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

Airborne trick. Give the heaviest loads to the lightest person.

That way the land in the same general area as everyone else.

Wondering if that works with gnomes as well ???
J/K. :)

Sounds legit. We'll have to give that a try at some point.

-------

Couple of mechanics things to note - I worked with Fern to create a bit of a custom archetype. It lets me have Trapfinding under certain circumstances. I know that is something that a few people have mentioned needing.

I'm also really inexperienced with PF1 rules. I played D&D3.5 back in the day, but abandoned TTRPGs entirely when 4.0 came out. One day I was in a gaming shop and saw some boxes of the Pathfinder Action Card Game and got the one for ... Skulls & Shackles. That led me to Pathfinder TTRPG right about the time they announced the PF2 playtest. So I have been playing PF2 pretty much exclusively since then.

So with this game, I had to crash course the differences between D&D3.5 and PF1 and read a ton of rules material. I should be good to go for the most part though. But feel free to mention anything that comes up.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lanni Talimbi wrote:

Now that I can post on here, I have to chronomancy this:

Javell DeLeon wrote:
He also has this: Marine Terror (Ex): A sea reaver can hold his breath for a number of rounds equal to four times his Constitution score. 56 rounds. :)
So pretty much your plan is this?

Lol!


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

Nice to have you two aboard.

PF1 has a lot of similarities with DND 3.5 with some balances that reduced the gap between casters and martials a bit.


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

Got rid of cross class skills - so that is good.


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

Among other changes.

If there is any questions, don't hesitate to ask, the only real bad question reference the systems, is the unasked one.

If we can help teach, all the better. :)


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)
Joran "Shark Bait" Bravestone wrote:
The gnome is fine. The one-eyed devil... not trusting that one. ;) (I'm kidding, folks).

:o

So rude. I was going to be a fighter/rogue but then I realized there was no dex-frontliner and decided to go easy-mode with a swashbuckler. Less thinking involved.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol!

Hey, I'm all for "less thinking". It's just easier. :P

@'Dreamer: I never got around to this but I'm at -6 time-wise myself.


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:

Lol! Thanks, 'Dreamer.

The dwarf can hear Joran mumble something but it's far too unintelligible to make out. He does nothing to aid the poor dwarf with carrying him except, maybe, in regards to giving him a sore back.

What did you expect from me, letting you get washed overboard because I just left you on the deck. :)

Man, if I did that, I would be throwing myself overboard.

Besides, I am going to assume the onboard girlfriend in the love boat will wake you in the morning. If not, I am going to ask her to. :)


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

She's got it handled :) Hahaha


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Seadreamer Stonebeard wrote:

What did you expect from me, letting you get washed overboard because I just left you on the deck. :)

Man, if I did that, I would be throwing myself overboard.

Besides, I am going to assume the onboard girlfriend in the love boat will wake you in the morning. If not, I am going to ask her to. :)

Lol!


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

Among other changes.

If there is any questions, don't hesitate to ask, the only real bad question reference the systems, is the unasked one.

If we can help teach, all the better. :)

Yeah. Swift action is new too. And I think it makes Full Action a bit of a wrong name since it doesn't use up your Swift action - just the Move and Standard action. Yes?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lanni Talimbi wrote:
Yeah. Swift action is new too. And I think it makes Full Action a bit of a wrong name since it doesn't use up your Swift action - just the Move and Standard action. Yes?

Correct.


Can skip rum rations tonight, everyone is wiped already and the officers know it. They are optional.


5 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

Dunno if Lanni has heard this one before,

but if ypu were an excaped con your are a small medium at large.

Sorry just had to throw that one out there.


Dreamer.

That was amazing, rofl.


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

Those kinds of jokes are my weakness, lmfao. Beautiful.


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

Dunno if Lanni has heard this one before,

but if ypu were an excaped con your are a small medium at large.

I hadn't gotten quite that far. But I did notice being a small medium.


