DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion)


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AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Welcome back, Imm... sorry my own post is so late, but I was at a Celtic Thunder concert tonight and gone for several hours as a result... I am home now and feeling very content and post-concert happy. Mmm... six very sexy men, dancing, singing and playing... can't beat that, except my husband was with me so I couldn't drool as much over them as I would have wanted, lol...

Anyway, it seems Seijiro is quartermaster, and splitting helmsman duties with Variel, which is fine with me. Seijiro is planning on taking inventory of what's on board asap, as well as going over charts and logs present on the ship for any information, like especially the route we need to follow to get where we're going.

Seijiro's bluff is 6, intimidate 8, so he can at least assist Dhaavan where necessary with those rolls.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Guys!

So I looked at the “Ship Improvements” section of the “Shackles Add-On”.

It lists a whole bunch of awesome things we could do for the ship; smuggling compartments, silk sails, armor plating, secret weapon ports – and more. If you haven’t seen it, I’d recommend checking it out. The “Add-on” book is free to have and it has a lot of good details.

Regarding the ship bonuses; most of the prices aren’t too bad, but the key variable is “Craft: Ships”. That’s a skill I don’t have (though you’d think “Craft: Carpentry” would do…).

When we go to do that, it will take a lot of time because of how the “Crafting Rules’ work via cost ratio to silver. Like – several weeks at least for mundane skills.

However, it’s a skill most of us can take. In the long run, if people burn one point on it for “Aiding” the person doing it, that could be helpful.

That’s just something to consider, though.

Oh, quick question via “Rules Clarification”.

I was wondering if Dhaavan can create a Wondrous Item for my guy at some point. The thing is – to craft the item, the caster needs a spell to do it, and Dhaavan doesn’t have the spell in his inventory.

So this is a rules question – can a Caster who is creating a Wondrous Item do so with a Scroll, or in the case of a Sorcerer, do they have to “know” the spell? I ask as some items have a spell requisite in the creation, and I’m not sure how it works.

Okay, thank you for any help in the matter!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

In my experience, having the needed spells makes the recess easier, but is not necessary for wondrous items. Each prerequisite missing adds 5 to the DC at the end. I asked Dhaavan to already make a headband of int for me. Since he doesn't have the spell fox's cunning the DC should be 18. Item level 8 +5 for crafting +5 for not having the spell available. The nice part is you normally can take ten on crafting items.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

I didn talk to Imm about it, and if there is someone that has the spell, and they work with the crafter, they can provide the required spell for me. but as long as you don't ask for an item higher than Caster Level 8 with more than 1 spell i don't have then I can craft it no problem! so what's the item yea need.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Imm - Seijiro has the belt of healing, but I didn't write down the particulars when we were discussing it earlier, i just know it's different from the one in the MIC... can you post them here again for me in the ooc room so I can put them in my notes section of my profile? thanks.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Sounds good. Thanks Dhaavan, I'm eager to get an item crafted.

Two items actually.

One of them is worth 2,000 in coin, the other is worth 1,000 in coin (for parts).

Retail price 4,000 2,000 respective.

To all

Hey guys - the GM asked me to let you know that he won't be able to post any tonight for personal reasons.

He'll be back tomorrow, though.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Well, disappointing that we won't get any GM posts until tomorrow but life has to take precedence over gaming always.

Thanks for letting us know.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Check the sheet about the funding of the items, and lemme know whet spell they need and the castewr level. You're being so secretive, you could message me about them if that's intended =P

I'll be taking it under Dhaavan's own purview how tro manage the crafting que, so let him know if this item needs to be done ASAP otherwise I'll be likely to churn out the cheeper items that only take a day while more expensive ones may take significantly longer due to having to complete other items while crafting. =]


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:

Check the sheet about the funding of the items, and lemme know whet spell they need and the castewr level. You're being so secretive, you could message me about them if that's intended =P

I'll be taking it under Dhaavan's own purview how tro manage the crafting que, so let him know if this item needs to be done ASAP otherwise I'll be likely to churn out the cheeper items that only take a day while more expensive ones may take significantly longer due to having to complete other items while crafting. =]

Very well, then -

In Undercommon:

"Hey! You don't read undercommon! There's a reason this is a spoiler!"

