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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Well I think I will destroy the rudder from under the ship first then climb up Swim dive: 1d20 + 17 ⇒ (6) + 17 = 23 spiderclimb: 1d20 + 11 ⇒ (17) + 11 = 28 Stealth with vanish: 1d20 + 23 ⇒ (10) + 23 = 33 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Ciri Princess of Cintra wrote:
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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Wonder if I can use invisibility to make the ship invisible, or what about a fog cloud We could put a barrel of booze out for them to find and hope they get drunk. Could sneak someone on board invisible and sabotage the ballistas and Canon ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Did we just use plunder or did we sell the valuables ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() My items
Tracked Resources:
* large 4 man tent - used to carry barrels. * two light ballistas - on ship * light catapult - on ship Wand of cure light wounds- 5/8 charges
small masterwork silver dagger
Chest containing: * Scattered gems worth a total of 250 gp, 56 gp, and 97 sp. * scrimshaw blade of great workmanship depicting an octopus worth 125
* jawbone of a shark carved with scrimshaw images of a vast
* a huge hooked tooth from some colossal sea creature with a seaweed
1 finely tailored courtier’s outfits, worth 30 gp each. 1 each person and two in the chest. lobster pot containing: * Eight 4-pound silver ingots, each worth 20 gp. Loot: * 3 Giant Coconut crab carapace for bone armor * 3 small quarter cask barrels preserved food * Two small Octave barrels of very cheap perfume worth 25 gp each. * Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara carrying 2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara wearing * Among the furnishings in the lodge looted from the ship Infernus, wrecked on the beach, including a comfortable bed, a small writing desk, cooking gear. - leave in place. * A score of chickens and three goats wander freely throughout the
* 12 barrels containing 20 gallons of oil each, - on ship * 14 pigs - on ship everyone received over 200 GP for their share of taking the Man's Promise. Plugg +1 Cutlass and a MSW Cat O Nine Tails. 2 points of punder will be needed for squibbing the ship. potion of cure moderate wounds,
tidewater cutlass (+1 cutlass; see page 59),
Wand of cure light wounds- 5/8 charges
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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Off to see the wizard, follow the yellow brick road, oh wait, that's me and I follow the captain. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() I can give you the inventory but I need to figure out what we sold of it? I'm sure we have spyglass, I recall fixing it. It's probably in my bag if no one else claimed it. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Perception: 1d20 + 3 ⇒ (12) + 3 = 15 Up in the hull of the ship, sword out and searching for a target. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() in the water and coming up from the bottom of the ship, I bravely traverse the breach in the hull to find survivors and pull them to the surface, fighting any fish people along the way. Casting spider climb on my self ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Cerise "Ci Ci" Barchetta wrote:
Yes ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Kaliban the Wayward wrote: No one's acknowledged Kaliban, so I'm waiting. Checking daily. Welcome to the game, sorry, holidays getting back now ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Cerise "Ci Ci" Barchetta wrote:
Sure ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Capricia the Pirate wrote: Welcome aboard, Nico! Ditto for sure ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Capricia the Pirate wrote: "My first inclination is to check the trawler out for survivors," Capricia tells the crew. Grinning a bit she adds, "Anyone want to talk me out of that notion...or come with me?" so I will take of my robe off and jump in water to search for survivors. Swimming: 1d20 + 17 ⇒ (5) + 17 = 22 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() * large 4 man tent - used to carry barrels. * two light ballistas - on ship * light catapult - on ship Wand of cure light wounds- 5/8 charges
Chest containing: * Scattered gems worth a total of 250 gp, 56 gp, and 97 sp. * scrimshaw blade of great workmanship depicting an octopus worth 125
* jawbone of a shark carved with scrimshaw images of a vast
* a huge hooked tooth from some colossal sea creature with a seaweed
1 finely tailored courtier’s outfits, worth 30 gp each. 1 each person and two in the chest. lobster pot containing: * Eight 4-pound silver ingots, each worth 20 gp. Loot: * 3 Giant Coconut crab carapace for bone armor * 3 small quarter cask barrels rotten food, now purified food, * Two small Octave barrels of very cheap perfume worth 25 gp each. * Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara carrying 2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara wearing * Among the furnishings in the lodge looted from the ship Infernus, wrecked on the beach, including a comfortable bed, a small writing desk, cooking gear. - leave in place. * A score of chickens and three goats wander freely throughout the
* 12 barrels containing 20 gallons of oil each, - on ship * 14 pigs - on ship everyone received over 200 GP for their share of taking the Man's Promise. Plugg +1 Cutlass and a MSW Cat O Nine Tails. 2 points of punder will be needed for squibbing the ship. potion of cure moderate wounds,
tidewater cutlass (+1 cutlass; see page 59),
Laroisael gear RETURNED:
Plunder Points: 1
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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Well unless we are planning on going to a larger port, I don't think we will get a better price here. However, we do have some barrels and items from smugglers cove that we fence to increase the value of the plunder and take the ship to the bigger port. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Arcanamirium
