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PostPosted: Mon Feb 24, 2014 6:47 pm 
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Thanks. Will update my character sheet with that information now.

Also, noted I've been missing a certain part of the PHB1 that explains this... Oops. :sweat:
I know it now at least!

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PostPosted: Mon Feb 24, 2014 7:34 pm 
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Do you need the stats for that defensive longsword? Just occuered to me that you might not know what it does since it isn't in the PHB.

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PostPosted: Mon Feb 24, 2014 8:05 pm 
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Looked up the Defensive property online and it says it gives a +1 AC bonus when wielded. So normal magic weapon +1, in this case longsword, stats plus that? If not what are the correct stats?

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PostPosted: Mon Feb 24, 2014 9:04 pm 
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Looked up the Defensive property online and it says it gives a +1 AC bonus when wielded. So normal magic weapon +1, in this case longsword, stats plus that? If not what are the correct stats?

Magic Longsword +1 except with this property:
Property: When you take the total defense or second wind action, add the enhancement bonus of this weapon as an item bonus to all of your defenses until the start of your next turn.

Not to be confused with the weapon property that is also called defensive which does what you described in your post. Stupid WotC.

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PostPosted: Mon Feb 24, 2014 9:42 pm 
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Thanks. Updating my sheet.

...Wonder how many times I've said that (or along the same lines) and how many times I will. :p

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PostPosted: Tue Feb 25, 2014 3:20 pm 
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I guess now would be the time to bring this up, but how will Ooc rolls like making an Arcana check work?

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PostPosted: Tue Feb 25, 2014 7:27 pm 
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I guess now would be the time to bring this up, but how will Ooc rolls like making an Arcana check work?

I will call for them as needed, or if you know in advance that I will require one you can anticipate my calling for one. Then you'd make the roll here.

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PostPosted: Tue Feb 25, 2014 8:12 pm 
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In case it should become relevant, here are the stats for

The Karaboudjan
Gargantuan vehicle
HP: 350/400. Space: 8 squares by 20 squares
AC 4; Fortitude 20; Reflex 2
Speed swim 6

Pilot
A pilot must stand at the ship's wheel, located at the rear of the topmost deck.
Crew
In addition to the Pilot, the Karaboudjan must be manned by a crew of twenty all of which must use a Standard action every round to opperate the ship.Reduce the ship's speed by 2 for every 5 missing crew members. At speed 0, the ship sails out of control.
Load
200 medium creatures; 500 tons of cargo
Out of Control
If the ship sails out of control it continues on its most recent heading at half speed unless subjected to outside forces (wind, waves, magic, etc).
Decks
The Karaboudjan has four decks. The topmost open deck (including the upper deck and quarter deck). Two middle decks for crew and passengers. And a cargo hold.
Sails
The Karaboudjan has four sails: the main sail and three tertiary sails. Depending on wether conditions the sails can give a nonus or negative to the speed of the ship.

The Crew
Captain Kilina Rose - Elf
First Mate Alan Cross - Human
Quartermaster Quentin Beck - Halfling
Doctor Ivan McCoy - Human
Chef Brian - Human?? He looks human, but something is off.
Navigator Gord Trihorn - Gnome
Gunner Elija Manning - Longtooth Shifter
Shipwright Winona Scott - Half-Elf
Lookout Alice Rex - Halfling
Rigger Dwayne Johnson - Goliath
Blacksmith Felicia Davis - Elf
Deckhand Billy Kidd - Human
Deckhand Jiardem Maldranthe - Eladrin
+22 other nondestinct characters

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Last edited by Zinger2099 on Wed Feb 26, 2014 7:14 pm, edited 4 times in total.

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PostPosted: Tue Feb 25, 2014 8:24 pm 
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:thumbsup: I've been wondering about these details.

Let's just see if its possible I could solve what chef Brian is...

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PostPosted: Tue Feb 25, 2014 10:43 pm 
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Figure might make a few roles to learn things if possible.

For determining Chef Brian's race:
Insight:
Shockwave07 rolled 1d20+12 and got a total of 28:
16

Arcana:
Shockwave07 rolled 1d20+16 and got a total of 34:
18

Nature:
Shockwave07 rolled 1d20+14 and got a total of 19:
5

Religion:
Shockwave07 rolled 1d20+14 and got a total of 20:
6


For determining the cause of the whirlpool:
Insight:
Shockwave07 rolled 1d20+12 and got a total of 25:
13

Arcana:
Shockwave07 rolled 1d20+16 and got a total of 27:
11

Nature:
Shockwave07 rolled 1d20+14 and got a total of 31:
17

Religion:
Shockwave07 rolled 1d20+14 and got a total of 26:
12

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PostPosted: Wed Feb 26, 2014 2:32 pm 
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Near as you can tell, Chef Brian is actually human. He's just crazy which gives everyone a weird vibe. He maaaaay have some non-human blood in his ancestry somewhere far back, but you couldn't place what exactly.

