So its Monday . . . a day of evil . . .
. . . this got me thinking about my campaign.
The new ship's captain handed the new bosun both Pluggs Cat and Scourges whip. Plugg is now dead but how often does that end an NPC's shadow over a campaign.
Help me reward my players with more reasons to panic.
I opened a thread in the skull and Shackles forum but it did not get much traffic so I figured I would try here.
I addapted the old 3.5 action point system slightly for my Skull and Shackles game. I was hoping to get some feed back before rolling it out to the group.
If your in my group stay out for now.
My main goal was to get as much cinematic swashbuckling action in as I could. I kept some of the other uses of the points because I did not want it to favor only melees and rogues.
Let me know what you think.
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.
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 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.
Using Pieces of Eight:
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
You're a Class Act
Who Needs a Shield
All Together Now
One More for Good Measure
Negate Miss Chance
So I was reading some of the 101 things that happen at camp or in town threads and realized that once your off the Wormwood most situations are external to the ship. When I watch Star Trek, Firefly, Battlestar Galactica some threats or problems should come from the ship. Yes I know those are all sci fi but there is some overlap. The setting changes but the plot remains the same. Here are few things that I thought would make for some fun.
1. Aretta Banison is a former prostitute since moving over to the new ship she has realized that with regular pay there is a steady stream of those who have money to spend. Several sailors come down with the clap.
Just a word of warning. If you have monk fight Owlbear he will own the poor guy. I suggest whoever fights Owlbear you let the PC roll the perception to notice hes blind in one eye. If he takes the cue and tries to position himself to stay on the blind side you roll the skill check. That way you can keep the fight exciting by letting Owlbear be more exciting.
At the very least raise yhe DC on the skill checks.
So I have 2 devout followers of Gozreh aboard. A druid and a sor. I am trying to figure how I should play this.
1-Plugg and Scourge bust it up.
The archetype says:
The rules for the Grappled condition say:
Does the Tetori still get the -4 to Dex (a -2 to AC)?
I don't see what benefit this aspect of the Tetori monk grants unless it means that the Tetori does not take the -4 penalty to Dex.
So I am getting ready to run this AP probably this summer when we finally finish Crimson Throne.
One of my players has pre-built his Storm and Sea Druid all the way through 20 level.
He is reading all sorts of spells and coming up with all sorts of destructive and wild things he can do on the ship with spells. Something to do with treants.
So I started thinking out of the box to one prepare myself for the players but also to come up with some things to surprise them.
Animating siege weapons seems like a good call.
Warp wood simple elegant disabling a ship.
Turning saplings into stone throwing Treants.
Give me some other shenanigans to expect.
So I was watching the Hobbit. Though it is not the only example of this type of combat. Fellowship also had a running fight or a fighting retreat. Lots of movies do.
So how would you other GMs handle your adventurers running afoul of a large number of enemies that are willing to try to run them down. Generally when an enemy or a PC runs it boils down to who can move faster and get into a position to attack.
In films the formula is to throw many enemies at the heroes who facing huge numbers flee even if the general skill of the enemies is not on par with them. They opperate on the real world assumption that anyone can get a lucky hit and kill you. So the heroes flee.
In PF there is a point at which low level enemies virturally scease to be a threat at all. So there is little reason to flee.
So as I see it there is two problems:
I suppose it would be possible to do a kind of chase mechanic hybrid with attack actions thrown in.
So I got to thinking. Always a dangerous start. Follow me logice if ye dare . . .
Captn Hook is a pirate.
So any ideas to spice a twisted fey style loosely based on Peter Pan.
Maybe I have been watching too much Jake and the Neverland Pirates with my kids.
So I just finished reading through Price of Infamy. The fleet rules are very streamlined. I can see it making short work a big fleet battle. However it did not seem terribly dynamic. I will have to see it in action.
Flag ships were essentially out of play. You cannot attack or damage a flagship until the fleet battle is resolved. That seems odd given that one strategy in a case like this to break up a fleet would be to focus attack on the flagship.
Has anyone else gone over the fleet rules or played through it.
"This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown."
I have been of the assumption that a returning weapon can only be used for one attack hence if you have multiple attacks it is only useable once. Though it returns so as to not provoke attacks of opportunity and to be used in attacks of opportunity.
This makes sense but it makes iconic weapons like Ageis Fang, Dwarven Throwers and Captain Andoran's Shield not that useful because they do not get their additional attacks.
Am I wrong.
