DM Fern's Skull & Shackles (Inactive)

Game Master Evriani

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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
Lanni Talimbi wrote:

Sure a +8 bonus to Acrobatics would be great.

But is +2 all that bad? It is at least above 50% success...

Also, Fern: mechanics question for this challenge. A single DC 10 Acrobatics check will cover all of the jumps for the half-speed distance? Or does each jump take a check?

So Lanni for example has a speed of 20 feet. So one check to make two jump and go 10 feet for one move action? Or two checks to make two jumps and go 10 feet for one move action?

Oh yeah, that's a question I want to know the answer to, as well.


Lanni Talimbi wrote:

Sure a +8 bonus to Acrobatics would be great.

But is +2 all that bad? It is at least above 50% success...

Also, Fern: mechanics question for this challenge. A single DC 10 Acrobatics check will cover all of the jumps for the half-speed distance? Or does each jump take a check?

So Lanni for example has a speed of 20 feet. So one check to make two jump and go 10 feet for one move action? Or two checks to make two jumps and go 10 feet for one move action?

One check for each move action, so with 20 ft speed, a check to hop two pylons. EDIT: That's so much rolling. I'll say one check per turn, and if you do a double move you could go 20 ft with one check. If you do some other action, the check will count as balancing on your pylon in addition to your move. Otherwise the odds of anyone making it safely are really low.

The advantage of the climbing route is you can make one blanket check for the whole thing. It's just a higher DC, without taking precautions.


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 we need to take precautions. After all, a dwarf has a racial blanket -4 for jumping.


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

It's impossible for Atia to hit a DC 20 for climbing, but if someone does the rope thing like Fern described, it'd be easier to hit...*knocks on wood*


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If carrying you like a baby monkey on his back wouldn't tip Joran into a medium load carrying capacity-wise, I'm willing to let you piggyback again. (If it does encumber him I'd say he'd get a -2 for medium encumbrance and -5 for heavy, not a fat joke ;D) Ditto for any other pairings.


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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 |

I'm pretty sure that at the moment Lanni would rather swim through the quicksand than have to be carried across.


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 is fine being carried like a baby monkey everywhere.

@Javell, Atia's like 100lbs soaking wet. Not sure what that'd put him at, carrying capacity-wise.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Between 100 and 200 lbs is a medium load.

But he'd carry you anyway. Unless you just flat out objected to it. :)

Or are we going to wait on 'Dreamer to make it to the other side?

Joran's a better climber than he is an acrobat, I can tell you that. :P

I gotta say, both options aren't ideal, to say the least. ;P


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're probably just going to have to accept the risk of some of us hopping and some of us climbing, lol. But we should definitely avoid Joran being the one to get near the quicksand since he's the one who would be most likely to succeed on pulling folks out.

Could do the rope thing that Fern talked about for climbing to lower the DCs.

Lanni's idea seemed good for making it so people could easily be saved if they fall, if Fern is down with it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Atia Leroung wrote:
We're probably just going to have to accept the risk of some of us hopping and some of us climbing, lol. But we should definitely avoid Joran being the one to get near the quicksand since he's the one who would be most likely to succeed on pulling folks out.

Yeah, that's true. I wasn't even thinking about that.

Atia Leroung wrote:

Could do the rope thing that Fern talked about for climbing to lower the DCs.

Lanni's idea seemed good for making it so people could easily be saved if they fall, if Fern is down with it.

I like Lanni's idea myself. It's a good one.

How about this: Joran uses 'Dreamer's axe to give himself that +2. That would give him an +11. Now he needs to roll a 9 to get all the way across. If he can do that with one end of the rope, he can stretch it and tie it off on the other side giving people a guide across the death pit. What I like about climbing is that it's only 1 check.

The trick with climbing is, that he has to roll at least a 5 to NOT fall. That would equal no progress. If he rolls a 4 or less... kerplop!

Of course, when you pull him out... did you see that? WHEN you pull him out... ;) he can just try again. He's pretty stubborn like that. :)

But if we can pull that off then it would make going across the death pit much easier on everybody with a rope to hang on to. In theory anyway. :P


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 don't know if it'll be helpful but Mateo has got a +9 to acrobatics. He can do this pretty damn easy to get on the other side. I'm joining the planning conversation way late so just let me know what I can do <3


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

Sounds good. Go nat-1 your way across the pylons then.


