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PostPosted: Thu Feb 27, 2014 10:24 am 
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@True_Believer: gimme a religion check

@rstnme: your strength and endurance is unmatched, but let's see if your aim is where it should be! Gimme an improvised heavy thrown ranged attack (strength ranged attack, no bonuses) to see if you can first get the barrel to a sailor before you pull it back in.

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PostPosted: Thu Feb 27, 2014 10:49 am 
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OK! Here goes...

rstnme rolled 1d20 and got a total of 19:
19

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PostPosted: Thu Feb 27, 2014 10:49 am 
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Hell. Yeah.

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PostPosted: Thu Feb 27, 2014 12:17 pm 
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I don't know if I can make both.

To maintain the integrity of the ship thought Moradin.
True_Believer rolled 1d20+9 and got a total of 14:
5


To inspire the crew thought religion to perceive that more than their lives are at stake.
True_Believer rolled 1d20+9 and got a total of 23:
14


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PostPosted: Thu Feb 27, 2014 7:32 pm 
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So for purposes of powers and the like are the crew of this ship considered allies? And where and how far out are the drowning sailors? If I moved to the closest concentration of them how many could I get within 25ft of me?

Edit - For the record I don't have to be on the ship for this. If I can jump in the water to get the majority of them within 25ft of me I will.

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PostPosted: Fri Feb 28, 2014 9:00 am 
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So for purposes of powers and the like are the crew of this ship considered allies? And where and how far out are the drowning sailors? If I moved to the closest concentration of them how many could I get within 25ft of me?

Edit - For the record I don't have to be on the ship for this. If I can jump in the water to get the majority of them within 25ft of me I will.

For the purpose of powers the crew are considered allies yes.

The overboard sailors are all on the port (left) side of the ship. There are 5 of them (because rstnme just saved one). They range in distance. The closest one is within 15 feet of the ship, but the furthest one is a good 50 feet from the ship. If you jumped out into the water and could avoid being thrown about too much by the waves, you could in theory place yourself at the center of them and get all five of them in the burst, but this would require incredible precision. Also, Quinn is about to do something that might help you out with this task, if that's what you have your heart set on doing.

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PostPosted: Fri Feb 28, 2014 9:04 am 
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rstnme wrote:
OK! Here goes...

Original post: rstnme rolled 1d20 and got a total of 19:
19
You actually could have added strength and half your level to this attack (+9) so ill take it as a 28 thatyou rolled (when I said no bonuses I was refering to like, weapon bonuses and stuff, my bad).

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PostPosted: Fri Feb 28, 2014 10:11 am 
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Well, I'll take that 28 :D

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PostPosted: Fri Feb 28, 2014 10:17 am 
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This is functioning in rounds, am I right? So treat the second roll of Thibor as his roll for the second round.


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PostPosted: Fri Feb 28, 2014 10:24 am 
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Yeah, is there an initiative order? Or should I post my next action and roll?

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PostPosted: Fri Feb 28, 2014 12:50 pm 
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There is no initiative order, but it is functioning in rounds. Everyone gets a chance to do something each round, but I am not so stringent on standard/move/minor only actions. If something you want to do can't be achieved in a normal round (say, for example, that it would take two moves and a standard to do what you hope to do) it would probably still be allowed here because you are not in combat (but it is an encounter).

That being said, stuff that takes a long time like ritual casting will take multiple rounds.

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PostPosted: Fri Feb 28, 2014 2:46 pm 
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Curious as to how much time has elapsed, but I think I'll hold off on asking that for now.

But I do think I'll attempt a prayer for knowledge to Ioun.

Religion Check:
Shockwave07 rolled 1d20+14 and got a total of 16:
2

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PostPosted: Fri Feb 28, 2014 2:55 pm 
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If you pray to a god and roll a 1 do they abandon you?

@Zinger -- could I use my Winter's Grip to freeze the water pouring into the hull or, alternatively, use my Nature's Abundance to grow some plants and patch the hole, lessening or stopping the intake of water and thereby freeing up more sailors to take care of the ship?

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PostPosted: Fri Feb 28, 2014 4:24 pm 
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Yeah... That was a terrible roll. Watch next round we hear one of the crew yelling "the gods have a abandoned us!"

Not good at all. So for the moment I'll continue the ritual with my crew buddy (Billy Kidd I assume?) and hope that the crew that went overboard don't have the name Dwayne among them and are swimming like a rock.

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PostPosted: Fri Feb 28, 2014 6:26 pm 
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So IC action posted and I will post the dice rolls here in a moment. Having reviewed my intended course of action the plan is as follows; jump into the drink, swim out to 10ft of the boat, target as many sailors as I possibly can within a 25ft burst of me. I won't be able to get them all but I should be able to save at least a few. Assuming my rolls aren't terrible.

Jumping off the ship and attempting to land with some accuracy
Garren_Windspear rolled 1d20+9 and got a total of 19:
10


Athletics check to swim out towards the sailors
Garren_Windspear rolled 1d20+7 and got a total of 22:
15


Edit - that isn't great but I can work with it I guess. How many can I snag within the parameters I laid out?

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PostPosted: Sat Mar 01, 2014 4:11 pm 
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rstnme wrote:
If you pray to a god and roll a 1 do they abandon you?

@Zinger -- could I use my Winter's Grip to freeze the water pouring into the hull or, alternatively, use my Nature's Abundance to grow some plants and patch the hole, lessening or stopping the intake of water and thereby freeing up more sailors to take care of the ship?

No your god does not abandon you for **** rolls. lol

Nature's abundance to create a temporary patch for the hole in the hull might work. Would require you to expend the power and make a successful Nature check. Also, you would have to be below deck in the cargo hold where the hole is.

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PostPosted: Sat Mar 01, 2014 5:45 pm 
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Then I'll do that. I'll tell the sailors I saved to continue hauling up the fallen sailors, then I'll dash below deck and patch a hole... drumroll please...

rstnme rolled 1d20+12 and got a total of 22:
10

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PostPosted: Sun Mar 02, 2014 1:17 am 
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As a check for each prayer:

Melora's protection:
Shockwave07 rolled 1d20+14 and got a total of 34:
20


Corellon's Knowledged:
Shockwave07 rolled 1d20+14 and got a total of 30:
16


Bahamut's Protection:
Shockwave07 rolled 1d20+14 and got a total of 32:
18


Maybe I'm pushing things...

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PostPosted: Sun Mar 02, 2014 9:00 am 
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If or when my second religion check is used, Thibor will join Graydon and use the make whole ritual to make a permanent fix.


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PostPosted: Sun Mar 02, 2014 1:12 pm 
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Agamemnon uses Astral Step to teleport himself and the three sailors within range back onto the ship.

Astral Step
Daily + Divine, Teleportation
Move Action + Close Burst 5
Target: Me and each ally in burst
Effect: I teleport the target 7 squares.

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