Dr Davaulus

Sterling "lumpy" Lumpkin's page

811 posts. Alias of LitanyOfCurses.


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Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling shrugs. We work towards the same goal, for now that is enough. Time and actions will tell the rest. I have a few ideas. So, in the spirit of trust, I'll tell you,that I'm making a universal translator. It should be ready tomorrow.

Seeing as they have a written language here, maybe we can get information that would otherwise censored by the church. Maybe even something about Rantherus.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

The word 'friends' hits his ear like clashing tin. He stares at her. Friends trust each other, don't they? The truth is that you don't trust me. And I fail to see why.

Have I lied to you? Have I stolen from you? Have I plotted behind your back?

Truth is, friends support each other. And in the heat of the moment in a hostile world, friends back each other's play, even when they think it may be wrong. Especially when they think it's wrong, because they trust their friend has their best interests at heart.

I'm not angry. I just don't think we define friendship the same.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling hastily but carefully covers his work with a sheet. He gets up and unlocks and opens the door. What can I do for you Captain?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling holes up in his lab. Occasional curses, and yips of success issue through the wooden walls.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I don't think that finding someone to play a wizard gestalt would be hard.

It'll make combat insanely hard with 3 though.

Still, I'm good with pushing forward.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Did we lose Luna and Paul


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling will be working for a day and a half


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

GM:
So I'm just imagining the group voting for a leader without me? I'm just imagining they undercut me, when all I do is keep them safe and push them closer to our goal?

So I am truly alone. You are dismissed


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

GM:
Sterling smiles and lets out a genuine laugh. I'm so use to people trying to screw me, that I never even considered they'd be competent and courteous. Sterling pats Salazar.

It's also funny that the rest of the group didn't ask why I fought so hard to get Forques as a first mate after she punched me in the face...hard He laughs again It's like I'm playing chess, while they're playing checkers.

He looks at Salazar excited. I mean it was brilliant. People of self righteous moral high ground are so predictable. I kept telling them, we're heading for demon island, at least some of the crew will revolt. More than likely we'll have to put them down. But all I hear back is 'if we have happy thoughts and clap real hard, Tinker Bell will live'.

Knowing group dynamics, like minded people will form cliques. What better way to purge the crew of those suffering from a self righteous moral code. I didn't think it would happen with just one insult, but she played into my hands. Forques should be thanking me.

Sterling frowns a bit. The ensuing coup, I did not foresee.

It's unbelievable, I secure a portable hole. Gather enough resources for our journey. Negotiate every aspect to get us on the water and underway. My thanks...

Sterling leans back. I fully expect to see a naval armada guarding another massive demon wall, we may or may not be able to get through. All I really know is, you're my only friend. He pats Salazar again


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

GM:
So you're saying the fish are probably chewing on our wooden hull right now? Sterling motions to Salazar to head out. Go tell our captain, she'd better hurry.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

GM:
Sorry to hear that Salazar. You're healed up now.It seems that every harbor has an army protecting it. We will need to think of a way to neutralize or bypass them. Once I'm done here, we'll take a look at the city. I've seen writing, which may mean books or scrolls.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

GM:
Sterling seems distracted. The loss of his stealthy companion was disconcerting. He looks at the second mate. Does he have a name? Although it may seem otherwise, we have the same goals.

My aim is only to reach our goals with as little risk and greatest reward as possible. I fear she is far too naive about current situation. While Luna had no concerns about undermining my authority, I find no advantage in doing the same.

That said, Your words mean something to me, and will not be forgotten. What I work towards is freedom. Freedom from the church or any agency who would tell me what I can and cannot do, what I can and cannot think, what I can and cannot say. The freedom to turn opportunity into advantage. If freedom is not given, then it must be taken.

You can find your freedom with us. Leave me. We'll speak again.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling waits for Salazar to return with the report. He then heads down to the lab.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling silently sends Salazar over the side to reconnoiter the harbor

Stealth +20
Stealth Salazar: 1d20 + 20 ⇒ (10) + 20 = 30


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling spend nearly all his time in the lab. He makes an appearance on the deck as the port comes into view. The banker summons Salazar


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

can you mark the map with the port?

how many days passed between events?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

He's got the right idea. Sterling heads off to the lab.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13
Luna R. wrote:

"I have to agree with Paul here... She wasn't establishing her superiority over us, she was counseling us, and rightly so... on these waters she is First Mate, and it she is in charge of the crew and morale, and we are the clueless owners... I, personally, WANT the crew to follow her lead, that's what we pay her for!"

