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Arnistolientar Popswicker

Gnomezrule's page

1,511 posts (3,647 including aliases). No reviews. No lists. No wishlists. 13 aliases.

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The best thing I could say is to rp the enemies. This makes things more diverse. But it puts the onus of responsibility on the villain not you.

For instance if the party fights assassins I will ruthlessly coupe de gras.

If the party fights what basically amounts to an animal it will run when it feels it is beaten. But it will might also FEEd. If the giant alligator drops the rogue unconscious. The beast will bite down and drag the victum away from the party trying to protect its kill.

Thugs will flee.

Enemies who expect to fight or defend their home will have and use tactical advantage and utilize surroundings, call for help, and so on.

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I provided the following to my gang. It included my own take on the code as well as examples of pirate codes both made up and historic. Perhaps this will help.

Pirate Code:
Code of Besmara- The code has undergone many changes over the years to serve different captains and purposes. Longer and more complex versions are known to exist but most agree these are additions of famous captains than from the will of Besmara. While this list is vague it is used in the creation of longer and more complex codes of most pirate vessels. The Code of Besmara often serves as the framework for sometimes lengthy bylaws. It is common for pirates to advise someone to look at the size of a ship’s charter. Too long is the sign of a litigious captain and crew given to loopholes often aimed at cheating sailors of their due. Too short is the sign of a rookie crew and captain who will have a long road of contentiousness ahead till reasonable guidelines are struck.
1. Ye don’t sail or ride for Free
2. Blood and sweat has a price
3. Fortune favors the courageous action but martyrs and fools don’t live to spend the reward
4. One fool can sink a whole crew
5. Keep ye blades sharp and boots ready
6. There is no rule 6
7. Neither soft-hearts or tyrants can keep a ship or crew long
8. If ye fall behind ye gets left behind
9. Keep the peace of the ship
10. The code is more a guideline than actual rules
Common Code Expectations
1. Ye don’t sail or ride for Free
· Ye work not ye eat not- The captain, quartermaster, first mate, boswain or a vote of the crew can deny food, water or grog to any able bodied member of the crew who does not work. Only by captain’s command or vote of the crew can charity be given. If a crewmember wishes to bestow charity on the lazy it comes from their own rations.
· Each crewman gets a wage, and a share in the treasure, that captain gets 3shares, the quartermaster, first mate, and sailing master get 2.
2. Blood and sweat has a price
· Double normal wages (Hazard Pay) will be paid the man or woman who braves a hazard be it battle or daring on behalf of the ship or proper order.
· Any sailor injured in performance of orders shall receive full wages and a share in plunder just as any who is fit until ships doctor finds them able. If they lose a digit they get 200 gold. If they lose a limb 800 gold.
3. Fortune favors the courageous but neither martyrs nor fools live to spend the reward
· Often quoted but rarely additional ship rules attached
4. One fool can sink a whole crew
· Sailors found deficient in their duties will be left in the nearest safe port.
· No open flames below deck, light a lantern. Sailors who court with fire below deck will be marooned.
· If any crewman acts in violation of local law or custom outside of the chain of command risks the whole crew. Such a sailor can be left to his fate.
5. Keep ye blades sharp and your boots ready
· All crew must keep their weapons ready, clean and fit for action failure will result in being left in the nearest safe port
· Cowardice before the enemy or desertion of post is punishable by death (provided the sailor is not under enchantment)
6. There is no rule 6
· Often quoted for things that a crew feel should be self-explanatory. Though it is likely an insult to Asmodeous is often associated with excessive rules and the number six and is one of the principle targets of Besmara’s own efforts.
7. Neither soft-hearts nor tyrants can Captain a ship long
· Like several other items in the code this one results in few rules but is often invoked when a captain is viewed to soft, weak, or alternatively cruel or reckless with the lives of the crew.
8. If ye fall behind ye gets left behind
· Easily the most broken of the code. While it expresses the somewhat callous nature of pirates captains or crews take a measure of pride of rescuing crewmembers or even engaging in revenge. But the flip side is also true. Piracy is a bloody business and it should not be the crews fault that someone unable to the task took the risk.
9. Keep the peace of the ship
· Disputes are to be settled by arbitration of the Captain or First-mate. If that fails any grudge must be set aside till the crew members are off ship and in safe harbor.
· Stealing from crew members is punishable by marooning.
· While a crewman has the right to put issues to a vote no direct order during the course of sailing or in times of danger will be disobeyed. Insubordination will result in a lashing. Grumbling against the captain or officers will result a flogging.
10. The code is more guidelines than actual rules
· While generally no actual law of ship is created with this guideline it is often invoked when exceptions are warranted or defiance of the rules is prudent.

