|
Hokina's page
Organized Play Member. 987 posts (1,124 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 7 aliases.
|


The GMG says:
"Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on."
But under "Character Advancement" it says:
"A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn’t provide them.)"
Rogue gains a skill feat at each level.
Invigilator get a skill feat at each even level, and a limited set of skill feats at 3rd and every odd level after.
So would a Dual-Class Investigator/Rogue, get two skill feats at 3rd and every odd level after?
It was good as it lasted.
Hours and hours, long into the night, the crew worked pulling apart the wreck. It is clear that Fitch's former crew has been coming back from one of the most blessed acts of plundering you ever heard of.
Even with Fitch take his share, there is more plunder then should be put on the ship, but slowly it is all pulled up.
The ship runs low, and the bilge pumps have to be manned all the times to keep your ship from going under.
Very slowly, you head back to the rock; knowing you have a hoard truly made for a dragon... hopefully no big dragons ever learn of it...
How is that for a ending?
After a few hours Fitch calls out that the wreak should be somewhere below.
You, once more, set sail. After a few days, you pass Ollo. Fitch leads you about one day out from ollo.
"We keep going this way and we should find it soon."
He keeps pointing his ring out to sea.
"You can call me Fitch. All I ask is an equal share of the riches from the wreak. Not the magic stuff; I want to retire nice and quick.
To find the wreak, we need head near where it was lost. I can find the ship as long as you can keep our heading strong."
He points you in the way of Ollo.
Once you get in private, he pulls out a glass tube containing a human leg bone suspended in preservative solution.
“This tibia previously belonged to Vargus Brack, one of my old shipmates. Vargus was grateful to be rid of it—he’d have died of gangrene if I hadn’t amputated his leg. It’s a good thing I kept it as a specimen, since he was an officer aboard the Brine Banshee when she last sailed. Vargus and I were good friends—he came to visit me the last time the Brine Banshee was in Ollo, as he always did when he was in port. He mentioned in passing the course the Brine Banshee would be taking, and said he wouldn’t be back for some time. The Brine Banshee had an abundance of riches aboard her, and together I believe we can salvage them. Are you interested?"
You know that Hell Harbor is a town on the island of Devil’s Arches. With the map you can make it there with ease.
On the way to your ship, a older male human walks up to you.
"The living body holds many secrets, and as a ship's surgeon I need to protect the secrets or my services would be less valuable. Would you be up for me offering my services?"
You get the understanding that he has information that he wants to offer privately for some price.
"I think I overheated that Roweena has been talking to a few crews, but I know nothing else for now. Track Roweena down and see where that leads."
After a short wait in the sitting room, you patron walks in.
"You have something from me?
Sassarra things for a while.
Roweena is a harbor quartermaster in the employ of Arronax Endymion, lord
of Hell Harbor and a former admiral in the Chelish navy.
He nods.
"It looks like order for a 'Haddon' to report on the movement of ships visiting Drenchport, especially those belonging to the Master of the Gales. The orders also identify Haddon’s main contact, a woman named Roweena Kellet in Hell Harbor on Devil’s Arches."
The figure looks like some human-bird mix. Skrelznit can tell it is tengu.
Skrelznit is able to find a guy willing to look over it.
history: 1d20 + 11 ⇒ (4) + 11 = 15
Linguistics: 1d20 + 18 ⇒ (14) + 18 = 32
He Quickly reads over it a few times, before turning to the party.
"I can tell you want this means for... say 50 gold."
You could find someone who that could look at the sheets for you (for a price).
There is also the birdlike humanoid carved into the piece of driftwood, you found in the dead mans hand.
After downing the Piranha-like fish whole, Skrelznit finds it was not as great an idea.
He takes 3d4 - 3 ⇒ (2, 2, 4) - 3 = 5 Damage from the fish biting away at his insides. He also has a ulcers now (1 con damage). After a short while, the fish succumbs to Skrelznit's stomach.
No traps are found on the compartment. Inside is a waterproofed bag containing 40 pp, 259 gp, and a scrimshaw walrus tusk scroll case. Inside the case are several rolled up scrolls of sheet music and lyrics, part of an old Chelish opera written in Infernal.
DC 15 Knowledge History for the opera sheets.
I found the tab... that I forgot to post
Pulling the man's face out, you find it has been chewed to the bone. What fish in there feed on him.
Skrelznit and Sassarra can tell the arrow came from outside.
Skrelznit Sees thru the bloody water and finds a concealed compartment in the fish tank’s heavily carved wooden base.
The inside is a one room layout. Bed, cookware, and a man with his face in a fish tank. The water in the tan is clouded with blood.
In the man's right hand is a carved figure of some humanoid bird.
You find no traps, and open the door.
Yes. DC 20 Disable device or DC 15 break DC
You don't see anyone around.
You see what looks like a dead body inside. Arrows coming out of its back, and its head is dunked into a fish tank.
He is a scrimshaw. So bones, ivory, shells, etc. Or just money for his tab.
Outside of town, you find a little cottage of mismatched wood. The door, little more a driftwood board, looks to be the strongest part. On the back side there is a single small window, to small for a human to fit thru.
"Just outside of town." He gives you directions to the cottage.
"Yea. The Chelish navy has been much more active as of late, and is tracking down ships better then ever." He leans over and speaks more quiet. "I blame Haddon Pike. He runs a small fishing boat, that does smuggling on the side. That thing is; I know the locate black market. On his smuggling trips he has not been buying or selling any contraband.
He takes a swig of beer. "Why would a fisherman, and part time smuggler, hire a boat and not carry fish or goods? I think he has been feeding them information. He has been hold up in his cottage for that last week or so."
