Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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Regarding the Cleric -

as you may have guessed via Polux and Hack's interrogation and also from what you observed at the snake pit; yes - sacrifice does indeed boost spellcasting abilities.

Your new priest will know about this - but more to come in the future, once/if we get a new recruit.

Hoping to have something soon!


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Message sent. May it find the DM after their nights rest.

*Bows*


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Dain GM: That Oradin class on the recruitment thread sounds to me alot like a Warpriest. Besides the fact that I have never heard of it, I am very skeptical. Perhaps the player can be persuaded to stay within the stated parameters?


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

*Bows*

I've explained to Dain GM what the Oradin is/does since I'm playing an Oracle of Life/Alchemist which is similar in that it's using the Oracle of Life side of things.

Hopefully Dain GM can review the applicants other ideas.

Much cheers to all.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I am not suggesting that the class does not have its merits, but I would caution accepting any applicants outside of the parameters that have been clearly set in the recruitment thread. Every character does not have to be an enormously complicated build. It defeats the purpose of bringing on a new PC that we can all be happy with.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Perhaps the term "captain" is not appropriate. Also, the "leader" might be situational. While Stefan respects his companions abilities, he would be somewhat hesitant to want to let them lead in certain situations such as anything to do with diplomatic situations in higher society :)
Also, do not be offended when Stefan sometimes does his "thing" in combat as he is pretty rash and tends to not listen well.


Shenkt "Hack" Corchran wrote:
I am not suggesting that the class does not have its merits, but I would caution accepting any applicants outside of the parameters that have been clearly set in the recruitment thread. Every character does not have to be an enormously complicated build. It defeats the purpose of bringing on a new PC that we can all be happy with.

*Nods* I do understand. I pointed out to Dain GM that the Oradin did not seem to be a sort of build they would want in their 'gritty', 'grungy' "Magic is hard/awe-inspiring" type of game play.

An Oradin resembles something more akin to a World of Warcraft healer. Able to 'bubble' allies at a distance and help reduce the harm that befalls them. With the right amount of healing potions/salves and other ways to regain hp quickly, the version I am playing in a Pen and paper game is alleviating a LOT of damage and, while it is chugging down potions at a prodigious rate, is still feeling quite healthy itself at the end of the day.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

People, on second thought about the captain and so forth, it seems I misunderstood some of the logic behind it. As far as I am concerned, I was only pondering the possibility of becoming the ship's captain, as opposed to the team leader - my assumption is that a ship needs instructions to run, as in who is repsonsible for what, who is on watch, where we are heading, if we have supplies, etc, etc. So in that case, the captain role may be an interesting and important one, and Polux would not mind giving it a shot.

As far as an equivalence between captain and leader of the team, I disagree with it and don't think they are the same thing - team leaders may or may not emerge, depending on the dynamics of the game and a bunch of other factors - yes, in such situations I think it helps in getting things moving along faster, but sometimes that simply is not the group dynamics, and from my perspective there is no point in imposing a leader position, and the pace should be addressed in a different way, according to GM and group.

That being said, and after reading some of the discussion around it, and the items pointed out, I will retract my will to become ship captain, and my vote goes to Taissa on that role.

As far as the healer role for the group, I am VERY familiar with the Oradin logic and build type - I think they are amazing at what they do, and can be a truly strong addition to any group. I tend to agree with the importance of Selective Channeling, but I don't find it essential unless the actual healer builds himself around the channel energy powers - most of the times it ends up being more a matter of the group adapting to the heals available, and playing smartly around that. I have played, and still play healing characters, and there is one thing that is really important in my opinion - characters focused on healing need to be carefully pondered, so as not to become boring for the player - hence I would find it important that besides the details regarding how this or that applicant will heal, we have also an idea of what its other roles may be, if any.

Last but not least, I think variety is the name of the game - I don't have a set idea of what I want in a healer, as I expect to make Polux as independent from healing as possible, and I also believe there are several nice ways to play a character with healing abilities. So it woul be nice to have several applicants to look over.

Apologies for not having provided this feedback earlier - I did not have the opportunity to ponder it up until now.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4
Stefan Lebeda wrote:

Also, do not be offended when Stefan sometimes does his "thing" in combat as he is pretty rash and tends to not listen well.

