GM Chyro: No plunder, no pay (Inactive)

Game Master Chyrone


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VC - Sydney, Australia

Thinking lines of effect - is it just under the surface or actually deep underwater?


Loot sheet No plunder, no pay Battle map--Misc info slides

Setare's next.


VC - Sydney, Australia

Looking at ahead at Ikit and seeing what he might be able to do - wish there was a cheat-sheet for how to play him :p

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare swims under the boat to get nearer to the sea serpent again!!

She starts concentrate on her cestus to elongate it!

She stoos to lets the draconic blood in her veins flow!

Swift action Blue scarf sword master flair to gain reach with my cestus.
AC 33 now.

Swim check DC 12: 1d20 + 10 ⇒ (15) + 10 = 25

Swim check DC 12: 1d20 + 10 ⇒ (16) + 10 = 26

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|
Shifty wrote:
Looking at ahead at Ikit and seeing what he might be able to do - wish there was a cheat-sheet for how to play him :p

Agreed, I took a look yesterday and other than the obvious glitterdust, I wasn't sure. I'm guessing with the SB level Ikit would normally get into melee, but I didn't really see anything from the Occultist side that was a obvious choice.


Loot sheet No plunder, no pay Battle map--Misc info slides

With the great serpent not relying on stealth at the moment, the contrast in color, if vague, gives Ikit an estimate of where to aim another glitterdust.

Nice, occultists are spontaneous casters.

Will?: 1d20 + 7 ⇒ (2) + 7 = 9 Fail!

Another explosion of sparkles cover the eyes of the sea serpent, causing its head to thrash for a moment. Blindness and the serious wounds it has received thus far, kick survival instinct into 2nd gear.

It attempts to flee down to the dark, deep depths, not bothering to toil with these little creatures again.

Setare, take your aoo and likely the kill. :)

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare tries to hit sea monster with a nonlethal blow!

AoO to hit: piranha strike, nonlethal without penalty, fatigue: 1d20 + 21 - 3 - 1 ⇒ (5) + 21 - 3 - 1 = 22
Adamantine Cestus +1 damage, piranha strike, precise strike, fatigue: 1d4 + 9 + 6 + 5 - 1 ⇒ (4) + 9 + 6 + 5 - 1 = 23

free action demoralize if hit DC HD + WIS +5 : 1d20 + 23 ⇒ (10) + 23 = 33


Loot sheet No plunder, no pay Battle map--Misc info slides

By pure luck for the beast, the strike misses the sea serpent, and it flees for its dear life.

Combat/will to fight essentially over.

The Exchange

1 person marked this as a favorite.
Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Badly injured Unnvar swims back to the ship and climbs aboard. He collapses there on the deck and thinks of the almost kill of a mighty foe and how he is likely lucky to be alive.

Liberty's Edge

1 person marked this as a favorite.
1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

Blackjack swims his way back to the ship, thankful to be alive.

A loooot of rest and healing due!

Scarab Sages

1 person marked this as a favorite.
Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare is completely exhausted.

"Tha ... that was unbelievable!!"

Liberty's Edge

1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

Hopefully now we get to heal up before the net encounter :p

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Wondering if Grunyak might implore Torag for some healing powers, to save some wand charges.


Loot sheet No plunder, no pay Battle map--Misc info slides

Caradoc rubs his neck, now that he comes out of the hold after taking inventory of supplies, but having seen some of the action.

"Besmara's bosom, in all my time, i had not run into one of those things before. I've only met this grizzled old coot of a sailor once, who described such a beast."

The rest of the day goes without any complications, leaving you with ample of time to tend to your wounds.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"That was terrifying made all the worse by my being totally unhelpful. Let me make up for my lack of help by healing, Torag willing."

Grunyank will center himself on the exhausted swimmering and channel.

channel 1: 5d6 ⇒ (6, 4, 6, 4, 3) = 23
channel 2: 5d6 ⇒ (1, 2, 4, 6, 5) = 18
channel 3: 5d6 ⇒ (1, 2, 3, 4, 3) = 13
channel 4: 5d6 ⇒ (4, 6, 3, 2, 1) = 16

converts holy smite into a cure serious csw: 4d8 ⇒ (3, 7, 1, 5) = 16 cast on Unnvar. forgot the +10 to this. edit sb 26hp

"I have more if needed, I can see you all are wounded, but really would like to get at specific areas, hit the hurting ones with targeted spells so to speak." Not sure your totals now???

