Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
(If it's still alive) Ellie keeps up her attacks on the nearest sahuagin. (Otherwise she will target purple.) Inspire Courage! +1 Spell Cartridge + Inspire Courage - Deadly Aim vs light blue (touch): 1d20 + 9 + 1 - 2 ⇒ (15) + 9 + 1 - 2 = 23
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie heads outside but keeps her distance, making sure she can still be heard by her allies. "Protect the 'Rock'!" Focusing her magical energy into a bullet, she fires at one of the closer sahuagins. Inspire Courage! +1. Spell Cartridge + Inspire Courage - Deadly Aim vs light-blue (touch): 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie draws her rapier with her free hand and fires her pistol at the closest sahuagin. Inspire Courage! +1. Pistol + Inspire Courage vs red: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
I was just thinking about Mardus, the injured person. But tactically speaking I'm fine with letting them bottleneck themselves in here lol.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Looks like they didn't wait long! Rally!" Ellie shouts, pulling her pistol from its holster. "Don't let them get in!" Inspire Courage! +1.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"I have a bit of training here as well," she offers gently. "Let me know how I can help." With my one whole entire rank in Heal:
"Seems likely that they'll be back, and probably soon. I think we should set some traps about so that they can't come a third time."
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Hearing Veronica's shouted warning, Ellie rushes back across the plank onto the Charm. "Everybody back to the ship!" she yells to the crew, quite unnecessarily, seeing as most of them had never left. Once they're safely back on the Charm she helps a few other sailors pull the boarding plank back from the sinking Deathknell.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie hops onto the aft boarding plank to get a clearer shot at the dead captain. Inspire Courage! +1. Also declaring him my Challenge target. Pistol + Inspire Courage - Deadly Aim vs Whalebone (touch): 1d20 + 9 + 1 - 2 ⇒ (12) + 9 + 1 - 2 = 20
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Go back to the deep, you dead bastards!" With no room to safely fire her pistol, Ellie draws her dagger and strikes. Inspire Courage! +1. Dagger (slashing) + Inspire Courage vs green: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie steadies the ship among the tossing waves, grateful for the years she spent enduring such storms that taught her when to fight and when to ride the swell. However, the arrival of the Deathknell renders all her knowledge meaningless. What's the point of pushing through the storm only to be skewered by a dead man? Fortunately, Mac appears to know just what to expect. Thank Cayden for that. "I'll buy us as much time as I can, but we should prepare for battle-- I don't know what that ship is capable of, it shouldn't even be sailing." No preparation here except to draw my pistol. --== Round 1 ==-- When the ships connect, Ellie raises her pistol. "For the Charm, you rotten fish-food!" Inspire Courage! +1.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Knowledge (geography): 1d20 + 3 ⇒ (8) + 3 = 11 (if needed) "Gonna be a hard night's sail," Ellie says grimly, her hand on the ship's wheel, resigning herself to a night of no sleep. "But I guess such is the price of gaining the Rock." She looks at Veronica expectantly, awaiting orders.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Robert Henry wrote: Ellie, you can tell by the glares from the 'Famished Mane's crew, none of them would consider joining you crew. But there are six pirates grateful for their lives who will. I'll take that! That's a maxed recruitment roll anyway. Ellie carefully ignores Captain Tisserond's scorn for the time being, leaving that business to Captain Blackblade. She gathers her weapons back from the new crewmembers, grateful for the reassuring weight of the rapier on her belt once again.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"For the Charm!" Ellie shouts, gaining the upper deck. holding her pistol in the air. "And for the Vorsfang!" she adds as the freed pirates rush the Chelish ship to join the fray. She has no particular love or loyalty to the doomed pirate ship, but, sharing a common enemy with them for the time being, anything she can do to inspire them to greater courage is all for the better. Now we've got them-- I even brought reinforcements. Inspire Courage! +1. I assume a single move action is only enough to get me back to the Chelish ship but not anywhere near the others.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"We need to get off this ship! Are any of you armed?" Assuming they aren't, Ellie hands her dagger and her rapier to two of the pirates. "Here, help us fight those Chelaxian bastards. You lose my blades, I take it out of your hides." She draws her pistol. "Let's go!" Will lead the no-longer-captives up onto the Vorsfang deck.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie sprints below deck to reach the captives pirates. If I can see any of them, I'd like to cast liberating command on the nearest one. If the chains can be escaped with an Escape Artist check, he/she can immediately make a check with a +8 competence bonus.