Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorry, cross post.


Evil GM
Astrianna Sparacello wrote:

I'll get to reading and responding tomorrow Busy tonight. To answer your question Baldwin no I did not subtract but if Sorrin is putting in 500 out doesn't matter.

Again she will look the shop over then go recruiting

I deducted the gold form the spread sheet.


Evil GM
Sorrin the Wayward wrote:
Gave Donovan 500gp more, please deduct from the ship fund. Thanks!

I will use half of those funds to add an additional 50% to the items listed before. So if something say 20 it now has 30 items.

the other half of the funds will be used to get more ballistae bolts.
16 more bolts = 160 gp
so now you have 24 bolts total

He'll then add:

3 netting, fish
6 whistles
1 bosun whistle
1 compass

3 waterproof hooded lantern
1 waterproof hooded lantern
10 sunrods


From what I can read has been posted here, the PCs really need to be taking on the officer rules. As owners of the ship, we will all have a say in what goes on but we need to act as a unified front when dealing with the crew in order to be effective. I know I've only been with the group a short time but here is what I would propose:

Astri as the captain. She's the face of the group it would probably have the best diplomacy scores. Sorrin as the quartermaster. Bri as the navigator and helmsman, she's the best sailor. Chell as chaplain and medic of course. And me as Captain of the marines. Then we can have the NPC's actions the other rules as necessary, such as Donovan as first mate, another as the gunnery sergeant for the balista and catapults, and then another dealing with other issues as necessary.

If we want to command the screw, we need to get some structure at least in front of the crew. Just my thoughts.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

That fits with game mechanics, roll playing.

Are we considering alignment, tendencies, self preservation? Sacrificing crew to save self or party, etc...


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I'll try to get a post in, but I'm getting run around and have a lot to catch up on. I don't know how you all keep up with this game and also have families and real jobs, I have the utmost respect for all of you. This is my only game too! I'll update the spreadsheet tonight when I get a chance.

I agree Ptahh and I believe you've made good choices (the idea of Donovan as first mate is especially interesting, I always imagined Sorrin in that position), but commenting on my own character Astri is not ready to be a Captain yet. Maybe one day, or soon if she is forced into that position. She is still too chaotic and self-centered. She doesn't like command structures and doesn't want the responsibility of being in charge of a bunch of people, which would hold her down.

I'm going to have her speak to Captain Donovan about his most recent comments and depending on how that conversation goes maybe she will begin to think differently about the ship and crew. She may even begin to drift into true neutral territory.

Edit: Added Astri's 500 gp to the ship capital fund.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin is waiting for his turn to speak to the crew.

Also, Sorrin gave Donovan 500gp.

Chell said she was short, so no one has contributed any more (at this time) at this point. I suggest we all contribute together to keep things easy. Also, funds seem OK for now.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

We could make it where 10% of all our non-ship adventures go towards the ship fund? Or treat the ship as its own party member, and it gets a cut. Or we just throw our own money in as needed.


Evil GM

so far I subtracted the 500 gold form the ship's fund. I also accounted for the additional 500 gold that Sorrin contributed. So far, nobody else has contributed extra money. Once the speeches are concluded for fallen marine then the captain will take a few men 4 to go into town and purchased supplies and see if they run across Jenkie.

Once the speeches are concluded I will reveal the details of the ship's floor plans as the owners give the ship some attention by spending an hour exploring the Baron.

As far as speeches are concerned for the crew, Chell indicated earlier she said a brief prayer. There are questions raised by the crew directed towards the "Chaplain".


Evil GM

With the additional 500 gold that Astri is contributing the captain will buy:

100 ft of chain (300 gp)
3 manacles (45 gp)
3 fetters (45 gp)
3 block and tackle (15 gp)
10 grappling hooks (10 gp)
1 merchant scale (2 gp)
5 glass cutters (25 gp)
2 superior bouy (20 gp)
3 common bouy (15 gp)
1 journal, capt (10 gp)
He spends the remaining funds on ink, quills, pens

I subtracted it from your spreadsheet.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Great, thank you Baldwin! I'll get all this equipment logged tonight.