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

More than willing to lend the axe as needed.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Mateo Nikas wrote:
I don't know if it'll be helpful but Mateo has got a +9 to acrobatics. He can do this pretty damn easy to get on the other side. I'm joining the planning conversation way late so just let me know what I can do <3

And there's that! Let's do that. That's the easiest route, so let's take it.

Mateo takes the rope across, ties it off, we all cross. Bing-Bang-Boom we're done. And the "eyes" don't have it. :)


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 had suggested tying it off as a handhold from the start and Fern had said because of the way the hops are it wouldn't really work. That's why Lanni had his suggestion the way it was. Should go with Lanni's plan so people can get pulled out with help.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Atia Leroung wrote:
I had suggested tying it off as a handhold from the start and Fern had said because of the way the hops are it wouldn't really work. That's why Lanni had his suggestion the way it was. Should go with Lanni's plan so people can get pulled out with help.

Oh dangit! Yeah, I'd forgotten about that. Dangit! That would've been perfect too.

Yeah, okay. Sounds good. So, climbing still needs to be done then because one of us still needs to be on the other side.

Edit: Okay, time to edit my post then.

Joran is going to try to make it across with the climb check and then we follow Lanni's plan. The only switch in the plan is that Joran WILL be on the other side instead of 'Dreamer. Being confident here. :P


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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

Done and done! *Brushes hands off confidently* All in a day's work for ol' 'Shark Bait'. *Winks while grinning wryly*


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

Sorry, I'm late to the party.

The harness idea is a lower tech version of the climbing harness used today. With the tie over the top rope, it just turns into a boring carnival ride, really. Safe is normally boring, though, right?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Terry of Quent wrote:

Sorry, I'm late to the party.

The harness idea is a lower tech version of the climbing harness used today. With the tie over the top rope, it just turns into a boring carnival ride, really. Safe is normally boring, though, right?

Hey, nothing wrong with some "safe-boring". There's enough other crap in this game that's going to try to kill us, so, it's no biggie to take a little "safe-boring" from time to time. ;)


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 am totally fine with safe boring!


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

Heh. As we all post at nearly the same time.


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's fine by me.


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

safe boreing has my vote and will only add about 1/2 hour to the crossing and no one other than first and last has a chance of ending in the drink. plus any gear can be pulled across in one load on the rope.

ex sharkbait goes across. ties it off.
on our end we tighten it and tie it off.
while the tightening and tieing happen 1 person makes a harness and ties a recovery rope to it.
they then hand over hand it to other side where sharkbait ties a rope to other side.

first person gets out of haeness and dreamer pulls it back.
second person gets into harness and sharkbait pulls across.
rinse and repeat until everyone but last member across who unties his end and if they want use it if they fall.

any gear can be pulled across the same way.

Just wondering if we could retcon it back to this for a rope bridge.
its realitly fast and safe


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

Just wondering if we could retcon it back to this for a rope bridge.

its realitly fast and safe

I don't think it requires retcon even.

Just because some of us ran across the pilings doesn't mean that you can't decide to spend more time and try creating a rope bridge.


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

What Lanni said. I got lucky with my acrobatics rolls, so I don't need the rope bridge.

But there's no reason we can't still set one up for others who need extra help.


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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

Yeah... her -1 Acrobatic skills will take that extra help please.


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

Alright, so, if my re-read is right...Joran's brought one end of a rope over in the loop formation. Atia and Lanni went across. The loop thing allows Joran to pull them out of the quicksand if they fall while hopping.

So what else needs to be done to make the more intricate rope bridge being proposed?

Or, we can just go as-is - one at a time for them - and Cass, Dreamer, and Des can get pulled out with the rope.


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

We also have Hero Points for really bad rolls.

And I am sitting on an ability to add 1d6+1 points to a failed skill check.


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

The way i was thinking no one even gets wet. the one rope is tied tight so there is no slack.

while that is happening someone makes a harness.

