DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


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AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

Finally updated.
Michael you have all my info right?
Don't have a dayjob on him


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

I know that a wand of fireballs is probably better, but how cool is it to have a cannon. I know I will now be taking true strike.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Details:
With a total gear value per party member of 5,323.85, here is the breakdown for post-claims adjustment.

Arjun Claims - 5,290gp Difference: -33.85
Noro Claims - 6,160 gp Difference: +836.15
Dimitrious Claims- 5,000gp Difference: -323.85
Jax - 4,030gp Difference: -1293.85
Suny's gear claims - 5,280 Gp Difference: -53.85
Calah Claims - 5,025 gp Difference: -318.85

The sale value of the gear, along with other liquid assets, comes to a total of 38199.5gp. After deducting the cost of retrofitting the ship (assumed to just make it a basic squib rather than anything additional), we have a total of 36199.5gp. That equals 6033.25gp for each party member.

After making adjustments for gear claims and deducting the cost of squibbing our ship, the division is as follows:

Arjun 6067.1gp
Noro 5197.1gp
Dimitrious 6357.1gp
Jax 7327.1gp
Suny 6087.1gp
Calah 6352.1gp


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Ah Excellent, Then I will pick up a wand of infernal healing(750gp), Wand of true strike(750gp) for the cannon and a belt of dexterity +2(4000gp) 6357 - 5500= 857 leftover. If anyone can think else we can use let me know.


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Just make sure to roll for availability. ;)


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

I think a cannon would be great. Dimi could use it to great effect with true strike. Prolly takes a round to reload anyway. He can use that round to recast for next shot.

-Posted with Wayfinder


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
Arjun Srivastava wrote:
Just make sure to roll for availability. ;)

Already done, I got a 52. What's the damage for a cannon and what kind of ammo can we get?


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
Dimitrious Black wrote:
Arjun Srivastava wrote:
Just make sure to roll for availability. ;)
Already done, I got a 52. What's the damage for a cannon and what kind of ammo can we get?

Siege Engines

A few excerpts:

Direct-Fire Ranged Siege Engines: Direct-fire weapons launch their projectiles on a relatively flat trajectory, allowing them to more easily target creatures or pummel barriers directly in front of them. A direct-fire weapon uses a normal attack roll, with the normal penalty for nonproficient use. In addition, a direct-fire weapon takes a –2 attack roll penalty per size category that the weapon is larger than the creature aiming it. Creatures that have ranks in Knowledge (engineering) or use a targeting platform (see below) are not adversely affected by their size when firing direct-fire ranged siege engines. Sheer manpower can also reduce the penalties for size. Increasing the crew of these weapons by 1 or more can reduce the attack roll penalty for creature size: as long as an extra crew member is no smaller than three size categories smaller than the direct-fire weapon, it can reduce the penalty due to the aiming creature’s size by 2. For example, a Huge ballista fired by a Medium creature that is part of a crew of two (the creature aiming the ballista and someone to help position it) takes only a –2 penalty on attack rolls.

Cannon: Cannons are crafted of metal—some are cast in one piece, others welded with iron bands—and mounted either in the ground or on wooden frames. Cannons use black powder to propel their projectiles with great force. A cannon has a misfire range of 1 (20 feet). Cannons have a hardness of 10 and 70 hit points. Cannon balls cost 30 gp each and weigh 25 pounds.

Cannon 6d6/20x4, 100 ft., B/P, Crew 2, Aim 1, Load 3, Spd 10 ft.

TLDR: I WOULD BE VERY OPPOSED RIGHT NOW. Without Exotic Weapon Proficiency, we will be taking a -6 penalty to attacks, it takes three people to operate, and costs 30gp per shot.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

Think 6d6. Ammo is in gameplay post.

Edit: ninja'd. I think we could use the dmg ouput at this stage. With two sorcerers it takes a while longer before we can dmg a ship like this without a cannon. Also, chainshots wreck ships and leave them ripe for the plundering.

-Posted with Wayfinder


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

You're the captain.


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

I played the last assassins creed game alot ;). I also think it will be a good intimidating tool if we ever need it.

-Posted with Wayfinder


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

At work.

... jus' two questions, like.

One. Iz that shine amount after we took our preferred stuffs?

Two, I be thinkin' there be a name missin' from that roster, no?


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

I got 2100 gp for ammo/black powder, we could use members of the crew to man it. So with a -6 penalty, we will have a +14 to hit(with true strike). I don't suppose dex helps like a crossbow 8>).


Male Human Expert 1 Warrior 1

Here is how I will run cannons, it will attack with a +5 against touch AC down a line, for each range increment of 50 feet I will roll a d10 a 5 or 6 will mean it fires down the line intended, a 4 means 5 feet to the right 3 means 10 feet to the right, a 7 means 5 feet to the left etcetera. Proficiency will turn that into a d6 with 3 and 4 being down the line intended.

