Rennick's Unhallowed Waters PbP (Inactive)

Game Master Rennick

A Tale of adventure and intrigue upon the High Seas!


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wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Hey folks,

A reminder that the reason I post the statblocks for bad guys is to allow you to resolve your actions during your post, so that no one has to wait for me to be free before continuing on. for simple hits and what not just subtract the dmg from the HP, for spells, use a dice roller and the preview button to determine if it's successful for or not.

thanks!


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Our pirate captain is at 2 hp.

Tellar healed Edgar before he went prowling, so Edgar should be at 3 HP now, not 0!


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

Sorry, I didn't realize that happened before he scouted, I will adjust accordingly


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Sorry Tellar, I had your piece off to the side just so I had it on the map to place once I knew your actions. I've placed it in a better location to where he would be starting. Hope it helps, I'll give it a wait to see if it alters your turn before updating.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Sorry for not updating today, had a premier event to attend and didn't get back home till midnight. At such a suspenseful moment to!


Male Undead (Augmented) Monk 1/Expert (Gamer) 2

Is Eaton's placement on the map pre-move or post-move?


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Everyone (except Tellar) is post move. Remember diagonal takes 2 squares then 1 square


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

Sorry guys, didn't mean to steal most of the fight, it just sorta happened. '>_<

Now we just have to get the ship out of here, preferably before we're up to our flanks in Grindlows.

Do we want to chance going back for some of the "loot" we left behind? We might need those 2 pirates... Once Edgar is back on his feet he's going to look into what we can do to get this boat sailing asap...


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Really if anyone, Emilia stole at least as much of that fight. NPC with a composite longbow is a dangerous thing.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Bah, there'll be plenty more fights I'm sure. We'll all get our turns in the spotlight. :)


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Yes indeed there will be! I do feel a bit bad for ninja-ing my own combat. But I'm trying to not fudge any rolls I make (Hence putting them in the posts) but my experience is that it always evens out.

Two things: I'm thinking of introducing Hero points. Opinions?

I'll have a more in depth post up later for Edgar to figure this out, but the basics are: You can make it to Riddleport with little dificulty. Or try for Magnimar, which will be fairly perilous.


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

I always liked hero/action points. I always use them in the games I run. Sometimes players get into a rut when rolling dice, and they can help out alot. You can do cool stuff too, like in the last battle, Edgar could have jumped in front of Emilia to prevent her from getting shot...

The one thing I see possibly being an issue with using them in Pbp, is the act out of turn use might slow down the game for a moment as things are readjusted. Like if Edgar did jump in front of the gun, that round would have probably have to be readdressed.

If they are used, I might possibly look into taking hero point related feats. I like the idea of lucky rogues.


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

On an unrelated note, I'm out of town for a week starting Saturday. I hope to have internet access, and in the worst case, I will still have my phone, but if my posts slow, feel free to continue along and to npc me as needed.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

I like the option of hero points.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

they will be added, though I need to look them over to decide if all options are viable for PbP. I'll also take a look at Barcas' games - he uses them.

Slight delay in the update. There was a lot of mechanical stuff for me to type up about the Rogue's layout and I need to take a breather before going on to write the real update. Be up as soon as I can.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Sorry guys, there are a couple things I've forgotten from the last couple of updates:

#1: Tellar, I'm reading the "holy text" requirement as being a page from a bible, not a spellbook. So the paper doesn't need to be magical, but it should come from a religious text. So either a bible or a paper that's been blessed by a church. There's a worn copy of "The book of Joy" Calistria's bible. Among the books found by Eaton in the latest little update.

#2: I agree about the stats. But it won't be me keeping track of it. :p I'm going to make a tutorial post soon (before next combat) of what I want people to be putting in their posts to make life easier for all of us.

#3: You can add 2 backpacks to the list of loot found. Forgot to add them to the list.

#4: Eaton, just in case you're wondering, you're spellbook is not in the chest of books. I do know where it is... but it isn't on the boat or among the caves.

#5: If you want, you can safely move all the loot found in the caves to the ship, and you'll need to decide what's to be down with the two pirates who are alive.


Male Undead (Augmented) Monk 1/Expert (Gamer) 2
DM Rennick wrote:


#4: Eaton, just in case you're wondering, you're spellbook is not in the chest of books. I do know where it is... but it isn't on the boat or among the caves.

Damn you! Damn you, you dirty animals!