Example Codes

• Every member of the crew gets an equal share of treasure.
Anyone caught taking more than his fair share of loot,
or refusing to report its discovery in a timely manner,
shall be marooned. The captain receives extra shares of
any treasure, as do shipwrights, carpenters, and officers
to lesser degrees.
• Every member of the crew must tend to his own weapons
and keep them ready for battle.
• Anyone who shows cowardice in the face of the enemy or
deserts in battle shall have his throat cut or be marooned.
• No crew member shall hide his abilities from the crew.
A sailor who can perform magic shall use his abilities on
behalf of the ship.
• No crew member shall take a position on a new ship or talk
of leaving until each crew member has acquired at least
1,000 gp worth of treasure through his labors.
• No fighting is allowed between crewmates. Quarrels
shall be set aside until shore leave, at which point
grievances may be settled with violence on shore.
• All crew members must obey the captain and his officers.
• Any pirate found stealing from crewmates shall take 30
lashes and be put ashore at port.
• The person who spots a sail shall have first pick of its loot.
• Any crew member who loses a limb in service to the ship
shall be paid 800 gp for its loss.
• Every sailor has an equal right to vote in decisions put to
the crew by the captain.

Privateer’s Code
Often called a “privateer’s code” or “gentleman’s code,” the
following strictures are usually adhered to only by officers
or those sailors whose captains consider themselves to be
more than simple criminals—most frequently buccaneers
who operate with government approval.
• A privateer shall not engage in one-on-one combat with
an unarmed foe.
• Passengers and prisoners who may be objects of lust to
crew members are not to be imposed upon or harassed.
• A privateer shall never refuse satisfaction to an
honorable opponent.• A privateer shall always accept the surrender of an
honorable foe—such prisoners may later be ransomed
or press-ganged into the crew.
• A privateer shall not beat or mutilate slaves or prisoners.
• A privateer shall never attack from concealment nor
strike down an unsuspecting foe from behind.
• A privateer shall take what she deserves by virtue of her
strength of arms, but shall not plunder the poor.
• A privateer’s word is as strong as her steel. She shall
never break a promise nor renege on an agreement.
• A privateer shows discretion in conversation and does
not pry into matters that don’t concern her.

Shipboard Conduct
Many of the following rules are common sense, and may
be enforced on pirate, military, and merchant vessels.
• Any sailor caught below deck with open flame, magical
or mundane, will suffer 10 lashes. All candles and
lanterns are to be extinguished at sunset.
• No sailor is to play cards or dice for money while onboard,
nor use such things to take advantage of her
crewmates on shore.
• No sailor is to bring aboard a husband, wife,
child, person of ill virtue, or any passenger
unbeknownst to the captain. Both sailor
and passenger face marooning.
• Every sailor must do her fair share of
work, and neither shirk her duty nor pass
off work to another, lest she face 20 lashes.
A ship’s bard may rest 1 day per week, but
must stand ready to entertain on all others.
• Every sailor receives an equal share of food
and drink, and 1 ration of liquor every day.
• Any sailor found drunk on duty shall face
10 lashes. Any sailor too drunk to function
effectively during battle shall be killed.
• A sailor who suspects a hazard, be it storm
cloud, sea monster, or enemy ship, must
raise the alarm immediately. Any sailor
who sees an unfamiliar sea creature must
inform the captain immediately.
• A sailor shall not speak to any creature of the
sea without the captain’s permission.
• A sailor must not speak ill of the
dead lest they summon restless
spirits to the ship.

Real world example

Honor Among Thieves
This charter of conduct drafted by Bartholomew Roberts' crew was preserved in Captain Johnson's General History of the Pirates.

I. Every man has a vote in affairs of the moment; has equal title to the fresh provisions, or strong liquors, at any time seized, and may use them at pleasure, unless a scarcity makes it necessary, for the good of all, to vote a retrenchment.

II. Every man to be called fairly in turn, by list, on board of prizes because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one dollar in plate, jewels, or money, they shall be marooned. If any man rob another he shall have his nose and ears slit, and be put ashore where he shall be sure to encounter hardships.

III. None shall game for money, either with dice or cards.

IV. The lights and candles to be put out at eight o'clock at night: if any of the crew, after that hour, still remain inclined for drinking, they shall sit upon the open deck without lights.

V. Each man shall keep his piece, cutlass, and pistols at all times clean and ready for action.

VI. No boy or woman to be allowed amongst them. If any man were to be found seducing any of the latter sex, and carrying her to sea in disguise, he shall suffer death.

VII. He that shall desert the ship or his quarters in time of battle shall be punished by death or marooning.

VIII. None shall strike another aboard the ship, but every man's quarrel shall be ended on shore by sword or pistol in this manner: at the word of command from the Quartermaster, each man being previously placed back to back, shall walk an agreed upon number of paces, turn and fire immediately. If any man do not, the Quartermaster shall knock the piece out of his hand. If both miss their aim, they shall take to their cutlasses, and he that draws first blood shall be declared the victor.

