AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Strange this creature Suny, as long as she is friendly it is fine with me. Ask her were the slaves are. I was hoping on releasing them, but it seems they are absent from the ship. Let's decipher the log at our convenience and ready the ship to sail alongside ours. Perhaps someone from our crew can make out what the log says."
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah turns back to her normal shape and starts to hand out heals with her wands.
"Curious creature, quite challenging to take down. Let's release the slaves. Perhaps we can use this pretty ship to add to our own fleet." Calah says with a grin.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
the guy has to take two more reflexes. One for failing and avoid catching fire, the second to again avoid fire dmg as the ball follows him. dmg fireball:6d6 ⇒ (2, 3, 6, 3, 1, 4) = 19
Calah continues to go into tentacle wriggling which seems to be followed up with spells.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Sorry, was a bit confused, that's why I never do grapple characters :)
Calah pulls back her tentacles from all the damage they received and starts wiggling them in a series of intricate movements.
A ball of fire appears on the chained man and burns the area like a torch at the same time.
spellcaster check for SR:1d20 + 7 + 5 ⇒ (20) + 7 + 5 = 32 dmg reflex 19 for avoiding all dmg, failure and he catches fire:6d6 ⇒ (3, 3, 3, 5, 6, 3) = 23
greater flaming sphere, if there are combustible items in that square they could be set on fire.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calahsquid continues to grapple the man with chains and tries to squeeze him some more with her tentacles.
maintain:1d20 + 10 + 2 + 4 + 5 ⇒ (8) + 10 + 2 + 4 + 5 = 29 constrict:4d6 + 7 ⇒ (3, 5, 1, 4) + 7 = 20
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
at least those rolls wont be against us next round :P
Calah attacks the chained creature with her tentacles, hoping to hold it tight and keep Noro safe from it's attacks.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah wiggles her tentacles and the wood around the scratches in the deck warm and twist upon themselves, filling the scratches and closing off the area with scratches in a ball of wood. She uses one of her arms to pick this piece of wood up and throws it in the water outside of the boat.
Warp wood, not sure if it works. dimi, got a spellcraft check for those scratches?
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
With the accalerating magic of Dimi coursing through her, Captain Squidward renews her attack and the tentacles swing around at high speed, slamming into the pinned beastman.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
well my base str is only 10. Base bab is 5. I gain 10 str through buffs but lose 2 attack bonus due to size so only effectively get to +8 to hit. Maybe another +1 due to being higher ;). I mainly focussed on my roc being the fighter, not me. I should have casted greater magic fang to up my capabilities, but totally forgot about the spell and its only +1 untill lvl 8.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Nooo dimi, I want to grapple him to bits! as for dmg, I get +10(=+5 bonus) str bonus from wildshape and bull str, -2 for size
A swarm of tentacles and jaws stream into the hold, violating the Rakshasa in all of his orifices under the sound of an aquatic slur of anger coming from the giant squid.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"I would hardly call him a pirate, besides, he ruined my shirt." Calah says angrily as she points to the acid damaged shirt she wears.
She changes slowly and surely into a large, no huge creature. In a matter of seconds Calah transformed into a giant armored squid, tentacles and arms waving angrily towards the creature in the hold.
Wild shape to giant squid (=huge) see discussion for stats
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
perception:1d20 + 14 ⇒ (18) + 14 = 32
Calah softly lands on the deck in her hawk form and changes back to her normal shape. She gives a sequence of whistles to Havok that let's him know to guard the deck. "I heard some noise down below. A hissing and a gasp. I assume they know we are here... prepare for battle, but try and keep quiet. Hopefully not all of them are alerted of our presence." Calah says in hushed tones and moves down with Noro where here supernatural darkvision helps her look around in the dark.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Before the assault I wanted to wild shape Calah in a huge squid And sneak up the side of the ship so she can grapple all those foolish enough to resist ^^. She can make use of the jet ability to launch herself on deck. Is that something that would happen in the surprise round or should I go for it in my own round? Also casting Bull strength, Strong Jaw and Bark Skin on myself, don't want to be too squishy ^^.
squid stats:
bite +10 (2d6+5), 2 arms +10 (2d6+5 Strong Jawed), tentacles +8 (4d6+2/19-20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
Special Attacks constrict (4d6+7)
Total ac would be 24 (+7 wildshape armor, +6 nat armor -2 from dex penalty, +3 barkskin)
But now I think it's a bit too much for what we are doing. Will save it for next time >_<.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Look guys, they are making ready to leave so we strike at night.
Noro I'll take your fatigue away if you give me a short while"
Calah says and prays to the water spirits for 15 minutes so she can cast lesser restoration.
"Okay, so I'll get Havok to fly with you Noro and you can take out men in the rigging together. Dimi, Arjun, Suny and I will sneak aboard and clear the deck. Jax keep a lookout and if anyone comes over cause a distraction and warn us. "
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
For some reason Id think midnight would suit a creature of the sea.