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Hey, the whole premise was to have you guys start with nothing. What? You thought all your gear would be neatly stashed in a chest outside your cell? :P

:P On a side note, you may want to look up the rules for replacing spellbooks.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

In place of your spellbook, you get pictures of naked women. I'm sure Eaton will enjoy them...
:P


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

I have to admit, Derevish (and his sketchbook) started as a method of passing on clues that may have been missed, but were very quickly influenced by a thought of "What if Leonardo DiCaprio is Titanic was a pirate?"

:P What's going to be really funny is if any of these women end up being important NPCs later on.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999
Quote:
Assuming no sea-monsters, oozes, razorclaws, or jelly-fish eat Eaton...

You have no idea how lucky you are that this was posted BEFORE I had a chance to update. Honestly I'm only on now BECAUSE I saw your earlier post and thought "Well I can't let that off without a consequence."

But I'll let it stand that Eaton gets back in the boat. :P This time.


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

Yeah best not to forget about the grindylows.


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Phaedra keeps sending her raven on flights around the edge of the boat in hopes of getting advance warning if anything tries to scale the side of the ship.


Male Undead (Augmented) Monk 1/Expert (Gamer) 2
DM Rennick wrote:


The young Lordling is laughing wildly as he prestidigitates himself dry again, before Emilia storms up to him. A hard swing, a vicious CLAP! and a red print across Eaton's cheek ...

*worries something is wrong when the GM is taking control of the character...* Why are we laughing wildly!? Quick! Search for Tasha's Uncontrollable Hideous Leeches!

LEECHES AREN'T FUNNY!

@.@


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

I'm Back!

Purplefixer wrote:
DM Rennick wrote:


The young Lordling is laughing wildly as he prestidigitates himself dry again, before Emilia storms up to him. A hard swing, a vicious CLAP! and a red print across Eaton's cheek ...

*worries something is wrong when the GM is taking control of the character...* Why are we laughing wildly!? Quick! Search for Tasha's Uncontrollable Hideous Leeches!

LEECHES AREN'T FUNNY!

@.@

OK, you totally lost me on the leeches thing.

I doubt DM Rennick was taking control of your character. Your posts made it seem like your character was taking light of the situation, and I think DM Rennick was just working off of that.

I'm just thankful that we are not up to our armpits in octo-goblins!

DM Rennick wrote:

Hey, the whole premise was to have you guys start with nothing. What? You thought all your gear would be neatly stashed in a chest outside your cell? :P

:P On a side note, you may want to look up the rules for replacing spellbooks.

Edgar still has to find Emilia's Birthday present that he has not had the chance to give her. :)

A note for Eaton, I know we still lack your spell book, but are there any spells in the found wizard's spell book you can prepare and use?


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

I hope to have the treasure list updated shortly. Once we get to Riddleport, assuming we're not bothering to role play the selling of items, I will divide up $ from selling the stuff.

Let me know now what you want to keep permanently from the loot, and what you want to put back for selling. Also feel free to chime in about stuff we should keep for the party or for the ship.

Anyone planning on using one or both of the pistols? I never really thought about using one, but now that we have two... I might try one out. Not sure yet.

Anyone have a way to fix the broken gun so it can be used or sold for more gold?

DM Rennick, What are your equipment purchasing rules?


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999
Edgar Arrowni wrote:


OK, you totally lost me on the leeches thing.

I doubt DM Rennick was taking control of your character. Your posts made it seem like your character was taking light of the situation, and I think DM Rennick was just working off of that.

I'm just thankful that we are not up to our armpits in octo-goblins!

What he said.

Quote:
Once we get to Riddleport, assuming we're not bothering to role play the selling of items, I will divide up $ from selling the stuff.

Actually you will need to for the first time. Part of the idea was you guys establishing your contacts, building yourselves up and such. Right now you have no contacts but you can make some.

If it makes more sense this way: In Kingmaker, the party has Oleg to take care of their loot. You need someone like that. Actually you'll need that in whatever port you come into. (At least if you want good deals)

Once we get to Riddleport, assuming we're not bothering to role play the selling of items, I will divide up $ from selling the stuff.

Let me know now what you want to keep permanently from the loot, and what you want to put back for selling. Also feel free to chime in about stuff we should keep for the party or for the ship.

Quote:

Anyone planning on using one or both of the pistols? I never really thought about using one, but now that we have two... I might try one out. Not sure yet.

