There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

Current Map |
Ship Sheet | Loot Tracker |
Shackles Map | Campaign Bible

Infamy: 29 Disrepute: 14 Plunder: 16


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F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Calling out to her new crew Diana says This was your prize once. You can still share in its bounty. Prepare to board!

Enhanced Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14

Profession Sailor: 1d20 + 7 ⇒ (4) + 7 = 11

I seem to be be out of re-rolls


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Wrong tab though. ^^


Male

Yeah, there are a lot of problems with ship-to-ship combat...I do think this system is better than the one proposed in the player's guide, as in that one basically ONLY the captains get to do anything...but this ain't perfect either. :/

We can figure out whether we want to adapt/clarify/eliminate anything. I know some groups running the AP have basically just done away with the ship-to-ship combat entirely, feeling that it doesn't really create many fun encounters.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Sorry about wrong tab. Was rushing to get a post outt before leaving for the day. The family Christmas gatherngs have begun!


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

RP and story wise I feel like Diana would press to keep the Devil's Pallor and promote the captain to admiral. Diana has made no secret of her desire to have her own ship but from an AP point of view I am not sure its time for that. And I do not want to make things more difficult for the DM either.

Thoughts? I am happy to say (or play out) Diana's request to be placed in charge of the Devil's Pallor, which she will quickly rename to Besmara's Blessing but for the idea to shot down for any number of reasons.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Hmm.....careful Isaac.

When we seized a ship, we went and became successful pirates, taking ships left and right.

Who's to say she won't gather a fleet and challenge your bloodline?

;D


Male

So, my two cents:

In the AP as written, there is no mechanic to build actually fleets until the fifth book (yes, that late). Certainly building an actual FLEET of dozens of ships would be impractical (not to mention wildly expensive) before that time.

From the perspective of just, "Can we manage two boats," though, I'm cautiously open to the idea. Because PbP is an inherently slow medium, I'm not sure that the simple task of having to manage two ships rather than one would slow us down all that much. However, I would impose some (reasonable, I think) "penalties" on the situation in exchange for your improved firepower:

--First off, remember that you'd be splitting ship-to-ship combat roles (assuming we keep roughly the same system). There are two reasons for this: first, I don't want to run half a dozen NPC officers, and second, most of them would be bad at most of the roles anyway. (The one possible exception: first mate, since each ship basically needs a first mate to set the speed and the DC for that particular check is so low.)

--Second, a divided crew is a weaker crew, both morally and mechanically (their Attack and Defense stats are boosted by having robust numbers).

--Third, I'd definitely up the amount of Plunder you have to pay the crew. It's inevitable that the crew of the Devil's Pallor, if you keep it, are going to feel themselves as distinct from the Silver Shrike, and demand an equal share. Not sure yet if this would be 2 points of plunder to the crew for every point sold or if that's too much, but something along those lines.

I'm definitely open and interested in other people's thoughts on the situation!


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster's main goal since he was 9 was to be his own captain. He only willingly serves Isaac because of Isaac's divine background. Another pirate trying to take what he would view as his right as First Mate, and as a priest of the Pirate Queen may prove.... problematic from a roleplay point of view. Alabaster would openly oppose Diana taking the first "ship catch" so to speak. Especially with his headstrong drawback.

As a player, I have no problem at all with starting a fleet, or Diana having control of the ship. I think it would be badass. My only concern is that I have played Alabaster to certain personality, and it definitely conflicts with that.

Basically, don't take it personally Diana. Alabaster may try to shoot you down. (Hopefully not literally. Lol)


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Not a problem Alabaster. You were away when Diana came on board but getting her own ship was part of her deal with the captain. No time was established for this though.

Perhaps the reason she is not yet given a ship has to do with you and your claim as well.

But for your info here is the deal offered. Sees like you would know about it.

Isaac Silvermane wrote:


When she mentions her goals, Isaac's brow raises. However, when she brings up the cold hearted killer part, Isaac frowns. "I be not lik' tha', lass. I be a fair man." He then leans forward in his char and says, "Okay. I be askin' ye to join us as our mast'r-at-arms. One o' yer duties will be to operat' th' sieg' weapons. Ye will reciev' an equal shar' o' loot. An', iffen we be acquirin' mor' ships, ye will get one. Deal?"


