Brvheart's Skull&Shackles

Game Master brvheart

Become a pirate and plunder the Shackles and maybe one day challenge the Pirate King himself for leadership!


The Shackles


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Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Hey, all. Sorry for being slow at the moment. Real life stuff is happening and will also be tomorrow. I'll get back on track as soon as possible.

Thanks for the patience.


Male Human Rogue6/Clr1 Current Map

No problem, will bot if necesscary


Male Human Rogue6/Clr1 Current Map
Vikla Ragnardottir wrote:

Hmm, like, I do see Pathfinder optimization as a puzzle box, and like solving it, but I like to minmax for quirky things, like, finding a way to make bladed scarfs not terrible, making a build based on trashtalking, that sort of thing.

Minmaxing to murder everything CR appropriate is boring. I also like minmaxing to gigabuff the party, which like, spreads the fun rather then monopolizing it on me.

If the design specs are:
--Can heal/channel
--Hits reasonably hard
--Has high strength
--Fights dramatically in melee because it gets hit a lot too (much more fun this way imho)

** spoiler omitted **

I wasn't meaning I have any real issues with Vilka as is. Besides, I only use core races so no Asamar please. I think things will be fine in the long run with her as is.


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

New Alestorm, me hearties!


Male Human Rogue6/Clr1 Current Map

Sweet! So, The Dead Marauder, is that what you are going to rename your ship when you get it?


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none
brvheart wrote:

Sweet! So, The Dead Marauder, is that what you are going to rename your ship when you get it?

Maybe; we'll see. That's a pretty tame name, compared to some the lads of Alestorm might come up with....


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I vote for the
Thunderbird Fury
Or
The Phoenix (1647)
Pegasus
The Sea Witch
Merlins Curse


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Isn't renaming a ship bad luck? Feel like we're getting ahead of ourselves here, but...

This Side to Port (written only on the right side of the ship, or on both)
Huge Red Flag
Small Leak
Wolf in Ship's Clothing


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Bad idea
Cunning plan
Furious Abyss
Sea Stalker


Male Human Rogue6/Clr1 Current Map
Nutѕ wrote:

Isn't renaming a ship bad luck? Feel like we're getting ahead of ourselves here,

Something to look forward to, even if it is a bit of a spoiler. Like you are never going to mutiny.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Vikla is by far the luckiest character I have on this boards, and I have a few.


Male Human Rogue6/Clr1 Current Map

Vilka on this game and the Swashbuckler Jim on my other game.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

I’ll definitely level up to 3 tomorrow morning. also I forgot how many charges the wand has, if someone can help me figure out how many I got left I can keep up with the charges

EDIT: also considering whether to go full archaeologist or dip into swashbuckler to get the finesse thing without a feat. thing is I’ve never multiclassed so not sure


Male Human Rogue6/Clr1 Current Map

The wand had 8 charges to start with.


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Oh snap, level up?

1d8 ⇒ 1

Uh... We reroll ones in HD rolls or not?


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

hp: 1d8 ⇒ 8
wohooooo

Feat: Power attack

Channel dice go to 2d6

Spells prepared (level 2)
1 Burst of radiance
1 Prot from evil communal
Domain spell slot spiritual weapon

Skills tbd


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Still can't decide if I should dip in swashbuckler to be better at melee, fighter to be better with the bow, or go full bard archaeologist

EDIT: screw it, dipping in fighter to be better at the bow

HP: 1d10 ⇒ 3 taking half for 5

favored class bonus: +1 hp

feats: Weapon Focus (shortbow), Point-Blank Shot

skills: tbd


Male Human Rogue6/Clr1 Current Map
Nutѕ wrote:

Oh snap, level up?

1d8

Uh... We reroll ones in HD rolls or not?

Yes, and take half at minimum


Male Human Rogue6/Clr1 Current Map
Vikla Ragnardottir wrote:

[dice=hp]d8

wohooooo

Feat: Power attack

Channel dice go to 2d6

Spells prepared (level 2)
1 Burst of radiance
1 Prot from evil communal
Domain spell slot spiritual weapon

Skills tbd

Emmy wants to know your secret, like what browser are you using?


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Do a level of swashbuckler inspired blade, uses your hi charisma and give you bonus feats.

You can also consider adding bard archetype ARCANE Duelist additionally

Arcane Duelist:

A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination.

Arcane Strike
Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Bardic Performance
An arcane duelist gains the following types of bardic performance.

Rallying Cry (Su):
At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Bladethirst (Su):
An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.

Mass Bladethirst (Su):
An arcane duelist of 18th level or higher can use his bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical. This ability replaces mass suggestion.

