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

Remember, you are all my minions! I have plan! Trade Plugg and Scourge for Sandara and Scrimshaw!


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

Sounds good to me, how you going to do it.


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

Offer you as hostage!


Male Human Rogue6/Clr1 Current Map

Anyone speak aguan?


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

Me


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
Laroisael wrote:
but Laroisael took her 3rd level in fighter so her caster level should still be 2nd right?

unless you take magical knack trait, it gives IP to 2 caster levels, use to be a feat in 3.5 that gave up to four caster levels for cross-classing.

The text in spells is confusing, every other level for some and every 2 levels for others, how about just saying half caster level if that is what they intend.


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

I just got around to look at your leveling, you are still entitled to 2 more skill points due to 15 INT and 1 fighter bonus 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)
brvheart wrote:
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

I just got around to look at your leveling, you are still entitled to 2 more skill points due to 15 INT and 1 fighter bonus feat.

My fighter bonus feat was put towards Point Blank Shot. I think my crunch goal for the character is a semi support/offensive spellcaster with high skill in the bow.


Male Human Rogue6/Clr1 Current Map
Laroisael wrote:
brvheart wrote:
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

I just got around to look at your leveling, you are still entitled to 2 more skill points due to 15 INT and 1 fighter bonus feat.

My fighter bonus feat was put towards Point Blank Shot. I think my crunch goal for the character is a semi support/offensive spellcaster with high skill in the bow.

But you also get a regular feat. I did see the Point Blank. Why not take Precise with it?


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
Laroisael wrote:
brvheart wrote:
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

I just got around to look at your leveling, you are still entitled to 2 more skill points due to 15 INT and 1 fighter bonus feat.

My fighter bonus feat was put towards Point Blank Shot. I think my crunch goal for the character is a semi support/offensive spellcaster with high skill in the bow.

You also can move to longbow now that you are proficient.

how about Eldritch knight PRC or Arcane Archer PRC, both of those blend it all together and get your caster level.

At the indicated levels, an arcane archer/Eldritch Knight gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.

Eldritch knight:
blends the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies when the nature of an upcoming battle is unclear.

Requirements
To qualify to become an eldritch knight, a character must fulfill all the following criteria.

Weapon Proficiency
Must be proficient with all martial weapons.

Spells
Able to cast 3rd-level arcane spells.

Class Skills
The eldritch knight's class skills (and the key ability for each skill) are Climb (Str), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Linguistics (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Ranks at Each Level
2 + Int modifier.

Source: Core Rulebook

Arcane Archer:
Alignment: Arcane archers can be of any alignment. Elf or half-elf arcane arches tend to be free-spirited and are rarely lawful. Similarly, it is uncommon for elven arcane archers to be evil, and overall the path of the arcane archer is more often pursued by good or neutral characters.
Hit Die: d10
Role
Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.

Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.

Base Attack Bonus
+6.

Feats
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).

Spells
Ability to cast 1st-level arcane spells.

Class Skills
The arcane archer's class skills (and the key ability for each skill) are Perception (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).

Skill Ranks at Each Level
4 + Int modifier.

Source: Core Rulebook


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

By comparison the two PRC'S are subtlety different,

Arcane Archer is far more martial focused with its high feat tax and Bab requirements plus you loose progression on spellcasting 3 times over 10 levels. It does compensate with some interesting bow skills.

Eldritch Knight is more balance for spellcasting and better spell progression while gaining the choice of fighter bonus feats as well.

For the bard, 7th level for 3rd lvl spells or +6 BAB means 8th character level for 1st level PRC in either class.

Arcane Archer being weirdly ranger focused gets 4 skill points per level, which is better compared to 2 per level.

Now if only there was a ranger who cast like a bard!!

Wait there is, Arcane Ranger, It was my 3.5 design for a gestault/hybrid class published in Citadel of Fire. Though it appears someone took my idea and redid it for 5e.

Arcane Ranger 5e

Arcane Ranger conversation on Paizo


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:
Laroisael wrote:
brvheart wrote:
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

I just got around to look at your leveling, you are still entitled to 2 more skill points due to 15 INT and 1 fighter bonus feat.

My fighter bonus feat was put towards Point Blank Shot. I think my crunch goal for the character is a semi support/offensive spellcaster with high skill in the bow.

But you also get a regular feat. I did see the Point Blank. Why not take Precise with it?

I took Weapon Focus as the regular feat.

and I might look into Arcane Archer.


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 Ranger

found another one 3.5 based, it's decent.

