HM's Skull & Shackles AP-OOC - Page 20
  1. #191
    Member
    Scout (Lvl 6)



    Join Date
    Mar 2005
    Location
    Fuerteventura
    Posts
    2,609
    Reviews
    Read 0 Reviews

    Block ghostcat


    Friend+
    Equipment

    Code:
    Equipment                                Cost   Weight
    Arrows (20)                              1gp    3lbs
    Backpack (Small)                         2gp    0.5lbs
    - Waterskin (Filled)                     1gp    4lbs
    - Blanket (Small)                        2sp    0.25lbs
    - Bedroll (Small)                        1sp    1.25lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    Leather (Small)                          10gp   7.5lbs
    Longsword (Small)                        15gp   2lbs
    Outfit (Explorer's/Small)                0cp    2lbs
    Pouch (Belt)                             1gp    0.5lbs
    - Case (Map or Scroll)                   1gp    0.5lbs
    - Artisan's Tools (Calligraphy)          5gp    5lbs
    - Compass                                10gp   0.5lbs
    Pouch (Belt)                             1gp    0.5lbs
    - Masterwork Thieves' Tools              100gp  1lbs
    Shortbow                                 150gp  1lbs
    Total weight carried: 31.5 lbs.
    Treasure: 56gp, 7sp, 0cp Gems:


    Also, I forgot to post Karir's spells. Will post them later.

  2. #192
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,362
    Reviews
    Read 0 Reviews

    Block HolyMan


    Friend+
    Got the equipment thanks.

    HM

  3. #193
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,362
    Reviews
    Read 0 Reviews

    Block HolyMan


    Friend+
    Kind of how things might be for a combat without the waiting around for your INIT order. Everyone post a roll then I sum them up.

    Going to finish the round tonight after work this should give Insight time to post a roll. If not I will roll for em.

    HM

  4. #194
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,362
    Reviews
    Read 0 Reviews

    Block HolyMan


    Friend+
    Going to update the "round" tonight. I hope @Mowgli gets time to roll as I know if I do it my bad luck will have Kolto falling 50'

    Also a quick roll for Shayuri's character if you have a sec.

    HM

  5. #195
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,362
    Reviews
    Read 0 Reviews

    Block HolyMan


    Friend+
    Sorry ghostcat I forgot to tell you that Kalir got a "saved by the bell" pass on the check to catch himself. I was going to let it up to you to decide how he managed to save himself...

    -caught a rope and swung down
    -tangled up like in a spiders web
    -fell on someone (since he's small and the distance short no chance ot hurt anyone seriously)

    just edit whatever you wish into your OOC post

    _________________________

    Hopefully an update tomorrow I have to be at work in half an hour. If not then diffidently SUN night.


    HM

  6. #196
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,362
    Reviews
    Read 0 Reviews

    Block HolyMan


    Friend+
    Update tonight, just wish to give Insight a chance to respond.

    Also going to be adding somethings to the RG look for that after I post IC

    HM

  7. #197
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,362
    Reviews
    Read 0 Reviews

    Block HolyMan


    Friend+
    @Insight

    Thought to give you a heads up that the cook's mate job might offer a bit more RPing than some of the others. Hope it is ok I threw you in at random on this.


    Everyone else More RPing and in which case may slow things down from time to time for some of you. I'm sorry in advance and will try and keep things rolling for the group as fast as possible.

    I'm hoping the 21 days in game doesn't take 21 months in real time.

    HM

  8. #198
    Member
    Myrmidon (Lvl 10)

    Insight's Avatar

    Join Date
    Apr 2003
    Location
    Columbus, Ohio
    Posts
    5,950
    Reviews
    Read 0 Reviews

    Block Insight


    Friend+
    Quote Originally Posted by HolyMan View Post
    @Insight

    Thought to give you a heads up that the cook's mate job might offer a bit more RPing than some of the others. Hope it is ok I threw you in at random on this.
    This is fine. It's better than some of the other jobs, I suppose.


  9. #199
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,362
    Reviews
    Read 0 Reviews

    Block HolyMan


    Friend+
    Answering Questions for the IC:

    Quote Originally Posted by Kaodi
    Do the two additional nighttime ship actions count as happening on the same day as the regular daytime actions and nighttime actions, or are they counted as occurring the next day?
    A "day" runs 5am to 5am aboard The Wormwood. So you get your day ship action and night ship action between 5am and say midnight. The two additionals are taken in the early morning hours of the same day.

    Quote Originally Posted by rangerjohn
    OOC: Swabbing the deck wouldn't fall under seamanship? Regardless day: diilligently work. Night action attempt to befriend fellow priestess. So either
    +6 or +11 to roll.
    I think seamanship or in this case Profession(sailor) means actually making the ship go where you want it to. Not needed for cleaning.


    HM

  10. #200
    Member
    Lama (Lvl 13)



    Join Date
    Jan 2002
    Location
    Napanee, Ontario
    Posts
    5,864
    Reviews
    Read 0 Reviews

    Block Kaodi


    Friend+
    Quote Originally Posted by HolyMan View Post
    Answering Questions for the IC:

    A "day" runs 5am to 5am aboard The Wormwood. So you get your day ship action and night ship action between 5am and say midnight. The two additionals are taken in the early morning hours of the same day.
    Hmmm... Okay. Just trying to figure out how to maximize the utility of Nightstorm's Heart of the Fields ability, which he can use 1/day.

+ Log in or register to post
Page 20 of 26 FirstFirst ... 1011121314151617181920212223242526 LastLast

Quick Reply Quick Reply

Similar Threads

  1. Skull and Shackles
    By sheadunne in forum Pathfinder & Starfinder RPG Discussion, Rules, Houserules, & Homebrews
    Replies: 14
    Last Post: Wednesday, 27th March, 2013, 09:04 PM
  2. Looking for Pathfinder Player's in the Pacific Northwest for Skull and Shackles
    By Renfield in forum Pathfinder & Starfinder RPG Discussion, Rules, Houserules, & Homebrews
    Replies: 0
    Last Post: Tuesday, 26th March, 2013, 04:18 AM
  3. Skull & Shackles AP
    By JediSoth in forum Pathfinder & Starfinder RPG Discussion, Rules, Houserules, & Homebrews
    Replies: 3
    Last Post: Saturday, 12th January, 2013, 11:38 PM
  4. HM's Skull & Shackles AP
    By HolyMan in forum Playing the Game
    Replies: 351
    Last Post: Monday, 17th December, 2012, 04:51 PM
  5. Freebooters and Powder Monkeys (Skull & Shackles AP) - RG
    By HolyMan in forum Character Builds & Optimization
    Replies: 16
    Last Post: Wednesday, 23rd May, 2012, 03:10 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •