Valeros

Allende's page

138 posts. Alias of Kertuffle.


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male Human 2nd Cleric HP 15/15 AC 14

I'm very sorry, but due to time management problems, I am going to need to withdraw from the game. I've really enjoyed it and best of luck to everyone here!


male Human 2nd Cleric HP 15/15 AC 14

Did Allende hit?


male Human 2nd Cleric HP 15/15 AC 14

Allende helps Allie tie up the sailors but hasn't quite satisfied himself that they are secured enough before the hostilities break out anew. He waits unil Amamer's spell goes off, having seen how effective it is and then steps forward and attacks anyone still left.
Attack Rapier: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


male Human 2nd Cleric HP 15/15 AC 14

Not quite as acrobatic as Allie, Allende walks down the stairs and tries to blast the leftmost sailor with a burst of wind and rain.
Ranged Touch: 1d20 + 2 ⇒ (11) + 2 = 13
Nonlethal Damage: 1d6 + 2 ⇒ (1) + 2 = 3

If this hits he will be -2 on attack rolls next round.


male Human 2nd Cleric HP 15/15 AC 14

So is Allie going to get a town and a song named after her?


male Human 2nd Cleric HP 15/15 AC 14

Allende summons up a roiling wall of wind that smashes into the center sailor.
Ranged Touch: 1d20 + 2 ⇒ (1) + 2 = 3
Nonlethal Damage: 1d6 + 2 ⇒ (3) + 2 = 5
He misses horribly.
Just not his day


male Human 2nd Cleric HP 15/15 AC 14

Reflex: 1d20 ⇒ 12
Allende sways unsteadily but stays on his feet. "What was that!"


male Human 2nd Cleric HP 15/15 AC 14

"Nothing but my pride. But you're welcome to check." Allende replies with a wink.


male Human 2nd Cleric HP 15/15 AC 14

Embarrassed, Allende soggily makes his way to his support position next to Allie. He blesses Allie just in case.
Guidance on Allie


male Human 2nd Cleric HP 15/15 AC 14

With a cry of thanks to Sandman, Allende tries to pull himself aboard with the rope.
Climb at +5: 1d20 + 4 ⇒ (16) + 4 = 20
The rope does its job and Allende (hopefully) finally arrives at the fight.


male Human 2nd Cleric HP 15/15 AC 14

Well at least you're not falling over your own two feet like Allende.


male Human 2nd Cleric HP 15/15 AC 14

With a cry of alarm Allende tries to clamor up the side of the ship.
Climb: 1d20 - 1 ⇒ (4) - 1 = 3
but he is having difficulty.


male Human 2nd Cleric HP 15/15 AC 14

Allende attempts to get his rapier between him and the charging sailor
AOO: 1d20 + 3 ⇒ (4) + 3 = 7 but he doesn't get the rapier up in time.
CMD is 12
Reflex: 1d20 ⇒ 1
Boy that doesn't bode well :(


male Human 2nd Cleric HP 15/15 AC 14

Looking at the sharks cirling underneath, Allende says a little prayer to Besmara before climbing over to the enemy ship
Climb with Guidance: 1d20 ⇒ 20
Besmara heeds his call and he scampers along the rope to the other side.
As his move action on Rnd 5


male Human 2nd Cleric HP 15/15 AC 14

Allende tosses his grapple and tries to lock it into place.
P/Sailor: 1d20 + 12 ⇒ (3) + 12 = 15
The hook doesn't catch initially but Allende deftly maneuvours it into place.
I also cannot move the icons. Do we need to make climb checks to move across?


male Human 2nd Cleric HP 15/15 AC 14

Rnd 2/4
Allende touchs Sandman's Heavy Flail and a glowing sigil of a skull and crossbones briefly appears.
Cast Magic Weapon on it.

Rnd 3/4
From cover he shoots a light crossbow at a ballista sailor and then stows it unloaded at his hip.
Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Possible crit: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d8 ⇒ 8

Rnd 4/4
Recasts Guidance on himself and picks up grappling hook and rope and prepares for battle!


male Human 2nd Cleric HP 15/15 AC 14

Once the ballista are fired, Allende stands and taunts the enemy ship. "Surrender you fools or fight and die, we fly under Besmara's banner and what is yours is now ours."
Round 1
Allende throws Bless


male Human 2nd Cleric HP 15/15 AC 14

"Particularly if it gets all foggy." Allende adds to Amamer's wishes for Syl and Fipps' fate. "It's a good plan, Sandman. I'll magic up the weapon of one of those holding the stairwell and bless the rest." He then gives a prayer to Besmara to bless their endeavor and starts hurling taunts and crossbow bolts until just before the two ships collide.
Allende will try to cast Guidance on everyone in his 'squad'. Two rounds before the ship gets into grappling range he will cast Magic Weapon on the weapon of Sandman's or Ashrem's choice. Then he will throw Bless on his squad and any non hostile members of the crew within 50'(he'll include the Captain and Krine in the bless if they are within range, Plugg and his cronies definitely do not get it.)


male Human 2nd Cleric HP 15/15 AC 14

Allende works hard at getting the ship ready. Feeling much better he excitedly toils away, doing his part to prepare for the coming battle.

