Skull and Shackles: Red Sky at Morning (Inactive)

Game Master DBH

Red sky at morning, sailor take warning.

Loot list

Plunder & Infamy Tracking Sheet

Ship and Fleet list

Isles of the Shackles Map


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...and you do it so well.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Uh oh... Percival's in a bit of trouble.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Who are we waiting on?


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Rhialla then the ghoul.


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The loot list has been updated.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Will I be able to punch the crab as it climbs down the tree or is it still too high up to punch?


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You can delay your initiative to go just before the crab does, but you won't get to do anything else in this free round.

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

I will post tomorrow prolly, traveling and beat.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

So, are we waiting on Percival?

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

oh man I can just picture Jaina with crab claws tied off to her hands punching things... It makes me smile!


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Improvised weapons. :)


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I was thinking Klingon Bat'leths


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

O_O

That... would actually work better. According to this:

PFSRD wrote:

Weapon and Armor Proficiency

Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff.

This replaces the normal monk weapon proficiencies.


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Crab Bat'leth: 1d6/1d6 x2 — 4 lbs. B double, monk


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Pay no attention to "He-Who-Walks-Between-The-Rows"


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Whew, The Saga of Aaron Ivy. Oh, and DING level 3. Please post your updates to your character here (since this is an odd numbered level if you take the average for hit points, round down).
Remember, you can roll for your hit points. If you roll less than the average for your hit dice you can then take the average (rounded up or down depending on what level you are (odd numbered level= down, even numbered level= up)).
Example: Randall at fourth level rolls a four for his hit points. Since the average for his hit dice is 4.5 (d8=4.5) he would round up to 5. At fifth level if he was to roll another 4 it would stay at 4 (4.5 rounded down = 4). Anything rolled over the average would stay as rolled.
This is a change from the previous level (since we already rounded up at 2nd level there is no change to anyone's current hit points). Any questions?


Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Level 3:

Hit points: 1d8 + 1 ⇒ (7) + 1 = 8
FC bonus: +1 Skill point

Spells known:
0-Ghost sounds
1-Silent image

Skills: (9 total)
Bluff +1
Climb +1
Diplomacy +1
Perception +1
Perform (sing) +1
Profession (sailor) +1
Spellcraft +1
Stealth +1
Swim +1

Feats:
EWP: Scorpion whip
Apparently, with the latest errata, to use the Scorpion Whip as I've been using it requires both proficiency with the whip and the scorpion whip.


F Kobold Oracle 6

Are crafting feats allowed? If so, Neela would like Craft Wondrous Item as her feat.

HP: 1d6 + 3 ⇒ (2) + 3 = 5 = 6HP (1/2 HP rounded down).
+1 Fort
+1 Ref
2nd level spells: Glitterdust, Web
Skills (6)
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (history)
Knowledge (religion)
Spellcraft
Feat: Craft Wondrous Item.


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Yes, they are allowed. This is not PFS.

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

hp: 1d10 + 2 ⇒ (9) + 2 = 11

BAB +1
Fort+0
ref+1
will+1

Skills - 2+int mod of 2, +1 FC
profession sailor +1
Bluff +1
Diplomacy +1
Intimidate +1
Perception +1

Feat :(class)Armor training - reduce armor check penalty by 1 and increase maximum dex bonus by 1. Can now move normal speed in medium armor.
Comobat reflexes - You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed


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Percival, you still have one more skill point to spend. You forgot to add in your +1 Human bonus.


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As far as being "Banged up" as Percival put it I just want to remind you that, according to the loot list, Jaina, Percival, and Rhialla are all carrying potions of Cure Moderate Wounds as part of their reward for taking the Man's Promise.
Also, you have a potion from "The Fields" which needs to be identified.


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Since we are coming up on an area that many consider a meat grinder I wanted to post this so, you know...just in case.

Dead

When your character's current hit points drop to a negative amount equal to his Constitution score plus his level or lower, or if he succumbs to massive damage, he's dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).

Certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.

Back when I ran in 3.5 and everyone died at -10, regardless of how healthy or frail a character was, I allowed players to add (or subtract) their Constitution modifier to allow a little more breathing room. Sometimes even that didn't seem enough (poor Gordon, I think the party got rich off the loot from his dead corpses) so I let them add their level as well. Since Pathfinder has gotten rid of the hard-coded death threshold I decided to get rid of the Con modifier part and just keep the plus his/her level cushion.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Sorry I haven't been posting lately--I'm in the middle of editing and finalizing my honours thesis and it's been taking up my time.

HP Gain: 1d8 ⇒ 3 Taking average: 4 +1 HP for Favoured Class Bonus = 5

New Feat: Improved Grapple (+2 to CMB for grappling, no AoOs for grappling)

New Class Feature!
---Versatile Improvisation (Ex): At 3rd level, as a swift action, a monk of the empty hand may use an improvised weapon to deal damage as if it were another type (bludgeoning, piercing, or slashing) for 1 round, regardless of the weapon’s normal damage type.