"Hopefully when push comes to shove, her lead and ours will be the same... why do you always assume everyone is against you, Sterling? You have a very negative view of the world and other people."

When a manager pulls someone aside to talk to, its counseling. When a manager corrects someone in front of subordinates, its dominance. There was nothing right about it.

A negative view of this world and people? I don't know if you've been keeping up on current events, but this isn't a Disney theme park we've been pulled into. Only a moron wouldn't constantly be doing risk assessment. And I don't think you or Paul have the balls to do want's necessary


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling smirks at Paul What do you think is going to happen when we make our final push to Rantherius? Through a blockade of a church armada? Make no mistake, Forques challenged all our authority. She made sure the crew understood that she was on top, and we are just the clueless owners. When push comes to shove, and it is coming, the crew will follow her lead and not ours.

I stepped up to every challenge, and I have no problem being the a$$hole, if it gets us to our goal in one piece. Exactly what skills does she bring to the table that can't be replaced? I hate to break it to you, but we're marching off to war. Tip toeing around peoples feelings and being politically correct will not further our cause. Keeping our crew from dying and keeping this ship running will. Her blase attitude towards losing a crew member needed to be addressed, and I stand by it.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

big time, and also helps explains why I took her mutiny talk as a threat and not a warning.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I find it ironic, she talks about undermining authority, when she did the exact same thing to Sterling moments earlier.

Sterling follows Luna. Ok, talk


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

how is being annoyed at a flippant comment losing it?In real life her insubordination would get her fired. Subtle threat of mutiny would get her lashed.

I'm not panicking and your threats don't scare me. You are relieved of duty. You will find your port of harbor at our next stop.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13
mdt wrote:


The first officer directs them to use buckets to wash the blood and guts off the deck. The crew seems not much upset, from the PCs viewpoint. "Damn, haven't seen a gold wyrm since I was a knee-capper on my daddy's old ship." She says, while watching the crew clean up. "You and your friends sure got guts, taking on one of those. Usually takes a whole crew and you lose four or five, to run 'em off. They got a nasty streak when it comes to humans. And that's the biggest one I've heard of, he made a snack out of 'ol Pete. Or she did." The woman says, looking thoughtful. "Wonder how you tell the difference?"

Are you high? Sterling says somewhat annoyed. He shakes his head.

Drill them today and everyday. I don't want to lose anyone else because they're too slow to jump out of the way of gnashing teeth.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

move 160? AC 34+, Grab, swallow whole, constrict, at least one spell like ability Protection from X? what CR is this thing...8 maybe 9? Holy Bazoly

It would be useless to sent the water elementals after it, since they would be far too slow. lol Sterling instead tells them to patrol the outside of the ship. Sterling pulls himself on board. We lost a man, we need to put some sort of barriers to prevent these devil fish from jumping up and eating people.

Something like this, but sharper and nastier.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I forgot Luna's fortune. reroll aoo
1d20 ⇒ 10


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

how fast does it move?

3d20 ⇒ (17, 1, 3) = 21
1d20 ⇒ 18


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I assume they need a nat 20

attack: 1d20 ⇒ 7
attack: 1d20 ⇒ 13


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

just got off work, and made a mistake. it happens


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13
Quote:

Ability Score Damage

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

It's reads like the spell should be considered ability damage


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

reading the spell, you may be right


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

it's considered ability damage


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Spells and Critical Hits

A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I really needed that reroll Luna, Thanks!


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling calls for the elementals to charge attack from the rear, ensuring at least one will flank with him.

Water Ele 1 Charge, Flank
Attack: 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Water Ele 2 Charge
Attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Water Ele 3 Charge
Attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Sterling understands that it would be easier to touch the creature, than get through its armor, with his free hand he cast a spell.

