male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon's actions:
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
magus level 3
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
@Noonan - sry, yes. I'd imagine there should be some bandoliers available among the booty, if you don't mind scrubbing a bit of blood out. Sidhon will help fit them to Noonan's size - though he may need a ladder to reach. I'm contemplating what sort of mischief Sidhon would be up to while a drunken shindig commences on deck. Several things I'm thinking about will be a dead letter as soon as we find out we're getting moved to the new ship. One thing I'm looking for in the store is some 'squibs' or cartridges - twists of gunpowder in paper. Sidhon would be using them to develop traps around the current ship, and I can justify Sidhon not having an opportunity to do anything with them before being transferred. Unfortunately, it would never occur to Sidhon that we would get posted to the skeleton crew taking the prize ship to market. Doesn't make any operational sense at all - just fodder for Scourge's revenge fantasies. Which will leave Sidhon fairly unprepared... :\ Sidhon hates unprepared. I'll post this PM.
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Noonan - first, Sidhon will try to keep Noonan's preferences in mind going forward... He's going to try to be the group's armorer, and having lived with simple kobold folk, he can probably anticipate Noonan's approach to arms and armor. :) We'll get you covered. Noonan - second, one of the first thing's Apocalypso did is post the campaign actions under the campaign info section and they include a bunch of stuff in addition to smoozing. I think Apocalypso's just playing up the drinking as a very noticable piratical activity going on all around. For Sidhon, the extended drunken partying is a great distraction for other activities. :)
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon sighs, and takes another 5' step back, towards the unconscious Jape. He lashes at Narwhal with his energized and charged Talon. Round 8
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
I can't see a map right now, but if necessary, Sidhon will take a 5' step to get a clear hex between himself and any opponents (reach!) [/ooc]Round 7
"Narwhale, if you'll patch up Jape and take off, this can end here."
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
As Jape goes down, Sidhon slides between Zorg and Gilraen, taking the opportunity to slide a deft and unexpected swipe at the still-groggy dwarf. Round 6
"I think Narwhale may have been knocked out again. Probably better for him that way."
"By the way Gilraen, it might be useful if you plugged some of the leaks in Jape. If Fipps stops you, he might be responsible for a shipmate's death."
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon takes another step back, continuing his patient and deliberate dance with Jape. Sidhon remains silent, intent. This is professional work - light-heartedness doesn't really enter into it this time. Round 4
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon takes another step back, and works his magus mojo to cast while attacking. Round 4
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
init: 1d20 + 4 ⇒ (16) + 4 = 20
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
apologies for being slow - just as a catch-up, Sidhon carries his shipwrights tools in a leather apron, and winds his flying talon around himself underneath that. He keeps one potions of CLW in a pocket of his leather apron.
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
"I can't argue that Zorg. But for the meanwhile, let's do the job. Anyone feel a desparate need for light, or can we avoid the dancing shadows? Can you hand me that phase inverter?"
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
@Apocalypso: trained in disable - I can't tell from my sheet whether I'm getting penalized for not having tools. I'll do more research later, but my minimum bonus is +6, +2 for MW tools.
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Day 15:
Day 16:
Despite the rather shameful experience 'practicing boarding', Sidhon continues his work repairing the ship. The first evening, he attempts to spend some quality time with Hamly, hoping to improve relations. Sidhon is discouraged by the lack of success with Hamly, and reluctantly writes the ship's carpenter down as a dead loss. The following evening, Sidhon resumes investigating the ship. Exploring up on deck, he takes advantage of his native darksight, and makes a determined effort to enter one of the ship's lockers.
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon struggles mightily - his initial cast going wide. He struggles with the rope-climbing, falling off into the drink twice, then slowly and carefully crawling up the rope, all the while subject to the name calling, and abuse of the rest of the crew.
