Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Sorry, let this one slip away for a while. I'll try to catch up. ->I think you may be confusing Rahadoum with Razmiran. Rahadoum is an atheist country that has outlawed religion in favor of the Laws of Man. Razmiran worships the Living God (Razmir) who is really just an arcane caster posing as a god and duping people into giving him money.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Doc is still here. I posted earlier this week; I've just got a lot of games going on right now and with how slow this one is moving it's not always my top priority to keep up with every day.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
str check: 1d20 + 0 ⇒ (19) + 0 = 19
Doc continues to keep quiet while performing his new duties, although he is too tired at night to even play with his alchemical toys. "Aye," he says as he yawns in his bunk, "I'm gettin' mighty tired of Scourge."
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Sorry, I've been swamped this week finishing up my thesis. I'll get Doc leveled as soon as possible but I'm supposed to be running the Season 5 special at an event tomorrow so it may a few more days. Doc has been noticeably quiet through all the changes, mulling over the new power dynamic among the skeleton crew. Although with a smaller crew, perhaps it will be easier for us to gain an advantage over Plugg once and for all. Mutiny's not a swear word as far as I can remember.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Reijo Ilvonen wrote:
He's in a couple games with me and has disappeared as well. He mentioned in one thread that he might be going camping with his wife for a week but that was several weeks ago. I've sent him PMs to check up and he hasn't responded. --- Also, can someone please give me a recap of what has happened in the past few weeks? I got really lost and confused in that last scene and I'm not really sure what's going on at the moment.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Not sure how else he can help, Doc throws a dagger into the mix. dagger ranged point blank, into melee: 1d20 + 3 + 1 - 4 ⇒ (18) + 3 + 1 - 4 = 18
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Sorry, I thought there were still one or two soldiers blocking our way. Doc rushes about helping to heal wounds of anyone who has gotten. I'm not really sure what else to do for the moment.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Doc moves in and tosses another bomb into the mix, making sure to minimize the splash on his companions. Hopefully I can do that, it's hard to be an alchemist without a map. bomb ranged touch: 1d20 + 4 ⇒ (8) + 4 = 12
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Doc pulls out a vial and throws in one last component before tossing it over at the Rahadoumi soldiers! bomb ranged touch: 1d20 + 4 ⇒ (8) + 4 = 12
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Doc gulps down his mutagen for the day to increase his speed and then grabs a grappling hook and readies to toss once the ships get close. +4 Dex, +2 natural armor, -2 Wis toss: 1d20 + 5 ⇒ (4) + 5 = 9 Failing that, he'll pull the book back and try again: toss: 1d20 + 5 ⇒ (2) + 5 = 7 And again: toss: 1d20 + 5 ⇒ (12) + 5 = 17 He'll pull out another vial from his belt and suddenly grow gills on his neck and webbing in his hands. Touch of the Sea
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Doc listens to the stories with interest. "Do we know of any creatures capable of this? Maybe we need to come up with signals, passphrases, or the like-just to make sure we are speaking to each other and not the impostor." Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Doc looks a little disturbed at first as he hears the true recipe but recovers when he catches on to the message. He's still a little wary of No-Eyes' cooking though.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Reijo Ilvonen wrote:
Doc takes off his shirt and begins to wring it out. "Nice 'nough. Just glad my new concoction worked. No sharks. Don't think I'd be back if there were sharks, would I?" Suddenly Doc's pocket starts moving and he reaches in and pulls out a small wriggling fish. He holds it up by the tail and examines it for a few seconds before flicking it in Reijo's direction. "Well, where we be off to, eh?"
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
"Pft! Bah!" Doc climbs back aboard, drenched, sputtering and spitting out sea water. "What?" He hops around, trying to shake water out of his ear. "Yeah, that'll be fine. Just put 'em to work like the rest of us. 'Course, we should think about hittin' port and picking up supplies if we've got more mouths to feed." I could use some more reagents too.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
After handing the rope off to others, Doc pulls a small vial from his belt. As the others board their ship, he looks to No-Eyes nearby and says, "Bottoms up! I'll see you on the other side." He then quaffs the liquid (Touch of the Sea) and leaps overboard.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Doc hears the call just as he finishes up with his concoctions for the morning. He immediately downs one of them (dex mutagen) and runs up above, grabbing a grappling hook and rope along the way. "Here we go! Like threading a needle, eh Bellamy?" 1d20 + 5 ⇒ (5) + 5 = 10 Doc tosses the grappling hook across to the other ship and yells at several others to grab ahold of the rope and pull.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Yeah, sorry. It's been a really busy week in the lab and most of my time has been devoted to keeping up with my own games, I haven't really looked in to the candidates much. But both of them look good to me I suppose. I'm excited to meet them (in character) and move on to the next phase!