Gobeit:
is a loner who lurks on the edge of the Citadel’s
boundaries (with his large mountain goat animal
companion named Orbis) and harbors a deep-seated
hatred for the evil First Men Purebloods and their
minions. His mother was once a Bloodmaiden who fell
in love with a traveling merchant from Valon who was
passing through town. After her tryst she became
pregnant, and her unborn son’s blood impurity was
detected by her sisters. She was exiled from the Temple
complex in Aztlan and forced to flee for her life. Her son’s
name means “hope.” His mother passed away from an
illness as they were hiding in the hills, trying to exist in
the wild. Gobeit was found by an old ranger named
Mortiket, who treated him like a son and taught him the
ways of the wild. Mortiket was killed by a goblin raiding
party from the Citadel several years ago. Gobeit is now a full grown man, and a fine ranger. He seeks revenge on
the Citadel and considers it his duty to hunt down the
wizards’ minions, one at a time if necessary, until the
scourge of the Citadel of Fire is no more.

Judges Note: Gobeit will seek out any strangers he hears
about or sees in town to determine their intentions and will
readily join the party in their cause if he finds they are going
to the Citadel to take on wizards once and for all. He would
have done it years ago, but he is one, and they are many,
and he is no fool. He will offer his services as guide and
protector in these lands as he is intimately familiar with
every stone and every creature in the area.
Gobeit is about 40 years old, far from wet behind the ears.

Ring of Time: Gobeit has a ring that can alter time (see
Appendix 6); he will only use this in the event that things go
dreadfully wrong in the tower and he needs to change
events. It was his mother’s ring, and even with its power,
he couldn’t save her.

Note: In the original playtesters version, he was a arcane ranger, but in final editing we did not have room in the printed version, so a web link to a pdf version was put in the cover.

Gobeit, Male Human (½ Pureblood, ½ Avalonian)
Rgr9: CR 9; Medium Humanoid; HD (9d8)+9; hp 61; Init
+4; Spd 30 ft; AC 22 (Touch 15, FF 18); Base Atk +9/+4;
Grapple +12/+7; Atk +1 composite longbow +14 ranged
(1d8+4) or +2 longsword +15 melee (1d8+5) or short
sword +14 (1d6+1); Full Atk +1 composite longbow +14/+9
ranged (1d8+4) or +2 longsword +13/+18 melee (1d8+5)
and short sword +12/+7 (1d6+1); SA Favored Enemy
(Humanoid (Human)) +4, Favored Enemy (Humanoid
(Orc)) +2, Two Weapon Fighting Combat Style; SQ Low-
Light vision, Pneumonic Enhancement, Spell
Enhancement, Nat Armor +1, Resist Energy 1/cold, Animal
Companion, Evasion, Swift Tracker, Wild Empathy +15,
Woodland Stride; SV Fort +7, Ref +10, Will +5; AL NG; Str
16, Dex 18, Con 13, Int 18, Wis 14, Cha 19.
Skills and Feats: Climb +8, Concentration +6, Craft
(Bow making) +9, Diplomacy +7, Escape Artist +6, Handle
Animal +16, Heal +7, Hide +14, Jump +9, Knowledge
(Nature) +18, Listen +12, Move Silently +14, Ride +11,
Search +18, Spot +15, Survival +14, Swim +10, Use Rope
+10; Armor Proficiency (Light), Blind-Fight, Combat
Expertise, Combat Reflexes, Endurance, Improved Disarm,
Martial Weapon Proficiency, Shield Proficiency, Simple
Weapon Proficiency, Track, Two-Weapon Fighting,
Improved Two-Weapon Fighting, Weapon Focus
(longsword).
Spells per Day: (0/2/1 DC13+spell level) 1: Entangle,
Longstrider; 2: Cure Light Wounds.
Spell-Like Abilities: 1/day – (CL9, DC15+ spell level)
Create Water, Detect Magic, Ray of Frost, Read Magic,
Identify.
Possessions: +1 studded leather armor, +1 buckler, steel
helm, +2 longsword (family heirloom), short sword,
lantern, boots of elvenkind, +1 ring of protection, ring of
time, amulet of magicum, +1 composite longbow (+3 Str)
(60 arrows, 5 +1 arrows), 5 day’s rations (parsnips), 122
gp, 53 sp, 16 cp, brass whistle (worn around his neck, used
to direct Orbis with various commands), engraved silver
locket containing a small baby portrait (belonged to his
mother, portrait is of himself as a baby).
Languages: Common, Marcabian, Avalonian, Aquan,
Altanian, Draconic, Ghinoran, Elven.