lots and lots of futile roles...: ranged attack 1: 1d20 + 5 - 6 ⇒ (2) + 5 - 6 = 1 ranged attack 2: 1d20 + 5 - 6 ⇒ (11) + 5 - 6 = 10 shimmying: 1d20 - 1 ⇒ (5) - 1 = 4 40' to go shimmying: 1d20 - 1 ⇒ (18) - 1 = 17 30' to go shimmying: 1d20 - 1 ⇒ (17) - 1 = 16 20' to go shimmying: 1d20 - 1 ⇒ (2) - 1 = 1 fallen off and starting over --- ranged attack 2: 1d20 + 5 - 6 ⇒ (13) + 5 - 6 = 12 shimmying: 1d20 - 1 ⇒ (17) - 1 = 16 30' to go shimmying: 1d20 - 1 ⇒ (2) - 1 = 1 fallen off and starting over --- ranged attack 2: 1d20 + 5 - 6 ⇒ (20) + 5 - 6 = 19 shimmying: 1d20 - 1 ⇒ (12) - 1 = 11 40' to go shimmying: 1d20 - 1 ⇒ (6) - 1 = 5 40' to go shimmying: 1d20 - 1 ⇒ (9) - 1 = 8 40' to go shimmying: 1d20 - 1 ⇒ (5) - 1 = 4 40' to go shimmying: 1d20 - 1 ⇒ (20) - 1 = 19 30' to go shimmying: 1d20 - 1 ⇒ (5) - 1 = 4 30' to go shimmying: 1d20 - 1 ⇒ (17) - 1 = 16 20' to go shimmying: 1d20 - 1 ⇒ (8) - 1 = 7 20' to go shimmying: 1d20 - 1 ⇒ (12) - 1 = 11 20' to go shimmying: 1d20 - 1 ⇒ (17) - 1 = 16 10' to go shimmying: 1d20 - 1 ⇒ (7) - 1 = 6 10' to go shimmying: 1d20 - 1 ⇒ (19) - 1 = 18 arrival! ==== Just for good measure, see some reflex saves (oh, say, a dozen...) reflex 1: 1d20 + 4 ⇒ (15) + 4 = 19 reflex 2: 1d20 + 4 ⇒ (15) + 4 = 19 reflex 3: 1d20 + 4 ⇒ (5) + 4 = 9 reflex 4: 1d20 + 4 ⇒ (20) + 4 = 24 reflex 5: 1d20 + 4 ⇒ (10) + 4 = 14 reflex 6: 1d20 + 4 ⇒ (4) + 4 = 8 reflex 7: 1d20 + 4 ⇒ (5) + 4 = 9 reflex 8: 1d20 + 4 ⇒ (9) + 4 = 13 reflex 9: 1d20 + 4 ⇒ (8) + 4 = 12 reflex 10: 1d20 + 4 ⇒ (1) + 4 = 5 reflex 11: 1d20 + 4 ⇒ (20) + 4 = 24 reflex 12: 1d20 + 4 ⇒ (15) + 4 = 19
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Day 11:
Day 12:
Day 13:
Having contemplated trying to repair the ship much faster, Sidhon evaluated the difficulty of the task, the available tools and support personnel, and the imagined consequences of failure. Sidhon determined to take the slower but more certain route to fixing the ship. Sidhon is anxious and interested in further exploring the ship, however it appears to him (at least for the moment) as though all of the remaining areas to be explored are secured with lock and key. Although Sidhon knows where a good set of lockpicks are stashed (Atlatl's set of lockpicks are still in the bilges) Sidhon has not had enough opportunity to practice his lockpicking. Sidhon does spend some little time in the bilges, with the lockpicks, fiddling with the locks on the shackles, and the lock on his sea chest - just practicing (sometimes it is good to be mechanically inclined...).
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
In principle I'm in. I don't suppose you can make a sandbox campaign on roll20.net for us to poke in? I've got an account, and went out looking, but I didn't see anything that looked like an open-access test/exercise/sandbox.
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
with help from Gilraen's 'touch of the sea' spell...
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
"Oh no, no, no. Today it is eat or be eaten, my succulent friend." Sidhon casts 'acid splash' at reefclaw#1, then wades out to (unnecessarily) help Zorg to shore, and retrieve the body of reefclaw#2.
"C'mon matey, these are plenty big eatin' crabs."
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Round 3
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Grappling is always fun. Once you've already grappled someone, you get to make a standard action grapple check at +5 to maintain. If you maintain, as part of the standard action used to maintain, you can do one of several things to your victim: move, damage, pin, or tie up (no more to-hit required - you had to make your grapple check this round). As a fairly likely choice:
Oh - and just as a fun side note - if you're grappled (either as aggressor or victim) you don't get AoOs. Which is useful to know...)
