Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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RPG Superstar 2015 Top 16

Oracle skill set is fairly narrow, but that's why the mysteries you pick expand them... plus, with the multiclassing, I think that the character winds up with an awful lot of class skills. :P

Anyway, I'll show you what I've got, and I'm happy to listen to any tweaks, etc.

Background: Basically, I envision Chantey as having just been an ordinary sailor/salt, using a gun in defense of the ship, nothing too spectacular, but his crew ran afoul of a massive storm. The ship he was on was destroyed, and Chantey the sole survivor: he has very little memory of his life before the storm, only the knowledge that he was changed in some fundamental way by his contact with the titanic forces of the ocean's fury. Maybe it was Gozreh, maybe it was something older and too nameless to even be a god. He woke up on a beach, and ever since he's found himself able to do things he can't explain: relieve people's illness with a touch, or close terrible wounds. He feels an affinity with the water he never did before, and gets edgy if he's too far from the sea. He doesn't understand what his life has become, and has tried to return to his old sailing ways, but sailors are an often superstitious lot. Some crews have embraced him as a good-luck talisman, someone clearly touched by the sea, and others have shunned him... and still others have been happy to welcome him as a shipboard medic, only to leave him in the first port once his tendency to babble in a strange, liquid language have come to light.

He was not given the name Chantey as his birth name: he doesn't remember his birth name, but 'Chantey' is what the sailors started calling him, saying that his mumbling sounded like an old sea shanty.

Appearance: Chanty is a tall, rangy young man whose predominant physical trait is that he's.... damp. Seriously, he always seems to be a bit wet, for no good reason: he can be in a dry tavern by a roasting fire, and his stringy hair is still a bit damp, his boots leave a little dripping trail. He's mastered a number of desperate lies to explain this, everything from just having had a tankard upended on his head to having been thrown in a watering trough.

He's Varisian by ancestry, with a tattoo of a dolphin on one hand and many other sailor tattoos beneath his clothes. He has tanned, weathered sailor skin, black shoulder-length hair, and blue-green eyes the exact color of the sea. (They used to be brown.)

Mechanics for Buccaneer/Oracle:

Chantey
Male Human (Varisian) Gunslinger (Buccaneer) 2/Oracle 2
CN Medium humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 30 (2d10+2d8+4)
Fort +4, Ref +6, Will +4
Oracle's curses (tongues [Aquan]), cold resist 5
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Offense
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Speed 30 ft.
Melee (haven't bought weapons yet)
Oracle Spells Known (CL 2nd; concentration +5):
1st (5/day)—remove sickness (DC 14), touch of the sea (DC 14), cure light wounds, air bubble
0 (at will)—purify food and drink (DC 13), detect magic, mending, create water, light
--------------------
Statistics
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Str 10, Dex 16, Con 13, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Combat Casting, Gunsmithing, Point-Blank Shot, Precise Shot, Sea Legs
Traits blessed touch, wharf rat
Skills Acrobatics +9, Bluff +7, Climb +8, Diplomacy +7, Escape Artist +7, Heal +5, Intimidate +7, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Profession (sailor) +7, Sense Motive +5, Sleight of Hand +7, Spellcraft +5, Survival +5, Swim +9
Languages Aquan, Common, Shoanti, Varisian
SQ deed: deadeye, deed: gunslinger's dodge, deed: seadog's gait, grit, liquid courage, mysteries (waves), revelations (icy skin)

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Special Abilities
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Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Seadog's Gait (Ex) Spend 1 grit point to ignore difficult terrain until end of turn.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Liquid Courage Gain grog points that can be used in place of grit points.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Tongues (Aquan) You can only understand and speak one language in combat.
Wharf Rat You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

I'll get the cleric alternate build to you in a bit. The backstory as written is heavily oracle-slanted, so I might change it up some for the cleric version.


Alternative Oracle Possibility –

If you’re still eager to play the Oracle, I’m considering it with the following tweaks – (let me know what you think – it’s not set in stone):

Your level of Oracle for “Spells Known” is considered -1. So in other words, you wouldn’t learn a second level spell until 5th and a third level spell until 7th. You are able to “relearn” new spells known at forth and fifth, if you feel it best.