Bonus Feats
An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level—Combat Casting, 6th level—Disruptive, 10th level—Spellbreaker, 14th level—Penetrating Strike, 18th level—Greater Penetrating Strike. This ability replaces versatile performance and well-versed.

Arcane Bond (Ex)
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

Arcane Armor (Ex)
At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure. This ability replaces jack of all trades.

Bardic Performance
A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.

Sound Striker:

Wordstrike (Su)
At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard's level to an object, or half this damage to a living creature. This performance replaces inspire competence.

Weird Words (Su)
At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.

You have 5 chgs on the wand.

Emeralds hit points 3rd level Arcanist: 1d6 + 1 ⇒ (3) + 1 = 4


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

Swashbuckler Level 3 hps: 1d10 ⇒ 4 (Half=5)

Also, Capricia's down 10 hps at the moment and could use a bit of healing.

I should be able to get Capricia's character sheet fully updated over the next day or two.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)
Emerald Delta Waters wrote:

Do a level of swashbuckler inspired blade, uses your hi charisma and give you bonus feats.

You can also consider adding bard archetype ARCANE Duelist additionally

I don't think Arcane Duelist can stack with Archaeologist. And Laroisael has a shortsword not a rapier. Plus I'd rather her stay in the back and support with arrows and spells.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Arcane strike is good damage feat


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)
Capricia the Pirate wrote:
I should be able to get Capricia's character sheet fully updated over the next day or two.

Aren't we taking a rest?


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

If you go for arcane strike, consider grabbing spell cartridges feat later on, and take a dip in some type of gunslinger.

You how hit against touch, dont have to track ammo because its a swift action to arcane strike, and there are 2 CHA based archetypes of gunslinger which use CHA for grit, mysterious stranger and firebrand iirc.

we are pirates, one gunwielder is propably fine :).


Male Human Rogue6/Clr1 Current Map
Capricia the Pirate wrote:

[dice=Swashbuckler Level 3 hps]1d10 (Half=5)

Also, Capricia's down 10 hps at the moment and could use a bit of healing.

I should be able to get Capricia's character sheet fully updated over the next day or two.

Everyone will heal 3 hp over night. See Laroisael for healing


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)
Vikla Ragnardottir wrote:

If you go for arcane strike, consider grabbing spell cartridges feat later on, and take a dip in some type of gunslinger.

You how hit against touch, dont have to track ammo because its a swift action to arcane strike, and there are 2 CHA based archetypes of gunslinger which use CHA for grit, mysterious stranger and firebrand iirc.

we are pirates, one gunwielder is propably fine :).

I don’t think the GM is allowing guns but if he can allow me to take some gunslinger levels I don’t mind learning how to play with a pistol. hell if it’s okay with him I can replace the fighter level with gunslinger and replace PBS and Weapon Focus for Arcane Strike.


Male Human Rogue6/Clr1 Current Map

The problem with introducing firearms is I have to put the into the module on both sides. If I let you find one perhaps on the island, I would have to give Mr Plugg some also. And what firearm would you be interested in? I would be less concerned with one character having a proficiency in firearms and finds one ie amateur gunslinger feat.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Lvl 3

HP 4+2 CON=6
Bab +1
Fort/Will +1
Sneak attack now at +2d6
Trap Sense:At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. +1
New Feat: Weapon Focus for daggers
Skills
+1 Perception,Disable Device,Stealth,Craft-Alchemy,Acrobatics,Know-Local,Swim,Climb,Profession-Sa ilor


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)
brvheart wrote:

The problem with introducing firearms is I have to put the into the module on both sides. If I let you find one perhaps on the island, I would have to give Mr Plugg some also. And what firearm would you be interested in? I would be less concerned with one character having a proficiency in firearms and finds one ie amateur gunslinger feat.

I remember you saying you didn’t want firearms in your game, but if I was to select a firearm it would be a simple pistol.


Male Human Rogue6/Clr1 Current Map

That would not be my first choice.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)
brvheart wrote:
That would not be my first choice.

really? that’s kinda surprising. I’d try to go for the simplest firearm option just cause I’m not that familiar with using them in the game


Male Human Rogue6/Clr1 Current Map
Laroisael wrote:
brvheart wrote:
That would not be my first choice.
really? that’s kinda surprising. I’d try to go for the simplest firearm option just cause I’m not that familiar with using them in the game

Meaning having firearms would not be my first choice, but agree that a simple pistol would be best.