1 rope is tied to harness to be able to pull it back.

on the far side a rope is tied to harness to allow joran to pull the rider to him.

then we just alternate the way someone is getting pulled.
no acrobatics needed for the riders.

last person unties rope bridge and acrobatics across.


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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

Yep. Dreamer's is even easier and safer than what I had in mind. We'll want to put something between the two ropes to take most of the friction. Maybe Joran's shirt. I doubt there will be lots of complaints from the women about him taking his off . . ..


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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

I doubt you'd have to work very hard to convince him to take his shirt off, honestly.

But there definitely won't be any complaints from Atia. ;P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Terry of Quent wrote:
Yep. Dreamer's is even easier and safer than what I had in mind. We'll want to put something between the two ropes to take most of the friction. Maybe Joran's shirt. I doubt there will be lots of complaints from the women about him taking his off . . ..
Atia Leroung wrote:

I doubt you'd have to work very hard to convince him to take his shirt off, honestly.

But there definitely won't be any complaints from Atia. ;P

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

trut. i guess we really need to fing a travellers anytool, make a pulley.


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

will be a bit tied up today. plz bot as needed


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)

Today is going to be crazy busy for me too. Please bot me if necessary. I stab things. Like...really well.


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

With Fern being sick, I think we're all going to be fine being busy today :P <3


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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, I'm hoping Fern comes on here with a post similar.

"Feeling sick today, please bot as needed."


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

Now I am curious what would have been the challenge/encounter progression for anyone who did fall into the quicksand.

Because I seriously doubt that it would have been:

fail single skill check => roll up new character.


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

She said drowning rules. Those are well established.


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 a minute, its not 1 ed Lanni where a failed save equals dead character.


Fun to fight in quicksand while giant frogs try to eat you, though ;)


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)

Jokes on them. I stay afloat on the pile of dead giant frogs.


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

It took us way too long to get across that thing. We need to be more willing to take some risks with rolls, y'all. 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

Willing to take some risks, but I don't think quicksand is where we should run risks.

As for jumping across pilons, dwarves don't really jump. but they fall really well. :)


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

With all the safeguards we had discussed to death, a bad roll falling in wouldn't have been the death of anyone. :)

But we got across, so it's no big deal.


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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

C'mon, man! No guts no glory! ;)

Quicksand?! HA! I eat quicksand for breakfast. It's like malt-o-meal. Only disgusting. Builds character though. And also indigestion. ;)


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:

C'mon, man! No guts no glory! ;)

Quicksand?! HA! I eat quicksand for breakfast. It's like malt-o-meal. Only disgusting. Builds character though. And also indigestion. ;)

Spent to long doing things that caused indigestion.

Plus jumping out of reasonably serviceable airplanes and helos.

Do I know when to take risks, yes.
But if you can minimize them, that for me is the best approach.

After all, All you would here from seadreamer doing jumps is a splat as he hit the ground.

Lets see.
jumping acrobatics: 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1
Splat into quicksand.
Blub .. Blub. . .Blub. . :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol!

Hey, there's no way I'M living by that creed. You'll never find me jumping out of an airplane. I'm more of a "keep my guts and someone else can have the glory" kind of guy. No shame in my game. :P

Oh yeah, I forgot about the whole -4 bit for dwarves due to their speed.

But there's no way Joran would've let you drown. He would've pulled you out, easy-peasy. :)


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

Well, we all made it past it and it's fine. I'm clearly the odd voice out in the Convo, which is fine - I don't want to discuss that to death, either.

I will never understand people who think it's a good idea to jump out of perfectly good airplanes, but I'm also deathly afraid of heights. To the point where I refused to climb the Eiffel tower when I had the chance because I almost passed out at the halfway point from fear. Heights are my kryptonite.


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

Hey, it was a Canadian Forces Plane, so it was only reasonably serviceable. :)

I only did that for a couple of years, then went over to the mech units. (Easier on the body)

Atia, I understand that you were the lone voice out, but next time, it may be me overruled.

As for the fear of heights, I don't judge, as I have seen people freeze on the mock tower. (33' up)
Myself, I just think it was a blast. :)

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