IX. No man to talk of breaking up their way of living, till each had shared £1,000. If in order to do this, any man should lose a limb, or become a cripple in their service, he was to have 800 pieces of eight from the common stock, and for lesser hurts, proportionately.

X. The Captain and Quartermaster shall each receive two shares of a prize: the Master Gunner and Boatswain, one share and a half, and all other officers one and one quarter, and private gentlemen of fortune one share each.

XI. The musicians shall have rest on the Sabbath Day only, by right, on all other days, by favor only.

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I have tried on several occasions to play Kerpca basically a squirrel. One DM I had in 3.5 made a go at the race. He thought it worked best as tiny and allowed it to be pretty fast. I never got to use it cause the campaign fell apart.

One of the other players was a very strong Goliath. My plan was to run around for one round around enemies with rope and then end the round handing the rope to the Goliath and yelling "pull."

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Just as an aside it also cures lycanthropy.

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Thunder . . . Thunder THUNDERCATS HOOOOOO!

That is pretty much it.

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You mean like Queen albums. Flllllaaaaasssssshhhh AHHH ah.

1- Out of time characters- human astronaut in a more ancient time setting.
2- Out of time characters- Alien from ancient time setting on the space ship. Alternity had an alien species that was going through the equivalent of the Renaissance big furry ogre things who would spout poetry, use hand to hand weapons and flintlock pistols. You might still be able to find Alternity source books.
3- Running an airship spelljammer like game in the Diaspora from the Distant Worlds book would be awesome. If I ever redo Skull and Shackles it will be in a space pirate setting.
4- Buck Rogers books are very much in the Flash Gordan vein.
5- Thundercats the 80's TV show is a great example of science fantasy.
6- Voltron cartoon the 80's one with the lions.
7- The movie Treasure Planet
8- The Current Iron Gods AP by Paizo
9- Anything about Numeria
10- The old Planet of the Apes movies.

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No fantasy laguages are English (or any Earth tongue) including common. Hence the words used communicate idiomatically not literal words. Speaking professorial denotes education speaking crassly dentoes colorful metaphors.

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I think the issue should not be formulaic CR -4 or whatever your work is harder.

1- Use monsters that do not have defenses only magic can defeat. Either to not pick them or make it so mundane items that are made of silver, cold iron or whatever material you want effect them.

2- Adjust monsters so that their magical abilities do not overwhelm the reduced magical defenses of the party.

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The Disproportionate Response

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Still less than Waterdeep.

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But you wouldn't be a gnome.

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Elf children after the age of 12 are sent as apprentices to a far off land actually on a whole other plane where they work as slave labor for a degenerate fat elf who uses them to assemble toys. He keeps them in line with psychologically terrifying combination of holiday songs and making them addicted to candy canes and egg nog. After 80 or 90 years of this slavery the elves are returned to their communities where they begin a sort of occupational therapy learning ti chi like sword and bow techniques to forget their troubles.

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1- Explain that it is locked into a robitcs law paradox and must destroy itself.

2- Treat it real nice so that when it falls in love with you it explodes.

3- Trap it in some sort of trash compactor.

4- While in the future reprogram it to go back in time to protect you now.

5- Knowledge Robotics=off switch.

6- If Earth based robots are analogous run up the nearest stairs and laugh.

7- Hack wireless network give it a virus.

8- Hack wireless network self destruct command.

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Also PF is not generally a Points of Light setting but it is a "the wilderness is dangerous" setting. Also depending on where you are there are varying degrees of governing authority with the ability to respond to situations. I mean the River Kingdoms pretty much are a Point of Light situation and when you get there the "light" is held by murderous bandits. Large sections of Varisia are wild, almost all the southern continent, are we calling the shackles government. Certainly Andoran, Nidal, Taldor, Cheliax, Osiri, Absoam and other places will have different resources and responses. However in all of these places you run into squirrely humanoid tribes running amok from time to time. Part of the fun of Gol is that it incorporates from multiple genres. You can play a pirate game in a few places, Points of Light game in the River Kingdoms, nation-state level intrigue around the inner sea oh and high science fantasy in Numeria.

If you want to talk about a world building aspect that breaks down its that all these places co-exist cohesively and separately at the same time.

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Spook I don't think we disagree. I am just saying that I like the PCs to feel special. They do have peers just less than it felt in past editions.

