Gorebeard Trench

Morgan 'Sharky' Teach's page

187 posts. Alias of Wilhelm Shieldbreaker.


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HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Still here, although had assumed it had stopped.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Whoa thar the bow, loosen the jib sheets, let her speed run off or we'll run the boat down. Helmsman, bring us into the wind. Cap'n, ar' we to anchor up as they ask?"
As the speed lessens, Morgan, readies his bow to cover the longboat.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Levelling up:
Freebooter’s Bond (Ex): At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability.
This ability replaces hunter’s bond.
+1 BAB
+1 Fort and Reflex
+1 1st lvl spell. Abundant ammunition memorised
+1 dex
+6+2 skills (climb, craft weapons, disable device, know engineering, profession sailor, stealth, survival, swim)
+d10+1 hp
+favoured class skill (sense motive)
+1 bonus feat (Clinging Climber,)
+mental prowess +2 (add 2 to Wis)
+deadly aim improves

+Mythic feat (precise shot)
+Hard to kill: Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit pointsfor taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitutionscore.
+mythic power: Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
+Surge +1d6: You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate actiontaken after the result of the original roll is revealed. This can change the outcome of the roll.
+4hp
+Trickster attack: Fleet Charge (Ex)
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
+Path ability: sniper's riposte

Not sure when I will get a chance to update my profile (probably Friday), but here are the choices in the spoiler.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Welcome Taicho, sounds like a fun character.

Yeah getting there Diamondust, 4th level was easy, Mythic level has taken a bit more reading (having never used the mythic stuff before) and still a few decisions to make , but biggest issue is finding a chance to type up the changes. Hopefully be done in the next day or two.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Despite being still slightly weakened by the adventure ashore, Still have some con damage I believe Ruadhán is so relieved to be back onboard, that he is soon racing up the rigging and helping to set sail, before settling himself as lookout.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

I'm still interested, glad you are back. I think we had thought to take the rest of the loot, but not the artifact.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Sorry to hear that, take the time you need. We will wait.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Recovering his bow and quiver, Morgan stows them securely and draws his cutlass and takes the lead back out of the caves.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Stealth: 1d20 + 10 ⇒ (2) + 10 = 12


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Alright, my turn I guess." Leaving his bow and arrows in a safe spot, Morgan ties his role around his waist. Leaving the rope's end with the others he dives in.
Swim: 1d20 + 9 ⇒ (9) + 9 = 18


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Well I ain't never been one to turn down booty, particular like, if I 'ave 'ad to fight and bleed for it. But what you 'ave said just confirms this place is cursed and we don't have much time left, afore the tide. So I say maybe one dive each, half dive an' half stay, then we swap. Then we get out of 'ere."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

My apologies I didn't read back over it and got player and character knowledge mixed up. Will make sure I check back next time. New post below instead.

Checking on his bow and arrows, Morgan is too late to comment before Reinald and Dr Genade dive in, but hearing the splashes he turns, "Where be they goin' now? I thought we were done with this place. Gives me the creeps!"


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Checking on his bow and arrows, Morgan is too late to comment before Reinald and Dr Henade dive in, but hearing the splashes he turns." Oh crap, didn't you guys say something about some pulling force in the water? Do we need to go in after them?"


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

The whale finished and his body wracked with pain, Morgan joins the others in swimming back to the surface. As he recovers his bow and quiver from Sejanus he exclaims. "By Besmara's bones, what cursed magic was tha', this 'ere island is full of nasty surprises. Time we were rid of it I reckon."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Swim: 1d20 + 9 ⇒ (4) + 9 = 13

Struggling in the difficult terrain, Morgan is unable to do more than flounder and prevent himself becoming entangled.

Reflex: 1d20 + 8 ⇒ (6) + 8 = 14


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Thrusting his bow and quiver at Sejanus "Keep it dry, don't burn it", Morgan grabs a dagger from his belt and prepares to dive into the water. "Jord, let's get tha' scum sucking whale"

Switching Freebooter's bane to the whale, but only Jord and Sejanus benefit from the +1 to hit and damage vs the whale

Reflex vs entanglement: 1d20 + 8 ⇒ (20) + 8 = 28


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Just poking my head in to say I have seen the new posts, but I will wait until Morgan's turn as what happens to the octopus will make a big difference to my actions.
Makes sense about Sejanus, is it worth a PM to see if he is about?


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Morgan dodges the grasping pieces of seaweed and driftwood with ridiculous ease. Realising the queen is nearly dead, he risks a blow from the octopus to finish her.