2 people marked this as a favorite.
Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Well, I don't want to step on your toes as a player too. Like you said, I was AWOL when you came on board, and you made a deal. No one knew where I was or when/if I was coming back, so there's that.

I just can't bring myself to roleplay Alabaster against his personality. He was one of my first Paizo characters ever made, and has become easily my favorite to play. In fact, this game with Isaac, Edward, and you all has been one of my favorite RPG adventures of all time, and I've been playing for 23 years. I just don't want for there to be an in-character disagreement that bleeds over into real life and gets in between players. I like and respect all of you, and really enjoy this party. I wouldn't want anything to cause tension and break it up.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

I'm glad you're enjoying the game, Alabaster. It is great that you love this adventure so much. And don't worry. No in character arguments will cause tension and break up the group.

I think that we can work something out in game about the ship and who gets it.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Just a quick heads up. My posting may be scarce over the next few days. I'm moving into a new place (hopefully, fingers crossed) tomorrow, I just got made a Venture Agent in an area where my Venture Captain is two hours away and my closest Venture Lieutenant is forty five minutes away, and also trying to kick this cold that decided to come out of nowhere. I'll still be checking the boards close to twice a day if possible, though. I just wanted to let you guys know not to worry if I miss a post for a day or two.


Male

Thanks for the heads-up, Alabaster!

It seems like people are leaning toward keeping all three ships at least as far as port (though I just realized the Sea Chanty will slow you down, given that it's taken quite a bit of damage). In that case the question becomes: how will you distribute the crew? And who's piloting each ship?


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Lets not rock the AP too much. Make's sense to me to man all three ships until we can sell the sea Chanty in some port. The alternative would be to scuttle her here. Any reason to sell the Devil's Pallor in a different port?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

I'm for manning all the ships until we reach port. I also don't see any reason for selling the Devil's Pallor in a different port. As for how to distribute the crew, makes sense to try and do it like this: since we have a crew already manning the Devil's Pallor, we let either Diana or Alabaster to Captain and sail it along with some other members of our crew. The Sea Chanty, since it's the most damaged and a valuable target, will have a greater amount of our crew to help get it to port. Maybe have some of the original crew help get it to port.


Male

Great; I'll assume that's the plan for crew distribution. What port are we heading to?


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Unsure about ports. I recommend we pick a closer one for the merchant ship to limp to.

Certainly good to have some loyal crew on each of the ships. Maybe split up any suspected trouble makers as well. And it might require a stern speech about discipline and following orders and what happens to those who do not.


Male

Senghor, where you just came from, is the closest port. With the damage to the Sea Chanty, it will take about five days to get there.


Male

That was shaping up to be a lovely sequence of Sense Motive checks until Edward broke the streak. :P


2 people marked this as a favorite.
Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Sorry mate, just couldn't resist. Savvy?

^^


Male

Such a fraught discussion! I honestly did not anticipate that. But it's a good thing--love the roleplaying! :)

Also, Diana, in the wake of the storm it would be perfectly reasonable for all of the officers to meet on a single ship to check in, etc., so you can "make your way over there" if you'd like to.


Male

If you're keeping all of the siege weapons, you've gained an additional 4 light ballistae as well as one standard catapult. I've added those to the ship's sheet. :)

Also: you're now Disgraceful! This gives you a couple of things. First off, you can pick a favored port. Once you've picked a favored port, you receive a +2 bonus to infamy checks in that port. Forever. But it can't be changed, so choose carefully.

Second, you can also now purchase impositions. These are basically special boons that you can spend Disrepute to gain. I'll add the list of what's available to the campaign bible.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Disgraceful? Hmm... I don't know how to feel about that. Makes me feel a bit... Pluggish.

Anyways, favored port. Let's see. I'd say we go with Senghor. However, I don't know if we could hold off on choosing until we find a bigger port.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

GM, is it possible to purchase alchemical cartridges, or bullets and black powder in Senghor? I'm starting to run low.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

While we are discussing crew upgrades, here is the entire list from the campaign bible. Note that the Siege Training is per weapon type. It will cost 2000 to cover both Ballista and Catapults. Also the Landlubbers Need Not Apply upgrade seems like a good investment now.