No problem with letting Stefan hob nob with high society and do his DIPLO thing. Have at it. :)

Yet, the second part (the rash Stefan) is why we need some sort of leader. The goblins on the beach didn't go so well last time for Stef (and some of the others, die rolls aside) did it ... and that effects the rest of us. ;p And the rash Stefan is why Taissa didn't vote for him as captain. ;) (Rash needs to be tempered for the greater good.)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Polux, I still think you'd make a great leader, captain, whatnot.


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hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

After Suny's 1/8 cut of the loot (i.e. 1.09 worth of the rubies/109 gp, Coin: 138 gp, 60 sp & 55cp),

we have the remainder in the group kitty:

Rubies:
7.66 rubies valued at 766 gp.

Coin:
gold pieces: 956, silver pieces: 421, copper pieces: 382


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I am confused, a bit, but they ARE numbers. Not my forte. What should we be putting down on our sheet as the individual take for each of us?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

1/8th each of the rubies, gold, silver and copper. I'm heading to bed but if you can wait until my morning, I'll work it all out.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Can do.

Hey all: DM Jelani, in the Recruitment Thread, has just explained the necessity for healing in this game due to the very mechanics of Pathfinder. He has done a much better job explaining what I have been trying to say all along. Nerfing the ability to heal in combat does not work when the CRs that we are facing are not limited in any way. It is something that we need to potentially address again as a group.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Taissa Sloane wrote:

Okay, guys revised Loot List from fight with goblins and half-orc.

We have 1000gp of crafting supplies for Magical Scrolls.
1 CLW potion
1 CMW potion (claimed by Hack)
4 CLW scrolls
4 CMW scrolls
2 sets of 4 poisons:
4 in red vial are Black Adder Venom
4 in green vials are: Blue Whinnis
1 remaining goblin healing draught

We also have a portable Alchemist's Lab and a healer's kit.

Taissa used up 6 doses from her kit (with 4 remaining) in this last combat. So if anyone else doesn't want it, she will claim the healer's kit.

What do we want to keep? Let me know here if you want any of these items, the rest we can sell to Capt John et al. I have given Tais Craft: Alchemy and UMD skills on level 4, so she can aid in potion making and using scrolls to heal. I think Polux has the highest score on UMD, correct?

Remember too we have 8.75 (round to 9?) cut rubies valued at 875gp in total (Geser took 125 gp worth).

Oh, and worg pup claimed by Taissa. In case that wasn't already obvious. ;)

In relation to the coins,

In small pouch: 50 gp & 50 sp
In small chest: 1000 gp, 500 sp and 500 cp
Loosely on various dead goblins: 200 gp

Total coins: 1250gp & 550sp & 500 cp (before Geser's cut)

If we give Geser an eight of each (gold, silver and copper) we have left remaining:

gold: 1094, silver: 481, copper: 437.

Ok so... In the meantime, if no one is getting UMD after their character has been re-crunched, Polux would either take the scrolls, or they would be offered to Vale.

I would like to, but I really do not master the poison use in Pathfinder, so I guess the poison can be sold if we manage to do it.

The scroll crafting supplies, in the immediate future are of no use to our crew (they would be meta-useful if and when we get someone with the scribe scroll feat), so they could perhaps be offered or sold to Vale?

I say we keep the Alchemist Lab - as discussed before, both Polux and Taissa should be able to use it.

As far as hard cash goes, Taissa will go over it soon, so I'll wait for her to give us the final value.

Do we have any 'mundane' gear to trade, like weapons or armour? Don't think so.

Sounds right?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Okay, guys. We agreed that we'd give Capt Johm and his crew first bid on anything we didn't want to keep from our loot. So we should do that before attempting to find merchants in Korvosa. Stefan, do you want to join Taissa in this transaction? :)

I just awoke and have a migraine. I will post on the main thread as soon as I am able.


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hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa:
Taissa Sloane wrote:

We have 1000gp of crafting supplies for Magical Scrolls.

1 CLW potion
1 CMW potion (claimed by Hack)
4 CLW scrolls
4 CMW scrolls
2 sets of 4 poisons:
4 in red vial are Black Adder Venom
4 in green vials are: Blue Whinnis
1 remaining goblin healing draught

We also have a portable Alchemist's Lab and a healer's kit.

Healer's Kit (claimed by Taissa)

In relation to the coins,

In small pouch: 50 gp & 50 sp
In small chest: 1000 gp, 500 sp and 500 cp
Loosely on various dead goblins: 200 gp

Total coins: 1250gp & 550sp & 500 cp

I'm not sure how the GM got 1/8th unless he is allotting some coin to the "Ship" fund for general ship supplies, maintenance etc. Is this right, GM?