Male Human Rogue6/Clr1 Current Map
MannyGoblin wrote:

Lvl 3

HP 4+2 CON=6
Bab +1
Fort/Will +1
Sneak attack now at +2d6
Trap Sense:At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. +1
New Feat: Weapon Focus for daggers
Skills
+1 Perception,Disable Device,Stealth,Craft-Alchemy,Acrobatics,Know-Local,Swim,Climb,Profession-Sa ilor

What are you doing with you favored class bonus for levels 1 and 3?


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Skill points


Male Human Rogue6/Clr1 Current Map

Then you have 1 point to spend.

Manny
Male goblin rogue (underground chemist) 3 (Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Bestiary 156)
CN Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 22 (3d8+6)
Fort +3, Ref +7, Will +3
Defensive Abilities trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +8 (1d3-1/19-20) or
dagger +8 (1d3-1/19-20) or
dagger +8 (1d3-1/19-20)
Special Attacks chemical weapons, sneak attack +2d6
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 14, Wis 14, Cha 8
Base Atk +2; CMB +0; CMD 14
Feats Weapon Finesse, Weapon Focus (dagger)
Traits besmara's blessing, reactionary
Skills Acrobatics +10, Climb +5, Craft (alchemy) +9, Disable Device +11, Escape Artist +10, Knowledge (local) +8, Perception +9, Profession (brewer) +6, Profession (cook) +6, Profession (sailor) +9, Ride +8, Stealth +18, Swim +5; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Custom Language, Goblin
SQ rogue talent (fast stealth), trapfinding +1
Combat Gear alchemist's fire (4); Other Gear leather armor, dagger, dagger, dagger, backpack, crab suit, thieves' tools, 242 gp, 4 sp, 1 cp
--------------------
Special Abilities
--------------------
Chemical Weapons (Ex) Can draw alchemical items as a weapon, and adds Int mod to dam with splash weapons.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Chaotic Good Small Halfling Martial Artist 3;
Speed 30 ft; Init 4; Senses Perception: +10
Languages: Halfling, Mwangi, Taldane

Defense
AC 18
Touch 18
Flat-footed 13

HP 19
Fort 5, Ref 8, Will 6

Offense
Unarmed strike (Flurry) +7/+7 (1d4+1 )
Unarmed strike +8 (1d4+1)

Statistics
Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 9
Base Atk +2; CMB +3; CMD 18

Skills:
Acrobatics +12
Climb +8
Escape Artist +8
Heal +7
Perception +10
Profession (Carpentry) +6
Profession (Sailor) +7
Sleight of Hand +5
Stealth +13
Swim +9

Feats:

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Unarmed Strike
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Stunning Fist
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Weapon Finesse
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Deflect Arrows
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Weapon Focus (Unarmed Strike)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Class Features, Specials:

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Fast Movement (Ex)
[smallerAt 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.[/smaller]

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Pain Points (Ex)
At 3rd level, a martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.

Traits: Ship's surgeon, Intrepid Volunteer (Swim)

Equipment Backpack, common; Bedroll; Hammock; Kit, healer's; Kit, mess; Outfit, Peasant's; Rope, hemp (50 ft.); Tea; Waterskin;


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Six flasks of alchemist’s fire (Manny), don't forget to add these and the chest they came in plus the spice cabinet since your the chef Manny. And your crab bone armor, AC +4 Dex +3 (like hide armor but light.)

Red alert, Nuts is a Surgeon, welcome aboard Dr McCoy!!!!

Primitive Armor and Weapons:

The standard Pathfinder Roleplaying Game campaign takes place in a time period similar to the medieval and early Renaissance age of iron and steel. But even in fantasy campaigns set in this era, some cultures lack steel, and some lack metalworking entirely. Sometimes this deficit is due to geographical remoteness, lack of resources, repression by a strong overlord, or societal taboos. Other campaigns might be set before the medieval era, or in a dark future where apocalypse survivors eke out livings with the best tools they can scavenge.

Primitive campaigns can be broken into two broad categories based on the level of technology. The first is the Stone Age, where worked metals are all but unknown. The second is the Bronze Age, where metal weapons appear but iron and steel have not been mastered or are rare.

The following section presents general rules for both of these broad categories, and some new weapons that can be used in each era.

Primitive Materials
Standard adventuring equipment is crafted of materials well suited to the task. Primitive equipment, on the other hand, is crafted from the best materials available, which are often inferior in performance. Sometimes these differences are hand-waved away (as in the case of most mundane gear and items), but in the case of weapons and armor, these differences are not as easily overlooked.

All of the special materials listed below have their own rules and exceptions that make them function slightly differently (typically worse) than the standard materials for weapons found in the Pathfinder RPG. Some of these materials grant the item the fragile quality—a quality that can be applied to both weapons and armor.