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Unnvar feels much better after the clerics efforts.

Thank you Grunyak! I'm felling much better.

He turns to Caradoc, I'll not lie that beast was a mighty foe, but not deadliest I've faced. I've seen the Boneyard, but was brought back, that is why I fear not, as I know Pharasma will judge me fairly according to my deeds.


Loot sheet No plunder, no pay Battle map--Misc info slides

The rest of the day is smooth sailing, and even the sun shows its face for a few hours. But eventually that too passes.

The following day....

Caradoc's taken over shift from Blackjack Jaques, leaving the pathfinder captain refreshed for the day. But storm clouds loom ahead, dark grey, and winds pick up, dangerously so, as the sky turns grim the further you go.

Caradoc: "We're getting near the Eye of Abendeg, the hellstorm as it is known to the seafarers. My ship is not too far, an hour or so away."

That hour becomes very turbulent, and eventually the ship starts rocking heavily, and rain blows across the deck like a merciless torrent.

We enter 5 rounds of 'preserving the ship', skill checks time! The ship takes damage for 5 rounds, unless you successfully intervene.

Round 1:

strong winds
buffet the sails, several riggings come loose, and the sail
atop the aft mast unfastens. You can reduce the 20 points
of damage dealt to the ship this round by 5 in any of the
following ways:
A DC 10 Climb check allows a PC to reach the•
top of the mast and refasten the sail.
A DC 10 Strength check enables a PC to reset•
the sails.
A DC 15 Profession (sailor) check reties the rigging.•
A DC 15 Reflex save avoids the swinging booms•
and pivots them to allow the sail to expand.

Round 2:

tall waves smash
the deck and the ship tilts on edge. You can reduce the 20
points of damage dealt to the ship this round by 5 in any
of the following ways:
A DC 10 Strength check prevents the helm•
from overturning.
A DC 20 Profession (sailor) check rights the•
rudder and prevents the ship from turning
hard against the wave.
A second DC 15 Profession (sailor) check avoids•
plowing head on into an enormous swell.
A DC 15 Strength check untangles the shrouds•
from the windswept main boom

Round 3:

lightning strikes
the ship’s foremast, cracking the mast and setting the ship
on fire. PCs can reduce the 20 points of damage dealt to the
ship this round by 5 in any of the following ways:
A DC 15 appropriate Craft or Profession check•
(GM’s discretion) can repair part of the mast
A DC 12 Intelligence check allows a PC to•
recognize and remove potentially flammable
materials from the fire’s wake.
A DC 15 Reflex save allows the PCs to douse•
the flames with water.
A DC 12 Knowledge (engineering) check•
reinforces the cracked mast.

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

1: A DC 15 Reflex save avoids the swinging booms : 1d20 + 25 ⇒ (20) + 25 = 45
2: A DC 15 Strength check untangles the shrouds : 1d20 - 2 ⇒ (15) - 2 = 13
3: A DC 15 Reflex save allows the PCs to douse : 1d20 ⇒ 19

Setare tries her best to support!

Liberty's Edge

1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

Blackjack notes the increasing breeze "Ahh the Hellstorm, a famous piece of ocean for all the wrong reasons"

The captain reties the rigging.
R1 - A DC 15 Profession (sailor) check reties the rigging - autopass

***

"Would you look at the size of those waves? Easy enough to navigate"

R2 - A DC 20 Profession (sailor) check rights the rudder and prevents the ship from turning hard against the wave. - Autopass

***

"Ahhh what? It broke? I was sure those old repairs would hold"
Blackjack gets to work repairing the mast
Profession sailor again?

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Unnvar's face takes on a simian look as he deftly climbs to the top of the mast and refasten the sail. animal focus - monkey

Round 1 DC 10 Climb: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29

He swings on a loose rope to the helm grabbing hold of the wheel he tries to prevent the helm from overturning.

round 2 DC 10 Strength: 1d20 + 5 ⇒ (10) + 5 = 15

After the lightning strike, Unnvar rushes to join Setare in extinguishing the flames looking up at he now burning mast he was just climbing on moments ago.

Round 3 DC 15 Reflex: 1d20 + 17 ⇒ (3) + 17 = 20


Loot sheet No plunder, no pay Battle map--Misc info slides

Just Grunyak and an Ikit bot, and we'll go to round 4, with more goodies coming on top. (Ominous eyebrow flex)


VC - Sydney, Australia

Ikit-bot.