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
I honestly haven't had time to really give them a good look over. But I'll try to soon. If you guys make a decision before I make input I'm sure you'll choose wisely though.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
With Throw Anything do I still have the -6 on the attack roll? I would suspect not but add it in if it should be there. grappling hook: 1d20 + 3 ⇒ (13) + 3 = 16 Climb: 1d20 - 3 ⇒ (3) - 3 = 0 nope
--- grappling hook: 1d20 + 3 ⇒ (20) + 3 = 23 Climb: 1d20 - 3 ⇒ (16) - 3 = 13 nope
--- grappling hook: 1d20 + 3 ⇒ (13) + 3 = 16 Climb: 1d20 - 3 ⇒ (14) - 3 = 11 nope
--- grappling hook: 1d20 + 3 ⇒ (16) + 3 = 19 Climb: 1d20 - 3 ⇒ (13) - 3 = 10 nope
--- Doc takes the beating without complaint. Afterwards, out of sight of others, he quaffs a few extracts to heal himself.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
I was hoping for PFS credit, yeah. The original GM said he would be handing it out to those of us who wanted it. If it's not a problem for you, that is. Tektite (I think some of you know him) said he was going to submit a character and wanted in. I've known him (via PbP and cons) for over a year and he's a reliable poster. I'm putting my vote in for him joining the crew. Some new life might help pick up the pace a little too and make a nice little mix-up in the story.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Make sure the tea isn't poison:
Assuming the tea is safe, Doc takes a sip. "Remarkable." He waits for Longfarthing to begin. Doc listens to the predicament with a grin. "Thank you fer the compliments. Can't say my 'magic' as you call it is all that great; it's just a little something I've been experimenting with on the side. But I'm not going to deny that I've got an interest in such things. Now, I'm going to do this anyways because I've got a general interest in these things but generally in these situations someone like you would be offerin' a reward if I happen to find it. A future favor would do. Just as long as you understand my meaning when I say I'll do the job."
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Before the reefclaw is discarded, Doc challenges everyone to a modified version of the popular Hog Lob game, using the reefclaw corpse in place of a pig. -Hog Lob:
Participants lob a lead ingot covered in a greased piglet skin, the “hog,” as far across the deck as possible. This game is resolved by d20 checks between any number of players, who agree on a bet beforehand. The hog counts as an improvised weapon, imposing a –4 penalty on all rolls using it unless the thrower has the Throw Anything feat. Checks are resolved as attack rolls using the character’s CMB. Characters toss the hog a number of feet equal to their adjusted rolls; for example, a character who gets a result of 22 throws the hog 22 feet. Some pirates claim to have participated in games played against Asmodeus using a live hog. Woo Throw Anything!
Doc, however, slips and only manages to throw the reefclaw 3 feet. :(
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Can't make that check. Doc jumps in a rowboat with some others to go after the reefclaws but not before grabbing some random bits of wood and junk to throw at them.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
That morning Doc prepares his mutagen and extracts like normal (including an extract of Touch of the Sea. He takes his time getting out to the reef and, once there, takes his extract granting himself a 30' swim speed (so I'm guessing I can automatically make the swim checks?) Perception: 1d20 + 7 ⇒ (2) + 7 = 9 Perception: 1d20 + 7 ⇒ (13) + 7 = 20 Perception: 1d20 + 7 ⇒ (17) + 7 = 24 Perception: 1d20 + 7 ⇒ (6) + 7 = 13 Perception: 1d20 + 7 ⇒ (12) + 7 = 19 It takes Doc a moment to notice the crabs but after a moment he is quick to dive down and grab four juicy crabs.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Day 9 Doc rises early in the morning and tinkers about with his small portable lab, mixing up a few extracts which he keeps hidden under his belt as well as a new concoction he's hoping will help him make new friends tonight (charisma cognatogen) I decided to prepare some different extracts: two Cure Light Wounds (which I'll hold onto) and Touch of the Sea. That day he keeps his head down and focuses on fixing up the ship. Dex check (repairs), taking time: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21 At night he quaffs his cognatogen and sits down with Conchobhar to chat. "Phew, glad the storm has passed. Could have been a lot worse than it was, but everyone survived and that's always a positive." Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13 After the cognatogen wears off Doc then suffers -2 Con damage but heals one overnight so there's no effect to his HP. --- Day 10 Doc once again rises early and prepares the same extracts, although this time he focuses on a mutagen that will enhance his dexterity. He takes the mutagen during the day to help him with his repair duties. Dex check (repairs), taking time: 1d20 + 2 + 2 + 4 ⇒ (13) + 2 + 2 + 4 = 21 That night Doc sits down with Peppery Longfarthing and comments, "You're friends with the captain, yeah? He handled the storm well enough. Some captains would've lost control of the ship or lost a few men but he certainly pulled through. 'Course, I'm sure your sailing expertise had quite the effect." Diplomacy: 1d20 ⇒ 16 That night his remaining Con damage heals up.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Perception: 1d20 + 7 ⇒ (5) + 7 = 12 "Who? What?" Doc didn't see anything but nonetheless runs over to grab the other end of the rope, calling out, "I'll need some help here!"