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 Lanni if you stay with us, i guess you will be a con too.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Seadreamer Stonebeard wrote:

Dunno if Lanni has heard this one before,

but if ypu were an excaped con your are a small medium at large.

Sorry just had to throw that one out there.

LOL! Oh man, that's a good one! LOL!


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)

@DM Fern - Who is not on the Wormwood deck, at the moment, as a viable target. Mateo is taking shots back at the crew with his own crossbow.


1 person marked this as a favorite.

Essentially everyone is on deck. Well, Kroop is probably passed out, lol. ;) Even Harrigan is targetable, though good luck hitting him ;D

The Wormwood PCs are mostly grouped at the rear of the ship, and Mateo and Lanni near the front of theirs, because I don't intend this to become a PVP thing so much as two simultaneous encounters in different areas. If you have a compelling reason to run into each other we'll roll with it, but let's not murder one another, lol.


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)

It was more for the crossbow fire. Mateo will take a shot at literally anyone while they're approaching. I think I'll roll for my three shots all at once just for speed and efficiency, if that is alright. Last round will be him drawing his sword and such.


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
Mateo Nikas wrote:
It was more for the crossbow fire. Mateo will take a shot at literally anyone while they're approaching. I think I'll roll for my three shots all at once just for speed and efficiency, if that is alright. Last round will be him drawing his sword and such.

Lol, the names you have for some of the unnamed crew are great...and poor Jack :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 tried my best. I'm fairly confident that I totally shot that one guy during the 2nd round.

@Lanni - I don't know if you do any buff spell. Feel free to just repost my results if you give something that improves my to-hit or damage. <3


Mateo Nikas wrote:
It was more for the crossbow fire. Mateo will take a shot at literally anyone while they're approaching. I think I'll roll for my three shots all at once just for speed and efficiency, if that is alright. Last round will be him drawing his sword and such.

This is actually a really good idea for making this not take all week irl. Let's go this route and start real combat when the ships collide.

So everyone can take 4 rounds of actions as the ships close, those who already posted the first round can add in the next 3.


Atia Leroung wrote:
Lol, the names you have for some of the unnamed crew are great...and poor Jack :P

"Well-Worn Kid Rock Guy" LMAO


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Mateo Nikas wrote:
@Lanni - I don't know if you do any buff spell. Feel free to just repost my results if you give something that improves my to-hit or damage. <3

Not really. Fake Cleric, not a real one.

Stabilize and Cure Light Wounds are all I have at the moment that would really be usable in combat.


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)
DM Fern wrote:
Atia Leroung wrote:
Lol, the names you have for some of the unnamed crew are great...and poor Jack :P
"Well-Worn Kid Rock Guy" LMAO

I was most proud of that one.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Quote:
50% Miss Chance. Lower Is Good:

The second great reason I like flat checks. Everyone knows which side of the boundary is success.


Lanni wrote:
Is there anything like a Take Cover action to gain more cover than is normally provided?

The more of your body is behind cover, the mover cover you have. I'd say especially with you being small you can find a barrel or something similar to hide behind and get the same improved cover as the sterncastle folks.


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)

@Atia - That 19 is a possible critical hit. Make sure to roll to confirm. <3


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
Mateo Nikas wrote:
@Atia - That 19 is a possible critical hit. Make sure to roll to confirm. <3

Bless you. I forget about 19-20 crits all the time for 1e.


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

For all weapons? In 3.5 it was only some of them.


1 person marked this as a favorite.
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
Lanni Talimbi wrote:
For all weapons? In 3.5 it was only some of them.

No, it's still for some weapons on this edition.


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:
For all weapons? In 3.5 it was only some of them.

The weapon description will usually say like, "19-20/2x" for damage, which is saying the crit range is 19-20 - then you have to confirm it. Confirming crits is the most obnoxious rule in any ttrpg I've ever played, lol.


Male Gnome Animist 5 | HP 53 | AC 22 | Fort +10; Ref +8; Will +13 | Perception +11 low-light vision | Speed 25 |
Destinie wrote:
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

First, LOL. Reminds me of the fun we were having with Healing Potions in Age of Ashes.