Example:
Non proficient 150 feet
Cannon: 1d20 + 5 ⇒ (10) + 5 = 156d6 ⇒ (3, 4, 2, 6, 3, 3) = 213d10 ⇒ (5, 2, 4) = 11
The cannon would do 21 damage to everything with a touch ac of 15 or less down a line 20 feet right of the target, still probably hitting the enemy ship(5= on target, 2= 15 feet right, 4= 5 feet right)

Proficient 50 feet
Cannon: 1d20 + 5 ⇒ (20) + 5 = 256d6 ⇒ (1, 4, 3, 4, 1, 5) = 181d6 ⇒ 5
Confirm: 1d20 + 5 ⇒ (10) + 5 = 1518d6 ⇒ (5, 6, 1, 2, 2, 6, 5, 4, 3, 3, 3, 2, 1, 2, 5, 6, 5, 1) = 62
The Cannon would do 80 damage to everything it confirms against down a line 5 feet to the left of intended.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

I guess with a chain shot we could still do a lot of damage even if we hit a little off target. and those dice over a longer range could even balance itself out :d.

What would be the basic touch ac of a ship? or it's rigging?


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
.Suny. wrote:


Two, I be thinkin' there be a name missin' from that roster, no?

I don't know how I missed that.

Kyranda receives 7,884.1 gold pieces.


Fem Elf Bard 3
Arjun Srivastava wrote:

I don't know how I missed that.

Kyranda receives 7,884.1 gold pieces.

(^_^)

I be lookin' after our Preistess.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

If we take the cannon everyone has to deduce 857 from your personal gold supply.

I think that even without proficiency it can be well worth it. Are you still against it Arjun?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

At work.

*Raises hand*

I would be for a cannon at this stage IF the DM would allow it to be mount3d on a turnable mount on the fore-castle.

Otherwise..... we're just not going to get enough use out if one (Or even two) cannon at this stage.

Having somthing with which Dim (With all the help etc) can direct fire relativly where we need it is a good thing.

However, if the DM wants a tad more 'realism' and only wants broad sides and not battleships , then we shouod wait for more experiance....and MOAR cannons!!!

Much cheers to all.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

I will pay that and see if we can get more ammo made. Plus we have true strike so missing is going to be difficult.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft
Dimitrious Black wrote:
Plus we have true strike so missing is going to be difficult.

(>_>)

Me dun't think Dim knows tha' DM rilly well...

(<_<)

Ye roll a natural '1'? Yah..... things be gettin' squicky rilly, rilly quick, like.

Much cheers ta' all! (^_^)


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

Oh, well... true strike fixes everything.

:)

Go ahead, let's get a cannon. Can we name her Big Bertha?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

In regards to tha' name? I be thinkin' a 'No' to tha' Bertha one. (>_>) Jus' sayin'.

So, like I bin askin' afore, we's has tha' pick of tha' gear we liked tha' lookin' of AND tha' amount of shine?

Or has I missed somat?

Much cheers ta' all!

On a note about cannon names. I believe there have been some interesting iterations with certain characters and their weapons. Though I am just off a twelve hour night shift and thinking of such escapes me at the moment. Something along the lines of,

"Why do you call your gun that?"

"Because when I draw it... EVERY one listens..."

Or some such.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
Arjun Srivastava wrote:

Oh, well... true strike fixes everything.

:)

Go ahead, let's get a cannon. Can we name her Big Bertha?

I have never dealt with guns much less cannons so if I'm missing something please enlighten me.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

the name big bertha may be referring to this


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

I have a connection with a ball-less fat fred. Should be a joke in there somewhere...

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

I think I would let it be mounted as a chase cannon, it could be pointed in a new direction perhaps as a full round action with a strength check DC 15, does that sound fair?


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
Noro the iron maiden wrote:
the name big bertha may be referring to this

Bingo.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16
MichaelCullen wrote:
I think I would let it be mounted as a chase cannon, it could be pointed in a new direction perhaps as a full round action with a strength check DC 15, does that sound fair?

Sounds good. We can have some crew members help turn it around.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Dm, sir, i have a pfs game on the 28th so i hope to add the chronicle by then, is there anything i can do to help you with it?


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
Calah Riptide wrote:
MichaelCullen wrote:
I think I would let it be mounted as a chase cannon, it could be pointed in a new direction perhaps as a full round action with a strength check DC 15, does that sound fair?
Sounds good. We can have some crew members help turn it around.

Owlbear is a big boy, he can assist

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Jax is just kind of waiting for the next scene, right now it seems we are just buying cannons, supplies and setting up cannons.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

We is also bein' able ta' meet peoples. (^_^)


Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16

PFS character day job 1d20 + 4 ⇒ (17) + 4 = 21


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

How many crew members do we currently have and what would be a good number for a ship this size?