What are the glass cutters for? Mending lanterns or other glass items?


Evil GM
Astrianna Sparacello wrote:

Great, thank you Baldwin! I'll get all this equipment logged tonight.

What are the glass cutters for? Mending lanterns or other glass items?

Correct. Base tools that the crew would use.

The Captain would provide you a list of items to consider purchasing in the future, in no particular order:

Astrolabe 1,000gp
Sexant, 500 GP
Telepscope, 2000 - 8000 GP
Maps/charts, (various types land, coast, current, and so forth) 50 GP or more each depending on detail.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Oooh telescope. Can we get one with magical zooming and image enhancement?!

I thought we recovered some high-quality maps and charts from the Dragon's Tail and were using those?


Evil GM

That's right you do have some smuggler maps of the area.


Ptahh will want to make a speech especially regarding Jard and the Marines with an explanation of the root cause of the attack last night. I'm pretty busy today with Mother's Day but will hopefully be able to write it up late tonight.


Evil GM

Link to post regarding Bonegnaw's charts


Evil GM
Ptahh wrote:
Ptahh will want to make a speech especially regarding Jard and the Marines with an explanation of the root cause of the attack last night. I'm pretty busy today with Mother's Day but will hopefully be able to write it up late tonight.

No Problem


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Not ashamed in saying, I have no idea what she just proposed.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

We should talk about it here first anyway, considering I modified it.

So Sorrin how the Shares work is that each Share is essentially 1 equal cut from the loot. Example: If just Sorrin finds 1000 gp, then 1 share of that is 1000gp. If Sorrin and another person find 1000gp and agree to split it, that's 2 shares total and you each receive 1 share. 1000 / 2 shares = 500gp . 1 share is then equal to 500 gp and you both get 500gp.

Now let's say you and another person find 1000gp but Sorrin gets 2 shares and the other person only gets 1 share. That's 3 shares total. 1000 / 3 = 333.3gp. 1 share is equal to 333.3gp. Sorrin gets 2 shares, so he gets 666.6gp, and the other person only gets 1 share so they recieve 333.3gp.

Now, in the normal privateer's code the ship gets 50 shares, PC officers get 5 shares, npcs officers get 2 shares, crew gets 1 share.

Depending on the number of officers and crew the TOTAL number of shares determines what each share is worth from the loot. If we have a ship (50 shares for ship )with 5 PC officers (this includes captain, EACH get 5 shares), 5 npc officers (each get 2 shares), and 20 crew (each get 1 share), that's a total of 105 shares.

Now say we have a haul worth 1000gp, the payout would be this:

1000gp / 105 shares = 9.65 gp PER SHARE

Payout:

Ship (50 shares x 9.65gp) = 476.19gp to ship funds
Captain (5 shares x 9.65gp)= 47.62gp to captain
PC Officers (5 shares x 9.65gp) = 47.62gp to EACH PC officer
NPC Officers (2 shares x 9.65 gp) = 19.05gp to EACH NPC officer
Crew (1 share x 9.65 gp) = 9.65gp to EACH crew

Make sense?

I have spreadsheets that calculate all this stuff for me and I can adjust the number of shares and number of crew. It's in the loot split calcs in our spreadsheet. I'll be updating it for our purposes soon, but the math is all there.

Okay so I plan on posting:

She has an answer for the shares, at least. "We'll be following a modified Privateers Code until further notice. 25 shares for the ship; 5 shares for Mates and high-ranking officers (PCS); 2 shares for lower-ranking officers (NPCS); 1 Share for the crew. Actions, above and beyond, shall be favorably rewarded. This is subject to change depending on the dangers we face, and the amount of coin the ship needs. Of course, this is in addition to your normal daily wages. Because we, the owners, will be handling most of the ship costs out of our pockets, you, as crew, will be making 50% more than a normal ship."

My idea is if we reduce the number of shares the ship gets, the crew, and the rest of us, get paid more. I figured we'll be paying for ship upgrades and such out of our own pockets anyway. This way the crew gets paid 50% more. Thoughts? Should we just keep the ship at 50 shares? so it receives more funding?