Anyone have a way to fix the broken gun so it can be used or sold for more gold?

It's his Gunslinger starting gun. It's only good for scrap.

Quote:


DM Rennick, What are your equipment purchasing rules?

Purchasing of equipment needs to be written in character, even if it's just going to the shop. That said the more RPing you put in, the better it will (generally) work out for you. Each city will have different levels of availability or specialties, but in general you should find most things you need (up to a certain magic level)

Same with selling. If you just put "We sell our gear" You'll probably get ripped off. :P Find yourself a proper fence you becomes a lovable NPC and it may work out for the better.

Better yet: Once you start hiring crewmen, you'll have the option to hire a Quartermaster. They can handle your gear and loot (you'll still need to RP talking to them) and get you some of the best options for price, as well as order you better magic gear. But this isn't a position you should fill lightly. :P

I'm still experimenting a bit with how to get you guys a crew, But I think it will be "nameless peon" fills the void until you hire characters to do it in your own time, or cover a position yourself.

Positions so far:

Captain
First Mate
Navigator
Quartermaster
Galley cook.

More may be added on just what kind of ship you become.


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1
DM Rennick wrote:
It's his Gunslinger starting gun. It's only good for scrap.

I don't know much about the gunslinger class. Do you mean that we cant use it, and or it's not worth anything to sell?

Edit:

Read it on the SRD. So at best we can only use it as if it had the broken condition, and right now it is broken and thus unusable by us. (Only Derevish can fix it I assume?) It can however, be sold for scrap, 4d10 gp. The other gun is a fully functional gun. Am I correct?


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

You are indeed,


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

Everything going ok with everyone? There hasn't been a post in the game forum sense Wednesday.

Can one of the magic users scan the items for possible magical properties?


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Sorry guys, I just began a 2 week residency at the Globe Theatre for my master's degree. I'm hoping to get you updated soon (you're the only game I'm not putting on full hiatus) but I really don't know when they'll be yet.


Male Undead (Augmented) Monk 1/Expert (Gamer) 2

Just to be clear: Eaton = Merchant

As in Trait: Merchant.

His family makes their money off the weapons trade. He should "know people" shouldn't he? Do I need more Know: Local or Geography for that?

*Eaton would love to trade the half-plate for a shipboard forge (consider it masterwork with no chance of setting the ship on fire?).
*We're likely to have to hold onto that greatsword until someone can identify it.
*He still can't get any first level spells.
*Since the gun is worth so little, he'd also like to keep that out of engineering interest. Eventually he'll reverse engineer it and use the ideas and concepts for some of the modifications and machinery in his head.

Eaton's Suggestion for Port:

Lock the two fellows we used for our journey down in the hold. Leave Sin and Emelia to guard them. The rest of us go out into Riddleport for some mercantile pursuits and to try to find a needle in a pile of fake needles: ie; A few honest sailors in RIDDLEPORT. The place is riddled with cutthroats and thieves, so all the money we have needs to be tucked away somewhere very secure. Like creating an uncomfortable bulge inside someone's armor.

Eaton will try to remember if there is -anyone at all friendly- in this town from all his business at his father's side. Do the Starses have business here in Riddleport?


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1
Purplefixer wrote:
Eaton's Sugestions

Edgar has no problem with a ship forge. Probably would be a huge boon to be able to fix repair metal for the ship in addition to the standard party use of making weapons and armor.

What is Eaton's fighting style? Can anyone use the Great Sword? I hate throwing good treasure away if it can be used. Edgar would take it if he were proficient with it, but the -4 to hit is not worth it. If Edgar takes a level of fighter then It might be worth keeping, but I think I'm going to try to stay the course of Rogue as much as possible. If no one can use it, then we should diffidently sell it and either use the funds towards the groups goals or split the scratch evenly.

Eaton cannot prepare any of the spells from the spell book? Once we get to Riddleport we can also look into compiling a spell book for you. A spellsword ain't a spell sword without spells!

If you want to use the junk-gun, go ahead. Edgar doubt's its worth much as it doesn't work. Where are we going to find a gunsmith in Riddleport to attempt to fix it anyway? If guns are rare in the world, I imagine gunsmiths don't grow on trees!

Edgar will actually disagree with locking the two in the hold. I recommend instead to sell the tower shield and to use the money to purchase a crew, and give these two a chance to join. They may be pirates, but they are experienced sailors, they know we are capable enought to take out their captain and their crew, they know how to fight, and they are connected to the pirates I assume we are going to go after. If we treat them well, they might be a valuable wealth of knowledge for what we are going up against. Plus Edgar might just have a soft spot for giving pirates a second chance, but he won't admit it! Of course we could get stabbed in the back...

