Skulls and Shackles

Game Master Diamondust

A successful mutiny has given you your own ship. You do not have enough crew to fully man her. Rickety Hake can squib the ship so she is not recognised by anyone who might try to hunt you down and more crew are sure to be found in the town of Rickety Squibs.
Man's Promise Crew and Map


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Yarr me hearties.

If you have done your character sheet already, post it here and let me know what your plan is if you have one and so I can check the sheets. If you haven't made one then lets get started.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Bonsoir, mesamies! Glad to be joining you.


Hey Jacques, I'm checking your sheet now. What is your plan regarding leveling? Is gunslinger or wizard going to be leveled evenly or is one just a dip? Curious. Obviously you are wanting to focus on siege weapons for the ship.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Hi Voice! I'll add details about my build plan to the character sheet, but basically Jacques is only taking one level of Gunslinger to get martial weapons, grit, and the battered firearm. Then I intend for him to go Siege Mage through until level 11, when he will switch to Eldritch Knight.

"Prepare the flaming voodoo cannonball!"


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Starting Gold: 5d6 ⇒ (3, 6, 6, 3, 3) = 21 x 10 = 210 Yee!

Ahoy! My character sheet is nearly done, I've just got to make a profile page for it. Submitting for your approval shortly.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Character Profile complete.
My plan is to go through the whole godling class. Tobias's ambition is to captain his own ship, which will lead to his own fleet of ships under his command.


Jacques All skills seem to be off by a point or 2 if I'm reading 1+5 as 1 rank and a +5 bonus to the roll. Acrobatics for example should be +6(1 rank, 3 class skill, 2 dexterity) not +5. Agile Maneuvers is now Agile Combatant. You seem to have 1 extra feat. Shouldn't you have 5? (2 level, 1 human, 1 wizard, 1 gunslinger). You also should be starting with 10 spells in your spellbook (3 start, 3 int, 2 level, 2 archetype). Don't forget to spend your 230gp.

All Remember we are using the Elephant in the Room feat tax rules. So check the pdf to see if a feat you might take is altered or removed. For example, Power Attack, Deadly Aim, Fight Defensively and Combat Expertise are replaced with Risky Strike and Defensive Stance that anyone with a +1 bab can use without spending a feat. Any feats that had those as prerequisites now have +1 bab as the prerequisite. Weapon finesse is also a feat that has been removed and incorporated as a feature of all light melee weapons (plus rapier, ECB). Find the PDF for free here if you don't have it.

I'll start checking Toby next. Once everyone checks in though, I am ready to start the beginning of the gameplay if we have mostly complete character sheets.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

Hello! My sheet is in the alias. The plan is Simple: Barbarian (Invulnerable Rager) until we run out of AP.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none
Voice in the Maelstrom wrote:
Jacques All skills seem to be off by a point or 2 if I'm reading 1+5 as 1 rank and a +5 bonus to the roll. Acrobatics for example should be +6(1 rank, 3 class skill, 2 dexterity) not +5. Agile Maneuvers is now Agile Combatant. You seem to have 1 extra feat. Shouldn't you have 5? (2 level, 1 human, 1 wizard, 1 gunslinger). You also should be starting with 10 spells in your spellbook (3 start, 3 int, 2 level, 2 archetype). Don't forget to spend your 230gp.

I write it [ranks]+[bonus without including ranks] because my brain adds them together, is that okay? I find I occasionally need to know how many ranks I have in something and this shorthand makes that pretty easy.

Feats are: Amateur Swashbuckler* (Derring-do, from human), Fencing Grace (level 2), Gunsmithing* (from Siege Gunner), Siege Engineer* (from Siege Mage), Weapon Focus (rapier, level 1)


Toby Dagger qualifies for the weapon focus feat so attack roll is +4. Why is thrown dagger 1d6? Sap is a light weapon so can use dex on attack roll for +3. I think you should only have 2 feats at level 2? Did you roll for wealth or take average? I think you are over the average slightly.