Think about it this way. In Star Wars Leia appealed to Obi Wan as her only hope. This sort of plea adventurers hear a lot. However in some worlds this means the word "only" needs to be redefined. I mean if every city has a team of rapid response troubleshooters of 10th level answering to a wizard who can keep 7th level spells on the table some one walking in and telling the PCs that only they can address the problem is odd.

Don't get me wrong. They still need to get to the higher levels its just that there is a lot less company up there. Also certainly higher level issues like dragons or cadres of giants do from time to time rise up narratively I would suggest that it happens rarely not biannually.

Uncommon but not unheard of is how I try to play things.

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Well I think the gnome obsession (which can be applied to many things) covers the tinkering, crafting, gemcutting of old. Culturally gnomes have the element of being fey touched being from the first world and the aspect of the bleaching.

I would say halflings are more easily lost among humans than gnomes.

It probably my take on things but I really think PF saved gnomes from being a little bit everything that they were in previous generations they were kinda like dwarves but skinny kinda like elves but small, kinda like halflings but more magicy.

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I always aim for as low as possible outside the party. Granted you need governments to not be push overs but I want the PCs to eventually feel special and significant as early as possible and for as long as possible. Even if they are fighting foes that challenge them. I want the players to feel after a while like they are growing into the legendary hero status. In previous additions PC felt like the B team because every hamlet in Forgotten Realms has an epic level caster as their benefactor or ruler. Apparently they cant be troubled with this crisis that might wipe out their beloved city so we must rely on the B team cause Dritzzt is out dancing with snow leopards.

I treat NPC classes differently. I stop dealing with the hit points for most experts commoners or aristocrats after a few levels but allow them to gain skills and or feats. This means I can create a level 16 expert tavern owner as a social challenge and have a built in xp reward for a level 14 party.

I usually treat guard captains, local well known crafts people around 5-8 level. Government officials, regionally known masters at 8-12 level. Beyond that is pretty rare.

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My point was the promotion of gritty realism just for me immersion is broken when people use strategy based on some game mechanics and not real world thinking. My example has flaws. I just prefer it when real world tactics line up with in game tactics. It breaks immersion for me when a math problem that has nothing to do with heroics or reality breaking trumps sound real world tactics.

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I prefer magic as rare and items as special. However I tend to play as RAW. What I found is that there is a huge difference from you can buy what you want when you want and how buy magic items is presented. That alone made it a lot easier on me.

Whenever we get to town. I will actually roll up a few shops from this generator.

Pathfinder Magic Shop Generator

If its a small town I will just to a general store. If it is larger I will do a few shops. When people start asking for who can make what they can but it there is a wait and cost for pushing you way up the wait list.

For me it has worked a good balance. Its not item entitlement syndrome or death by no item.

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John John wrote:

I any case the problems are:

Set prices: Real economy has supply and demand, while dnd has set prices. Set prices unless they are enforced by anyone are pretty insane.
Magic items: Magic items require gold to create but the components required in their creation are never explained. We have no idea what people need to create magic items, just that it costs X amount of gold.
Selling stuff: You can arbitrarely sell stuff ONLY at half price. (gems etc are the exception)
Some people are intrinsically than others(unlike in the real world): A level 20 wizard or even fighter in a metropolis of commoners is beyond the economy, he essentially lives in an alternate world.

So magic items are weird in that they have arbitrary set prices AND in that they have arbitrary set cost AND in that people buy them only at half price AND in that the people interested in them are beyond the normal world.

In any case the only two reasons for magic items to cost gold are so that adventurers have something to do with the gold they find plus incentive to find it (that' s tradition) and the fact that baldurs gate had items which costed gold.

To answer the original post. Money is never an end to itself, adventurers don't have more money than their locality because no commoner or even noble would want a +5 sword in his hands, and their is no money or amount of magic items they should have, wealth by level is drawn from encounters and monsters also are under not deific law to each have its challenge ratings treasure.

I uses the prices as guidelines not set prices. I do this for everything. I am famous for asking my players to find the listed price while I deal with something else. When they tell me the price I always adjust it up or down. Even if I don't want to rp every sale. I will tell them mundane items are available at +10% list price. There is a 75% chance that you can find alchemical gear and after an after noon of gathering info you find these randomly rolled items are available for sale also at +10% list. The next town will be different. I will allow the party face to try to diplomacy a better deal through haggling and gain a 10 or 20% discount one way or the other. Some stuff you just can't fence.

The biggest thing that could say about magics effect on economy is to gauge how common I want magic to feel. One of the things I liked about Golorian is that after a few levels I felt the PCs were major contributors to the city or region rather than just one of several hundred random adventures around many of whom are higher level and every point of interest has an epic level NPC handling the "real problems." I mean after 5th or 6th level in Curse of the Crimson Throne I felt awesome. There was no 24th level Elminster or 23rd level Drizzist to be the real mover and shaker. We were Korvosa's only hope, even the captain of the town guard thought so and the BBEG of the whole campaign was threatened by us.

