Redbadge's Solo Skull and Shackles (IC) - Page 24




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  1. #231
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    I Defended The Walls!

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    "I came to over to help you with that arm son. I just got the hell knocked out of me and I'm gonna lay off the rum for tonight. You need to lay off it too, until that arm heals up. Now let's see how much I can help you out." Jhiv looks over Jack's arm and gives what aid he can.
    OOC: Jhiv casts Remove Sickness on Jack and takes 10 on a heal check that gives him a +4 on his save.
    Last edited by BudroThePious; Saturday, 18th August, 2012 at 08:47 PM.

 

  • #232
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    Sunday, 22 Desnus, 4712 AR (18:21:12)
    Middle Hold, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    Your magical healing and expert aid give Jack a chance. However, this chance is hindered by his recent uptake alcohol and the progression of the disease. During the 15 minutes you work on him, the poor self-destructive lad actually passes out, slumping against you. The bowl of soup slips out of his lap, and he drops his skin of rum out onto the hold floor. His arm shows no positive change.

    DC 10 Heal
    By examining the arm, you can tell that one more failed Fortitude check means that Jack will either have to lose his arm... or his life. His deteriorated state doesn't leave much room for hope. Though the Stitchman called it, you can't help but think that the anti-plague used right during the diagnosis would have made the difference. Obviously though, this mans arm isn't worth the 50 gold it would have cost to save it.
    Last edited by Redbadge; Sunday, 19th August, 2012 at 03:16 AM.

  • #233
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    OOC: Jhiv takes 10 on the DC 10 Heal check.
    Jhiv motions Queepod over and together they are able to get Jack up to a porthole and have him vomit most of the rum he drank out into the sea, then they take him to his bunk. Jhiv thanks Queepod and goes to have a word with Sandara, "That damned kid is doing everything he can to kill himself and I'm honestly not certain how much I care at this point. I can heal him and cast spells 'til I'm blue in the face, heh, but I think some anti-plague is his best bet at keeping the arm, since he tried to drown himself in rum tonight, but the stuff is expensive and the Stitchman has the only stash on board. What do you think?"
    Last edited by BudroThePious; Sunday, 19th August, 2012 at 02:45 AM.

  • #234
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    Sunday, 22 Desnus, 4712 AR (18:34:21)
    Crew Berths, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    Sandara looks at you carefully, obviously weighing the matter heavily. "Well, Jhiv, do you remember the advice I gave you when we first met?"

  • #235
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    I Defended The Walls!

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    After finishing his conversation with Sandara about how they can help Jack "Scrimshaw" with the spells they have available between them Jhiv attempts to improve the attitude of "Ratline" Rattsberger. After talking to Ratline Jhiv goes to bed for the evening.
    OOC: Spells mentioned: Resistance, Lesser Restoration, Swallow Your Fear [in conjunction with Moment of Greatness], Bear's Endurance. I lobby that Remove Sickness, as written, should give Jack the +4 on the save as well as suppressing the effects. This would allow Sandara to use Moment of Greatness to double the Remove Sickness bonus, for a +13 from the Heal check, Remove Sickness, Moment of Greatness, and Resistance.
    OOC: Take 10 on Diplomacy check, result 18.
    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 9/9 Temp HP 0
    Fort +2 Ref +7 Will +7 CMB +1 CMD 15
    Hero Points 3/3
    Infamy 2/8
    Disrepute 1/8

    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:
    2/2 (Cure Light Wounds/Obscuring Mist), 1/1 (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:
    Addiction (-2 penalty to Con)

    Last edited by BudroThePious; Sunday, 19th August, 2012 at 05:29 PM.

  • #236
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    Sunday, 22 Desnus, 4712 AR (20:35:51)
    Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    "Ratline" Rattsberger is a jittery little fellow who likes to spend his time drinking and playing Hog Lob with Rosie, Conchobhar, and Giffer Tibbs up on deck until the time comes to lock the hold doors.

    The group stands at the stern of the deck, lobbing lead ingots covered in a greased piglet skin, the "hog", towards the aft end of the ship. Tonight, Ratline is in a good mood, as he is winning, and is very affable towards you as you walk up. Over the course of the game, he comes to see you as someone who might be a very good friend. Rosie is there, and Ratline can see how good of friends you two already are. OOC: +2 to influence check.

    Ding!
    Ratline Rattsberger is now helpful!
    Reward
    +50 XP

  • #237
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    Jhiv gets up in the morning, prepares his spells, and gets out on deck before the bell.

  • #238
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    Moonday, 23 Desnus, 4712 AR (06:01:01)
    Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    Day 6 begins...

    You walk on deck to find a dark and humid morning. Black and heavy clouds hang in the sky, foreshadowing the rains to come later in the day. The wind has picked up a bit, slowing the Wormwood as she sails into the coming storm, and causing the ship to rock about in the choppy waters as the sails flutter and snap distinctively. Fortunately, your turtle meal was not forgotten, and you are assigned the easiest of the storm preparation tasks.

    Rope Work
    You handle the ship's ropes to prepare for the coming weather, including unstowing them, coiling them, and securing them to cleats and single and double bollards. You are working with Maheem today. Your Profession (sailor) check determines how long it takes to get all the rope set up:
    Code:
    Sailor Result    Time
    5 or less        3d4 hours
    6 to 10          2d4+1 hours
    11 to 15         2d4 hours
    16 to 20         1d4+1 hours
    21 or higher     1d4 hours
    Last edited by Redbadge; Monday, 20th August, 2012 at 07:42 PM.

  • #239
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    Jhiv gets to work on the rope work so that he can get to the galley and help Fishguts. While looking up at the darkening sky he decides that if he has time today he will catch more fish while the weather holds.
    OOC: Jhiv takes 10 on the Profession (Sailor) check and on a Survival check to predict the weather, 20 result for both.
    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 9/9 Temp HP 0
    Fort +2 Ref +7 Will +7 CMB +1 CMD 15
    Hero Points 3/3
    Infamy 2/8
    Disrepute 1/8

    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:
    2/2 (Cure Light Wounds/Obscuring Mist), 1/1 (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:
    Addiction (-2 penalty to Con)

  • #240
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    Moonday, 23 Desnus, 4712 AR (08:00:00)
    Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    You decide that you will have plenty of opportunity to fish today, since it won't start raining until later this evening. The storm doesn't like it will hit until tomorrow or the next day.

    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: +10
    2 Day's Worth of Fish: +5
    3 Day's Worth of Fish: +0
    4 Day's Worth of Fish: -5
    5 Day's Worth of Fish: -10
    Etc. ...
    Your result determines how long the task will take:
    Code:
    Survival Result   Time
    0 or less         2d4+8 hours
    1 to 5            2d4+6 hours
    6 to 10           2d4+4 hours
    11 to 15          2d4+2 hours
    16 to 20          2d4 hours
    21 to 25          2d4-1 hours
    26 to 30          1d4 hours
    31 or higher      10d12 minutes


    Before fishing, however, you make your way down to the galley. You open the door to an empty kitchen, as Fishguts is nowhere to be seen, and none of his usual morning preparations have been accomplished. The skillets, soup pots, and other dishes used for dinner yesterday all lie piled around the kitchen, filthy.

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