Dungeon Master S's "Skull & Shackles" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |Island Gazetteer | The Shackles
HANDOUTS | MAP TEMPLATES | Naval Combat
CAMPAIGN RECORDS | DRAMATIS PERSONAE | Ports of Call

The Fleet

Current Date: Calendar

Initiative:

[dice=Foes]d20[/dice]
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+6[/dice] (Always in surprise)
[dice=Arthur]d20+4[/dice]
[dice=Lucky]d20+11[/dice] (+2 in the water)
[dice=Slappy]d20+2[/dice]

Skill Quickpost:

Perception
[dice=Kiltem]d20+13[/dice]
[dice=Ko]d20+11[/dice]
[dice=Art]d20+9[/dice]
[dice=Lucky]d20+15[/dice] (+4 v. Traps, +2 in water)
[dice=Slappy]d20+17[/dice]

Stealth
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+1[/dice]
[dice=Lucky]d20+14[/dice] (+2 in Water)
[dice=Slappy]d20+14[/dice]

Sense Motive
[dice=Kiltem]d20+2[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+0[/dice]
[dice=Lucky]d20+6[/dice]
[dice=Slappy]d20+14[/dice]

Prof Sailor/Pirate
[dice=Kilt]d20+8[/dice]
[dice=Ko]d20+10[/dice]
[dice=Art]d20+10[/dice]
[dice=Lucky]d20+12[/dice]
[dice=Slappy]d20+4[/dice]


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Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

I would like people to occasionally look at Kiltem's character sheet. I keep track of party treasure under the "party bucket" header.

If you want something, take it and put it on your character sheet. Just PLEASE tell me, so I can keep account.

Just to make it even easier, here are some things maybe people want. We have a bunch, be greedy!

6 Potions of Cure Light Wounds

NINE Potions of Cure Medium Wounds (everyone should take one of these, just in case)

6 Flasks of Alchemical Fire (everyone should take one! for swarms if nothing else)

1 flask of Acid

5 tanglefoot bags, (everyone should take one of these too! In a different campaign we brought down a flying dragon by disabling the wings)

4 Thunderstones

3 Screaming bolts (We have 2-3 guys who use crossbows right?)


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Art grabbing CMW, alchemy fire, and the bolts (unless someone else grabs...post here)


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Arthur Cantor Delgado wrote:
Art grabbing CMW, alchemy fire, and the bolts (unless someone else grabs...post here)

I really think you should take a tanglefoot bag too


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

there isn't anyone who won't benefit from a +2 constitution, so...

roll-off for Pink Rhomboid ioun stone: 1d20 ⇒ 8


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Agreed would benefit anyone. Will it make a bigger benefit to anyone in particular? let just give to them

Or is anyone lacking in magic items?


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
Kiltem Stormcrow wrote:
Agreed would benefit anyone. Will it make a bigger benefit to anyone in particular? let just give to them

Melee fighters


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Arthur Cantor Delgado wrote:
Kiltem Stormcrow wrote:
Agreed would benefit anyone. Will it make a bigger benefit to anyone in particular? let just give to them
Melee fighters

I was kinda thinking would make our Capitan look pretty badazz. A freaking magic pink stone floating around his head.


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Pass


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
Kiltem Stormcrow wrote:
I was kinda thinking would make our Capitan look pretty badazz. A freaking magic pink stone floating around his head.

that's nice & very tempting...Art, Ko, & Kiltem rely on melee the most. Don't know who it's best for, hence the roll. :-)


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Roll Off

Ko 1d20 ⇒ 19
Kiltem 1d20 ⇒ 13

Looks like Ko gets it


1 person marked this as a favorite.
Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

my inspire is a +2 and I will update my numbers it is under Special attacks Inspire courage +2


1 person marked this as a favorite.
Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

DING DING DING Level 7 My friends


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Really??? Feels like we just hit 6!!


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
Arthur Cantor Delgado wrote:
Really??? Feels like we just hit 6!!