Don't confuse the fact that every time you play there is magic going on and strange ruins to explore to mean its not special or unique to the world at large. You may not be the only wizard in the world but you might be one of the few people have ever met.

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You can now play an effective rogue in the modern adventure format.

Part of the 3.x change to traps made them easy to implement but they are by in large a single skill check or a hp tax if you don't have the skills or ability to bypass. Elaborate puzzles are not as much a part of the current fluff of games like they were in the 10 pole days. Add to that that much of character contribution is decidedly combat based and other "skilled" classes have spells or other options. This makes the rogues lagging behind the fighter harder to swallow. Enter the Slayer. Full BAB enough skills to hang out with skilled kids at the lunch table and hits often enough to by on the line next to the melee bunch.

The rogue is now pretty much an NPC class.

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DominusMegadeus wrote:
Conspiracy Keanu wrote:

What if goblins are only burning down houses

Because they knew all along that houses are OP and are trying to help us???

99.9% of Goblins are naturally Lawful Good. You heard it here first, folks.

They seem to really hate people who build houses too or dog houses.

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Low magic is about presentation and storytelling far more than the proliferation of things that grant bonuses. Simple house rules like silver or holy water applied to blades bypasses DR handle the incorporeal problems.

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I am loving the irony of people who object to the alignment system (moral rules) when it is applied as rules. Not criticizing its just one of those things that the pastor and philosopher in me finds funny.

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Druid Suburban Glade Archetype grants the aforementioned Gazebo as an animal companion.

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This thread is like a freeway accident I cannot look away.

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Arikiel wrote:
If you did awaken a house and it started taking class levels what would be a good class to focus on?

I would suggest some variant of arcanist. I mean you want your hose to be prepared for specific things but you also want it to be spontaneous not so stodgy. You know not to formal but could still whip up an impromptu heroes feast.

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I like Pathfinder a lot. Its a solid system it has lasted for almost 14 years considering it really is an outgrowth of 3.0. I would love for a few things to be fixed I would suspect that there will be an attempt to fix them in Unchained.

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Get a jump on product names for next summer and call it Coreforge Unchained.

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No even with extra weapon wielding arms which vestigial arms are not, humanoid body mechanics wont allow it to work. You pull bows across your body much longer than a single arm length. If you do it on the right you can't simultaneously do it on the left.

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Gorbacz wrote:
Cool. Now finally we can assemble a team made up of a Human Gunslinger, a pair of Half-orc Slayers, a Wyrwood Druid and a Raccoonfolk Alchemist and have them team up with a wheelchair-bound Human Psychic and his uncanny students on a quest to save the galaxy from Dominion of the Black.

You seriously made me stop reading this thread and look for Raccoonfolk.

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Well I care I love the generator.

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Orannis wrote:

Am I the only person completely in love with the Captain Ameri... Err... "Shield Champion" archetype?

It may not be "the best" possible option, but it's a fun gimmick and near as I can tell from my first skim through the Brawler archetypes it lets you do that gimmick well enough.

Totally. Its almost like the build came up on the boards so many times that someone had to do the Captain Andoran archetype.

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You might consider a higher teir of gods thus limiting the # of keys.

Use events or small complexes rather than 20-30 room dungeons.

For instance a short mystery discovering undead, which unfolds into dramatic revealing of undead localized zombie outbreak. This could be 2 or 3 encounters and some investigation as opposed to dungeon exploration.

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Specialization breeds weakness. He made choices. I am not suggesting you go swinging for his jugular every encounter every time. But 9 levels is a long time for a gaping weakness not to have come calling. Also if any enemies see that he is that incredible then he is a target. Smart enemies fight smart especially when they want to live. Sometimes it happens.

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"They say any good joke has sorrow in it."

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"Did you hear the one about Tasha, girl was out of control."

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Between Plunder & Imfamy, Ship combat, Fleet combat and skill checks aboard ship has anyone made a document that might serve as a 1 or 2 page at a glance distilled version of the campaign specific stuff. That would be amazing and save me the trouble of making one or commissioning one of my players to make one.

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Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

Catwoman and I have discussed a previous meeting. I added it to my history. But for the lazy here you go:

Previous Meeting with Selena Kyle AKA Catwoman:
Korvosa is city who has made corruption part of its judicial system. Rather than competing with Falconi's mob, Fisque's trade company which includes the Cerulean Society. Imagine a city where a known thieves guild agent walks the streets in the trademark blue collecting protection money in the open. When caught significant legal protections and lessor sentencing kicks in. That is Korvosa.

Mathias Murdock a journeyman barrister working with his master Franklin Nellsken volunteers for a case in the legal defense of a young hard edged woman, Selena Kyle. Kyle a locally famous burglar is being denied the softer treatment by the law that normally extended to her. It seems as Murdock has explained that her employer is prepared to burn her and let her suffer the full extent of the law. Despite her predicament she refuses to do as council directs, rejecting an offer of lighter sentence to testify against her employer. Despite Murdock's pleas for her not to be the stooge she stood firm. Throwing his efforts back at him mocking his idealism. She made a pass at him. He saw it as her way of ending the discussion. Though he was sorely tempted.

Selena though sentenced an extended time in prison was able to break out. Using a distraction among other prisoners arranged by her likely. She looked up Mathias Murdock at home intrigued by him. Thinking a blind administrative type an easy target. Mathias woke suddenly and an altercation ensued. Shocked by the fighting skill of a blind man Selena fled.

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Well given Matt Murdock's list of ladies if they ever did a DC/Marvel crossover I am sure just to keep the trend going he would have to hook up with some one. In fact I will have to review the Marvel versus DC books from the 90s and see if Daredevil did work his black magic or if one of the 2 Amalgam characters that pulled from Daredevil got enough ink for a date.

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Silly conjecture.

Yoda is in-fact a hobbit.

In the early days of the 4th age of Arda (later known as earth) a hobbit, Bilbo who for a time was the bearer of a ring of great power left that planet sometimes called Middle Earth as it in the ancient cosmology it was Mid-way between the realm of Illuvatar and the "underworld." He left this Middle Earth along with many residents of the planet to join the powerful Valar in their realm in the "heavens."

While for many the story ends here but few know that it does not end. You see Hobbits are strange and resilient creatures. One of their number possessed an evil artifact for many decades and experienced many mutations that in some artist rendering give his skin a greenish hue in addition to giving him a wicked soar throat and big eyes.

It has been suggested by some that this time among the Valar was ended for some unknown reason he left the idyllic realm of the Valar whose planet has not been identified, to journey to a distant galaxy. Their are several reasons given for several physialogical changes that this hobbit under went though most suggest that the lack of natural starlight or poor oxygen filters caused a pigment change from the normal hobbit pinkish hue to a more sage green. Additionally it is suggested that when first admiring a laser sword he was somewhat clumsy and damaged his his ears and lopped off several fingers. While surgeons were able to save both his ears stuck out funny and the reconstruction of his hands left him with only two fingers and a thumb on each hand.

The strange pattern of speech he developed some have suggested is due to playing bridge with old friends, Gandalf, Rhadagast, and Elrond feeling he had no way to compete with their actual wisdom he adopted a strange and backward way of speaking which forced people to ponder his words and in the end seemed more wise.

Once in this strange new galaxy some sort of magic symbiotic parasite really liked his mutated skin cells so much that he was first paraded around as some sort of curiosity because of the "high mitochlorian" count. Eventually they figured he should be trained in the manipulation of this quazi-divine magic prevalent in that galaxy.

It is unclear exactly when he started going by the new name Yoda but people from his original planet, in that era, changed their name all the time for example; Ellessar/Aragorn/Strider, & Mythrandir/Gandalf.

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I have noticed a few people speaking about cannons. Having them not having them. How having them makes the fight with the Filthy Lucre less special. I have yet to roll this out yet but I had a different way to play this than I have seen talked about.

Some are having no cannons except Bonefists as the AP is written.

Others are having lots of cannons and just having a great old time.

My plan:

My crew has yet to deal with any cannons. Just starting book 2. However one of the characters did lay eyes on one of the items Harrigan wanted off the Man's Promise. I showed him a pic of an early European cannon. If you have never seen one they are quite small and rather than shooting cannon balls shoot a short heavy arrow.

Through the course of their career they will encounter and search after a number of competing cannon tech. My thought process was that being where they are located in a very diverse area with influences from Vudra, the far east analogs (which I can't spell off the top of my head) as well as competing Inner Sea interests. This means that the will encounter a variety of weapons. Like the early cannon described above. Perhaps they will also meet the early chinese style cannons that the carved in the shapes of dragons that were essentially rockets similar to bottle rockets. My thought that these cannons will do varying degrees of damage at varying rates of speed a varying degrees of reliability and of course varying degrees of danger for the crew firing it.

Once I finish my write up I will post it. Though I wanted to bring up the idea to see if anyone else had similar ideas or ideas that would gel well. My hope is this will create 1- a real arms race and technology aspect to things 2- create very diverse strangeness to ships that reflect the great diversity of the Shackles 3- It gives the fun and flavor of cannons without giving the PCs or other ships encountered long before Bonefist weapons that rival the Hurricane King.

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All searches are perceptions.
Not all perceptions are searches.