Sheesh!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Looking at the enhancements for ships, Dhaavan do you plan on Putting ranks into craft ship at all? Only reason I ask is for one skill rank you will have a +6 modifier and some of the enhancements require craft wondrous and craft ships (DC:15). We could save a pretty penny that way. Not that we need you to worry about it right now but down the line maybe.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

well that's cool. Next level i'll have to take a rank there, i guess! where's the ship enhancements? They must be pretty cool!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Last couple of pages of the players handout for skull and shackles.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

For those without the players guide...

Improvements to look at to start I think would be broad rudder, silk sails, quick deploy sails.

These three each give +1 to sailing checks. 25% of ship cost plus 500gp

While ram increases damage while protecting our shp during such maneuvers. 1000gp

Last but not least s a good figurehead but Flynn might be able to craft this for us. Cost depends on port and crafter


Island of Empty Eyes Map Current Map

hey all. sorry for lack of posts. when horatio said personal reasons what he meant was i am puking my lungs up fromsome sort of stomach bug. to add fun...my whole family has it to. posting this in between trips to worship at the porcelain throne. im really sorry about the lack of posting. this really has been the week from hell for me.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Well, as for ship improvements, I like them all except Ram.

Basically, the ram is only meant for the forward part of the ship; the bow.

That means to use it effectively we'd need to ram into another vessel "nose first" as it were. That would force anyone trying to board into a bottleneck that is 20 feet in width and 15 feet in length. Not to mention there is a mast right there as well and that also takes a 5x5 space on the deck.

That would mean we could only put 11 guys on the forward deck to board at a time. But they'd all be cramped together and in a hell of a lot of hurt if a fireball, grease spell, or really any mundane spell that has a 15 radius effect was cast on our mast. And any other men in reserve would be charging up the stairs to board and they would be stuck in the effects of the spell (if it lingered).

Meanwhile, the forward deck is sort of tricky, it's kind of triangle. It tapers up to those dimensions (roughly). For a better view, take a look at the map where "B:6" rests. The forward deck is not blocked out, but it is the space above it.

Also, the forward deck (like the aft deck) are elevated by ten feet.

Essentially you walk up stairs and the "officers cabins" are beneath the forward deck.

Battles using rams went out of style (generally) when oars were replaced by sails, because you normally can't "Back Up" once you slam into another ship, unless maybe you try rowing backwards... but a sail powered vessel will be hard pressed to disengage.

But even if our plan was to hold the men on the main deck, push the boat to "Ramming Speed" - smash into the hull of the enemy vessel - well; not only would it probably mean our ships were locked up and couldn't steer or turn, but it would also mean we'd have compromised the integrity of the hull for the other ship.

That means we'd be fighting a battle fast, because it's a good bet the other ship may have a hole in it and possibly sinking. If we want to plunder it, take prisoners, and possibly pirate the ship for our own to resell it - we'd have to move fast and figure a way to stop the sinking (though many ships can take over an hour or even a day to sink, it all depends on the size of the hole and ship).

Typically sailing ships move alongside each other; giving each other the "broad side" of their ship rather than a "narrow side". Then they can fire a "broadside" attack with all their weapons; damage the other ship and crew, and then they throw grapples and kind of drag the ships together, swing across and fight.

That way, if the other ship is damaged or going down, we cut grapples and sail away before we're in too much trouble.

Anyway, sorry for all the information, but I felt it would be better to explain my reasons. Also - ship-to-ship tactics and strategy are something we'll need to consider in the long run, as it's a whole different animal than regular combat.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I'll happily craft a figurehead, by the way; though it is only a cosmetic advantage.

If it matters much, I am already moving the balista to the forward deck as per request. So that will take up more room if have our artillery on the forward deck and attempt to ram a vessel.

As an aside, if we had elected to extend the storage closest outwards, we'd have extra footage on the forward deck for men to stand or shoot from.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Imm - sorry to hear you're feeling so punk. Hope you and yours start feeling better soon.

on the matter of the ship, gotta agree with Flynn. Rams are for oar-powered vessels, not sail-powered.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Hey gang!

