—except of course stiletto boots, which are legally an improv weapon. She has Master Craftsmanship and Craft Magical Arms and Armor. To make the many wondrous items that are clothing, she would still need the feat and would be limited to items that are clothing.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I almost feel like a jerk for not volunteering a place at the oars. Wasn’t sure if rowing is a STR thing, or a profession-sail thing.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

We're not in some sort of chase, so I'm sure just about anyone could row.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

According to the description, darkvision doesn’t make you see worse in normal light. It does make you see in black-and-white though, which kinda sucks since we’ve both been playing characters who know what colors are.

If we’re houseruling that darkvision is color but your eyes are sensitive to brightness, I think I prefer that over color-blindness. Who wants to fantasize about everything being grayscale? Here’s a rainbow: ((( That’s fun.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I always thought you just shifted to black and white when it grew too dark to see normally.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Oh... that makes more sense. Like night vision goggles.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

If not, then that is why we had a hard time picking colors for the ship :)


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Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Murillo must be going nuts, watching us pick out an orange sail, a purple figurehead, and a striped hull whose colors appear, to us, as the same shade of gray. He’s probably tell you, but no one can take a captain seriously in that chartreuse overcoat.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Sorry for my lack of posting today- long day. I need to get some sleep but I'll try to get something up here in the morning before I get into anything else.

And Hedy is correct- your normal/light vision is still in color, it's just your darkvision that's black and white.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Good to know. Otherwise, I’d have to rethink the name. (A colorblind scaled-fist monk? The Grayscaled Fist!)

I would totally understand being ejected from the game for naming my character that.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

yep, justified ejection :)


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

They're not a very colourful bunch


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Nice! Saph is within 70 feet, whether 2nd or 3rd in line. So if the battle plan doesn’t work or people just do their own thing, Saph and Jordanna can charge the enemy now. If the undead move 30’, Saph and Jordanna can reach without charging.

Actually, I’m starting to think Saph should never be on point given her speed bonus and ability to charge “through” allies. That, and her perception sucks, so the front of the line is wasted on her!


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

@GM, this just occurred to me:

• If Hedy and I are ALREADY flanking, I attack three times successfully. (Assuming a 17 hits; 16 misses.)

• If I need to 5’ step to flank, I can’t spend the ki so I hit twice. (Spending ki is a swift action.)

• If I can’t flank no matter how I position myself, I stay put and spend the ki but I believe only the third strike hits without the flank bonus.

_____

I think I was thinking two things as I posted:
• Hedy and I are flanking, so I’ll attack three times this round!
• Do I need to move to flank? Better 5ft-step just to be sure!

My wife and I were watching the S2 final of Umbrella Academy last night, so I was thinking one thing before the show and another after. While posting in a different game, I somehow had this nagging feeling I did something goofy here.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Lol. I know keeping track of things in combat can be a little tricky with theater of the mind, so I generally just interpret people’s posts in the most generous way I can. In this case, most of the PCs started in a straight line that (from left to right) went: Hedy, Saph, Jordanna, and Paddy, with the two enemies right in front of Saph and Paddy. You can/did 5’ step in front of Jordanna which doesn’t actually grant you a flank this round but does allow Hedy to 5’ step into a flank on her turn. A couple notes though: their ACs have changed because they were taking a penalty the first round due to charging; you could gain a flank by spending a move action to move around behind it, but that would provoke from both enemies and limit you to one attack; I don’t believe a 5’ step takes up your swift action (though I’m open to being corrected on that if someone has a rules link?); since it doesn’t use up your swift action, you can step forward (setting Hedy and Paddy both up for flanks) and still make all three attacks (only the third of which will hit, even if you were flanking).


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Oh, right... they had charge penalties. Then the swift action was well spent just to hit at all.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Busy day at work, should hopefully have a post up during lunch.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

As I think (and hope) I mentioned before, I will be leaving tomorrow afternoon for vacation, until September 4th. I think I'll be able to keep up with the game via my phone but I have been warned the cell service where I'll be most of the time might be inconsistent. Even if it's not, I probably won't be available for more than 1-2 posts per day. I'll do my best to keep us on track, but I apologize in advance if we end up slowing down a bit.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Jordanna’s player mentioned to me that their posting might be slow this weekend, so I’ll give them some extra time. If they haven’t had a chance to post by tomorrow morning I’ll move is along.


Posted, sorry for the delay.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

What terrain does this count as?