-Posted with Wayfinder


Rachel Riptide wrote:
How many crew members do we currently have and what would be a good number for a ship this size?[/smaller]

Well.. from my time playing "Sid Mead's Pirates" MOAR is always better, especially when trying to take the treasure fleet at harbor in Panama. (^_^)


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

recalculating gold per person using Arjun's calculations:

With a total gear value per party member of 5,323.85, here is the breakdown for post-claims adjustment.
Arjun Claims - 5,290gp Difference: -33.85
Noro Claims - 6,160 gp Difference: +836.15
Dimitrious Claims- 5,000gp Difference: -323.85
Jax - 4,030gp Difference: -1293.85
Suny's gear claims - 5,280 Gp Difference: -53.85
Calah Claims - 5,025 gp Difference: -318.85
Kyranda Claims - 3,438 gp Difference: -1885.85

The sale value of the gear, along with other liquid assets, comes to a total of 38199.5gp. After deducting the cost of retrofitting the ship (Squib rebuild, cannon, smuggling compartments), we have a total of 32699.5gp. That equals 5100 gp for each party member.

After making adjustments for gear claims and deducting the cost of our ship, the division is as follows:

Arjun 5134 gp
Noro 4264 gp
Dimitrious 5424 gp
Jax 6394 gp
Suny 5154 gp
Calah 5419 gp
Kyranda 6986 gp

Think I will get an amulet of natural attack for the roc.
1d100 ⇒ 75
Yay they have one. Going to try and buy one, let's see if I can get a discount too.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

So just so I have this correct my cost to retrofit the ship is 857gp?


AC 22 (T 12, FF 20). HP 42, Fort +7, Ref +4, Will +10 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 3/CMD 15, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +4, 1d6 18-20/x2, Quarterstaff +3, 1d6 20/x2, Sling +5 1d4 20/x2, Hydraulic Maneuver +9 bull rush/disarm/dirty trick(blind or dazzle)/trip
Skills:
Diplomacy +10, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +13, Profession (cook) +9, Profession (sailor) +13, Sense Motive +12, Survival +12

5500/7 :)

-Posted with Wayfinder


Male Human Expert 1 Warrior 1

@Calah if you were looking for mule back cords for your Roc so it can carry you there are some here.


Male Human Expert 1 Warrior 1

@Calah if you want mule back cords for your roc so it can carry you, I will let you buy them for him.


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

I thought there was a set in the hidden compartment of our ship that I took. I can just use those right?

Sczarni

Female Human 5th Cleric

GM, players, everyone, for the next several weeks, it is going to be an extremely stressful time for me, I am in the process of moving and I have some real life things to deal with at this point. I am going to continue to play in all the games that I am currently in, so GM's please feel free and GMPC me till I return. I will have no internet expect what is at work for a while so it might be hard to post even at that.

I will make sure to keep up with what is going on in the game.

If anyone has a problem with this please PM me and I will deal with it that way.

Thank you


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Hugz Kyranda* Wishin' ye an' yours all'a very bestest ! (^_^)


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Get yourself settled and feeling better, We'll be here waiting for you.

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

yes, wish best of luck as well Kyranda


Male Human Expert 1 Warrior 1

@Kyranda I am in the middle of a move myself, I know how you feel at least with that part of your stress. Good luck and get back on when you can, if we are in need of healing I will DM pc Kyranda.

@ Calah, I had forgotten that I had placed those there. How forgetful of me, of course you can use them.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

3 toothed mike...i'd hire him for the name alone


AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Attacks:
Mwk Scimtar +5, 1d6 18-20/x2, Quarterstaff +4, 1d6 20/x2, Sling +6 1d4 20/x2, Hydraulic Maneuver +11 bull rush/disarm/dirty trick(blind or dazzle)/trip | AC +9 1d6+7, 2x 1d4+7
Skills:
Diplomacy +11, Fly +4, Handle Animal +11, Knowledge (geography) +7, Knowledge (nature) +9, Perception +14, Profession (cook) +9, Profession (sailor) +14, Sense Motive +13, Survival +13, Swim +16

A pirate I was meant to be, Trim the sails and roam the sea....

So now that we are going underway, should we give our mighty band some roles aboard the ship? I am unfamiliar with the roles a pirate vessel has, but I think it nice if everyone else also has a role and can order our mooks about ;).


At work.

In regards to ship duties. I have some Osprey military books and some other material. Will make some notes and share them around. Will try and find the 'Shift roster' for a tall ship.

From memory, most crew on a ship of sail were lucky to get a solid six hours sleep. :P

And people still ran away to sea because that was deamed a good deal! And lets not mention the 'food' of the day! :P

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