Well, I am going out of town for the weekend and won’t be back until Sunday night.

Hopefully I won’t miss too much as the GM has been sick, and Valeros has not posted since last Saturday, so it looks like a bit more planning and social RP for a while. That’s actually a relief, since I’ve been eager to game, and now I’ll be gone :)

In any case, if I miss anything – here are some basic requests:

1. I sent a series of questions to the GM via PM – I am eager for the answers, but as I won’t be here, I can be patient ;)

2. Dhaavan, depending on our journey and relative cost – do you think you can make that item for me soon, or will it need to take more time?

3. For now I am working on some private crafting tasks. You may have noticed me approaching 3 members of the crew. Given the current disposition of most of our crew, I picked these three because they seemed: friendly, physically fit, known to us, and like people who I could trust.

I am basically requisitioning them for a “gun crew” – specifically enlisting them to aiding in loading, firing, and preparing ballista.

4. I believe it is fairly easy for us to move the aft ballista forward to the main deck. I am already prepared to do that. I can move both of them, or one of them – just let me know where you want them. I doubt that task will take more than a few hours, especially if the new “gun crew” is working to help.

5. When we get to town I will probably be buying some mundane goods for myself. Nothing fancy, totaling less then 500 GP (and only if I can find a masterwork Chain Shirt, otherwise, it’ll probably be less then 150 GP).

I can provide a “Shopping List” if needed, or ret-con buying the stuff.

6. Currently Jiro has volunteered to go pick up supplies and stuff. I am going with him to help do any “appraise checks” via aid – and help use “Diplomacy” to maybe ease the cost of items a little in our favor (hopefully). And – worst case scenario – I am also there to help protect him if we get into trouble.

7. I don’t know when we will arrive in port – but if we arrive before I get back, I will likely have some new gear on me. More on that later…

8. My current gear spent/acquired is equal to:

1,800 GP for “Spare Parts” via crafting.
2,310 for the +1 Short Sword

That’s a total spending of 4,110 GP

I relinquished the Bracers of Armor to Dhaavan, on his request. Hopefully he’s willing to remember that when he goes to craft that item I was looking for… ;)

Okay gang, sorry I can’t be there. I’m looking forward to seeing what happens while I’m gone. You all have a great time and try not to get anyone killed – unless it’s the bad guys, in which case – good times!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Don't worry Flynn we won't get you killed. I don't think much will happen till you get back anyways out side of maybe arriving at the port.

Ok so ram is out and the rest will have to wait till we see how much refitting the ship costs.

Immortal sorry to hear about you worshipping at the porcelain throne. Good luck and hope this week ends soon for you before something else happens.


Island of Empty Eyes Map Current Map

Hey everyone. Thanks for the words of support and understanding. That...for lack of a better word...sucked! I haven't been that sick in a long long time. It's quadruple (quadruply? Quadrupely? whatever lol) hard when you have two young kids and a pregnant wife who are also sick. We are all on the mend but are still pretty under the weather. I will have an update later on tonight to move things along and thank you all for being so patient over this difficult time.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Don't worry we are still here and can wait. I am excited to see what happens once we get to port, but the suspense just adds to the tension.


Island of Empty Eyes Map Current Map

Hey everyone...again. Bilbo is putting the finishing touches on his character and should be on in a bit to say hi on here. He ended up going with a Sea Reaver Barbarian instead of a cleric in order to do a little bit of tanking for you all. He should be able to soak up and do a descent amount of damage as well as be a decent help around the ship. So please give him a warm welcome and I will have an update up in an hour or two.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

sounds cool... I think we're good on clerical with valeros if he's still with us (haven't seen a post from him in a very long time)... and with sandara. She might have to take a more active role if we've lost valeros tho. Or maybe I'll end up taking cure light wounds as my next spell when I go up a level in bard. Won't help much since I don't get a lot of spells, but every little bit helps I guess.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

We can track down some wands and such so you don't have to worry too much, and leave Flynn with the spell. You can use up to Cure Critical and Cure Moderate Mass, so basically any but the highest level wands. adn FLynn's got Cure spells too.