Citadel of Fire


Did it get stunned? Might be important for our gobbo roggo.


Male Human Rogue6/Clr1 Current Map

Sorry, you didn't list a DC so I missed it. I looked it up and it apparently saved as the DC is 13 and it rolled a 15. Regardless, Manny can flank and get sneak even if he throws a dagger.
It is wounded twice so it matters.


It's 14, but sure. Will make it more clear next time.


Male Human Rogue6/Clr1 Current Map

Ok, well I am going to rule that he is stunned for the round with Emerald's thunderstaff reducing his save.


I wasn't asking for you to bend rules. But I do appreciate that.

Might actually be the first time a stunning fist go through. Ever?


Male Human Rogue6/Clr1 Current Map

Well, it is a story and if I can't fudge a die roll by 1 to keep the story going once in awhile. Besides, it makes sense to me that Thunderstaff would have some affect on a fishes saves.


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

Traveling. I will be posting but might have map troubles. So just move me as needed


Male Human Rogue6/Clr1 Current Map

Actually it really didn't matter as Capricia did enough damage to make up for the damage if Manny would have missed with her crit. I was just trying to give Manny a little confidence in his attack.


Capricia the Pirate wrote:

Sorry; my post either got eaten by the board gremlins or I forgot to hit Submit. I just had Capricia double-move (including a Swim) to the SE corner of the giant monster.

[dice=Capricia the Pirate Swim Check]1d20+5

Looks like Nuts is in the square I was aiming for; let's try the one above him instead.

Didn't have another option. Moving 1/4 of 30 ft is just one square to hit the sea-cow.


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;

I had a loved one just die in my arms, posting will be reduced in terms of pace.


Female Human Swashbuckler (Rondelero) 4 | hp 29 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
Vikla Ragnardottir wrote:
I had a loved one just die in my arms, posting will be reduced in terms of pace.

So sorry to hear this. My condolences, and I'll keep you in my thoughts.


Male Human Rogue6/Clr1 Current Map

I am very sorry to hear that. I have had too much death around me myself the last few years. We will keep you in our prayers.


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

How aweful, I will keep you in my prayers. Condolences to the family.


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 also send condolences to you and your family. I’m sorry…


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

My condolaces, I've lost family as well.


My condolences.


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

Endless Bandolier wrote:
Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.

I wonder if you could use this with thrown weapons, like daggers?

Lets say I store some potions, wands, scrolls, flasks of various liquids.. etc in those 6 pockets, could I draw them as a free action? Drawing ammunition is a basically a free action itself.


RAW, it's a move action.

Actions table

With quick draw feat, you can retrieve (unhidden) weapons from your person as a free action.

GM ruling, I guess.


Male Human Rogue6/Clr1 Current Map
Emerald Delta Waters wrote:

Endless Bandolier wrote:

Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.

I wonder if you could use this with thrown weapons, like daggers?

Lets say I store some potions, wands, scrolls, flasks of various liquids.. etc in those 6 pockets, could I draw them as a free action? Drawing ammunition is a basically a free action itself.

Drawing ammunition is, drawing a weapon is not w/o quick draw. A bandolier just allows you to carry more.


Male Human Rogue6/Clr1 Current Map

We had internet problems the last two days so Emerald will try and catch up later.


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

Below is a list of items either available or claimed, if you claim a item, please make certain to post that you have added it to your character sheet, so I can remove it from the treasurer'S list (me). The less I have to track, the easier this is, this list is always viewable by selecting my character.

Also, if multiple people express interest in a item, just roll off and the highest roll normally wins, this makes it fair, but then we go round the party to the next person for 1st pick.

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

* masterwork handaxe Axe

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

* 2 suits of leather armor

* six spears

* buckler shield

* two light ballistas

* light catapult

* Fishgut's cookbook (using the tome while cooking grants a +1
circumstance bonus on Profession [cook] checks. (Manny)

* Besmara's Tricorne (Manny claims it but Sandara gave it to Emma)

* Greatcoat with five large silver buttons (Button is a anchor feather
token). (Cleaned and mended)

* 2 dull iron bracelet's..lesser bracer's of archery. (Laroisael)

* whale skull weighing 25 pounds whose scrimshaw carvings function as
arcane scrolls: scrolls of alter self, black tentacles,
blur, color spray, daylight, enlarge person,
hypnotism, slow, touch of idiocy, and vampiric touch

* masterwork manacles

* four +1 heavy crossbow bolts

* silver spear

Chest containing:

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

* Six flasks of alchemist’s fire (Manny)

* vial of holy water. (Vilka)

• 3 potions of cure moderate wounds (Vilka x2, Nuts 1)

* potion of invisibility

* leather hip flask depicting a crocodile, contains potion cure moderate

Queen had:

* potion of cure moderate wounds x2

* wand of summon nature’s ally II (11 charges)

* +1 vindictive harpoon, returning; small

lobster pot containing:

* two masterwork daggers, small (Manny took).