And on your plan of getting honest sailors at Riddleport, If you have connections and can use them, great. If not, we might have a crew of thieves and murderers. As long as we can keep them from thieving from us and murdering us... We might have to take a page from the pirate book and work with what we got!


Male Undead (Augmented) Monk 1/Expert (Gamer) 2

I had to stretch a long way for the concept. Eaton doesn't have Spellcraft trained. So he can't do many of the things you assume a spellcaster can do. He can't identify items or make spellcraft checks at all. Nor can he -learn new spells- until he levels up.

Like all Magi, he fights with one EMPTY HAND and one hand with a weapon, ideally a kukri, rapier, or something else with a 18+ crit range. Spell crits are brutal.

Locking them in the hold was only until they DIDN'T OUTNUMBER the people we can trust! And so that they don't go telling their pirate friends in pirate town that we're under-crewed and weak and killed a bunch of their scaly mates. You don't want them off squealing. It'll only be for a day or two, and then they're free to go in Riddleport and we'll have a bucaneer crew to sail away with. Honest, trustworthy men.

Boy, I really hope Tellar has Sense Motive trained!


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Writing from my iPhone so it's gonna be brief.

On Eaton's spell book - look up rules on borrowed spell books in the core. Dramis' spelbook was made with this in mind.

On Eaton as quartermaster - it's a boring job for a pc

On connections - yes and no. Eaton has no experience in Riddleport, your family has no business there, bad image for business. Given Eaton's capricious lifestyle, I don't see him heavily involved in the specifics of the business. Not to mention just where your knowledge local is for. ForEaton I assume it's Taldor, Magnimar, and to a lesser extent Absalom, which is where your dad's company's headquarters is.

That said the skills would help, especially for finding someone to be quartermaster. I'll write more to you when I. Have a real keyboard.

In honest sailors in Ridleport: .........


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

To din't have spellcraft?! So Eaton does 't actually understand what he does


Female Human Skald / 5 [HP:43 /43] / AC:17 / Saves: fort+6, reflex+3, will+4

Can Phaedra just take 10 on the Spellcraft check to id the sword on the next day? It would be an 18 total.

As for roles on the ship, Phaedra isn't suited to much yet until she has time to learn (and skill ranks to spend). She may spend half her time in the galley and the other half learning how to be a sailor from anyone who will teach her.


hp 21 | AC 17 | T 13 | FF 14 | CMD 17 | F +2 | R +6 | W +1 | Init +5 | Per +6 | Hero 1

Sorry, I don't know alot about the magus.
I think that Phaedra needs to have new ranks in spellcraft before she can try again, but I might be wrong. Also the Identify spell might allow another try, maybe. I haven't used that spell in pathfinder yet.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Phaedra can attempt to identify using Spellcraft and Detect magic once a day. Don't see why you couldn't take 10 on it.


Male Undead (Augmented) Monk 1/Expert (Gamer) 2

I need to vent a little bit. Feel free to ignore this post if you like, and don't even read it if you're feeling sensitive. I just needed to communicate some frustration and rage-bash the keyboard a little bit.

Venom, Bile, Whining, and Flailing beyond this point...:

I know what I'm talking about. I looked these things up. Eaton can't prepare spells from a borrowed spellbook.

There is no Knowledge (Magnimar) skill. There is no Knowledge (Riddleport) skill. There's only Knowledge (Local). RAW, I should be able to know all kinds of stuff about people, places, laws, cultures... which is WHY I DIDN'T TAKE SPELLCRAFT! I had background to justify with skillranks, and couldn't afford it. He's also his father's only child, and the sole heir to the family business.

Two traits and a feat were spent into Eaton's history and conceptual background. NEXT level I still have to take Spellcraft, Know (geography), Know (Arcana), Profession (Merchant), Profession (Sailor), Use Magic Device, and Craft (Weapons)! THIRD level I can get my first rank of acrobatics and catch my spellcraft up to three and finally pick up on my Know (History). Concept heavy characters are difficult to shoe-horn into the system.