This ability replaces still mind.

New Class Feature!
---Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed. (+10 ft)

---Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

+1 BaB

+4 Skill Ranks
-+1 Acrobatics
-+1 Climb
-+1 Intimidate
-+1 Perception


F Kobold Oracle 6

That is a good rule - it makes sense as damage scales up to scale up the death threshold.

-Posted with Wayfinder


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Jaina, looking over your character and by my calculations your CMB should be +6 (+3 Strength, +3 Monk level) and +8 with grapple not +5/+7. Furthermore, your CMD should be 20 (10+2 BAB, +3 Strength, +2 Dexterity, +3 AC bonuses (+2 Wisdom, +1 Dodge)) and 22 v. grapple.


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One big, happy family


Female Human Cleric 10 HP: 68/68 | AC 21/13/18 | Fort +9, Ref +5, Will +11 (+12 vs Charm/Compulsion)| Init: +3 | Perc: +9 | Channel 7/7 (5d6)

Channel energy 2d6
1 second level spell per day
2nd level domain spell
+1 BAB, +1 Ref
Feat: Extra channel
Heal +1
Sense motive +1
Spellcraft +1
Profession (Sailor)+1


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Rhialla, Need your hit points.


Female Human Cleric 10 HP: 68/68 | AC 21/13/18 | Fort +9, Ref +5, Will +11 (+12 vs Charm/Compulsion)| Init: +3 | Perc: +9 | Channel 7/7 (5d6)

1d8 ⇒ 8


Female Human Cleric 10 HP: 68/68 | AC 21/13/18 | Fort +9, Ref +5, Will +11 (+12 vs Charm/Compulsion)| Init: +3 | Perc: +9 | Channel 7/7 (5d6)

Fixed.


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Sorry everybody, It's been a couple of hectic weeks both at work and at home. I will get us moving along later this evening.

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

it happens sometimes!


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

I like how Jaina's being a sensible killjoy and climbing down instead of doing a crazy dive. Y'know, despite fighting with a Crab Bat'leth and having jumped into quicksand to punch a frog.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Oh, and I kinda forgot to tell you guys this, but the GM allowed me to rebuild Jaina as a Brawler.

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

neat!


Female Human Cleric 10 HP: 68/68 | AC 21/13/18 | Fort +9, Ref +5, Will +11 (+12 vs Charm/Compulsion)| Init: +3 | Perc: +9 | Channel 7/7 (5d6)

Nice. I figure Besmara's kind of crazy reckless sometimes and a cleric of Besmara might act a bit like Captain Jack Sparrow at random moments.


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Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Let's be honest--almost ALL of us have acted like Captain Jack at some point so far.

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

Im not sure I deserved that....

I may have deserved that


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I'm going to assume that everyone took a swig from the potion of Water Breathing, just to make my life easier.

Also, please take a moment to familiarize yourself with the underwater combat rules found here: Link


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I screwed up. Thinking about it yesterday, the grindylows shouldn't have gotten their bite attack during the surprise round. You can only take a move or a standard action during the round.
Making an attack with a secondary weapon (i.e. bite) would require a full-attack actions which they just didn't get.
Fortunately it looks like only one of them hit with it's bite, so Percival can just ignore that attack and take 1 hp back.

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

*shakes fist*.... just kidding its all good


Male Human (Varisian) Bard (Sea Singer) 2
Character Information:
[HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14]; [Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5]
Skull & Shackles: Red Sky at Morning

Percival, I notice that you are still wounded from the night before. If so take 1d8 + 3 ⇒ (1) + 3 = 4 from Cure Light Wounds.


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Since 3D is hard to represent on a VTT the tokens with the little squiggly lines are currently underwater.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Eep... really sorry about slacking off, guys. I'll make sure to get a post up next round.


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Just to sum up. Grindylow #4 is on the cavern floor fighting Percival. Randall is swimming/hovering somewhere in the middle of the cave. While Grindylow #6 is attack Jaina on the surface.


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Just an FYI. I'll be leaving on vacation tomorrow and won't be back until the 28th. Although I'll have my laptop with me expect updates, if any, to be sporadic at best (depending on how tired I am after slugging through Disney and Universal all day).


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Tap, tap, tap.
Is this thing on?

Dark Archive

Male Chelaxian Human Fighter 9 HP 75/75 subdual 75/75 AC/Touch/Flat 19/12/17 | Fort/Ref/Will +12/+6/+6 | Init +3 perception +5, climb+9, Intimidate+10,Prof. Sailor +9,Swim+8,

I ish here but you knew that i think


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Loot list updated.

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