* masterwork silver dagger, small

* rusting masterwork cold iron sickle, small

* 12 other small daggers of varying shape and quality.


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)

only thing I can think of for Laroisael is the wand of summon nature’s ally, the silver dagger, and the leather hip flask.


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
Laroisael wrote:
only thing I can think of for Laroisael is the wand of summon nature’s ally, the silver dagger, and the leather hip flask.

ok, put it on your sheet. Did you add the other things with your name on them, like the bracers. We have potions too.

No one else wants it:
Claiming masterwork handaxe Axe
MW Greatcoat with five large silver buttons (Button is a anchor feather
token). (Cleaned and mended)

Besmara's Tricorne (Manny claims it but Sandara gave it to Emma) but manny can wear it for now after we are done using it for a boat.

potion of cure moderate wounds x2

The scrimshaw is in interesting but only if I get time to make actual scrolls from it or write it in my book.

(whale skull weighing 25 pounds whose scrimshaw carvings function as
arcane scrolls: scrolls of alter self, black tentacles,
blur, color spray, daylight, enlarge person,
hypnotism, slow, touch of idiocy, and vampiric touch)


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)

hmm I'll also take the greatcoat. not sure what exactly that does but I'll take it


Female Human Swashbuckler (Rondelero) 4 | hp 29 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

I'll take a potion of CMW.


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

Source

Not sure but it might do this after a make whole. Currently only residual magic and the button tokens.

Pathfinder Greatcoat:

Source Pathfinder Society Primer pg. 25
Aura moderate transmutation; CL 9th
Slot body; Price 8,000 gp; Weight 4 lbs.
Description
This long, double-breasted jacket is sewn from durable, dun-colored canvas with a removable liner to keep its wearer comfortable in a wide range of temperatures. Anyone wearing the coat notes many small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for the items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A Pathfinder greatcoat has each of the following patches (unless noted otherwise, the coat has only one of each patch):
10 days of trail rations and five full waterskins
A case containing five adamantine bolts, five cold iron bolts, and two silver bolts
A large scroll case containing a 2-foot-by-10-foot roll of paper and two sticks of charcoal
A quiver containing five adamantine arrows, five cold iron arrows, and two silver arrows
A 10-square-yard roll of canvas containing 10 pitons and a small hammer
A silver Aspis Consortium badge and three bronze Aspis Consortium badges
Bullseye lanterns (2; full and lit)
Daggers (2)
Disguise kit
Healer’s kit
Hemp ropes (2; 50-foot coil)
Light combat-trained horse with a military saddle
Mirrors (2; highly polished 2-foot-by-4-foot steel mirrors)
Noble’s outfit with jewelry worth 200 gold pieces
Oil of bless weapon
Oil of daylight
Poles (2; 10-foot length)
Potion of cure moderate wounds
Sacks (2)
Universal solvent
Wand of prestidigitation (CL 1st, 5 charges)
Construction
Requirements Craft Wondrous Item, fabricate; Cost 4,000 gp


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

Quarter Cask is 33.022 us liquid gallons

OCTAVE IS 15 GALLONS


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

Ok so 1 potion to capricia

We get 3 cubic feet per casting.

The big water barrel hold 60 gallons, that's 480 pounds by that calculation for water and half that for quarter cask.

purified:

School: transmutation
Level: Cleric: 0; Oracle: 0; Warpriest: 0; Druid: 0; Hunter: 0; Adept: 0
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
Source: Core Rulebook
Summary: Purifies 1 cu. ft./level of food or water.
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. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


Male Human Rogue6/Clr1 Current Map

You could not carry that large of barrel. The water barrels are 30 gallons.


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

Gear to add on sheat and remove from party treasure

Manny:
Fishgut's cookbook (using the tome while cooking grants a +1 circumstance bonus on Profession [cook] checks.
Spice cabinet holding 5 pounds of pepper in waxed bags (worth 10 gp
total).(manny)
Six flasks of alchemist’s fire
+1 vindictive harpoon, returning; small
potion of invisibility
two masterwork daggers, small
1 Giant Coconut crab carapace for bone armor
3 fresh coconuts to cook with.
47GP


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

Manny has used all of the alchemist fire on nasties.