Crew Upgrades
The following upgrades can be purchased to improve your crew’s performances. Purchasing an upgrade requires a full-day’s work in a port by one of the PCs. (I may turn some of these into impositions that can be purchased with disrepute as well.)

Got Your Back: this upgrade represents a crew that looks out for each other in combat (or a skilled surgeon), resulting in 1d4 fewer casualties per combat. 2,500gp

Landlubbers Need Not Apply: this upgrade represents a crew of more highly skilled sailors than normal providing a +1 on any of the Pilot's or Captain's skill checks. 1,000gp

Masterwork Arms: this upgrade grants +1 to the crew's Attack & Defense stats. 10,000gp

Siege Weapon Training: this upgrade removes the -4 penalty crew normally has for operating siege weapons. 1,000gp per weapon type

Vicious Fighters: this upgrade represents a crew that fights in a particularly bloodthirsty manner dealing 1 extra damage to their enemy's morale per successful round in a Boarding Action. 10,000gp

Well Paid: this upgrade gives a +1 to the crew's Morale stat. 10,000gp


Male

Hey, I didn't come up with the names of the Infamy tiers. :P

@Alabaster, you can definitely purchase those items in Senghor--they're unusual, but they can be found with enough hunting.

A note on the Favored Port thing to keep in mind (from my IRL group): Senghor seems initially like a great choice, but once you guys move into the Shackles proper, you'll find yourselves visiting far less frequently. It's up to you whether you want to take the immediate boost now, or wait out for a longer-term reward later.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

I was thinking the same thing about the Favored Port. Senghor is just too out of the way to be a great choice.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Here is the full list of Ship Upgrades. Are the magic upgrades available? And since some of these prices are based on base ship price, what is our base ship price?

• Additional Crew Quarters: This translates into more space for a ship’s sailors to sleep and eat. The ship may
support 10% more passengers, but its cargo capacity is decreased by 10%.
Requirements: Craft (ships) DC 22 Cost: 20% of base ship cost

• Armor Plating: By attaching metal plates to the ship, the hull’s hit points are increased by +15% and its
hardness is increased by +4. This modification reduces a ship’s cargo capacity by 15%. The armor plating slows
the ship, imposing a –1 penalty on all sailing checks. The ship’s tactical speed in ship-to-ship combat is not
affected, but its waterborne speed is reduced by 20%.
Requirements: Craft (ships) DC 28 Cost: 30% of base ship cost

• Broad Rudder: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
Requirements: Craft (ships) DC 16 Cost: 500 gp (Bought!)

• Concealed Weapon Port: The ship’s belowdecks area undergoes major reconstruction in order to house
Large direct-fire siege engines, such as light ballistae or cannons, if they are in use in the campaign. A concealed
weapon port can only be recognized on a successful DC 15 Perception check. Each concealed port reduces a ship’s
cargo capacity by 5 tons, in addition to the space required by the weapon itself.
Requirements: Craft (ships) DC 16 Cost: 100 gp per port (in addition to the cost of the weapons)

• Extended Keel: The ship’s keel is longer than usual for a vessel of its type. The ship’s measurements from
bow to stern are 10% longer than normal, though cargo capacity is not appreciably affected. The ship is more
stable, and grants a +1 bonus on all sailing checks. This improvement must be installed at the time of the ship’s
construction and cannot be added later.
Requirements: Craft (ships) DC 19 Cost: 10% of base ship cost

• Figurehead: Some ships sport fanciful carvings on their bowsprits. This modification is strictly
cosmetic, with no real impact on game play. Players are encouraged to design their own custom
figureheads, such as dolphins, mermaids, and other such creatures of myth.
Requirements: Craft (carpentry) or Craft (sculptures) DC 10 Cost: 100–1,000 gp, depending on the port and the craftsman

