Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
"A man makes his position through cunning and power. Some have more power, some have more cunning." Janus does not touch a bite as he is currently on day three of fasting and does not wish to break the building hunger pains.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Janus realizes he will not be able to help with the chasing of the cabin girl, so he instead takes aim upon her before she can get away. Readying weapon and movement up the stiars. Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Woops, thought I had posted already. Sorry. 1d20 + 8 ⇒ (2) + 8 = 10 Janus fires a shot that couldn't hit the broad side of a galleon... probably why he chugs those potions to steady his aim.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
1d20 + 25 ⇒ (10) + 25 = 35
Janus takes aim with his crossbow, infusing the bolt with the alchemical weapons at his disposal. He breathes out slightly as he fires, trusting in his serum to guide his aim.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
If you would be so kind as to move me to the focsle deck, I would like a good range and eye on things. Also, I would hand Chum and Faen a cure serious and Alex and Dante a cure moderate for them to use if needed. Extracts are useful. Also Also, can I drink a truestrike extract as Chum signals ready? That way I can start the round with truestrike.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
I'm more worried about the alcohol penalties stacking up, all of the skill in the world isn't going to help if Alexander is too drunk to play. That being said, Alex is a good choice as well.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Sounds good. I don't actually know what the list of magic items currently owned is, but I am currently well set up unless we come a cross something specific for an alchemist or for making the undead. Also, I have identify if we have any items that have stubbornly refused to have their properties known.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
"Well captain, it seems you have your answer. But, for my own council, I am the voice of dissent among a sea of agreement. I would see us sail to Goatshead and make our home their. If we live among the opulent conditions of Oppara our men will find themselves fat and cultured for sure, better by half to take to a port that will not make them soft."
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
"Sadly my potions do not work so well under the water. But, if we make it back to the ship I will be more than happy to minister to your wounds." The monotone way Janus pronounces every syllable belies the man's sadistic glee when applying his surgical arts.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Janus sighs in the watery corridor and fires yet another shot. 1d20 + 2 ⇒ (20) + 2 = 22
Rolling for confirmation. 1d20 + 2 ⇒ (8) + 2 = 10 1d10 + 3 + 1d6 + 5 ⇒ (5) + 3 + (4) + 5 = 17
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Janus, for the moment safe from targeting, fires once again at the female. 1d20 + 2 ⇒ (16) + 2 = 18
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Just a point so I'm not getting away with anything. Explosive missile does not turn the missile attack into a ranged touch attack. It trades the against touch ac of the bomb for the weapons range and added weapon damage. Janus floats back 5' trying to stay out of the females claws. He fires a bolt into the creature trying to take her out. 1d20 + 4 ⇒ (4) + 4 = 8
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Janus floats a bit farther back, firing a single crossbow bolt with its attached bomb at their giant foe and breaking his invisibility. 1d20 + 4 ⇒ (11) + 4 = 15 He is denied dex for this attack due to the effects of invisibility 1d10 + 3 + 3d6 + 5 ⇒ (1) + 3 + (1, 5, 2) + 5 = 17No save on the direct bomb damage.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
That moment you go back to check why a game hasn't progressed and realize you have not contributed to the posting either... Janus swims back in response to the new threat and downs a potion with some difficulty. 5 foot float diagonal and down a potion of invisibility.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Janus pulls another bolt, takes aim, and fires on the adults fighting his crewmates.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Janus will hold action waiting for the enemy to bunch up. Trying to target one of the adults that will be more of a threat.
Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3
Janus takes aim at the shark and lets loose an alchemicaly empowered bolt. 1d20 + 21 ⇒ (18) + 21 = 39
Explosive missile, Explosive bomb, Precise bomb.
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