Evil GM

One thing that will be asked but I'll say it here first so you all can think about is:

Do they get their base specialty pay plus a share of the loot?
Obviously the crew will want their base pay which represents their specialty/job task, plus a cut a share of loot.

Remember there is a chart for pay listed under "Crew Type" spoiler in Campaign Information Tab:

Crewman Pay/Day Skills HP AC Saves

Landsman 1 sp — 4 11 0 / 1 / 0

Seaman 3 sp +4 Profession (sailor) 8 12 1 / 4 / 1

Marine 3 sp +1 BAB, 1 useful combat feat 12 14 4 / 1 / 0

Able 1 gp +5 Profession 20 13 2 / 5 / 2
Seaman (sailor)

Veteran 1 gp +3 BAB, 2 useful combat feats 27 15 5 / 2 / 1

Corsair or Buccaneer
2 gp +7 Profession(sailor), 1 useful combat feat
30 17 3 / 7 / 2

I never got far enough in a Shackles game to see if your could advance crew but the RC does have a mechanism to advance/train crew.

EDIT: I just noticed Astri answered what would be the crews biggest question is it daily pay plus a share.

What about major medical? Ha :-)


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

At some point I think picking up another healer or training one would be a god idea. At least that's what this scenario has taught Chell.


Evil GM

One other thing:

Remember the Baron needs with it's current set up 30 crew (skeleton crew) to run but it can hold 60 crew without issue (Full Crew). For the rations that the Capt will end up buying he has been using a 45 person crew. So there is are 15 extra bodies to help out with shifts, account for some loses, and available for boarding parties or helping to crew a captured ship.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Skeleton Crew can help get us by if necessary tomorrow. Can make 14 but need bodies. Lasts 7 days and profession (sailor) +10.


Evil GM
Chell Silves wrote:
Skeleton Crew can help get us by if necessary tomorrow. Can make 14 but need bodies. Lasts 7 days and profession (sailor) +10.

Unfortunately as a good cleric character I don't think you'd be able to cast that. The message boards are riddled with discussion and designers ruling on creating undead.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

This share thing doesn't seem to scale well, imagine with 60 crew. Or a larger ship with 120.

Also what goes towards shares (the pot)? Coin, gems, consumables, gear, magic item, rewards/fees?


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Shares in general, I understand... 30 veteran of restaurant service. Waiters, bartender get 1 share, busboys get half share.

Guess I'm surprised, is all.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps
baldwin the merciful wrote:
Chell Silves wrote:
Skeleton Crew can help get us by if necessary tomorrow. Can make 14 but need bodies. Lasts 7 days and profession (sailor) +10.
Unfortunately as a good cleric character I don't think you'd be able to cast that. The message boards are riddled with discussion and designers ruling on creating undead.

If Astrianna can RP alignment shift... Why not Chell, just a little shift. Makes for excellent RP.

:)


Evil GM

Astri shift is more about her self-centered approach to life, then anything else. I don't even see that as shift away from choas. Chaos implies freedom, adaptability, and flexibility.

There are plenty of ships captained by CE, CN, CG aligned characters/NPCs. Personal freedom of sailing the seas and not having to answer to outside authority. It doesn't mean she doesn't appreciate a well run ship.

Pirate, Falken Drango is CN
Captain Bethany Razor is CN

The write up on Razor actually actually states this:

"Bethany makes sure everyone onboard Quell's Whore knows she is the captain, and her word is stronger than the laws of heaven.

Heck Robin Hood is the classic CG character but he had a band of merry men that worked together to promote their view of freedom.

-----
On the other hand Quell is CG, and doesn't rule over evil.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Oh, pooh! Can't a guy tease?


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

It doesn't have the evil descriptor if that's a factor. And the fact that their sailor skills are based off of mine lends me to believe they are just an extension of my character rather than people how are bound to my will. Up to you.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Happy Mother's Day Embrianna! I think you're the only female in the bunch.


Evil GM
Chell Silves wrote:
It doesn't have the evil descriptor if that's a factor. And the fact that their sailor skills are based off of mine lends me to believe they are just an extension of my character rather than people how are bound to my will. Up to you.

