Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
is the side of the stairway open? Guard rail? Or solid walls? If either A or B, Willis will fling the hammock at #4 to entangle him. Attack 1d20 + 4 ⇒ (1) + 4 = 5ranged. Otherwise I'll jut stand there and scratch myself.
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Willis hustles along the edge of the ship, maneuvering around the stairwell to attack from behind... Double move to get to the square UNDER the 3. Also, still looking for something to use as a club. Just for fun Acro 1d20 + 9 ⇒ (19) + 9 = 28 to get past all those containers in A2, and Perc 1d20 + 7 ⇒ (9) + 7 = 16 to find a weapon. Or can I use a hammock as a net?!?!??! If so, same move and then pull down the hammock in square 3 :)
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Init 1d20 + 5 ⇒ (16) + 5 = 21 Willis is woken from his very pleasant dream to see Sandara shoved down the stairs. He sees the other crowd around, and realizes he should hang back, and observe what goes on. But it never hurts to be armed either, so he looks for anything weapon shaped in the room Perc1d20 + 7 ⇒ (1) + 7 = 8
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
A wide variety of personal firearms is good. [Jane]I just get excitable as to choice is all.[\Jane] Ship-to-ship weaponry could be fun too, cannons and such. But,if I may be so bold, it may make more sense to have those types of things handled by the NPC crew, with PCS as gun crew chiefs or gunnery sergeants. I'll take the feats needed, as long as it doesn't leave me too far behind the rest of the gang when it comes to mixing it up. If I were to sum him up, I'd say Willis is a battle cruiser- fast, able to operate on his own, but preferring to operate under the cover of bigger guns :)
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Just for future reference: WE "play" M-F more or less, yes? Seems like most people are pretty busy on the weekends, and while I can keep my role-playing-crack-pipe open on my phone, maybe others don't have that luxury? :)
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Willis turns to greet Rosie Sorry to see you hurt miss, I enjoyed your singing last night very much. Sure you don't have a half dozen young halflings beggin for your attention, but you can count me as a friend as long as we're out here. Willis then looks over the rest of the group those blue folk are odd, especially the female. The humans seem alright, but that lady with the horns will take some getting used to. I'll need to sneak about tonight, find out where we are headed. Redneck, you talk as though you've been through this before...
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Well, I've had better first days, but that was a kindness, and I thank ye Miss Sandara. Willis looks over his shoulder carefully Though in fairness, me old mum hit harder. He smiles at the table. I'm Willis, since it looks like we're to be shipmates. In exchange for my lashings, I scouted out the ship earlier, and I may be able to help answer that question, Miss....? Take yer time with the ship stuff. I'll just assume he knows everything from here on out :)
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Willis works at his task, the rough hemp of the lines turning even his callused hands red and sore. He makes small talk about the weather and the work to other crew mates, but as he works from stem to stern, he tries to get the lay of the ship (Shirk). Where are the officers quarters? Is there a day guard? Where is the skiff? Is the ship actually Hell and we're all dead? .... Prof (Sailor)- Shirk penalty 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
GM Valmoon wrote:
Happens :) Here are a few more rolls for you. Climb 1 = 20 ft (Double move)Climb 2 1d20 + 6 ⇒ (10) + 6 = 16 20ft (Double move) Climb 3 1d20 + 6 ⇒ (3) + 6 = 9 halt Climb 4 1d20 + 6 ⇒ (4) + 6 = 10 10 ft (Double move) Climb 5 1d20 + 6 ⇒ (5) + 6 = 11 10 ft (Double move) reaches top. Flips off passing sea birds. Headed down. Climb 6 1d20 + 6 ⇒ (1) + 6 = 7 halt Climb 7 1d20 + 6 ⇒ (16) + 6 = 22 20 ft (Double move) Climb 8 1d20 + 6 ⇒ (10) + 6 = 16 20 ft (Double move) Edit: Looks like I'm 20 ft up at that point. Climb 9 1d20 + 6 ⇒ (12) + 6 = 18 10 ft Jumps off Acrobatics 1d20 + 9 ⇒ (2) + 9 = 11 Oops, takes 1d6 ⇒ 4 falling damage, winces and does jig, with a big finish. Possibly jazz hands. Whats that guy doing? He hasn't even started yet!
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
With a grunt, Willis springs at the rigging. From the top he will be able to survey the ship better, (And figure out where the ships away skiff is tied up. And maybe how to disable the rudder....) Climb 1d20 + 6 ⇒ (10) + 6 = 16
"Last one to the top sleeps with Mr. Plugg!!!"