R1

Reflex - 1d20 + 13 ⇒ (6) + 13 = 19 vs DC 15
Ikit avoids the swinging booms and pivots them to allow the sail to expand.

R2
Reflex - 1d20 ⇒ 9 vs DC 10
Tall waves smash the deck and the ship tilts on edge, but Ikit doesn't have the physicality demanded by the situation to do anything about it.

R3

lightning strikes the ship’s foremast, cracking the mast and setting the ship on fire, and Ikit easily attends to the cracked mast.
Autopass a DC 12 Knowledge (engineering) check

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak attempts to reset the sails dc10 strength check.
Round 1.

strength check: 1d20 + 3 ⇒ (1) + 3 = 4

Grunyak with try to keep the helm from overturning.
Round 2.

strength check dc 10: 1d20 + 3 ⇒ (15) + 3 = 18

Grunyak with reflex save to try and douce the flames.
Round 3.

reflex save dc15: 1d20 + 6 ⇒ (11) + 6 = 17

"I'm no sailor, but i know ships aren't supposed to rock around like this!"


Loot sheet No plunder, no pay Battle map--Misc info slides

Caradoc firmly keeps the wheel, while the pathfinders quickly scatter to minimize the damage to the ship.

10 dmg only to the ship, good rolls.

Somewhere on the port side, starts appearing a vast shape.
Out from the stormy spray sails a magnificent ship, maneuvering with a supernatural grace unaffected by the deadly squall. Stormy seas crash through the vessel as it sails unnaturally across the rolling waves, a ghostly crew moaning inhuman cries. An ornate deckplate strung across the bow reads The Infernal Reward. Its lanterns emitting an eerie green color.

Caradoc turns pale, "How....what is going on? She sank, she sank! They were part of my crew, they should be in the afterlife?!"

He panics, letting go of the helm, causing the ship to quickly start making uncontrolled movements.

Round 4:

You can reduce the 20 points of damage dealt to the ship this round by 5
in any of the following ways:
A DC 20 Diplomacy or Intimidate check•
snaps Caradoc out of his panicked condition
A DC 15 Strength check brings the helm back•
under control.
A DC 15 Disable Device check frees the•
jammed rudder that nearly snapped when
Caradoc released control.
A DC 15 Profession (sailor) check keeps the•
sails from collapsing.

Round 5:

A monstrous, giant wave crashes into the ship, washing onto the deck and filling the hold. You can reduce the 20 points of damage dealt to the ship thisround by 5 in any of the following ways:
A DC 15 Profession (sailor) check keeps the•
ship from wanting to flip.
A DC 10 Strength check keeps the helm•
on course.
A DC 12 Intelligence check identifies the•
necessity to empty the bilge.
A DC 15 Fortitude save allows a PC to•
bail heavy pails of water out of the hold
without tiring.

Liberty's Edge

1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

R4 & R5

Blackjack
Profession Sailor +19, autopass

The experienced Privateer keeps his vessel well oriented to ensure he minimises the damage, despite the poor performance of Caradoc and thr heaving waves.

"No wonder your ship was lost, Captain" Blackjack sneers.

Ikit

Ikit easily frees the rudder
Disable Device +18, autopass

Int 1d20 + 6 ⇒ (5) + 6 = 11
But doesn't quite connect the need to empty the bilge.


Loot sheet No plunder, no pay Battle map--Misc info slides

Having made a suggestive comment about Caradoc's loss of his ship, the view of the ghost ship becomes clearer, as turns out the actual reason for its loss.

The ship is held in a faint green spectral veil, wherein a contrast on many points can be seen. Holes, lots of large holes. Perhaps near two dozen, if not some more. Parts of the rail are missing, broken off.

Blackjack, in his experience at sea, recognizes them. This ship took a heavy bombardment to its flank and part of the hull, from some serious artillery.
No captain could keep this thing afloat after such structural damage.

Caradoc doesn't even seem to register the comment, more held by fear of what literally came from its resting place down below.

Scarab Sages

1 person marked this as a favorite.
Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare suddenly shouts commands to Caradoc get going!!

Auto success intimidate.

And she bails heavy pails of water out of the hold
without tiring.

fort : 1d20 + 23 ⇒ (7) + 23 = 30

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Unnvar helps Ikit with jammed rudder.

Round 4 Disable Device autopass.

Then joins Setare with the water bailing.

