Alabaster Cain |
I was thinking the same thing Isaac. Haha.
The Norv |
So, I have you as purchasing a ram, rapid-deploy sails, a broad rudder and (maybe?) some smuggling compartments. That comes to 3,500 gp or 4 points of plunder...your choice on how to pay!
Also: the sturdy hull and wooden plating both reduce the cargo space by 15 tons. Again, I encourage everyone to download the free S+S Player's Guide, which has all the info on ships and ship modifications. I can try to find time somewhere in the next few weeks to type them all up, but there's something like 2.5 pages of them, so... ;)
Isaac Silvermane |
I think Alabaster has a good idea about the smuggling compartments. However, we will need a way to put it in character. I recommend that Alabaster suggests it during the day that we are buying the upgrades. I'd recommend buying the upgrades with our plunder.
Also, I do have a pdf of the player's guide.
Alabaster Cain |
I have the players guide as well, and I do plan on mentioning it once I'm done frolicking with Samms and getting into bar fights. Also, you may have to bail us out of jail when this is over. Just a heads up.
The Norv |
It looks like the majority inclination right now is toward selling plunder; just to give you guys a heads-up, Senghor is a large enough city that you're practically guaranteed full price if not more when you sell plunder...so if everyone wants to hit the streets, you could sell a good chunk of plunder in one day without worrying about losing out. ;)
Edward Irmington |
A crazy inventor PC might have been funny too.
Tinkering around the ship, installing experimental weaponry of awesome destructive power.
Can you imagine pirates with tesla sticks or flame throwers?
Edit: Speaking of which...
GM, i've at one time designed a flame thrower for PF.
Would we...erm...be able to find a similar design, and arm some of our crew with them?
Diana Seamyst |
If we pay with plunder we loose 500 gp in the proposed exchange. Can we pay with three points of plunder and 500 gp. That would require us to only sell 2 points of plunder which might be both easier and go faster. Alternatively we could add a 3rd smuggling compartment for 4000 go or 4 points of plunder.
I still recommend we do the sturdy hull upgrade too if we do not need the cash. This is a good port for both upgrades and shore leave. Its far enough out of the way that we might not be back any time soon. And why would you not want a sturdy hull?
The Norv |
Oh I forgot the cannon question! Sorry, Edward.
The answer is...yes. But:
I will not make it easy or cheap. ;)
For reference, NORMAL cannons are exceedingly rare and, even if you can find somewhere to buy them, cost 6,000 gp EACH. To then also ENCHANT said cannons...ain't gonna be easy. There is only one magical cannon pre-written in Pathfinder, and it costs 184,500 gp (also, it's from later in the AP!). But it might well be something to work towards!
The Hurricane King has maintained his dominance in part by being an early and enthusiastic adopter of Alkenstar cannons, after all.
Arhiel |
If we could get more than 1000 gold for each plunder why would we want to pay with plunder when we can pay with cash? having extra cash on hand to buy things would be better, yes?
Diana Seamyst |
I am thinking the best we can do is get 1000.00 per point. i.e. full price.
Arhiel |
Per our GM:
Senghor is a large enough city that you're practically guaranteed full price if not more when you sell plunder...so if everyone wants to hit the streets, you could sell a good chunk of plunder in one day without worrying about losing out. ;)
Alabaster Cain |
Yes, the GM is correct. In big ports like this, with well enough negotiations, you can easily get more than full price for plunder. Arhiel is already doing well. Aid anothers can get us well on the way to making an ass-ton of cash.
Let's not forget either: Alabaster has the masterwork transformation spell. Meaning, if we're on the ship with no access to a city, I can help out with your gear. :)
I'm going to need to buy more ammo and more black powder. It's not reflected on my profile, but I'm running low. I think last time I checked his paper character sheet, he has like five bullets and black powder doses left. Once we start roleplaying the selling of the loot, I'm going to bring it up to the group, as well as the smuggling compartments.
The Norv |
You can indeed get more than 1,000 gp for 1 point of plunder IF you're in a big enough city...which you are.
For example: Arhiel's diplomacy check (with an extra +2? is that a trait bonus of some kind?) is actually good enough to net 1,200 gp for a point of plunder!
The basic way the plunder system works is that each settlement has a "base" sale point that you can get without making/passing any checks, and then you can apply a Bluff, Diplomacy, Intimidate, or Profession (something appropriate, like "merchant") check to try to get a better price. Every settlement also has a maximum percentage, so you can't ever, for example, sell a point of plunder for full price in a tiny thorp of 35 people. They just don't have the resources.