The Trade-off

You’d gain the following skills as “Class Skills” – Appraise; Disguise; Fly; Handle Animal; Intimidate; Ride; Stealth and Survival. This is to reflect your experience with being a bit of a social Pariah and moving in the wild (disguising your power and “Curse” and so on).

You’d gain +2 Skill points per level for being an Oracle.

On 3rd level you’d gain a +1 Bonus to all Intimidate and Sense Motive checks. This bonus increases by +1 every three Oracle levels.

As a 4th level you’d gain Uncanny Dodge. If you already have it, it bumps to Improved Uncanny Dodge.

On 5th level you’d gain the Paladin’s special ability Divine Grace.

Also - I like your build so far. I'm curious to see more of the guy when he's finished :)

RPG Superstar 2015 Top 16

Well, Handle Animal, Intimidate, Ride, and Survival are already all class skills for me due to the levels of gunslinger. So... three net new class skills, effectively.

(Current class skills)
Acrobatics
Bluff
Climb
Diplomacy
Escape Artist
Handle Animal
Heal
Intimidate
Kn: Engineering
Kn: History
Kn: Local
Kn: Nature
Kn: Planes
Kn: Religion
Perception
Profession (duh)
Ride
Sense Motive
Sleight of Hand
Spellcraft
Survival
Swim

...which is what I was saying about there already being a lot of class skills, due to the multi-classing. Note that I'm not turning down 3 more class skills, just that 'not having enough class skills' isn't really the character's core problem, haha.

I wouldn't get a 3rd level spell until I was a 6th level oracle, so getting it as a 7th instead isn't too huge a problem, I suppose. I'm alright with all of those changes.

Drawing up the cleric alternate build right now.

RPG Superstar 2015 Top 16

Alternate application:

Jenner 'Holystone', a cleric of Besmara

Background: Jenner is in his late thirties, a smiling veteran of the seas. He was born on a ship and swears that he'll die on one. Not all the ships he's crewed with have been strictly.... legal.... in their cargo, and fat Chelish galleys carrying slaves are a fine quarry to hunt over the ocean.

When he was still a child, Jenner was washed overboard in a spate of rough weather from his parents' ship. A rowboat was quickly lowered, though all on the ship feared the worst. Yet the child was found, treading water despite the roughness of the waves-- and told his parents that 'the lady with the gold smile' had held him above the waves. In later years, he identified this figure as a manifestation of Besmara, the chaotic and capricious goddess of pirates, and is accordingly more religious than most who sail the seas. He insists on pouring a bottle of wine overboard to Besmara before any ship he is on leaves port, and bores many he sails with with talk of the Pirate Queen... at least until a storm strikes, when they are suddenly eager to listen to whatever faith he may offer.

He was given the half-derogatory nickname 'Holystone' both for his loud worship of Besmara, and as a reference to a 'holystone' (a soapstone used on ships to polish a deck, a thoroughly unpleasant task). He's embraced the term smirkingly.

Brash and brassy on the surface, Jenner has a broad curiosity about the world and reads voraciously. He insists on keeping any books and scrolls that are ever looted from enemy ships, and has tried to educate himself about things beyond simply the sea-- often shutting himself away in his quarters, reading by lantern's light. Still, it has come as a surprise to him that, in recent years, he has dreamt of the Pirate Queen again, and hears her whispers in his dreams: take what you can from life, and let Hell choke on your wake.

And with the dreams have come the ability to say prayers-- except these ones actually have an effect...

Appearance: Barrel-chested, mustachioed and bearded, with two gold teeth and his hands scarred from plenty of rope-work, Jenner/Holystone looks like your typical Varisian pirate sailor (heavy tattoos included). A gun's usually lodged at his belt-sash, and he throws himself at women, fights, books, and liquor with equal enthusiasm.

