DM Fern's Skull & Shackles (Inactive)

Game Master Evriani

Roll20 Maps
The Crew
Handouts
Ship Combat Rules
Man's Promise Ship Sheet
Group Inventory Sheet


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CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

WE DID IT

and we're going to win the mutiny, too <3


CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

SUCCESS!

As for my bonus thing from the seance, I think Mateo will have taken it in Prof: Sailor. Now that I know murder is on the horizon, Stealth will be it going forward if we continue it.


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Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Depends on what type of spirit. There is one that gives all the participants a +2 to damage...

There is also one that lets me use Spirit Boost on other people's attack rolls. But that one would be hard to come by. We would have to hold the seance in the captain's quarters.


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CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

I'm super unfamiliar with all the occult stuff so I'm super excited to see it be played out.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

I'm actually a bit curious - has anyone in this group played a Medium before? Or even been in a reasonably long running game with one?

It looks like a class that is a bit on the weaker side, so I don't imagine that it is very popular.


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

I have not. Haven't really played with anything from the Occult set.


CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

Almost every game I'm in has the Occult set of classes banned or not allowed. I played in a crazy gestalt game where I played a gravedigger investigator/fighter. It had some occultist tricks but nothing solid.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Mateo Nikas wrote:
Almost every game I'm in has the Occult set of classes banned or not allowed.

Well, that's curious. What is the motivation for that? I can't imagine it is because of Medium.


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M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Could simply be timing on when the Occult stuff was released. LOTS of people just not familiar with it, and probably some tired of looking at more rules expansions.

I know that's why this grumpy old man doesn't know more about that material. Just doesn't seem worth the time. Too much else to work with already.


Might be as simple as 1E having a bajillion resources and it being easier to restrict things to the core stuff. I enjoy how you play Lanni a lot!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Terry of Quent wrote:
Could simply be timing on when the Occult stuff was released. LOTS of people just not familiar with it, and probably some tired of looking at more rules expansions.

Yep. This. Well said.

And Fern's "bajillion" resources remark. Also well said.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6

I made an occultist and psychic, but not a medium.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

First time I've ever seen a Medium ever played. I know NOTHING about them. Now you can see where 'Shark bait' gets it from. ;)


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Medium is really cool! I also think it's hilarious how Joran is reacting to him.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol!


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Never played a Medium, and never seen one played.

So no ideas, nor any thoughts on the class.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

So pretty much it is the blind leading the blind. Should be fun.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Dreamer, Syl stopped Joran on his way to come see Dreamer. She wasn't threatening you.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

I misread.
Thanks for the heads up Atia.

Edited it to what I was doing now, but without the syl thing. :)


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

No problem! May as well avoid Syl whenever we can :P


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Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

I think that is going to be a moot point here soon enough.

I am kind of expecting sharkbait to throw her overboard.


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CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Hopefully, not until a fight actually begins - Atia would be pretty cross if Joran got himself keelhauled. *stares meaningfully at Joran*


2 people marked this as a favorite.
Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

So what would we call Flipps after Sharkbait cuts off his arms and legs then throws him overboard. .

BOB. . . .

Ok, I will show myself out now. :)


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Human Barbarian(Sea Reaver) 4th
Stats:
Hp's 45/45; AC 17/touch 11/FF 16; Hero points: 3/3 used; Perc: +9; Fort: +6; Ref: +2; Will: +3
Atia Leroung wrote:
Hopefully, not until a fight actually begins - Atia would be pretty cross if Joran got himself keelhauled. *stares meaningfully at Joran*

Lowering eyes, Yes, dear.


1 person marked this as a favorite.
CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning
Joran "Shark Bait" Bravestone wrote:
Atia Leroung wrote:
Hopefully, not until a fight actually begins - Atia would be pretty cross if Joran got himself keelhauled. *stares meaningfully at Joran*
Lowering eyes, Yes, dear.

That's what I like to hear. :P


1 person marked this as a favorite.
Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4
Joran "Shark Bait" Bravestone wrote:
Atia Leroung wrote:
Hopefully, not until a fight actually begins - Atia would be pretty cross if Joran got himself keelhauled. *stares meaningfully at Joran*
Lowering eyes, Yes, dear.

I see he is already responding like most married men. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Atia Leroung wrote:
Joran "Shark Bait" Bravestone wrote:
Atia Leroung wrote:
Hopefully, not until a fight actually begins - Atia would be pretty cross if Joran got himself keelhauled. *stares meaningfully at Joran*
Lowering eyes, Yes, dear.
That's what I like to hear. :P
Seadreamer Stonebeard wrote:
Joran "Shark Bait" Bravestone wrote:
Atia Leroung wrote:
Hopefully, not until a fight actually begins - Atia would be pretty cross if Joran got himself keelhauled. *stares meaningfully at Joran*
Lowering eyes, Yes, dear.

I see he is already responding like most married men. :)

LOL!!!


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I added two links above that aren't ready to come into play yet, but I want to give you time to prepare.