• Glass Bottom: The bottom of the ship is inset with wide windows, permitting those
inside to gaze into the ocean. This has no effect on ship performance, other than making the ship’s bottom only as
strong as thick glass (hardness 1, hp 3, Break DC 8). Requirements: Craft (glass) DC 19 Cost: 5% of base ship cost

• Increased Cargo Capacity: An efficient remodeling of the ship’s layout means more room for the ship’s stores.
The ship’s cargo capacity is increased by 10%. Requirements: Craft (ships) DC 22 Cost: 15% of base ship cost

• Magically Treated Control Device: The ship’s steering wheel or tiller is magically treated, doubling its hit points
and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (ships) DC 15 Cost: 1,000 gp

• Magically Treated Hull: The ship’s hull is magically treated, doubling the ship’s hit points and hardness. This
improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (ships) DC 15 Cost: 4,500 gp per square of ship

• Magically Treated Oars: The ship’s oars are magically treated, doubling their hit points and hardness. This
improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (carpentry) or Craft (ships) DC 15 Cost: 100 gp per oar

• Magically Treated Sails: The ship’s sails are magically treated, doubling their hit points and hardness. This
improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (sails) DC 15 Cost: 500 gp per 5-foot-square of sails

• Movable Deck: The features of the ship’s decks are designed to be moved in order to disguise the ship as
an altogether different vessel. After pulling up dozens of kingpins, the crew can slide the sterncastle forward
on hidden rails, rearrange the position of the masts, extend the gunwales, lower the poop deck, transfer the
ship’s wheel, and make other cosmetic changes such as a new figurehead and different-colored sails. The secret
pins, levers, and tracks can only be found with a DC 20 Perception check during a close examination of the ship.
Requirements: Craft (ships) DC 28 Cost: 40% of base ship cost

• Narrow Hull: The ship has been intentionally designed with a more slender hull, enabling it to slip through
smaller spaces. The ship’s beam (width) is decreased by 20%, and cargo capacity is reduced by 10%. However,
the ship gains a +2 bonus on all sailing checks. This improvement must be installed at the time of the ship’s
construction and cannot be added later.
Requirements: Craft (ships) DC 22 Cost: 15% of base ship cost

•Ram: The ship bears a standard ram, usually sheathed in bronze or iron, mounted on its bow. A ship equipped with
a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first
square it enters of a solid object, and all damage from ramming creatures or other objects (such as other ships).
Requirements: Craft (ships) DC 10 Cost: 50 gp (Large ship), 100 gp (Huge ship), 300 gp (Gargantuan ship), or 1,000 gp (Colossal ship) (We have this one)

• Rapid-Deploy Sails: The ship’s rigging undergoes a wholesale change as improvements in engineering
enable the sails to be raised and lowered much faster than normal. Any sail adjustments can be made in half the
normal time, granting a +1 bonus on all sailing checks. Requirements: Craft (sails) or Knowledge (engineering) DC 25
Cost: 10% of base ship cost

• Silk Sails: Few ship improvements are as beautiful as the addition of silk sails. These sails can be designed
in whatever color the player desires; they are often embroidered with striking images of the sea. Such sails
are usually imported from faraway lands. Silk sails give the ship superior rates of movement, as they capture
and displace the wind more efficiently. A ship with silk sails gains a +1 bonus on opposed sailing checks to gain
the upper hand. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is
increased by 10%.
Requirements: Craft (sails) DC 16 Cost: 15% of base ship cost

• Smuggling Compartments: The ship’s bulkheads are modified so that gaps between them can serve as hidden
cargo storage areas. This does not change a ship’s cargo capacity. A smuggling compartment can hold anything that
fits within a 5-foot cubic space. If you are using the plunder rules (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the plunder system), in general, two smuggling compartments are required to hold 1 point of plunder. A DC 20 Perception check is required to locate smuggling compartments in a search of the ship.
Requirements: Craft (ships) DC 19 Cost: 500 gp per 5-foot-square compartment (How many do we have?)