Stats for Gunslinger 2/Cleric 2:

Holystone
Male Human (Varisian) Cleric (Cloistered Cleric) 2/Gunslinger 2
CN Medium humanoid (human)
Init +2; Senses Perception +7
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 30 (2d10+2d8+4)
Fort +7, Ref +5, Will +6; +2 vs. symbols, glyphs or writings
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Offense
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Speed 30 ft.
(haven't bought weapons yet)
Special Attacks channel energy, storm burst
Spell-Like Abilities
. . 6/day—storm burst
Cleric (Cloistered Cleric) Spells Prepared (CL 2nd; concentration +5):
1st (2/day)—protection from evil, remove fear, obscuring mist
0 (at will)—purify food and drink (DC 13), detect magic, create water
--------------------
Statistics
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Str 10, Dex 14, Con 13, Int 12, Wis 17, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Gunsmithing, Point-Blank Shot, Precise Shot, Selective Channeling
Traits blessed touch, sea-souled (coastline or island)
Skills Acrobatics +6, Appraise +5, Bluff +6, Climb +4, Diplomacy +6, Handle Animal +6, Heal +7, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +5, Perception +7, Profession (sailor) +7, Ride +6, Sense Motive +7, Sleight of Hand +6, Spellcraft +5, Survival +7, Swim +5
Languages Aquan, Common, Shoanti, Varisian
SQ aura, breadth of knowledge, deed: deadeye, deed: gunslinger's dodge, deed: quick clear, domains (storms), grit, spontaneous casting, well-read
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain (Storms) Associated Domain: Weather
Cleric Channel Positive Energy 1d6+1 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sea-Souled (Coastline or Island) You may always take 10 while Swimming.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Storm Burst (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Well-Read (Ex) +2 to skills, CL checks, or saves if pertain to glyphs, symbols, or writings.


The cleric has a better build for the party, I think.

Also, it's easier for me than many of the tweaks I've tried to do with the Oracle for now.

But for now, I think I'm going to have to see what the rest of the guys think.

I'm hoping that they'll toss some feedback on it soon, though.

RPG Superstar 2015 Top 16

No worries. And like I said, I'm happy to play a cleric. I'll be a much more effective caster as a cleric, really.


Indeed. Plus the gang was eager to get a person who can Channel Energy for purposes of combat.

Also, Channeling energy is good for fighting undead, and that can be useful, too.

I'm okay with it not, but I'm hoping for more feedback from the others, but so far it looks pretty good.


Hi, Dien. I'm one of the current players. I prefer your cleric build, Jenner Holystone, because we do require channelling (and selective channelling to boot) and I'm not a fan of the Tongues curse because it makes communication hard in combat (especially since in our game no one speaks Aquan). Just one thing to consider too, the game isn't just on the sea -- we have just as much land-based action as well, and, your two characters seem heavily built around the ocean. And we aren't great fans of pirates -- we can suffer privateers -- but not actual pirate folk. ;) Plus, pirates aren't very well liked in Beacon -- I'm sure that will be an issue with the Lord Regent whom we've signed up with.


At work

Will add some thoughts when I can.

RPG Superstar 2015 Top 16

Duly noted, Taissa, and thanks for the further setting stuff. I don't really want to lose all the sea-based stuff because it's a lot of what makes either character feel unique to me, but I can definitely slant the stuff less piratey-in-flavor.

I look forward to any other suggestions.


No worries with keeping the ocean flavour in your background, less the pirate angle. Are you vested in Besmara being your deity of choice or can you swap over to Gozreh? I think choosing the latter takes some of that piratey-zealousness out ... And I like Gozreh because of the duality of the deity...makes story sense with the duality of our quests and plays nicely with your choice in domain (storms). Besmara seems more suited to a Skulls & Shackles game and we're trying to not go down that route.

Also, I'm not sure if you're aware, but we are anti-slavery ... both as a group and the town of Beacon itself.

RPG Superstar 2015 Top 16

I really like Besmara for Holystone, though I'd probably switch him over to CG rather than CN and focus less on the 'pirate' stuff and more on 'freedom, individualism, the ocean can't be tamed blah blah'. After all, Besmara's not an evil deity as written, and she has other aspects to her than piracy, that one just gets the most press. ;) (Much like Calistria and sex.)

eta I did a bit more reading on Gozreh and I could actually see Holystone working as that, too. The image I had of Gozreh was kind of just a bland 'generic nature' god, but on re-reads, there's no real reason Gozreh wouldn't work as well as Besmara.


