F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
3.14rat!!! Hahaha!!!!
And thank you - I am looking forward to joining your story!!
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Iron - sadly you seem to be correct - I appreciate the offer, and would love to continue playing in the RotR game, but wouldn't 7 people be a bit much? If the campaign can handle it, sure - otherwise do not feel obligated. Bessie has been one of my favorite characters, and i appreciate your telling her story.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Ukushisa kwesiphepho! Bessie targets the creature with her Storm Burst ability, hopes she can hamper the creature to help the boys. Ranged Touch Att: 1d20 + 3 ⇒ (13) + 3 = 16
Storm Burst: Storm Burst (Sp): Standard action = create a storm burst targeting any foe within 30 feet as a ranged touch attack. deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. + the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
I only have one channeling of Besmara's power left - going to have to save it! For now, black sigils seem to flutter as Bessie calls out Umkhuleko! @Peril Crew - you have Prayer cast on you!
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
No, he protected the world from his niece, until others would be able to do so. Bessie moves to within 30 feet of the creature. Hand behind her back, Bessie give her hand a shake, holding up three finders; shake, two fingers; shake one finger, and a final twitch... Channel Energy vs Undead. Channel: 3d6 ⇒ (1, 3, 2) = 6
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Given the old man's reaction; I the age they should be based on when the sinking occured... Bessie suspects undead. She studies the woman suspiciously, wanting to invite her out into the sun, but waiting... Knowledge-Religion: 1d20 + 10 ⇒ (14) + 10 = 24
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Oh, this is so not going to end well. Whatever she has become, we will have to fight the niece. Bessie steps back, away from the Mwangi man and awaits the appearance of his niece, slipping a hand behind her back and giving the boys a hold sign. Hoping they are paying attention, and that they listen. She also says a prayer of thanks to Besmara, for the chance to honor the Sea Witch with what is to come.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie continues to treat Orslaw, doing what she can to keep the Peril Crew in the fight.
Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Seeing Orslaw and Beket get hits by darts, she awaits some sign that either has been poisoned. Bessie will move between the boys and attempt a Heal check for Beket.
Beket - get +4 competence bonus to the save. Treat Poison: Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie wonders if the twig men were enemies, but given the dead body; it is likely that these are the dart throwers. AS she watches they fire at the Peril Crew... Great. More earth creature crap. I wanna go back to the sea. Bessie waits to see if any of the party gets injured or hit by the darts. Goes on full defense.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie goes to the kneeling sailor and begins a prayer for the fallen, setting his body in the longboat, so he can be buried at sea. She then turns towards the jungle path, Lets go chase down the other two, find the treasure and be done with this place.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Ukushisa kwesiphepho! Bessie targets the last one with her Storm Burst ability, hoping the others can take it down! Ranged Touch Att: 1d20 + 3 ⇒ (7) + 3 = 10
Storm Burst: Storm Burst (Sp): Standard action = create a storm burst targeting any foe within 30 feet as a ranged touch attack. deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. + the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie moves around her helmsman and behind the sailors - holding her holy symbol tattoo high, she again uses Channel Energy to bestow the divine healing power of Besmara upon the living.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Holding her holy symbol tattoo high, Bessie uses Channel Energy to bestow the divine healing power of Besmara upon the living. Selective Channel to exclude the elemental on Beket and Orslaw. She can hit all the sailors north of the other elemental near the boat, but it should be out of range.
These earthen beasts shall not beat the servants of the Sea Banshee fight on!