I would have to go over my spelllist again to see what to bring. :s
Perhaps a nice animal calling will help us here. Summoning some dolphins or sharks to aid with the swimming.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Let me just prepare some spells we could use if things go awry. Your swim speed still isn't much to write home about, but I could change into an aquatic creature a little faster to draw you all with me. Make sure you have some rope around your wastes by which I could draw you with me in animal form.
Jax let's try and keep the explosives to a minimum. There might be slaves on the ship. We could better use them to our advantage than kill them.
Instead let's bring a bag of spare weapons so that we can arm them and they can fight with us. Arjun, Dimi and me should be able to sneak aboard and distribute those things."
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Hmmm we could all approach the boat by night from underwater, board her and get rid of any crew still awake. If part of the crew sleeps aboard we can bar their way."
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Our primary mission is getting the artifact of Calistria for information concering Cheliax. Disrupting some rakhasha slaver is an added bonus. He's sure to be sitting on a big pile of cash we could put to better use!"
Calah calls to the crew and spits at the word slaver to accentuate her disgust for them.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Very well, nicely done Arjun." Calah says and makes sure the crew are going back to the ship to leave as soon as possible. This should give her an hour or two, so she asks her new friends about some information about the island as well as check the charts she already has aboard.
diplomacy gather info:1d20 + 11 ⇒ (4) + 11 = 15 know geography:1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 prof sailor:1d20 + 14 ⇒ (16) + 14 = 30
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Still here, bit busy at work and tired in the evenings so was a little afk, sorries. I grinned wildly at Arjuns plan with the rags :D
As Arjun's plan is bearing fruit Calah walks around the town and meets the locals. She asks around and tries to find any other pirate Captains and hopes to find some clues about the ship with the giant hold through other means. She does keep an eye open for obvious lies and dangerous characters that mean her harm. Calah keeps a few crewmates with her and Havok is always flying around.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Hmmm that might be a large undertaking. Any idea who the crew was that attacked the ship? Was it a random wrecking or do you expect that certain parties were aware that the ship carried your artifact? Have you tried a divination on it? "
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Sure but wait until we know for how long we need stay here before taking any loans. We don't want any angry loan brokers at our ship if we stay here for longer."
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Let's pull her in the harbor and hope we don't be getting any more storms." Calah says to her friends and barks the orders to the crew to ready the ship for docking.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"I guess we have little choice. I'll modify the stem with a spell so it stays stuck better. Meanwhile I'll see if I can't figure out a spell to mend wood like this."
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Shape wood still has size issues. If you like you can start Independent research. To come up with a spell that fits the bill. The rules would be similar to those for a wizard.
Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.
I would have you make spellcraft and knowledge nature checks instead. I envision a make whole spell that works only on organic material. It would otherwise be the same as make whole. What do you think?
I think it could be very useful for repairing the ship. Unless Demi comes up with the spell make whole, then it becomes useless :P. What level do you envision it? lvl 2? How would it work with rigging and sails?
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Would would shape wood together with warp wood? I can use the latter to stick the old piece on the old mast and then shape wood to make it one solid piece again... I hope? I'm a bit disappointed there aren't any good high level druid spells for this.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Agreed Arjun. Crew, we just had the mother of all storms over us. We need to make some repairs in case we need to make a quick getaway, let's start with the mainmast. I want you lot to fix the rigging, you two fix the sails." Calah says and starts to order her crew around to make repairs.
Calah can repair the mainmast with warp wood I hope? Or another lvl 3/4 druid spell, not sure which.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
As the topmast breaks Calah curses loudly and shouts her orders to cut the mainmast loose. Not wanting to lose it in the water she asks the Marsh giant to help her pull it back on board. She transforms into a giant octopus and uses her long tentacles and strength to pull the mast aboard so it can be repaired later.
Once aboard, she changes back and orders her crew around making sure everything is tied down properly and makes sure noone is in the rigging as the storm continues it's course.
As the massive wave approaches she once again changes into an octopus to hold tightly to the ship and any crew members who are unable to hang on to something. As the ship is tossed over she makes it her priority to catch her friends and crew, making sure everyone has something to stay afloat on.
reflex:1d20 + 5 ⇒ (10) + 5 = 15
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah waited patiently outside, trusting in Arjun's capabilities. Once he comes back out with the unconscious man she asks. "Just a moment Arjun. What did he say and what are you planning with him?"
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Let's start with Quent. I prefer dealing with Calistrians over those gloom bunch worshipping old Norby.
One matter remains though, a group of pirates tried to waylay us on our way here. We caught one and will question him later. Any idea who could have sent them? "
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah does a little curtsey to Miss Fairweather "You have quite the high regard for us, even though we are such newcomers as you say. Still, we all be for gathering allies that can be trusted, something that be hard amongst pirates." Calah finishes with a smile.
She continues talking with a slight frown.
"Still, I was not aware that the Cheliaxans were at the end of their patience. I guess it was inevitable. Do you think that the current, or perhaps future Hurricane King could gather enough captains to persuade them from trying something as foolish as sending expeditions against us in the Shackles?"