It will still be some time before I run this AP though I am encouraging my players to think about what they want. So far I have encouraged them not neglect skills. I know social skills are big play in this game. But as I envision this crew of PC's I am thinking it cooler if they are the experts at things rather than relying on NPC's. I know not everything happens on ship but I would rather for example have a PC take ranks in seige weapon crafting and mastery rather than have an NPC fill that roll.
It would be very easy for standard characters to become the bosses and have NPCs do all the work untill a fight breaks out but that takes some of the flavor out of it for me.
Am I on the right track or am I steering the PCs for a quick death because they went for more skill points when another more typical combat choice in character creation would have been something that keeps them alive?
So I have been running through my mind how to handle Harrigan with out just flat out saying to the players. If you try to kill Harrigan you will die. How have others handled IN CHARACTER messages to let the characters or players know that survival is only achievable if one waits for the proper time. I am playing with many of the same players that will be in my Skull and Shackles campaign and they are definatly the "storm the castle" type.
I am trying to come up with ideas that let them know they are out classed (for now) without saying look the AP assumes that this is how things go so just try and go along and I promise you will get the opportunity to have fun later.
So I am working on getting my battle maps and so forth ready. I have numerous dungeon tiles of caverns and generic dungeons. However this AP calls for some unique environs. While I could blow up the maps in the AP to the correct scale these maps do not have the detail that I imagine would exist in a location like Riptide Cove from AP1 and certianly not the Saughain tunnels from AP2.
My question is has anyone attempted to add details such as sea grasses, coral and other elements to their layouts.
So last night on one of the History Channels they did a couple episodes of "Superships" one of the ancient world and one of China. Really cool stuff. In particular they showed a junk with the deck the size of a football field. As well as a few multi hulled vessles with wooden castles on them.
Naturally this lead me to think about the Shackles campaign. Adding a few giant troup ships to the Chel Armada. This led me to also think about more fantastical ships and ship design. Most of the ships in the AP seem to be very straight forward european ships. Is anyone adding more weird or fantastical designs. Frost Giants on iceburgs (too far south really), ship hulls made from colassal creatures, and so forth.
So I have a hippogriff which has listings for light medium and heavy loads. But what I cannot nor my GM cannot find is if the creature or any creature can fly at medium or heavy load. We are currently assuming only light load.
Our team is making its way through COTCT and I have an idea of something I want to propose to the group and partly it is dependant on Black Jack's costume. Please keep spoilers out because I am a player. We already have assumptions about Black Jack's identity, but I have not found any pictures of what he looks like "in costume."
First thank you all who last month helped me pick a name for my Hippogriff. I went with Rufflefeather.
New problem. I now have my faithful Hippogriff. What do the rest of you do when:
1- You enter buildings and or underground complexes. I had mine keep guard outside a building we went to just did not see it squeezing in a human sized home.
2- Laying low, how exactly do you keep a low profile with a Larg Flying Mount.
3- Is it resonable that my Hippogriff will be comfortable with normal stabling or will I always need to make other and more expensive arrangements.
Durring our game today we had a question pertaining to Quick Draw and when it can be used. Essentially are you able to draw a weapon or wand not on your initative and use it. For example a wand that has a spell that allows an interupt can it be drawn and used as interupt with quick draw. or Second example a character is armed with a range weapon can a person with quick draw pull out a melee weapon and attack. Or does the effect of quick draw only work on your initiative.
Help me optimize my little frenzied buddy!!!
So after reading that Urban Barb lets you buff dex instead of str I immediately wanted to make a small barbarian. I know that a hafling stat-wise would be a better choice but I want to play a gnome and the master tinker ability lets me make my own elven curve blade that I do not have to spend the feat to use.
Our campaign has a standard array for all the characters so it is not point buy, the raw numbers before assigning is 14, 15,13, 13, 10, 14. Currently we are 5th level.
I currently was thinking
I wanted the social skills more than I wanted will saves. I am playing a young heart of gold charmer who waxes into murderous rage if you cross him.
So 5th level gnome urban barbarian any tweaks?
"Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial Traits."
Is it just me or does this make it possible for a gnome to be proficient with any exotic weapon without taking the feat, provided they personal can craft it?
So my Half-(drow)elf (no he does not use scimitars he's a switch hitter) has survived long enough to get mount as part of the Sable Co. Marines. So unless complications from his contracted were-rat lycanthropy really screw with things he should be raining arrows down on his enemies soon. So this leaves me to naming my Hippogriff.
First it should be said that my ranger was adopted and raised by gnomes, so he balances trying to make up for being an outcast with gnomish sensibility. The name his adopted family, the Gnackles, gave him was Thumpithicus which was almost immediately shortened to Thumps. I won't bore you with the tale of how he got name but it also why he uses a huge hammer (Earth Breaker).