I could also make a Page of Spell Knowledge of Diagnose Disease for Flynn cause he has the highest Heal check. The spell boosts their Heal check by for for treating DIseases, so it'll be a lot easier to fight diseases till we get Remove Disease as a third level spell.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Wand wise, you an only craft wands up to fourth level spells. Thus you have all the spells needed for wand healing Jiro. Also, if Bilbo is a barbarian, that might mean that we need to look at who is going to be the helmsman again. Barbarians do not have profession sailor as a class skill unless he uses a trait to gain that ability. Will be interesting to see his character and how things turn out for fifth level.

Having a sea reaver in the group might make the decision for mster of arms different as well. Either way Bilbo welcome to the group whenever you finally get here.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

If he is going to barbarian, I may end up having to rethink my character concept. It may mean more multi-classing (though I would rather not), or theoretically trying to redo my entire character from scratch (if necessary and if possible).

Personally, I think we need a cleric. I can do some healing, and Valeros can also heal - but I think we need someone who can heal via Channeling so we are not worrying about one person at a time but can manage to take care of the entire party. With a quick burst/blast that covers everyone (never mind the nuances of if we ever fight undead).

Meanwhile, I agree with Variel - barbarians are not known for their wisdom, and if Piloting goes off of profession it will mean we'll need another person with higher wisdom to aid in that endeavor.

I also agree with Seijiro - Valeros would be good for healing, but he has not posted in a long time, and when he posts it is not frequently.

But, like I said, I think we need a cleric. If it comes to it, I'll make a new character - if possible. Given the enemies we've had so far, having an actual cleric would be really helpful, though I would rather continue to play Flynn.

Anyway, just let me know what's up with that.

Thanks!


Hey Folks, How are ya? I have been following you guys for a bit doing some game stalking, lol. It seems there is a bit of a split when it comes to what you need. I can play anything you need. I was having a bit of trouble getting behind a cleric on a pirate ship. But, I can do it. In any case, I appreciate the warm welcome. Just let me know before I post in game.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Hi Bilbo, nice to meet you. I'm Anne, I play Seijiro. We kinda really need a cleric, but I think you should play what you're comfortable with and want to play because that is why we're here - to have fun, eh?


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Variel, looked at the class, and sea reaver does get bonuses to Prof (sailor) among other things, so depending on traits and such he may make a good pilot, but it all depends on the score he nets...

Welcome to the discussion, Mr. Bang-Bang. Sadara is a cleric on a pirate-ship, for one thing, cleric of Besmara, the Pirate Goddess, and it would be rather hilarious to have a light and dark side of Besmara's clerics, a negative focused Versatile Channeler, and the Good aligned healer, Sandara. but i like VC's and Holy Vindicators way too much.

But really we dont' have anyone with a Great Prof(Sailor) Our best is a +7 and that's a big one for piloting, so that's one of our concerns, and we do burn a lor of actions on spot-heals from characters that should be killing stuff, so someone that can channel would alleviate that some.

Decent sailor spec, Imho, +2-3 wis +4 ranks +3 class skill, +1 trait = 10 or 11 at this level, so managing a +10 is pretty easy to beat, but at least a 10 would be nice

[Edit]: to parrot what Anne said, Play what ya want. I wanted to make a binder, and saw the chance t make a diplomancer too, and being our crafter is no skin off my back, jsut delayed a few feats i wanted, but i took what i wanted to play and figured out how to make it gel nice with the crew.


And make the team complete.;)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Play what you want Bilbo because if you do want to go with a barbarian, I will simply take skill focus sailor at fifth to boost my sailor check. Once I have the gp to have Dhaavan create the item I want i will have a decent sailor score once all is said and done. Tis way I would relinquish the master at arms role and focus on the captaincy and sailing the ship. Variel is quite flexible before fifth level so just play what you want to play.

At fifth level Variel should have a 13 to sailor.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

and if Seijiro takes skill focus prof sailor at 5th lvl, he'll have a +11 to prof sailor at that level which will make him a good backup for helmsman, so we'll have that role pretty well covered.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Right! cause i owe you a "Headband of Vast [Sailing skill]" +2 don't I. the next boost you're going to want for it, Wisdom, or +4 do you know yet?