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Reaching the Vorsfang, Ellie comes up for air. If I breach the hull to surprise them from underneath, the ship will only sink faster. She begins to climb the side of the ship (I assume there's either a ladder or series of handholds), her transformed fingers oddly better at this than her normal ones. Climb + alter self - accelerated: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie grins as she mutters the words of the spell. Her ears lengthen, her eyes gain a protective film, and her fingers and toes web through. "See you after the battle." Prep: Casting alter self. As soon as the ships are locked together, an aquaticized Ellie dives over the side of the ship. Surprise round: move to the side and dive overboard. While the battle rages above, Ellie swims hard for the burning ship. Don't die, I'm coming! Round 1: Double move, which doesn't quite get me there but it gets me close.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Sun at our backs, ladies and gents! We're headed for that Chelish ship!" Sailing check + aid: 1d20 + 19 + 4 ⇒ (4) + 19 + 4 = 27
Probably don't need more than one if the Chelish ship isnt moving, but just to be sure. "We can do both, cap'n" Ellie says as they get closer. "I could swim to the burning ship and help the pirates while you deal with Cheliax. Been practicing a spell that lets me swim like a fish." (Alter self.)
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
A few resounding cheers go up from some familiar voices, and Ellie leaves her hiding place to discover her cremates had made short work of the Rahadoumi sailors. Breathing a sigh of relief, she leans against the wood to rest and allows her invisibility to wear off. "Been better, cap'n," she tells Veronica, her voice thick with pain. "Didn't know those beasts could do that. I'd keep one with me too if I got my hands on one." She accepts the healing magic gratefully. Cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
After they saw how quickly their fellows (and captain) were overtaken by the pirates, it doesn't take much convincing on Ellie's part to bring some of the Rahadoumis into the crew. Diplomacy (recruiting), take 10: 10 + 10 = 20
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Safely invisible for the time being, Ellie raises her pistol into the air-- more out of habit than anything else-- and shouts her battle cry. "For the Charm!" Inspire Courage! +1 (using audible components obviously)
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Recovering just enough clarity of mind to focus on a spell, Ellie nods and mutters an arcane phrase. She disappears from sight and repositions herself, weighing her options. I can't attack them without breaking the spell. But I can't stay here and be useless. Casting vanish and moving.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Much too occupied maneuvering the ship alongside the other, Ellie momentarily forgets about the manticore. To her peril. She realizes her mistake as the first deadly missile plunges through her. By the time she turns to address the threat it's much too late-- a second, third, and fourth spike sink into her and she drops to one knee, barely conscious through the pain. Is this how it ends? She staggers back to put a bit more distance between herself and the deadly monster. Well this sucks. I don't have any standard actions worth dropping unconscious for lol.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
I think we should engage stern to stern. "Getting you there now, cap'n!" Ellie spins the wheel and calls out commands to Tucci and the riggers. Sailing check (if needed) + aid: 1d20 + 19 + 4 ⇒ (18) + 19 + 4 = 41 When we get closer I will draw my pistol.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Let's get you closer, at least. Ease to starboard!" Ellie calls out as she adjusts the wheel accordingly. Having no experience with either manticores or ships of the same name, she can only hope such a beast is within their capabilities. Sailing check + aid: 1d20 + 19 + 4 ⇒ (2) + 19 + 4 = 25
Yikes.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Y'know, I'd watch out for that one, if I were you," Ellie says to Mac a few cups into the celebration, indicating the old sergeant. "I fancy he'd rather have your wedded bliss than his own lot. Good thing we won't be here, eh?" she adds, giving him a playful elbow. "Now go entertain your lady wife." * * * * * "Welcome aboard, noble quartermaster!" she announces loudly when Mac boards the next morning. "Got a good night's sleep, I trust?"
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Well, this certainly took an unexpected turn. Ellie feels color rising to her cheeks at Lady Smythee's suggestion. Would Shackles law recognize such a union? It would only half-surprise her. "I would enjoy that arrangement very much, milady, but I think you're right to say it should be the captain's prerogative. After that..." You do seem to prefer our quartermaster. "Well, you certainly can't go wrong with this man. He's a brave and experienced fellow."