Swift Action: Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Standard action: Corrosive Touch [Defensive Cast]
Competent Caster (Ex): You automatically succeed at concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.

Touch Attack: 1d20 + 3 + 6 ⇒ (1) + 3 + 6 = 10
Touch Attack reroll: 1d20 + 3 + 6 ⇒ (17) + 3 + 6 = 26
Damage Acid: 5d4 ⇒ (3, 4, 4, 1, 2) = 14


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Fyi my AC is now: AC 23, touch 13, flat-footed 20 (+6 Armor, +4 Shield, +2 Dex, +1 Luck)

Sterling lunges at the monster as it comes right at him.

Broadsword, nine ring +1
+4 to Hit 1d8+1 ×3

AOO: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sorry Luna, you'll have to swim up after the creature goes. Fingers crossed, I'm not swallowed whole :P LOL


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Water elementals

Melee slam +7 (1d6+5)

Water Ele 1
Attack: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Water Ele 2
Attack: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Water Ele 3
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 5 ⇒ (4) + 5 = 9


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling yells Salazar!

Swift action: Mythic point 1 to summon
Broadsword, nine ring +1
+4 to Hit 1d8+1 ×3

Standard Action:Summon Monster III (Sp)

Number Of Small Elementals: 1d3 + 1 ⇒ (2) + 1 = 3

Position elementals in flanking postions

Small Water Elemental:

N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0
Immune elemental traits

OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d6+5)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery

STATISTICS
Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan

SPECIAL ABILITIES
Drench (Ex)

The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

Vortex (Su)

A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery (Ex)

A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Normally I wouldn't care, but...Given the creature without a dex bonus, and at a negative 2 for blindness, it would take a nat 20 for me to hit. Plus the ability to get a free grab and constrict, Plus I'll be fighting underwater, where it probably excels. I would guess it going first would be a death sentence for my character. so...

Link

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier(highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

If the creature and I have the same init, shouldn't sterling go first since he has the bigger bonus?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

it will just keep battering the hull and sink us, if we dont go in


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Actually Undine is the best choice, 30 land 30 swim, darkvision 60'. it has it all


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Crap that is third party. the only thing left merfolk with lowlight vision, but I would have to move to edge cast then drop in the water


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Talorani


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

crap, I thought they did. It makes little sense an underwater race couldn't see in dark water :P. If you give me the opportunity, I'll choose Talorani instead. it has darkvision 120


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Swift Summons Armor. 1 MP. I'll jump off the side that seemed to be hit. We should have moved opposite the hit, so if we move sideways port, I would jump starboard


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

We'll have to assume the summoned weapons will have favor underwater.

can I use a mythic point to summon weapon as a swift action?

Standard Action: 1 mythic point : cast Alter Self (Gillmen +2 Str)

If I can swift summon weapon, I'll jump over the side...else wait


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Let's do it. My summons won't keep it from ripping the hull apart.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Paul, can you cast a way for us to breath underwater? We may need to follow it in


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

ref: 1d20 + 7 ⇒ (3) + 7 = 10

Sterling scrambles to his feet and quickly casts a summons spell.

Move action stand

SA: SLA Monster summoning III

Water elementals: 1d3 + 1 ⇒ (1) + 1 = 2

Aquan:
While pointing to one elemental. Go to the steering wheel and keep it steady

to the others A gold colored large alligator is near the hull of the ship. Find it! Kill it!

The previously summoned Elementals pop from existence, replaced by new ones

Aliases


Sasquatch
Draingore the Wretched

Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11
(358 posts)
Harsk
Granite Tonne
(9 posts)
Sylph
Ice Storm
(63 posts)
Mage Slayer
Klang Slaughter

HP 46/49 | AC 23 | T 18 | FF 16 | CMD 20 | Fort +13 | Ref +11 | Will +14 | Init +4 | Perc +11 (27 posts)

LicketySplit
(0 posts)
Mithral Scarab
Penta Slaughter

Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6 (86 posts)
Bullying Brawler
Roth Vaughn
(91 posts)
Island Defender
Salacious of House Vakazar
(22 posts)
Isilda
Scintillate
(23 posts)
Dr Davaulus
Sterling "lumpy" Lumpkin

Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13
(811 posts)