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Beach counts as water.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I know I should save some ki for the big bad, but when I saw that nat.20, I wasn’t that sorry.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Paddy wrote:
I know these are fisticuffs notions, but when I read left hook, I see Saph with a hook hand. Hahaha

I did a hook kick the round before. So imagine that with two hook hands. That’s either an awesome pirate, or just a pirate who should give up sword fighting and join a circus.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Maybe my Linguist racial feature breaks the 4th wall? I read that as “thought box.”


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

That's exactly it


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Ah!!!!!!!


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Master of the Seas and Storms wrote:
edit: wow, that is pretty awesome feat.

@MotSaS,

I’m assuming when you said Stunning Irruption is pretty awesome, you had the same interpretation as I did, which is that it affects the characters inside whatever room you bust into.

Or, more to the point, it does not affect those outside (such as yourself and your allies), as another GM interpreted it.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Hmm... after reading over the feat again, I fear that other GM is actually correct... the feat, unfortunately, doesn’t differentiate between friend or foe, it just effects everyone within 20’ including your allies if they’re in range. Given that difference, please feel free to trade out the feat for another one if you wish (or else just plan to use it when you can move away from the party). Sorry.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

No apology needed. That was the point of bringing it up, so if you agreed with the call I hoped I could do this:

Master of the Seas and Storms wrote:
please feel free to trade out the feat for another one if you wish

I’ll definitely trade it. In the other game, I “martially flexed” the skill as my brawler. Stunning/shakening the entire party just felt like a punishment for beating the unfavorable odds of breaking a strong door in a single blow. My immediate thought was, “not gonna do that again.”

I’ll try to settle on a new Lv.5 feat before we encounter more zombies.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

FYI I'm going to be on vacation starting this weekend; I'll have my phone on me, but please feel free to bot Murillo if needed.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

ENJOY SIR!!!


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

How about Chokehold? If used on a caster, it instantly shuts him up!

-5 to grapple check, but he’s silenced if successfully grabbed—and has to break grapple to recite magic words… or breathe.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

B'y means a lot of things. Some interpret it as "boy", some use it like the Canadian "eh?", some think of it as "buddy" or "friend". It's a weird one.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Saph- chokehold is a good option, I do want to point out, however, that it takes more actions to use than I seems like you might think it does... a grapple combat maneuver takes an action, and this one can only be done while in a grapple, so you'll have to initiate a grapple one round and then use chokehold the next round. As long as you're good with that, go for it.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Here is the (very) rough promised map of what you've explored so far. Please feel free to ask questions.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Saph was obviously looking in a mirror when she drew the text version.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

That makes... infinitely more sense.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

If the zombie locations are numbered 1 to 3 from left to right, we travel west until we reach a quarter mile to the east of where 3 is (where we might have run into #4 if #4 exists). Search. IF we find nothing we keep travelling west until we hit where we killed number #2 and then head north inland.

Correct?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

That’s what I was suggesting. Goofing the direction is real-life-me’s fault.

Saph’s geography check surely includes auto-success on “East is That Way —>.”


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Lol, Saph quickly realized her mistake. My confusion came from Paddy saying you’d head “due west” (which would mean into the scrub rather than along the beach) or people just saying west (which could be sw along the beach you came from, due west into the scrub, or nw onto the unexplored beach). There seems to be consensus though (amongst 3 of the 4 who have posted) to backtrack, so I’ll post that as soon as I’m able (hopefully just a few minutes, if I don’t get interrupted by work).


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Master of the Seas and Storms wrote:
Lol, Saph quickly realized her mistake.

WIS is my dump stat. So, the in-game version of the mistake could be:

...... Saph ......
<<< dVW <<<
.. Onlookers ..

Saph’s-Eye View:
.. Onlookers ..
>>> MAP >>>
...... Saph ......


Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

Apologies, when I saw the majority vote I assumed that was the way we were going. I also vote that we go in that direction.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Oh! Awesome! Glad to know cold damage does nothing before I waste a ki point. I was doing a third strike because it makes more sense mathematically. I only get up to 4 attacks with cold damage, which doesn’t hurt as much as d8+8 unless cold damage is extra harmful.

Next level, I’ll get up to 9 attacks per elemental fury, so I’ll probably stop using ki for a single extra hit after leveling.


Female Human Vigilante Brawler

@GM, please remove the Vermilion Vixen from this campaign. (The character, not the player —I’m Saph’s player.)


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Hedwig Bogg II wrote:
Hedy nods "The good news is that the enemies keep getting smaller."

Has my warrior-fairy taught you nothing?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

:) Nope and don't want flying zombie fairy either... maybe a zombie mite!


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Tiny flying fairy zombies, you say?

Pardon me for a moment while I just look through these notes...

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