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
KeeperofRunes wrote:
I certainly won't turn that offer down! yeah, this is my big semester at school so for the next month or two I'll be at the university from 9:00 Am till 10:00 Pm which is a bit gross

I certainly do not miss college when I hear that. What a hellish schedule. How many credits are you taking right now!?


Female Elven Witch (Cartomancer) | HP 17/17 | AC 12 TO 12 FF 10 | F +1 R +3 W +3 | CMD 12 | Init +2 | Perc +2 | Con 10/10 | Conditions: None

Ha, 24 this semester but I am a theatre student for one of my majors and am leading 2 shows which is an extra 4 hours every day. If I didn’t love it I’d be crying (and still will probably a few times)


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Cassandra Tyche wrote:
I certainly won't turn that offer down!

Sounds good. Happy to help.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
KeeperofRunes wrote:
Yeah, this is my big semester at school so for the next month or two I'll be at the university from 9:00 Am till 10:00 Pm which is a bit gross.

Oh my gosh. When do you have time to eat, sleep, and well, eat?! That's insane.


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

That schedule sounds crazy. I never even had a class that started this late in any day.


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
Cassandra Tyche wrote:
Ha, 24 this semester but I am a theatre student for one of my majors and am leading 2 shows which is an extra 4 hours every day. If I didn’t love it I’d be crying (and still will probably a few times)

The most I ever took at once was 18 and it was absolute hell. Oh my god. Why are you doing this to yourself? lol

I cried so much during grad school. Godspeed, friend.


Female Elven Witch (Cartomancer) | HP 17/17 | AC 12 TO 12 FF 10 | F +1 R +3 W +3 | CMD 12 | Init +2 | Perc +2 | Con 10/10 | Conditions: None

ha, I've had to do 21 every semester to keep on the 4 year track, then this semester and next are 24, but its rough generally.


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Female Elven Witch (Cartomancer) | HP 17/17 | AC 12 TO 12 FF 10 | F +1 R +3 W +3 | CMD 12 | Init +2 | Perc +2 | Con 10/10 | Conditions: None

Alright, manged to catch up, I skimmed but didn't read too hard until the last 70 posts but I got the new scourge info which seems like the most important for me and the general dynamic with Lanni and Mateo!


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

Fern, red enemies go after Mateo and Joran, yes?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I know the blue enemies go before them. And I think they're up next. Unless one of us still hasn't gone yet.


Yeah I forgot to add them as block 5 initially, fixed it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I don't suppose there's a guesstimate on how high up Joran is, is there? Fern, you mentioned him in the rigging - (which I gather does not mean the Crow's Nest. Please, correct me if I'm wrong) - and with failing my acrobatics check, I'm curious as to how far he would fall. The Crow's Nest is 60' up and so if he was in the rigging, maybe he was halfway at 30'? *shrugs*

Acrobatics

I'm actually good with whatever but there are so many variables I'm not exactly sure how to go about it with falling, falling prone when I hit the deck, and so on and so forth. Ahhh the multitude of "variables". The beauty of PF1. Ugh. :P

All because I can't roll a freaking 5. (Not surprising with the way I roll) *shakes head*


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Are we using Hero points?


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

Fern mentioned allowing it here.


You can go with 30', once the rain began there's wasn't much to look out for, visibility was crap, so you'd have shifted to helping with ropes. Yes to hero points.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Thanks to both!


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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

Gm, 2 things,

1. I think there was a forgotten trait of mine

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

2. I know I forgot this in regards to those watery critters.
Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones


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Seadreamer Stonebeard wrote:

Gm, 2 things,

1. I think there was a forgotten trait of mine

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

2. I know I forgot this in regards to those watery critters.
Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones

Gotcha, do me a favor folks and if you have a trait like that modifying a stat, make a note up in your stats, because when I am dealing with like 10 turns at once I don't delve into all your traits. So like CMD 17 (21 trip/bull rush), AC 17 (19 vs aquatic). I used to tell my AP students who had to write essays to organize them well and "Make it easy for the grader to give you points", so make it easy for me to do math for you =D

With so many of you and so many enemies and often having to post from my phone there will be things that sneak by me. So Dreamer is still standing, and his dagger would have hit, but the axe already killed it anyway.


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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

Got it on the trait. Will update my tag line to show better.

As for Saltbeard, I forgot to include it, so my bad.
Was just letting you know I just remembered it, and will be using it from now on.

Nope, not blaming you for the errors, I just remembered on the stability part, and figured I would bring it up.