P/Sailor to help prepare ship: 1d20 + 13 ⇒ (11) + 13 = 24


male Human 2nd Cleric HP 15/15 AC 14

Allende does as instructed and soon feels much better. "That's amazint!" he exclaims. "Stay close when the fight starts, and I will call on Besmara to bless us."

Thank you Sandman. I was afraid I was going to be fatigued the entire fight.


male Human 2nd Cleric HP 15/15 AC 14

Oh,I'm in agony. thinks Allende as he wakes up that morning. Halfway through the night he vomited his guts out and he wasn't feeling any better this morning. For once Allende isn't diligent about working, he seems to move at a fraction of this normal speed. He does brighten up at the lookout's call and moves up the the gunwale next to Sandman. He tries to get a good look at the ship.


male Human 2nd Cleric HP 15/15 AC 14

Allende just smiles at laughs at Allie. "Everything pleases me tonight. I could storm Port Peril, Fight a kraken with a piece of driftwood. Another Shanty" he yells out and proceeds to try to dance on the table.


male Human 2nd Cleric HP 15/15 AC 14

Allende laughs, echoing the mirthful presence in his mind and grateful for the help. 'Thanks for tossin' me a line, I was flounderin there' he thinks back. He then picks up his lucky coin, kisses it. Then picks up his new rapier as he gets unsteadily to his feet. "To Besmara!" he cries, brandishing the rapier above his head. "May she smile on us, Speed us to our riches and fame. He turns to the crowd gathered to watch. "We will wash the sea with blood and gore and take what we will. No one." at this point he kicks Syl on the floor. who opposes us will escape our wrath." he then grabs the nearest woman, places a kiss on her and buckles his new rapier into place.

Diplomacy for the speech: 1d20 + 7 ⇒ (11) + 7 = 18


male Human 2nd Cleric HP 15/15 AC 14

Con Damage: 1d3 ⇒ 1
Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10
Con Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Allende takes a second pint, winces a bit, but finishes it.

I'm not going to be able to post again until Sunday and I don't want to slow the game down, so if needed here are 5 more saves. His Con score is 12.

Fort Save: 1d20 + 5 ⇒ (11) + 5 = 16
Fort Save: 1d20 + 5 ⇒ (12) + 5 = 17
Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15
Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7
Fort Save: 1d20 + 5 ⇒ (16) + 5 = 21


male Human 2nd Cleric HP 15/15 AC 14

Updated and ready to go.


male Human 2nd Cleric HP 15/15 AC 14

Fort Save with guidance: 1d20 + 5 ⇒ (13) + 5 = 18
Not sure what I take if he makes it but not by 5
"Take what you will." Allende says as downs the rum. With a satisfied sigh he continues. "And send nothing back." as he bangs his cup down on the table. "That feels...good." he says as the alcohol hits his blood. Surprised, he feels Besmara's guidance even without the silver coin.


male Human 2nd Cleric HP 15/15 AC 14

Allende's eyes light up at the sight of the rapier. He could feel it calling him. Well mate, call me crazy, cause you know I can't hold my liquor but I feel lucky tonight. Lets try a little of the Heave ho." He takes his lucky coin, flips it through his fingers and places it on the table.
He also throws Guidance on himself while he's at it.


male Human 2nd Cleric HP 15/15 AC 14

Allende manages to corner Slippery Syl that evening. "You know, Syl. I know Plugg's good for it, but I keep wondering when he's going to pay me my winnings for the fight with Owlbear. I know you're friends with him. What say we make some sort of wager. I'll stake my winnings, you stake your rapier."


male Human 2nd Cleric HP 15/15 AC 14

That is nice.
Hit points for Allende
1d8 ⇒ 5
Well I guess that would be a 5.


male Human 2nd Cleric HP 15/15 AC 14

Way to go Amamer!

YEA!! Second Level! Going up as cleric.


male Human 2nd Cleric HP 15/15 AC 14

Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26


male Human 2nd Cleric HP 15/15 AC 14

Allende diligently works at swabbing the decks, but is worried when he sees Amamer being searched. Why are they doing that? he wonders. Just to be on the safe side he tries swabbing the deck near the bilges and tries to keep an eye out for trouble.

For once, Allende is not working dilligently. Instead he is trying to be in a position to help Amamer if she needs it.

Swab: 1d20 + 1 ⇒ (11) + 1 = 12


male Human 2nd Cleric HP 15/15 AC 14

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
"Thank you Sandman. Well done."


male Human 2nd Cleric HP 15/15 AC 14

Allende really enjoys the singing and even adds a few of the songs he learned. He works diligently the next day.
Swab: 1d20 + 5 ⇒ (16) + 5 = 21
He glares at Mr. Plugg but continues working
Swab: 1d20 + 5 ⇒ (6) + 5 = 11
He notices Allie faltering and tries to help her.
Swab: 1d20 + 5 ⇒ (13) + 5 = 18


male Human 2nd Cleric HP 15/15 AC 14
The Nightmare Mask wrote:
On his belt the terrible mask ever so slowly smiled.