It was just more important at start of play that Eaton be able to say things like "Look, even though I've never been to Riddleport, my Father has. He talks about places like this alot. I've met a lot of shady characters who spend time in this town, and it's not the kind of place you want to walk around without an armed escort. You don't show your money out in the open, you don't talk about your money here, and you avoid the Cross-Eyed Alley-Cat like your life depends on it, because it probably does. There are diseases you can catch in that brothel they don't even have -names- for... I know the laws here because I am -extremely- well educated, and have read books on the subject. I know the right forks to eat with in every city on this continent, and the next one over. I know the correct way to greet a foreign dignitary -and- a dirty peasant from Tian. I know stories about people who mixed the two ways up. I know the names of just about every famous adventurer, scholar, nobleman, smith, bard, and popular merchant from Garundi to the lands of the Linnorm Kings, and I can often recite their lineages up to three generations back. Why do I know all this? Because my family is famed on their foresight and education, my money comes from a thriving business in the blood-trade, and my father is one of the most intelligent men in the world. So yes... when I say 'Orcs don't like to be tickled gently under the left armpit' I say it with conviction because I've done the research. When I say 'don't look men from Minkai in the eye when you speak to them because it's rude' I say it because I know it's true. And when I say the traditional greeting for newcomers in Riddleport is to knock them on the head with a belaying pin and drag their unconscious and well-robbed carcass onto a pirate ship to serve as unwilling crew for six months you'd best well listen to me if you value your freedom, your life, and your purse!"

Bakers make their living off Profession: Baker. Smiths make it off Craft: Smithing, or Armor, or Weapons. Lawyers make it off Profession: Barrister. Guides, couriers, mailmen, and sages make it off Knowledge: Local.

I feel very frustrated when you tell me I can't know things when I took the skills to know them, and it hurts my feelings a little bit. I'm trying to make a character both mechanically effective and conceptually interesting, and -I did the research- on every aspect of that. I read the skills before I put the ranks in them. I prioritized. I made decisions based on fluff rather than crunch, and I seem to be being made to suffer for it. I'm not just a writer, I'm an author. I'm neck deep in a second revision and expansion of a difficult character class for my inaugural launch, I'm trying to situation admission to university to take courses on game design theory and creative writing to -sharpen- the skills I use as a game designer, and the USEoD is blocking my attempts to get my fifteen year old school records. I live this game, I spend a lot of time on Pathfinder. These forums are about the first thing I come to when I wake up and the last thing I go to before going to bed, other than my wife.

Please bear in mind when you're GMing the game that while others are sneaking, climbing, flipping, casting spells, healing, and bashing heads, that all Eaton has right now is the social-knowledge game. He has been places, he has seen things, he has read books, he has talked to people. He is -ineffective- in combat, spellcasting, and much of the physical game, because without optimal gear and support he cannot use any of his class features, and he doesn't have the raw stats to support a "meat tank" role.

I just feel very put upon. I don't know how to contribute to the party if I have no abilities. I don't know how to play the game with hidden rules and secret interpretations that seem tailor designed to bring a 'no' to the table no matter what is done. It's okay to play characters where 'the world is against you' from time to time, but it's impossible to play when THE WORLD is against you. I don't know what YOU want from ME. Feels a lot like you're saying "sit down, shut up, move to the back of the bus". Or like you're trying to get me to do things in a certain way and I'm not 'behaving' to your direction. I'm sure it's not intentional and I'm reading too much into things but I absolutely don't know what to do about it.

You don't tell people when they make a Knowledge: Dungeoneering Check that they've never heard of a beholder, do you? You don't tell them when they make a Knowledge: Planes check that they know about archons but not celestial animals because they didn't learn about celestial animals in Knowledge: Planes class? Why is it okay for me to know about Magnimar and Taldor but not Riddleport? Or Korvosa? Or Cheliax? You don't know the laws about chewing gum in Singapore? That's Know: Local... and just imagine if you had actually read a book about laws in Singapore, and then been tested on it, and required to name the most important exporter and his family, and write them a letter thanking them for their support of your local economy...


When your having troubles like this, 1st thing you need to do is bring it to attention like you just did. Don't feel like your being ignored or picked on, it just easy to miss things in Pbp. I'm sure there are no ill intentions on anyone's part.

Spellcraft is kinda "auto-take" for a wizard and sense the magus have a wizard style with their magic prep, I assumed that you had it. I now totally understand why you cannot prepare from the book.

Did Eaton have any 1st level spells prepared? Or were they already cast? If you have any still memorized, you can copy them into a spell book. If not... You basically have to wait for next level to either copy spells from another spell book, or use the one we found...