Attack 1: 1d20 + 7 - 1 - 2 + 1 + 1 + 1 + 1 ⇒ (19) + 7 - 1 - 2 + 1 + 1 + 1 + 1 = 27
Dmg 1: 1d8 + 2 + 2 + 1 + 1 ⇒ (1) + 2 + 2 + 1 + 1 = 7

Attack 2: 1d20 + 7 - 1 - 2 + 1 + 1 + 1 + 1 ⇒ (13) + 7 - 1 - 2 + 1 + 1 + 1 + 1 = 21
Dmg 2: 1d8 + 2 + 2 + 1 + 1 ⇒ (1) + 2 + 2 + 1 + 1 = 7

Threading his arrows past the octopus' swirling tentacles is tricky and means the arrows carry less power than usual, but they find their mark.

Reflex: 1d20 + 8 ⇒ (12) + 8 = 20


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Sorry I thought I had posted this round.

Stepping forward and left, Morgan lines up a better shot against the queen before launching 2 arrows at the Queen.
Attack 1: 1d20 + 7 - 1 - 2 + 1 + 1 + 1 + 1 ⇒ (9) + 7 - 1 - 2 + 1 + 1 + 1 + 1 = 17
Dmg 1: 1d8 + 2 + 2 + 1 + 1 ⇒ (5) + 2 + 2 + 1 + 1 = 11

Attack 2: 1d20 + 7 - 1 - 2 + 1 + 1 + 1 + 1 ⇒ (11) + 7 - 1 - 2 + 1 + 1 + 1 + 1 = 19
Dmg 2: 1d8 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10

-/+deadly aim, -rapid shot, +point blank,+Freebooter's bane,+wpn focus,+wpn attunement.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

On receiving the healing, Morgan replies to the muscle-bound priest, "Aye, I will take any healin' an' be thankful, but perhaps Besmara ain't feelin' so kindly to the strong man at the moment, an' she has me marked for sommut!"
Still feeling a little weakened from the previous fights, Morgan opts to provide cover for his allies.
"Save Sandara, let the other b#@£& drown, then all focus on the queen squid thing, bring her down."

Following his own words, Morgan draws his bow and looses a shot that misses the creatures eye, through a lucky duck, instead inflicting a nasty gash along the head.

Attack: 1d20 + 7 + 1 + 1 - 1 ⇒ (19) + 7 + 1 + 1 - 1 = 27
Dmg: 1d8 + 2 + 1 + 1 + 2 ⇒ (2) + 2 + 1 + 1 + 2 = 8

Freebooter's bane for +1 to hit and damage for everyone against the queen, then single shot. (Freebooter's bane+Weapon attunement+Deadly aim)


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

If equalling is enough then that stops me taking the strength damage, otherwise it doesn't change. But thanks


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Fort round 2: 1d20 + 5 ⇒ (6) + 5 = 11
Fort round 3: 1d20 + 5 ⇒ (1) + 5 = 6
Fort round 4: 1d20 + 5 ⇒ (18) + 5 = 23
Fort round 5: 1d20 + 5 ⇒ (17) + 5 = 22
Fort round 6: 1d20 + 5 ⇒ (19) + 5 = 24

So is that Str Dmg: 2d2 ⇒ (1, 1) = 2 and then a successful cure? Or no strength damage? Also just realised that I forgot about my previous Con damage, but it wouldn't have changed the results at all.
Morgan swims up to the surface with help from Jord.
"I be ok, I think, just a little weak, I'll be fine. Can ya seems bow in the water? I dropped it in tha' beast's embrace" and with that he shudders. However his words don't ring true, Morgan has a nasty gash and angry welts from the creature, and just seems more frail than before.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Fort Vs Nauseated: 1d20 + 5 ⇒ (17) + 5 = 22
Fort Vs poison: 1d20 + 5 ⇒ (14) + 5 = 19
Swim: 1d20 + 9 ⇒ (6) + 9 = 15
Combat manouvre to escape grapple: 1d20 + 5 ⇒ (9) + 5 = 14

Pulled so quickly off his feet, Morgan is just able to grab a breath before being pulled underwater, luckily his years spent drinking questionable grog let his body fight off the creature's poison for now and resist the foul bloody ink, however although he fights off the grip of one tentacle, the other keeps him firmly secure.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Drawing his bow, Morgan launches an arrow at the beast. With his strength behind it and at such close range Morgan is able to land a solid blow, the arrow's head disappearing into the creature.