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"It could be why I never heard him so much as mention your name." Ellie giggles. "How often he thinks about you I don't know, but the thought of him being so embarrassed that he refuses to let the word reach his crew-- it makes me sleep easier." She takes a drink of wine as elegantly as she can manage, though she never really learned table manners. "We haven't seen or heard from him since taking the Charm. Like as not he still blames his turncoat first mate for the theft. He's not wrong to think so-- Plugg was preparing to squib the ship and take it for himself. He was just too incompetent to do it properly. To the victor go the spoils, I guess."
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie agrees and backs up to the designated distance. "Aw, you flatter me Mac," she says loud enough for Lady Smythee to hear her, beginning the process of trying to ingratiate herself to the woman. "I hope their drinks are hearty. A good tale is made all the better with a good drink to wash it down!"
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie holds up a hand to keep Mac from saying anything more just yet. "This could be to our advantage, captain. Maybe you can find out her angle before revealing the truth. And if it must be one of us, you'll have to go in without me," she adds with a smile.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Drop anchor!" Ellie calls out once they've gotten as close as they can. She prepares to join the other officers on the gig, ensuring her pistol is loaded just in case. Their mission to "crack the rock," as it were, will-- for better or worse-- secure a name for herself as a pirate. And she hopes for its success. She finds it deeply ironic that she finagled herself into such a situation.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie wakes up to a surprising amount of daylight, having expected to be called on deck in the middle of the night. Guess we've been spared tonight. Or maybe what we saw was an illusion, or some kind of elaborate hoax. Either way, she's glad for it. "Find us a place to pull in!" she calls up to the crow's nest.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"I'm with Mac. As much as I don't want to simply let them die out here, we can't risk leaving them armed. We should leave them enough provisions to get back to port and nothing more."
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Nice thrust captain! Mac, get that one there!" Seeing her chance to try out a new trick she'd been practicing, Ellie concentrates on the magical energy empowering her pistol and wills it into a shape. A bullet-shape, made of pure force, right in the barrel. Then she pulls the trigger. Inspire Courage! +1 Spell Cartridge + Inspire Courage - Deadly Aim vs yellow (touch): 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
CLINK! The technique works perfectly, but she must have made the bullet too large-- she pulls the trigger and her beloved pistol's firing mechanism breaks loudly. I'll have to deal with that later. She shoves it into her belt. Since the feat doesn't say otherwise I'm going to assume Spell Cartridges can misfire like normal. Move action to sheath weapon.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Onto the deck!" Ellie shouts. She steps up onto one of the boarding planks, draws her rapier while she moves, and aims her pistol at one of the enemy officers. Inspire Courage! +1 Pistol + Inspire Courage vs yellow (touch): 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
As they near the enemy ship, Ellie draws her pistol and checks to make sure it's still loaded. When their ship finally closes the distance and boarding planks are lowered, Ellie mutters a spell. Her pointed ears elongate, her eyes become larger and almond-shaped, her fingers lengthen and grow webbing. Though she's still recognizable as the Charm's first mate, she is now to all appearances a full-blooded aquatic elf. Casting alter self (aquatic elf) for +2 Strength and a 30' swim speed. --==Round 1==-- Ellie raises her pistol to the sky. "For the Charm!" she shouts, in a voice somewhat more melodic than normal. Inspire Courage! +1
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"They would sink us without thinking twice, if they had the chance. Let's show them what that's like. Full sail!" she calls out, grateful for Tucci's assistance as he directs the crew. Giving chase! Profession (sailor) + aid: 1d20 + 19 + 4 ⇒ (5) + 19 + 4 = 28
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Class level: bard 4
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Knowledge (local), untrained: 1d20 - 1 ⇒ (13) - 1 = 12 Ellie grips the ship's wheel, her knuckles white. "The Deathknell? Isn't that the ghost ship you lot were telling me about? Whalebone Pike or whatever his name was? I've been hearing sailor's stories for years, I didn't expect to actually see it!"