...Hmm, I know you might not like the idea, but you might want to ask DM Rennick if you can move a skill point to spellcraft. (He let me adjust Edgar to make him more playable, and I asked to do much more than to move a skill point.) I looked at your skills (please forgive me for looking at your sheet, I know some players don't like that) and I recommend taking the point you have in dance and moving it into spellcraft. You can use perform untrained and although Eaton has probably been to alot of dances as the nobleman he is, I doubt it will hurt his flair too much. If adjusting the skills is not an option, then your just going to have to wait a level before you can bust out the magic.

As for knowledge Local, you are correct, it is not location specific. You can use it to understand the customs of anywhere, that is, as long as you make the roll. You, the player, diffidently know alot of info on Riddleport (I on the other hand, don't know jack ;P) but that doesn't mean Eaton automatically knows this. This is unfamiliar territory for him as well. However, you can of course roll knowledge local for Eaton to see what he does know of Riddleport. The spoken text in you spoiler is great, and I would probably let it slide in my own campaign due to the role playing flavor, but that info came without a roll on Eaton's part. If DM Rennick does add a house rule for specific knowledge locals, then I would appeal to him to move the skill point to something less circumstantial. Connections to Eaton in Riddleport is totally between you, your background, and DM Rennick.

Don't feel you have to fit all of your conceptual skills into Eaton's 1st three levels. I know it feels right, but the name of the game is adventuring. Take the flavorful skills when your established your character's role well enough to afford to branch out. 1 rank in a profession or craft means your a professional armor smith, merchant, dancer, ect. If your character does it on the side, for his own enjoyment, then you can use perform and craft untrained. I know you favor fluff over crunch but it is all moot if the character is no fun to play.

I think I mentioned everything I meant to. Anyway hopefully this helps!


Male Undead (Augmented) Monk 1/Expert (Gamer) 2

Thanking you for taking my b***hing seriously, J. :) You, and anyone else, is perfectly welcome to look at my character sheet. That's why it's on profile and not locked away on tangled web. I know a -lot- of stuff about Golarion, particularly for only having been playing since the beta was in it's final stages. I've been ravenous about it these past few years, and I'm very much aware of the pitfalls of "ninja-gaming". Feel free to check me and remind me if I step out where I'm not supposed to. If the GM wants to play it that way, it's his game, and I assume he has a reason for it, and will not spoil everyone-else's suspense and fun, and will trust him to know what he's doing. :)

Heck, I still make 3.5 errors during my home campaigns. Who'm I to judge?

The way I'm feeling is completely internal to me, I realize Rennick isn't out to get me, and what is going on between 'my head' and his 'scrambling around trying to run a game with a rulebook as thick and complex as a physics textbook' has no direct connection... He's probably not even aware of it. I just needed to enact that little gif of the stickfigure rageposter forum guy who bashes frantically at the keyboard until bits of him fly off, then his head explodes. I'm mopping up the living room as we speak.

Happily, my wife is AWESOME and bought me Skyrim, and I am now distracted. I made design decisions when I made the character, I'm happy to stick by them, including my beloved rank of Perform (Dance). We've been together for a while now, me and that rank of Perform (Dance). Its never abandoned me, how can I abandon it now. *sniff* All out of first level spells. I knew this game was going to be hard-going, especially at the beginning, but the GM has been very generous with treasure since we started, including a +2 total weapon, which is worth 4K+ on the open market. Could always spend a couple hundred gold on scrolls to get us through to level two...


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

>_> You would decide to have a meltdown during the busiest week of my life.

Kidding! ...well, mostly. :p

I am fairly pressed for time, so please understand that the relative curtness of this post is simply that I need to get back to memorizing Hamlet.

On Spellcraft: Honestly, I'm in the same boat as JLord in that I simply assumed you had spellcraft. It's one of those skills that all spellcasters take and Eaton not having it suggests to me that he in fact, does not actually understand the mechanics of the magic he creates. It would be like a pilot knowing all the steps he needs to take to fly a plane, but doesn't really know what the lever is for or why the wings raise the way they do. Part of this is bias from my own RL games, we had a Spirit Shaman back in the 3.5 days who made it to lvl 20 without it, then couldn't tell he was about to be nuked by a fireball. (Long story, I'll write it out sometime)

Now that being said, while your explanation explains why you don't have the skill, it was still your choice.