I don't want to get into a philosophical debate on the the issue that will only take time away from the game. When a skeleton is created it acquires the a template that the rules says is "Always Neutral Evil", creating a crew of undead skeletons would be no different.

pfsrd:

Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Alignment: Always neutral evil.

Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

It might seem like things get rapidly diluted Sorrin, but this is actually how British privateers operated.

Wikipedia wrote:
The increase in competition for crews on armed merchant vessels and privateers was due, in a large part, because of the chance for a considerable payoff. "Whereas a seaman who shipped on a naval vessel was paid a wage and provided with victuals, the mariner on a merchantman or privateer was paid with an agreed share of the takings."[5] This proved to be a far more attractive prospect and privateering flourished as a result.

I guess you're right about the alignment shift, it's more of a shift from being self-centered rather than a shift towards law.

Chell, Baldwin, what about this? It doesn't take a body to be used, more of just summoning souls to serve on a vessel once more.

Razor Coast, Fire as She bears wrote:

GHOSTLY CREW

School necromancy; Level cleric 3, sorcerer/wizard 3
Casting Time 1 round
Components V, S, M
Range close (25 ft. + 5ft./2 levels)
Effect creates ghostly crew
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call forth the spirits of dead sailors to man your
ship. Treat your ship as having an additional 5 crewmen
per caster level under your command. The ghostly
crewmen may not make attacks other than with cannon,
and fade away if hit (AC 10). The spectral crewmen may
complete tasks other than firing cannon, such as bailing
water, extinguishing fires, or managing sails. Summoned
spirits are capable only of nautical activities, fading away if
interrogated or taken on land.

So what does everyone think about reducing ship shares to 25? If they're getting paid wages as well maybe we should stick to the normal Code.

My travel was delayed by storms, I'm tired and grumpy, will work on ship stuff tomorrow.


Hope I don't scare off the crew with Ptahh's tirade. He's a bit passionate.

I'm fine lowering the ship's share in order to get the crew more... but I'm concerned that it might make it difficult for the ship to run optimally. If we are taking the normal share for the ship and investing into the ship, I think the crew will take note and be proud to serve on such a ship.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Neither I or Chell would have a preference in shares. Do what you will that makes everyone happy. Also, Sorrin should be topped off in HP I think.


Evil GM
Astrianna Sparacello wrote:

It might seem like things get rapidly diluted Sorrin, but this is actually how British privateers operated.

Wikipedia wrote:

Chell, Baldwin, what about this? It doesn't take a body to be used, more of just summoning souls to serve on a vessel once more.

Razor Coast, Fire as She bears wrote:

GHOSTLY CREW

School necromancy; Level cleric 3, sorcerer/wizard 3
Casting Time 1 round
Components V, S, M
Range close (25 ft. + 5ft./2 levels)
Effect creates ghostly crew
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call forth the spirits of dead sailors to man your
ship. Treat your ship as having an additional 5 crewmen
per caster level under your command. The ghostly
crewmen may not make attacks other than with cannon,
and fade away if hit (AC 10). The spectral crewmen may
complete tasks other than firing cannon, such as bailing
water, extinguishing fires, or managing sails. Summoned
spirits are capable only of nautical activities, fading away if
interrogated or taken on land.

The underlying ghost template doe not require an alignment change, so I think Quell could possibly grant this type of spell with a special spell reequest. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.

I know the there some information out there that states:

Five Things Almost Everyone Knows About Undead:

The following are a few facts that are considered common knowledge among civilized peoples.

1. Most undead were once living. Knowing details about the phase of existence that preceded a creature's undeath is often invaluable in determining its motives.
2. Holy water damages undead as though it were acid. Distributed by goodly religious orders the world over, holy water is the only line of defense against undead for many commoners.
3. Undead are invariably evil, as are the means to create such beings.
4. Undead are healed by negative energy and harmed by positive energy.
5. Undead are immune to numerous magical effects, including mind-affecting effects and abilities that affect a creature's physical constitution.

That being said, the ghost template may be an exception to the general rule. I'd want to dig a bit deep and see if the designers ruled on this issue.