Attack: 1d20 + 8 + 1 - 1 + 1 + 1 + 1 ⇒ (8) + 8 + 1 - 1 + 1 + 1 + 1 = 19
Dmg: 1d8 + 2 + 2 + 1 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 + 1 = 10

Edit:- point blank shot, deadly aim, freebooter's bane, weapon attunement, weapon focus


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Merry Christmas and have a great 2018. I look forward to seeing where we end up this time next year!


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Seeing the beast, Morgan stops to sheathe his cutlass. " That foul beast isn't even one of Besmara's, fill it full of holes. Gang up on it and carve it into calamari."

Invoking 'Freebooter's bane' everyone gets +1 to hit and damage.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Are we sure that was a trap for us comin' this way and not to stop something else coming the other way? I'm telling you this place is cursed against us, but if movin' on will get us out of here. Let's go left"

Morgan heads forward, blade in hand and trying to stay quiet stepping over the bones.
Stealth: 1d20 + 10 ⇒ (7) + 10 = 17
Perception: 1d20 + 11 ⇒ (6) + 11 = 17


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"I can 'elp. Let me get my tools."
Assist Dr Genade: 1d20 + 6 ⇒ (16) + 6 = 22
Morgan pokes around in the seaweed until he spots the release mechanism.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Morgan nods at Jord as he feels the healing energy wash over him. "Aye, well as the Cap'n says, unless they are lulling us into a false sense of security. But let's get goin' an' find out."

Stealth: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Perception: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

I think I would have opted for a sledgehammer, but the intention is still the same! (although that may apply to more of an average across my games as Morgan seems to be doing ok)

Slashing his cutlass in a heavy blow, Morgan is distracted by the second enemy at the last minute and his blow misses it's mark.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

I may have to take that back!


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Jord, I think it was Jerieth and Genade that took the big hits. I only took 4 and my previous drop in hitpoints is due to Con damage, so your healing may be better aimed at those two.

"If it be scoutin' ye be wantin' I can turn a hand to that, an' water be my home, so I knows me way around it. Which way would ya like me to look?"

Forgot my favoured terrain bonuses last stealth and perception rolls.

Once Reinald points out their route, Morgan moves forward. Even struggling to adjust to the odd currents within the caves, Morgan is able to stay quiet and alert due to his natural abilities.

Stealth: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Perception: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Responding to Dr Genade with a wicked grin that exposes the teeth that have given him his nickname and an exaggerated wink, Morgan says "And that means we should go with my first plan!" as Reinald responds, Morgan ponders for a brief moment. "Ok Cap'n you 'ave a point, but if we make it our plan to grab one when they next attack rather than fight them off, then we will have bait."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Int: 1d20 + 2 ⇒ (12) + 2 = 14
"Hold ya horses there, they be using hit an' run tactics on us. Bit like those natives on... hmm now where was it. Anyway they will continue to strike from cover and run, just chipping away at us, wearing us down. We need to get them on terrain that suits us, but not so much they won't attack. I say at the next attack we don't try and fight 'em off. Instead we try and grab one, then we make him squeal on territory that suits us, maybe a cave with no weed. Hopefully they will come for their mate and wallop. Alternatively we tuck our wounded and weaker members in the middle and try to charge on through."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Slashing down with his cutlass, whilst still gripping the wall tightly with his other hand, Morgan manages to land a solid blow. Being back amongst his favoured terrain seeming to relax him and allow his skills to shine.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Morgan, struggling to use his bow in the deeper water, unstrings his bow, placing the cord in a watertight roll of skins and readies a dagger and his cutlass.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"'old on Reinald. There be summat with tentacles waiting in the deep water. Bein' on a de'dline 'ere, would it make sense to check the other passage first. If they is down there, then it don't make no sense to fight this thing."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Taking a small coin from his pocket, Morgan comments "I figure this knows as much as any of us." and tosses it. coin toss: 1d2 ⇒ 2 "Starboard is my vote then. Now me have a little look ahead." Drawing his bow and replacing the string with a dry one, Morgan waits a moment for confirmation of route from Reinald before heading forward, eyes peeled and doing his best to remain quiet.
Stealth: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
Perception: 1d20 + 11 ⇒ (20) + 11 = 31

However the sloshing water makes it difficult to remain quiet.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

With obvious signs of disgust, Morgan pulls the remaining spike out of his flesh. "Aargh, those things are foul."