Once you assume control of the ship (which c'mon, we all know it's going to happen sooner or later), we're going to use the rules from Fire As She Bears for ship combat. The rulebook is 100 pages long. >.>

SO.

Instead of sharing it with you and expecting you to read it all I spent my morning condensing it as much as humanly possible into a player's version. It is still 15 pages long (including charts, not all walls of text!). I am sorry. XD

It is worth learning. As written in S&S the captain gets do do things and everyone else just drools on themselves. In this version, every one of you gets an extra combat turn to do ship actions.

If you find time in the next couple weeks look the stuff over. Mull over which officer roles you might want, given the options.

If you want the full pdf I can share it with you via PM (it's not online for free but I bought it.) Most of what I cut out was flowery language or DM-centric details but I'm happy to share.

There is also a 'character sheet' for the ship linked above, based on said rules. It's not all filled out yet, most of the calculations depend on you guys' eventual roles.


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LG Male Android Toymaker Fervor Witch 7 | HP 71 | AC 25 | Fort +13; Ref +13; Will +13; (+1 vs emotion, fear, disease, poison, radiation) | Perception +11 low-light vision, darkvision| Speed 30 | Spell DC 25 | Conditions: | Hero Points 1/3 |
DM Fern wrote:

we're going to use the rules from Fire As She Bears for ship combat. The rulebook is 100 pages long. >.>

If you want the full pdf I can share it with you via PM

:stares pointedly for several seconds:

DM Fern wrote:
As written in S&S the captain gets do do things and everyone else just drools on themselves.

That actually sounds quite a bit like the standard rules for Starfinder's starship combat. The pilot is the only one that makes meaningful choices, and the gunner is the only one that has any actual impact on success of the encounter.


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

Not sure about starfinder. I don't have that rule set.
But I did hear about Fire as she bears, but never actually got the rules.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

I've read through the rules on things and have a lot of thoughts on officer assignments, but I'd like to see how things play out leading up to and during the mutiny before we really discuss it in-depth. I want to see how us, the PCs, work together as a party before sharing any major thoughts on it, especially with Mateo and Lanni being new.

Although I have to say, they've done a pretty stellar job mingling with the PCs and interacting with several NPCs to make themselves known quantities...I doubt my opinions on their potential roles will change much.


CN Male Swashbuckler 4 (Inspired Blade)| HP: 36/36 | AC: 20 ( Tch 16, Fl 14) | CMD: 18 | F: +3 R: +9 W: +2 | Init: +6 | Perc: +7 SM: +7 | Combat Stamina: 5/5 | Panache: 1/4 | Charmed Life: 3/3 | Hero Points: 2/3 | Active conditions: Combat Expertise (-0, +1 Dodge), Champion (+2 Dmg)

They're interesting. Some of those DCs are going to be hard to hit but we'll see. It also seems to encourage us to potentially take Leadership at Level 7.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

Lanni is pretty much a flexible pick.

Natively I can't really fill any of the 4 main roles. Captain actually comes closest, but I don't have Profession(sailor) that it needs to avoid Taken Unawares. Plus I don't see Lanni's personality working well as captain, lol.

With the right spirit's help, I could fill most of them reasonably well. Probably still not Navigator though. The rest would work.

But likely, most of the time I would be one of the general Mate officers.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

On level up, Atia will be pouring some ranks into Profession: Sailor & that would make her perfect for Navigator. She's got the intelligence, ranks in the skills needed... just need the sailor stuff, which is easily handled.

Lanni could be Chaplain again ;)


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

I would say it pretty much mandates at least the Captain take Leadership.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Atia Leroung wrote:
Lanni could be Chaplain again ;)

Yeah. As a retcon/coincidence, that is probably why he got hired on the Man's Promise as one in the first place.

Though I think Des would do it better. Unless you really want a Chaotic crew...


Male
General Stuff:
HP36/36; AC 17 T 12, FF 15 (+2 vs Aquatic), CMD 19+4 vs Rush/Trip; Saves F6, R6, W2 +4 vs spell and SLA, +2 vs poison; Percept 9, +2 unusual stonework, +1 for loot
Dwarf Ranger 4

I dont have a negative on my Cha, but i have the profession

If no one else is willing, i will run as the captain.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

I don't think now is the time to decide Captain, to be honest. We have several good candidates for captain, but some of it is what makes sense storywise balanced with what makes sense statswise.

I'd like to see how things play out in this next bit before we really decide anything.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |

It looks like both Terry and Mateo have both the skills and a good CHA. Destinie even more so.

For whatever that is worth.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Atia Leroung wrote:

I don't think now is the time to decide Captain, to be honest. We have several good candidates for captain, but some of it is what makes sense storywise balanced with what makes sense statswise.

I'd like to see how things play out in this next bit before we really decide anything.

Oh absolutely. Just doing analysis and kicking around ideas currently.

We also are only at level 2. We do have some ability to build for certain things going forward.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

Currently, Mateo would be my top pick story AND statswise.