Round 5 Fort Save DC15: 1d20 + 17 ⇒ (18) + 17 = 35

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak uses his strength to bring the helm back.
Round 4.
strength 15 dc: 1d20 + 3 ⇒ (20) + 3 = 23

He then works tirelessly to bail water.
Round 5.
fort save: 1d20 + 12 ⇒ (11) + 12 = 23

"Warn us next time before you decide to loose your mind. This storm is bad enough without sabataging the ship."


Loot sheet No plunder, no pay Battle map--Misc info slides

The pathfinders make quick work of the tasks required to keep the ship going, and Setare in particular says something mildly put as 'Caradoc to get his sh1t together', and his ego. He snaps out of his panicked state, and resumes his tasks aboard.

The ghost ship now pulls a course even with your own, some 60 feet between the two ships. The six ghostly crew members fly across the water, headed towards Caradoc, who in response draws his rapier.

"Men, you had perished, stay back.
Be at rest already, why are you haunting this place?"

The only response he gets, are ghostly wails.
"Caaaradoooc.....Caaaradoooc.."

It would seem their attention is solely focused on your guide...
Will you aid him? :)

Liberty's Edge

1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

I'm legit torn here - as a pirate captain he should be with his crew,and the guy hasn't exactly filled me with confidence or a lot of love - So Blackjack would leave him to have a 'ships council' with his old crew and let them all work it out. At the same time I know Setare and Grunyak will likely have some very strong opinions on the matter, I'd support them


Loot sheet No plunder, no pay Battle map--Misc info slides

GM freedom to play NPCs is fun. To think, he used to be a navy captain first, before his grudge turned him to piracy.

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

I love the idea of letting his crew eat the man alive! ;-) Unfortunately, this is the wrong character for that … :-(

Setare immediately moves forward and readies to strike the first ghost that approaches.

“I .. I hear you … this man is alive … you are not. But you have to … to be released from undeath!!!“ she says.

Moving exactly 40 ft, swift action crane style.

Ready Action to hit: piranha strike, fighting defensively : 1d20 + 21 - 3 - 2 ⇒ (6) + 21 - 3 - 2 = 22
Adamantine Cestus +1 damage, piranha strike, no precise strike as precision damage not possible vs incorporeal : 1d4 + 9 + 6 ⇒ (3) + 9 + 6 = 18

AC while fighting defensively vs. first ghost that attacks in melee: AC 43, Touch 42, FF 20
AC while fighting defensively vs. other melee attacks: AC 37, Touch 36, FF 20

AC calculated :

AC while fighting defensively vs. melee attacks: 37, Touch 36, FF 20
(as standard AC plus Fighting Defensively +8 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’]

• AC while fighting defensively vs. melee attacks of one designated opponent: 43, Touch 42, FF 20
(as standard AC plus Fighting Defensively +13 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks, +6 Cha dodge bonus ‘Osyluth Guile’) [only -2 on attack rolls due to Crane Style while fighting defensively’]

Liberty's Edge

1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

Thought it might go that way - guess we're going to initiative :)

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Unnvar gives Caradoc a wry look, Yep, that's what I thought, the Captain's suppose to go down with the ship, I always heard it that way. Isn't that right Blackjack!

That said Unnvar has no use for the dead and will fight for the living should things turn ugly.


Loot sheet No plunder, no pay Battle map--Misc info slides

In reponse to Unnvar,

"Was nearly so, except the Chelaxians wanted me tried, but my crew weren't even worth an effort to them."

The ghostly sailors advance towards the ship.
Blue gets to near Caradoc. Cyan moves afterwards, but Setare's backing up her argument with a swing. The magical energy of her cestus actually harms it, causing its eyes to focus on her, and it points at her with an accusing finger.

----------------------

Init:

Blackjack: 1d20 + 6 ⇒ (20) + 6 = 26
Grunyak: 1d20 + 1 ⇒ (12) + 1 = 13
Ikit: 1d20 + 5 ⇒ (5) + 5 = 10
Setare: 1d20 + 13 ⇒ (1) + 13 = 14
Unnvar: 1d20 + 6 ⇒ (10) + 6 = 16
Caradoc: 1d20 + 12 ⇒ (1) + 12 = 13

Blue: 1d20 + 5 ⇒ (3) + 5 = 8
Cyan: 1d20 + 5 ⇒ (9) + 5 = 14
Green: 1d20 + 5 ⇒ (1) + 5 = 6
Orange: 1d20 + 5 ⇒ (8) + 5 = 13
Red: 1d20 + 5 ⇒ (14) + 5 = 19
Yellow: 1d20 + 5 ⇒ (18) + 5 = 23

Ghost crew, round 1

Blackjack
----------------
Yellow, Red,
----------------
Unnvar & Setare
----------------
Cyan (-9)
----------------
Grunyak & Caradoc
----------------
Orange
----------------
IKit
----------------
Blue & Green

Liberty's Edge

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1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

Know:Religion 1d20 + 7 ⇒ (20) + 7 = 27
Meta - bracing for the special attacks - half a dozen Frightful Moans!