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Yes and no. Last Thursday I had to put down the cat who was my best friend for 11 years, so dealing with that has been hard. This week my sister who I don't see often is in town, so I was with her all Monday evening. Yesterday I finally finished a work project that's been on my plate since January, so the last few days have had me doing mostly that at work which gave me little time for anything else. Yesterday was also my daughter's birthday, which then took up the evening. Basically just a lot of things that, individually, wouldn't have had much of an impact on this game but kind of all came crashing together at once. I apologize.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Yea I'm going to just write Senghor off as a bad job haha. It's honestly kind of impressive that my 50% chance managed to fail four days in a row. Dismayed at the utter lack of response she's gotten trying to recruit new crew, Ellie spends the fifth day gathering supplies for a pair of magical boots she wants and takes them to Veronica. "I'm beginning to see the value in 'cracking' Tidewater Rock. A big port like Senghor is... decidedly uninterested in a ship that, if you'll forgive me captain, nobody's heard of yet."
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
I'm going to purchase a pair of boots of striding and springing. I figure not only do they have the obvious benefit of making me move faster, but it'll make all those "quarter movement" swimming calculations a lot easier haha.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Ellie returns to the ship to sleep that night, more accustomed to the creaking of swaying wood than to the stillness of a cold stone floor, and preferring the relative safety of her own crew over the locals at a new port. The next day, she finds a different section of the town and tries again. "Yeah, I'm from the Charm, that big three-mast that just got in. We're just here to offload some cargo-- and make a few bartenders richer," she adds, raising her mug appreciatively toward the man behind this particular bar. "Then we're out to make a name for ourselves-- and make no mistake, the world will know of the Charm and her crew before this is done. Anyone want to join?" Diplomacy (recruitment): 1d20 + 9 ⇒ (4) + 9 = 13
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Knowledge (geography): 1d20 + 3 ⇒ (4) + 3 = 7 "I've never been to Senghor myself, so I'll take your word. If they have a particular beef with slavers, I'll play that part up." * * * * * At port, while Mac sells off their stolen ship and (I assume) cargo to get the absolute best price, Ellie talks up one of the dockside dives. "Got a pirate slaver ship recently, you hear about that? No? Damn ugly brute he was, their captain. Hobgoblin if I remember right." She waves a hand dismissively. "Ah, doesn't matter now. He's fish food. But the important part to me is the men and women who don't have chains on their wrists anymore. I'm hoping the ones who chose to stay on the Charm prove to be good sailors." She chuckles. "Anyone who stays behind has Captain Blackblade to thank for the new competitors!" Diplomacy (recruitment): 1d20 + 9 ⇒ (7) + 9 = 16
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"She can't. Cause she's not alone." Ellie rests a hand on the grip of her pistol. "You try anything and you'll find that out for yourself... again," she adds, indicating her weapon.
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"And if you do want to join our crew, here's what you'll get in return," Ellie calls out to the potential new sailors. She explains division of loot and work schedule and the usual particulars. "I'm Ellie Dewblossom, first mate. This here is Brother MacLaren, quartermaster. Ask any of our crew, they'll say you get fair treatment on the Charm, as good as any ship and better than most." Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
"Welcome aboard! The rest of you, the quicker you hop to the quicker you get to port. Sense of urgency, let's move!"
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
"Lay it down or let it fall from your dead hand, makes no difference to me. Let's get 'im!" Ellie moves forward for a better shot. Inspire Courage! Pistol + Inspire Courage vs hobgoblin (touch, enemy has soft cover): 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
In preparation, Ellie draws her pistol as the boarding planks are lowered. "For the Charm!" she shouts as she hoists it into the air. Inspire Courage!
Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
However nonsensical it seems, Ellie is privately grateful to Sargava's treaty with the Shackles for keeping her from having to attack one of their ships unprovoked. But attacking other pirates... That I can do. "Full sail!" She does her best to sail clear of the attacking Drekar, to make their con as believable as possible until the last moment. Bluff + aid: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Search Posts
Lets begin
On page 16. you do step 8
Fine that leads us to Dealing with Afflictions "At the end of a scenario, a PC might have been afflicted
Yes a pathfinder can be afflicted by many conditions "It is important that conditions be written legibly
Okey meaning that afflictions, such as blindness,
"Note: Any affliction that would result in an unplayable
okey so the next part must tell us what an unplayable character is Page 19. CONDITIONS, DEATH, AND EXPENDABLES "Conditions: Unless noted otherwise, all conditions
So if you get a condition that is not: "However, a few conditions need not be resolved by the end of play, including permanent
Leadership could just cut the whole affliction out and state that if you do not resolve all conditions except these few (page 19) then the character shall be reported dead/unplayable. i would hope they lifted to strict rule so disease or blinded/deafend could go from senario to senario.
