Redbadge's Solo Skull and Shackles (IC)


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Redbadge

Explorer
“Well, any angler knows that th' change in th' air and a warm rain will bring th' fish a feedin'. At least as long as there's no thunder a'poppin' to frighten them."

"We also 'ave some shrimp nets and lobster traps, but I don't think th' water is a'shallow enough fer that. Otherwise, it's gruel and ship biscuits."
 


Redbadge

Explorer
The fishing itself is made more arduous by the pounding rain and whipping wind, but the cod should be out in force today with no thunder to frighten them. Your nets will be difficult to manage and take longer to deploy and retrieve, but each cast should be bulging with active and curious fish if you put the time in.

[sblock=Fishing]You can restock the fish stores using the ship's nets. How many day's worth of food you want to catch determines the bonus you get on your Survival check. If you use Profession (fisherman) instead of Survival, you gain an additional +5 bonus (trained only). Choose one:
1 Day's Worth of Fish: +14
2 Day's Worth of Fish: +9
3 Day's Worth of Fish: +4
4 Day's Worth of Fish: -1
5 Day's Worth of Fish: -6
Etc. ...
Your result determines how long the task will take:
Code:
[B]Survival Result   Time
[/B]3 or less         2d4+10 hours
4 to 8            2d4+8 hours
9 to 13           2d4+6 hours
14 to 18          2d4+4 hours
19 to 23          2d4+2 hours
23 to 28          2d4+1 hours
29 to 33          2d4 hours
34 or higher      1d4+1 hours
[/sblock]
 

BudroThePious

First Post
Jhiv tries to ignore the wind and rain and get some fish in quickly before any lightning scares them off. When he finishes he hurries back to the galley.[sblock=Current Status]Jhiv Viratek (Male undine druid/rogue 2)
N medium outsider (native, aquatic [amphibious])
Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

Key Skills Acrobatics +11, Bluff +7, Climb +7, Diplomacy +7, Escape Artist +4, Heal +4, Intimidate +2,
Knowledge (Any) +1, Knowledge (Local) +5, Knowledge (Nature) +3, Perception +10, Profession (Sailor) +10, Sense Motive +8, Sleight of Hand +8, Stealth +9, Survival +10, Swim +15

Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision 60 ft. (normal light); Perception +10
AC 17, touch 14, FF 13 HP 13/13 Temp HP 0
Fort +3 Ref +7 Will +7 CMB +1 CMD 15
Hero Points 3/3
Infamy 3/8
Disrepute 2/8

Melee Attack Unarmed Strike +5 (1d3/x2) [nonlethal]
Melee Attack Footlocker Key +1 (1d4/x2)

Currently Wielding Nothing (Hands Free)
Current Armor None (Explorer's Outfit)
Stowed on Person (Sheaths, Straps, Pockets, etc.) [9 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
Stored (Footlockers, etc.) Coin Purse (200 gp), Leather Armor, Darkwood Buckler, Rapier, Sap, Dagger, Shortbow, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.), Tanglefoot Bag, Tindertwig (2)
Current Encumbrance 13 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

Active Abilities
1st-Level Spells:
1/1 (Cure Light Wounds/Obscuring Mist), 2/2 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
Cantrips: ~/~
(Create Water, Light, Purify Food and Drink, Mending)
Spell-like Abilities: 7/7 Storm Burst
Combat Options: Charge (full round action), Sneak Attack (+1d6)
Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
(Weapon Finesse), Trip (Weapon Finesse)

Defensive Abilities
Resistances:
Cold Resistance 5 (racial)

Situational Modifiers
Shackles Seafarer
+1 trait bonus on Knowledge (Nature) and Knowledge (Geography) checks while on the ocean
Besmara's Blessing once per week can reroll a Profession (Sailor) check and take the higher result (must announce use of this ability before the results of the check are known).
Hydrated Vitality Fast Healing 2 for 1 round anytime submerged completely within a body of natural water; stagnant, poisoned, or trapped water does not activate this ability; can heal up to 4 HP per day with this ability
Wormwood Reputation +2 bonus on all checks to influence crew-members of this ship (Bluff, Diplomacy, Intimidate, Perform). This circumstance bonus stacks with other bonuses.
Windwalker
penalties from natural or magical wind effects are treated as one step less severe

Current Effects and Conditions:
Flat-Footed[/sblock]
 
Last edited:

Redbadge

Explorer
Toilday, 24 Desnus, 4712 AR (11:30:05)
Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

You return to the galley with your haul, dripping wet from head to toe. Fishguts motions to you when he spots you, “Set today's mess on the counter there. The next day's can go in th' hold."

After you pack the surplus fish, Fishguts is ready for your aid in preparing today's meal.
 


Redbadge

Explorer
GM: The cooking scenario is pretty much as before, with the added bonus from the orderly galley.


[sblock=Cooking]You assist Kroop in preparing the day's meal, requiring a Profession (cooking) or intelligence check. If Kroop is sober enough, you gain a +10 bonus on the roll (this replaces the +3 total bonus that you can get from the kitchen and cookbook). Otherwise, you must make do by yourself. How well you roll determines how long the task will take and how well the food is prepared:
Code:
[B]Cooking Result  Time                 Food Quality
[/B]5 or less       Until "Bloody Hour"  Very Poor
6 to 10         2d4+1 hours          Poor
11 to 15        3d4+1 hours          Average
16 to 20        2d4+1                Good
21 or higher    1d4+1 hours          Very Good
Note that currently, the time you roll will be divided in half due to the orderly state of the galley.[/sblock]
 


Redbadge

Explorer
Toilday, 24 Desnus, 4712 AR (13:33:31)
Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

You and Fishguts prepare the standard meal, slicing and searing fish fillets to go over rice. The chef adds a curry sauce to go over both. “Not bad, Jhiv. That should do it, I would think. Looks like yer free for the rest of the afternoon, though it looks like th' rain isn't wont to let up anytime soon."

With that, Fishguts grabs a bottle of booze and settles in to chat with Grok.
 

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