When I began this game (You'll hear that phrase a lot through this post) I specifically said you'd be starting without any gear, that the point was to build yourselves up and fend for yourselves.

From one of my first replies to the recruitment thread: wrote:
No equipment means no equipment. I completely understand that in some cases this seriously impedes the effectiveness of some classes. But honestly I think it would be part of the fun, and I'm interested to see if and how people will deal with characters like this.

I did take Phaedra's familiar into account because getting a new one is considerably harder than a new spellbook, and the treasure is balanced so high so you could afford a new one without sucking all the party's goods for it.

(On a completely semantic note:... Who wrote Eaton's spellbook the first time?)

I honestly feel bad Eaton's spellbook-less as he is but the concept of the game was established from the start and it isn't something I want to stray from. Also I'm not ignoring your book, I know right where it is.

On Knowledge (Local):

This is a much trickier question actually and not nearly as clear cut as I'm reading it from either of you:

See Here

The fact is that, in my opinion at least, Allowing Knowledge Local to apply to every culture equally can be game breaking and unrealistic. The honest fact is that Nobody knows everything about everywhere.

(Local) is one of those skills that every DM seems to have a different opinion on, some give it as a blanket skill, others do ask for a specific region. Personally I tend to qualify it towards the PC's background.

Specifically, towards your original question: "Shouldn't Eaton Know people." I've studied up on Japan and Korea, I've visited the first and lived for two years in the later, I can speak parts of the language, know the gist of the history, understand their politics and even their crime scenes. Could I tell you where to find that local Yakuza hangout to pawn a stolen DVD player... nope I couldn't.

The Rule book itself doesn't specify one way or another. Personally I believe it's region specific for two reasons: It was in 3.5 (Otherwise the old version of Bardic Knowledge would be useless) and it's called "Local" If it's meant to be all encompassing why not "Knowledge: Customs" or something like that? (On a side note: Keep in mind that some of the examples mentioned in your text would apply to Nobility, not Local.)

Now that being said, I'm more concerned with having everyone enjoy themselves rather than defend my stance on the rules. I'm not willing to use the skill as a blanket skill however we could do something in between. As an example: You gain a +5 mod for places you've lived (Taldor/Absalom) +2 for places you've visited regularly (Like Magnimar) (+1 for places you've studied) and so on. I'm open for suggestions on this.

All that said, I always planned on this to be a roleplay heavy and story heavy game. Finding your way around the cities is part of that story! Would it work for you to pop in to port say, "The Raunchy Mermaid is the place to go to get a crew!" nab some sailors and go. Yeah I guess, but it'd be dull.

You say you want Eaton to be a social character, then we want the same thing! but part of being a social character is taking the risks to get out there!

In short: You mention that as I'm DMing the others climbing and fighting, Eaton has his social role, don't try to cut short on those RP opportunities by short cutting it with a roll of the dice. The System should hold up the story and the game. Not the other way around.

I think that covers my bases,

And on a related note: How did we make a game about pirates and not one PC has profession (Sailor) ?!


On Knowledge local:

It has always been my understanding that it applies to all locals. It is how all of the groups I've ever played with have treated it, and it never broke the game. (This includes 3.5, so either we were doing it wrong back then, or this situation spans systems) There is always a chance of not knowing something due to the roll of the dice.

That being said, it is true that the skill rules does not specifically state whether it applies to all locals or 1 local, so it becomes a RAI debate. I can certainly understand the idea behind it being per local.

My personal thought is that breaking it apart trivializes the skill. It's one of those situations where it's very good one way, or not good enough to bother taking the other. Although using it as a blanket skill is somewhat unrealistic, it simplifies it and makes the skill useful.

It doesn't bother me either way we go with it, but it if is going to be split up, Edgar will probably not be taking any ranks in the skill. (not that I was really planning to anyway...)

Quote:
Personally I tend to qualify it towards the PC's background.

So, does this mean that local only applies to hometown's, and that there is no skill for other locations? Or can you also take locals not related to your background?

Quote:
You gain a +5 mod for places you've lived (Taldor/Absalom) +2 for places you've visited regularly (Like Magnimar) (+1 for places you've studied) and so on. I'm open for suggestions on this.

This seems like using K.local as the blanket skill with extended bonuses. You mentioned not wanting to use the skill as a blanket skill, so I am a bit confused as to how this works. It might make more sense to keep it a blanket skill with penalties instead of bonuses... I'm not to sure if I'm fond of that idea though...