By my count, there were "7" in the group: Polux, Hack, Stefan, Taissa/Daya/White Fang, Suny/Elianna, Geser & Kat. So if we count the Ship fund as 8, then it makes sense as we have some coin set aside to deal with the running of the ship.

Okay, dividing the rubies (1000 gp) and coin (1250 gp, 550sp & 500 cp) equally among the 8: Each will get (125 gp+ 156 gp+ 69 sp & 63cp).

Polux: 281 gp, 156 sp & 69 cp
Hack: 281 gp, 156 sp & 69 cp
Stefan: 281 gp, 156 sp & 69 cp
Taissa & animals (combined): 281 gp, 156 sp & 69 cp
Suny & Elianna (combined): 281 gp, 156 sp & 69 cp
Geser: 281 gp, 156 sp & 69 cp
Kat: 281 gp, 156 sp & 69 cp
Ship's Fund: 281 gp, 156 sp & 69 cp

Now, from that you will have to subtract from your personal share the cost of whatever you've physically taken, like Hack got the CMW potion (valued at 300 gp), Taissa got the Healer's Kit (50gp), and so forth for any other.

The Alchemist's Lab can be shared by all of us on the ship and the foul-tasting goblin healing draught (Group loot).

Does anyone want the CLW potion (value: 50gp)? Stefan? If not, I will have Taissa take it and reduce her share accordingly.

What to do with these? Sell to Capt John et al or in Korvosa.

The scrolls (4 CLW, 4 CMW): The price of a scroll is equal to the level of the spell × the creator's caster level × 25 gp. GM, can you tell us the value here since we don't know the creator's castor level?

Poisons:

4 Black Adder Venom (120gp each, total 480 gp)
4 Blue Whinnis (120gp each, total 480 gp)

Perhaps Vale will want the poisons?

1000gp of crafting supplies for Magical Scrolls.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

btw, What did we do with the goblin? I asked earlier but I'm unsure what the answer was (sorry if it's posted but I didn't see it). Did we leave him on the beach at the 2nd harbour we anchored or did we bring him along to Korvosa?


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Goblin is tied down below ;)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Okay, so he's along for the Korvosa ride. Thanks, Polux. ;)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Taissa Sloane wrote:
Now, from that you will have to subtract from your personal share the cost of whatever you've physically taken, like Hack got the CMW potion (valued at 300 gp), Taissa got the Healer's Kit (50gp), and so forth for any other.

Now... I like the scrolls, but that is going to make a serious dent on Polux share, so... I think I will pass on the scrolls then, and keep perhaps one or two scrolls of CLW :D


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I'm wondering if the GM will employ the rule that we can purchase an item from our loot/kitty for the sale value? I think that works out cheaper for us. But I'm unsure what he is allowing etc. I hope he can clarify once he is on the board today. :)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux crunch updated - think I've got the final version down at last ;)


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hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Okay, we also have the following items in our kitty/hoard:

* 2 Composite Longbows, Strength rating 1 for small-sized creatures (Taissa was temporarily using one as a backup weapon.)
* 26 small-sized knives
* 225 unusual coins: with curious stamp: one side has a pyramid with an eye in the center and the other side the head of a cobra. The metal of the coins is bronze (10 bronze coins = 1.5 gold pieces, according to prior appraisal check). Therefore the value of all these coins is 33.75 gold pieces.
* A small flask of wine (not brewed locally), made of dates and figs.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Okay, who among us has Appraise?


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux has the default +2

Sorry, wanted so much stuff that something had to be left for the next level :D


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Appraise is not a class skill for Taissa - she has a raw +1 (INT mod).


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

It is a class skill for Polux.


Hey guys - work has been a nightmare for me, and I've been sleeping the last several hours since I got home.

I'm still pretty much worn out; and I just need some more sleep.

I'll have some new updates tomorrows, and I'm sorry for any delay. I'm just really worn out is all.

Please have a good night, and I'll see you all soon!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain GM, hope the extra rest helps.


Hey guys, this is DM Jelani with the character I'll be joining you all with.

I still need to do skills, spend her money and write out her backstory, but most of the mechanics are there. I'm going to be relying on scrolls for healing mostly, but do have some channels and potentially one cure spell per day.

