Skulls and Shackles, The Wormwood Mutiny by Paizo

Game Master True Repentance

Pirates. Arrrrr!
Current Encounter


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Human

Post here so I can go over your builds. Any questions you might still have, feel free to ask them.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Arrgh meow!


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Thanks for the pick DM Repentance, loved the sound of this AP when I read about it and looks like we have some interesting scurvy dogs to adventure with!

Looking forward to this a lot :D


Human

@Rrruh

You HP should be 10 if your FCB is going into that.
CMD is 14 not 15.
Please list your class abilities. You get Sneak Attack 1d6 and Poison Use.
Everything else is fine.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

for some reason i thought the fcb started at two but thanks for the catches!


Female Half-Orc Witch 1
Stats:
HP 9/9 | AC 12, T 12, FF 10 | CMB +1, CMD 13 | F +4, R +3, W +2 | Init +2, SPD 30 | Perc -1, SM -1 | Dagger+2/1d4+1/19-20/x2/10 ft; Morningstar+1/1d8+1/20/x2
Spells Prepared:
Cantrips: Dancing Lights; Daze; Read Magic | 1st Level: Burning Hands; Infernal Healing

Heya all. Thanks for the pick, Mr. GM!

One quick question: the Advanced Race Guide introduces Shadow Stencils as possible equipment for wayang characters. As my patron is Shadows, would you allow me to use them?

Shadow Stencils wrote:

This set of 10 elaborate metal stencils are used in shadow puppetry to cast shadows of highly stylized figures and objects. If used to aid in the creation of any type of shadow spell or effect (including shadow puppet bardic performances), a wayang adds a +1 competence bonus to her saving throw DC. Using a shadow stencil requires one hand.

Obviously it's fine if I can't use them, but it would be cool if I could!

Very excited to get started :D


Human

@Sapphire

Your AC is set to 16 but your equipment says leather armour which is only +2. You certainly have enough gold to get studded leather which is 25gp for +3 AC.
CMB is +0.
I notice you have taken the Elf alternate favoured class bonus for magus which is totally fine.
You haven't listed your attack bonus for Chakram.
Everything else is good as far as I can see.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

arr, maties, will slay thy enemies.


Human

@Alyat

You have 7 first level spells known but a witch gets 3 + INT (CON for you) and your con bonus is +3. Unfortunately that alternate FCB that you have taken from the Orc option says the bonus spell must be 1 spell level lower than the highest you can cast so it can't be a level 1 spell.
Your skill ranks are confusing me, I'm not sure how Profession(fortune teller) is at +0 instead of -1.
I'll believe you about the language thing. Tell me a bit more about Rainkin orcs as I do not have that book.
Remember Natural armour doesn't apply to touch attacks so your Touch AC would still be 12 with your hex active.
Everything else is fine. Welcome aboard.


Human

@Hunter

Your stat line says speed:40(50 on land only). I am confused, where would he move 40 instead of 50? Shouldn't it be 50 on land only? Both Wanderlust and Barbarian Fast Movement modify your LAND speed nothing else.
Please list your stats when affected by rage. Such as this: HP:16/16[18/18] AC:15[13] Will:0[2] etc.
Also list your rage rounds per day in the stat line please. makes my job easier.
Practically perfect character sheet. Welcome aboard.


Female Half-Orc Witch 1
Stats:
HP 9/9 | AC 12, T 12, FF 10 | CMB +1, CMD 13 | F +4, R +3, W +2 | Init +2, SPD 30 | Perc -1, SM -1 | Dagger+2/1d4+1/19-20/x2/10 ft; Morningstar+1/1d8+1/20/x2
Spells Prepared:
Cantrips: Dancing Lights; Daze; Read Magic | 1st Level: Burning Hands; Infernal Healing
DM Repentance wrote:

@Alyat

You have 7 first level spells known but a witch gets 3 + INT (CON for you) and your con bonus is +3. Unfortunately that alternate FCB that you have taken from the Orc option says the bonus spell must be 1 spell level lower than the highest you can cast so it can't be a level 1 spell.
Your skill ranks are confusing me, I'm not sure how Profession(fortune teller) is at +0 instead of -1.
I'll believe you about the language thing. Tell me a bit more about Rainkin orcs as I do not have that book.
Remember Natural armour doesn't apply to touch attacks so your Touch AC would still be 12 with your hex active.
Everything else is fine. Welcome aboard.