Fragile
Fragile weapons and armor cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead.

Armor with the fragile quality falls apart when hit with heavy blows. If an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. If already broken, the armor is destroyed instead. Fragile armor is not broken or destroyed by critical threats that are not generated by natural 20s, so if a creature wielding a weapon with a 19–20 or 18–20 critical range scores a critical hit on the wearer of this armor with a roll of less than a natural 20, that critical hit has no chance to break or destroy the armor.

Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description.

Bone

DESCRIPTION

Bone can be used in place of wood and steel in weapons and armor. Other animal-based materials like horn, shell, and ivory also use the rules for bone weapon and armor. The cost of a bone weapon or bone armor is half the price of a normal weapon or armor of its type.

Weapons:
Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone.

Bone weapons have half the hardness of their base weapons and have the fragile weapon quality. Masterwork bone weapons also have the fragile quality, but magic bone weapons do not. Bone weapons take a –2 penalty on damage rolls (minimum 1 damage).

Armor:
Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood.

Bone armor has a hardness of 5 and has the fragile armor quality. Masterwork bone armor also has the fragile quality, but magic bone armor does not. The armor/shield bonus of bone armor is reduced by 1, but in the case of studded leather, the armor check penalty is also reduced by 1 (to 0).


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Yeah. Shame the Heal skill is trash in first edition.

Well - certain feats, that are unfortunately not available in this game, kind of fix it down the line. But at this point it's pretty much just a Knowledge (Anatomy) skill.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Yeap, sometimes its useful to id diseases, but the main thing with removing them is still some type of magic.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I dub the "SAWBONES" and present you with a mw handaxe sm. And two potions cure moderate wounds.

(With all the pomp and circumstance she can muster, and a cagney accent too. I'm Making it your size.)

the 4th potion she gives to Vilka.

That leaves a potion of invisibility for someone.

Monks (martial artist) are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny is still too weak to really carry around stuff. Will have to wait until I get a Handy Haversack.


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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

We will help carry it, just add it to your sheet please, so I can mark it off my list, and drop it to the ground in the program. We can use rope and cut poles to make a litter to carry stuff.

* three heavy maces (1 to Vilka, 1 to capricia, 1 to laroisael) as backup.

* masterwork handaxe Axe (Nuts)

* vial of holy water. (Vilka)

* 1 parrot (Capricia, because every pirate needs one)

• four potions of cure moderate wounds (Emerald, Vilka x2, Nuts)

* potion of invisibility - available

• amulet of natural armor +1 (Emerald)

• +1 boarding pike of repelling (Vilka)

* leather hip flask depicting a crocodile that detects as magic,

* Four very sharp, oft-used daggers (Emerald)

* masterwork dagger (Capricia)

Chest containing:

* Six flasks of alchemist’s fire (Manny)

* Wand Cure Light 8 charges (5) left (Larosail).

* 4 Giant Coconut crab carapace for bone armor (Manny for 1)

* 3 fresh coconuts to cook with.

* 2 suits of leather armor

* six spears

* Buckler shield

* Spice cabinet holding 5 pounds of pepper in waxed bags (worth 10 gp total).(manny)


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

Capricia the Pirate (3rd level of swashbuckler)
hp: 7 (5 (half) + 1 Con + 1 FC
Init: +2 (+6 total) from Swashbuckler Initiative
AC: +1 dodge from Nimble (AC now 19/15/14)
BAB: +1
Saving Throws: +1 to Fort and Will
Feat: Slashing Grace
Skill Points: (6: 4 class, +1 Int, +1 human/skilled)
+1 Acrobatics
+1 Perception
+1 Profession (sailor)
+1 Sense Motive
+1 Stealth
+1 Swim

New Swashbuckler Class Abilities
Deeds: Menacing Swordplay, Precise Strike, Shield Bash, Swashbuckler Initiative
Nimble: +1 dodge bonus to AC


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Whatever?? like don't get so twisted up!!!

