Male Human Cleric 4
I cant dare to break the grapple, it will have a chance to get me again, I have 5 points left and 2d6 might not be enough, because the chocking damage will come again. Im screwed, I have to use my cure moderate wounds potion. Hopefully pouring it over my head and drinking what I can will work.. If I can get close to zero damage and not get critted or damaged a lot I can fight this out.
Male Human Cleric 4
Storm Burst at the non-grappling Choker (#2) Ranged Touch attack: 1d20 + 5 ⇒ (7) + 5 = 12 non lethal damage: 1d6 + 2 ⇒ (3) + 2 = 5 Move as he can away from the non grappling Choker
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 #2 Choker is at -2 to hit because of the effect of the Storm Burst
Male Human Cleric 4
Without being able to Withdraw because of grappled condition and Septa being weak (STR 8), it seems all I can do is fight. He might be able to draw his weapon winning a opposed grapple check, but to use it is a standard action where I would rather use my supernatural ability or clerical healing surge. Again It appears all I can do is try to throw off the one who has not attacked me yet with the thunderclouds and maybe knock him out next round assuming my 21 hp can soak up one more full round of attacks or so. With both attacking, just healing myself is a losing bet. Thoughts? Cog jumps out of the flora and helps me with a backstab? :)
Male Human Cleric 4
Reading the rules lead me to believe that I can cast my supernatural ability without triggering a AOO or having to say anything. It appears my best chance is to cast the storm cloud on the one thats about to attack, giving a -2 to hit and if I roll well, maybe enough I can knock it out with another cloud next round, then a healing surge or three and the same on the other one.
Male Human Cleric 4
Septa looks around at his surroundings and tries to aim the boat to some bit of hiding area that he might see and find some shade to look the island from where he is: Perception: 1d20 + 4 ⇒ (17) + 4 = 21 He banks his boat on the sand near where he thinks is best. Profession: Sailor: 1d20 + 11 ⇒ (5) + 11 = 16
Male Human Cleric 4
*Sigh* Looking back one last time for his friends, he expects this might be the last time. Are these the only water barrels and is this the only launch? One last time Septa asks for asks for assistance. "Captain, these are the only water barrels and the only launch, do you rally want to lose these in case I fall and break my head open like a melon? You have to swim to the island, through the deadly monsters like the giant crab, find me and then do the job. All the while thirsting for water. I'll do what you say, but I could use some assistance, I know you don't like me but there is a ship to run." Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31 What type of beach is there for Septa to aim at? Attempting to look at island land marks so he can maybe move around and not get lost. Septa
Male Human Cleric 4
Septa will go Total Defense and head up the stairs. AC=22 "Follow me those who would save their crewmates."
Male Human Cleric 4
"ACTION! REPEL BOARDERS!! Septa yells while jumping out of his bunk and grabbing his equipment. He will knock into each of them while heading to the base of stairs. Attempting to stay out of line of sight and come up along the edge of the hatch. A quick look around the edge: Perception: 1d20 + 4 ⇒ (5) + 4 = 9 Icicle at anything he sees that is not his crew and within 30' range: Ranged Touch Attack: 1d20 + 5 ⇒ (13) + 5 = 18, Damage: 1d6 + 2 ⇒ (2) + 2 = 4 He will look quickly behind him to see if the other two are awake and access for his next action.
Male Human Cleric 4
"Ah I wanted to work in the bilge to work my muscles!" I don't see an advantage to doing anything except looking for the weapons locker and how its guarded and protected. So they will cover for me during a extended potty break while I Will sneak to another part of the boat. Septa: Prof (Sailor): 1d20 + 11 ⇒ (6) + 11 = 17
If Cog or Sandra are tired the others will cover for them so they can shirk to rest, otherwise: Cog: Prof (sailor): 1d20 + 4 ⇒ (20) + 4 = 24
Sandra: Prof (sailor): 1d20 + 8 ⇒ (13) + 8 = 21
Male Human Cleric 4
Septa pats Cogs back while he is sick, laughs a bit and heads off.. -- "Shortstone, keep our group informed if anything changes." -- "So the pistols might be hidden among the crewmen that did steal the pistols, I got an idea who. This really sucks. Ask among our group who was last seen with the deceased near the end of the battle." -- *This candle is worth a lot of money! Don't know where to sell it though.* Septa will put it in his locker with the rest of the candles like they are nothing special.
Male Human Cleric 4
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12 "Its great to see you Cog, I was gonna miss you! Here is the the Magic Short sword for you, On Loan" Big Smile. "Glad your here!" Shortstone "Thats just no right, they might need to be dealt with, if they push it, Do you think they are done or are they still coming you think? I dont want it to happen, I'll do my best to make it not..." Bilge: 1d20 + 4 ⇒ (19) + 4 = 23 Cursewell: "I fought a Officer, I had a pistol, I did not see any. Bastards! Where were the shot aimed at? The back?" Do I still have the pistol or did I had it back?
Male Human Cleric 4
Hit Points: 1d8 ⇒ 5 New skill points (including one extra for human): Diplomacy
I might change the skills once I look at the character sheet upstairs Characteristic Add: Wisdom + 1 = 19 New 'Standard' spell list: First:
Second:
Male Human Cleric 4
Septa was waiting for a quiet time to examine the candles. He will do so now in the quiet of the night in his hammock. Septa will think back on his detailed examination of the 'Mans Promise' and think about where he could hide it without getting the delicate machinery damaged or wet. What area that are under his allies control could work, perhaps in extra canvas in the bosun hold or under away gear in the small boats. Will send a new sheet later today.
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