Evil GM
Sorrin the Wayward wrote:

This share thing doesn't seem to scale well, imagine with 60 crew. Or a larger ship with 120.

Also what goes towards shares (the pot)? Coin, gems, consumables, gear, magic item, rewards/fees?

i think it scales ok to get the job done There will be incentive to go after larger better equipped ares, It is something that can betrayed and them reassessed


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Just surprised is all... 50 shares is fine.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Was Jard recruited or rescued from Bonegnaw? Human or Tulita? Just confirming.


Evil GM

Recruited in the background.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I think so too Sorrin and thank you.

After a morning at the zoo, we went back home and then I got booted out of the house without the kids and told to go see a movie and do something fun.

Hence my lack of posting yesterday.

I was unhappy with the ending to Avengers Ultron though.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Board eating post always sounds like, "dog ate my homework".

You agree ship x50?

Post talked about family, being family, traditions of or own, things not right in Port Shaw lately, maybe they never were.

Take back Port Shaw and the open sea.

And with all due respect to new brother Ptahh, he's gonna have to be fast to get to Flynn first!


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I'm ok with x50.

I also want Falken as a conquest.


Evil GM
Sorrin the Wayward wrote:


Also what goes towards shares (the pot)? Coin, gems, consumables, gear, magic item, rewards/fees?

Those are excellent questions and it's what you need to decide.

Don't forget ships and cargo (plunder) that are captured that can add up quickly.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Consumables should be kept for general use and not counted as part of the pot.

Appropriate gear should also be kept for general use. (such as weapons and armor for crew, sailing gear, alcohol etc..)

Any gear and magic items we choose to sell should count as part of the pot.

Any gear/item a pc decides to keep should be a perk of being an officer and risking out neck to get it. Or if that is a problem, tossing some coin in the pot for it. (Nothing more than the cost we would get for selling it though.)

The cost of any ship sold will also go to the pot.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Sounds good to me!


I agree with Bri's assessment.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

More later but just wanted to say I learned my lesson a long time ago with the boards eating posts. Nothing like loosing a big post to destroy your motivation to rewrite it. This is why I write the post in word or notepad then copy over. Or if it is a small one I copy it so it is available on the clipboard. If it get eaten then I can paste it as many times as I need to.


Evil GM

I tend to type it up in on the website but if it is a long post, I usually copy it before hitting the submit button in case I lose it.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Astrianna Sparacello wrote:
Razor Coast, Fire as She bears wrote:

GHOSTLY CREW

School necromancy; Level cleric 3, sorcerer/wizard 3
Casting Time 1 round
Components V, S, M
Range close (25 ft. + 5ft./2 levels)
Effect creates ghostly crew
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call forth the spirits of dead sailors to man your
ship. Treat your ship as having an additional 5 crewmen
per caster level under your command. The ghostly
crewmen may not make attacks other than with cannon,
and fade away if hit (AC 10). The spectral crewmen may
complete tasks other than firing cannon, such as bailing
water, extinguishing fires, or managing sails. Summoned
spirits are capable only of nautical activities, fading away if
interrogated or taken on land.

Why not model it after Unseen Crew?

School conjuration (creation); Level bard 4, sorcerer/wizard 5, summoner 5, witch 5
Casting Time 1 standard action
Components V, S, M
Range long (400 ft. + 40 ft./level)
Effect one invisible sailor per level
Duration 1 day/level
Saving Throw none; Spell Resistance no
An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possesses no other skills. It cannot fight, speak, or even defend itself.

An unseen crew member has a Strength score of 10 and a Profession (sailor) score equal to half your character level plus your Intelligence modifier (for witches and wizards) or your Charisma modifier (for bards, sorcerers, and summoners). It cannot fly, but it can climb, swim, or walk with a base speed of 20 feet.

An unseen crew member cannot be killed, but it dissipates if it takes more than 1 point of damage per caster level you possess from area attacks (it gets no saves against attacks). If you attempt to send an unseen crew member beyond the spell’s range (measured from your current position), the crew member ceases to exist.

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Make it level 3 for clerics and fluffed as wandering spirits of sailors. Offer them another chance to sail before they head off to the Great Beyond.

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