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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() My vote is Crown’s End, it's close to where I attended school and running into cut throats and slavers might lead to trouble. TROUBLE IN PORT IS FOR LOOSERS!! ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Fire scorch ray ScorchingRay: 1d20 + 5 ⇒ (17) + 5 = 224d6 + 2 ⇒ (5, 6, 6, 1) + 2 = 20 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Two more more ballistas to fire at point blank range, I will move up and fire one. light ballista with thunderstaff/bloodline evocation: 1d20 + 6 ⇒ (20) + 6 = 263d8 + 1d6 + 2 ⇒ (2, 8, 5) + (5) + 2 = 22 light ballista confirm crit: 1d20 + 6 ⇒ (5) + 6 = 11 light ballista crit damage: 3d8 + 2 ⇒ (8, 2, 7) + 2 = 19 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() initiative: 1d20 + 3 ⇒ (9) + 3 = 12 Those chelish rats, can anyone make water to put out the FIRE?? ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Cerise "Ci Ci" Barchetta wrote:
I hope the information above helps with content and rituals for role-playing the mystical nature of your character, not just a cleric, as well as the reason the village might have you tied up, you probably hosted a confidence game on them to acquire some of their gold. Maybe your mother was a shavani with a reputation for readings and medium so you know how it goes and haven't got your powers yet, but still hold rituals for people to con them into donating funds to a temple you have a deal with for a cut of the spoils. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() The Oracle with either psychic discovery, Time or ancestral might give you some ideas and below is some other sources. Mind Power bloodlines: Psychic Bloodline Source Occult Adventures pg. 125 Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon. Harrow Bloodline
Chronomancer
Impossible Bloodline
Vestige Bloodline
Protean Bloodline
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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Cerise "Ci Ci" Barchetta wrote:
hello gypsy, welcome aboard!! can you tell my fortune? ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Lol cast shocking grasp, ready to touch first enemy that attack, cl5 +3 Atk if in metal: 1d20 + 5 ⇒ (11) + 5 = 165d6 ⇒ (3, 1, 5, 6, 4) = 19 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Oh no, I will miss you. Your energy and wit are too fun. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Whispers come from an invisible voice behind the two,"Ok, I will keep the light spell ready, I'm right behind you, anyone want invisibility? ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Hi gang, been busy working ot due to the hurricane, how's the weather at sea. what fishguts said, plunder and recruit ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Callum Carnvegas wrote: "Aye," Callum nods in agreement. "We want word o' our exploits te spread. As the fear grows, so too will willing volunteers wishin' te join. Then mayhaps we be needin a fleet." the ones that join will be tellin the story much better in port than the venom of the hatred of those bein marooned on a island. Infamy be a good might better than nastiness. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() I think we recruit more crew to our ship to keep a eye on them and train them up and that way we can have some senior crew take a skeleton crew with the new ship for sale at auction with us staying near as escort. Those who don't join get marooned. That ship is at least 10k gold. How big is the truewind comparatively?? ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Blimey, so ye be the bilge sucking Captain of this here vessel!! Avast ye, since you choose to dance, I promise ye will meet Davy Jones in the briny deep!! concentration: 1d20 + 11 ⇒ (12) + 11 = 23 shocking grasp touch; 5ft step to flank with capricia, pulling my sword (bloodline arcana applies CL5): 1d20 + 9 ⇒ (2) + 9 = 11 so if I missed him & he hits me, then I'm still charged holding the touch spell and considered armed; can that charge conduct through his sword?? Ps, if he is wearing any metal in his armor, add +3 to the attack modifier. CURRENT EFFECTS
If the touch hits?? Damage: 5d6 + 3 ⇒ (2, 2, 6, 6, 2) + 3 = 21 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Move out of the way and cast burning hands as electricity. Electric Hands CL5 DC 17 point to DC and bloodline arcana: 5d4 + 2 ⇒ (4, 2, 4, 3, 2) + 2 = 17 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() My condolences, let us know if their is anything we can do. The dice roller does seem fickle at times, the algorithms they use only emulate so well. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Callum Carnvegas wrote:
I am invisible, remember ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Nutѕ wrote: Hey all. Note I will be travelling over the weekend, so short posts only from my end. We're gonna toss some dice, smear our skin with fox blood, and dance naked in the light of a full moon. Must be a English Fox hunt. Being a descendant of Lord Ralph Grey Earl of Northumberland and Chieftain Andrew McFarland Baron of Arrochar, I've heard of such, but it's definitely nuts. :) if I recall, it's a right of passage under a full moon. Over here, they do the same thing, but with deer. It's interesting how ancient traditions migrate with families. Also, how the church turns a blind eye to rituals that would have been unacceptable but in some cases embraced as simple fun. ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Emerald wrote:
I am sorry, this is emeralds post, posted unintentionally under my default. acrobatics to swing on a rope over there heads to the other ship and land next to manny: 1d20 + 4 ⇒ (14) + 4 = 18 landing safely and invisible, I cast mage armor on manny, quietly with a whisper. CURRENT EFFECTS
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Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Move 30 feet and throw my dagger. Thrown Dagger thinderstrike: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 1d6 ⇒ (4) + (3) = 7 ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Initiative: 1d20 + 3 ⇒ (18) + 3 = 21 MM CL5 all at the first creature: 3d4 + 5 ⇒ (2, 4, 1) + 5 = 12 move action to ring the bell, free action to call out Alarm, Condition 1, All hands, General quarters, we are being boarded ![]()
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
![]() Perception: 1d20 + 3 ⇒ (17) + 3 = 20 It's late as her Grace moves across the water to an unknown encounter. Maybe it's an obstacle or a creature, it always be a surprise mates!! |