Jacques That's fine to write it that way, I understand now.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Voice in the Maelstrom wrote:
Toby Dagger qualifies for the weapon focus feat so attack roll is +4. Why is thrown dagger 1d6? Sap is a light weapon so can use dex on attack roll for +3. I think you should only have 2 feats at level 2? Did you roll for wealth or take average?

The dagger and sap issues have been fixed, thanks.

At first level, Toby got the feat he was suppose to get at Level 1, plus the bonus feat you gave at every level. And at second level, Toby got the bonus free feat you gave us at every level, because normally no feat are available at 2nd level, unless you are a fighter. Thus a total of 3 feats for both levels.
My wealth was rolled and posted in front of you in my first post.
Voice in the Maelstrom wrote:
I think you are over the average slightly.

Aww. You're pretty awesome yourself, Voice.


Cnut You have two different attribute setups in your profile, is wisdom meant to be 10? CMB should be +5(2 bab, 3 str). I think you have 2 more skill unused but I can't tell what you have put ranks in. Your total ranks should be 12 though. Are your attacks calculated using power attack? Your equipment cost 96 + 19 left over = 115. Barbarian average is 105 so just 9gp left over.

Toby I forgot you posted your wealth roll in discussion and was looking in recruitment silly me. 210gp it is. I think you misunderstood the feat rule. Normally you get a feat every odd level (1,3,5,...). I have changed it so you get a feat every level (1,2,3,...) not an extra feat every level + regular feats. So you should have 1 feat per level, plus bonus feats from class or race.

Just waiting for our last crew mate. Almost ready to sail.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Hello. Sorry for being late, my weekend was stolen by family.

Rosanne's character sheet is in the header.

Plans for Rosanne are fluid at the moment. I do intend to give her a level or two or Rogue. Maybe go to Arcane Trickster


As long as it was a good 'stolen'. Family is important. I will start checking your sheet now. Welcome aboard.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

It was. :) My parents are both retired and I was out at their place doing the heavy lifting for their summer garden. They live on the coast outside Wellington in an area popular with retiree's. Lots of good cafes and restaurants out there.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1
Voice in the Maelstrom wrote:

Cnut You have two different attribute setups in your profile, is wisdom meant to be 10? CMB should be +5(2 bab, 3 str). I think you have 2 more skill unused but I can't tell what you have put ranks in. Your total ranks should be 12 though. Are your attacks calculated using power attack? Your equipment cost 96 + 19 left over = 115. Barbarian average is 105 so just 9gp left over.

The stats thing is my bad. As a coldborn Skinwalker I gain +2 WIS when in my hybrid form. I copied the stats out of HeroLab while I had Hybrid checked, but wrote them down in the overview when I was looking at the standard form. I'll fix that.

The attacks were calculated with power attack, which is also why the CMB is wrong; it's factoring in the -1 to maneuvers.

Skill ranks are as follows:

Regular:
Climb 1
Intimidate 2
Knowledge (Nature) 1
Perception 2
Survival 1
Swim 1

Background:
Craft (Carpentry) 1
Knowledge (Geography) 1
Profession (Sailor) 2

I'm not sure where our calculations of the gear value are disagreeing. I used 105 GP and just bought everything in HeroLab. That did remind me, though: I needed to get some Carpentry tools. After 5 gp Carpentry tools, HeroLab is telling me gear value 92 gp, cash 13 gp.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Ah! Background skills. I'll update Rosanne to include those.

She has Profession (cook) 6 & Craft Rope 6 from her background. She can sometimes make an edible meal, and can repair ships ropes.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Feats fixed.


Rosanne You are missing a trait, you can have 2 normal and 1 campaign trait. It looks like you have spent 12 skill ranks when you only have 10. Unless are you using your favoured class bonus for skill ranks? With 1 rank, Swim is +6(1 rank, 3 class skill, 1 ocean's daughter, 1 touched by the sea). With the Elephant in the Room rules, unarmed strikes and natural attacks are always considered finesse weapons, so your claws can use dex for attack rolls. Are you tracking your gold? My calculation on your gear says you should have 18g4s9c remaining.