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
@Iron the tidal pool - is it possible for Bessie to move to her token's location as a move? If Yes
If No - and Orslaw's Elemenatl is up
If No - and Orslaw's Elemenatl is down
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Ukushisa kwesiphepho! Bessie steps forwards and targets the one on in front of Bleepos with her Storm Burst ability. Ranged Touch Att: 1d20 + 3 ⇒ (12) + 3 = 15
Storm Burst: Storm Burst (Sp): Standard action = create a storm burst targeting any foe within 30 feet as a ranged touch attack. deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. + the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Knowledge: 1d20 ⇒ 2
Ukushisa kwesiphepho! Bessie targets the one on Beket with her Storm Burst ability, not because he needs the help, but Bessie hopes he will finish it off quickly and then turn on the one in between them. Ranged Touch Att: 1d20 + 3 ⇒ (3) + 3 = 6 Dam: 1d6 + 2 ⇒ (4) + 2 = 6
Storm Burst: Storm Burst (Sp): Standard action = create a storm burst targeting any foe within 30 feet as a ranged touch attack.
deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. + the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie jumps into the surf and makes her way towards the beach, remaining at the waters edge and says a prayer while she waits.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie will load up with the rest of the Peril Crew and prepare for the sand-creatures to rise up again. She waits on the longboat as it bounces on the waves silently praying that Besmara continue to bless them and thanking the Pirate Queen for the opportunity. She smiles her lopsided grin as they grow closer to shore, preparing to keep her boys in the fight!
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie suggests the Pearl ails up along the western part of the island chain and the Goblin's Prize sails along the east - they anchor at spots where they ships can see each other and send longboats out to investigate the islands behind and several ahead. drew it on the map, blue line is Pearl's path, green for Goblin's and the red are spaces where we should be able to visually see each other...open to any good ideas though
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
I have not, but on a similar note Bessie will be taking vacay from about the 9-16. I am going to be offline, and will not be able to read or post until my return. We do have 5 when all the players are here... a 6th would be fun though and I believe the campaign can accommodate it based on Iron's DMing so far! I would not oppose a sixth. I would suggest we wait until I return and Guillaume's PCs issues are fixed to reach out to Bleepos and then get back full swing.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Well then, lets go hit the area ports. I am sure that treasure hunters have gone searching, lets see what we can learn from those who searched before us! Bessie proposes they go try to learn more at Ngozu and Goatshead. Likely anyone else seeking the Messenger would have come to these ports for supplies at least. Perhaps we could also try to learn where they were headed, what route would have been likely and where a storm might have hit and just go searching islands. @Beket... yes, this is when Vlad would be able to tell us good stuff!
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
As Bessie does not have ranks in Knowledge Local; the best she could do is The "10"... can she simply Take 10? Technically it is allowed by RAW, but I know some DMs do not let players take 10 on knowledges...
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
I would suggest one of three options: What about a treasure hunt? Ngozu and Goatshead are both near "The Lost Messenger" treasure location which is in between the Rock and Rickety's. Or simply go exploring out along the Shackles? Or we try to raid some more ships and sail the plunder in the ship to Port Peril and sell it all?
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Back to our start, back to where a group of sailors got press-ganged and the Peril Crew was formed. Lets go to Port Peril. Bessie's voice caries more reverence and less bravado than normal, a rarity for the normally zealous priestess.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Well Peril Crew - I think we should:
Do we leave the Goblins Prize as a guard at the rock and just take the Pearl and the new ship? Take the fleet? I think three ships might attract more attention than we want.
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
A priestess of Besmara and a goblin walk into a bar.... Based on what Iron said - by rolling Bessie put 3 days in port - 1 day each... we could add to that and have additional days/rolls. Given that Bessie and a Bleepos-bot are the best with Diplo, I think the 55% we have would be hard to beat. Also Beket has Profession Storytelling +8 so he would be a good lead for gaining Infamy; and do we want to recruit some additional crew? Also just curious what did we do with the sailing ship we kept? We would have mixed in that crew among the existing crews. Did we anchor it in the cove? by the Rock? Did we take it to Rickety Squbbs first? Do we have all 3 ships together?
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie gives her best pitch at each port. Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
With a successful aid another we can achieve 55% or 3850gp; otherwise it will be 50% 3500 Ninja'ed by Iron - Peril Crew - let me know if we want to spend a few more days...
F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5
Bessie is usually the party diplomat, 'cause -who doesn't trust a priestess of the Pirate Queen goddess??
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