Skrelznit can feel that Jaymiss got a little nerves when Skrelznit was talking, but Sassarra (and buying him a drink) put him into a more trusting mood.
"I will have a black kelp beer. Don't see many of your kind in here."
You find Jaymiss sitting by the hall's fire.
Andd paizo.com is back up,..
You hear that his is over in Carvers’ Hall. It is a building used by scrimshanders work together on larger projects.
Sailing in, you find that the city's name fits. It's location means that storms form daily. Drenchport's streets are washed out and the dock is layers of new boards hammered into stacks of waterlogged ones.
"That is what you asked for, right? What Information we have on Spies for cheliax."
She nods. "There is a half-elf scrimshander in Drenchport named Jaymiss Keft. He claimed to have knowledge of a spy."
Welcome back!
Dindreann Smiles lightly seeing the Golden Vespal. "We are happy to have it returned to us. Did you deal with the wreckers?"
The loot was 8 point of plunder made of leathers, spices, timber, and various ships’ equipment.
The statue is the object that the High Priestess asked you to find.
I guess the party wants to head back with the Wasp (and other loot).
So what do you do when you get to the holy temple to Calistria (the brothel)?
Looking around you do find most of the loot left behind, and a golden statue of a wasp wrapped in oilcloth and stuffed in an empty barrel.
You sneak up to the area, but find no one there. The bunk that you were told something was hidden under has a hole under it: as if something was dug up.
The cave is out in the open, but you think you could swing way out to the side and come at it from that way.
"ommm.. She keeps a chest buried under her bed?"
He swallows unnervingly, before telling you where their hidout is.
He looks back and forth between Sassarra and Skrelznit. "I...I don't know where she went. She just has us raid ships."
After waiting a moment, you still don't hear back from their leader.
The least half-orc gives up, and you are able to save the others.
Round 3:
Skrelznit pushes Blue over the side. Blue takes damage from falling: 4d6 ⇒ (1, 5, 5, 6) = 17
Skrelznit, Looseal, and Zaaka finish off yellow. While Sassarra goes after Blue.
Seeing the others go down; blue gets up and tries to get away, but trips in the reef.
Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
Round 4 start:
The party is up. Just blue left you can see.
Round 2:
Sassarra blasts the group on the grownd.
Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16
Zaaka's tail finishes off the one he hit with his tail before, but does not land any other blows.
Skrelznit's storm hits the leader hard, and Looseal does the same.
Reflex leader: 1d20 + 7 ⇒ (1) + 7 = 8
The half-orcs swing at Zaaka. The 1st gets Parry'ed and is hit back by Zaaka. The 2nd attacker misses.
falchion attack: 1d20 + 8 ⇒ (14) + 8 = 22
falchion attack: 1d20 + 8 ⇒ (2) + 8 = 10
Looking over the fight, the leader defensive casts a spell. She disappears.
concentration: 1d20 + 13 ⇒ (10) + 13 = 23
Round 3 start:
Party is up.
Round 1:
Zaaka's ball of death, drops his 1st half-orc.
Fort saves:
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 9 ⇒ (18) + 9 = 27
Skrelznit makes it a fair bit up the rigging. The half-orcs shake off the cloud's effects, and Looseal misses the target.
Their leader flies up and shots balls of magic at Looseal Magic missiles dealing 5d4 + 5 ⇒ (2, 3, 1, 1, 4) + 5 = 16 force damage.
All three half-orcs in the cloud move out. Two move around Zaaka, while the last heads for Sassarra. All 3 provoke from Zaaka.
They swing and miss Zaaka, But the 3rd lands his hit on Sassarra.
attack 1: 1d20 + 8 ⇒ (3) + 8 = 11
attack 2: 1d20 + 8 ⇒ (7) + 8 = 15
attack 3: 1d20 + 8 ⇒ (17) + 8 = 25
Damage on Sassarra: 2d4 + 7 ⇒ (1, 2) + 7 = 10
Make what aoo(s) Zaaka makes, and start round 2. Party is up.
INIT order:
Round 1:
Zaaka and Skrelznit
attackers
Round 2:
party
Attackers
Round 1:
On battle map, the ship combat map.
Zaaka and Skrelznit is up.
I think Sassarra would have to quickly take to flying to not become prone. So gets a +2 to the check for being able to fly.
S sailor: 1d20 + 14 ⇒ (11) + 14 = 25
Z sailor: 1d20 + 7 ⇒ (5) + 7 = 12
Skrelznit sailor: 1d20 + 10 ⇒ (16) + 10 = 26
vs 1d20 + 9 ⇒ (17) + 9 = 26
Skrelznit will save: 1d20 + 5 ⇒ (12) + 5 = 17
In one of the moments that Skrelznit's eyes changes back, he sees that the ship ahead is not riding the water right. Looking closer he breaks free of the illusion finding that your ship is about to run aground on a large reef.
Skrelznit can alert the pilot, giving a DC 20 sailor check to half damage to the ship. Normal damage is: 8d8 ⇒ (8, 1, 2, 4, 6, 4, 7, 8) = 40
As the ship runs aground, everyone is thrown about. a few are knocked out as they hit their heads.
Everyone takes 4d4 ⇒ (4, 4, 3, 2) = 13 damage and make a DC 20 Reflex or you fall prone. Skrelznit gets a +2 on the save
Out of the thin air, onto the deck, drops a group of half-orcs with falchions.
And roll your INIT
Skrelznit and Sassarra sees a scout ship a ways off. It is sailing away from you, but does not look to have noted you.
After a week, you reach at the location you were giving. The sea looks clear.
The seas are c;um and clear. Where do you want to go?
|