Hairdar the Accursed / Hairdar Yunan

Aoro Osris's page

763 posts. Alias of OmniChaos.


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Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Sorry guys but I am going to have to take a leave of absence. The closer I get to graduating the less time I have. So DMPC Aoro as needed until he fades to the background, I suggest Torque or Gene take over as Captain. I really dislike not finishing something but it can't be helped. Not fair to divide my attentions like I have been so I hope you understand.

It's been interesting but RL is needy so I have to go. Good luck on your pirating. ;)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Waiting on the DM, per the rules I can't make another diplomacy roll concerning Rickety in such a manner for the next 24 hrs.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro thinks for a moment.

"Come now isn't that a bit much. After all that's half the price of a new ship. Really your being a bit heavy handed my friend."

I hope you forgot my 35 result diplomacy cause that's nutty to make purely cosmetic changes to a ship worth 10,000 gp. We could sell this one and get a new one for the same amount they want. Defeats the purpose of a squibbing at 50% cost sense that's base resale value.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro claps his hands. Let it begin then, his bargaining skills were very sharp after all.

"Well then why not take a look at our ship so we can see what the damage is hmmm."


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

In case it was unclear Aoro was hoping for some more information on squibbing such as time, cost, etc etc.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro puts on his normal easy smile.

"We heard this is a good place to get a ship squibbed. That your the man to see about it being done proper. Am I right?"

Diplomacy: 1d20 + 17 ⇒ (18) + 17 = 35


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro looks on from the ship.

"No. We need to see what type of people we are dealing with first. Anyways they may not want us ashore, no need to insult them by not asking permission. Less we be taken for a raiding party. We speak to the leader first, see about terms concerning the ship. Then we see about terms concerning the crew. Don't forget to keep an eye on our more blood thirsty crew Mr. Torque. They are after all your responsibility, we do not need foolish actions getting into the mix."

He had not forgotten the disloyal or wicked, he would not need much of an excuse for some.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Little Ro is Aoro's familiar, a thrush.

"Report to Mr. Torque."


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Directed at Drake, I know he is 22 but his avatar makes him seem like a baby face. I apologize if that offends you. x3


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I think you mean Sailing Master sense they navigate if I remember right.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro looks the boy up and down. Little Ro is back and about to speak when his beak gets flicked by Aoro.

"You start as a swab regardless of your supposed skills. If you prove yourself then we may find a better place for you. As to your request, that too will be earned by your service. I don't make promises only offer opportunities. What you make of them is up to you."

Aoro gives Torque the nod.

"By all means Mr. Torque."

Drake what job are you aiming for?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

@Sunny
A little confused, let me know if I got it right. Sunny quit being a crewmember, but still wants to stay on the ship. That right?

@DM
I will roll again come next in game day. I will find out what it is. xP


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Waiting on the spellcraft results myself.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro shakes his head.

"Harrigan left his ship to his first mate. How will he know what happened or that he is even dead. The storm could have done us in or another pirate ship came across us. As long as no one runs their mouth their is nothing to hear. Anyways unless he was a fool he would not be surprised by his former first mates intended betrayal. We simply took advantage of things. Once we get the ship squibbed, their is no proof we did anything now is there."


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I am sorry you took it the wrong way but I am not telling you what to do in anyway. I am just trying to make you aware that (as far as I know) we are on the out skirts of the shackles. We can not enter the shackles or it's islands because we would be fresh meat. I am not the DM so I don't know how things will line up. Just working with what I know.

The ship retrofit should not be a big issue sense we do have plunder both personal and in the ship hold. The way I currently see things we will be remaining in the out skirts for some time without going near any note worthy city. So taking anyone (PC or NPC) to a major city would be out of the question. Sense we are all wee pirates ready to be eaten by the more established and better equipped ones. It's a logical decision not a personal one, sorry if you felt it was or I came off as it being so. I was just trying to avoid IC conflict before it happened by letting you know.

As to Sunny's build that is DM turf. Concerning Titan Mauler, you may have me confused with someone else, don't remember that. I don't know much about melee classes too as I rarely play them. Never played a barbarian in fact.

