(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg's sequence of actions (I assume the five are night-day-night-day-night?) are: 1) Sleep (recover from fatigue!)
Can you remind us what the rolls/DCs are? Thanks!
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Regardless of how the loot gets divided up, Zorg will purchase a whetstone (2 cp) and will spend each morning using it to sharpen any daggers that have seen use the previous day (+1 to damage on first successful hit). He will also stock up on a sling and bullets (1 sp) and alchemical items: acid flasks (4 @ 10 gp each), tanglefoot bags (2 @ 50 gp each), and thunderstones (2 @ 30 gp each). He's disappointed to find that there are probably no flasks of alchemist's fire for sale, for obvious reasons. Total cost of shopping spree: 230 gp, 1 sp, 2 cp
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
One more hp is good for me, given he's now up to a whopping 13 for 3rd level! Pathfinder Society probably won't work in our case as we can't be goblins and kobolds without special boons that are pretty rare (given out at Cons). So unless Sidhon and I want to switch characters, it's a non-starter and not really worth looking into the details.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
hp at 3rd level: 1d6 ⇒ 2 So that's 2 hp given the Frail flaw. I'm putting my rank in Survival. Zorg is interested any (or all) of the daggers, even though they're a little too big for him (according to CRB, this means a -2 to attack rolls, but they do 1d4 damage instead of 1d3). He's not proficient with anything else. He's also interested in his share of the 7 potions. I calculate 307 gp per PC, not counting any gp we get for selling loot we don't want. Let me know if that's not correct. Once we've divvied everything up, he'll go shopping!
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Round 7 attack Seeing Maheem hit the deck, Zorg instead aims at Fipps. "So very... what's the word?" As he flings his dagger, he screams "CORPULENT!" dagger (attack): 1d20 + 8 ⇒ (19) + 8 = 27 Possible crit! dagger (attack): 1d20 + 8 ⇒ (16) + 8 = 24 Critical? damage: 2d3 ⇒ (3, 2) = 5 Round 8 attack Zorg will cast a spell on Fipps (if he's still standing, or Narwhal if Fipps is down). Daze, Will DC 14
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg will go "stabby stabby" again at Maheem, flanking with Noonan... I'm assuming the +2 for Noonan won't help him with the natural 1 there attack(dagger): 1d20 + 2 + 3 ⇒ (1) + 2 + 3 = 6 ...miss wildly, and then back up 5 feet, trying to put some distance between himself and swinging arms.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Against whatever good judgment he has, Zorg steps up to one of the brutes already engaged with a companion of his and stick him with his cute goblin-sized dagger. As he does, he also momentarily reminisces how all the mayhem, what with the punching and the knifeplay, reminds him fondly of his early home life. I don't know where people are now on the map, so flank with the nearest ally he can get to without provoking an AoO. Also invoking advantageous distraction, +2 to AC for one round dagger: 1d20 + 2 + 3 ⇒ (17) + 2 + 3 = 22
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Sure... intimidate: 1d20 + 4 ⇒ (12) + 4 = 16 Zorg barks out in frustration ("ARRRRGGHHH!") as his spells continue to be shrugged off by their foes. He tries again. daze on Fipps, DC 14
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Seeing the blob that is Fipps waking from his earlier spell, Zorg will scurry to a spot away from any melee danger (taking a 5-foot step instead if necessary, I'm not sure where on the map everyone is currently) and try to keep him from doing any damage. Daze If it appears successful he taunts him, against his better judgment: "Aww, is the blob still sweepy from his wittle nap?"