Hopefully the added ranged firepower will reduce the need for healing altogether by wrecking all our enemies' faces.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I like it...welcome aboard!


So, I'm trying to spend all my money, but we're not allowed to buy magic items right? I mean other than ones we can make ourselves?

Scrolls according to the rules have no weight. The same goes for alchemical paper cartridges. However it strains credibility that I could carry an infinite amount of them.

I want to carry as many scrolls of cure light and as much ammunition as possible without being encumbered. I've got my bandoliers full, and aside from a mess kit and trail rations there's nothing in my backpack.

Does fifty rounds and twenty scrolls seem like a reasonable amount that could be crammed into an adventurer's backpack along with some bread and jerky, and call me at my light encumbrance threshold?

Also, I have no idea what I'm going to spend the rest of my gold on if I'm right about not being able to buy magical stuff.


How in depth do you want me to go on the backstory?

Basic idea is she was an orphan raised in a monastery dedicated to Nethys in Nex. Most of the monks were multiclassed with levels of arcane spellcasting classes. After growing up she felt she could learn more about magic in the outside world, and that monastic life wasn't suited for her (nor was arcane spellcasting). So she left the monastery and went to Alkenstar, seeking to learn the secrets of firearms at their source. She managed to get an apprenticeship, and learned gunsmithing and shooting there. Once she had made her own musket, she signed on with a ship and began a stint as a sailor. She served on any ship that would take her until she learned the craft. She traveled the Inner Sea for years, searching for esoteric lore while earning her way as a hired gun and/or sailor. Eventually she made her way to Varisia, chasing ancient Thassilonian ruins. She's just arrived in Beacon and gotten her Writ, and now she's looking for adventure.

I can do more if necessary, but I'll need more details about your alterations to Golarion, Dain DM.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6
Dain GM wrote:

Hey guys - work has been a nightmare for me, and I've been sleeping the last several hours since I got home.

I'm still pretty much worn out; and I just need some more sleep.

I'll have some new updates tomorrows, and I'm sorry for any delay. I'm just really worn out is all.

Please have a good night, and I'll see you all soon!

Hang in there Dain - we'll be around.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Welcome, Zayna. Taissa will appreciate a ranged fighter buddy (with the two of them, it will be helpful/useful to the group).

I think your backstory is fine, with enough detail. If there is more to know, perhaps it can be uncovered during social rp on the board?


To all -

Thank you for your patience and understanding. I'm back now, though :)

Zayna - regarding backstory

It looks pretty good so far; but the only tweak I think I'll make is to say that right now you're currently in Korvossa but on the way to Beacon. That will let you meet up with the gang here (if possible) and all your information on Beacon will filter in through social RP (which makes sense).

Regarding Your Gear

Well, 50 rounds sounds reasonable, and so 20 scrolls sound reasonable, too.

I tossed up some extra notes on the recruitment thread, though, which may effect your build down the line.

If everyone is cool with your current build, though, I’m good with it, too. But do take a look at the notes via the Black Powder stuff and other follow-up notes, too.

That said, if everyone is cool with how things stand, I'm okay with it, too. We can have you join in soon, if you'd like, we'll see what he rest of them think, though. So far, it looks okay with me :)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

@Stefan: Would you like the CLW potion or no?

@Polux: We could keep the scrolls as part of the group loot/kitty? I mean, it makes sense since they are used on members of the group and not only on one person.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain GM, glad you're back. Can you please give answers to a couple of things I put up on the discussion board, yesterday?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I suppose if Zayna has 20 healing scrolls, it is fine that she can only channel 3 times a day (due to CHA being 10).

But the DC on activating scrolls is VERY high ... And having a better CHA would help. Will that pose a problem?


Taissa Sloane wrote:

I suppose if Zayna has 20 healing scrolls, it is fine that she can only channel 3 times a day (due to CHA being 10).

But the DC on activating scrolls is VERY high ... And having a better CHA would help. Will that pose a problem?

Taissa - to better answer your questions:

1. 1/8 of the loot was indeed put aside for the ship; out of this you could subtract things like the Alchemist Lab, for example; and leave the rest for crafting supplies, foodstuffs, healers kits and that sort of thing.

2. If you are able to cast the spell naturally you don't need to make the Use Magic Device check, I believe you can just read the scroll, so long as you know the spell - Guys, please correct me here if I'm wrong...

3. The scrolls for resale function at base price - that is; a second level scroll's base price is 750; generally half of that for bargaining.

