Seltyiel

Gene Deathcraft's page

355 posts. Alias of Valmoon.


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PRD wrote:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

So yes it can be done.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

So... whats everyone thinking?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
, wrote:

Sorry, for me the 'dots' are playing up and just saw your new post. Am also at work atm as well as trying to think of something fun to gestalt with.

if by 'Oracle' you mean oracle of life? I've found that they need something to boost/bolster their healing a lot. Like alchemist or such. Just a thought.

I have found that Oracle of life only lacks damage output. But, it depends on the person building it and what they focus on.

The Oracle is a Cha <Dex <Con <everything else.
Thats why I picked other Cha<Dex classes for the Oracle.

The Alchimest is a nice class though.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
Gene Deathcraft wrote:
GM Elton wrote:
Gene Deathcraft wrote:

Gestalt Characters Rules

These are the rules to fallow correct?

Yep.

Mk some ideas I have are:

Magis(Tanky)/Witch(support)
Ninja(Melee support)/Oracle(healing)
Sorcerer(ranged damage)/Oracle(healing)

Let me know what you all are thinking. :)

So no thoughts?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
GM Elton wrote:
Gene Deathcraft wrote:

Gestalt Characters Rules

These are the rules to fallow correct?

Yep.

Mk some ideas I have are:

Magis(Tanky)/Witch(support)
Ninja(Melee support)/Oracle(healing)
Sorcerer(ranged damage)/Oracle(healing)

Let me know what you all are thinking. :)


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gestalt Characters Rules

These are the rules to fallow correct?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

A solution could be to play gesault style.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

I an not against continuing on With current party set up it would be hard .


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

So whats everyones thoughts???


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
GM Elton wrote:

Okay, sorry everyone.

Things happen but, a little notice or basic non detailed post would be helpful.

As a side not this puts us back down to 3 people.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

mine changed back XD


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
Drake Billingsby wrote:
sucks

agreed


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

My true again?
to hit touch: 1d20 + 7 ⇒ (7) + 7 = 14damage: 1d12 ⇒ 6


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
Gene Deathcraft wrote:

 1d20 + 7 ⇒ (19) + 7 = 26

If the "She" is within 30 ft Gene will target her being the one talking. Otherwise any random person moving to Sunny.

 1d20 + 10 ⇒ (6) + 10 = 16 1d12 ⇒ 7

incase it got eaten.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

init: 1d20 + 7 ⇒ (19) + 7 = 26

If the "She" is within 30 ft Gene will target her being the one talking. Otherwise any random person moving to Sunny.

to hit touch: 1d20 + 10 ⇒ (6) + 10 = 16damage: 1d12 ⇒ 7


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Im still here.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
GM Elton wrote:

Actually, now I've got my last course to do for my Design degree.

DES499-O15-001-ON-Design Capstone Project-2:2014

I've also been Hijacked by Steve Russell in the process (I told him what my final assignment is and he agrees!)).

So, I'll be posting intermittedly. If that doesn't work out for you guys, I'll understand if you want to hunt for a new GM. :)

LIES!!! The butterflys have finally cracked his username and password!

We must save him!


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Our GM's keep getting abducted by butterflys!!! We must save him!


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

If it helps theres a tun of ship parts in the free players guide.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Init: 1d20 + 7 ⇒ (16) + 7 = 23
did I make it on deck before combat?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene will try again to get on the ship.
climbing check: 1d20 + 1 ⇒ (11) + 1 = 12


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
'Sunny' wrote:

I'll second defeatin' every one!

Um...we don't get stealthy checks?

Stealth:1d20+7

Bugger... :(

I think that chance was lost after the first bomb toss.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
'Sunny' wrote:
Can those who make the climb easily 'aid snother' to help those who struggle?

Pulling the rope up and then tossing it bace down with knots would lower the needed DC to get up. ^.^; I thought about that after i couldn't change my post.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene will wait for everyone to have climbed up and then he will join them.

climb: 1d20 + 1 ⇒ (6) + 1 = 7
LOL I be great at climbing XD


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

One of you grabbed rope and a Grappling hook i hope.

If so had them over I'll get us a line up to the main deck.