Blackjack braces for the haunting cries of the Ghosts and belts out an old sailors song to keep (the right sort of) spirits high, and draws his sword.

Countersong(SU)
Perform:Sing 1d20 + 16 ⇒ (19) + 16 = 35
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.


Loot sheet No plunder, no pay Battle map--Misc info slides

Digging through his knowledge, gathered through a variety of sources, Blackjack recalls ghosts able to instill fear with their wailing, and starts an inspiring song to counterbalance any such sounds.

Two of the fastest ghosts, detecting meddling from the people not named Caradoc, try scaring them off through wails.

Yellow flies towards the side of the ship, floating some 10 feet away from the edge. It lets out a loud wail. But Blackjack's song filters away the fear inducing effect.
Red attempts as well, but it has no effect either.
-----------------------
Unnvar & Setare
----------------
Cyan (-9)
----------------
Grunyak & Caradoc
----------------
Orange
----------------
IKit
----------------
Blue & Green

Scarab Sages

Female LG follower of Sarenrae | human (actually mostly human Ifrit) | freckles, sweet, naive, fierce personality in battle | Outsider (Native), Humanoid (human) | Resistances: Elec. 3, Acid 3, Fire 2, Cold 3 | Smite 1/1 | Boots of Speed 10/10 | Swashbuckler 5, Paladin 2, Unchained Monk 3, Bloodrager 1 | HP 106/106 | Protector Familiar HP 53 | with mage armor/rage: AC 35, T 30, FF 24 | CMD 37 | F: +23, R: +25 (Evasion), W: +17 | Init: +13 | Perc: -2, SM: -2 | Ki Pool 7/7 | Stunning Fist 6/6 | Rage 6/6 | LoH 7/7 | Panache 6/6 + Plume 1/1 | Reroll 1/1 + Lesson of H. 1/1 | Eefriti Magic 1/1 | Darkvision 60ft | Speed 40ft | Active cond.: +4 Dex

Setare immediately 5 ft steps and strikes the first ghost approaches.

“I .. I thank you Blackjack!!!“ she says.

She activates her boots of speed and uses her blue scarf.

Free action to haste and swift action to get +5 ft reach reach due to swordmaster flair.

Primary to hit: piranha strike, fighting defensively : 1d20 + 22 - 3 - 2 ⇒ (13) + 22 - 3 - 2 = 30
Adamantine Cestus +1 damage, piranha strike, no precise strike as precision damage not possible vs incorporeal : 1d4 + 9 + 6 ⇒ (2) + 9 + 6 = 17

Flurry to hit: 1d20 + 22 - 3 - 2 ⇒ (6) + 22 - 3 - 2 = 23
Adamantine Cestus +1 damage : 1d4 + 9 + 6 ⇒ (4) + 9 + 6 = 19

Haste to hit: 1d20 + 22 - 3 - 2 ⇒ (17) + 22 - 3 - 2 = 34
Adamantine Cestus +1 damage : 1d4 + 9 + 6 ⇒ (3) + 9 + 6 = 18

1st iterative to hit: 1d20 + 23 - 5 - 3 - 2 ⇒ (4) + 23 - 5 - 3 - 2 = 17
Adamantine Cestus +1 damage : 1d4 + 9 + 6 ⇒ (3) + 9 + 6 = 18

2n iterative to hit: 1d20 + 22 - 10 - 3 - 2 ⇒ (4) + 22 - 10 - 3 - 2 = 11
Adamantine Cestus +1 damage : 1d4 + 9 + 6 ⇒ (4) + 9 + 6 = 19

AC while fighting defensively vs. first ghost that attacks in melee: AC 43, Touch 42, FF 20
AC while fighting defensively vs. other melee attacks: AC 37, Touch 36, FF 20


Setare tries to parry up to four attacks by spending up to four panache and 4 Aoas m.