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
No, you're right, the APs definitely work better for a continuous group (a home game or group of regulars that get together somewhere else). I think they take certain sections of the modules to be the ones that are relevant for Pathfinder credit. It'd be great to have you join the group of potential GMs at New Paltz. First Steps will be retiring this summer, but they are going to replace them with other Tier 1 scenarios that are more specific to the current season plotlines. And, yes, if we get interest from new players, it would be good to have those occasionally, or at least the Tier 1-5 ones like we're starting to play now. I can't wait to run my June game (the 21st) - it's going to be a hoot. :) It's already up on Warhorn, btw.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Hey, GM - Did you see this? The Skull & Shackles adventure path will soon be open for Pathfinder Society Organized Play and credit: http://paizo.com/paizo/blog/v5748dyo5lerl?Ransom-on-the-High-Seas I don't have any experience with the APs for Pathfinder Society, but thought I'd pass it along.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg squeaks as Maheem socks him, but then bares his many pointy teeth in a wicked smile as he sees two of their assailants drop into a nice little nap. He steps back 5 feet from Maheem and barks an incantation. Cast daze at Maheem, DC 14 Will save or be dazed for 1 round, unable to take actions
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
This is sleep, so it's 1 minute per level (2 minutes). Also, I hesitate to remind the GM that this is a 1 round spell, so it doesn't take effect until the very start of my turn in round 2.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Yes, it turns out I do have a CLW. I would've tried to have that on me, if possible. Zorg groans audibly as the two toughs approach them by the trap door. "Uuughh. Don't you lot ever learn?" He then starts to chant and gesticulate. Cast sleep on Fatt Fipps and Narwhal the Dwarf, Will DC 15 to negate. Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Hi, all - I agree that we want to keep it to 4 players - I think this will keep things from slowing down too much, particularly during combat. I'm fine with inviting anyone that the rest of you know. As for VTT, we may want to see what this 4th player thinks about the possibility. If they are interested, we can give it a try. If not, well, you've got a majority of folks that are iffy for one reason or another (as we do now), at which point it may be better to just all try to post regularly so the game can proceed steadily. Either way, a live game once or twice a year is a possibility, if I have enough notice.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Tonight's not the best for me, unfortunately. More broadly, I get the sense from responses (or rather, lack thereof) that the enthusiasm for live virtual tabletop component to this game is lukewarm at best. I myself would be all for it - I think it'd be fun to highlight major events/battles - but I do have a sort of general agreement with Amanda to limit gaming to two nights a month, which is already taken up by PFS in New Paltz and the game next door. Play by post doesn't count, but VTT would. I'm reticent to go beyond that in the interest of having enough time with my family. So if I've been less than super-excited about it, that's why. If we do it occasionally, I will try to join in but a good amount of advanced notice will help.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
I'm OK with the occasional Roll20 session if it fits my schedule. I have Skype so that's fine. I'd like to use the image that's on the Obsidian Portal site. I can e-mail it if necessary.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Day 15:
Zorg does a fair job during the day swabbing the deck but is so intent on his work that he is unable to successfully avoid all of Fat Fipps' attempts to trip him up. He also gets very happy very quickly with the evening's rum. He'll take the opportunity to continue selling the virtues of pirate life (and specifically, pirate life with companions such as his) to Tilly. Diplomacy (influence NPC): 1d20 + 5 ⇒ (16) + 5 = 21 The above result should be modified by any bonus to Charisma due to the effects of the rum, I think. Day 16:
Zorg continues his diligence on the deck and is much more adept at dodging the fat man's intrusions.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg is visibly excited about the training and he is nearly shivering with excitement. "Arr... this be something I ken do well!" He hops in the boat with Noonan, flashing him a maniacal toothy smile that may've been more unsettling two weeks ago, before the two became acquainted. Ranged attack: 1d20 - 6 + 6 ⇒ (14) - 6 + 6 = 14 Zorg hurls the grappling hook which lands over the side of the ship with a satisfying clunk. He then tugs it taught and begins shimmying across the rope toward it, making good progress as he attempts to dodge the objects being hurled at him from the rail. Climb #1: 1d20 + 5 ⇒ (19) + 5 = 24 20 feet to go
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
No bonuses, so here's the Diplomacy roll for interacting with Tilly. Anyone want to also interact with her to possibly aid another? Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Can we be taking 10 on these day job checks? I'll roll just in case the answer is no profession(sailor) day 12: 1d20 + 5 ⇒ (9) + 5 = 14
The hug from the reefclaw had been a bit uncomfortable, but after healing, food, booze, and then sleep, Zorg wakes up feeling refreshed and regales the nearby sailors with more sea shanties as he sews the sails. He's even so content that he will attempt to focus on one of them (preferably one who is currently neutral toward his group) and sway them to be a bit more friendly. This is the influence daytime action - does this involve a diplomacy check? Each night after dinner, he happily takes his rum, but only once per night. Fort check: 1d20 + 2 ⇒ (10) + 2 = 12
Is there anywhere on the ship we haven't explored? I can't recall. If so, Zorg will attempt to sneak around the first night The second night, for some reason, the rum lands hard. Really hard.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg will gladly accept one of the minor potions (pocketing it rather than using it), and just as surely accept his ration of rum for the evening after a better than average dinner. Fortitude: 1d20 + 2 ⇒ (18) + 2 = 20 However, being a little hurt from the reefclaw attack, he decides (uncharacteristically) to turn in early in the hopes of feeling a bit better in the morning. I'm guessing he'll regain 1 hp as a result...