The switch to CG and the focus on freedom etc is fine as to the aspect of Besmara you want to play. I think that'll work in better/well with the rest of us.

May I ask what time zone you're in? It helps to know (well, sort of) when you will be available to post in game.

Along the way, Dain GM gives us riddles and puzzles to solve ... and from your skill set it seems you have quite a bit covered. ;)

RPG Superstar 2015 Top 16

I'm on Pacific time, but I tend to keep odd hours.

Excellent, I enjoy riddles and puzzles.


My only comment is that the Oracle's curse can very quickly screw the character.

Having been in a campaign where the character was afflicted with the 'Oracle's blindness'... It became useless in a campaign that mostly happened out of doors.

A character who can only see 60' ever will be rather stuffed.

Then there's the problem with lame. People are already kind of miffed that Melthune has such a 'slow' combat speed. Imagine a crippled oracle who will NEVER move faster than 20' or so feet?

Just things to think about. The Oracle's 'Tongues' affliction is the one with the least baggage.

Much cheers to all.

RPG Superstar 2015 Top 16

I play a fair chunk of PFS, and I've seen most varieties of the Oracle's curse in play, including blindness. I've also GM'd for a group with a Tongues oracle. I'm aware of the various drawbacks they inflict and what a pain they can be in combat. :D

But it sounds like the group is leaning towards the cleric anyway, so it may well be a moot point.


For this game, I think the cleric will work better. The others may have share their thoughts/choice on the morrow (I'm down in the southern hemisphere and can post currently).


I certainly prefer the Cleric build, and my PC is looking forward to that channelling. I concur with the remainder of Tai's comments on alignment and such. Looks good.


Channeling is a great thing to have in any group, so of course that is nothing to snuff at. I play an Oracle with Dien as a GM - one all about intensive healing, and trying to actually use channeling effectively during combat, so I can really appreciate its usefulness in a group.

By the way, good to see your application Dien - looking forward to play with you ;)

As far as background goes, I think I'm going with the rest of the crew here - I prefer the cleric. But I'm also gonna throw out that as a player, I do prefer the Oracle - clerics are indeed versatile, but I just love spontaneous casting.

From my character's perspective, and I would say for most of the group's current endeavours, I think having a Good character beats a Neutral one by far - we have some tough cookies on board (Polux included), and bringing neutrality to the table might just not be very good to our dynamics :D

I second what Taissa pointed out - we have seen quite a share of seabound action, but we can expect as much land based activity, and less pirate inclined.

I would say the cleric seems to be a better fit to our group, but on the other hand the oracle would push us even further into playing more tactically, and not so much reliant on healing to keep us up - I just don't want to see anyone who joins us being pushed into that role (it can be interesting, but it can also reduce the dimension of the character into that of the 'healer'), and on that note the Oracle would challenge us more I believe - that is a good thing in my book ;)

Not sure if my comments were useful at all though ;)


dien wrote:
eta I did a bit more reading on Gozreh and I could actually see Holystone working as that, too. The image I had of Gozreh was kind of just a bland 'generic nature' god, but on re-reads, there's no real reason Gozreh wouldn't work as well as Besmara.

I missed your addendum. I like Gozreh (and have had most of my characters follow him/her). I think there's some great flavour to be had with this deity ... so I'm glad you can envision Holystone following Gozreh.


Ultimately I think the thing that the group really needs is a team player.

While I enjoy reading/playing the dynamic of a character that is the Lone Wolf or outsider of the group, what I've found from personal experience is that ultimately it ends up rubbing my companions the wrong way.

It can be fun to play that sort of thing, but if social RP compromises the ability to work well together or with the other PC's then people get frustrated.

So long as you're able to work well with your companions and be one of the team I feel like in the long-run that almost all character decisions will be accepted because we're friends and team mates.

For example - if I submitted a character who was a goblin barbarian and a priest of a war god for the group, I'd probably be booed out of the running. But one of the NPC's is doing that right now, and he's doing fairly well because he's doing whatever he can to help the team, despite his barbaric and beastial nature.