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
Whoa, that's awesome. I forgot you took a level of seasinger. How long does that performance last? Can you keep it going most of the day? (Detectives' main Careful Teamwork (?) performance lasts an hour each time but I don't know about seasinger.)
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
"Well I'm not sure why Rosie told me to stick a dagger in him then if the Stitchman was truly being helpful." "Terry, I've been denying my vows to Cayden Cailean and drinking very little since we've been on this ship. I can stay sober and make sure nothing happens." "As for Shivikah's assumption: it wasn't my intention but it may be thrust upon us before too long. Let's keep feeling out the situation and gain a few more allies first. Or at least figure out who our ally is and who isn't." --- Night 6 That night, Doc decides to visit with Shivikah. "Well met. So where did you get this idea that we're taking over the ship? Is this your idea or are others passing it around? Either way, I need you to stop spreading that rumor. The best way for you to keep out of it is not to mention it." Diplomacy: 1d20 ⇒ 11 --- Night 7 Doc will approach Rosie with a smile. "Stick a dagger in 'em, eh? And who might you be wantin' a dagger in, my dear? And who else holds similar sentiments?"
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
To clarify, we have all of our gear back? gm:
Clarification again: was the Stitchman trying to offer me helpful advice or trying to do an intimidation "you're going to need them" sort of thing? I'll assume the latter for now but if he was just being helpful I'll simply thank him for looking out for me. Doc responds to the Stitchman, "Hopefully I won't be needin' them too often. I only heal up the people I like and we seem to be handling ourselves just fine." I actually already have a healer's kit and surgeon's tools. --- Doc grins at Rosie's comments. He simply responds, "No mess. Sounds like a plan. If you were me, where would go and when? To do it quietly, you know?" --- Doc ignores Cog's intimidation scheme. That night Doc sits down with his new companions and shares, "The ship's doctor-the other doctor, I mean, Habbly "the Stitchman" Quarne-told me to purchase a healing kit. Of course I already have my own supplies so I'm not sure if his angle was an intimidation racket or if he was genuinely being helpful. Rosie, of course, still seems like to like us. She implied I should just stick a dagger in him. Cog still seems to hate us." I'm going to wait for an update from others before I decide my night actions.
Male Human [3] Alchemist (Chirurgeon) 3 | HP 26/26 | AC 15 T 12 FF 13 | CMD 14 | F +5 R +5 W +3 | Init +2 | Perc +8 | SM +2 | Bombs (DC 14): 0/6
All leveled up and ready to go. Profile updated and heading info updated. The new Magical Marketplace book has a new discovery called Healing Bomb that essentially allows you to throw infused curative extracts at allies to heal them. I'll have to look into that. For now I wanted to take Cognatogen and I will need to get Precise Bombs first for everyone's benefit as well. But that might be a fun one eventually. Just chuck potions at you guys to heal you, haha. @GM: For now though, what's our living situation? It sounds like we sort of have our own room? If I can do it privately so that no one else sees, every morning I will make three cure light wounds extracts and give one each to No-Eyes, Reijo, and Jack. Thanks to my Infused Curative ability from being a Chirurgeon, cure extracts are automatically treated as infused extracts so they can use them.
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