HM's Skull & Shackles AP


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ghostcat

First Post
By climbing very carefully, Kalir manages to ascend the rigging where he barely manages to hang on as he attempts to repair the lines. On more than one occasion he almost falls and only manages to catch himself due to his natural dexterity.
 
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HolyMan

Thy wounds are healed!
It is well into the night and the rain and wind have not slacked up for even a minute. All the crew scampers up and down the rigging while Master Scourge and Mr. Plugg bark order after order.

The captain stays on the poop deck muscled arms on the wheel.

"Quarter that sail!"
Mr. Plugg shouts up at Reiko and Jack Scrimshaw, as they scramble about a yardarm. With rain slicked hair in her face Reiko edges over to do what she can.

Her foot slips and she goes down clutching to the wood with her life. Jack hurries over forgetting to secure his end of the sail. The heavy and wet canvas snaps in the wind not unlike Master Scourge's whip.

"Here give me your hand,"
the young lad calls to Reiko. "I'll help yo...."

*SMACK*


The canvas flicks Jack like he was a bug on an arm. Reiko watches in horror as he flies out over the boat and plummets into the choppy white water below.

"MAN OVERBOARD! MAN OVERBOARD!"


The cry comes up from the decks as everyone takes up the call.
 


Kaodi

Hero
Nightstorm keeps one eye on the canvas as he slides across the deck to grab Reiko. " I'd rather you not die before we have our fight, " the ninja say through gritted as he reaches out to grasp her hand.
 

HolyMan

Thy wounds are healed!
Lightning's powerful strokes and keen eyes bring him to the floundering boy in moments.

With Jack tucked under one arm the "Blue-man" looks back to see The Wormwood slowly pulling away from them both, as it is still tossed by waves and wind.

Without hesitation he starts towards the ship...

[sblock=OOC]Will need two swim checks from you sunshadow21 (DC 22) and will go from there.

Anyone else wish to help the men in the water? Plenty of rope about. ;) [/sblock]
 

Shayuri

First Post
Tara lifts her head at the sound of the call. Her heart races, and she reacts physically while her mind tries to keep up. She'd seen a rope being coiled near the aft while scrubbing back there!

While Lightning makes his heroic dive, Tara skids to a stop not far from the captain's door and grabs the rope she finds there...manhandling it to the rail where the drama was unfolding and tying it off to one of the knobs on the rail.

"Someone help me throw this out to them!" she demands, knowing full well that the coil is far too heavy for her to do it alone.
 

sunshadow21

Explorer
[sblock=swim speed's effect on the rolls]I don't know if having an actual swim speed here will help or not. If I'm reading it right, I should be able to take 10, which would give me a 23. I did roll just in case.

Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.
Table: Swim Skill DCs
Water Swim DC Calm water 10 Rough water 15 Stormy water 20* * You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.

If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.
Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
Action

A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.
Special


  • Swim Speed A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
  • Feats If you have the Athletic feat, you get a +2 bonus on Swim skill checks. If you have 10 or more ranks in Swim, the bonus increases to +4.
  • Size The rules for familiars say "Small animals like these use Dexterity to modify Climb and Swim checks." Note however, that not all familiars are size Small. For example, bats are size Diminutive and cats are size Tiny. Therefore our guess is that the sentence, "Small animals like these..." isn't referring specifically to size "Small" but instead to creatures size Tiny or smaller (note though that not even all creatures size Tiny or smaller appear to have this applied to their skills.)[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Kolto reacts quickly to the distress call; as he's making his way to the rail he meets Tara coming with the rope and takes and end.

[sblock=OOC]Not sure if you want a roll here, or what to roll, as there is no more "Rope Use" skill.[/sblock]
_______________
PostShot.png


[sblock=Stat Block]
KOLTO TENGERE CR 1/2
Male Tiefling Magus (Bladebound, Kensai) 1
NN Medium Outsider (Native)
Init +2; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 9 (1d8)
Fort +2, Ref +2, Will +2
Defensive Abilities Canny Defense +1; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Cestus +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Magus (Bladebound, Kensai) Spells Known (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day) Shield (DC 16), Feather Fall (DC 16)
0 (at will) Acid Splash, Ray of Frost
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Fiendish Heritage, Weapon Focus: Falcata
Traits Abendego Spellpiercer (Sodden Lands), Ancient Explorer: Knowledge (Local)
Skills Bluff +2, Climb +6, Knowledge (Arcana) +9, Knowledge (Local) +10, Knowledge (Planes) +9, Profession (Sailor) +4, Spellcraft +9, Stealth +4, Swim +6
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Polyglot
SQ Arcane Pool (+1) (6/day) (Su), Chosen Weapon: Falcata, Spell Combat (Ex)
Combat Gear Cestus; Other Gear Travelling Spellbook (blank)
--------------------
SPECIAL ABILITIES
--------------------
Abendego Spellpiercer (Sodden Lands) +2 to Concentration checks
Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Falcata Kensai abilities only function when wielding a weapon of this type.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

HolyMan

Thy wounds are healed!
[sblock=OOC] Tossing the rope needs a ranged touch attack. Just make the attack normally and I'll add the range increment modifiers after the toss.

I need to see what to do about Lightning having a swim speed. Update probably tomorrow regardless.[/sblock]
 

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