Spells Known: thanks, I didn't catch that with the FCB. I'll probably change it to something else (instead of waiting til I can cast 2nd level spells to get the bonus), but I'll let you know!

Rainkin half-orcs are the children of jungle orcs and various Mwangi tribespeople. The unions are usually arranged marriages that are solely for procreation (as the Mwangi tribespeople want powerful half-Orc children to help in the fight against the Gorilla King of Usaro). Basically it's a way of saying that half-orcs from the jungle can be different from half-orcs from the mountains. They get access to a different racial trait as well, but it replaces a trait I've replaced with something else already.

I have 3 skill ranks: one in Craft (tattoo), one in Spellcraft, one in Swim. The +1 bonus to Profession (fortune-teller) is from the Fortune-Teller's deck (quality).


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight
DM Repentance wrote:

@Hunter

Your stat line says speed:40(50 on land only). I am confused, where would he move 40 instead of 50? Shouldn't it be 50 on land only? Both Wanderlust and Barbarian Fast Movement modify your LAND speed nothing else.
Please list your stats when affected by rage. Such as this: HP:16/16[18/18] AC:15[13] Will:0[2] etc.
Also list your rage rounds per day in the stat line please. makes my job easier.
Practically perfect character sheet. Welcome aboard.

Right, misread the fast movement. will update.

Okay so movement speed 30 and 50 on land only

For rage: all str and con up by 4. AC down by 2. HP up by 2 per level, will up by 2. So HP is 18 from rage, cmb and cmd go up by 2 because str goes up by 2 and dex doesn't go down, just ac. All ACs go down by 2, fort goes up by 2 because con goes up 4, and then will goes up 2.


Female Half-Orc Witch 1
Stats:
HP 9/9 | AC 12, T 12, FF 10 | CMB +1, CMD 13 | F +4, R +3, W +2 | Init +2, SPD 30 | Perc -1, SM -1 | Dagger+2/1d4+1/19-20/x2/10 ft; Morningstar+1/1d8+1/20/x2
Spells Prepared:
Cantrips: Dancing Lights; Daze; Read Magic | 1st Level: Burning Hands; Infernal Healing

Removed "Bungle" from spells known. Taking extra skill rank as a favored class bonus, so skills now look like this:

Craft (tattoo): +6 (Int mod + Skill Rank + Class Skill + Trait bonus)
Heal: -1/+1 (Wisdom mod/+2 when wearing mask)
Intimidate: +2/+4 (Cha Mod + Trait bonus/+2 when wearing mask)
Profession (fortune-teller): +4 (Wis Mod + Skill Rank + Class Skill + Item bonus [fortune-teller's deck, quality])
Profession (sailor): +0 (Wis Mod + Trait bonus)
Spellcraft: +5 (Int + Skill Rank + Class Skill)
Swim: +4 (Str + Skill Rank + Trait bonus)


Human

@hunter. Your speed is your land speed is what i was saying. Im not sure why you are separating them into 30 and 50.


Human

@Alyat. The shadow stencils are connected to the plane of shadows, same as the wayang. It's interesting that Wayang mark themselves with ritual scarification and skin bleaching(tatoos?). Have you at some point in your past encountered wayang? This would give you a reason for having this item.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight
DM Repentance wrote:

@hunter. Your speed is your land speed is what i was saying. Im not sure why you are separating them into 30 and 50.

Because swim speed is affected by base speed only 1/2 of 30. Climb speed is affected by base speed only which is 1/4 or accelerated 1/2 of 30, or I am wrong on that?


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Thanks for running and thanks for picking me! Let me know if I need to fix anything. :3


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7
DM Repentance wrote:

@Sapphire

Your AC is set to 16 but your equipment says leather armour which is only +2. You certainly have enough gold to get studded leather which is 25gp for +3 AC.
CMB is +0.
I notice you have taken the Elf alternate favoured class bonus for magus which is totally fine.
You haven't listed your attack bonus for Chakram.
Everything else is good as far as I can see.