• Sturdy Hull: The ship’s body has had additional supports and layers of wood added to it, making it thicker
and more resilient. The hull’s hardness is increased by 2, but the ship’s cargo capacity is reduced by 10%.
Requirements: Craft (ships) DC 16 Cost: 10% of base ship cost

• Wooden Plating: For protection during naval combat, this ship has received additional wooden planks nailed to
its hull. The hull’s hit points are increased by 5% and its hardness is increased by 2. However, this reduces cargo
capacity by 10% as extra room must be made inside for beams to support the reinforcements. The ship’s tactical
speed in ship-to-ship combat is not affected, but its waterborne speed is reduced by 10%.
Requirements: Craft (ships) DC 25 Cost: 20% of base ship cost


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

I was going to suggest crew upgrades over ship upgrades this time in port. Siege weapon training is a must.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

I agree Alabaster. And Landlubbers Need Not Apply is a +1 to any Pilot's or Captain's skill checks. Can't stack too many of those bonuses.

But crew upgrades should be able to be performed parallel to ship upgrades. And who knows when we might be in a such accommodating port again. I think a figurehead would be nice but there seems to be no in-game effect. What would be the cost for Silk Sails?

If matigical upgrades are available I have to recommend the Magically Treated Control Device for 1000 gp. Maybe Magically Treated Hull too down the road. Not sure we can afford that now.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

I meant that we should focus our resources on crew upgrades this time, and if we can afford ship upgrades after that would be awesome. I like Landlubbers need not apply, and also Got Your Back and Siege Weapon Training.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Okay. So we'll hold off on the favored port until we actually get to the Shackles.

For crew upgrades, we definitely need Siege Weapon Training. I like Got your back and Landlubber need not apply as well.

For ship upgrades, Silk Sails, Magically Treated Hull, and Rapid-Deploy Sails catch my eye. I also like the figurehead. But, since it's cosmetic, there's no real rush on that.


Male

Just for reference, the base ship cost for the Shrike is 10,000 gp. So 15% would be 1,500 gp, etc.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

In advance, happy holidays everyone.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

'appy 'olidays, ye scurvy sea rats!


Male

Happy holidays, all!


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Happy holidays, everyone!


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Happy holidays to everyone!


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Just a little confused. How much plunder have we sold so far? And how much is left? Is it an action for a day to sell a single point of plunder?

And to the party: Do we want to sell all the plunder and then spend gold for the ship upgrades?


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Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Skull & Shackles X-mas


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Nice one Ed


Male

You sold four points of plunder in this last "day" and have 9 remaining (current plunder is always listed in the campaign header). And yes, selling 1 point of plunder is a day's action.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Good one, Edward. Although, Isaac is wearing the red Chelish overcoat and a green shirt. So he's in the Christmas spirit!


Male

Sorry for the couple of days' radio silence--went traveling and unexpectedly lost consistent internet access. I'm now home, though!

I'll wait for everyone to get in their actions in port to proceed forward. To keep from things getting too bogged down, feel free to post a few days' actions if you can.

Happy New Year, all!


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Happy new year!


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

So glad it is 2017 now... last year just sucked... and we lost so many great icons... I hope 2017 is better. Peace and prosperity to you all.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Happy new year, everyone!


Male

Sorry for the short post today, just want to keep things moving. On that note: what exactly are our goals for finishing up in port here? Is it to sell off the remaining 6 points of plunder? And buy...anything in particular?

I ask only because I'm happy to try to speed things up, and hopefully get us out of the holiday posting slump by jump-starting the story again. :P


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Well, in terms of crew upgrades, I think Diana, Alabaster, and I voted for Siege Weapon Training, Got your back, and Landlubbers need not apply. For ship upgrades, my personal votes go to Silk Sails, Magically Treated Hull, and Rapid-Deploy Sails. I'm thinking that we should at least get some upgrades for our crew and ship before heading out of port.

Also, have we paid the crew? I've also been adding my share of the coin from the plunders to my alias. I can remove it if we decide to spend our shares on upgrades.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

I've not added gold to my character yet. I thought I'd wait til we have sold all the plunder and agreed to ship upgrades and set aside their cost.

To move ahead we can sell all the plunder. Diana can roll twice each day she tries and is +11. Here are her next day's rolls if that helps.

Enhanced Diplomacy: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Enhanced Diplomacy: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

I recommend we upgrade what we can here as I fear not all ports will have as much to offer.

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