4. You can claim any item for the flat resale value of the item, and sell any item to John's crew for the same flat half value.

The advantage/disadvantage with that is that if you try to sell things in town - unlike Jaba - these folks do bargain, and these merchants are trained to bargain. Based on the rules for bargaining, that may effect the resale value. For now, you don't have to worry about that with John's people (unless you want to try to bargain, in which case - good luck :)

I hope that answers all the questions, if I missed any, please let me know and I'll have something up soon. For now I'm off to make dinner, but I'll recheck things in a bit.

Good luck!


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Still, it would be good if the DCs weren't so high in case someone other than Zayna wants to use a scroll. For eg, Polux and Taissa have UMD but sadly for Tais it isn't a class skill for her so no way she can reach the stated DC. It would be helpful to us in this low (for us) magic setting.

Okay, question. What is the flat resale value of items? Is it half the purchase cost, always?

And how much time/effort do you want us to put into sale negotiations for the unwanted items? Even with John and his crew. If we want to haggle and bargain, then I suggest we need to get our strongest DIPLO on it ...

Is that Stefan?


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The flat value of the scrolls are as follows;

Level 1 Scrolls -

Base Price - 50 GP
Resale Value - 25 GP

Level 2 Scrolls -

Base Price - 300 GP
Resale Value - 150 GP

I hope that helps :)

As for the DC's for Use Magic Device - that is true, they are high. That's why I thought it was a good idea for folks to take Use Magic Device as a skill to help them try to use the scroll.

Remember, failing to use the scroll can cause a

Scroll Mishap:

Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.

A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.

Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
Spell takes effect at some random location within spell range.

Spell's effect on the target is contrary to the spell's normal effect.

The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell's duration, or 2d10 minutes for instantaneous spells.

Some innocuous item or items appear in the spell's area.

Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell's maximum range, if the target has moved away.

As for resale and negotiations for new items? That's up to you guys.

If you'd like to buy things or bargain for things, you're welcome to try; but yes - I'd recommend using someone with a high Diplomacy Check if you want to get some good gear at a reasonable price.

If it's Stefan that's cool, but he'll need to be there for the bargaining, then.


Maybe one of you could with high charisma should trade out a trait for one that gives UMD as a class skill if you want to have a secondary person to activate scrolls?

I can activate them automatically as I have CLW on my spell list and am capable of casting it.


I took into account everything except the damage bonus that you mentioned in your last recruitment build when I was making the character Dain.

I don't think the channeling thing should be an issue. I can still channel 3/day for emergencies (someone is bleeding out) and then I will have plenty of scrolls for after combat healing. They only take two hours and 25 GP to produce, so I'm sure I'll be spending a lot of downtime making them.


Also, you didn't answer my question as to whether we could buy magical items? I still have nearly 5000 GP after buying the scrolls etc. The only thing I can buy with it would be magical stuff, as I'm also at my encumbrance limit and can't carry any more heavy gear.

I would like a handy haversack, sleeves of many garments, a traveler's anytool and a ring of protection if possible. Can I buy any or all of those things? Potentially as part of my backstory of being a mystical wanderer and seeker of magical secrets?


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

@Zayna: Polux already has UMD as a class skill (+8 mod to UMD). But he will still need to roll 17 and higher to make the DC 25. Hopefully what you can provide toward healing will be enough -- we get hit consistently and by multiple assailants quite a bit. ;)


Guns do that. We should try to take advantage of cover and concealment affects as frequently as possible to mitigate the effects of firearms targeting touch AC.

Zayna's somewhat of a sniper (in that she can be effective at fairly long ranges), but she'll still do the most damage within 30'

+7 (1d12+8) to be exact.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Taissa is alright on the musket too (+6/+7 to hit, 1d12/+1 to damage). She too has point blank shot and precise shot. Unlike Zayna, she does not have rapid reload yet. Taissa uses her comp shortbow in main, as well as the musket. She is a bowman first, you could say.

In regard to tactic and strategy -- we have some headstrong (read rash) companions who run head on into trouble. So taking advantage of cover and concealment has not been utilised effectively, as yet.

Plus, you're the only one who's able to reload fast (standard action) -- each of us with a musket need to take a full round action.


Well, I can make alchemical paper cartridges for 3 GP each, which reduce the reload time by one step.

So for me right now it's a move action. I can share some with you and make it a standard action for you if you want (and pay me).

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