Anyways hope that clears things up.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)
'Sunny' wrote:

You said that if people weren't happy with Captain Aoro's captaining, they could leave at first land fall.

We fell onto the island and Sunny actually did state that she was leaving. (^_^)

She just followed every one around and helped.

Now, she's ready to negotiate to be Captain Aoro's first paying passenger. (^_^)

Sunny you may want to rethink that. Aoro is not taking passengers, if your not part of the crew he will leave you at Rickery's Squibs sense it is not a deserted island. Only people staying on the ship are crew. Accommodating one person not in his crew would be very low on his list of priorities right now.

Sense I figure only 8 items need a spellcraft check here they are. Let me know if more are needed.

1d20 + 8 ⇒ (8) + 8 = 16
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 8 ⇒ (9) + 8 = 17
1d20 + 8 ⇒ (9) + 8 = 17
1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (6) + 8 = 14


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Is Sunny quiting the crew?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Whats up Sunny?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro gives Torque a look normally reserved for dancing squid.

"We're pirates, we do what all pirates do."


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro looks at Tarchinis.

"Fair enough. Just don't expect any special treatment, you work like everyone else."

Short on time so short post. Let me know how many spellcraft checks I need for magic items.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro sends a trio of silver fish at the enemies. Two at the queen and one at the whale.

Magic Missile: 2d4 + 2 ⇒ (4, 3) + 2 = 91d4 + 1 ⇒ (2) + 1 = 3


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro spying the great grindylow simple points a finger at it, a black sickly glowing ray fires at it.

"I can't have that now can I."

Ray of Enfeeblement vs The Whale: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (2) + 2 = 4

Fort DC 15 for half Str damage if it hits.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Init: 1d20 + 2 ⇒ (9) + 2 = 11


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro cast Shield on himself, +4 shield AC


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

"I suppose we should save him. But may want to be on guard. If the prisoner can hear us the jailer can too."


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Taking that for myself if no one minds. :)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Does my detect magic work on anything? If so what's the spellcraft DC?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Yeah looking for treasure with detect magic and Perception

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

The way I read it before Torque's spell Aoro killed 1 and wounded 2. Sunny killed 1. Tarchinis killed 1. Leaving 5 alive then with Torque's spell he killed the five that are left regardless of their saves, sense the DM added a +2 dmg. So are there enemies are left?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro sends three silver fish into the nearest grindylows.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (2) + 1 = 3


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Init: 1d20 + 2 ⇒ (20) + 2 = 22

Edit- Sunday the day of nat 20's xP


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I say we go to D7, he can hung out in D8 for a while longer. Don't need something cutting off our exit.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro sends a ball of acid at the remaining grindy.

Acid Splash: 1d20 + 4 ⇒ (12) + 4 = 161d3 ⇒ 3


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro backs up before casting a spell at the nearest three enemies.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (4) + 1 = 5

I go 1st so may want to aim at those left alive. Which is 2 now. ;)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Init: 1d20 + 2 ⇒ (16) + 2 = 18


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro stays to the back keeping a look out.

1d20 + 5 ⇒ (18) + 5 = 23


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

If you are in the left chamber, then remember that is where I wanted to go. xP


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Sorry if I was unclear, Aoro wanted to go left but had no real reason for it. Not a big deal.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro looks back and forth for a moment a few times.

"I would say left but that is just a gut feeling. Nothing behind it, I guess we can check the other once we finish one side."


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

So I guess we move on?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro dives after taking a breath. He would drown the thing.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

You do know if you had punched Aoro he would have made you wished you had a bug on your face. Anyways do I need to roll anything or he can just dive?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

What stops Aoro from simply going underwater. Stirges can't swim and the drowning rules let anything that does not make a conscious effort to hold it's breath die in two rounds. Reason why getting knocked out in the bilges was so dangerous. xP


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Did I take any damage?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro will use detect magic on everything. Let me know if rolls are needed.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

So any loot? Or we moving in?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Aoro sends a trio of silver fish at three of the four grindylows nearest him.

Magic Missile vs Grindylows: 1d4 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (2) + 1 = 3

Edit-One dead already, 3 left of which two are wounded. ;)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Init: 1d20 + 2 ⇒ (10) + 2 = 12