Parry 1 to hit: 1d20 + 22 - 2 ⇒ (16) + 22 - 2 = 36
<50% chance working vs incorporeal : 1d100 ⇒ 14

Parry 2 to hit: 1d20 + 22 - 2 ⇒ (6) + 22 - 2 = 26
<50% chance working vs incorporeal : 1d100 ⇒ 29

Parry 3 to hit: 1d20 + 22 - 2 ⇒ (15) + 22 - 2 = 35
<50% chance working vs incorporeal : 1d100 ⇒ 9

Parry 4 to hit: 1d20 + 22 - 2 ⇒ (14) + 22 - 2 = 34
<50% chance working vs incorporeal : 1d100 ⇒ 94

In case any one of the parties is successful, she will riposte.

Riposte to hit, immediate action : 1d20 + 22 - 2 ⇒ (14) + 22 - 2 = 34
Adamantine Cestus +1 damage : 1d4 + 9 + 6 ⇒ (2) + 9 + 6 = 17

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Unnvar clicks his boots and charges along the deck, past the singing Blackjack up the stairs, gets a good look at the nearest ghost, and takes a swing. As he does Hope this works!

+2 Adamantine Keen Greatsword, power attack, furious focus, vital haste, studied: 1d20 + 18 + 1 + 3 ⇒ (14) + 18 + 1 + 3 = 36
damage: 4d6 + 21 ⇒ (4, 2, 4, 2) + 21 = 33

free - boots, move - move, swift - studied target, attack - vital strike on light blue


Loot sheet No plunder, no pay Battle map--Misc info slides

Setare, you can flurry against the ghost, but the helm is in the way of a 5ft step northwest. To keep everyone's attacks, i'll move you to 5ft north of previous position, the square SE of Caradoc.

Two of team pathfinder lay into the ghost, its spectral form harmed by the magic energies of their weapons.

51 dmg to the ghost.

Cyan (-60), thrusts its palm at Unnvar.
Touch: 1d20 + 6 ⇒ (14) + 6 = 20DMg, fort DC 18 for 1/2: 7d6 ⇒ (6, 2, 3, 5, 3, 3, 6) = 28

His chest aches, as supernatural energy grasps inside.
----------------
Grunyak & Caradoc
----------------
Orange
----------------
IKit
----------------
Blue & Green

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak, seeing the ghosts, moves to the center of the group of his companions. "Torag, bless our fervor. Give us fervor to succeed."
He moves and He casts blessing of fervor on the group. You can choose: 30' extra movement, stand from prone without ao as swift action, extra attack on full round attack at highest bab, +2 to attack, ac, reflex saves, or metamagic to 2nd level spell or lower (see spell for list). Choose each round for 10 rounds.


Loot sheet No plunder, no pay Battle map--Misc info slides

Grunyak lays fervor upon the team once again, which will surely be most beneficial.

Caradoc chooses +2 to attack & AC.
He jabs at the blue ghost.

Jab, fervor: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37DMg: 1d6 + 8 ⇒ (2) + 8 = 10
Crit?: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24Extra: 1d6 + 8 ⇒ (3) + 8 = 11
2nd jab, fervor: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30Dmg: 1d6 + 8 ⇒ (5) + 8 = 13
Crit?: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20Extra: 1d6 + 8 ⇒ (3) + 8 = 11
He hits twice for 22 dmg.
---------------------
Orange flies to west of Caradoc, who takes an aoo.
Aoo: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 221d6 + 8 ⇒ (5) + 8 = 13, but misses.
----------------
IKit bot
----------------
Blue (-22) & Green


Loot sheet No plunder, no pay Battle map--Misc info slides

Ikit moves to near Blackjack and tries to catch three ghosts with glitterdust.

Will Blue, Cyan, Green: 3d20 + 7 ⇒ (6, 18, 4) + 7 = 35
He blinds 2 of the three ghosts.
-----------------
Blue makes a touch attempt against Caradoc.
Touch: 1d20 + 6 ⇒ (15) + 6 = 21DMg: 7d6 ⇒ (3, 6, 5, 1, 2, 1, 3) = 21Hit %: 1d100 ⇒ 73
Caradoc parry?: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Reposte?: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 Dmg: 1d6 + 8 ⇒ (6) + 8 = 14