Emerald Delta Waters
Female sea elf blood savant arcanist 3
LN Medium humanoid (aquatic, elf)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+1 armor, +3 Dex, +1 natural)
hp 19 (3d6+6)
Fort +2, Ref +4, Will +3; +2 vs. enchantments
Defensive Abilities stormchild; Immune sleep; Resist electricity 5, sonic 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee cestus +4 (1d4/19-20) or
. . dagger +4 (1d4/19-20) or
. . aldori dueling sword +4 (1d8/19-20) or
. . mwk dagger +5 (1d4/19-20) or
Ranged dart +4 (1d4) or
. . dagger +4 (1d4/19-20) or
. . mwk dagger +5 (1d4/19-20) or
. . ranged touch +4 (Per spell)
Special Attacks arcane reservoir (2/6), consume spells, intense spells (+1 damage)
Bloodline Spell-Like Abilities (CL 3rd; concentration +8)
. . 5/day—thunderstaff
Blood Arcanist Spells Prepared (CL 4th; concentration +9)
. . 1st (5/day)—burning hands (DC 14) (as electricity w/point to increase level), mage armor, magic missile, monkey fish[ACG], vanish[APG] (DC 14)
. . 0 (at will)—detect magic, light, prestidigitation, ray of frost, resistance
. . Bloodline Stormborn
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 17, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Country Born, Expanded Preparation[ACG], Weapon Finesse
Traits focused mind, magical knack, sailborn

Skills Acrobatics +4, Bluff +2, Climb +1, Craft (ships) +7, Diplomacy +2, Disguise +2, Intimidate +2, Knowledge (arcana) +8, Perception +1, Profession (sailor) +12, Sleight of Hand +4 (+6 to checks regarding items in the wrist sheath), Spellcraft +9 (+11 to identify magic item properties), Survival -1 (+1 to avoid becoming lost), Swim +14; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

SQ amphibious, bloodline arcana (+1 to save DC & CL of spells with electricity or sonic descriptor), bloodlines (admixture, stormborn), elven magic, opposition schools (enchantment, necromancy), vain, versatile evocation, water breathing

Languages Aquan, Celestial, Common, Draconic, Elven

Tracked Resources:

Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, alchemist's fire (3), alchemist's kindness (10); Other Gear haramaki, aldori dueling sword, cestus, dagger (4), dart (6), mwk dagger, amulet of natural armor +1, arcanist starting spellbook, backpack, bandolier, bedroll, belt pouch, blotter (0.2 lb), broadsheet, compass, earplugs, hammock, ink, inkpen, inkpen, knife for cutting quills into pens (0.5 lb), mess kit, pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), soap, spell component pouch, trail rations (5), traveling spellbook, vial, waterproof bag, waterskin, weapon cord, wet suit, wooden holy symbol, wrist sheath, 172 gp, 13 sp, 7 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/3
Alchemist's kindness - 0/10
Arcane Reservoir +1 DC or CL (6/day) (Su) - 0/6
Consume Spells (2/day) (Su) - 0/2
Dagger - 0/4
Dart - 0/6
Masterwork dagger - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/1
Thunderstaff (Shock 1 rds, 5/day) (Sp) - 0/5
Trail rations - 0/5
Versatile Evocation (6/day) (Su) - 0/6

Abilities:

--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Amphibious (Ex) You can survive indefinitely on land.
Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Stormborn +1 to save DC of spells with electricity or sonic descriptor.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Country Born Ignore 1st fatigue/exhaution in a day, +1 Will
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Expanded Preparation (+1 1st-level spell) You can prepare more spells than other arcanists can.
Prerequisite: Arcanist level 1st.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Stormborn +1 DC & CL for [electricity] and [sonic] spells.
Stormchild (Resist Electricity & Sonic 5, -1 Wind effects) (Ex) Gain electricity and sonic resistance 5 and treat wind effects as 1 step lower.
Swim (30 feet) You have a Swim speed.
Thunderstaff (Shock 1 rds, 5/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Water Breathing You can breathe water as well as air.
--------------------
Sailborn: You or your people are expert sailors,
ranging far and wide in search of booty, fish, or fame.
You gain bonus ranks in Profession (sailor) equal to
your character level and it is considered a class skill.

Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Purify food and drink says:

This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage.

So we can keep the barrels of food.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Nutѕ wrote:

Yeah. Shame the Heal skill is trash in first edition.

Well - certain feats, that are unfortunately not available in this game, kind of fix it down the line. But at this point it's pretty much just a Knowledge (Anatomy) skill.

did you add your Small Masterwork Hand axe:

mw handaxe sm. And two potions cure moderate wounds.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Vikla Ragnardottir wrote:

Yeap, sometimes its useful to id diseases, but the main thing with removing them is still some type of magic.

please add your potion cure moderate wounds on your sheet, a heavy mace , and a vial of holy water


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
MannyGoblin wrote:
Manny is still too weak to really carry around stuff. Will have to wait until I get a Handy Haversack.

you have 4 alchemists fire listed, but you had some already and added6 more, using I believe 1. Should have 8 left.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Who wants the potion of invisibility??

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