HM's Skull & Shackles AP - Page 22





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  1. #211
    Na Bith Mo Riocht T! COPPER SUBSCRIBER
    Lama (Lvl 13)

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    OOC: Added the roll to the post below . . . and the curse is back full force!
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



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  • #212
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    Ignore rangerjohn
    Bella attempts a toss. She hits the water just fine.
    Last edited by rangerjohn; Wednesday, 22nd August, 2012 at 05:20 AM.
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  • #213
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    Ignore ghostcat
    Seeing John fall over the side make Kalir realise just how unsuitable he is for his new life. While the others go about rescuing Jack, Kalir just sits there head in hands going through his skills trying to find anything useful.

    Finally he manages to shake off his despondency and goes over to help Bella with the rope.

  • #214
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    Magsman (Lvl 14)

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    Lightning has little trouble in his element and soon reaches the side of the Wormwood. Lucky for him and John there is already a rope hanging over the side of the ship.

    With help from Kalir and some of the others the two are pulled back on board,

    When Lightning hits the deck dripping brine and seawater, the crew grows silent for a moment. Then from out of the crowd a cheer goes up...

    "Three cheers for the Blue-man!"
    someone yells.

    Hip-hip... "Huzzah!"

    Hip-hip... "HUZZAH!"

    Hip-hip... "HUZZAH!"

    OOC: Looks like having a swim speed may prove very useful.
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  • #215
    Completely unphased throughout the adventure, Lightning briefly acknowledges the cheers as he sees to it that the other man is tended to promptly before returning once more to his duties of keeping the ship afloat. Only his eyes reflect the storm that his exterior holds inside, and that is dancing with the larger storm right now.

  • #216
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    *crack* *crack*

    "No time for cheering were still in a storm! Get to work! All of you!"
    Master Scourge bellows above the wind.

    OOC: Time for those DC 14 FORT saves or become fatigued, as you work through the night.
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  • #217
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    Ignore rangerjohn
    Glad eveeyone is ok, Bella returns to work. She tires as the storm continues.
    Last edited by rangerjohn; Saturday, 25th August, 2012 at 03:15 AM.
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  • #218
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    Nightstorm has a rough night working on deck during the storm, but the relentless pounding of the wind and waves is no match for the relentless conditioning he underwent as a youngster.

    OOC
    Thank Besmara for Spirit of the Fields once again, .
    Last edited by Kaodi; Saturday, 25th August, 2012 at 04:22 AM.
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    Robs me of that which not enriches him
    And makes me poor indeed.

    -Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.

  • #219
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    Ignore ghostcat
    Kalir keeps working through the nigh but finds himself getting more and more tired as the night goes on.
    Last edited by ghostcat; Saturday, 25th August, 2012 at 09:07 AM.

  • #220
    Na Bith Mo Riocht T! COPPER SUBSCRIBER
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    Kolto returns to his work in the rigging, but as the night progresses his earlier burst of energy begins to wane . . . by the time the sky starts to brighten once more he's wiped out.

    Fortitude Save (1d20+2=3)
    _______________


    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.

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    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



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