End of turn save vs glitterdust: 1d20 + 7 ⇒ (1) + 7 = 8

Green glides forward to try and touch Unnvar.
Touch: 1d20 + 6 ⇒ (1) + 6 = 7DMg: 7d6 ⇒ (1, 3, 6, 2, 1, 2, 1) = 16Hit %: 1d100 ⇒ 57
End of turn save vs glitterdust: 1d20 + 7 ⇒ (20) + 7 = 27

Both ghosts cannot hit their attacks, but green recovers from blindness.
================================================

Ghost crew, round 2

Blackjack
----------------
Yellow, Red,
----------------
Unnvar Pending for vs previous ghost touch damage. & Setare
----------------
Cyan (-67)
----------------
Grunyak & Caradoc
----------------
Orange
----------------
IKit
----------------
Blue (-22, blinded) & Green

Liberty's Edge

1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Jacques advances, maintaining the interference against the ghostly wails.

Talamador swoops on Cyan
PA/Death from Above/Flyby attack/Magic
Attack 1d20 + 14 + 5 + 2 - 2 ⇒ (11) + 14 + 5 + 2 - 2 = 30
Damage 1d8 + 8 + 4 + 2 ⇒ (2) + 8 + 4 + 2 = 16


Loot sheet No plunder, no pay Battle map--Misc info slides

Blackjack, the eagle was on the crow's nest, it did a 180 after attacking, i take it?

Liberty's Edge

1/2Elf - HP:106, AC: 23/T:14/FF:20 - Percep: +16(LL) F:+11/R:+10/W:+12 - CMB: +14- CMD: 28, Speed: 40ft, Init: +6

Yep, 80' of movement and flyby - fly/hit/fly - but now at head height (5' above the deck - doesn't have the movement left to regain the height this round)

The Exchange

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Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Fort save for 1/2 dmg: 1d20 + 17 ⇒ (7) + 17 = 24


Loot sheet No plunder, no pay Battle map--Misc info slides

Passing by Setare and Unnvar, Blackjack draws an attacks of opportunity from green.

Touch: 1d20 + 6 ⇒ (14) + 6 = 20Dmg: 7d6 ⇒ (6, 3, 6, 3, 1, 5, 4) = 28
Fort DC 18 for 1/2.

Weakened by the previous attacks, the ghost's form cannot hold together any longer, after the great bird rakes through its faded form. It dissipates with an angry look on its undead face.

Red and yellow fly towards Unnvar and Ikit respectively.
Red touch vs Unnvar, height advantage: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 107d6 ⇒ (2, 3, 1, 4, 4, 6, 2) = 22
Yellow touch Vs Ikit, height advantage: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 147d6 ⇒ (1, 4, 2, 1, 5, 2, 5) = 20

Neither ghosts manages to land a hit, though.
---------------------
Unnvar & Setare
Grunyak & Caradoc
----------------
Orange
----------------
IKit
----------------
Blue (-22, blinded) & Green

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

While fighting the ghosts, Unnvar thinks it's a good time to throw more questions at Caradoc.

So those b@stard Cheliaxian's captured you but let your crew go down with the ship!

He then leans over the rail and swings at the sickly green ghost, after getting a feel for how to vanquish it.

+2 Adamantine Keen Greatsword, power attack, furious focus, bof(haste), studied attack 1: 1d20 + 18 + 2 + 3 ⇒ (19) + 18 + 2 + 3 = 42
damage: 2d6 + 21 ⇒ (3, 3) + 21 = 27

+2 Adamantine Keen Greatsword, power attack, bof(haste) studied attack 2: 1d20 + 13 - 3 + 2 + 3 ⇒ (4) + 13 - 3 + 2 + 3 = 19
damage: 2d6 + 21 ⇒ (3, 2) + 21 = 26

+2 Adamantine Keen Greatsword, power attack, furious focus, bof(haste), studied haste attack: 1d20 + 18 - 3 + 2 + 3 ⇒ (14) + 18 - 3 + 2 + 3 = 34
damage: 2d6 + 21 ⇒ (2, 2) + 21 = 25

Can't remember if undead incorporeals can be crit, I'm thinking no. But just in case here is my rolls.

Confirm Crit attack 1: 1d20 + 18 + 2 + 3 ⇒ (14) + 18 + 2 + 3 = 37
Crit damage: 2d6 + 21 ⇒ (4, 5) + 21 = 30

Choose +2s, AC 27 (I believe it doesn't stack with haste), stay hasty with boots, swift Study target green, full round attack, switch to red if green goes down

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