Anyhow, that's just something to keep in mind.

I like the privateer angle - the angle that all should be free and I'm curious to see him join.

Right now the group's in a battle. We can have you hop on as soon as things get done. Hopefully that will be soon :)

As for me - most of the deities haven't been to my taste in general - that's why I allow Clerics the chance to make their own deity from scratch. While they don't have much support from other NPC's typically, they do have the chance to create something that's more personal and to their taste. That's just something to consider, though.

Now I'm off to work!

RPG Superstar 2015 Top 16

Dain GM wrote:


As for me - most of the deities haven't been to my taste in general - that's why I allow Clerics the chance to make their own deity from scratch. While they don't have much support from other NPC's typically, they do have the chance to create something that's more personal and to their taste. That's just something to consider, though.

Then I worship Goz-mara. ;)

Only half-kidding with that: I'd prefer the character to be chaotic, because it fits the more rollicking nature of life on the sea/his backstory and so forth, and if I go with Gozreh and strict RAW, then I can't have him be CG. If GM fiat dictates I can worship Gozreh and go CG, then I'm fine with that.

*

On the topic of channeling: as I've said, I'm happy to play a healer, and I'm happy to play the cleric, too, but if people are really excited over the channeling, then I admit that does make me rather apprehensive that what your group is looking for is not a cleric, but a channel-bot. And leaving aside the fact that doing nothing but channeling is kind of dull to me, I'm going to be a crappy channel-bot, because I'm a level 2 cleric. People with 30+ HP, routinely facing CR 3-5 enemies, don't benefit a hell of a lot from a potential 1-6 HP per round.

Again, I'm happy to play the cleric, but just keep in mind that with that little channeling available to me relative to the level of the group, you are maybe thinking you are going to get more than you are, in that regard.

*

Ohhhh hey Heldar/Edelhdur/Reknar/etc. ;) *fistbump* Didn't realize Polux was you, nice to see someone I know.

Anyway, I'll finalize things up and purchase gear, if I am told how much gold I'm starting with and what restrictions I have on buying items, for Jenner. (I'm assuming wands are right out, but magic items in general? Are magic arms/armor available?)


Dien -

Sure, you can worship Gozreh as a chaotic-like player, so long as you work it into the backstory. It's all good with me on that count.

As for the concern via a "Channel Bot" - well, I'm not really sure how to answer that myself. I don't know specifically what the group wants only that they've indicated that they'd prefer someone who could channel.

To me, if you reach level 7 as a 2nd level gunfighter and a 5th level cleric (assuming you go that route), then that will mean that you'll only be able to channel 3d6 which nets to an average of 10.5 HP for a total potential of 5 times a day based on your current build.

If it was me, I'd like to have some channeling in a tense melee fight, but there are a hell of a lot of things that cleric's can do to help out besides it, assuming you don't multi-class in other routes). But I'm not totally sure what the crew's looking for at this time.

Since we got some time before you can join in formally, if the gang has the chance to toss up their opinions here, that'd be cool.

RPG Superstar 2015 Top 16

That's more or less what I'm saying: that clerics can do so much more besides just channel, but if the party's expecting that my primary combat role is going to be 'channeling', then I think we may have some slightly conflicting expectations on that count.


We need "in combat" healing. Specifically, my barbarian, and other melee players, need "in combat" healing. That is why we suggested channeling. From all the many deliriously maddening conversations that we have had on the subject, I was sure that our GM would know why we asked for channeling and exactly what we wanted. ;-)


Dien, we have magical scrolls of healing and healing potions in the form of Healing Remedy. Taissa can craft the healing potion ... and our previous cleric used to craft scrolls for us as she had that skill and we could carry those with us and not just rely on her channelling. But the channeling was mainly for combat healing -- we get hit hard and by multiple assailants (plus casters) more often than not.

Perhaps, if you're interested you can take up Craft:Scrolls as a skill? I don't think anyone else in the party has it because the previous cleric did. So, the channel heal is more a top up when we need it, especially the barbarian of the party who get hits a lot during combat and needs a lot more hp than the rest of us (as is the way).