We hit 6th back when we finished gathering Ketch ears to join the tribe.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

So lets get this treasure sorted I hope the 25 on identify works. I've put some guesses as to what they are

From the zombified pirates you fought:
Magical cold iron scimitar.
Her mechanical arm radiates as magical.
Magical potion (royal blue)
Magical pistol (17 bullets)
Magical belt. The buckle is plain, but the leather is stamped to show a tuna cutting through the water.
Magical turquoise cloak
Magical silver ring
225 Gp
Jeweled necklace worth 400 Gp
Magical stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. Boots, Jaunt Maybe our Rogue so he can get into flank easier
Magical furry brown belt which resembles the tail of a monkey monkey belt Say maybe our captain so it can pick up any dropped weapon and put it in a pouch. But I can see anyone here enjoying the item.
Magical gleaming staff is made of polished silver and capped with a simple gemstone. Not sure if this is correct.. Staff of Minor Arcana Slappy is the only arcane caster sooooo.
6,022 Silver coins
3 Points of Plunder


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Dont forget the magic crystal we got when we defeated the stained glass golem.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

7th level hps 1d8 ⇒ 7. +4 con/toughness/level


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

We got some sweet loot. Start claiming stuff. And leveling up your guys.


1 person marked this as a favorite.
M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

I would claim:
-Pistol (assuming no other takers)
-a chance at one of the belts. Monkey belt is cool--but that feels more like a Lucky item to me, so I'd say he gets that and I'll roll off if someone else likes the belt too belt: 1d20 ⇒ 8

Also...hp: 1d10 ⇒ 8


1 person marked this as a favorite.
M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

level details:
Skills in Pirate, sleight of hand, swim, bluff, intimidate, acrobatics, diplomacy (level bonus skill point)

Feat: Deadly Aim. Always assume it's on!

New Deeds: Gun Feint (use gun to allow for a feint check instead of attacking); Swashbuckler Grace (no penalties for using Acrobatics to move, at full speed, through threatened squares or enemy space); Targeted Strike (called shots for neat effects)


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

I want some magic lootz... but I didn't look anything up yet. Just putting a mark on the wall since I'm super wrapped up in personal stuff.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Spellcraft check for cyborg arm: +2 arm. Attaching it requires severing an arm and a long recovery period. Sell, or for one of the crew?
Magic pistol: +1 pistol Slappy.. naw just kidding Art
Tuna belt: Belt of Incredible Dexterity +2 Anyone
Monkey belt: Monkey Belt Anyone, but can see Art so he can drop a weapon and pick it up with the tail
Turquoise cloak: Cloak of Resistance +1 Slappy will Roll
Magic ring: Ring of Protection +1 Slappy will roll
Magic Boots: Jaunt boots Anyone can use them, but makes sense for Lucky.. if he doesn't want them though....
Magic Potion: Cure moderate Wounds One of the melee
Gleaming Staff: Staff of Minor Arcana Slappy he's the only arcane caster??
Glass/Crystal thing from stained glass golem: Lens of Detection Lucky has the best perception as it is, Ko, Kiltem, and Slappy can Track. Someone claim it, and others maybe borrow it if able to?


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

I'd like the Jaunt Boots in order to get in or out of flank position safely.

I'd also like the tuna fish belt.

Lucky has an eye slot item already.

Level Stuff:
Level HPs: 1d8 + 1 ⇒ (8) + 1 = 9

Skillz: Appraise, Bluff, Climb, Disable Device, Escape Artist, Knowledge: Local, Perception, Profession: Pirate!, Sleight of Hand, Stealth, Swim, UMD

Feat: TBD


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

I just updated the Party Treasure header on Kiltem's sheet.

Note, we earlier found a pink ioun stone which gives +2 Con. Ko got this in a dice off. Ko, please make sure your guy is actually benefiting from this.

Cassock of the Clergy: I figured we'd sell it. Wouldn't benefit Kilt much.