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
It's a possibility - it would depend on the night, of course. We may also want to wait until Paizo's own VTT comes out (Paizo Game Space). They're in early beta testing now, I believe and it really seems like they're trying to make it the most user-friendly one out there.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
At this point Zorg begins yelling as he struggles to wrest himself from the thing's claws. That is, until they go underwater, at which point he has the sense to close his trap. Escape Artist: 1d20 + 5 ⇒ (8) + 5 = 13
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
We'll see if the reefclaw truly finds this goblin "tasty"! Zorg continues to struggle against the creature, hoping its recent brush with acid will make it easier to escape. Escape Artist: 1d20 + 5 ⇒ (3) + 5 = 8 Well, at least my rolling is consistent!
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Ah, yes... I forgot. Scratch previous post. Zorg wriggles in the claw of the creature, trying to slip free, all the while cursing in Goblin. Goblin:
"Aaar! Let go of me, you sponge-sucking bottom feeder!" Escape Artist: 1d20 + 5 ⇒ (2) + 5 = 7
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg will take a step back and hurl his dagger at the lobster-creature. He then notices a very pretty seashell on the sand by his feet. "Ooh! Opalescent!" 5 foot step, then throw dagger with Point Blank Shot, then Advantageous Distraction (AC becomes +2 or 19 for 1 round) dagger attack: 1d20 + 9 ⇒ (12) + 9 = 21
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Not much he can do without provoking an AoO in this round, so... Zorg emits a high-pitched squeal in surprise ("Aaaugh!") and retreats a few feet while drawing his dagger. 5 foot step back away from the creatures. If you have a +1 BAB or higher, you can draw a weapon while moving
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg sidles up to Sandara after noticing she's been having luck... I'm assuming these crabs are 10' below the surface or less, given your hint, GM! Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Zorg grabs one, no problem, and throws it in his pot, then races back to get another one. Perception: 1d20 + 6 ⇒ (5) + 6 = 11
"Yar! That's how ye do it!" Perception: 1d20 + 6 ⇒ (8) + 6 = 14
"AAAR! Har-HAAAR!!" With the sound of his fourth crab hitting the pot, Zorg commences his requisite 'happy jig,' bouncing back and forth from one stubby leg to the other.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg stops waving his pot in glee and focuses on the shallow water around the sandbar, searching for crabs. perception: 1d20 + 6 ⇒ (14) + 6 = 20 Having found one, he dives after it. I don't know how we're determining water depth, so I'll give you a couple of rolls swim: 1d20 + 5 ⇒ (2) + 5 = 7
He splutters on the beach as if he suddenly forgot what is generally required to move while in water. swim: 1d20 + 5 ⇒ (14) + 5 = 19 He finally remembers how to swim and then... swim: 1d20 + 5 ⇒ (3) + 5 = 8
*splutter* *GLURG!* He stands up and lets out a cry of frustration. He bares his pointy teeth at the water and dives in a third time. swim: 1d20 + 5 ⇒ (7) + 5 = 12
...and finally lunges for it! CMB: 1d20 + 0 ⇒ (12) + 0 = 12
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
Zorg's swimming:
swim: 1d20 + 5 ⇒ (20) + 5 = 25 30'
Yalla has a Swim speed (15') and a +14 to Swim checks. I think have the movement speed means she doesn't have to make checks except in particularly rough conditions. Let me know if you'd like me to roll anyway Zorg alternates between olympic-quality swimming and floundering until he's under more than twice his height of water. With a last push, he reaches the sand bar with Yalla scampering onto the sand beside him looking like, well, a drowned rat. Except not dead. When he realizes that he made good time relative to the group, he jumps up and down maniacally, waving his pot in the air for some reason. "Yaaar! Har HAAAR!" Yalla has a Swim speed (15') and a +14 to Swim checks. I think have the movement speed means she doesn't have to make checks except in particularly rough conditions. Let me know if you'd like me to roll anyway
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
sense motive: 1d20 + 1 ⇒ (2) + 1 = 3
The storm over, but the routine disrupted, Zorg goes about his duties in earnest, but with noticeably less alacrity. He doesn't even sing.
(hp 4/10 | AC 17 (T 17, FF 11) | CMD 15 | Fort +2 | Ref +5 | Will +2 | Init +5 | Perc +6 | Prof (Sailor) +5) goblin witch (sea witch) 2
OK, Zorg is leveled up! I had to change one of his traits because I realized they were both racial traits which is against the rules. Besmara's Blessing seemed a good replacement given his life at sea. For the bonus class skill, I chose Perception, seems the swabs often have tasks where they may need to be on the lookout for things (such as rats or parts of the deck that still need scrubbing). He's already got Profession(sailor) as a class skill with 2 ranks in it (by choice, one at each level). How are you handling hit points gained at new levels?
|