Plus, the previous cleric had a nice balance between heal bot and fighter (she had gunslinger too). I think you could too as I don't want you feeling bored with only being the healer.

Starting gold is via level, so if you're starting at level 4, you'll have 6000 gp. Regarding magical items, we can get masterwork armor and weapons, no magical wands, we can have magical scrolls and potions (healing in main).


Dien, here is a link to the Campaign info/rules which may help shed some light.

Campaign info

RPG Superstar 2015 Top 16

Yeah, I've read through all the campaign info/rules already. :) Thank you though.

Preventing damage is better than healing it. Obviously healing is still needed, but phrasing it as 'our melee guys, especially the barb, keep taking lots of damage' is clearer than 'we want someone who can channel'. This lets me know that buffs I can throw on the barbarian to boost his AC or to keep him standing are useful things.

As far as Craft: Scroll goes, unless that's a house rule not specifically discussed in the campaign info tab, I don't think it works that way? Pretty sure I would need Scribe Scroll, the feat, not the Craft skill for that, unless Dain is GMing it a different way.

Although, Dain, I seem to recall you said it was freebie feat for your house-ruled cloistered cleric?


Dain GM wrote:
The minor trade-off is that you get the “Scribe Scroll” feat on level 2 cleric for free.

So yes re the freebie feat, Dien. :)

RPG Superstar 2015 Top 16

Thanks. :3

'nother question:

Quote:
4. Gunpowder is more common. Therefore all costs associated with firearms are now half price.

Just verifying: all costs? So a masterwork pistol costs 650, not 1300?


Dien, I believe that is correct for an ordinary musket (see below please).

Dain GM wrote:

Remember - guns are more common so all costs for guns are half the book standard price.

Also, guns resolve in the first 2 range increments in this game; with grit, they resolve in 5 range increments. But there are currently no plans for advanced firearms (though that may happen later).

And regarding our needs for a cleric, every battle to date (not including the current one as it is still unfolding) has had an evil cleric/caster as leader and it would be good to have a good caster of our own just to even odds up a little. ;)

Our goblin npc, Snaga can heal, as well. The GM will be giving Polux the stats on him - so I can't tell you what he has, but he can still be useful.


Shenkt "Hack" Corchran wrote:
I was sure that our GM would know why we asked for channeling and exactly what we wanted. ;-)

Me understand players? That's un-possible! ;)

I have a few ideas on what may be handy for the gang, though, via what could be good in a Healer.

One of them is taking Domain "Eagle"; in which case you'd pick up a Hawk Familiar.

It's my personal opinion that a Hawk is an amazing boon for a healer and ranged fighter - especially if you look at the special abilities and the Domain Spells - -Here- (such as having the Fly Spell, which is not normally available to Divine Casters). The extra bonus to Perception for a Hawk Familiar doesn't hurt, either.

As you know, typically familiars aren't available to healing characters (they end up getting Animal Companions), and that's a shame, because Familiars can deliver touch spells and that would include healing spells and spells that boost allies bonuses.

This is really their call, not mine, but as an example; you could be hiding behind cover offering suppressing fire on the bad guys while the tanks are mixing it up. If one of your mates gets hit you can cast "Cure Moderate Wounds" on your Familiar and send it straight to your fallen ally and your Familiar heals your pal with a touch even as you continue to fire. Since it's a tiny, flying target - with half the HP of a Fighter Class (if you're up that route) it means that there's a good chance your familiar won't even get hit, but even he does, he'll probably survive easily, then he can zip straight back to cover even as you're taking your next shot.

Anyhow, that's just a recommendation I'd toss out there. It's not combination many Cleric's typically choose as it's not "Standard" - but I really like it.


dien wrote:
Just verifying: all costs? So a masterwork pistol costs 650, not 1300?

Not quite. It's half the price for a regular weapon - so it'd be 500 GP. Then you add on the MW price to it (the masterwork cost is added to a weapon after it's been crafted) - so it should be 800.