Cnut Ok you're all ready then. Yep I checked again and your gear is worth 92 with 13gp left. My numbers were off somehow.

Toby You're all ready.

Jacques Don't have your gear yet.


I have added some links in the campaign tab for easy reference when we get into ship rules. I will add the link for the Roll20 map soon and I should get the first gameplay post up sometime after that.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

I added the Street wary trait to go with her background.

Dropped one rank in Knowledge Arcana and added it to Perception. I forgot Rosanne had the Seeker trait. :(

Yes I used the favored class bonus for skills, 1 for Profession (Sailor), 1 for UMD.

It didn't show up but you are correct, Rosanne has 18 & change for her GP.

Fixed Swim & claws.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Sorry for the delay; I've updated Jacques's equipment and added a status line.


Excellent, I think everyone is ready then.

Roll 20 link here for viewing maps. I will be able to give you control of your token so you can move yourself in battle, avoiding confusion if I have to guess where you are moving from your description.

The first gameplay post is up.


Your equipment is good Jacques and you spent every penny of your starting gold. Must have worked for your food and lodging each day.


As a bit of fun and help with visualisation I have added image links I found to the crew list in the campaign tab.


Sorry guys I mixed up the jobs.

Toby and Jacques are Swabs.
Cnut is a Rigger.
Rosanne is Cook's Mate.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

I can't wait until Rosanne gets into rogue. The lack of skills for Sorcerer's is painful.

In fact would it be possible to remake Rosanne as a Sorcerer1/Rogue1?


Yea I can allow that. Post the changes here so I can put them in my spreadsheet.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Ok, I tried to keep as close as possible to the 1st draft.

Rosanne:

ROSANNE STRAY

Female Changeling sorcerer 1 / rogue 1. CG medium humanoid (changeling)

Init +2; Senses Darkvision (60 ft.), Perception +7,

Languages Aklo, Common, Draconic

AC 13, touch 12, flat-footed 11. hp 15 (2HD)

Fort +0, Ref +4, Will +3 Speed 30 ft. (6 squares)

Melee claw +2/+2 (1d4)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +0; CMB +0; CMD 12

Atk Options Sneak Attack 1d6,

Special Actions Dehydrating Touch 6/day (1d6 nonlethal),

Known Sorcerer Spells (CL 1st):
1st (4/day) - mage armor (DC 14) , snowball
0th (at will) - acid splash , detect magic , mage hand , prestidigitation (DC 13) Abilities

Str 11, Dex 14, Con 10, Int 12, Wis 12, Cha 16

Special Qualities Aquatic Bloodline, Bloodline Arcana (water spells cast at CL+1 and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls), Cantrips, Claws, Darkvision, Finesse Training, Hag Racial Trait, Natural Armor, Ocean's Daughter (Sea Hag), Spells, Trapfinding, Weapon and Armor Proficiency,

Feats Eschew Materials, Point-Blank Shot, Precise Shot, Weapon Finesse

Skills
Acrobatics +6,
Appraise +1,
Bluff +3,
Craft (Untrained) +1,
Craft (Rope) + 6,
Diplomacy +7,
Disguise +3,
Escape Artist +2,
Fly +2,
Heal +1,
Intimidate +3,
Knowledge (Arcana) +6,
Knowledge (Local) +5,
Perception +7, Perception (Trapfinding) +8,
Profession (Cook) +6,
Profession (Sailor) +5,
Sense Motive +5, Sense Motive (Social Hunch) +7,
Spellcraft +6,
Stealth +6,
Survival +1,
Swim +6,

Possessions pirate clothes (basic);

Aquatic Bloodline Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Aquatic Bloodline ~ Bonus Spells

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Bloodline Powers Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Claws (Sp) Changelings get two claw attacks.

Darkvision Changelings can see in the dark up to 60 feet.

Dehydrating Touch (Sp) You can make a melee touch attack as a standard action that inflicts 1d6 + 0 points of nonlethal damage and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability 6 times per day.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Hag Racial Trait (Ex) Changelings inherits a trait from her mother.