I wouldn't support Destinie as captain.


NG M Female Oracle of Lore 3 HP: 31/31 AC:17(T:14/FF:13) CMD:12 Saves-FO:+2 RE:+5 WL: +7 Int: -1 Perc: +6
Atia Leroung wrote:

Currently, Mateo would be my top pick story AND statswise.

I wouldn't support Destinie as captain.

Being part of a plot to poison Atia's boyfriend will do that to ya.

But yeah, Des would be fine handing things to Matea as captain while she gets down on the meats and potatoes of running things.


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

I am NOT saying this is the "right" answer, just sharing my number-crunching thoughts.

Running numbers, based on current skill ranks, summing taking the best bonuses that apply where there are options and the appropriate atribute ONCE, I got:

Captain: Destinie and Terry tie at +29. Third is Sharkbait at +26. Profession (Sailor) ranks will bump Sharkbait's score.

Navigator: Seadreamer has a +25, while Atia and Destinie tie at +16. Yes, that's with ZERO Profession (Sailor). Sailor counts twice for this role.

Surgeon: Seadreamer has a +15, Destinie has a +12, and Lanni has a +10. Only the first two are actually trained in both required skills.

Chaplain: The big question here, really, is where do we want the bonus? Crew alignment has to match either the Chaplain's or the Chaplain's god, or the crew has to worship the chaplain's god to receive benefit. Best I could tell, we have a CG follower of Calistria, a NG follower of Trudd, and a NG follower of Besmara, I think? Only the first two have declared a patron god on the character sheet - Terry and Seadreamer.

So, if we take these numbers as actually important instead of just me occupying myself, there are some discussion points to spark things off.


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Statwise, I show Mateo as #5 for Captain, with Cass being #4. The range between the tie at 1 and 5 is a total bonus of 7, across 4 check types, so, less than 2 per check. <shrug>

Edit: Oh, and Joran is the ONLY one with the correct skills for ship repair, which is a Mate duty.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

I think we also need to balance stats with decisions that make sense in the story, as well. Captains need to be really clear communicators. That would mean Terry and Joran from your list.

Atia will have ranks in sailor on level up. Almost every role demands it. I'm not married to Atia having any specific role, however, so I'm not worried about who actually gets navigator.


M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

I would normally argue to put story first, but it looks like the mechanics are going to be pretty important. How much so is still an open question.

Whichever way we go, it should be interesting. I hope.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

I'm not keen on Des as captain because of the clear communication issue. Des's posts are rife with really egregious typos and it often looks like autocorrect might be getting better of the situation here and there (words that don't make sense in context). It's often really difficult to parse what they're trying to say.

We don't have to make the decision today, anyway - the numbers make a difference, imo, but I do know that story counts for a lot to Fern as a GM.

I've got nothing super set in stone, opinion-wise. The numbers you crunched seem kind of high? Or I'm just not sure what your process is, Terry - when looking at the rules for say, the Navigator...

Avoiding getting lost: Knowledge (geo) OR survival, which means Atia is at a +9 and Dreamer at +7 for geo, both of us are +1 for survival.

Atia's int modifier is +5/wis modifier +2 for loyalty and initiative, Dreamer's is + 2 int, + 2 wis.

Start of combat advantage on the wind + claiming the weather gauge is where dreamer has the advantage - his Profession: Sailor exists at a +8. Atia's doesn't (yet).

Again, I'm not married to Atia as a navigator, just using who you were comparing to try to understand the crunch


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Fortunately, there's still time before we get there before anything is decided. It definitely won't be before 3rd level so there's that.

I'm a "story" fan myself, to be honest. I'd prefer that over "who's got the best" mechanics but I know how mechanics dictates the world of PF1, unfortunately. If a player doesn't build their character "properly" then it's too bad so sad. Never been a fan of that. Just my 2 cents.


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M Half-Elf Unchained Rogue (Pirate) 2 / Swashbuckler (Inspired Blade) 0 | AC:17(T:14/FF:13) CMD:15 HP:13/13 | FO:+0 RE:+7 WL: +1 | Defenses: Immune to Sleep, Resistant to Enchantments

Where the role provided multiple options for a roll, I went with each player's highest trained bonus. The Captain role has 3 rolls possible, so everyone got the total of their best trained options plus their Charisma modifier.

The Chaplain role had zero rolls that I saw.


CG Fem Conj. Wiz 4 | HP: 34/34 | AC 13(w/ MA 17) (T:12;FF11) | CMD: 12 | 30ft speed | Saves: Fort/Ref +3; Will +5 | Init +8 | Perc +2 | 8/8 Acid Dart | Hero Point: 2/3 | Condition:
Spells:
Cantrips: acid splash, detect magic, prestidigitation, read magic; 1st 0/5 + 1/1 conj; lvl2 3/3 + 1/1 conj feats: Spell Penetration; Augment Summoning

I just re-read your post and saw you had explained it. My bad for making you repeat yourself, lol.

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