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
@apocalypso - I did some of the magus backreading, and there is an aspect of 'spell combat' (1st level class ability) that allows enhanced concentration checks for defensive casting. It allows tradeoff of to-hit and concentration bonuses (the same way combat expertise allows to-hit v. AC tradeoff). It implies that it's only usable when using a full-round action to combine casting and melee - so I'm not using it with move & cast. In the current situation the penalties on the to-hit don't seem like a good idea anyway (though I'm itching to use the 'hold the charge' aspect of some of these touch spells :)
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon races around to the far side of the reefclaw, casts 'corrosive touch', and tags the beast open handed. Round 2
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
@apocalypso - i'm with you on the casting defensively math. I'd run the numbers (roughly) in my head before deciding _not_ to cast defensively. There's an important bit about actually getting hit. I had bumped my AC using combat expertise, so I though the odds were better of my not getting tagged than of making that DC17 with only a +5 (CL 2 + 16 int for +3). I haven't fully unravelled the combat castiness of (maguses? magi?). I don't think it fully kicks in for another couple levels. Either that, or I need to avail myself of the combat casting feat (probably a magus bonus feat) more urgently than I'd banked on... I've got this visual of Noonan peeling open the crawdad, and it's final paroxisms neatly 'SNIP'ing off both Sidhon's weedy little arms, a la Monty Python's Black Knight. What a revoltin' development that'd be... But really, my next question is whether or not the big mud-bugs are edible. why fish for pobblers?
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon is fortunate the lobster-man is out of range for the first swipe. As he squares off with the larger arthropod, Sidhon dodges and casts, snaking through for a painful touch on the larger thing2. Round 1
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
@Apocalypso - see post 632, I was trying to keep an eye out and have interleaved generic perception checks
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
drown-proofing. basic swimming, although it also included survival in cold conditions, and dunking when clothed, and all sorts of other uncomfortable things involving deep water in the winter at 0700. I was very glad to test out.
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon continues to act as a spotter, highlighting crabs near the surface for Noonan to grab - or anyone else in the vicinity. In addition to searching for crabs, Sidhon will spare some attention periodically to scan the environment for danger - sharks come to mind. rounds 1-5:
Perception(crabs): 1d20 + 7 ⇒ (8) + 7 = 15, distance: 1d6 ⇒ 5*5=25 Perception(crabs): 1d20 + 7 ⇒ (9) + 7 = 16, distance: 1d6 ⇒ 4*5=20 Perception(crabs): 1d20 + 7 ⇒ (7) + 7 = 14, distance: 1d6 ⇒ 4*5=20 Perception(crabs): 1d20 + 7 ⇒ (3) + 7 = 10, distance: 1d6 ⇒ 2*5=10 Perception(DANGER): 1d20 + 7 ⇒ (1) + 7 = 8 rounds 6-10:
Perception(crabs): 1d20 + 7 ⇒ (8) + 7 = 15, distance: 1d6 ⇒ 1*5=5 Perception(crabs): 1d20 + 7 ⇒ (13) + 7 = 20, distance: 1d6 ⇒ 2*5=10 Perception(crabs): 1d20 + 7 ⇒ (1) + 7 = 8, distance: 1d6 ⇒ 1*5=5 Perception(crabs): 1d20 + 7 ⇒ (5) + 7 = 12, distance: 1d6 ⇒ 4*5=20 Perception(DANGER): 1d20 + 7 ⇒ (19) + 7 = 26 rounds 11-15:
Perception(crabs): 1d20 + 7 ⇒ (7) + 7 = 14, distance: 1d6 ⇒ 3*5=15 Perception(crabs): 1d20 + 7 ⇒ (8) + 7 = 15, distance: 1d6 ⇒ 2*5=10 Perception(crabs): 1d20 + 7 ⇒ (7) + 7 = 14, distance: 1d6 ⇒ 4*5=20 Perception(crabs): 1d20 + 7 ⇒ (14) + 7 = 21, distance: 1d6 ⇒ 4*5=20 Perception(DANGER): 1d20 + 7 ⇒ (20) + 7 = 27 rounds 16-20:
Perception(crabs): 1d20 + 7 ⇒ (16) + 7 = 23, distance: 1d6 ⇒ 5*5=25 Perception(crabs): 1d20 + 7 ⇒ (5) + 7 = 12, distance: 1d6 ⇒ 5*5=25 Perception(crabs): 1d20 + 7 ⇒ (18) + 7 = 25, distance: 1d6 ⇒ 4*5=20 Perception(crabs): 1d20 + 7 ⇒ (15) + 7 = 22, distance: 1d6 ⇒ 4*5=20 Perception(DANGER): 1d20 + 7 ⇒ (13) + 7 = 20 rounds 21-25:
Perception(crabs): 1d20 + 7 ⇒ (9) + 7 = 16, distance: 1d6 ⇒ 1*5=5 Perception(crabs): 1d20 + 7 ⇒ (9) + 7 = 16, distance: 1d6 ⇒ 1*5=5 Perception(crabs): 1d20 + 7 ⇒ (4) + 7 = 11, distance: 1d6 ⇒ 3*5=15 Perception(crabs): 1d20 + 7 ⇒ (16) + 7 = 23, distance: 1d6 ⇒ 4*5=20 Perception(DANGER): 1d20 + 7 ⇒ (10) + 7 = 17 Sidhon can't help himself but watch with great interest as Zorg splashes after crabs. 'I wonder how he's going to sing and crab-dive at the same time?'
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
Sidhon whispers for a moment with Noonan, then with Sandara, "Look, I'm not going to be the best at zooming after these things, but I can spot 'em for you, and mark them with a will'o'wisp. If you can follow the will'o'wisps, and just concentrate on catching crabs, maybe we can do this quickly." Spotting:
casting dancing lights
Per: 1d20 + 7 ⇒ (6) + 7 = 13, distance: 1d6 ⇒ 5*5 = 25 Per: 1d20 + 7 ⇒ (18) + 7 = 25, distance: 1d6 ⇒ 6*5 = 30 Per: 1d20 + 7 ⇒ (14) + 7 = 21, distance: 1d6 ⇒ 4*5 = 20 Per: 1d20 + 7 ⇒ (4) + 7 = 11, distance: 1d6 ⇒ 3*5 = 15 Spotting two in (relatively) shallow waters, Sidhon directs dancing lights to two crabs loitering nearby in 15 and 20 feet of water. "If you can wrestle those home, I'll see if I can spot some more."
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
With a deeper understanding of the approach to his task, Sidhon adjusts the pot tied loosely to him, hitches up his big-boy loin cloth, and digs in for the second half of the swim. 'Next time I am definitely bringing a boat. Or at least a floatey.' Swim 26: 1d20 + 0 ⇒ (12) + 0 = 12 120'
Swim 31: 1d20 + 0 ⇒ (13) + 0 = 13 165'
Swim 36: 1d20 + 0 ⇒ (20) + 0 = 20 195'
Swim 41: 1d20 + 0 ⇒ (7) + 0 = 7 down 10
Swim 46: 1d20 + 0 ⇒ (17) + 0 = 17 210'
male (HP 22/22 | AC 17 | T 16 | FF 12 | CMD 15 | F +3 | R +5 | W +3 | Init +4 | Per +7) kobold magus 3
'If I wanted to swim as a mode of transportation, I'd have stayed in the swamp. Next major project - small pinnace.' As Sidhon swims and flounders out towards the reef, he makes liberal use of mage hand to keep crab pots together with their owners. Swim 01: 1d20 + 0 ⇒ (11) + 0 = 11 1
Swim 06: 1d20 + 0 ⇒ (13) + 0 = 13 3
Swim 11: 1d20 + 0 ⇒ (10) + 0 = 10 6
Swim 16: 1d20 + 0 ⇒ (16) + 0 = 16 9
Swim 21: 1d20 + 0 ⇒ (9) + 0 = 9
Sidhon isn't wearing any armor, and is leaving everything except a loincloth and 50' of rope behind in his (locked) chest. 'well that had to be one of the most uncomfortable near-death experiences I've ever had.' Sidhon thinks to himself once reaching the reef, as he takes a moment to float and recuperate.
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