Cyborg Arm: sell it, unless one of our trusty crew needs it

Lens of Detection: Give to Ko or Slappy. Like most items is a waste to Kiltem because of wildshape


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Kiltem would like to throw in for the Ring of Protection

roll 1d20 ⇒ 3


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

OK, Art claims the Monkey Belt and the Pistol. I'm all for Jaunt Boots & belt for Lucky. Ring of Prot to the melee monsters. Staff to Slappy. (do you have Shield or Magic MIssile, to recharge it? are those even on the Bard list?)


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

I only just realized Ko wants in on one of the belts. Roll off for monkey belt?

1d20 ⇒ 17


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Is the straight +2 dex belt good to go for Lucky? If so he passes on Monkey Belt.


male Human Rogue 10 HPs 76/76, AC 26, FF17 Touch19), Init +7, (fort +6, ref +16, wil +6, Trap Spotter +21(percep+16)
"Lucky" Lucas D'Endrin wrote:
Is the straight +2 dex belt good to go for Lucky? If so he passes on Monkey Belt.

Yes Lucky gets the jaunty boots and tuna/dex belt


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
Kappi Matarito wrote:
Yes Lucky gets the jaunty boots and tuna/dex belt

Hah. Tuna belt is one of my favorite sandwiches!


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Monkey Belt
1d20 ⇒ 20


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

lol, ok, I guess I get the monkey belt?


male Human Rogue 10 HPs 76/76, AC 26, FF17 Touch19), Init +7, (fort +6, ref +16, wil +6, Trap Spotter +21(percep+16)
Harisko "Ko" wrote:

Monkey Belt

1d20

BOOM!


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Ok I don't see anyone else rolling on the cloak of resistance +1

Cloak Roll off: 1d20 ⇒ 5 or if I don't get the cloak Ring of Protection roll off: 1d20 ⇒ 16

And I will take the staff of minor arcana, and lens of detection.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Level Up Info:
Class: Bard Skills:

Know Eng, Know Geography, Perception, Perform: Comedy, Oratory, Spellcraft.

Feat: Spellsong

Gained magic items: Staff of Minor Arcana, Cloak of Resistance +1, Lens of Detection.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

ok, Ko is updated including Ioun stone, sorry for the miss.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Big new things for Ko
1) Can always act in Surprise round.
2) I can finally do studied target as a swift.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

@Dungeon master

Just a quick note to update the skills quick post up top

Perception +17
Stealth +14
Sense Motive +14
Pirate: No change


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Yeah... Lucky has some updates too:
Initiative should be +11
• In or on water: +2 (Favored Terrain: Water)

Perception: +15 | (+7+3 Rank, +0 Wis, +5 Eyes of the Eagle)
• To avoid surprise, hidden object & doors: +1 (Eye for Plunder)
• To notice traps: +4 (Trapfinding: +½ level round up)
• In or on water: +2 (Favored Terrain: Water)

Profession: Pirate!: +12 | (+7+3 Rank, +0 Wis, +2 Tricorn Hat)

Sense Motive: +6 | (+3+3 Rank, +0 Wis)

Stealth: +14 | (+7+3 Rank, +5 Dex, -1 Armor Check)
• In or on water: +2 (Favored Terrain: Water)


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Kiltem’s only update is for Perception +13


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Sorry guys. COVID and dojo are still kicking my butt.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Can you remind me of what kinds of magic items would be available in port?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

75% of anything published by Paizo up to .... much more than you guys have.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Cool. I went ahead and looked through. I think I am going to save up for something better.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

FYI: I'll be on vacation w/ the family for a week starting tomorrow. I'll still be checking in the game (possibly more often). I think I'll be restricted to just my phone, can't really access the map.

I'm happy to keep things moving. I may need to some help w/ others to move Kiltem around.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Alright ye scallywags! Let's do this:

We are just nearing a major shift in the campaign, where plot accelerates. With COVID, I let the details get away from me, but can't afford to do so any more. So, on Wednesday December 9th, we need to be ready to rock!