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Old jewelry boxes. Find them at garage sales and thrift stores. It works great for me. Some look like treasure boxes even. Some have doors and shelves. Nice velvet lining.


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The best advice I can give you is not to hold back and flagrantly ignore the Meta aspect of the game.

No one remembers that time your character played it safe (even if playing it safe is a good idea).

If your half-elf warrior type is sensitive about his mixed heritage and someone talks down about half breeds around him. PUNCH HIM! Even if its not you he insulted.

If you play a happy go lucky thrill seeking pick pocket . . . umm pick pockets.

You are an ornery hairy dwarf. Evil nasties are up to no good. You just smashed 6 goblins. The elf is studying the elaborate tapistries, the rogue is looking at a locked box, the cleric and ranger are searching the room and then some dern fool brings up going over the wall searching for "hidden doors" as if all places have the time and resources for such tricks. Every room they search for hours after a few minutes of action. . . . Well screw this . . . "When yew navel gazers are finished admiring the 'aqutrimon' yew cin join me cracking gobber skull." March to the next door and kick it in.

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Go back through the history here it is invaluable.

We are between book 1 and 2. I have them running around on some side adventures.

My biggest tip: There are a lot of NPCs. I got a pic of all of them. Even if they did not have a pic in the book. When interacting with them I would show them a pic and really play up some aspect of their personality. It totally helped. It prevented the crew from becoming a faceless commodity some of them are in relationships, some of the NPCs have real status in the crew. It really keeps the world breathing for them.

There is an excel sheet that one of the forumites did that tracks attitude, populated their foot locker, and so on.

sabedoriaclark developed a system for the whole party for ship to ship combat that is based on the default system.

Consider making some of the standard sailor or pirate weapons marshal or simple so people do not need to spend a feat.

Figure out what type of game you want to run alignment wise 1- Happy go lucky pirates of the Carribean (Jack Sparrow, Han Solo, all of the cast of Firefly). 2- Rape and pillage torturing pricks (real villans). This is really important if the pirates are mostly good Han Solo, Robin Hood types you need to really sell Cheliax as the evil imperialist empire and Kerdak Bonefist is Jabba the Hut. If they are really evil d-bags themselves you will want to send the law after them.

Figure out the system of "how the politics of a pirate ship works." There are several systems. The AP assumes similar to Wormwood; Captain- First Mate-Bosun and then had other officers that were incharge of things. Your players may be familiar with the show "Black Sails" where the position of Quartermaster is essentially the First Mate. The captain is elected by the crew and only really in charge in fights. While the Quartermaster is the voice of the crew. If they research pirate ships they will find this system or variants of it on a number of websites. I suggest you make it clear before you start. Movie pirate captains (and Harrigan for that matter) are tyrannical/beloved leaders of the ship that everyone will obey). The Black Sails or quasi-historical bunch feel more like a brutal democratic meritocracy.

Come up with multiple pirate underworld personalities. It is way to easy for everyone you deal with feel similar. Its a pirate campaign after all you don't want the Captain Barbosa parade of NPCs
1-Brutal sadist
3-Pragmatic Dealer
4-Cynic figuring its his turn to earn a buck
5-Slighted former good guy making those who spurned them pay
6-Charming Opportunist
8-Swashbuckler thrill hunting brazen thief

I am really enjoying this flavor of game so I added a lot of additional and side content. There is a list of pirate adventures that are pure gold.
These are incredibly handy especially breaking up the time on the Wormwood which for some can feel railroady drawn out.

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Patrick sounds like fun. Sometimes the stubborn impatient dwarf would rather break down the next door before the rogue checks it for traps.

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I love it one of my players called me up today and suggests.

"You should have some events taking place on the ship for us officers to deal with crew problems mechanical break down and so."

I just smiled and said REALLY.

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Where do I have to move to be at your table Vikingson.

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So I have been trying to encourage pirate/swashbuckling shenanigans a number of people have suggested action or hero points. A tweaked it a little to play on the theme and to steer things more in the pirate stunt awesomeness.

Take a look.

Tell me I am crazy.

Be Gentile.

What are Pieces of Eight:
Pieces of Eight are an adventure/hero point system for Swashbucklers. Pieces of Eight (Po8) allow characters to take dramatic action at key moments.

Po8 give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of Po8, and once a Po8 is spent, it is gone for good.
Po8 give players some control over poor die rolls. Although this has little effect in an average encounter, it makes it a little more likely that characters will survive extremely challenging encounters and less likely that a single character will fall to what would otherwise be a balanced foe because of bad luck. A reserve of Po8 lets even careful players expose their characters to more risks, heightening the game's tension and opening the door to even more heroic action. This variant also makes it less likely that an entire adventuring group will fall victim to one powerful effect, such as circle of death or cloud-kill.