Thanks for the pointers, have corrected :)

She did have an armored kilt which adds +1 to ac and can be worn with other armor. Having re-read the description though it seems it also makes your armor one class heavier, which is no good to Sapphire's focus on free movement. Likewise studded leather has an acp which she wants to avoid if possible. So have changed ac to 15, will look at diff armor if she gets hit too often on the front line!

With the refund from the kilt she had a lot of cash so have upgraded her sword, as fits the family-heirloom, only physical connection she has theme a bit better.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Sorry for the delay. Busy at work the last day or so. I will make the corrections straight away.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Adjustments made I think I am read to go.


Human

@Aria

Mostly fine.
How did you get Elven as a language? You don't have an int bonus or linguiatics ranks.
You haven't listed rapier in your equipment.
You seem to have Well Versed in your abilities but that is a second level bard ability.
Everything else is fine. Welcome aboard.


Human

@Reinald

Your point buy is 1 point off. You have 1 point to spend.
Improved Shield Bash, Two-Weapon Fighting and Double Slice are all bonus feats for you but a Tactician does not get the lvl 1 bonus fighter combat feat so you will have to lose one of those.
CMD should be 16.
Swim should be +5 (+8 normally with -3 ACP)
Perception should be -1


Human

@Aria

You have listed a BAB of +1 when bards get +0 at first level. I am sure this is just a mistake as it is not incorporated into anything else on your sheet.


Human

@Rrruh

Your stat line says AC 17. This should be 16 as far as I can tell.
Reflex says +6. This should be +5.


Human

Ok guys I am working on getting the first gameplay post up. Hopefully you guys aren't too disappointed to lose pretty much all of your gear except your clothes. You will have opportunities to regain it before long but bear with me. Pirates aren't exactly going to let new press ganged recruits run around with weapons and such.


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6
DM Repentance wrote:

@Aria

Mostly fine.
How did you get Elven as a language? You don't have an int bonus or linguiatics ranks.
You haven't listed rapier in your equipment.
You seem to have Well Versed in your abilities but that is a second level bard ability.
Everything else is fine. Welcome aboard.

I originally made Aria for a S&S campaign that was level 2. The language and well versed were left over from that. Thought I cleaned everything out but I guess I missed those two things. I added the rapier in as well. Thank you! :D

edit - the base attack was leftover too. thank you!


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight
DM Repentance wrote:
Ok guys I am working on getting the first gameplay post up. Hopefully you guys aren't too disappointed to lose pretty much all of your gear except your clothes. You will have opportunities to regain it before long but bear with me. Pirates aren't exactly going to let new press ganged recruits run around with weapons and such.

I knew that was coming, I had a friend who played it, but I'm pretty sure it says you get to keep one item from what I was told, usually a light weapon or something easily concealed, which is why I gave hunter a dagger.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

All fixed.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Also, is armor part of our clothes? Because if they took that, it would mean re-updating ACs for all of us.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Just to clarify I have my clothes (explorer's outfit) and my compass, correct?


Human

That's correct Reinald. And they did take your armor.


Human

@Hunter.

Knowing what was coming is one thing. Deciding that since the AP apparently lets each character keep one small item and assuming that is a dagger, and assuming that they can only deal nonlethal so what the hell I know nothing really bad can happen so I'll do this is using knowledge that your character does not have. Which is not good. I did make a post in gameplay stating who had an item left after everything else was taken and that was only three of you, the only thing that was a weapon was a disguised hairpin.

If you want to make another post knowing that you don't have a weapon then go ahead and retcon your action. If your barbarian wants to attack anyway that is fine and feel free to do so.

I always change some things in AP's (small things or big things) so you guys shouldn't count on previous knowledge to get through things. Ok let's continue having fun.


Human

I added a list of the crew to the campaign tab which I will update when you meet and interact with others. So far the only one revealed is the man that's done the talking (even though you don't really 'know' his name yet.

Remember to interact with each other eventually!

Also a map of the boat.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

I did have a question my trait said I had 50 gp of trade goods acquired. I assume that perhaps it was confiscated too? If so no big deal, but man I feel cheated *lawls*


Human

No. You still get that. But if you read the trait again it says you manage to scrounge it on your first day on the boat. So that stuff you have on your profile will be yours soon.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Ah no worries I guess I had meant to ask if you would be okay with me eventually scrounging that. Early morning insomnia makes for unclear posts, I apologize! Arrghmeow!


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Darn, I was hoping to get exp, unless we don't track that.

Also, the question, is armor part of our clothes? I have to know if I have to reupdate my ACs.


Human

No they took your armour.


Human

Ok lost of new information for you guys and lots more if you are wanting it. Do you look closer at the crew or the others press recently press ganged with you. Or just get to climbing.

I realise Alyat hasn't posted yet. Hope you are still here and wanting to play with us. I am assuming that the easter celebrations may be holding you up so don't feel bad if that is the case. I just wanted to keep things rolling and build the momentum.

I am thinking of adding hero points to the game. But giving you more options to using them (which you will have to think up and ask me about if you have a great idea for one) as well as the standard ones in the rules. Do you guys like hero points or not? Let's vote.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

I have never used hero points, I don't know how they work.


Human

1 thing I forgot. You only fall if the climb check fails by 5 or more. Failing by 4 or less means you just make no progress.


Human

At the moment for your daily tasks you cannot take 10 until you have been assigned to the job at least twice and succeeded once. After that taking ten will probably be the easiest option allowing you to perhaps do other things also.

So you guys can go about your jobs, chat, get information as well as using your daily ship action. Influencing others on the ship requires a ship action and only influences potentially 1 person with your diplomacy check. Not everyone is so friendly of course. There are all sorts here and you won't know who is hostile/unfriendly/indifferent/friendly until you talk to them. You can of course talk to as many different people during the day or night as you want, getting basic information and so on. Only the influencing of the crew is limited to 1 person per ship action.


Alyat's friend here (I like following her campaigns). I'm fairly sure she's just being slow because of the Easter weekend.

Since I'm not in this, it's not really my place to say, but I wanted to chime in on Hero Points. I used Hero Points in my F2F Kingmaker game I ran and I found that they added to gameplay overall. The party's response varied greatly. On one end I had a player who ended up taking Hero Point related feats and using them all the time to pull off crazy stunts (that +8 is amazing). On the other end I had another player who opted out of the system entirely (and I gave him a bonus feat to compensate). For the most part, the other players would use the majority of their points on the "reroll a d20" and "cheat death" uses.

Saph, isn't the Elven Thinblade a 3.5 weapon? (Complete Warrior, as I recall) Or did I just miss the PF book that they reintroduced it?

K, I'm going to go back to lurking now :)


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Hi Castarr4, you are correct about the thinblade being complete warrior in origin, no pf version afaik. Our kind GM handwaved it as I was looking for an elven themed underwater and elven-friendly weapon, made sense to have the thinblade as the aquatic elves' version of the curve blade!


Human

Yea i'm going to give Alyat a bit of time before i move on any further. Hopefully it's just easter business. I know people are on holidays and such.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

DM Repentance, about Hero Points...

I like the concept and they can definitely add to a campaign, putting a bit more dramatic power in the players hands and all. All I would ask is do they fit your vision for your version of this AP? If you want scallywags and swashbucklers rather than anti-hero/villain pirates then they fit thematically I feel, but again, depends entirely on your ethos for the atmosphere you want to invoke!


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

I tend to occur with Sapphire, though labeling them antihero points would work probably as well.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

We called hero points pieces of 8 in my table game. Very piratey.


Human

Well if no one has a better name I like that. Let's go with Pieces of 8.

I will give Alyat 1 more day before moving on. I will have to DMPC her and hopefully she is still wanting to play. But I need to keep this rolling for all of you guys that check every day hoping something is happening.


Human

Best to say when you are telling the rest of the group the information you gathered. While your working is possible, like you're just chatting in passing or something. Or at the end of the work day or at night. Just so I have an idea what is going on. No massive posts needed but something like, "While they sit around the fire he whispers to them the story Old Ben told him earlier that day." Anyways... Onward the day! We aren't on day two yet.

Also you all start with 1 Piece of Eight. They can be gained by doing extraordinary things and by leveling (1 per level).

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