In general, bigger settlements = better prices for yo plunder.
Diana Seamyst |
Ah, then we should certainly try. We are likely well equipped to do so. My misunderstanding. Diana can tap an assist and can generate a +11 in diplomacy. Plus she can reroll once a day. Edit: not reroll, but roll twice and take the better, which is even better.
Diana Seamyst |
I'll be camping starting tomorrow and will not be back until Monday. I am not sure I will even have cell service where I am headed. Have a good weekend.
Arhiel |
I am leaving on a retreat on Thursday the 3rd and won't be back til Sunday afternoon. I will try to keep up on my phone, but it's very hard to post using it, so please bot me as necessary to keep the game flowing. Thanks
Diana Seamyst |
I just voted. Line was too long this morning and its always long after work so went at lunch.
Alabaster Cain |
So guys, since we are all seafaring bandits together, I wanted to show you all something and see what ideas you have.
A friend of mine is learning the ropes on how to GM, and decided to run Skull and Shackles for his second foray into the lifestyle behind the screen. My first character, a Cayden worshipping swashbuckler/rogue who used blade and tankard and dirty tricks, was turning out to be way to much for him to handle. Me and him talked, and we decided to have poor Killian be thematically eaten by a giant squid and possibly brought back later. For now, I'm rolling a new character, and decided on a Bloodrager. I posted in advice for people to let me know of any sweet little combos or tricks with the class since I love never played a Bloodrager before, and I wondered what you guys thought. The link to the thread is Here!
Anything goes, I'm really curious to see what you can do with this class.
Edward Irmington |
Me and him talked, and we decided to have poor Killian be thematically eaten by a giant squid and possibly brought back later.
I've seen that scene 2:19 before. :)
Alabaster Cain |
Right? He thought it was a great and unique idea until I youtubed that. We went with it anyway for cheesy factor lol
Arhiel |
Too sick and depressed and terrified to game right now... expect I'll be gone a day or two while I process recent events.. I WILL be back.
Diana Seamyst |
All,
I will be traveling this weekend to help my daughter move into the house she just bought. I leave tonight and her new house is without internet until next Monday so my posting chance will be slim. I return Sunday night.
The Norv |
Have a good time, Diana.
Arhiel, I'm in the same boat. I may have a post up tomorrow, but I'm taking my time to grieve and process...so no promises. I'm taking my time to organize as well. One good thing I can say about this: it's fired people up. I live in NYC, and there were thousands of people marching to Trump Tower tonight. I was with them.
All, if you need anything, let me know. I'm here for you.
Isaac Silvermane |
You know, I just realized, I haven't given Rosie her gift yet. I'll do a retcon type post after the fight, so I'm not bogging down the flow of combat.
Isaac Silvermane |
Okay. Quick question. So, I can move up to 90 feet a round. Could I move 30 feet forward to clear the way away from our captured ship, use the tack or jibe to do a 90 degree turn, then sail the rest of the movement?
The Norv |
Hmmmm. So first off: the Shrike can get up to 90'/round (faster, actually), but it requires Al (or someone) spending an action to lay on sail and add speed. At the moment the Shrike's moving 30'/round, so the most you're going to get is 60'/round.
That said, yes, you can do that. The geometry of making sharp turns on a square grid map isn't always pretty, but I generally assume that the turn is executed ASAP or in the way that makes most sense for what I know you guys want to do. :)
Diana Seamyst |
Since the Shrike was already going north I was surprised when it turned east. Seems like it had an advantage to pull along side easily while going north. Diana was going to take her ship and turn east to cut off escape.
Isaac Silvermane |
Well, I had turned the Shrike east to attack the merchant ship from the east while Diana flanked from the west, putting the merchant ship between to allied forces. I had also thought that the merchant was moving but hadn't been updated on the map. My bad.
Diana Seamyst |
Was confused myself. With your turn Diana might have been better off going forward. don't think she can back the ship up.
Isaac Silvermane |
Hmm... I just now thought of something. I have to believe that the ship turns from the last square (meaning that the end of the ship is in the same square as it makes the 90 degree turn). So, adjusting my turn to move 60 feet forward while doing a make way action to reduce their sailor checks by 4.
Alabaster Cain |
Ok. I knew I wasn't going crazy when I knew there was reason we didn't turn North but couldn't remember it. Ship to ship combat leaves a lot to be desired, for sure.