Book steal words from your head! Every goblin knows this.


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

36 sp, and 47 gp each


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

Harpoon - small
Weight: 4 lbs. (And rope weight if used, since it's a returning weapon)

Critical: ×3; Dmg (S): 1d6; Proficiency: simple weapons or two-handed Range: 10 ft.; Special: Grapple, see text; Type: P.

A harpoon is a barbed spear that can be attached with rope 50 ft or less in length. If you are proficient with the harpoon, it is a grappling weapon. If you are not proficient with a harpoon, treat it like a spear.

Note: Add 10 pounds for the weight of 50 feet of hemp rope. The weight can be reduced by using shorter or lighter rope.

Rogues are proficient with all simple weapons

So can I remove your items from my list please


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

Laroisael carrying, taking and wearing:

Masterwork Greatcoat with five large silver buttons (Button is a anchor feather token). (Cleaned and mended) (residual magic on coast, requires make whole to restore magic).
lesser bracer's of archery
masterwork silver dagger
Wand Cure Light 8 charges (5) left
leather hip flask depicting a crocodile, contains potion cure moderate, -
wand of summon nature’s ally II (11 charges)

Given to wear: Ring with a moonstone worth 30 GP.
a silver locket depicting a beautiful, buxom
young blonde woman worth 45 gp.
1 finely tailored courtier’s outfit, worth 30 gp.
2 silver hatpins set with tiny obsidians worth 5 gp each.

Please note the hatpins 2 to each person

And moonstone ring and silver locket because a bard should look good.

Also each person get a courtier’s outfit to wear or carry.

And I will keep the books in my bag so Manny doesn't have to read them.


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

Emma's Secret Treasure:
* Besmara's Tricorne (Manny claims it but Sandara gave it to Emma)
* whale skull weighing 25 pounds whose scrimshaw carvings function as
arcane scrolls: scrolls of alter self, black tentacles,
blur, color spray, daylight, enlarge person,
hypnotism, slow, touch of idiocy, and vampiric touch - not carrying, too heavy. In boat.
silver spear
potion of cure moderate wounds
whalebone corset set with mother-of-pearl inlays worth 20 gp (wearing under my wetsuit, close my skin and it feels yummy)
2 silver hatpins set with tiny obsidians worth 5 gp each, wearing in my braided hair, wrapped up in 2 spirals.
finely tailored courtier’s outfits, worth 30 gp. In my waterproof bag.
36 sp, and 47 gp
masterwork handaxe
Fishgut's cookbook
journal for Arron Ivy

say I cast from the boat
School: conjuration (creation)
Level: Sorcerer: 4; Wizard: 4; Arcanist: 4; Summoner: 3; Witch: 4; Magus: 4; Aquatic Domain: 5; Bloodrager: 4
Casting Time: 1 standard action
Components: V, S, M (octopus or squid tentacle)
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no
Mythic: Has Mythic version
Source: Core Rulebook
Summary: Tentacles grapple all creatures within a 20-ft. spread.
And slow one the captain.


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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

Capricia the pirate hunters gear:

parrot
heavy mace
masterwork manacles
potion of cure moderate wounds
2 silver hatpins set with tiny obsidians worth 5 gp each
Silver tankard worth 30 gp
finely tailored courtier’s outfits, worth 30 gp
36 sp, and 47 gp each

Vilka horde:

heavy mace
Boarding Pike
four +1 heavy crossbow bolts
vial of holy water
2 potions of cure moderate wounds
2 silver hatpins set with tiny obsidians worth 5 gp each
finely tailored courtier’s outfits, worth 30 gp
36 sp, and 47 gp each

Nuts Funhouse Supplies:

potions of cure moderate wounds
* rusting masterwork cold iron sickle, small
* 12 other small daggers of varying shape and quality.
(carry them even if you store them later please)
silver hatpins set with tiny obsidians worth 5 gp each
finely tailored courtier’s outfits, worth 30 gp each.
36 sp, and 47 gp each


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

Sandara and Jack can carry some thing too in the packs.

* Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara

2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara

1 heavy mace jack

* 2 suits of leather armor 1 to Sandara, 1 to Jack.

Sandara has a heavy crossbow and mw rapier

2 finely tailored courtier’s outfits, worth 30 gp each , 1 each

buckler shield - jack

That leaves a small chest of gems and scrimshaw.

7 small barrels and a lobster pot with 32 pounds of silver

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