Second, either I am missing something or that isn't quite right. At character level 2 that should be 1d8 + 2, yes?

For whatever that single extra HP is worth.


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
Lanni Talimbi wrote:
Destinie wrote:
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

First, LOL. Reminds me of the fun we were having with Healing Potions in Age of Ashes.

Second, either I am missing something or that isn't quite right. At character level 2 that should be 1d8 + 2, yes?

For whatever that single extra HP is worth.

Yes it should be d8+level


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
Lanni Talimbi wrote:
Destinie wrote:
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

First, LOL. Reminds me of the fun we were having with Healing Potions in Age of Ashes.

Second, either I am missing something or that isn't quite right. At character level 2 that should be 1d8 + 2, yes?

For whatever that single extra HP is worth.

Yeah, you're right on that. Forgot about the level up.


Think everyone has posted but Cass, I'll move things on in the morning!


3 people marked this as a favorite.

*looks at time* Welp, that post just took an hour to organize, lol. XD Gotta love doing 4 rounds of massive combat at once in a party of 8 <3


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

Trying to set my token in the right place.

Quote:
A member of the Promise's crew tok a couple of bad hits about 25 feet away from him towards the aft of the ship...

I'm terrible at remembering the various strange names for parts of a ship. Looking at the decoder on the map, aft is the back - so towards the officer and sailor tokens. But not that far since those guys are about 50 - 60 feet away.

So somewhere by the main sail mast and between the two planks set up between the ships?

Also, my token is enormous. Still at default size, so it takes up the entire square and all of the text and bars spill over to the adjacent squares.


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:
"The blessings of ... my god be upon you," he says, momentarily forgetting the actual name of the deity whose holy symbol he is holding.

This made me cackle out loud


4 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

Lanni, ship terms.

Bow - Front
Starboard - Right side as you are looking forward.
Port - Left side as you are looking forward.
Aft - Back of the Ship
Quarterdeck - Raised part of the ship at the aft.
Forecastle - Raised part of the front of the ship (Galleon Style)

Mizzen Mast - Back mast of a 3 masted ship
Main Mast - Middle mast of a 3 masted ship.
Foremast - Front mast of a 3 masted ship
Bowsprit - Pointed mast out the front of the ship

Crew deck - Where most of the crew and ships gunners would sleep
Weather Deck - Deck Part exposed to the weather.

Tiller / Rudder - Part of the ship that actually turns it.
Wheel - Attached by ropes and pulleys to the tiller to steer it.

Bottom Sails called Foresail, Mainsail, Mizzen
Next one up were Lower topsails
Next one up were Upper topsails
Next one up Top Gallants

Top of the Mainmast - Royal and Skysails

Front Triangular sails - Jib, Inner Jib, Outer Jib, Flying Jib.

Heads - Toilets on the bowsprit at the front of the ship.

This is from my memory from a long time ago.


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

Nice.

Always good to get the names of things right. Or at least get them wrong deliberately. ;)


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

No worries. This is from a bleeding out landlubber, that last looked at these terms about 25 years ago.

So some of them might be wrong.

I know the US sailplan did not have the Upper and Lower Topsails.
The US one only had 1 sail in those spots called the topsails.


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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 |

Well, it's canon now.


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

its Cannons Now ???

Just remember, cannon balls hurt. :)


2 people marked this as a favorite.
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 remember, cannon balls hurt. :)

So I have learned.


Lanni Talimbi wrote:
Seadreamer Stonebeard wrote:

Just remember, cannon balls hurt. :)

So I have learned.

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

I guess having my actual armoured stats up might help.

But it still would not have helped with the arrows. They did hit.
Oh well, thems the breaks.

And yes, I do have a idea in the background of my melon to work with if I go down permanent :)

And no, I will not blame a DM for dice rolls that kill me. Blame the dice roller yes, but never the DM. :)
I look at it this way - You pay your dues, you take your chances. - and let the chips lie where they fall.

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