The spike free, he reaches an arm down to Dr Genade. "Come on you, out you come."

Strength: 1d20 + 2 ⇒ (18) + 2 = 20


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Besmara damned bugs!"
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4
Crit confirmation: 1d20 + 5 ⇒ (1) + 5 = 6
Morgan feels the bug suck at his stamina and redoubles his efforts to squash it. Now the bug is fixed in place, Morgan is able to chop at it.

Nooooo! Just a solid hit then.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Noting the insect's dislike of the water, Morgan waits until the water is shallow enough that he can properly get his legs under him and stand up quickly. Brandishing his cutlass, he waits for one to come into range, but they are just too fast for him.
Holding action until one comes into range.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Swim: 1d20 + 9 ⇒ (16) + 9 = 25

Breaking the surface with a splutter, Morgan shakes his head to clear the water and keeps swimming for the shallows.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Ok fair enough, wasn't sure if it was one for the initial drop. Seems unfair to get away and just ignore the next roll though so...
Morgan continues to push his way towards the southerly tunnel, but a surprise wave catches him, filling his mouth with seawater, quickly halting his progress.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Swim1: 1d20 + 9 ⇒ (15) + 9 = 24
Flailing briefly after cutting the rope, Morgan quickly gains control of his brief freefall and lands easily in the water, making very little splash. Kicking easily to the surface he orientates himself and his enemies, before calling out. " I be all right, they don't seem to like the water. Tide is going out, so we have maybe 7 hours or so, to explore. I'm gonna swim a little farther and see if I can stand"
Swim 2: 1d20 + 9 ⇒ (5) + 9 = 14
Morgan starts to strike out for the southerly tunnel, but catches the waves wrong and catches a mouthful of seawater, quickly halting his progress.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Working his way down the increasingly slippery rocks, Morgan is just about managing to hold on, when his hand slips on something best not thought about. Falling towards the water, he scrabbles against the rock before being brought up short by the rope with a rib bruising jerk. Spotting the little eyes he grabs for his cutlass and starts slashing at the line in an attempt to free himself. As the eyes close on him, he lets off slashing at the rope and tries to fend off the creatures as they approach.

"Down, definitely down, you ain't strong 'nough to pull me up quick 'nough."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Checking his weapons are safely stowed, but easily accessible, and that the line is secure around him, Morgan heads I've tried those holding the line. "Right, I'll try and climb down, this is just for safety. So let the line out gentle like. If I need help I will shout, if I am safely down I will give 3 tugs on the rope." and with that he heads over the edge and into the hole.
Climb 1: 1d20 + 8 ⇒ (5) + 8 = 13
Climb 2: 1d20 + 8 ⇒ (3) + 8 = 11
Climb 3: 1d20 + 8 ⇒ (6) + 8 = 14
Climb 4: 1d20 + 8 ⇒ (9) + 8 = 17
Climb 5: 1d20 + 8 ⇒ (1) + 8 = 9
I can't remember climb speeds, so here is 1 roll per ten feet, which should be plenty. And those are truly terrible rolls! I hope the safety line crew are feeling strong!


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Sorry it is kind of on me to act I guess, and it has been a crazy week. I will get something up tonight. I was kind of imagining that he would climb down and just use the rope as a safety line, either to stop him falling or to haul him quickly out of danger.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

"Cool thanks"
"From the stockade tree, I saw some o' those little buggers we fought on the ship, so be ready I guess."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Is this the point I saw from the stockade tree? Or roughly anyway.

"Well I still have a few arrows, so I be ready. We don't know what is down there. Do ya wanna lower me first? I'm lighter than Reinald an Kurgess, an still able to hold me own. If we tie the rope round me and you guys hang on as me safety, I can climb down."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Grumbling and muttering in his own little world, Morgan is the last to react to the giant insect, and it is dead before he can attack it.
"I do not know this thing, does it hunt alone or in groups? We should get moving before we find out, although I am still not sure of the way"

Survival: 1d20 + 8 ⇒ (5) + 8 = 13
perception: 1d20 + 11 ⇒ (17) + 11 = 28


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Grumpy as a result of his embarrassment at losing his way, Morgan can still be heard muttering under his breath as he follows the route indicated by Reinald. "Better than facing those dead things and the bloody flies."


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Survival: 1d20 + 8 ⇒ (1) + 8 = 9

Oh dear! I was going to say does my track class ability at least stop me getting totally lost! I guess not with that roll!

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