If we do have such gear with us. ranged attack to grapple the ship: 1d20 + 9 ⇒ (18) + 9 = 27 not sure what minuses to take so here is the un altered roll


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

sailor: 1d20 + 9 ⇒ (1) + 9 = 10


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

can we make it there faster by sharing the work?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

The idea is to go by small boats to avoid getting noticed I hope.
Swimming would take longer.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene turns to Rosie Cusswell, Ambrose "Fishguts" Kroop and, Sandara Quinn. Rosie, Ambrose and, Sandara, I want you three to get this ship combat ready. concentrate all fire power on there sails and rudder when they flee. I want them as dead in the water as we can get them. The longer it takes them to "get lost" the better."

Turning to the rest of the crew. "I know you lot are skilled... They do not let show them how skilled we are!!! I'm sending myself and a few others over to stealhfully get on that ship. I need you all to do two things! One keep then destracted from noticing the small boats approach. Number two make that ship as immobile as you can from here. Then well fully take the boat and there loot will be ours!!!


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene looks to Torque.
"Yes I agree. Set up two groups I want that ship's crue eather dead or captured if able. However, anything solid to ID the ship later will due. Then get out safe."


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Personally to me its fine if Drake picks up a spot in the officer spots.

I don't know about Tarch but, I'm not apposed to giving him a spot anyway if thats ok with everyone else.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

sweet


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

The new year is a busy time for all.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene smiles "Well then I shall do that."

"Master Torque Tell the lady and men to get off my ship! They are to report back in a week. Lodging and food are on them to find and earn. However, if they start trouble... they are to know I will not know who they are."

It seems like a fair price and Gene really isn't the type to rip someone off even if he feels that person tried to rip him off.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene thinks for a moment. "We will pay $2,000 gp to get the ship refit and squibbed."


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

so thats 26 diplomacy total ^.^


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Things are starting to feel better. Also, things should start to free up time wise.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene take the potion from Drake. "Thank you hopefully this will tip things in our favor."

He then approaches Master Rickety.
[b]"Master Rickety, We know our ship is worth 10,000gp it hardly seems like a worth while endever to pay the same price to get her slightly altered as it would just to sell her off.

Now I could see paying $1,500gp to $2,000gp as a fair price starting price but, not anything higher."

Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22

Edit: WHOOT!!! nat 20 XD


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

I have operation 1 today things went great if only the pain would go away... Operation 2 is on Monday same operation different area XD.

Chrismas I should be better and ready to go.
Finals for the school are also now finished.
So it's just the operation...
It shouldn't be as bad as the first. So i'm expecting a quicker recovery.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

again i'm sorry for the delay Things just keep hitting me this month. I have 2 operations (nothing life threatening or dangerous just needed to be had and fast. As I wont have health insurance soon...), christmas, finals, and a new round of classes to prep for... I should be better a week after the new year...


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Sorry for the delay I'm finding these last few days to be pure chaos.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

what kind of information besides whats listed in the campaign info page does the group know with the knowledge ship rolls from earlier?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
GM Elton wrote:
"Perhaps I've been too hasty," He says. "Well, are you going to negotiate or what?"

Gene nods over at Drake as if to say do it.

I will take it over with the crew. Then ill be back to talk some more.

what information did our knowledge(ship) rolls give us?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Mr. GM are we going to get called back for a better deal? Or is he just going to let us walk aeay?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

It kinda stinks our 2 diplomats died or needed to temporarily drop.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

I'm trying a haggling trick to see if it will work.
Gene would rather sell off the ship and start with a fresh one then burn 5000gp to fix an old ship that would still have signs of what it once was.(a stolen ship) 2500gp to 3000gp maybe but, 5000gp no. Do we even have 5000gp?


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Gene steps up next to Tarchinis. "Mr. Rickety Thank you for you kind offer we will have to decline." With that Gene turns and starts to walk away.

I sure hope there's more then one chop shop on hand.

"Mr. Tarchinis lets move on to the next place. I'm sure well find better pricing else were."


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Just waiting to see what I know now that Gene thinks back on it a bit.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Profession Sailor: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 Gene takes a moment to think over his knowledge of ships and sailing.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Would knowledge locak or profession sailor help at all in this?


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