I say we either go with it as a blanket skill, or by local (We will need to specify what local encompasses, whether it is cites, kingdoms countries, continents, ect.) Basing it off of each characters personal background is a bit confusing and weights it to backgrounds that namedrop different locations. If you want do so something with backgrounds, a free 1 rank in the characters hometown would be a clean easy way to get a similar effect.

What ever we decide to do, I say we put the final decision in the game info tab for future reference.

---

As for Profession sailor... I honestly forgot about it. -_-' Living on a ship his whole life, Edgar should have it... I can either move a current skill point to it, or my favored class bonus from Hp to it, or I can put ranks in it at 2nd level.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999
Quote:
So, does this mean that local only applies to hometown's, and that there is no skill for other locations? Or can you also take locals not related to your background?

Yes and no, really. Say a character like Phaedra, who has only lived in the area around Magnimar, had the skill. I would assume that it applied to the Lost Coast Region, or Varisia as a whole.

Eaton's had a more traveled life, with Absalom, Taldor, Varisia, and probably a couple others to some degree. At the very least I would assume the three named fit the class for him.

I guess my problem is just that in a game where exploration is part of the fun (Especially this one) Where's the fun if you already know everything? Maybe as a DM I'm being too protective of it.

Another idea mentioned in that thread I linked is to treat it like Linguistics, Every rank gets you a new place.

And the +5 to 0 was just a sliding scale to show that having been places and lived there has helped your understanding of the subtler aspects of the cultures.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

The reason I noticed was because I'm trying to figure out the Ship's crew system and was looking into the idea that the Helmsman would need that skill, at least. (Part of me think's Captain and First Mate to, maybe)

I need to re-look at the Kingdom rules though for inspiration.

And I wouldn't worry about the re-build. You have a nice peon...I mean, Pirate captive, who can steer the ship.


Read your linked forum...

Well, James Jacobs kinda confirmed the blanket version as Raw, and basically stated the same thing I did in my post...

But rule 0 is the ultimate rule...

If we are going to make a change from the blanket version I say we keep it a blanket version, but either do something like a local with each skill rank (maybe even bonus locals due to high int) Or, even simpler, just make DC's higher for unfamiliar places we have not been to. Once we have been there for x amount of time, drop them back to normal (and allow rechecks for checks we failed before...). Hmm... Another idea is to mix in both. The locals with ranks are for places you have not been too before, and you automatically can use it for places you have been too. If you go to a place you used a rank for, that slot opens up and next level you can fill it in with a different place of study. places you don't have ranks for, or that you havent been too, have much higher DC's.


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Hahaha, shows what I get for not reading my source all the way through.

Nah, James J. Explains it well, I'm good with that explanation. Local can work in that way. Eaton (or anyone) won't always know the answers up front, but the skill will cover what JJ said, dip covers the gather info aspect.


Male Undead (Augmented) Monk 1/Expert (Gamer) 2

So the answer is: "The throaty mermaid is the place to go to get sailors. Cheap, relatively clean, and they have a 'no throat slitting on your first visit' policy, strictly enforced by glaring half-orc thugs." (Know: Local check: 1d20 + 5 ⇒ (5) + 5 = 10)

Edgar: "So where is the throaty mermaid?"

Eaton: "This way! ... No... wait... this isn't... uh..."

Phaedra: "This looks more like a pirate gang hide-out... I think that guy might be a wererat."

Eaton: "It... um... it does at that... erh... Don't hurt me I'm valuable!"

A 75% chance to know about popular local locations is nice... but that doesn't stop us from role-playing when we get there. The DC 20 to know how to find a fence is a lot harder. And finding something not strictly in the 'quite popular' listing is going to be harder (circumstance +2 diff or -2 to check). There's also issues with knowing things being out of date, knowing things wrong, and BSing that you know things, which are all failed knowledge checks even when you've done legitimate research. And not allowing rolls for 'specialized information' until you've been in town for 24 hours seems quite legitimate as well.

Stupid failing DC 12...


Male Undead (Augmented) Monk 1/Expert (Gamer) 2

Also:

I just wanted to mention this...

I'm in 3 PbP games now. I've joined a couple others since starting in this one. This one is (>.> I hesitate to say "by far..."...) certainly the best.

You're actually doing a very good job despite all the distractions and chaos going on in your life, Rennick. Kudos.

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