I'll need some people to help out with the following:

  • Get the campaign calendar cleaned up, as some things happen on a regular schedule, measured in months (sometimes weeks.) Chris
  • Organize the loot, sell what you don't want, buy what you can. Takers?
  • Fill in the details of the Pirhana. This involves looking up the ship stats and filling in the sheet. Takers?
  • Clean up the Motley Crew. This should be easy as the sheet is actually FAR more complicated than it needs to be. Outside of the named PCs and NPCs thus far, everyone else in the crew complement is "a nameless pirate." In ship and fleet combat, they get killed and replaced on the regular. In the end, this sheet should just have names and jobs. Takers?
  • We haven't been using the Ledger and Summary tabs. So unless someone objects, I'll excise them. Any objections?
  • The Infamy and Disrepute tab is ugly and not very elegant. I'll clean it up. Chris
  • The Plunder Tab seems to be fine. Unless someone speaks up, we leave it. Any objections?
  • We have NOT at all been using the Treasure trackers. It would be a BUTTLOAD of work to fix this, which is a shame, it works beautifully when kept up to date. Treasure is all you guys though, so if you have a system you want to keep, more power to you. I'll delete these tabs.
    Any objections?
  • Finally, we need a clean cheat sheet of ship combat. In the end, the by the book rules work just fine given post rates, etc. If anyone want sto look up the rules and build one, I'd be much obliged. Takers?

    -----
    We're about to be serious pirates here, with a lot going on. (There's universal agreement that after the nadir of book 2, this AP gets better as it goes, and I want it to kick ass. We just need to get our ducks in a row.


  • Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
    Dungeon Master S wrote:

    Alright ye scallywags! Let's do this:

    I'll need some people to help out with the following:

  • Fill in the details of the Pirhana. This involves looking up the ship stats and filling in the sheet. Takers?
  • I will give this a try,

    Quote:
  • We haven't been using the Ledger and Summary tabs. So unless someone objects, I'll excise them. Any objections?
  • None from me.

    Quote:
  • The Infamy and Disrepute tab is ugly and not very elegant. I'll clean it up. Chris
  • Not really sure what use it is anyway. Why not get rid of it? Seems like just having another ambiguous number to track. I mean if it provides some sort of benefit or hindrance, just tell us when it's applicable or have NPC's react accordingly.

    Quote:
  • We have NOT at all been using the Treasure trackers. It would be a BUTTLOAD of work to fix this, which is a shame, it works beautifully when kept up to date. Treasure is all you guys though, so if you...
  • None.

    Quote:
    Finally, we need a clean cheat sheet of ship combat. In the end, the by the book rules work just fine given post rates, etc. If anyone wants to look up the rules and build one, I'd be much obliged. Takers?

    I can try to do this while I look up the ship stats.

    It will be over the weekend before I can get to it.


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    The Infamy scale informs a lot of background stuff, like how NPCs react, when certain events unfold. It hasn't been helpful to you yet, but it's about to be as you now have extra actions available to you. Once a few others chime in on the items, I'll execute. Lucky is moving to TX this weekend, so it's a good time to refresh.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Ok I have updated the Piranah as much as I can without party/gm help. The ship itself needs some love. We need some siege engines and a corvus, or we need to capture a better warship.

    Currently we have an NPC as the ships pilot. If we use the Paizo rules this might not be a good idea, more on that later.

    I have also compiled the rules for ship combat. I am going to post them on Discord, maybe they can be pinned.

    A note on the rules. There are 2 sections in the first document. First is just basic ship combat rules, the second have been developed specifically for Skulls and Shackles.

    I am also including the rules that Rich and I came up with. I still hold that these will work so much better than the clunky Paizo rules especially in a PbP setting. Much less to track, and keeps it PC centric so it will not matter if the Pilot is an NPC. Along with the rules will be an example of how they work.

    Following are hyperlinks to Paizo ship combat:

    Basic Ship combat Probably won't need this one
    Advanced Ship combat
    Naval Siege Engines
    Spell Effects in Naval Combat
    Vessels and Vessel customization


    Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

    FYI, we have a corvus

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