I figured I would let you know a little about the ranger before I let you through out Animal Companion names.
So I have a ranger who is joining the Sable Co. Mariens. Awesome I get a Hippogriff animal comanion . . . How exactly does this work. A Hippogriff has 3HD, at 5th level my ranger's effective druid level is 2. So is my Hippogriff just a normal hippogriff. Do I add the animal companion abilities from the animal companion table to the hippogriff's base abilities or do the saves, BAB and so forth from the animal companion table replace a typical Hippogriff's stats????
How many times in one round can you throw a weapon with the returning property. It says, "it returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn)." Does that mean that you can throw it once even if you have more than one attack or that you can throw it more than once.
Someone mentioned in a thread the other day that intrigued me. Basically it is better to play your background story rather than have it just be a story you wrote that took place before you started.
My first thought is that it sounded very cool. I wrote a great story for my current character and think very little of it has come out in game. It certainly shapes how I role play and I refer back to it from time to time but for the most part is something that the GM and I are aware of and little else.
How does one go about playing your background story? I suppose one could start with a very simple background and allow the campaign to be the major character shaper but that seems to me to lend itself to not having a backround. Do you write a short list of goals you want the GM to weave into the campaign just for you.
Hey there. I was working with my GM after my character was bit by a wererat and failed some saving throws. There is a strong chance that I will be effected in the coming days. We talked a little about he afflictions but noticed the rules only refer to becoming aware of the condition but nothing about controling or elimitating after the first few days.
We thought long term that I might take feats that would allow me more control over the affliction. Similar to the Kitsune racial feats. One to be able to control rat form. Another to be able to control hybrid form.
How have some of the rest of you handled the affliction. Basically we did not want it to basically become an awesome buff whenever I wanted. At least not without having to expense some resources to deal with it.
So I was thinking or making a gnome oracle/barbarian/rage prophet and I came across the the Urban Barbarian archetype. The changes to rage here mean you can add the rage bonus to dex. Call me crazy does this not mean that a halfling or gnome who wants to be a barbarian can take this archetype and max out dex instead of str and make a finess barbarian. One of the great draw backs to small barbs is the low str so this made sense to me not to mention getting to pump dex helps AC.
So I am playing a ranger. I took leatherworking as a craft thinking it fit well with the backstory that I made a living hunting and trapping and so forth in my early years. We are about to face some dragons I believe. I know I should not be counting my dragon scales till there dead, but I looked up Dragonhide. It says that a armorsmith can make hide armor, or if it is large enough banded and full or half plate and so on. Here is my question. I assumed when I took the skill that it would allow me to make things like leather and hide armor. Do I qualify for this or is this a case where a armorsmith and an armorsmith only gets to craft the item. I am really hoping I get to make my ranger a hide shirt out of dragonhide.
So the new group I am with is working their way through Curse of the Crimson Throne. I am playing an Urban Ranger. I taking steps toward membership in the Sable Company. Never had a flying mount thought it would be fun. Is it truely cool or is a bag of hassles or both.
I always found horses trouble. Many environments you can't take them so the tethered horse is eaten or is a constant draw for predetors. The feats to assist with ridding it call for all sorts of movement around the mat headaches.
This might be posted in the wrong area but I did not see a geography section.
I am writing a character background for a campaign set in Korvosa which is in the region of Varisia. I am looking for climate information. I know Varisia is in "the northwest" but I do not see where it talks about weather pattern or changes in season. I am trying to determine if it is a region that has mild winters or if the region snows over and travel is less optimal. It looks like it might have Canadian or Northern Eurpoean type winters but names like the ciderlands and the steam sea I wanted to varify I am not missing anything. I have botht he Curse of the Crimson Throne and the Guide to Korvosa and don't see where this is covered.
I get to play in a new campaign!! Yay for me.
It looks like we will be playing Curse of the Crimson throne. It is my first time with a new group. I am looking over the players guide looks like a very urban heavy game.
I was hoping to play a ranger (switch hitter) with my next character. I see that the Sable Company is all rangers, not that I want to join, but that rangers seem to have a place. I was thinking of going with ranger who has to travel to town often. For business, as a ranger I would be a hunter/tanner/furrier, my adopted family has business dealings in Korvosa as well. I have a back story that fits this idea well and could perhaps tie into the Love Lost trait that the players guide has not to mention help tie my character to the players guide recomendation. I am sure that such a character would be helpful but might not "fit." Please without spoilers. Is this too much a fish out of water?
I could tweak the story to go with Urban Ranger.
Should I consider a different type of character to fit?