Natural Armor (Ex) Changelings have a +1 natural armor bonus.

Ocean's Daughter (Sea Hag) You gain a +1 trait bonus on Skill checks, and automatically succeed at Swim checks made to avoid nonlethal damage from swimming.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 13 + the spell level.

Street Wary (Any City) Sense Motive is always a class skill for you, and you gain a +2 trait bonus on Sense Motive checks to get a hunch.

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Let me know if I need to change anything.


Couple small things. Favoured class bonus was in skills before. Is it still? Or did you change it? You have 1 more skill rank I think unless you forgot to write in your UMD rank from before. Finesse training is changed slightly due to elephant in the room feat tax pdf. It gives the feat Deft Maneuvers now since weapon finesse is not a feat anymore. Also it was never mentioned by me but I calculate BAB and Saves using fractional amounts. So you have a BAB of +1 since .5 from sorc and .75 from rogue = 1.25 round down to 1.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Yes, the bonus went to HP this time, as Rogues get more skill points. 2 levels of Sorcerer gave me 6 skill points, 1 level of Rogue gave me 8 to spend on more skills. So I could put the bonus to better use making Rosanne slightly harder to kill.

I'll adjust the attack bonus.


Excellent. I think you have 1 skill rank spent more than you should then.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

My mistake. Rogues get 8 + the Int modifier. So 9 skill points for my Rogue level.

I make my characters on PCGEN, so I can't overspend skill points. That had me worried for a moment. :)


Going to move on to day 2 soon.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Good to go.


Jacques did you miss the gameplay post? I had to bot you and have you make a full round defense action so as not to hold the game up further.

I will be botting in combat if anyone doesn't post in a day or two to keep the game flowing. If you are unable for whatever reason (work, party, kids, too busy, etc.) that's ok, no sweat, such is life. We only start having problems if someone is gone for a week or more.

If there is a 'standard' action that you would want me to have your character do when I have to bot you, please write it here for me and I'll use that instead.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Sorry, yes, I did miss it. My default for Jacques is currently to try to demoralize his enemies or to aid his allies.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Sorry for being quiet, my health has been rocky the last few days.


Still need Jacques and Cnut to post to continue day 2.


Male Skinwalker (Coldborn) Barbarian (Invulnerable Rager) 1

Sorry, started a new job on Monday. It's taken some adjustment.


Congratulations, hope it goes well.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Voice in the Maelstrom wrote:
I will let you use your influence roll on someone else. As Sandara is already Helpful, the highest attitude you can get.

Hey Voice! In the short time we've known her, Sandara has shown her to not only be a true cleric of Tobias's mother, and a stalwart crewmate, but a FRIEND! She took a lashing for our Rosanne! Just because we can't get anything more out of her, are we suppose to throw her overboard, like the refuse from our plates?! I SAY NO GOOD SIR!! Our friend is in pain, and Tobias, ever the gentlemen, will work whatever will he can to help Sandara at least feel comfortable...

...That being said, Tobias would have heard Rosanne's offer for naughty fun, and might work his influence to make that a threesome.

He's a godling, not a saint.


I'm not sure you understand. You can tend to Sandara. But you don't have to have that be your one Ship Action. It's basically a wasted diplomacy roll as she is already at the highest attitude level possible towards you guys.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

We'll see how the Sandara interaction pans out, then go from there.


Just need to know what Cnut wishes to do and I will update.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

@Voice in the Maelstrom. I don't know if this will be of any use to you, but I found this while looking up who I should try influencing. When I'm in any condition to do so. :(

Wormwood crew cards


Yes I saw that too. In the campaign tab I have linked various images I found relating to the crew similar to those cards.


Getting swamped by your job Cnut? Hope it's going ok. I will bot your job rolls for today.


Big weekend guys. I will be home tomorrow to update. I will roll for Cnut if he hasn't posted by then.


You're missing out on combat Cnut! :(

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