Scary :)


male Human 2nd Cleric HP 15/15 AC 14

Int check: 1d20 + 2 ⇒ (20) + 2 = 22
Allende knows exactly what the change in tack means. And although he hates to admit it, he feels a thrill of excitement. As he works scrubbing the deck with the others he tells them. "The Captain is hunting for prey now. Be ready, I think we'll be fighting soon."
He works diligently, wanting to be ready when the time comes.
STR check +4: 1d20 + 5 ⇒ (8) + 5 = 13


male Human 2nd Cleric HP 15/15 AC 14

Totally clueless, Allende looks on smiling. He mutters ot Ashrem. "We need to get whoever this trickster is to join us."


male Human 2nd Cleric HP 15/15 AC 14

"I agree with you. The question is what can we do to rectify the situation. Conner's right. What ever we do shouldn't involve the Captain. Mr. Plugg, however, needs to go." Allende says in a soft whisper.


male Human 2nd Cleric HP 15/15 AC 14

"I'm sure you'll get your chance." Allende replies. "Any idea who set Fipps up? That was pure genius."


male Human 2nd Cleric HP 15/15 AC 14

Allende walks up to Conner and Sandman after he climbs aboard. "Sorry about the clam shells. Who knew they'd fly so well."


male Human 2nd Cleric HP 15/15 AC 14

Allende whispers a prayer to Besmara before beginning and then takes the rope and attempts to grapple the ship.
Grapple Attempt: 1d20 + 0 - 6 ⇒ (19) + 0 - 6 = 13

He then tries to shimmy up the rope

P/Sailor: 1d20 + 11 ⇒ (5) + 11 = 16
P/Sailor: 1d20 + 11 ⇒ (20) + 11 = 31
P/Sailor: 1d20 + 11 ⇒ (13) + 11 = 24

Reflex with the +1 for Guidance: 1d20 + 1 ⇒ (3) + 1 = 4
normal Reflex: 1d20 ⇒ 12

He does very well until a banana peel hits him in the face and he slips.


male Human 2nd Cleric HP 15/15 AC 14

Allende sees Conner smile and grins right back, thankful that Conner didn't fall. "Well I know who will be the his target when the time comes he thinks.


male Human 2nd Cleric HP 15/15 AC 14

Allende starts laughingly tossing clamshells at the 'boarders', twice at Conner while far away and once at Sandman while closer.
1st throw at Conner with range incr -6: 1d20 - 10 ⇒ (20) - 10 = 10
2nd throw at Conner with range incr -4: 1d20 - 8 ⇒ (3) - 8 = -5
3rd throw at Sandman with range incr -2: 1d20 - 6 ⇒ (20) - 6 = 14

The clamshells aerodymanic properties surprise even Allende.
"Damn' he swears under his breath, thinking That worked better than I intended.


male Human 2nd Cleric HP 15/15 AC 14

Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Allende mans the bilges chuckling over Fipp's predicament. Someone really got him, and it couldn't happen to better person. he thinks.
He is diligent at his task.
Str +4: 1d20 + 5 ⇒ (5) + 5 = 10
Con check: 1d20 + 1 ⇒ (20) + 1 = 21
The job gets done and he actually ends the day in a good mood.


male Human 2nd Cleric HP 15/15 AC 14

Allende waits by the sweatbox, playing with Besmara's coin. As Sandman enters he emits a burst of healing energy.
Postitive Energy Burst: 1d6 ⇒ 2
He does it a second time as they are putting him in the box.
Positive Energy Burst: 1d6 ⇒ 6


male Human 2nd Cleric HP 15/15 AC 14

And Allende will be standing nearby. Immediately after the first lashing of either Amamer or Sandman, he will let loose a burst of healing energy.


male Human 2nd Cleric HP 15/15 AC 14

Allende works hard at swabbing the decks.
Diligently working: 1d20 + 6 ⇒ (9) + 6 = 15

Its a job he dislikes, but he understands the importance of it.


male Human 2nd Cleric HP 15/15 AC 14

OK by me.


male Human 2nd Cleric HP 15/15 AC 14

Allende also walks over. "I'll bet 5 gp on Connor" he says to Maheem.


male Human 2nd Cleric HP 15/15 AC 14

With the heat of the day beating down on him, Allende uses his familiartiy with the task to make the job a little easier.
Diligent, giving a +4 to the Con check.
Profession Sailor: 1d20 + 11 ⇒ (4) + 11 = 15
Con check: 1d20 + 5 ⇒ (20) + 5 = 25
he easily finishes the job and is barely winded.

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