HM's Skull & Shackles AP


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ghostcat

First Post
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.
 

HolyMan

Thy wounds are healed!
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.
 

sunshadow21

Explorer
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.
 

HolyMan

Thy wounds are healed!
*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.
 


Kaodi

Hero
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.

[sblock=OOC]Thank Besmara for Spirit of the Fields once again, :) .[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
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)
_______________
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]
 

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