A Sea-reaver is really cool, and we don't necessarily have a Heavy Hitter/Damage sink" but if you change your mind, Selective Channeling and Versatile Channeler may eat a few feats, but also make for a pretty cool character and really useful for the party.

Neutral Holy Vindicator is totally next on my list of classes to play! (more likely to get into a game than a undead lord...)


Island of Empty Eyes Map Current Map

Bilbo, whichever way you want to go is fine with me. As I said before I want you to play something you enjoy.


Island of Empty Eyes Map Current Map

BTW, the hits just keep on coming this week. I swear if I make it through the next few hours it'll be a miracle. I was making sopapillas and the smoke from the hot vegetable oil got in my eyes and they have been burning and tearing for the last 2 hours lol. I can barely see to type this.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

ouch...

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Whenever I get the gold for it Dhaavan. Unless someone lends me the gold and I repay them back.

Jiro i don't know if we both need skill focus. Reading the players guide the checks only matter in combat. As such only one of us will be at the helm and needing the boost. Your choice though.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
DM Immortal wrote:

BTW, the hits just keep on coming this week. I swear if I make it through the next few hours it'll be a miracle. I was making sopapillas and the smoke from the hot vegetable oil got in my eyes and they have been burning and tearing for the last 2 hours lol. I can barely see to type this.

I think you just need to take the day off tomorrow and relax and game the entire day. Sounds like a good idea to me anyways. Hope your feeling better...wow...


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Well, I assume since yer captain, you'll be at the helm during combat and I'll just be backup for off hours or when you have other stuff to attend to. Otoh, it may take two people trading off to keep a course during as storm too. Dunno... we'll see.


Island of Empty Eyes Map Current Map

Yeah pretty much ouch lol

Variel: Wouldn't that be nice lol. I would love to be able to do that.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Dhaavan...if Bilbo goes barbarin and tanks, I may not be able to take craft magic arms and armor at fifth. If I am being the captain and at the helm i will be taking focus sailor and power attack. Just letting you know as we go forward.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list
Seijiro wrote:
Well, I assume since yer captain, you'll be at the helm during combat and I'll just be backup for off hours or when you have other stuff to attend to. Otoh, it may take two people trading off to keep a course during as storm too. Dunno... we'll see.

If your better at the helm then I would definitely let you take it and Variel will prepare for boarding or some other action. Just don't want us both to use a feat if only one of needs to worry about it. Your point about the storm is well taken though and makes a strong argument to have someone else have a high profession sailor as backup.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

reasonable, mon capitan. That being the case, we're going to be rather delayed in getting the ability to craft Magic Arms and Armor, unless Valeros is willing to take up the hammer, due to the fact that I really kinda need SUperior Summons sooner rather than later, cause 1d3 can still be a single animal and a disgusting waste of a higher level spell slot.

I could skip Forge Ring, and buy rings of Spell Knowledge instead, cause I reeeeeally want me a couple of them beauties...


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

forge ring would be nice.... save Seijiro a bundle on a ring of invis. lol

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

I agree that superior summons is more important than craft arms and armor. Doubling your pets per summon spell is awesome (if you only get 1 on a d3). Gives you a major boost to your combat effectiveness. Besides we have many casters and can spread the feats around hopefully. That being said, I have no idea what I may take at higher levels as I usually let the campaign influence me. It could very wellbe that Flynn is correct an I take the driver feats although right now I am not inclined to take them.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Imm - is this something you might allow Dhaavan to craft for us with craft wondrous items? I know its a 3rd party source, but it would be awesome

enchanted figurehead


Okay guys, I think that I have come to good compromise. I am whipping up an oracle/barbarian heading into rage prophet. I have never played one of these so it should be fun. Backstory to follow.


I am really getting behind this guy. I'll try and have him up for a look tonight.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

That does sound awesome! And if you go Life, I think, you can Channel as a cleric! And I can make you a philactery of positive channel eventually!


Life is what I had in mind.

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