So I have some questions about this well ritten Senario.
Second: making a new char with the boon would it imply that you bring a copy of that chronicle sheet with the neew character? Third: The Grand Lodge faction wants to learn of the missing agents and you can get info on Grave Threader twice either from the Genie or Master of Spells but only the Genie count at the end as a success should master of spells deal count toward the success??
Here is a guide to make you a level 7 hellknight with the retraining rules.
Level your charakter(with full Bab) to lvl 5.
now use the retraining level rule -1 level with full Bab then you still qualify for hellknight so take the new level as hellknight so you are now lvl 4 full bab and 2 hellknight.
this will cost you some PP in PFS and some gold but it is worth it. can any of you find a statement that this is not legal?
My question is formed from reading many class archetypes. I would like to know if there is a difference in normal fog or magically made fog? and normal difficult terrain and magically made difficult terrain? my arguments that there is a difference: Look at these abilities: Tempest Druid - Inner Sea Magic
and Oracle Waves - APG
and Master of Storms - Path of Prestige
and Goz Mask(item) - Inner Sea World Guide
This states that only the druid can see through obscuring mist, fog cloud and so on. Everybody can see through fog from natural sources. Now the terrain question: Druid - Core
and Ranger - Core
and Wild Shadow - ARG
So the spell Feather Step ignores normal and/or magically difficult terrain?
Okey i have looked around and found this:
From Water Enviroment (Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute.) From Underwater Combat (Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.) But where does anything state if you sink? and at what speed with what gear ?
Hey Forum I've been searching the board for illusions and how you should deal with them both as a GM and as Player, but it still troubles me. My first example: On a battlefield in daylight the party reach the BBEG which is not a spellcaster and our wizard illusionist thinks to block vision of party by surrounding and trapping the BBEG with a silent image of a stone cube.
Second: if we change the BBEG so he is a spellcaster and makes his spellcraft check as the spell is being cast gives him a autosave as proof of it is created by magic from illusion school? Next: Now let us assume that the BBEG did not succed his will save and the ranged in the party has been told this is an illusion. The ranger shoots at the stone cube, he hits the AC of the illusion and gets a will save with +4. okey he makes the save and can now see the BBEG inside the stone cube. Next arrow is aiming for the BBEG, as he is flat-footed because he cant see the attacker he is hit, would that be proof that the stone cube is not real as arrows can come trough it? And now to the Darkness/Light It is night and the moon is full the battlefield is in dim light, the party has ventured out to slay the BBEG. Our Cleric in the party has cast Light on her scimitar, and our fighter has a torch. They encounter the BBEG as he suprise them by casting Darkness. Should the illumination level be Normal light produced from light spell and torch or the natural dim light which the moon provide when darkness comes into effect? Thanks
Hey Fellow GM's My first Session will be the 10 of july, then my journal and stuff I used to spice up CC will be given out here so other GM's can see different reactions and new stuff they maybe like to put into their campaign. And then i would like if other GM's also made contributes in this thread so we gather data and info for other GM's in one thread. Thank you very much.
Hey gamers
• How does the Varient Channel work, as I can see you channel positive energy when healing and change to negative energy when harming, so you have no chance of dealing damage to undeads If you had nature. Is this true? Or how should understand the new channeling? • Under the Cloistered Cleric I think there might be a typo that the skills does not replace the clerics skills from a normal cleric, is that correct? • The Wizard got 2 more elemental schools but then they make a circle of 5 elements that don’t mention air? So if I choose earth as a school I get 2 opposite schools Air from APG and Wood from UC? • Tactics Inquisition gives you Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks. Does this mean that you + your wisdom modifier for each ally to your initiative roll or you and each ally get your wisdom modifier to their initiative roll? • Grant Initiative Not only are you a master at taking the initiative, but you can also grant it to someone else. Prerequisites: Cunning initiative class feature. Benefit: At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check. Cunning initiative class feature what is this searched ultimate magic and didn’t find any clue on how to get this prerequisite.