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Oh no worries! Sorry if my tone sounded bad, I wasn't criticizing, just asking for a future favor =D


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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

Hard to get proper tone on a written forum.

I am neither upset, nor worried.
Nor was I trying to promote those thoughts with you.


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

OK. Rules question again.

Provoking AO. And moving while prone.

From what I am reading, I can tumble to move without provoking AO. And can even tumble while prone as a full-round action, but only moves 5 feet. And the DC is the CMD of the enemies and increases by 2 for each one after the first.

I think that means making 3 acrobatics checks with different DCs for each of the enemies.

There is also 5-foot step. I'm not sure if that can be used while prone. I would assume not since otherwise there is no reason to tumble 5 feet while prone with a cost of acrobatics checks - when I could instead step 5 feet while prone for free.


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)

Correct. You cannot 5ft step when prone. Everything you said is true. Getting tripped sucks.


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

Cool... I guess.

At least that means that I'm reading things correctly, lol.


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

We always ran it as one Acrobatics check, with the DC adjusted by the crowd. Don't know that it is technically correct but 3 distinct checks to move 5' seems like an awful lot of overkill.


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

Need to clarify because it is a bit important. Did the Athletics rolls themselves succeed, or did I need to use the Spirit Boost?


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Needed spirit boost for the second roll


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

From what I see, Standing Up is a Move action that provokes. No roll needed unless the ship is continuing to sail like a drunken fool.


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

The problem is that you'll be eating 3 AoOs from those things. You can also tumble like Lanni did for an Acrobatic check, but that's a full-round action, you'll stay prone and have to beat their CMDs to not eat three AoOs. You can also simply attack from there with a -4 penalty.


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

Two of them are prone. I think they can still make AoO while prone though.

One of them likely used AoO on me instead, so that leaves only two for Dreamer.

Though Fern has been known to save AoO for when it is really needed...


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

Fun fact: Goblinoids have always been a bad matchup for her. Goblins were the first ones to knock her unconscious when she got critted in a different game.


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

Who is Terry talking to?


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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

Dreamer. Responding directly to his instructions to stow the last sail.


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

Gotcha!


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

So what time of day is it now? Asking for a friend - literally. Seance was last done at bedtime the day before, so if it is dusk now, then it would be wearing off.

Also, are we leaving immediately, in an hour or two, or in the morning?


Good question, as written it's supposed to be sunrise the next morning, but I think we'll go with sunset instead. The island is enough fun without worrying about fatigue or exhaustion debuffs. That said, Plugg wants you underway ASAP, say within the hour. You are welcome to rest on the island, when he's not there cracking the whip.


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

Thoughts on landing place? Abandoned village could be alright to avoid us having to get all wet getting out of the boat but who knows what's in there, if it's actually "abandoned"

shoreline's probably the safest?


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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)

All abandoned villages should be notated as "abandoned by people". They're never empty. Shoreline seems good.


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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 |

Yeah. Abandoned (by people) village should probably be our first place explored, but let's go there by land rather than trying to approach from the water.


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

No argument.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lanni Talimbi wrote:
DM Fern wrote:
The seagull interrupts and returns with a familiar tricorne hat -- Sandara's. "Mine? mine mine mine! mine mine. Mine, mine mine! Mine?"

Lol! Good one, Lanni. :)


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

Well, I finally broke down two of the kits.

My profile now has my gear from the kits laid out.

And Lanni, that was good.


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

Fern, let us know if anything happens during the night or if we can get the morning stuff going too.

I'm holding off on morning routine things for the moment.


Everyone shall need a fort save as they sleep. Otherwise go ahead!


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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 |

And in case anyone is getting concerned, Javell and I worked out this character interaction theme before hand. So no IRL player drama going on. Just grab some popcorn and enjoy the show. Or pick a side and join in since you are all players in the game too.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol! So much fun. :)


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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

Atia will try to explain it all very slowly to Joran at some point. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol! THAT could very well be an interesting conversation. ;D


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

Cass has the right idea too. It is probably a good idea to mention which boon type you pick. Either here in discussion or in gameplay ooc comment.

Some are pretty obvious. I don't expect anyone is going to want +1 CMD. People without spells probably won't want +2 spell damage or +2 healing.

But maybe I am undervaluing CMD.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Champion for Joran.

Nope. You're not. CMD ain't worth it. Well, until you actually NEED that +1 to CMD to avoid that trip. ;)

Still, CMD ain't worth it. :P

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