Po8 also make it more likely that the use of a character's most potent abilities will be successful. For example, although its overall effect on an encounter might be minimal, few things frustrate a paladin more than missing with a smite attack—an event that becomes less likely when using Po8. That said, Po8 can also lead characters to routinely get in over their heads (relying on Po8 to save themselves), and for GMs to unconsciously increase the difficulty of encounters (since characters are more likely to succeed against foes of equal power). This is as fine as long as the characters have a reserve of such points to spend—but if they run out, encounters that would otherwise be merely challenging can become incredibly deadly. Keep the number of Po8 available to your characters in mind when designing encounters.

For GMs who are worried that Po8 increase the power level of characters without an offsetting cost, there's an easy solution. Just think of each Po8 as a one-use magic item with a broad range of possible effects. With that analogy, it becomes easy to justify reducing the amount of treasure awarded to balance out the accrual of Po8. Note that this is merely a tool for GMs interested in carefully monitoring character power levels; Po8 should never be for sale.

Acquiring Po8
Po8 are earned by brash swashbuckling action. Bold moves, brazen defiance, acrobatic flair, or skin of your teeth moments earn you a Po8. While such daring acts might be aided by a Po8 if a Po8 is spent to accomplish a deed it does not grant one. Additionally killing a NPC with a Po8 earns a Po8. You cannot have more than 3 Po8 at a time additional Po8 earned go into the NPC crew pool.

Using Pieces of Eight:
Using Po8
You can spend 1 Po8 either to add to a single d20 roll, to take a special action, or to improve the use of a feat.
You can spend 1 Po8 in a round. If you spend a point to use a special action (see below), you can't spend another one in the same round to improve a die roll, and vice versa.

Add to a Roll
When you spend 1 Po8 to improve a d20 roll, you add the result of a 1d8 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 Po8 to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can't use a Po8 to alter the result of a d20 roll when you are taking 10 or taking 20. Depending on character level (see table), a character might be able to roll more than one d8 when he spends 1 Po8. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d8 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Special Actions

You're a Class Act
A character can spend 1 Po8 to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend a Po8 to gain another use of her stunning fist ability, or a paladin might spend a Po8 to make an additional smite attack. Abilities that are limited by rounds per day get an additional 1d8 rounds of Rage or Bardic Performance.

Who Needs a Shield
A character can spend 1 Po8 as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC).

All Together Now
Spend a Po8 to grant 1d8 allies (determined by proximity) use of a teamwork feat for one round.

Daring Example
Your bold display, successful attack, acrobatic maneuver, witty retort, or brazen gambit inspires 1d8 allies (determined by proximity) to greater exploits for 1d8 rounds granting a +1 to AC, Attack, and Damage bonus increases 1 for every four character levels to a max of +5.

Pillage Feat
At the beginning of a character's turn, he may spend 1 Po8 as a free action to gain the benefit of a feat he doesn't have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

One More for Good Measure
During any round in which a character takes a full attack action, he may spend 1 Po8 to make an extra attack at his highest base attack bonus. Po8 may be used in this way with both melee and ranged attacks.

Negate Miss Chance
You can spend 1 Po8 to negate your miss chance for a single attack.

Sneaky Bastard
Sneak attack damage increases to 1d8 for 1 round.

Spell Boost
A character can spend 1 Po8 as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend a Po8 in this manner before casting the spell.

Spell Recall
Spell-casters who prepare their spells in advance can spend 1 Po8 to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of a Po8 is a free action and can only be done in the same round that the spell is cast. Spontaneous spell-casters such as sorcerers and bards can spend 1 Po8 to cast a spell without using one of their daily spell slots. This use of an Po8 is a free action and can only be done as the spell is being cast.

Swashbuckler's Step
Reckless Audacious Movement in a moment of swashbuckling insight you move, climb, swing, acrobatics, slide at a rate twice your normal base movement for move, climb, ect.

Improving Feats
The use of Po8 opens up a whole range of possible feats. However, it's easier on characters simply to improve existing feats to take advantage of Po8—that way, characters needn't spend their precious feat slots simply to gain the ability to use their Po8. Below are a few examples of how Po8 can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

Combat Expertise
You can spend 1 Po8 to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.

You can spend 1 Po8 to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.

Improved Initiative
You can spend 1 Po8 to double the bonus on initiative checks granted by the feat, from +4 to +8.

Meta-magic Feats
You can spend 1 Po8 to add the effect of any one meta-magic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast. Heighten Spell automatically raises a spell's effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 Po8 to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).

Spell Focus
You can spend 1 Po8 to double the increase to save DCs granted by the feat, from +1 to +2.

Spell Penetration
You can spend 1 Po8 to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.

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