If Dien chooses to take a hawk familiar, then we have one griffon companion (Kit), one Roc companion (Daya), one Worg companion (White Fang) and a hawk familiar. A perfect menagerie for Taissa, Beastmistress, to enjoy their company. ;) Personally, I think there is enough animals in the group. And although cool about the touch spells -- I'd rather see something different personally. Just my 2 cents.

RPG Superstar 2015 Top 16

I see the mechanical benefits of having a familiar to deliver touch spells, but it doesn't really fit my idea for the character. Thanks for the suggestion, though, and the clarification on gun pricing.


Dien, perhaps I should state that we don't need a character/cleric to constantly be healing us at every turn during combat. That's too much pressure for anyone and not very practical use of a player's/character's skill and talents. We generally get hit hard and fast -- most of the time the enemy gets the initiative because the law of averages is not on our side. And with multiple enemy, the combat can be longer in duration, especially if one or two of our players are downed quite early on and we are fighting with a smaller/diminished party. Personally, I just don't want to see us almost completely drained in hp and all about to fall before the combat is over. So, if we're down more than half hp, it would be good to get some healing channel during combat ... especially to the frontlinesmen. So buffs would be great and we as a team need to fight a little more cleverly (die rolls aside)... I think most of the healing will be done inbetween combats ... But it's nice to have the facility on the battlefield if we are in dire need. Does that make it clearer? :)

RPG Superstar 2015 Top 16

Gotcha. Maybe we should all invest in initiative boosting feats, to tweak that lump initiative over to our side. ;)

RPG Superstar 2015 Top 16

Hokay, I've bought basic gear and all, but no magical weapons or armor means that I have a solid 2300 gold to spend on.... scrolls, essentially.

If I can buy a Handy Haversack, I would really like that, since weight encumbrance is currently my biggest problem with this character, and would result in a lot of tweaked purchases. Dain (or anyone else who sees the question first), is that a purchase that would be avilable in this low-magic setting?


dien wrote:

Hokay, I've bought basic gear and all, but no magical weapons or armor means that I have a solid 2300 gold to spend on.... scrolls, essentially.

If I can buy a Handy Haversack, I would really like that, since weight encumbrance is currently my biggest problem with this character, and would result in a lot of tweaked purchases. Dain (or anyone else who sees the question first), is that a purchase that would be avilable in this low-magic setting?

Handy Haversack's are not available at this time; nor is pretty much any magical gear to start with.

That may become available later, but as it stands it's not available now.

You may want to convert your wealth to gems for portability. There's a lot of things 2,000 GP can buy - such as land, commissions, and maybe a small part of a ship.

More to come, though.


Dien, some of us have a masterwork backpack. Least that can give you a +1 to STR re calculating carrying capacity. I know not as good as the Handy Haversack ... but we make do at the start. :)

RPG Superstar 2015 Top 16

Yep, already bought one of those, sigh. :P


dien wrote:
Yep, already bought one of those, sigh. :P

It's okay.

If you're guy is pretty much done with all the details for your guy (assuming that everyone's cool with the concept and so on) I can actually try working you into the story sooner rather than later.

Let me know what you think and I'll try having you come in sooner, if you'd like :)

I'll start dealing with tossing up some details via PM if you're up for it.


Doot doot de doot. *salute*

I can come in whenever you want/whenever the story would naturally let me in.

Full deets/gear/all that stuff, as well as expanded backstory/personality/stuff. I wound up with 2590-ish unspent, and have not bought any scrolls yet, so if you want to recommend something like 2000 going towards some of the benefits you mentioned, and 500 for scrolls, that might work out well. I'm open to suggestions.

One question: is mithral allowed, for my chain shirt? Because if not I need to find a way to get rid of 12 or so pounds of gear, heh.


@Jenner: I'm pretty sure Mithral is allowed because Taissa attempted to buy such a shirt recently but alas there was no Mithral shirt large enough on The Waverunner (the crew were all Halflings).

RPG Superstar 2015 Top 16

Most excellent.


Dein - everything looks good. I'll shoot you a PM tonight via getting you introduced to the crew sooner rather than later.

Keep an eye out in your inbox - right now I got to get back to work!

See you all tonight :)

RPG Superstar 2015 Top 16

Aye aye, cap'n.

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