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
"Well, that was useful..." Willis watches the short scuffle, and realizes fighting is not the way out of this predicament. But maybe... As he reaches the deck, he tries to determine how far it is to land. If I swam through that storm, I can do a couple miles in calm seas... Perception 1d20 + 7 ⇒ (11) + 7 = 18
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
OOwwwwww..... Where the hell am I? Ship? Smells ok. huh, the big people from the bar? owww.... Willis coughs, spits out the nasty taste. Need to hide Any place looking like a good place to hide?
Edit: wow, guess not. It's the side effects of the drugs, I'm tellin ya!!! :)
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Willis eyes the group betting on the big mans air capacity warily. Unaffected by the overt mating signals being given off by the big females, he realizes they are toying with the rough mannered male. Paying no heed to the mating games of the big folk, he turns his attention back to the "recruiters" at the bar. Taking a space 2 stools away from them, he orders another beer, and remarks to the publican "I'm new to this port. Where can a sailor find a berth for the night? And is the singer coming back?"
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Willis starts to wonder if the singer is ok. He keeps watching the men, nonchalantly approaching the bar to try and overhear their conversation. Perception 1d20 + 7 ⇒ (13) + 7 = 20
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Disappointed that the music stopped, Willis looks around the bar, his interest in establishing a professional contact piqued. Perception 1d20 + 7 ⇒ (12) + 7 = 19 Does he notice anyone who appears to be a recruiter? Sitting at a table with a large ledger and a sack of gold perhaps?
Male Halfling Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7
Willis continues eating, with a gusto that may be a bit off putting. The last 72 hours have been a hellish blur, but he knows one thing: he has to get out of town fast, before the Endless Twilight returns to port. Oddly enough, the halfling gunslinger will not be a front line melee combatant :) I see him as the guy zipping along over head ropes, scurrying through holes blasted in the sides of grappled ships, and generally being a consummate opportunist. Hopefully he will be accurate enough with his gunfire that he contributes, but at the very least, he will draw off bad guys to prevent him from setting fires, blowing up powder magazines, and generally being a pain in the butt. For advancement, I figure he'll focus on gunnery oriented feats, possibly to include the ships larger weapons systems.
Willis has no idea what he wants :) he could be a gun monkey, a rigger, a look out, as long as he is getting fed and has shelter from the storm... Re classes: dunno, guess I'd have to see where the adventure takes us, and if this class stays useful to the group. I'm seeing him as a hard hitting skill monkey, devil may care adventurer type.
OOC: wow people get upset at the RP? Isn't that the whole point of this experiment? :) / OoC A hesitant halfling walks into the Maid. His clothing is obviously new, not yet shaped to his small frame. Off white shirt, rust red vest, dark brown breeches, short boots of sturdy leather. He looks around the room in a mix of wonder and wariness, before taking a seat in the small folk tables. " beer, and fish stew girl." he say to the wench, not un kindly, but un polished. When the victuals arrive, he tucks in with a purpose, as if it were his first meal in days.
Sasha Neville II wrote:
hahah, love it.
GM Valmoon wrote:
GM: Thats about all I have to share as well, most game sites are blocked at work (I'm on nights) and my pdf is at home. NO worries, there were a couple interesting sea faring feats, but they are probably mostly redundant with all the official stuff thats come out in the meantime. All Paizo it is :)
GM Valmoon wrote: ** spoiler omitted ** To GM Valmoon: Understood on all points, I play well with others, I promise :) I was asking about the 3rd party book because I used it extensively when I GMed a F2F boats n'islands campaign a couple years back. Did a PBP in that setting as well, you can find it under my DM Ender alias. Looks like a fun bunch of miscreants, if I don;t make it, I'm tempted to get another PbP going myself :)
For GM Valmoon
Question: Ok, so the more I think about it, the less likely I think it would be that Willis would know how to read. Is it ok if I play him as illiterate, but desperately wanting to learn? Or do you think the familiarity with maps that comes as pat of being a sailor would have necessitated literacy? Maybe he is only familiar with words found on charts, and horribly mispronounces signs and such outside his ken?
In a similar fashion, he has never really lived off a ship for any great length of time, so his knowledge of social customs and history will be pretty vague. Not QUITE a barbarian, but not far off either. He'll not go around taking stuff or intentionally causing trouble, he's just socially blunt, though respectful of authority (ie the Captain, etc) as long as they are in view.... Thoughts? Also, how do you feel about 3rd party stuff? I think I still have a copy of Sunken Empires about... |