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PostPosted: Wed Feb 26, 2014 7:20 pm 
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Apparently there is nothing to tell about the whirlpool's origins... ;)

Would it be possible to cast a variation of the silence ritual that instead of blocking the noises from those outside an area, make a perimeter where noises outside the area do not reach those within? The ritual affects a burst 4 area (or an 80 foot diameter) and can use that zone as an area to allow characters to hear the orders Captain Kilina is giving.

And should an Arcana check for ritual alterations be necessary:
Shockwave07 rolled 1d20+16 and got a total of 26:
10


Will have a flavor post soon.

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PostPosted: Wed Feb 26, 2014 7:45 pm 
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The Whirlpool is definitely unnatural in origin. You can't tell what is causing it or the storm around you but there are no natural phenomenons that you know of that could cause this maelstrom. Based on the wave patterns, it would not be a far fetched guess to think that something beneath the waves is causing the incredible disturbance, because the shock-waves that are creating them would have to come from below.

But to cause such a massive disturbance such a thing would have to be very...big. Very big indeed. Easily four times the size of the ship.

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PostPosted: Wed Feb 26, 2014 8:15 pm 
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Apparently there is nothing to tell about the whirlpool's origins... ;)

Would it be possible to cast a variation of the silence ritual that instead of blocking the noises from those outside an area, make a perimeter where noises outside the area do not reach those within? The ritual affects a burst 4 area (or an 80 foot diameter) and can use that zone as an area to allow characters to hear the orders Captain Kilina is giving.

And should an Arcana check for ritual alterations be necessary:
Original post: Shockwave07 rolled 1d20+16 and got a total of 26:
10


Will have a flavor post soon.

I'll allow it. Roll is good. Check the time it takes to cast that ritual though.

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PostPosted: Wed Feb 26, 2014 8:39 pm 
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Here you go Zinger:

Silence
Level: 1 Casting Time: 10 minutes Component Cost: 30gp
Category: Warding Key Skill: Arcana Duration: 24 hours

You protect a single room, or burst 4 area, against eavesdropping. Any creatures attempting to listen in on anything in the warded area from outside take a -10 penalty to their perception check.

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PostPosted: Wed Feb 26, 2014 11:26 pm 
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...Burst 4 is a 40 ft diameter... :banghead:

Also, doing a flavor edit. Original version is here for reference:

Original post text


Also for targeting reference, Captain Kilina will be on the inside edge of the burst.

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PostPosted: Thu Feb 27, 2014 1:08 am 
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10 minutes is a significant span of time in a tense situation like this. It's not a bad idea, I just want you to be aware of what you are saying before you commit to it.

You can interrupt the ritual at any time if you feel like it though.

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PostPosted: Thu Feb 27, 2014 1:48 am 
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Yeah, I think I'll still go for it. (Even if by the Handbooks combat round standards my ritual would take 100 rounds! 6 seconds per round, ten rounds per minute, and ten minutes equals...)

I do have a backup plan to boost moral, but as my character is on the lower end of Athletic skill in this group...

Maybe I ought to give a shot at being a motivational speaker while doing this! Ignore the roll if the two activities conflict.
Diplomacy:
Shockwave07 rolled 1d20+3 and got a total of 18:
15

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PostPosted: Thu Feb 27, 2014 10:01 am 
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So assuming there are life boats, there should also be something like life preservers as well, right? Maybe cheap magical items that always float? Graydon will lash one to a rope (or an empty barrel) and begin hauling the fallen sailors onto the deck. He has a thing about abandoning people, you know? So that could be an Athletics check to haul a sailor up, and an endurance check to keep doing it.

Athletics:

rstnme rolled 1d20+15 and got a total of 18:
3


Endurance:

rstnme rolled 1d20+10 and got a total of 27:
17

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PostPosted: Thu Feb 27, 2014 10:03 am 
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So, that could either be a fat sailor or a bunch of sailors latch on to the preserver/barrel and Graydon's not strong enough to lift them but he is strong enough to keep hold of the rope?

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