Hey fellow GM's
events: Every Wealday at the market place there is a chance to earn trust by showing skills and proof what your character is made of. Checks can be made with each Character but only once during this scenario.
• A PC can Perform or Craft to show his skill to the citizen of Ravengro, a DC 18 on any Perform checks to earn 1 point of trust as you might be talented but why trustworthy. Craft is easier as it is something the common man can use or something to be traded a DC 15 + some silver for raw mats to gain 1 trust point – for every 5 over the DC award the PC with 1 additional trust point, and take away 1 trust point if roll is 5 or more under the DC. (The 3 event can happen because of this) • On the farmer market several animals a kept behind fences or in cages, the horror from Harrowstone hasn’t only reached the human citizen but also the farm animals. A ghostly spirit shocks the animal into a panic so they burst the fences and run wild in the market. The PC can try to catch the 5 animals and bring them back to their owners, will award them 2 trust points, any damage to the animals will make the PC lose 1 trust point. Other Events • Old River has been attacked by Gib Hephenus while the Splatter Man had control of him, the dog now lays under the gazebo’s stairs bleeding, a DC 10 heal check saves Old River from bleeding to death and will award the PC with 5 trust points, if the PC don’t notice Old River take 2 trust points from them but they can be regained if they find the dogs murder, but there is no obvious clues only a faint track to the monument of the prison warden. (This event happens after the second letter and only if the PC are familiar with Old River – this can lead to the monument if the PC hasn’t visited it before) • Pevrin has accepted the PC and think of them as a good difference opposed to the haunting which is growing, as his father told him you must face the worst in this world with a laughter, so each day a small funny note about the PC appears on the post boards so once again the citizen of Ravengro can laugh. If the PC confront Pevrin about the comments in a harsh tone the PC lose 1 trust but if they seek to compliment Pevrin for his jokes award the PC 1 trust point. • Pevrin is frighten on his route round town with the posters as event 4 has begun, because of this he hides at the Laughing Demon and misses out on his daily chores with the post boards, if the PC seek him out to ask why he aren’t posting anymore he ask them if one could help him on the posting trip as it seems that a person is after him at one of the posting boards. Award the PC 1 trust point if the help Pevrin • The PC can buy a round of ale at any of the inns once a while to gain 1 trust point, with all the horrors many farmers tend to drink more so they can sleep through the night.
Hey fellow GM's I'm gonna start CC first AP and I read that you start with 20 trust points, which i take 2 points from as having one PC having a monster race (changeling) leaving with a total start score of 18. First Encounter:
In the first encounter they can lose 1 trust for dropping the coffin and then 1 point for each of the 6 thugs if they are killed (too much non-lethal) or 6 points if not using non-lethal.
But this isn't my greatest concern as it says every night the PC haven't cleared Harrowstone they lose 1 trust, so they go on 17 if they didn't end the thugs peacefully. Then each day they do reaching and might have small encounters so they can gain trust still leave them with no progression so still on 17 trust, if then played Town hall or false crypt they are again indeed in danger of having their score drop realy low. I can't see how the PC would ever reach beyond 20 trust points? and i fear it is too easy to hit Angry Mob before the PC have time to RP with citizen of Ravengro. Any got any help toward the trust system?
Perfect Strike (Combat)
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round. Special: A weapon master monk or zen archer monk
Will Paizo allow more weapons of the melee type to be added to the feat list? or does this feat limit monks to use only weapons from core book.
Hey I made a Monk lvl 1 with a heirloom Temple sword
is this right or where did i do wrong?
What is a Totem Barbarian good for? a normal barbarian gets the same special abilities and rage powers like a Totem barbarian.. or is it that only a totem barbarian can get Totem rage powers... but then get the normal barbarian special abilities.. then why take a normal barbarian? a bit confused help me get it clear thanks Utii
Feat: Piling On
wanted to hear if this was to weak or overpowered feat?
Thanks alot
Hey i made some new monsters and i would like to know if they are balanced. Hel Horse CR 3
and Infernal CR 10
commit also if you like some changes |